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8dcb8601a2
Hopefully this is the first and last time we have to do this.
281 lines
13 KiB
C#
281 lines
13 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 class ChamferCube: DrawableShape
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{
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public enum SubDivs: byte
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{
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Zero,
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One,
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Two,
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Three,
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Four,
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}
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public ChamferCube( double Width, double Height, double Length, SubDivs subdivs, double radius, bool useDL )
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: base( useDL )
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{
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SlicedSphere.eSubdivisions sphereSubDivs = SlicedSphere.eSubdivisions.Zero;
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uint hoseSubDivs = 0;
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switch ( subdivs )
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{
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case SubDivs.Zero:
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sphereSubDivs = SlicedSphere.eSubdivisions.Zero;
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hoseSubDivs = 0;
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break;
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case SubDivs.One:
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sphereSubDivs = SlicedSphere.eSubdivisions.One;
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hoseSubDivs = 1;
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break;
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case SubDivs.Two:
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sphereSubDivs = SlicedSphere.eSubdivisions.Two;
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hoseSubDivs = 3;
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break;
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case SubDivs.Three:
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sphereSubDivs = SlicedSphere.eSubdivisions.Three;
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hoseSubDivs = 7;
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break;
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case SubDivs.Four:
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sphereSubDivs = SlicedSphere.eSubdivisions.Four;
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hoseSubDivs = 15;
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break;
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}
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#region Temporary Storage
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List<Chunk> AllChunks = new List<Chunk>();
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OpenTK.Graphics.OpenGL.BeginMode TemporaryMode;
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VertexT2dN3dV3d[] TemporaryVBO;
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uint[] TemporaryIBO;
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#endregion Temporary Storage
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Vector3d FrontTopRightEdge = new Vector3d( +Width - radius, +Height - radius, +Length - radius );
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Vector3d FrontTopLeftEdge = new Vector3d( +Width - radius, +Height - radius, -Length + radius );
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Vector3d FrontBottomRightEdge = new Vector3d( +Width - radius, -Height + radius, +Length - radius );
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Vector3d FrontBottomLeftEdge = new Vector3d( +Width - radius, -Height + radius, -Length + radius );
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Vector3d BackTopRightEdge = new Vector3d( -Width + radius, +Height - radius, +Length - radius );
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Vector3d BackTopLeftEdge = new Vector3d( -Width + radius, +Height - radius, -Length + radius );
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Vector3d BackBottomRightEdge = new Vector3d( -Width + radius, -Height + radius, +Length - radius );
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Vector3d BackBottomLeftEdge = new Vector3d( -Width + radius, -Height + radius, -Length + radius );
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#region 8 sliced Spheres
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SlicedSphere tempSphere;
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Vector3d tempVector = Vector3d.Zero;
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SlicedSphere.eDir[] tempEdge = new SlicedSphere.eDir[1];
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for ( int i = 0; i < 8; i++ )
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{
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switch ( i )
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{
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case 0:
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tempVector = FrontTopRightEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.FrontTopRight };
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break;
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case 1:
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tempVector = FrontTopLeftEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.FrontTopLeft };
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break;
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case 2:
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tempVector = FrontBottomRightEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.FrontBottomRight };
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break;
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case 3:
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tempVector = FrontBottomLeftEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.FrontBottomLeft };
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break;
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case 4:
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tempVector = BackBottomRightEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.BackBottomRight };
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break;
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case 5:
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tempVector = BackBottomLeftEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.BackBottomLeft };
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break;
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case 6:
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tempVector = BackTopRightEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.BackTopRight };
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break;
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case 7:
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tempVector = BackTopLeftEdge;
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tempEdge = new SlicedSphere.eDir[] { SlicedSphere.eDir.BackTopLeft };
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break;
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}
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tempSphere = new SlicedSphere( radius,
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tempVector,
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sphereSubDivs,
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tempEdge,
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false );
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tempSphere.GetArraysforVBO( out TemporaryMode, out TemporaryVBO, out TemporaryIBO );
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tempSphere.Dispose();
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AllChunks.Add( new Chunk( ref TemporaryVBO, ref TemporaryIBO ) );
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}
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#endregion 8 sliced Spheres
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#region 12 sliced Hoses
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SlicedHose tempHose;
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SlicedHose.eSide tempSide = SlicedHose.eSide.BackBottom;
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Vector3d tempHoseStart = Vector3d.Zero;
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Vector3d tempHoseEnd = Vector3d.Zero;
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for ( int i = 0; i < 12; i++ )
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{
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switch ( i )
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{
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#region Around X Axis
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case 0:
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tempSide = SlicedHose.eSide.BottomRight;
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tempHoseStart = BackBottomRightEdge;
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tempHoseEnd = FrontBottomRightEdge;
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break;
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case 1:
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tempSide = SlicedHose.eSide.TopRight;
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tempHoseStart = BackTopRightEdge;
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tempHoseEnd = FrontTopRightEdge;
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break;
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case 2:
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tempSide = SlicedHose.eSide.TopLeft;
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tempHoseStart = BackTopLeftEdge;
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tempHoseEnd = FrontTopLeftEdge;
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break;
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case 3:
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tempSide = SlicedHose.eSide.BottomLeft;
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tempHoseStart = BackBottomLeftEdge;
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tempHoseEnd = FrontBottomLeftEdge;
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break;
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#endregion Around X Axis
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#region Around Y Axis
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case 4:
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tempSide = SlicedHose.eSide.FrontRight;
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tempHoseStart = FrontBottomRightEdge;
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tempHoseEnd = FrontTopRightEdge;
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break;
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case 5:
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tempSide = SlicedHose.eSide.BackRight;
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tempHoseStart = BackBottomRightEdge;
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tempHoseEnd = BackTopRightEdge;
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break;
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case 6:
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tempSide = SlicedHose.eSide.BackLeft;
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tempHoseStart = BackBottomLeftEdge;
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tempHoseEnd = BackTopLeftEdge;
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break;
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case 7:
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tempSide = SlicedHose.eSide.FrontLeft;
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tempHoseStart = FrontBottomLeftEdge;
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tempHoseEnd = FrontTopLeftEdge;
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break;
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#endregion Around Y Axis
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#region Around Z Axis
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case 8:
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tempSide = SlicedHose.eSide.FrontTop;
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tempHoseStart = FrontTopRightEdge;
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tempHoseEnd = FrontTopLeftEdge;
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break;
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case 9:
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tempSide = SlicedHose.eSide.BackTop;
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tempHoseStart = BackTopRightEdge;
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tempHoseEnd = BackTopLeftEdge;
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break;
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case 10:
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tempSide = SlicedHose.eSide.BackBottom;
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tempHoseStart = BackBottomRightEdge;
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tempHoseEnd = BackBottomLeftEdge;
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break;
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case 11:
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tempSide = SlicedHose.eSide.FrontBottom;
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tempHoseStart = FrontBottomRightEdge;
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tempHoseEnd = FrontBottomLeftEdge;
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break;
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#endregion Around Z Axis
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}
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tempHose = new SlicedHose( tempSide,
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hoseSubDivs,
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radius,
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tempHoseStart,
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tempHoseEnd,
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false );
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tempHose.GetArraysforVBO( out TemporaryMode, out TemporaryVBO, out TemporaryIBO );
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tempHose.Dispose();
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AllChunks.Add( new Chunk( ref TemporaryVBO, ref TemporaryIBO ) );
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}
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#endregion 12 sliced Hoses
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#region 6 quads for the sides
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VertexT2dN3dV3d[] tempVBO = new VertexT2dN3dV3d[4];
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uint[] tempIBO = new uint[6] { 0, 1, 2, 0, 2, 3 }; // all quads share this IBO
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// all quads use the same texcoords
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tempVBO[0].TexCoord = new Vector2d( 0.0, 1.0 );
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tempVBO[1].TexCoord = new Vector2d( 0.0, 0.0 );
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tempVBO[2].TexCoord = new Vector2d( 1.0, 0.0 );
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tempVBO[3].TexCoord = new Vector2d( 1.0, 1.0 );
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// front face
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tempVBO[0].Normal = tempVBO[1].Normal = tempVBO[2].Normal = tempVBO[3].Normal = Vector3d.UnitX;
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tempVBO[0].Position = FrontTopRightEdge + new Vector3d( radius, 0.0, 0.0 );
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tempVBO[1].Position = FrontBottomRightEdge + new Vector3d( radius, 0.0, 0.0 );
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tempVBO[2].Position = FrontBottomLeftEdge + new Vector3d( radius, 0.0, 0.0 );
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tempVBO[3].Position = FrontTopLeftEdge + new Vector3d( radius, 0.0, 0.0 );
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AllChunks.Add( new Chunk( ref tempVBO, ref tempIBO ) );
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// back face
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tempVBO[0].Normal = tempVBO[1].Normal = tempVBO[2].Normal = tempVBO[3].Normal = -Vector3d.UnitX;
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tempVBO[0].Position = BackTopLeftEdge - new Vector3d( radius, 0.0, 0.0 );
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tempVBO[1].Position = BackBottomLeftEdge - new Vector3d( radius, 0.0, 0.0 );
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tempVBO[2].Position = BackBottomRightEdge - new Vector3d( radius, 0.0, 0.0 );
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tempVBO[3].Position = BackTopRightEdge - new Vector3d( radius, 0.0, 0.0 );
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AllChunks.Add( new Chunk( ref tempVBO, ref tempIBO ) );
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// top face
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tempVBO[0].Normal = tempVBO[1].Normal = tempVBO[2].Normal = tempVBO[3].Normal = Vector3d.UnitY;
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tempVBO[0].Position = BackTopRightEdge + new Vector3d( 0.0, radius, 0.0 );
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tempVBO[1].Position = FrontTopRightEdge + new Vector3d( 0.0, radius, 0.0 );
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tempVBO[2].Position = FrontTopLeftEdge + new Vector3d( 0.0, radius, 0.0 );
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tempVBO[3].Position = BackTopLeftEdge + new Vector3d( 0.0, radius, 0.0 );
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AllChunks.Add( new Chunk( ref tempVBO, ref tempIBO ) );
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// bottom face
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tempVBO[0].Normal = tempVBO[1].Normal = tempVBO[2].Normal = tempVBO[3].Normal = -Vector3d.UnitY;
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tempVBO[0].Position = BackBottomLeftEdge - new Vector3d( 0.0, radius, 0.0 );
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tempVBO[1].Position = FrontBottomLeftEdge - new Vector3d( 0.0, radius, 0.0 );
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tempVBO[2].Position = FrontBottomRightEdge - new Vector3d( 0.0, radius, 0.0 );
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tempVBO[3].Position = BackBottomRightEdge - new Vector3d( 0.0, radius, 0.0 );
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AllChunks.Add( new Chunk( ref tempVBO, ref tempIBO ) );
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// right face
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tempVBO[0].Normal = tempVBO[1].Normal = tempVBO[2].Normal = tempVBO[3].Normal = Vector3d.UnitZ;
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tempVBO[0].Position = BackTopRightEdge + new Vector3d( 0.0, 0.0, radius );
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tempVBO[1].Position = BackBottomRightEdge + new Vector3d( 0.0, 0.0, radius );
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tempVBO[2].Position = FrontBottomRightEdge + new Vector3d( 0.0, 0.0, radius );
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tempVBO[3].Position = FrontTopRightEdge + new Vector3d( 0.0, 0.0, radius );
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AllChunks.Add( new Chunk( ref tempVBO, ref tempIBO ) );
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// left face
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tempVBO[0].Normal = tempVBO[1].Normal = tempVBO[2].Normal = tempVBO[3].Normal = -Vector3d.UnitZ;
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tempVBO[0].Position = FrontTopLeftEdge - new Vector3d( 0.0, 0.0, radius );
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tempVBO[1].Position = FrontBottomLeftEdge - new Vector3d( 0.0, 0.0, radius );
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tempVBO[2].Position = BackBottomLeftEdge - new Vector3d( 0.0, 0.0, radius );
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tempVBO[3].Position = BackTopLeftEdge - new Vector3d( 0.0, 0.0, radius );
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AllChunks.Add( new Chunk( ref tempVBO, ref tempIBO ) );
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#endregion 6 quads for the sides
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#region Final Assembly of Chunks
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PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles;
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Chunk.GetArray( ref AllChunks, out VertexArray, out IndexArray );
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AllChunks.Clear();
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#endregion Final Assembly of Chunks
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}
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}
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}
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