コード例 #1
0
ファイル: Chunk.cs プロジェクト: vicancy/VisualWorld
        public static void GetArray(ref List<Chunk> c, out VertexT2dN3dV3d[] vbo, out uint[] ibo)
        {
            uint VertexCounter = 0;
            uint IndexCounter = 0;

            foreach (Chunk ch in c)
            {
                VertexCounter += ch.VertexCount;
                IndexCounter += ch.IndexCount;
            }

            vbo = new VertexT2dN3dV3d[VertexCounter];
            ibo = new uint[IndexCounter];

            VertexCounter = 0;
            IndexCounter = 0;

            foreach (Chunk ch in c)
            {
                for (int i = 0; i < ch.Vertices.Length; i++)
                {
                    vbo[VertexCounter + i] = ch.Vertices[i];
                }

                for (int i = 0; i < ch.Indices.Length; i++)
                {
                    ibo[IndexCounter + i] = ch.Indices[i] + VertexCounter;
                }

                VertexCounter += (uint)ch.VertexCount;
                IndexCounter += (uint)ch.IndexCount;
            }
        }
コード例 #2
0
ファイル: Chunk.cs プロジェクト: vicancy/VisualWorld
 public Chunk(ref VertexT2dN3dV3d[] vbo, ref uint[] ibo)
 {
     Vertices = new VertexT2dN3dV3d[vbo.Length];
     for (int i = 0; i < Vertices.Length; i++)
     {
         Vertices[i] = vbo[i];
     }
     Indices = new uint[ibo.Length];
     for (int i = 0; i < Indices.Length; i++)
     {
         Indices[i] = ibo[i];
     }
 }
コード例 #3
0
ファイル: SlicedSphere.cs プロジェクト: vicancy/VisualWorld
        private void Subdivide(double Scale, ref VertexT2dN3dV3d first, ref VertexT2dN3dV3d second, ref VertexT2dN3dV3d third, out Chunk c)
        {
            c = new Chunk(6, 12);

            c.Vertices[0] = first;

            Vector3d.Lerp(ref first.Position, ref second.Position, 0.5, out c.Vertices[1].Normal);
            c.Vertices[1].Normal.Normalize();
            c.Vertices[1].Position = c.Vertices[1].Normal * Scale;
            Vector2d.Lerp(ref first.TexCoord, ref second.TexCoord, 0.5, out c.Vertices[1].TexCoord);

            Vector3d.Lerp(ref third.Position, ref first.Position, 0.5, out c.Vertices[2].Normal);
            c.Vertices[2].Normal.Normalize();
            c.Vertices[2].Position = c.Vertices[2].Normal * Scale;
            Vector2d.Lerp(ref third.TexCoord, ref first.TexCoord, 0.5, out c.Vertices[2].TexCoord);

            c.Vertices[3] = second;

            Vector3d.Lerp(ref second.Position, ref third.Position, 0.5, out c.Vertices[4].Normal);
            c.Vertices[4].Normal.Normalize();
            c.Vertices[4].Position = c.Vertices[4].Normal * Scale;
            Vector2d.Lerp(ref second.TexCoord, ref third.TexCoord, 0.5, out c.Vertices[4].TexCoord);

            c.Vertices[5] = third;

            #region Indices
            c.Indices[0] = 0;
            c.Indices[1] = 1;
            c.Indices[2] = 2;
            c.Indices[3] = 2;
            c.Indices[4] = 1;
            c.Indices[5] = 4;
            c.Indices[6] = 1;
            c.Indices[7] = 3;
            c.Indices[8] = 4;
            c.Indices[9] = 2;
            c.Indices[10] = 4;
            c.Indices[11] = 5;
            #endregion Indices
        }
コード例 #4
0
ファイル: SlicedSphere.cs プロジェクト: vicancy/VisualWorld
        public SlicedSphere(double radius, Vector3d offset, eSubdivisions subdivs, eDir[] sides, bool useDL)
            : base(useDL)
        {
            double Diameter = radius;

            PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles;

            if (sides[0] == eDir.All)
            {
                sides = new eDir[] {  eDir.FrontTopRight,
            eDir.FrontBottomRight,
            eDir.FrontBottomLeft,
            eDir.FrontTopLeft,
            eDir.BackTopRight,
            eDir.BackBottomRight,
            eDir.BackBottomLeft,
            eDir.BackTopLeft,};
            }

            VertexArray = new VertexT2dN3dV3d[sides.Length * 3];
            IndexArray = new uint[sides.Length * 3];

            uint counter = 0;
            foreach (eDir s in sides)
            {
                GetDefaultVertices(s, Diameter, out VertexArray[counter + 0], out VertexArray[counter + 1], out VertexArray[counter + 2]);
                IndexArray[counter + 0] = counter + 0;
                IndexArray[counter + 1] = counter + 1;
                IndexArray[counter + 2] = counter + 2;
                counter += 3;
            }

            if (subdivs != eSubdivisions.Zero)
            {

                for (int s = 0; s < (int)subdivs; s++)
                {
                    #region Assemble Chunks and convert to Arrays
                    List<Chunk> AllChunks = new List<Chunk>();
                    for (uint i = 0; i < IndexArray.Length; i += 3)
                    {
                        Chunk chu;
                        Subdivide(Diameter,
                                   ref VertexArray[IndexArray[i + 0]],
                                   ref VertexArray[IndexArray[i + 1]],
                                   ref VertexArray[IndexArray[i + 2]],
                                   out chu);
                        AllChunks.Add(chu);
                    }

                    Chunk.GetArray(ref AllChunks, out VertexArray, out IndexArray);
                    AllChunks.Clear();
                    #endregion Assemble Chunks and convert to Arrays
                }
            }

            for (int i = 0; i < VertexArray.Length; i++)
            {
                Vector3d.Add(ref VertexArray[i].Position, ref offset, out VertexArray[i].Position);
            }
        }
コード例 #5
0
ファイル: SlicedSphere.cs プロジェクト: vicancy/VisualWorld
 private void GetDefaultVertices(eDir s, double scale, out VertexT2dN3dV3d first, out VertexT2dN3dV3d second, out VertexT2dN3dV3d third)
 {
     VertexT2dN3dV3d t1 = new VertexT2dN3dV3d(),
                     t2 = new VertexT2dN3dV3d(),
                     t3 = new VertexT2dN3dV3d();
     switch (s)
     {
         case eDir.FrontTopRight:
             t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
             break;
         case eDir.FrontBottomRight:
             t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
             break;
         case eDir.FrontBottomLeft:
             t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
             break;
         case eDir.FrontTopLeft:
             t1 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
             break;
         case eDir.BackTopRight:
             t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
             break;
         case eDir.BackBottomRight:
             t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(0.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
             break;
         case eDir.BackBottomLeft:
             t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(1.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
             break;
         case eDir.BackTopLeft:
             t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
             t2 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
             t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
             break;
     }
     first = t1;
     second = t2;
     third = t3;
 }
コード例 #6
0
ファイル: DrawableShape.cs プロジェクト: vicancy/VisualWorld
        public void GetArraysforVBO(out BeginMode primitives, out VertexT2dN3dV3d[] vertices, out uint[] indices)
        {
            primitives = PrimitiveMode;

            vertices = new VertexT2dN3dV3d[VertexArray.Length];
            for (uint i = 0; i < VertexArray.Length; i++)
            {
                vertices[i].TexCoord = VertexArray[i].TexCoord;
                vertices[i].Normal = VertexArray[i].Normal;
                vertices[i].Position = VertexArray[i].Position;
            }

            indices = IndexArray;
        }