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117 lines
3.7 KiB
C#
117 lines
3.7 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: DrawableShape
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{
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public enum eSubdivisions
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{
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None = 0,
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One = 1,
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Two = 2,
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Three = 3,
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}
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public MengerSponge( double scale, eSubdivisions subdivs, bool useDL )
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: base( useDL )
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{
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List<MengerCube> Cubes;
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switch ( subdivs )
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{
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case eSubdivisions.None:
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CreateDefaultMengerSponge( scale, out Cubes );
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break;
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case eSubdivisions.One:
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case eSubdivisions.Two:
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case eSubdivisions.Three:
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CreateDefaultMengerSponge( scale, out Cubes );
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for ( int i = 0; i < (int)subdivs; i++ )
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{
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List<MengerCube> temp;
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SubdivideMengerSponge( ref Cubes, out temp );
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Cubes = temp;
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}
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break;
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default: throw new ArgumentOutOfRangeException( "Subdivisions other than contained in the enum cause overflows and are not allowed." );
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}
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PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles;
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#region Get Array Dimensions
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uint
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VertexCount = 0,
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IndexCount = 0;
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foreach ( MengerCube c in Cubes )
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{
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uint t1, t2;
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c.GetArraySizes( out t1, out t2 );
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VertexCount += t1;
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IndexCount += t2;
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}
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VertexArray = new VertexT2dN3dV3d[VertexCount];
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IndexArray = new uint[IndexCount];
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#endregion Get Array Dimensions
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List<Chunk> AllChunks = new List<Chunk>();
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#region Build a temporary List of all loose pieces
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foreach ( MengerCube c in Cubes )
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{
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c.GetVboAndIbo( ref AllChunks );
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}
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#endregion Build a temporary List of all loose pieces
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#region Assemble pieces into a single VBO and IBO
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VertexCount = 0;
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IndexCount = 0;
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foreach ( Chunk ch in AllChunks )
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{
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for ( int i = 0; i < ch.Vertices.Length; i++ )
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{
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VertexArray[VertexCount + i] = ch.Vertices[i];
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}
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for ( int i = 0; i < ch.Indices.Length; i++ )
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{
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IndexArray[IndexCount + i] = ch.Indices[i] + VertexCount;
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}
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VertexCount += (uint)ch.Vertices.Length;
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IndexCount += (uint)ch.Indices.Length;
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}
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#endregion Assemble pieces into a single VBO and IBO
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AllChunks.Clear();
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}
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private void CreateDefaultMengerSponge( double halfwidth, out List<MengerCube> output )
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{
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output = new List<MengerCube>( 1 );
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output.Add( new MengerCube( Vector3d.Zero, halfwidth, MengerCube.AllSides, MengerCube.AllSides ) );
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}
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private void SubdivideMengerSponge( ref List<MengerCube> input, out List<MengerCube> output )
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{
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output = new List<MengerCube>( input.Count * 20 );
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foreach ( MengerCube InputCube in input )
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{
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MengerCube[] SubdividedCubes;
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InputCube.Subdivide( out SubdividedCubes );
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for ( int i = 0; i < SubdividedCubes.Length; i++ )
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{
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output.Add( SubdividedCubes[i] );
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}
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}
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}
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}
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}
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