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423 lines
19 KiB
C#
423 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenTK;
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namespace Examples.Shapes
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{
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public sealed partial class MengerSponge
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{
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private struct MengerCube
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{
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private Vector3d Center;
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private double SideLength;
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private eSides[] VisibleSides;
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private eSides[] VisibilityToInherit;
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public void GetArraySizes( out uint vertexcount, out uint indexcount )
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{
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vertexcount = (uint)VisibleSides.Length * 8 + 6 * 12;
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indexcount = (uint)VisibleSides.Length * 8 * 3 + 6 * 8 * 3;
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}
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public MengerCube( Vector3d center, double sidelength, eSides[] visibleSides, eSides[] parentsVisibility )
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{
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Center = center;
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SideLength = sidelength;
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/* List<eSides> Sides = new List<eSides>();
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foreach ( eSides s in visibleSides )
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{
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bool isVisible = false;
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foreach ( eSides p in parentsVisibility )
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{
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if ( (int)p == (int)s )
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{
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isVisible = true;
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break;
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}
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}
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if ( isVisible )
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{
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Sides.Add( s );
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}
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}
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VisibleSides = Sides.ToArray();*/
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VisibleSides = visibleSides;
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VisibilityToInherit = visibleSides;
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}
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public void Subdivide( out MengerCube[] cubes )
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{
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cubes = new MengerCube[20]; // 8 + 4 + 8
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double NewLength = this.SideLength / 3.0;
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double six = this.SideLength * 2.0 / 3.0;
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// we got 3x3x3 cubes. All center cubes who touch the XYZ-Axis are removed.
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// front
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cubes[0] = new MengerCube( new Vector3d( Center.X - six, Center.Y + six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Left, eSides.Top }, this.VisibilityToInherit );
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cubes[1] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y + six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Bottom, eSides.Back, eSides.Top }, this.VisibilityToInherit );
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cubes[2] = new MengerCube( new Vector3d( Center.X + six, Center.Y + six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Top }, this.VisibilityToInherit );
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cubes[3] = new MengerCube( new Vector3d( Center.X - six, Center.Y + 0.0, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left }, this.VisibilityToInherit );
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cubes[4] = new MengerCube( new Vector3d( Center.X + six, Center.Y + 0.0, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left }, this.VisibilityToInherit );
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cubes[5] = new MengerCube( new Vector3d( Center.X - six, Center.Y - six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Left, eSides.Bottom } , this.VisibilityToInherit );
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cubes[6] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y - six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Top, eSides.Back, eSides.Bottom }, this.VisibilityToInherit );
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cubes[7] = new MengerCube( new Vector3d( Center.X + six, Center.Y - six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Bottom }, this.VisibilityToInherit );
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// center
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cubes[8] = new MengerCube( new Vector3d( Center.X - six, Center.Y + six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
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cubes[9] = new MengerCube( new Vector3d( Center.X + six, Center.Y + six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
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cubes[10] = new MengerCube( new Vector3d( Center.X - six, Center.Y - six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
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cubes[11] = new MengerCube( new Vector3d( Center.X + six, Center.Y - six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
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// back
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cubes[12] = new MengerCube( new Vector3d( Center.X - six, Center.Y + six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Left }, this.VisibilityToInherit );
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cubes[13] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y + six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Bottom, eSides.Front }, this.VisibilityToInherit );
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cubes[14] = new MengerCube( new Vector3d( Center.X + six, Center.Y + six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Right }, this.VisibilityToInherit );
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cubes[15] = new MengerCube( new Vector3d( Center.X - six, Center.Y + 0.0, Center.Z - six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left } , this.VisibilityToInherit );
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cubes[16] = new MengerCube( new Vector3d( Center.X + six, Center.Y + 0.0, Center.Z - six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left } , this.VisibilityToInherit );
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cubes[17] = new MengerCube( new Vector3d( Center.X - six, Center.Y - six, Center.Z - six ), NewLength, new eSides[] { eSides.Back, eSides.Bottom, eSides.Left } , this.VisibilityToInherit );
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cubes[18] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y - six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Bottom, eSides.Front }, this.VisibilityToInherit );
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cubes[19] = new MengerCube( new Vector3d( Center.X + six, Center.Y - six, Center.Z - six ), NewLength, new eSides[] { eSides.Back, eSides.Bottom, eSides.Right }, this.VisibilityToInherit );
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}
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public enum eSides: byte
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{
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Front,
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Back,
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Right,
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Left,
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Top,
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Bottom
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}
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internal static readonly eSides[] AllSides = new eSides[] { eSides.Front, eSides.Back, eSides.Right, eSides.Left, eSides.Top, eSides.Bottom };
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public void GetVboAndIbo( ref List<Chunk> chunks )
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{
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foreach ( eSides s in AllSides )
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{
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DrawSide( s, ref chunks );
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}
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}
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private void DrawSide( eSides side, ref List<Chunk> chunks )
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{
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#region Setup constants for current direction
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double _Zero = 0.0; // 0/3
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double _Three = 0.3333333333333; // 1/3
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double _Six = 0.66666666666666; // 2/3
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double _One = 1.0; // 3/3
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double ThirdLength = SideLength / 3f;
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Vector3d C0 = Center + new Vector3d( -SideLength, -SideLength, +SideLength );
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Vector3d C1 = Center + new Vector3d( +SideLength, -SideLength, +SideLength );
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Vector3d C2 = Center + new Vector3d( +SideLength, +SideLength, +SideLength );
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Vector3d C3 = Center + new Vector3d( -SideLength, +SideLength, +SideLength );
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Vector3d C4 = Center + new Vector3d( -SideLength, -SideLength, -SideLength );
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Vector3d C5 = Center + new Vector3d( +SideLength, -SideLength, -SideLength );
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Vector3d C6 = Center + new Vector3d( +SideLength, +SideLength, -SideLength );
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Vector3d C7 = Center + new Vector3d( -SideLength, +SideLength, -SideLength );
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Vector3d P0, P1, P2, P3, P4, P5, P6, P7;
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switch ( side )
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{
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case eSides.Front:
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P0 = C0;
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P1 = C1;
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P2 = C2;
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P3 = C3;
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P4 = C4;
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P5 = C5;
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P6 = C6;
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P7 = C7;
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break;
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case eSides.Back:
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P0 = C5;
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P1 = C4;
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P2 = C7;
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P3 = C6;
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P4 = C1;
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P5 = C0;
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P6 = C3;
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P7 = C2;
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break;
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case eSides.Right:
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P0 = C1;
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P1 = C5;
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P2 = C6;
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P3 = C2;
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P4 = C0;
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P5 = C4;
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P6 = C7;
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P7 = C3;
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break;
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case eSides.Left:
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P0 = C4;
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P1 = C0;
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P2 = C3;
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P3 = C7;
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P4 = C5;
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P5 = C1;
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P6 = C2;
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P7 = C6;
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break;
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case eSides.Top:
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P0 = C3;
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P1 = C2;
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P2 = C6;
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P3 = C7;
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P4 = C0;
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P5 = C1;
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P6 = C5;
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P7 = C4;
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break;
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case eSides.Bottom:
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P0 = C1;
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P1 = C0;
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P2 = C4;
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P3 = C5;
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P4 = C2;
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P5 = C3;
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P6 = C7;
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P7 = C6;
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break;
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default:
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throw new NotImplementedException( "Unknown enum value: " + side );
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}
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#endregion Setup constants for current direction
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#region Set Normal
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Vector3d FaceNormal;
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switch ( side )
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{
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case eSides.Front:
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FaceNormal = Vector3d.UnitZ;
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break;
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case eSides.Back:
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FaceNormal = -Vector3d.UnitZ;
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break;
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case eSides.Right:
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FaceNormal = Vector3d.UnitX;
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break;
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case eSides.Left:
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FaceNormal = -Vector3d.UnitX;
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break;
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case eSides.Top:
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FaceNormal = Vector3d.UnitY;
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break;
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case eSides.Bottom:
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FaceNormal = -Vector3d.UnitY;
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break;
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default:
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throw new NotImplementedException( "Unknown enum value: " + side );
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}
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#endregion Set Normal
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bool FaceIsVisible = false;
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foreach ( eSides s in VisibleSides )
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{
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if ( s == side )
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{
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FaceIsVisible = true;
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break;
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}
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}
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if ( FaceIsVisible )
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{
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#region Define Layer1 Vertices
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Chunk Layer1 = new Chunk( 8, 8 * 3 );
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Layer1.Vertices[0].TexCoord = new Vector2d( _Zero, _Zero );
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Layer1.Vertices[0].Normal = FaceNormal;
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Layer1.Vertices[0].Position = P0;
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Layer1.Vertices[1].TexCoord = new Vector2d( _One, _Zero );
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Layer1.Vertices[1].Normal = FaceNormal;
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Layer1.Vertices[1].Position = P1;
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Layer1.Vertices[2].TexCoord = new Vector2d( _One, _One );
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Layer1.Vertices[2].Normal = FaceNormal;
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Layer1.Vertices[2].Position = P2;
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Layer1.Vertices[3].TexCoord = new Vector2d( _Zero, _One );
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Layer1.Vertices[3].Normal = FaceNormal;
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Layer1.Vertices[3].Position = P3;
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Layer1.Vertices[4].TexCoord = new Vector2d( _Three, _Three );
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Layer1.Vertices[4].Normal = FaceNormal;
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Vector3d.Lerp( ref P0, ref P2, _Three, out Layer1.Vertices[4].Position );
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Layer1.Vertices[5].TexCoord = new Vector2d( _Six, _Three );
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Layer1.Vertices[5].Normal = FaceNormal;
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Vector3d.Lerp( ref P1, ref P3, _Three, out Layer1.Vertices[5].Position );
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Layer1.Vertices[6].TexCoord = new Vector2d( _Six, _Six );
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Layer1.Vertices[6].Normal = FaceNormal;
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Vector3d.Lerp( ref P0, ref P2, _Six, out Layer1.Vertices[6].Position );
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Layer1.Vertices[7].TexCoord = new Vector2d( _Three, _Six );
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Layer1.Vertices[7].Normal = FaceNormal;
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Vector3d.Lerp( ref P1, ref P3, _Six, out Layer1.Vertices[7].Position );
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#endregion Define Layer1 Vertices
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#region Define Layer1 Indices
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Layer1.Indices[0] = 0;
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Layer1.Indices[1] = 5;
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Layer1.Indices[2] = 4;
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Layer1.Indices[3] = 0;
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Layer1.Indices[4] = 1;
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Layer1.Indices[5] = 5;
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Layer1.Indices[6] = 5;
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Layer1.Indices[7] = 1;
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Layer1.Indices[8] = 2;
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Layer1.Indices[9] = 6;
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Layer1.Indices[10] = 5;
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Layer1.Indices[11] = 2;
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Layer1.Indices[12] = 7;
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Layer1.Indices[13] = 6;
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Layer1.Indices[14] = 2;
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Layer1.Indices[15] = 3;
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Layer1.Indices[16] = 7;
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Layer1.Indices[17] = 2;
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Layer1.Indices[18] = 0;
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Layer1.Indices[19] = 7;
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Layer1.Indices[20] = 3;
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Layer1.Indices[21] = 0;
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Layer1.Indices[22] = 4;
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Layer1.Indices[23] = 7;
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chunks.Add( Layer1 );
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#endregion Define Layer1 Indices
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}
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#region Define Layer2 Vertices
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Chunk Layer2 = new Chunk( 12, 8 * 3 );
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Vector3d T0, T1, T2, T3;
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Vector3d.Lerp( ref P0, ref P4, _Six, out T0 );
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Vector3d.Lerp( ref P1, ref P5, _Six, out T1 );
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Vector3d.Lerp( ref P2, ref P6, _Six, out T2 );
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Vector3d.Lerp( ref P3, ref P7, _Six, out T3 );
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Layer2.Vertices[0].TexCoord = new Vector2d( _Three, _Zero );
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Layer2.Vertices[0].Normal = FaceNormal;
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Vector3d.Lerp( ref T0, ref T1, _Three, out Layer2.Vertices[0].Position );
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Layer2.Vertices[1].TexCoord = new Vector2d( _Six, _Zero );
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Layer2.Vertices[1].Normal = FaceNormal;
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Vector3d.Lerp( ref T0, ref T1, _Six, out Layer2.Vertices[1].Position );
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Layer2.Vertices[3].TexCoord = new Vector2d( _One, _Three );
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Layer2.Vertices[3].Normal = FaceNormal;
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Vector3d.Lerp( ref T1, ref T2, _Three, out Layer2.Vertices[3].Position );
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Layer2.Vertices[4].TexCoord = new Vector2d( _One, _Six );
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Layer2.Vertices[4].Normal = FaceNormal;
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Vector3d.Lerp( ref T1, ref T2, _Six, out Layer2.Vertices[4].Position );
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Layer2.Vertices[6].TexCoord = new Vector2d( _Six, _One );
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Layer2.Vertices[6].Normal = FaceNormal;
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Vector3d.Lerp( ref T2, ref T3, _Three, out Layer2.Vertices[6].Position );
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Layer2.Vertices[7].TexCoord = new Vector2d( _Three, _One );
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Layer2.Vertices[7].Normal = FaceNormal;
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Vector3d.Lerp( ref T2, ref T3, _Six, out Layer2.Vertices[7].Position );
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Layer2.Vertices[9].TexCoord = new Vector2d( _Zero, _Six );
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Layer2.Vertices[9].Normal = FaceNormal;
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Vector3d.Lerp( ref T3, ref T0, _Three, out Layer2.Vertices[9].Position );
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Layer2.Vertices[10].TexCoord = new Vector2d( _Zero, _Three );
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Layer2.Vertices[10].Normal = FaceNormal;
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Vector3d.Lerp( ref T3, ref T0, _Six, out Layer2.Vertices[10].Position );
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Layer2.Vertices[2].TexCoord = new Vector2d( _Six, _Three );
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Layer2.Vertices[2].Normal = FaceNormal;
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Vector3d.Lerp( ref Layer2.Vertices[1].Position, ref Layer2.Vertices[6].Position, _Three, out Layer2.Vertices[2].Position );
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Layer2.Vertices[5].TexCoord = new Vector2d( _Six, _Six );
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Layer2.Vertices[5].Normal = FaceNormal;
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Vector3d.Lerp( ref Layer2.Vertices[1].Position, ref Layer2.Vertices[6].Position, _Six, out Layer2.Vertices[5].Position );
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Layer2.Vertices[8].TexCoord = new Vector2d( _Three, _Six );
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Layer2.Vertices[8].Normal = FaceNormal;
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Vector3d.Lerp( ref Layer2.Vertices[7].Position, ref Layer2.Vertices[0].Position, _Three, out Layer2.Vertices[8].Position );
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Layer2.Vertices[11].TexCoord = new Vector2d( _Three, _Three );
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Layer2.Vertices[11].Normal = FaceNormal;
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Vector3d.Lerp( ref Layer2.Vertices[7].Position, ref Layer2.Vertices[0].Position, _Six, out Layer2.Vertices[11].Position );
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#endregion Define Layer2 Vertices
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#region Define Layer2 Indices
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Layer2.Indices[0] = 0;
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Layer2.Indices[1] = 2;
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Layer2.Indices[2] = 11;
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Layer2.Indices[3] = 0;
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Layer2.Indices[4] = 1;
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Layer2.Indices[5] = 2;
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Layer2.Indices[6] = 2;
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Layer2.Indices[7] = 3;
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Layer2.Indices[8] = 4;
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Layer2.Indices[9] = 2;
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Layer2.Indices[10] = 4;
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Layer2.Indices[11] = 5;
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Layer2.Indices[12] = 5;
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Layer2.Indices[13] = 6;
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Layer2.Indices[14] = 8;
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Layer2.Indices[15] = 8;
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Layer2.Indices[16] = 6;
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Layer2.Indices[17] = 7;
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Layer2.Indices[18] = 11;
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Layer2.Indices[19] = 8;
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Layer2.Indices[20] = 10;
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Layer2.Indices[21] = 10;
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Layer2.Indices[22] = 8;
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Layer2.Indices[23] = 9;
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chunks.Add( Layer2 );
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#endregion Define Layer2 Indices
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}
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}
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}
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}
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