budnhead/org.budnhead/graphics/Model3D.cs

346 lines
8.1 KiB
C#

using System;
using OpenTK.Graphics.OpenGL;
using OpenTK;
using org.budnhead.core;
using System.Collections.Generic;
namespace org.budnhead.graphics {
public class Model3D {
protected int vao = 0,
vbo, // Vertex Buffer
cbo, // Color Buffer
cbo2, // Second Color Buffer
nbo; // Normals Buffer
protected int nTriangles;
public Vector3[] vertexes = null;
public Vector4[] colors = null;
public Vector4[] colors2 = null;
public Vector3[] normals = null;
public Triangle[] triangles = new Triangle[0];
public Model3D(){
nTriangles = 0;
prepare();
}
protected void prepare(){
vao = GL.GenVertexArray();
vbo = GL.GenBuffer();
cbo = GL.GenBuffer();
cbo2 = GL.GenBuffer();
nbo = GL.GenBuffer();
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
GL.VertexAttribPointer(0,
3,
VertexAttribPointerType.Float,
false,
0,
0);
GL.BindBuffer(BufferTarget.ArrayBuffer, cbo);
GL.VertexAttribPointer(1,
4,
VertexAttribPointerType.Float,
false,
0,
0);
GL.BindBuffer(BufferTarget.ArrayBuffer, nbo);
GL.VertexAttribPointer(2,
3,
VertexAttribPointerType.Float,
false,
0,
0);
GL.BindBuffer(BufferTarget.ArrayBuffer, cbo2);
GL.VertexAttribPointer(3,
4,
VertexAttribPointerType.Float,
false,
0,
0);
GL.BindVertexArray(0);
}
public void prepareBuffers(int nTriangles){
this.vertexes = new Vector3[nTriangles * 3];
this.normals = new Vector3[nTriangles * 3];
this.colors = new Vector4[nTriangles * 3];
this.colors2 = new Vector4[nTriangles * 3];
this.vertexes.Fill(new Vector3(0,0,0));
this.colors.Fill(new Vector4(0.5f,0.5f,0.5f,1.0f));
this.colors2.Fill(new Vector4(1.0f,1.0f,1.0f,1.0f));
this.nTriangles = nTriangles;
rebind();
}
public void bind(){
this.nTriangles = this.vertexes.Length / 3;
if (this.vertexes == null){
this.vertexes = new Vector3[nTriangles * 3];
this.vertexes.Fill(new Vector3(0,0,0));
}
if (this.normals == null){
this.normals = new Vector3[nTriangles * 3];
}
if (this.colors == null){
this.colors = new Vector4[nTriangles * 3];
this.colors.Fill(new Vector4(0.5f,0.5f,0.5f,1.0f));
}
if (this.colors2 == null){
this.colors2 = new Vector4[nTriangles * 3];
this.colors2.Fill(new Vector4(0.0f,0.0f,0.0f,1.0f));
}
rebind();
}
public void rebind(){
if (vao != 0){
prepare();
}
bindVertexes();
bindNormals();
bindColors();
bindColors2();
}
protected void bindVertexes(){
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
GL.BufferData(BufferTarget.ArrayBuffer, 12 * vertexes.Length, vertexes, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(0);
if (this.triangles.Length != nTriangles){
int nt = this.triangles.Length;
Array.Resize<Triangle>(ref this.triangles,nTriangles);
for (int n=nt;n<nTriangles;n++){
this.triangles[n] = new Triangle(this,n);
}
}
GL.BindVertexArray(0);
}
protected void bindNormals(){
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, nbo);
GL.BufferData(BufferTarget.ArrayBuffer, 12 * normals.Length, normals, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(2);
GL.BindVertexArray(0);
}
protected void bindColors(){
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, cbo);
GL.BufferData(BufferTarget.ArrayBuffer, 16 * colors.Length, colors, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(1);
GL.BindVertexArray(0);
}
protected void bindColors2(){
GL.BindVertexArray(vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, cbo2);
GL.BufferData(BufferTarget.ArrayBuffer, 16 * colors2.Length, colors2, BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(3);
GL.BindVertexArray(0);
}
protected void bind(Vector3[] vertexes,Vector4[] colors,Vector3[] normals,Vector2[] uvs){
if (vertexes != null){
this.vertexes = vertexes;
}
if (colors != null){
this.colors = colors;
}
if (normals != null){
this.normals = normals;
}
bindVertexes();
bindColors();
bindNormals();
}
public virtual void draw(){
GL.BindVertexArray(this.vao);
GL.DrawArrays(PrimitiveType.Triangles, 0, nTriangles * 3);
GL.BindVertexArray(0);
}
public static void setTriangle(Vector3[] vertexes,int n, Vector3 a, Vector3 b, Vector3 c)
{
vertexes[(3 * n)] = a;
vertexes[(3 * n)+1] = b;
vertexes[(3 * n)+2] = c;
}
public void computeNormals(){
if ((normals == null)||(normals.Length != vertexes.Length)){
normals = new Vector3[vertexes.Length];
}
for (int n=0;n<vertexes.Length-2;n+=3){
Vector3 normal = Vector3.Cross( vertexes[n+2] - vertexes[n], vertexes[n+1] - vertexes[n] );
normal.Normalize();
normals[(n) ] = normal;
normals[(n) + 1] = normal;
normals[(n) + 2] = normal;
}
}
public Triangle[] Triangles {
get { return this.triangles; }
}
public static Model3D loadObjFile(string filename,float scale){
return new LoadedModel(filename,scale);
}
public void smoothNormals(){
Dictionary<Vector3, List<int>> dnormals = new Dictionary<Vector3, List<int>>();
for (int n = 0; n < vertexes.Length ; n++){
if (!dnormals.ContainsKey(vertexes[n])){
dnormals.Add(vertexes[n],new List<int>());
}
dnormals[vertexes[n]].Add(n);
}
foreach (Vector3 v in dnormals.Keys){
Vector3 norm = new Vector3();
List<int> ind = dnormals[v];
foreach (int p in ind){
norm += normals[p];
}
norm /= ind.Count;
foreach (int p in ind){
normals[p] = norm;
}
}
bindNormals();
}
public class Triangle{
Model3D model;
int n;
public Triangle(Model3D model,int n){
this.model = model;
this.n = n;
}
public void vertexes(ref Vector3 a,ref Vector3 b,ref Vector3 c){
a = model.vertexes[(3*n)];
b = model.vertexes[(3*n)+1];
c = model.vertexes[(3*n)+2];
}
public void vertexes(Vector3 a,Vector3 b,Vector3 c){
model.vertexes[(3*n)] = a;
model.vertexes[(3*n)+1] = b;
model.vertexes[(3*n)+2] = c;
}
public void vertex(int a,ref Vector3 v){
v = model.vertexes[(3*n) + a];
}
public void normal(int a,ref Vector3 n){
n = model.vertexes[(3*this.n) + a];
}
public void color(int a,ref Vector4 c){
c = model.colors[(3*n)+a];
}
public Vector3 VertexA {
get { return model.vertexes[(3*n)]; }
set { model.vertexes[(3*n)] = value; }
}
public Vector3 VertexB {
get { return model.vertexes[(3*n)+1]; }
set { model.vertexes[(3*n)+1] = value; }
}
public Vector3 VertexC {
get { return model.vertexes[(3*n)+2]; }
set { model.vertexes[(3*n)+2] = value; }
}
public Vector4 ColorA {
get { return model.colors[(3*n)]; }
set { model.colors[(3*n)] = value; }
}
public Vector4 ColorB {
get { return model.colors[(3*n)+1]; }
set { model.colors[(3*n)+1] = value; }
}
public Vector4 ColorC {
get { return model.colors[(3*n)+2]; }
set { model.colors[(3*n)+2] = value; }
}
public Vector4 Color2A {
get { return model.colors2[(3*n)]; }
set { model.colors2[(3*n)] = value; }
}
public Vector4 Color2B {
get { return model.colors2[(3*n)+1]; }
set { model.colors2[(3*n)+1] = value; }
}
public Vector4 Color2C {
get { return model.colors2[(3*n)+2]; }
set { model.colors2[(3*n)+2] = value; }
}
public void updateNormals(){
Vector3 normal = Vector3.Cross( model.vertexes[(3*n)+1] - model.vertexes[(3*n)], model.vertexes[(3*n)+2] - model.vertexes[(3*n)] );
normal.Normalize();
model.normals[(3*n)] = normal;
model.normals[(3*n)+1] = normal;
model.normals[(3*n)+2] = normal;
}
}
}
}