/* * This file is part of OpenMetaverse.Rendering.GPL. * * libprimrender is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License version 2.0 as * published by the Free Software Foundation. * * libprimrender is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenMetaverse.Rendering.GPL. If not, see * . */ using System; using System.Collections.Generic; namespace OpenMetaverse.Rendering { public partial class GPLRenderer : IRendering { private static void BuildFace(ref Face face, LLObject.ObjectData prim, List vertices, Path path, Profile profile, LLObject.TextureEntryFace teFace) { if (teFace != null) face.TextureFace = teFace; else throw new ArgumentException("teFace cannot be null"); face.Vertices.Clear(); if ((face.Mask & FaceMask.Cap) != 0) { if (((face.Mask & FaceMask.Hollow) == 0) && ((face.Mask & FaceMask.Open) == 0) && (prim.PathBegin == 0f) && (prim.ProfileCurve == LLObject.ProfileCurve.Square) && (prim.PathCurve == LLObject.PathCurve.Line)) { CreateUnCutCubeCap(ref face, vertices, path, profile); } else { CreateCap(ref face, vertices, path, profile); } } else if ((face.Mask & FaceMask.End) != 0 || (face.Mask & FaceMask.Side) != 0) { CreateSide(ref face, prim, vertices, path, profile); } else { throw new RenderingException("Unknown/uninitialized face type"); } } private static void CreateUnCutCubeCap(ref Face face, List primVertices, Path path, Profile profile) { int maxS = profile.Positions.Count; int maxT = path.Points.Count; int gridSize = (profile.Positions.Count - 1) / 4; int quadCount = gridSize * gridSize; //int numVertices = (gridSize + 1) * (gridSize + 1); //int numIndices = quadCount * 4; int offset = 0; if ((face.Mask & FaceMask.Top) != 0) offset = (maxT - 1) * maxS; else offset = face.BeginS; Vertex[] corners = new Vertex[4]; Vertex baseVert; for (int t = 0; t < 4; t++) { corners[t].Position = primVertices[offset + (gridSize * t)].Position; corners[t].TexCoord.X = profile.Positions[gridSize * t].X + 0.5f; corners[t].TexCoord.Y = 0.5f - profile.Positions[gridSize * t].Y; } baseVert.Normal = ((corners[1].Position - corners[0].Position) % (corners[2].Position - corners[1].Position)); baseVert.Normal = Vector3.Norm(baseVert.Normal); if ((face.Mask & FaceMask.Top) != 0) { baseVert.Normal *= -1f; } else { // Swap the UVs on the U(X) axis for top face Vector2 swap; swap = corners[0].TexCoord; corners[0].TexCoord = corners[3].TexCoord; corners[3].TexCoord = swap; swap = corners[1].TexCoord; corners[1].TexCoord = corners[2].TexCoord; corners[2].TexCoord = swap; } baseVert.Binormal = CalcBinormalFromTriangle( corners[0].Position, corners[0].TexCoord, corners[1].Position, corners[1].TexCoord, corners[2].Position, corners[2].TexCoord); for (int t = 0; t < 4; t++) { corners[t].Binormal = baseVert.Binormal; corners[t].Normal = baseVert.Normal; } int vtop = face.Vertices.Count; for (int gx = 0; gx < gridSize + 1; gx++) { for (int gy = 0; gy < gridSize + 1; gy++) { Vertex newVert = new Vertex(); LerpPlanarVertex( corners[0], corners[1], corners[3], ref newVert, (float)gx / (float)gridSize, (float)gy / (float)gridSize); face.Vertices.Add(newVert); if (gx == 0 && gy == 0) face.MinExtent = face.MaxExtent = newVert.Position; else UpdateMinMax(ref face, newVert.Position); } } face.Center = (face.MinExtent + face.MaxExtent) * 0.5f; int[] idxs = new int[] { 0, 1, gridSize + 2, gridSize + 2, gridSize + 1, 0 }; for (int gx = 0; gx < gridSize; gx++) { for (int gy = 0; gy < gridSize; gy++) { if ((face.Mask & FaceMask.Top) != 0) { for (int i = 5; i >= 0; i--) face.Indices.Add((ushort)(vtop + (gy * (gridSize + 1)) + gx + idxs[i])); } else { for (int i = 0; i < 6; i++) face.Indices.Add((ushort)(vtop + (gy * (gridSize + 1)) + gx + idxs[i])); } } } } private static void CreateCap(ref Face face, List primVertices, Path path, Profile profile) { int i; int numVertices = profile.Positions.Count; //int numIndices = (numVertices - 2) * 3; int maxS = profile.Positions.Count; int maxT = path.Points.Count; face.Center = Vector3.Zero; int offset = 0; if ((face.Mask & FaceMask.Top) != 0) offset = (maxT - 1) * maxS; else offset = face.BeginS; // Figure out the normal, assume all caps are flat faces. // Cross product to get normals Vector2 cuv; Vector2 minUV = Vector2.Zero; Vector2 maxUV = Vector2.Zero; // Copy the vertices into the array for (i = 0; i < numVertices; i++) { Vertex vertex = new Vertex(); if ((face.Mask & FaceMask.Top) != 0) { vertex.Position = primVertices[i + offset].Position; vertex.TexCoord.X = profile.Positions[i].X + 0.5f; vertex.TexCoord.Y = profile.Positions[i].Y + 0.5f; } else { // Mirror for underside vertex.Position = primVertices[(numVertices - 1) - i].Position; vertex.TexCoord.X = profile.Positions[i].X + 0.5f; vertex.TexCoord.Y = 0.5f - profile.Positions[i].Y; } if (i == 0) { face.MinExtent = face.MaxExtent = primVertices[offset].Position; minUV = maxUV = primVertices[offset].TexCoord; } else { UpdateMinMax(ref face, vertex.Position); UpdateMinMax(ref minUV, ref maxUV, vertex.TexCoord); } face.Vertices.Add(vertex); } face.Center = (face.MinExtent + face.MaxExtent) * 0.5f; cuv = (minUV + maxUV) * 0.5f; Vector3 binormal = CalcBinormalFromTriangle( face.Center, cuv, face.Vertices[0].Position, face.Vertices[0].TexCoord, face.Vertices[1].Position, face.Vertices[1].TexCoord); binormal = Vector3.Norm(binormal); Vector3 d0 = face.Center - face.Vertices[0].Position; Vector3 d1 = face.Center - face.Vertices[1].Position; Vector3 normal = ((face.Mask & FaceMask.Top) != 0) ? (d0 % d1) : (d1 % d0); normal = Vector3.Norm(normal); // If not hollow and not open create a center point in the cap if ((face.Mask & FaceMask.Hollow) == 0 && (face.Mask & FaceMask.Open) == 0) { Vertex vertex = new Vertex(); vertex.Position = face.Center; vertex.Normal = normal; vertex.Binormal = binormal; vertex.TexCoord = cuv; face.Vertices.Add(vertex); numVertices++; } for (i = 0; i < numVertices; i++) { Vertex vertex = face.Vertices[i]; vertex.Binormal = binormal; vertex.Normal = normal; face.Vertices[i] = vertex; } if ((face.Mask & FaceMask.Hollow) != 0) { if ((face.Mask & FaceMask.Top) != 0) { // HOLLOW TOP int pt1 = 0; int pt2 = numVertices - 1; i = 0; while (pt2 - pt1 > 1) { if (use_tri_1a2(profile, pt1, pt2)) { face.Indices.Add((ushort)pt1); face.Indices.Add((ushort)(pt1 + 1)); face.Indices.Add((ushort)pt2); pt1++; } else { face.Indices.Add((ushort)pt1); face.Indices.Add((ushort)(pt2 - 1)); face.Indices.Add((ushort)pt2); pt2--; } } } else { // HOLLOW BOTTOM int pt1 = 0; int pt2 = numVertices - 1; i = 0; while (pt2 - pt1 > 1) { // Flipped backfacing from top if (use_tri_1a2(profile, pt1, pt2)) { face.Indices.Add((ushort)pt1); face.Indices.Add((ushort)pt2); face.Indices.Add((ushort)(pt1 + 1)); pt1++; } else { face.Indices.Add((ushort)pt1); face.Indices.Add((ushort)pt2); face.Indices.Add((ushort)(pt2 - 1)); pt2--; } } } } else { // SOLID OPEN TOP // SOLID CLOSED TOP // SOLID OPEN BOTTOM // SOLID CLOSED BOTTOM // Not hollow, generate the triangle fan. // This is a tri-fan, so we reuse the same first point for all triangles for (i = 0; i < numVertices - 2; i++) { face.Indices.Add((ushort)(numVertices - 1)); face.Indices.Add((ushort)i); face.Indices.Add((ushort)(i + 1)); } } } private static void CreateSide(ref Face face, LLObject.ObjectData prim, List primVertices, Path path, Profile profile) { bool flat = (face.Mask & FaceMask.Flat) != 0; int maxS = profile.Positions.Count; int s, t, i; float ss, tt; int numVertices = face.NumS * face.NumT; int numIndices = (face.NumS - 1) * (face.NumT - 1) * 6; face.Center = Vector3.Zero; int beginSTex = (int)Math.Floor(profile.Positions[face.BeginS].Z); int numS = (((face.Mask & FaceMask.Inner) != 0) && ((face.Mask & FaceMask.Flat) != 0) && face.NumS > 2) ? face.NumS / 2 : face.NumS; int curVertex = 0; // Copy the vertices into the array for (t = face.BeginT; t < face.BeginT + face.NumT; t++) { tt = path.Points[t].TexT; for (s = 0; s < numS; s++) { if ((face.Mask & FaceMask.End) != 0) { if (s != 0) ss = 1f; else ss = 0f; } else { // Get s value for tex-coord if (!flat) ss = profile.Positions[face.BeginS + s].Z; else ss = profile.Positions[face.BeginS + s].Z - beginSTex; } // Check to see if this triangle wraps around the array if (face.BeginS + s >= maxS) i = face.BeginS + s + maxS * (t - 1); // We're wrapping else i = face.BeginS + s + maxS * t; Vertex vertex = new Vertex(); vertex.Position = primVertices[i].Position; vertex.TexCoord = new Vector2(ss, tt); vertex.Normal = Vector3.Zero; vertex.Binormal = Vector3.Zero; if (curVertex == 0) face.MinExtent = face.MaxExtent = primVertices[i].Position; else UpdateMinMax(ref face, primVertices[i].Position); face.Vertices.Add(vertex); ++curVertex; if (((face.Mask & FaceMask.Inner) != 0) && ((face.Mask & FaceMask.Flat) != 0) && face.NumS > 2 && s > 0) { vertex.Position = primVertices[i].Position; //vertex.TexCoord = new Vector2(ss, tt); //vertex.Normal = Vector3.Zero; //vertex.Binormal = Vector3.Zero; face.Vertices.Add(vertex); ++curVertex; } } if (((face.Mask & FaceMask.Inner) != 0) && ((face.Mask & FaceMask.Flat) != 0) && face.NumS > 2) { if ((face.Mask & FaceMask.Open) != 0) s = numS - 1; else s = 0; i = face.BeginS + s + maxS * t; ss = profile.Positions[face.BeginS + s].Z - beginSTex; Vertex vertex = new Vertex(); vertex.Position = primVertices[i].Position; vertex.TexCoord = new Vector2(ss, tt); vertex.Normal = Vector3.Zero; vertex.Binormal = Vector3.Zero; UpdateMinMax(ref face, vertex.Position); face.Vertices.Add(vertex); ++curVertex; } } face.Center = (face.MinExtent + face.MaxExtent) * 0.5f; bool flatFace = ((face.Mask & FaceMask.Flat) != 0); // Now we generate the indices for (t = 0; t < (face.NumT - 1); t++) { for (s = 0; s < (face.NumS - 1); s++) { face.Indices.Add((ushort)(s + face.NumS * t)); // Bottom left face.Indices.Add((ushort)(s + 1 + face.NumS * (t + 1))); // Top right face.Indices.Add((ushort)(s + face.NumS * (t + 1))); // Top left face.Indices.Add((ushort)(s + face.NumS * t)); // Bottom left face.Indices.Add((ushort)(s + 1 + face.NumS * t)); // Bottom right face.Indices.Add((ushort)(s + 1 + face.NumS * (t + 1))); // Top right face.Edge.Add((face.NumS - 1) * 2 * t + s * 2 + 1); // Bottom left/top right neighbor face if (t < face.NumT - 2) // Top right/top left neighbor face face.Edge.Add((face.NumS - 1) * 2 * (t + 1) + s * 2 + 1); else if (face.NumT <= 3 || path.Open) // No neighbor face.Edge.Add(-1); else // Wrap on T face.Edge.Add(s * 2 + 1); if (s > 0) // Top left/bottom left neighbor face face.Edge.Add((face.NumS - 1) * 2 * t + s * 2 - 1); else if (flatFace || profile.Open) // No neighbor face.Edge.Add(-1); else // Wrap on S face.Edge.Add((face.NumS - 1) * 2 * t + (face.NumS - 2) * 2 + 1); if (t > 0) // Bottom left/bottom right neighbor face face.Edge.Add((face.NumS - 1) * 2 * (t - 1) + s * 2); else if (face.NumT <= 3 || path.Open) // No neighbor face.Edge.Add(-1); else // Wrap on T face.Edge.Add((face.NumS - 1) * 2 * (face.NumT - 2) + s * 2); if (s < face.NumS - 2) // Bottom right/top right neighbor face face.Edge.Add((face.NumS - 1) * 2 * t + (s + 1) * 2); else if (flatFace || profile.Open) // No neighbor face.Edge.Add(-1); else // Wrap on S face.Edge.Add((face.NumS - 1) * 2 * t); face.Edge.Add((face.NumS - 1) * 2 * t + s * 2); // Top right/bottom left neighbor face } } // Generate normals, loop through each triangle for (i = 0; i < face.Indices.Count / 3; i++) { Vertex v0 = face.Vertices[face.Indices[i * 3 + 0]]; Vertex v1 = face.Vertices[face.Indices[i * 3 + 1]]; Vertex v2 = face.Vertices[face.Indices[i * 3 + 2]]; // Calculate triangle normal Vector3 norm = (v0.Position - v1.Position) % (v0.Position - v2.Position); // Calculate binormal Vector3 binorm = CalcBinormalFromTriangle(v0.Position, v0.TexCoord, v1.Position, v1.TexCoord, v2.Position, v2.TexCoord); // Add triangle normal to vertices for (int j = 0; j < 3; j++) { Vertex vertex = face.Vertices[face.Indices[i * 3 + j]]; vertex.Normal += norm; vertex.Binormal += binorm; face.Vertices[face.Indices[i * 3 + j]] = vertex; } // Even out quad contributions if (i % 2 == 0) { Vertex vertex = face.Vertices[face.Indices[i * 3 + 2]]; vertex.Normal += norm; vertex.Binormal += binorm; face.Vertices[face.Indices[i * 3 + 2]] = vertex; } else { Vertex vertex = face.Vertices[face.Indices[i * 3 + 1]]; vertex.Normal += norm; vertex.Binormal += binorm; face.Vertices[face.Indices[i * 3 + 1]] = vertex; } } // Adjust normals based on wrapping and stitching bool sBottomConverges = ( Vector3.MagSquared( face.Vertices[0].Position - face.Vertices[face.NumS * (face.NumT - 2)].Position ) < 0.000001f); bool sTopConverges = ( Vector3.MagSquared( face.Vertices[face.NumS - 1].Position - face.Vertices[face.NumS * (face.NumT - 2) + face.NumS - 1].Position ) < 0.000001f); Primitive.SculptType sculptType = Primitive.SculptType.None; // TODO: Sculpt support if (sculptType == Primitive.SculptType.None) { if (!path.Open) { // Wrap normals on T for (i = 0; i < face.NumS; i++) { Vector3 norm = face.Vertices[i].Normal + face.Vertices[face.NumS * (face.NumT - 1) + i].Normal; Vertex vertex = face.Vertices[i]; vertex.Normal = norm; face.Vertices[i] = vertex; vertex = face.Vertices[face.NumS * (face.NumT - 1) + i]; vertex.Normal = norm; face.Vertices[face.NumS * (face.NumT - 1) + i] = vertex; } } if (!profile.Open && !sBottomConverges) { // Wrap normals on S for (i = 0; i < face.NumT; i++) { Vector3 norm = face.Vertices[face.NumS * i].Normal + face.Vertices[face.NumS * i + face.NumS - 1].Normal; Vertex vertex = face.Vertices[face.NumS * i]; vertex.Normal = norm; face.Vertices[face.NumS * i] = vertex; vertex = face.Vertices[face.NumS * i + face.NumS - 1]; vertex.Normal = norm; face.Vertices[face.NumS * i + face.NumS - 1] = vertex; } } if (prim.PathCurve == LLObject.PathCurve.Circle && prim.ProfileCurve == LLObject.ProfileCurve.HalfCircle) { if (sBottomConverges) { // All lower S have same normal Vector3 unitX = new Vector3(1f, 0f, 0f); for (i = 0; i < face.NumT; i++) { Vertex vertex = face.Vertices[face.NumS * i]; vertex.Normal = unitX; face.Vertices[face.NumS * i] = vertex; } } if (sTopConverges) { // All upper S have same normal Vector3 negUnitX = new Vector3(-1f, 0f, 0f); for (i = 0; i < face.NumT; i++) { Vertex vertex = face.Vertices[face.NumS * i + face.NumS - 1]; vertex.Normal = negUnitX; face.Vertices[face.NumS * i + face.NumS - 1] = vertex; } } } } else { // FIXME: Sculpt support } // Normalize normals and binormals for (i = 0; i < face.Vertices.Count; i++) { Vertex vertex = face.Vertices[i]; vertex.Normal = Vector3.Norm(vertex.Normal); vertex.Binormal = Vector3.Norm(vertex.Binormal); face.Vertices[i] = vertex; } } private static void LerpPlanarVertex(Vertex v0, Vertex v1, Vertex v2, ref Vertex vout, float coef01, float coef02) { vout.Position = v0.Position + ((v1.Position - v0.Position) * coef01) + ((v2.Position - v0.Position) * coef02); vout.TexCoord = v0.TexCoord + ((v1.TexCoord - v0.TexCoord) * coef01) + ((v2.TexCoord - v0.TexCoord) * coef02); vout.Normal = v0.Normal; vout.Binormal = v0.Binormal; } private static void UpdateMinMax(ref Face face, Vector3 position) { if (face.MinExtent.X > position.X) face.MinExtent.X = position.X; if (face.MinExtent.Y > position.Y) face.MinExtent.Y = position.Y; if (face.MinExtent.Z > position.Z) face.MinExtent.Z = position.Z; if (face.MaxExtent.X < position.X) face.MaxExtent.X = position.X; if (face.MaxExtent.Y < position.Y) face.MaxExtent.Y = position.Y; if (face.MaxExtent.Z < position.Z) face.MaxExtent.Z = position.Z; } private static void UpdateMinMax(ref Vector2 min, ref Vector2 max, Vector2 current) { if (min.X > current.X) min.X = current.X; if (min.Y > current.Y) min.Y = current.Y; if (max.X < current.X) max.X = current.X; if (max.Y < current.Y) max.Y = current.Y; } private static Vector3 CalcBinormalFromTriangle(Vector3 pos0, Vector2 tex0, Vector3 pos1, Vector2 tex1, Vector3 pos2, Vector2 tex2) { Vector3 rx0 = new Vector3(pos0.X, tex0.X, tex0.Y); Vector3 rx1 = new Vector3(pos1.X, tex1.X, tex1.Y); Vector3 rx2 = new Vector3(pos2.X, tex2.X, tex2.Y); Vector3 ry0 = new Vector3(pos0.Y, tex0.X, tex0.Y); Vector3 ry1 = new Vector3(pos1.Y, tex1.X, tex1.Y); Vector3 ry2 = new Vector3(pos2.Y, tex2.X, tex2.Y); Vector3 rz0 = new Vector3(pos0.Z, tex0.X, tex0.Y); Vector3 rz1 = new Vector3(pos1.Z, tex1.X, tex1.Y); Vector3 rz2 = new Vector3(pos2.Z, tex2.X, tex2.Y); Vector3 r0 = (rx0 - rx1) % (rx0 - rx2); Vector3 r1 = (ry0 - ry1) % (ry0 - ry2); Vector3 r2 = (rz0 - rz1) % (rz0 - rz2); if (r0.X != 0f && r1.X != 0f && r2.X != 0f) { return new Vector3( -r0.Z / r0.X, -r1.Z / r1.X, -r2.Z / r2.X); } else { return new Vector3(0f, 1f, 0f); } } } }