Files
parkan-playground/NResUI/Rendering/Viewport/Meshes/PrimitiveMeshes.cs
T

324 lines
9.2 KiB
C#

using System.Numerics;
using Silk.NET.OpenGL;
namespace NResUI.Rendering.Viewport.Meshes;
public static unsafe class PrimitiveMeshes
{
public static GpuMesh CreateCube(GL gl)
{
var vertices = new List<float>();
var indices = new List<uint>();
AddCubeFace(
vertices, indices,
new Vector3(-1, -1, 1),
new Vector3( 1, -1, 1),
new Vector3( 1, 1, 1),
new Vector3(-1, 1, 1),
new Vector3(0, 0, 1),
new Vector3(1, 0, 0));
AddCubeFace(
vertices, indices,
new Vector3( 1, -1, -1),
new Vector3(-1, -1, -1),
new Vector3(-1, 1, -1),
new Vector3( 1, 1, -1),
new Vector3(0, 0, -1),
new Vector3(0, 1, 0));
AddCubeFace(
vertices, indices,
new Vector3(-1, -1, -1),
new Vector3(-1, -1, 1),
new Vector3(-1, 1, 1),
new Vector3(-1, 1, -1),
new Vector3(-1, 0, 0),
new Vector3(0, 0, 1));
AddCubeFace(
vertices, indices,
new Vector3(1, -1, 1),
new Vector3(1, -1, -1),
new Vector3(1, 1, -1),
new Vector3(1, 1, 1),
new Vector3(1, 0, 0),
new Vector3(1, 1, 0));
AddCubeFace(
vertices, indices,
new Vector3(-1, 1, 1),
new Vector3( 1, 1, 1),
new Vector3( 1, 1, -1),
new Vector3(-1, 1, -1),
new Vector3(0, 1, 0),
new Vector3(1, 0, 1));
AddCubeFace(
vertices, indices,
new Vector3(-1, -1, -1),
new Vector3( 1, -1, -1),
new Vector3( 1, -1, 1),
new Vector3(-1, -1, 1),
new Vector3(0, -1, 0),
new Vector3(0, 1, 1));
return CreateColoredIndexedMesh(gl, vertices, indices, PrimitiveType.Triangles);
}
public static GpuMesh CreateWorldGrid(
GL gl,
int halfExtent = 20,
int minorStep = 1,
int majorStep = 5)
{
if (halfExtent <= 0)
throw new ArgumentOutOfRangeException(nameof(halfExtent));
if (minorStep <= 0)
throw new ArgumentOutOfRangeException(nameof(minorStep));
if (majorStep <= 0)
throw new ArgumentOutOfRangeException(nameof(majorStep));
var vertices = new List<float>();
var indices = new List<uint>();
void AddLine(
float x0, float y0, float z0,
float x1, float y1, float z1,
float r, float g, float b)
{
var startIndex = (uint)(vertices.Count / 9);
AddVertex(vertices, x0, y0, z0, r, g, b, 0, 1, 0);
AddVertex(vertices, x1, y1, z1, r, g, b, 0, 1, 0);
indices.Add(startIndex);
indices.Add(startIndex + 1);
}
const float y = 0.0f;
for (var i = -halfExtent; i <= halfExtent; i += minorStep)
{
var isAxis = i == 0;
var isMajor = i % majorStep == 0;
var brightness = isMajor ? 0.38f : 0.24f;
var r = brightness;
var g = brightness;
var b = brightness;
// Lines parallel to X. The Z axis itself is blue.
if (isAxis)
{
AddLine(-halfExtent, y, i, halfExtent, y, i, 0.25f, 0.45f, 1.0f);
}
else
{
AddLine(-halfExtent, y, i, halfExtent, y, i, r, g, b);
}
// Lines parallel to Z. The X axis itself is red.
if (isAxis)
{
AddLine(i, y, -halfExtent, i, y, halfExtent, 1.0f, 0.25f, 0.25f);
}
else
{
AddLine(i, y, -halfExtent, i, y, halfExtent, r, g, b);
}
}
return CreateIndexedMesh(gl, vertices.ToArray(), indices.ToArray(), PrimitiveType.Lines);
}
private static void AddCubeFace(
List<float> vertices,
List<uint> indices,
Vector3 a,
Vector3 b,
Vector3 c,
Vector3 d,
Vector3 normal,
Vector3 color)
{
var start = (uint)(vertices.Count / 9);
AddVertex(vertices, a.X, a.Y, a.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z);
AddVertex(vertices, b.X, b.Y, b.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z);
AddVertex(vertices, c.X, c.Y, c.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z);
AddVertex(vertices, d.X, d.Y, d.Z, color.X, color.Y, color.Z, normal.X, normal.Y, normal.Z);
indices.Add(start + 0);
indices.Add(start + 1);
indices.Add(start + 2);
indices.Add(start + 2);
indices.Add(start + 3);
indices.Add(start + 0);
}
public static GpuMesh CreateUnitWireBox(GL gl)
{
var vertices = new List<float>();
var indices = new List<uint>();
var color = new Vector3(1.0f, 0.82f, 0.15f);
Vector3[] corners =
{
new(-1, -1, -1),
new( 1, -1, -1),
new( 1, 1, -1),
new(-1, 1, -1),
new(-1, -1, 1),
new( 1, -1, 1),
new( 1, 1, 1),
new(-1, 1, 1),
};
foreach (var corner in corners)
{
AddVertex(vertices, corner.X, corner.Y, corner.Z, color.X, color.Y, color.Z);
}
uint[] lineIndices =
{
0, 1, 1, 2, 2, 3, 3, 0,
4, 5, 5, 6, 6, 7, 7, 4,
0, 4, 1, 5, 2, 6, 3, 7,
};
indices.AddRange(lineIndices);
return CreateIndexedMesh(gl, vertices.ToArray(), indices.ToArray(), PrimitiveType.Lines);
}
private static void AddVertex(
List<float> vertices,
float x, float y, float z,
float r, float g, float b,
float nx = 0.0f,
float ny = 1.0f,
float nz = 0.0f)
{
vertices.Add(x);
vertices.Add(y);
vertices.Add(z);
vertices.Add(r);
vertices.Add(g);
vertices.Add(b);
vertices.Add(nx);
vertices.Add(ny);
vertices.Add(nz);
}
public static GpuMesh CreateAxes(GL gl, float length = 1.0f)
{
if (length <= 0.0f)
throw new ArgumentOutOfRangeException(nameof(length));
var vertices = new List<float>();
var indices = new List<uint>();
void AddLine(Vector3 a, Vector3 b, Vector3 color)
{
var start = (uint)(vertices.Count / 9);
AddVertex(vertices, a.X, a.Y, a.Z, color.X, color.Y, color.Z);
AddVertex(vertices, b.X, b.Y, b.Z, color.X, color.Y, color.Z);
indices.Add(start);
indices.Add(start + 1);
}
AddLine(Vector3.Zero, new Vector3(length, 0, 0), new Vector3(1.0f, 0.25f, 0.25f));
AddLine(Vector3.Zero, new Vector3(0, length, 0), new Vector3(0.25f, 1.0f, 0.25f));
AddLine(Vector3.Zero, new Vector3(0, 0, length), new Vector3(0.25f, 0.45f, 1.0f));
return CreateIndexedMesh(gl, vertices.ToArray(), indices.ToArray(), PrimitiveType.Lines);
}
public static GpuMesh CreateColoredIndexedMesh(
GL gl,
IReadOnlyList<float> vertices,
IReadOnlyList<uint> indices,
PrimitiveType primitiveType = PrimitiveType.Triangles)
{
return CreateIndexedMesh(gl, vertices.ToArray(), indices.ToArray(), primitiveType);
}
private static GpuMesh CreateIndexedMesh(
GL gl,
float[] vertices,
uint[] indices,
PrimitiveType primitiveType)
{
var vao = gl.GenVertexArray();
var vbo = gl.GenBuffer();
var ebo = gl.GenBuffer();
gl.BindVertexArray(vao);
gl.BindBuffer(BufferTargetARB.ArrayBuffer, vbo);
fixed (float* vertexPtr = vertices)
{
gl.BufferData(
BufferTargetARB.ArrayBuffer,
(nuint)(vertices.Length * sizeof(float)),
vertexPtr,
BufferUsageARB.StaticDraw);
}
gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, ebo);
fixed (uint* indexPtr = indices)
{
gl.BufferData(
BufferTargetARB.ElementArrayBuffer,
(nuint)(indices.Length * sizeof(uint)),
indexPtr,
BufferUsageARB.StaticDraw);
}
const uint stride = 9 * sizeof(float);
gl.EnableVertexAttribArray(0);
gl.VertexAttribPointer(
0,
3,
VertexAttribPointerType.Float,
false,
stride,
null);
gl.EnableVertexAttribArray(1);
gl.VertexAttribPointer(
1,
3,
VertexAttribPointerType.Float,
false,
stride,
(void*)(3 * sizeof(float)));
gl.EnableVertexAttribArray(2);
gl.VertexAttribPointer(
2,
3,
VertexAttribPointerType.Float,
false,
stride,
(void*)(6 * sizeof(float))
);
gl.BindVertexArray(0);
return new GpuMesh(gl, vao, vbo, ebo, (uint)indices.Length, primitiveType);
}
}