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Merge pull request #10624 from misslivirose/feat/add-primitive-shapes
Add additional primitive shapes
This commit is contained in:
commit
eb049c8c6e
5 changed files with 83 additions and 34 deletions
libraries/render-utils/src
scripts/system/html
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@ -69,7 +69,7 @@ std::vector<vec3> polygon() {
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std::vector<vec3> result;
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result.reserve(SIDES);
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double angleIncrement = 2.0 * M_PI / SIDES;
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for (size_t i = 0; i < SIDES; ++i) {
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for (size_t i = 0; i < SIDES; i++) {
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double angle = (double)i * angleIncrement;
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result.push_back(vec3{ cos(angle) * 0.5, 0.0, sin(angle) * 0.5 });
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}
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@ -172,20 +172,20 @@ void setupFlatShape(GeometryCache::ShapeData& shapeData, const geometry::Solid<N
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vertices.reserve(N * faceCount * 2);
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solidIndices.reserve(faceIndexCount * faceCount);
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for (size_t f = 0; f < faceCount; ++f) {
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for (size_t f = 0; f < faceCount; f++) {
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const Face<N>& face = shape.faces[f];
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// Compute the face normal
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vec3 faceNormal = shape.getFaceNormal(f);
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// Create the vertices for the face
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for (Index i = 0; i < N; ++i) {
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for (Index i = 0; i < N; i++) {
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Index originalIndex = face[i];
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vertices.push_back(shape.vertices[originalIndex]);
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vertices.push_back(faceNormal);
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}
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// Create the wire indices for unseen edges
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for (Index i = 0; i < N; ++i) {
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for (Index i = 0; i < N; i++) {
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Index a = i;
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Index b = (i + 1) % N;
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auto token = indexToken(face[a], face[b]);
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@ -197,7 +197,7 @@ void setupFlatShape(GeometryCache::ShapeData& shapeData, const geometry::Solid<N
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}
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// Create the solid face indices
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for (Index i = 0; i < N - 2; ++i) {
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for (Index i = 0; i < N - 2; i++) {
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solidIndices.push_back(0 + baseVertex);
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solidIndices.push_back(i + 1 + baseVertex);
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solidIndices.push_back(i + 2 + baseVertex);
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@ -229,10 +229,10 @@ void setupSmoothShape(GeometryCache::ShapeData& shapeData, const geometry::Solid
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solidIndices.reserve(faceIndexCount * faceCount);
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for (size_t f = 0; f < faceCount; ++f) {
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for (size_t f = 0; f < faceCount; f++) {
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const Face<N>& face = shape.faces[f];
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// Create the wire indices for unseen edges
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for (Index i = 0; i < N; ++i) {
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for (Index i = 0; i < N; i++) {
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Index a = face[i];
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Index b = face[(i + 1) % N];
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auto token = indexToken(a, b);
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@ -244,7 +244,7 @@ void setupSmoothShape(GeometryCache::ShapeData& shapeData, const geometry::Solid
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}
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// Create the solid face indices
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for (Index i = 0; i < N - 2; ++i) {
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for (Index i = 0; i < N - 2; i++) {
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solidIndices.push_back(face[i] + baseVertex);
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solidIndices.push_back(face[i + 1] + baseVertex);
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solidIndices.push_back(face[i + 2] + baseVertex);
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@ -256,23 +256,30 @@ void setupSmoothShape(GeometryCache::ShapeData& shapeData, const geometry::Solid
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}
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template <uint32_t N>
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void extrudePolygon(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
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void extrudePolygon(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer, bool isConical = false) {
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using namespace geometry;
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Index baseVertex = (Index)(vertexBuffer->getSize() / SHAPE_VERTEX_STRIDE);
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VertexVector vertices;
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IndexVector solidIndices, wireIndices;
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// Top and bottom faces
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// Top (if not conical) and bottom faces
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std::vector<vec3> shape = polygon<N>();
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for (const vec3& v : shape) {
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vertices.push_back(vec3(v.x, 0.5f, v.z));
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vertices.push_back(vec3(0, 1, 0));
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if (isConical) {
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for (uint32_t i = 0; i < N; i++) {
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vertices.push_back(vec3(0.0f, 0.5f, 0.0f));
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vertices.push_back(vec3(0.0f, 1.0f, 0.0f));
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}
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} else {
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for (const vec3& v : shape) {
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vertices.push_back(vec3(v.x, 0.5f, v.z));
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vertices.push_back(vec3(0.0f, 1.0f, 0.0f));
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}
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}
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for (const vec3& v : shape) {
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vertices.push_back(vec3(v.x, -0.5f, v.z));
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vertices.push_back(vec3(0, -1, 0));
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vertices.push_back(vec3(0.0f, -1.0f, 0.0f));
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}
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for (uint32_t i = 2; i < N; ++i) {
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for (uint32_t i = 2; i < N; i++) {
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solidIndices.push_back(baseVertex + 0);
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solidIndices.push_back(baseVertex + i);
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solidIndices.push_back(baseVertex + i - 1);
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@ -280,7 +287,7 @@ void extrudePolygon(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& ver
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solidIndices.push_back(baseVertex + i + N - 1);
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solidIndices.push_back(baseVertex + i + N);
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}
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for (uint32_t i = 1; i <= N; ++i) {
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for (uint32_t i = 1; i <= N; i++) {
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wireIndices.push_back(baseVertex + (i % N));
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wireIndices.push_back(baseVertex + i - 1);
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wireIndices.push_back(baseVertex + (i % N) + N);
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@ -290,12 +297,12 @@ void extrudePolygon(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& ver
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// Now do the sides
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baseVertex += 2 * N;
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for (uint32_t i = 0; i < N; ++i) {
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for (uint32_t i = 0; i < N; i++) {
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vec3 left = shape[i];
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vec3 right = shape[(i + 1) % N];
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vec3 normal = glm::normalize(left + right);
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vec3 topLeft = vec3(left.x, 0.5f, left.z);
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vec3 topRight = vec3(right.x, 0.5f, right.z);
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vec3 topLeft = (isConical ? vec3(0.0f, 0.5f, 0.0f) : vec3(left.x, 0.5f, left.z));
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vec3 topRight = (isConical ? vec3(0.0f, 0.5f, 0.0f) : vec3(right.x, 0.5f, right.z));
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vec3 bottomLeft = vec3(left.x, -0.5f, left.z);
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vec3 bottomRight = vec3(right.x, -0.5f, right.z);
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@ -325,6 +332,41 @@ void extrudePolygon(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& ver
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shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
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}
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void drawCircle(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
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// Draw a circle with radius 1/4th the size of the bounding box
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using namespace geometry;
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Index baseVertex = (Index)(vertexBuffer->getSize() / SHAPE_VERTEX_STRIDE);
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VertexVector vertices;
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IndexVector solidIndices, wireIndices;
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const int NUM_CIRCLE_VERTICES = 64;
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std::vector<vec3> shape = polygon<NUM_CIRCLE_VERTICES>();
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for (const vec3& v : shape) {
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vertices.push_back(vec3(v.x, 0.0f, v.z));
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vertices.push_back(vec3(0.0f, 0.0f, 0.0f));
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}
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for (uint32_t i = 2; i < NUM_CIRCLE_VERTICES; i++) {
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solidIndices.push_back(baseVertex + 0);
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solidIndices.push_back(baseVertex + i);
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solidIndices.push_back(baseVertex + i - 1);
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solidIndices.push_back(baseVertex + NUM_CIRCLE_VERTICES);
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solidIndices.push_back(baseVertex + i + NUM_CIRCLE_VERTICES - 1);
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solidIndices.push_back(baseVertex + i + NUM_CIRCLE_VERTICES);
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}
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for (uint32_t i = 1; i <= NUM_CIRCLE_VERTICES; i++) {
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wireIndices.push_back(baseVertex + (i % NUM_CIRCLE_VERTICES));
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wireIndices.push_back(baseVertex + i - 1);
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wireIndices.push_back(baseVertex + (i % NUM_CIRCLE_VERTICES) + NUM_CIRCLE_VERTICES);
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wireIndices.push_back(baseVertex + (i - 1) + NUM_CIRCLE_VERTICES);
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}
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shapeData.setupVertices(vertexBuffer, vertices);
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shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
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}
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// FIXME solids need per-face vertices, but smooth shaded
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// components do not. Find a way to support using draw elements
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// or draw arrays as appropriate
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@ -357,8 +399,8 @@ void GeometryCache::buildShapes() {
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Index baseVertex = (Index)(_shapeVertices->getSize() / SHAPE_VERTEX_STRIDE);
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ShapeData& shapeData = _shapes[Line];
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shapeData.setupVertices(_shapeVertices, VertexVector {
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vec3(-0.5, 0, 0), vec3(-0.5f, 0, 0),
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vec3(0.5f, 0, 0), vec3(0.5f, 0, 0)
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vec3(-0.5f, 0.0f, 0.0f), vec3(-0.5f, 0.0f, 0.0f),
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vec3(0.5f, 0.0f, 0.0f), vec3(0.5f, 0.0f, 0.0f)
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});
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IndexVector wireIndices;
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// Only two indices
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@ -367,20 +409,22 @@ void GeometryCache::buildShapes() {
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shapeData.setupIndices(_shapeIndices, IndexVector(), wireIndices);
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}
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// Not implememented yet:
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//Triangle,
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extrudePolygon<3>(_shapes[Triangle], _shapeVertices, _shapeIndices);
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//Hexagon,
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extrudePolygon<6>(_shapes[Hexagon], _shapeVertices, _shapeIndices);
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//Octagon,
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extrudePolygon<8>(_shapes[Octagon], _shapeVertices, _shapeIndices);
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//Quad,
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//Circle,
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//Torus,
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//Cone,
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//Cylinder,
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extrudePolygon<64>(_shapes[Cylinder], _shapeVertices, _shapeIndices);
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//Cone,
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extrudePolygon<64>(_shapes[Cone], _shapeVertices, _shapeIndices, true);
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//Circle
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drawCircle(_shapes[Circle], _shapeVertices, _shapeIndices);
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// Not implememented yet:
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//Quad,
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//Torus,
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}
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gpu::Stream::FormatPointer& getSolidStreamFormat() {
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@ -597,7 +641,7 @@ void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, con
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auto pointCount = points.size();
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auto colorCount = colors.size();
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int compactColor = 0;
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for (auto i = 0; i < pointCount; ++i) {
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for (auto i = 0; i < pointCount; i++) {
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const auto& point = points[i];
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*(vertex++) = point.x;
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*(vertex++) = point.y;
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@ -674,7 +718,7 @@ void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, con
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const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
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auto pointCount = points.size();
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auto colorCount = colors.size();
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for (auto i = 0; i < pointCount; ++i) {
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for (auto i = 0; i < pointCount; i++) {
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const glm::vec3& point = points[i];
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if (i < colorCount) {
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const glm::vec4& color = colors[i];
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@ -142,8 +142,8 @@ public:
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Dodecahedron,
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Icosahedron,
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Torus, // not yet implemented
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Cone, // not yet implemented
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Cylinder, // not yet implemented
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Cone,
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Cylinder,
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NUM_SHAPES,
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};
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@ -610,6 +610,7 @@ hr {
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.dropdown dl[dropped="true"] {
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color: #404040;
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background: linear-gradient(#afafaf, #afafaf);
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z-index: 998;
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}
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.dropdown dt {
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@ -657,7 +658,8 @@ hr {
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font-family: FiraSans-SemiBold;
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font-size: 15px;
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color: #404040;
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background-color: #afafaf
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background-color: #afafaf;
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z-index: 999;
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}
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.dropdown li:hover {
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background-color: #00b4ef;
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@ -503,7 +503,7 @@ div.jsoneditor-contextmenu-root {
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div.jsoneditor-contextmenu {
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position: absolute;
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box-sizing: content-box;
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z-index: 99999;
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z-index: 998;
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}
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div.jsoneditor-contextmenu ul,
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@ -51,6 +51,9 @@
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<option value="Hexagon">Hexagon</option>
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<option value="Triangle">Triangle</option>
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<option value="Octagon">Octagon</option>
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<option value="Cylinder">Cylinder</option>
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<option value="Cone">Cone</option>
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<option value="Circle">Circle</option>
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</select>
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</div>
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<div class="property text">
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