Files
libremetaverse/OpenMetaverse.Rendering.GPL/Face.cs
John Hurliman e294f47afd * Basic types renaming continued
* Corrected ManagedImage.ExportRaw() function to flip the image (OpenGL has a texture origin in the bottom-left)

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@2015 52acb1d6-8a22-11de-b505-999d5b087335
2008-07-28 22:23:48 +00:00

686 lines
27 KiB
C#

/*
* 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
* <http://www.gnu.org/licenses/>.
*/
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<Vertex> 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<Vertex> 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<Vertex> 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<Vertex> 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);
}
}
}
}