示例#1
0
        public void GenerateNormals()
        {
            Vector3[] norms = new Vector3[vb.Count];
            int[]     count = new int[vb.Count];

            foreach (var p in parts)
            {
                for (int i = 0; i < p.IndexBuffer.Count; i += 3)
                {
                    int i1 = (int)p.IndexBuffer[i];
                    int i2 = (int)p.IndexBuffer[i + 1];
                    int i3 = (int)p.IndexBuffer[i + 2];
                    var v1 = vb[i1].Position;
                    var v2 = vb[i2].Position;
                    var v3 = vb[i3].Position;

                    var c1    = v2 - v1;
                    var c2    = v3 - v1;
                    var cross = Vector3.Cross(c1, c2).Normalize();
                    norms[i1] += cross;
                    norms[i2] += cross;
                    norms[i3] += cross;
                    ++count[i1];
                    ++count[i2];
                    ++count[i3];
                }
            }
            for (int i = 0; i < norms.Length; i++)
            {
                VertexPositionTexCoordNormal n = vb[i];
                n.Normal = norms[i] / count[i];
                vb[i]    = n;
            }
        }
示例#2
0
文件: Terrain.cs 项目: r-bel/glorg2
        public virtual void InitializeGraphics()
        {
            if (heightmap == null && string.IsNullOrEmpty(Heightmap))
                return;

            if (heightmap == null)
                owner.Resources.Load(Heightmap, out heightmap);

            //if (heightmap.Width != heightmap.Height)
                //throw new NotSupportedException("Must be rectangular heightmap");
            int num_vertices = (heightmap.Width) * (heightmap.Height);
            if (vb != null)
                DoDispose();

            vb = new VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            vb.Allocate(num_vertices);

            if (mat_name != null)
                owner.Resources.Load(mat_name, out mat);

            size = CellSize * heightmap.Width;
            float s2 = size / 2;

            int vi = 0;
            float xx = 0;
            float yy = -s2;
            Vector3[,] norms = new Vector3[heightmap.Height, heightmap.Width];
            for (int i = 0; i < heightmap.Height; i++)
            {
                for (int j = 0; j < heightmap.Width; j++)
                {
                    Vector3 n = new Vector3();
                    n.x = (heightmap[i - 1, j] - heightmap[i + 1, j]) * Height;
                    n.y = (heightmap[i, j - 1] - heightmap[i, j + 1]) * Height;
                    n.z = 2.0f / (heightmap.Width + 1) / CellSize + 2.0f / (heightmap.Height + 1) / CellSize;
                    norms[i, j] = n.Normalize();
                }
            }

            for (int i = 0; i < heightmap.Height; i++)
            {
                xx = -s2;
                for (int j = 0; j < heightmap.Width; j++, vi++)
                {
                    vb[vi] = new VertexPositionTexCoordNormal()
                    {
                        Position = new Vector3(xx, heightmap[i, j] * Height, yy),
                        Normal = norms[i, j]
                    };
                    xx += CellSize;
                }
                yy += CellSize;
            }

            float offset = s2 / 2;

            int x_count = heightmap.Width / 2;
            int y_count = heightmap.Height / 2;

            var new_size = new Vector3(s2, size / 8, s2);
            blocks = new TerrainBlock[4];
            blocks[0] = new TerrainBlock(0, 0, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(-offset, 0, offset)
            }, 0, this);
            blocks[1] = new TerrainBlock(x_count-1, 0, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(offset, 0, offset)
            }, 0, this);

            blocks[2] = new TerrainBlock(x_count-1, y_count-1, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(offset, 0, -offset)
            }, 0, this);
            blocks[3] = new TerrainBlock(0, y_count-1, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(-offset, 0, -offset)
            }, 0, this);

            vb.BufferData(VboUsage.GL_STATIC_DRAW);
            vb.FreeClientData();
            init_finished = true;
        }
示例#3
0
        public override Model Build()
        {
            Model ret = new Model();

            VertexBuffer<VertexPositionTexCoordNormal> vb = new VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            //IndexBuffer<uint> ib = new IndexBuffer<uint>();

            float ang_inc = (float)(2 * Math.PI) / sides;
            int vsides = sides / 2 - 2;
            float ang = 0;
            vb.Allocate(sides * (sides / 2 - 2) + 2);
            int index = 0;
            for (int i = 0; i < sides; i++, ang += ang_inc)
            {
                float cs = (float)Math.Cos(ang);
                float ss = (float)Math.Sin(ang);

                float sang_inc = (float)Math.PI / vsides;
                float sang = -((float)Math.PI / 2) + sang_inc;
                for (int j = 0; j < vsides; j++, sang += sang_inc, ++index)
                {
                    float vcs = (float)Math.Cos(sang);
                    float vss = (float)Math.Sin(sang);
                    Vector3 pos = new Vector3(
                        cs * radius * vcs,
                        vss * radius,
                        ss * radius * vss);
                    vb[index] = new VertexPositionTexCoordNormal()
                    {
                        Position = pos,
                        TexCoord = new Vector2(),
                        Normal = new Vector3(cs * vcs, vss, ss * vss)
                    };
                }
                vb[index] = new VertexPositionTexCoordNormal()
                {
                    Position = new Vector3(0, -radius, 0),
                    Normal = new Vector3(0, -1, 0)
                };
                vb[index + 1] = new VertexPositionTexCoordNormal()
                {
                    Position = new Vector3(0, radius, 0),
                    Normal = new Vector3(0, radius, 0)
                };
            }
            ret.VertexBuffer = vb;
            vb.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW);
            return ret;
        }
示例#4
0
        public override Model Build()
        {
            Model ret = new Model();

            var w2 = width / 2;
            var h2 = height / 2;
            var d2 = depth / 2;

            ret.VertexBuffer = new VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            ret.VertexBuffer.Allocate(24);
            var vb = ret.VertexBuffer;
            var ib = new IndexBuffer<uint>();
            //ib.Allocate(36);

            Vector3[] pos = new Vector3[8];
            pos[0] = new Vector3(-w2, h2, d2);
            pos[1] = new Vector3(w2, h2, d2);
            pos[2] = new Vector3(w2, h2, -d2);
            pos[3] = new Vector3(-w2, h2, -d2);

            pos[4] = new Vector3(-w2, -h2, d2);
            pos[5] = new Vector3(w2, -h2, d2);
            pos[6] = new Vector3(w2, -h2, -d2);
            pos[7] = new Vector3(-w2, -h2, -d2);

            ret.Parts.Add(
                new ModelPart()
                {
                    IndexBuffer = ib
                }
                );

            vb[0] = new VertexPositionTexCoordNormal()
            {
                Position = pos[0],
                Normal = Vector3.Up,
                TexCoord = new Vector2(0, 0)
            };

            vb[1] = new VertexPositionTexCoordNormal()
            {
                Position = pos[1],
                Normal = Vector3.Up,
                TexCoord = new Vector2(1, 0)
            };

            vb[2] = new VertexPositionTexCoordNormal()
            {
                Position = pos[2],
                Normal = Vector3.Up,
                TexCoord = new Vector2(1, 1)
            };
            vb[3] = new VertexPositionTexCoordNormal()
            {
                Position = pos[3],
                Normal = Vector3.Up,
                TexCoord = new Vector2(0, 1)
            };

            vb[4] = new VertexPositionTexCoordNormal()
            {
                Position = pos[7],
                Normal = Vector3.Down,
                TexCoord = new Vector2(0, 0)
            };

            vb[5] = new VertexPositionTexCoordNormal()
            {
                Position = pos[6],
                Normal = Vector3.Down,
                TexCoord = new Vector2(1, 0)
            };

            vb[6] = new VertexPositionTexCoordNormal()
            {
                Position = pos[5],
                Normal = Vector3.Down,
                TexCoord = new Vector2(1, 1)
            };
            vb[7] = new VertexPositionTexCoordNormal()
            {
                Position = pos[4],
                Normal = Vector3.Down,
                TexCoord = new Vector2(0, 1)
            };

            vb[8] = new VertexPositionTexCoordNormal()
            {
                Position = pos[4],
                Normal = Vector3.North,
                TexCoord = new Vector2(0, 0)
            };

            vb[9] = new VertexPositionTexCoordNormal()
            {
                Position = pos[5],
                Normal = Vector3.North,
                TexCoord = new Vector2(0, 0)
            };

            vb[10] = new VertexPositionTexCoordNormal()
            {
                Position = pos[1],
                Normal = Vector3.North,
                TexCoord = new Vector2(0, 0)
            };

            vb[11] = new VertexPositionTexCoordNormal()
            {
                Position = pos[0],
                Normal = Vector3.North,
                TexCoord = new Vector2(0, 0)
            };

            vb[12] = new VertexPositionTexCoordNormal()
            {
                Position = pos[0],
                Normal = Vector3.West,
                TexCoord = new Vector2()
            };

            vb[13] = new VertexPositionTexCoordNormal()
            {
                Position = pos[3],
                Normal = Vector3.West,
                TexCoord = new Vector2()
            };

            vb[14] = new VertexPositionTexCoordNormal()
            {
                Position = pos[7],
                Normal = Vector3.West,
                TexCoord = new Vector2()
            };

            vb[15] = new VertexPositionTexCoordNormal()
            {
                Position = pos[4],
                Normal = Vector3.West,
                TexCoord = new Vector2()
            };

            vb[16] = new VertexPositionTexCoordNormal()
            {
                Position = pos[3],
                Normal = Vector3.South,
                TexCoord = new Vector2()
            };

            vb[17] = new VertexPositionTexCoordNormal()
            {
                Position = pos[2],
                Normal = Vector3.South,
                TexCoord = new Vector2()
            };

            vb[18] = new VertexPositionTexCoordNormal()
            {
                Position = pos[6],
                Normal = Vector3.South,
                TexCoord = new Vector2()
            };
            vb[19] = new VertexPositionTexCoordNormal()
            {
                Position = pos[7],
                Normal = Vector3.South,
                TexCoord = new Vector2()
            };

            vb[23] = new VertexPositionTexCoordNormal()
            {
                Position = pos[1],
                Normal = Vector3.East,
                TexCoord = new Vector2()
            };

            vb[22] = new VertexPositionTexCoordNormal()
            {
                Position = pos[2],
                Normal = Vector3.East,
                TexCoord = new Vector2()
            };

            vb[21] = new VertexPositionTexCoordNormal()
            {
                Position = pos[6],
                Normal = Vector3.East,
                TexCoord = new Vector2()
            };
            vb[20] = new VertexPositionTexCoordNormal()
            {
                Position = pos[5],
                Normal = Vector3.East,
                TexCoord = new Vector2()
            };

            int offset = 0;
            ib.Allocate(36);
            for (int i = 0; i < 6; i++)
            {
                offset = AddFaces(i * 4, offset, ib);
            }

            vb.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW);
            ib.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW);

            return ret;
        }