GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
		
			
				
	
	
		
			1085 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1085 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
 | |
| // This file is part of the "Irrlicht Engine".
 | |
| // For conditions of distribution and use, see copyright notice in irrlicht.h
 | |
| 
 | |
| #include "CGeometryCreator.h"
 | |
| #include "SAnimatedMesh.h"
 | |
| #include "SMeshBuffer.h"
 | |
| #include "SMesh.h"
 | |
| #include "IMesh.h"
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| #include "IVideoDriver.h"
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| #include "os.h"
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| 
 | |
| namespace irr
 | |
| {
 | |
| namespace scene
 | |
| {
 | |
| 
 | |
| IMesh* CGeometryCreator::createCubeMesh(const core::vector3df& size, ECUBE_MESH_TYPE type) const
 | |
| {
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| 	SMesh* mesh = new SMesh;
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| 
 | |
| 	const video::SColor clr(255,255,255,255);
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| 
 | |
| 	if ( type == ECMT_1BUF_12VTX_NA )
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| 	{
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| 		SMeshBuffer* buffer = new SMeshBuffer();
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| 
 | |
| 		// Create indices (pos, neg describes normal direction of front-face)
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| 		const u16 u[36] = {	0,2,1,   0,3,2,		// NEG_Z
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| 							1,5,4,   1,2,5,		// POS_X
 | |
| 							4,6,7,   4,5,6,		// POS_Z
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| 							7,3,0,   7,6,3,		// NEG_X
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| 							9,5,2,   9,8,5,		// POS_Y
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| 							0,11,10, 0,10,7};	// NEG_Y
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| 
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| 		buffer->Indices.set_used(36);
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| 
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| 		for (u32 i=0; i<36; ++i)
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| 			buffer->Indices[i] = u[i];
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| 
 | |
| 		// Create vertices
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| 		buffer->Vertices.reallocate(12);
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| 
 | |
| 		buffer->Vertices.push_back(video::S3DVertex(0,0,0, -1,-1,-1, clr, 0, 1));	// 0
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| 		buffer->Vertices.push_back(video::S3DVertex(1,0,0,  1,-1,-1, clr, 1, 1));	// 1
 | |
| 		buffer->Vertices.push_back(video::S3DVertex(1,1,0,  1, 1,-1, clr, 1, 0));	// 2
 | |
| 		buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 0, 0));	// 3
 | |
| 		buffer->Vertices.push_back(video::S3DVertex(1,0,1,  1,-1, 1, clr, 0, 1));	// 4
 | |
| 		buffer->Vertices.push_back(video::S3DVertex(1,1,1,  1, 1, 1, clr, 0, 0));	// 5
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| 		buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 1, 0));	// 6
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| 		buffer->Vertices.push_back(video::S3DVertex(0,0,1, -1,-1, 1, clr, 1, 1));	// 7
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| 		buffer->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 0, 1));	// 8
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| 		buffer->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 1, 1));	// 9
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| 		buffer->Vertices.push_back(video::S3DVertex(1,0,1,  1,-1, 1, clr, 1, 0));	// 10
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| 		buffer->Vertices.push_back(video::S3DVertex(1,0,0,  1,-1,-1, clr, 0, 0));	// 11 
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| 
 | |
| 		// Recalculate bounding box and set cube size
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| 		buffer->BoundingBox.reset(0,0,0);
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| 
 | |
| 		for (u32 i=0; i<12; ++i)
 | |
| 		{
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| 			buffer->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
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| 			buffer->Vertices[i].Pos *= size;
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| 			buffer->Vertices[i].Normal.normalize();
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| 			buffer->BoundingBox.addInternalPoint(buffer->Vertices[i].Pos);
 | |
| 		}
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| 
 | |
| 		mesh->addMeshBuffer(buffer);
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| 		buffer->drop();
 | |
| 	}
 | |
| 	else if ( type == ECMT_6BUF_4VTX_NP )
 | |
| 	{
 | |
| 		for ( int b=0; b<6; ++b )
 | |
| 		{
 | |
| 			SMeshBuffer* buffer = new SMeshBuffer();
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| 
 | |
| 			// Create indices
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| 			const u16 u[6] = { 0,2,1,0,3,2};
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| 
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| 			buffer->Indices.set_used(6);
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| 
 | |
| 			for ( int i=0; i<6; ++i )
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| 				buffer->Indices[i] = u[i];
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| 
 | |
| 			// Create vertices
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| 			buffer->Vertices.reallocate(4);
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| 
 | |
| 			switch ( b )
 | |
| 			{
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| 				case 0:
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(0,0,0,	0, 0,-1, clr, 0, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(1,0,0,  0, 0,-1, clr, 1, 1));
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(1,1,0,  0, 0,-1, clr, 1, 0));
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| 					buffer->Vertices.push_back(video::S3DVertex(0,1,0,  0, 0,-1, clr, 0, 0));
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| 				break;
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| 				case 1:
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| 					buffer->Vertices.push_back(video::S3DVertex(1,0,0,	1, 0, 0, clr, 0, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(1,0,1,  1, 0, 0, clr, 1, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(1,1,1,  1, 0, 0, clr, 1, 0));
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| 					buffer->Vertices.push_back(video::S3DVertex(1,1,0,  1, 0, 0, clr, 0, 0));
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| 				break;
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| 				case 2:
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(1,0,1,	0, 0, 1, clr, 0, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(0,0,1,  0, 0, 1, clr, 1, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(0,1,1,  0, 0, 1, clr, 1, 0));
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| 					buffer->Vertices.push_back(video::S3DVertex(1,1,1,  0, 0, 1, clr, 0, 0));
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| 				break;
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| 				case 3:
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| 					buffer->Vertices.push_back(video::S3DVertex(0,0,1,	-1, 0, 0, clr, 0, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(0,0,0,  -1, 0, 0, clr, 1, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(0,1,0,  -1, 0, 0, clr, 1, 0));
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| 					buffer->Vertices.push_back(video::S3DVertex(0,1,1,  -1, 0, 0, clr, 0, 0));
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| 				break;
 | |
| 				case 4:
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(0,1,0,	0, 1, 0, clr, 0, 1));
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(1,1,0,  0, 1, 0, clr, 1, 1));
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| 					buffer->Vertices.push_back(video::S3DVertex(1,1,1,  0, 1, 0, clr, 1, 0));
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(0,1,1,  0, 1, 0, clr, 0, 0));
 | |
| 				break;
 | |
| 				case 5:
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| 					buffer->Vertices.push_back(video::S3DVertex(0,0,1,	0, -1, 0, clr, 0, 1));
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(1,0,1,  0, -1, 0, clr, 1, 1));
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(1,0,0,  0, -1, 0, clr, 1, 0));
 | |
| 					buffer->Vertices.push_back(video::S3DVertex(0,0,0,  0, -1, 0, clr, 0, 0));
 | |
| 				break;
 | |
| 			}
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| 
 | |
| 			// Recalculate bounding box and set cube size
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| 			for (u32 i=0; i<4; ++i)
 | |
| 			{
 | |
| 				buffer->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
 | |
| 				buffer->Vertices[i].Pos *= size;
 | |
| 				if ( i == 0 )
 | |
| 					buffer->BoundingBox.reset(buffer->Vertices[i].Pos);
 | |
| 				else
 | |
| 					buffer->BoundingBox.addInternalPoint(buffer->Vertices[i].Pos);
 | |
| 			}
 | |
| 
 | |
| 			mesh->addMeshBuffer(buffer);
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| 			buffer->drop();
 | |
| 		}
 | |
| 	}
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| 
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| 
 | |
| // creates a hill plane
 | |
| IMesh* CGeometryCreator::createHillPlaneMesh(
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| 		const core::dimension2d<f32>& tileSize,
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| 		const core::dimension2d<u32>& tc, video::SMaterial* material,
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| 		f32 hillHeight, const core::dimension2d<f32>& ch,
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| 		const core::dimension2d<f32>& textureRepeatCount) const
 | |
| {
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| 	core::dimension2d<u32> tileCount = tc;
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| 	core::dimension2d<f32> countHills = ch;
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| 
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| 	if (countHills.Width < 0.01f)
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| 		countHills.Width = 1.f;
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| 	if (countHills.Height < 0.01f)
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| 		countHills.Height = 1.f;
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| 
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| 	// center
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| 	const core::position2d<f32> center((tileSize.Width * tileCount.Width) * 0.5f, (tileSize.Height * tileCount.Height) * 0.5f);
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| 
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| 	// texture coord step
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| 	const core::dimension2d<f32> tx(
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| 			textureRepeatCount.Width / tileCount.Width,
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| 			textureRepeatCount.Height / tileCount.Height);
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| 
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| 	// add one more point in each direction for proper tile count
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| 	++tileCount.Height;
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| 	++tileCount.Width;
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| 
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| 	SMeshBuffer* buffer = new SMeshBuffer();
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| 	video::S3DVertex vtx;
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| 	vtx.Color.set(255,255,255,255);
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| 
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| 	// create vertices from left-front to right-back
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| 	u32 x;
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| 
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| 	f32 sx=0.f, tsx=0.f;
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| 	for (x=0; x<tileCount.Width; ++x)
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| 	{
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| 		f32 sy=0.f, tsy=0.f;
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| 		for (u32 y=0; y<tileCount.Height; ++y)
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| 		{
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| 			vtx.Pos.set(sx - center.X, 0, sy - center.Y);
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| 			vtx.TCoords.set(tsx, 1.0f - tsy);
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| 
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| 			if (core::isnotzero(hillHeight))
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| 				vtx.Pos.Y = sinf(vtx.Pos.X * countHills.Width * core::PI / center.X) *
 | |
| 					cosf(vtx.Pos.Z * countHills.Height * core::PI / center.Y) *
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| 					hillHeight;
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| 
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| 			buffer->Vertices.push_back(vtx);
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| 			sy += tileSize.Height;
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| 			tsy += tx.Height;
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| 		}
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| 		sx += tileSize.Width;
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| 		tsx += tx.Width;
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| 	}
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| 
 | |
| 	// create indices
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| 
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| 	for (x=0; x<tileCount.Width-1; ++x)
 | |
| 	{
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| 		for (u32 y=0; y<tileCount.Height-1; ++y)
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| 		{
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| 			const s32 current = x*tileCount.Height + y;
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| 
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| 			buffer->Indices.push_back(current);
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| 			buffer->Indices.push_back(current + 1);
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| 			buffer->Indices.push_back(current + tileCount.Height);
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| 
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| 			buffer->Indices.push_back(current + 1);
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| 			buffer->Indices.push_back(current + 1 + tileCount.Height);
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| 			buffer->Indices.push_back(current + tileCount.Height);
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| 		}
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| 	}
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| 
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| 	// recalculate normals
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| 	for (u32 i=0; i<buffer->Indices.size(); i+=3)
 | |
| 	{
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| 		const core::vector3df normal = core::plane3d<f32>(
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| 			buffer->Vertices[buffer->Indices[i+0]].Pos,
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| 			buffer->Vertices[buffer->Indices[i+1]].Pos,
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| 			buffer->Vertices[buffer->Indices[i+2]].Pos).Normal;
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| 
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| 		buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
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| 		buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
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| 		buffer->Vertices[buffer->Indices[i+2]].Normal = normal;
 | |
| 	}
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| 
 | |
| 	if (material)
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| 		buffer->Material = *material;
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| 
 | |
| 	buffer->recalculateBoundingBox();
 | |
| 	buffer->setHardwareMappingHint(EHM_STATIC);
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| 
 | |
| 	SMesh* mesh = new SMesh();
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| 	mesh->addMeshBuffer(buffer);
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| 	mesh->recalculateBoundingBox();
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| 	buffer->drop();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| namespace
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| {
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| 
 | |
| // Return the position on an exponential curve. Input from 0 to 1.
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| float geopos(float pos)
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| {
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| 	pos = core::clamp<float>(pos, 0, 1);
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| 	pos *= 5;
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| 
 | |
| 	const float out = powf(2.5f, pos - 5);
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| 
 | |
| 	return out;
 | |
| }
 | |
| 
 | |
| }
 | |
| 
 | |
| //! Create a geoplane.
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| IMesh* CGeometryCreator::createGeoplaneMesh(f32 radius, u32 rows, u32 columns) const
 | |
| {
 | |
| 	using namespace core;
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| 	using namespace video;
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| 
 | |
| 	rows = clamp<u32>(rows, 3, 2048);
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| 	columns = clamp<u32>(columns, 3, 2048);
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| 
 | |
| 	SMeshBuffer * const mb = new SMeshBuffer();
 | |
| 	S3DVertex v(0, 0, 0, 0, 1, 0, SColor(255, 255, 255, 255), 0, 0);
 | |
| 	const float anglestep = (2 * PI) / columns;
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| 
 | |
| 	mb->Vertices.reallocate((rows * columns) + 1);
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| 	mb->Indices.reallocate((((rows - 2) * columns * 2) + columns) * 3);
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| 
 | |
| 	u32 i, j;
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| 	mb->Vertices.push_back(v);
 | |
| 	for (j = 1; j < rows; j++)
 | |
| 	{
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| 		const float len = radius * geopos((float) j/(rows-1));
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| 
 | |
| 		for (i = 0; i < columns; i++)
 | |
| 		{
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| 			const float angle = anglestep * i;
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| 			v.Pos = vector3df(len * sinf(angle), 0, len * cosf(angle));
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| 
 | |
| 			mb->Vertices.push_back(v);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Indices
 | |
| 	// First the inner fan
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| 	for (i = 0; i < columns; i++)
 | |
| 	{
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| 		mb->Indices.push_back(0);
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| 		mb->Indices.push_back(1 + i);
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| 
 | |
| 		if (i == columns - 1)
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| 			mb->Indices.push_back(1);
 | |
| 		else
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| 			mb->Indices.push_back(2 + i);
 | |
| 	}
 | |
| 
 | |
| 	// Then the surrounding quads
 | |
| 	for (j = 0; j < rows - 2; j++)
 | |
| 	{
 | |
| 		for (i = 0; i < columns; i++)
 | |
| 		{
 | |
| 			u32 start = ((j * columns) + i) + 1;
 | |
| 			u32 next = start + 1;
 | |
| 			u32 far = (((j + 1) * columns) + i) + 1;
 | |
| 			u32 farnext = far + 1;
 | |
| 
 | |
| 			if (i == columns - 1)
 | |
| 			{
 | |
| 				next = ((j * columns)) + 1;
 | |
| 				farnext = (((j + 1) * columns)) + 1;
 | |
| 			}
 | |
| 
 | |
| 			mb->Indices.push_back(start);
 | |
| 			mb->Indices.push_back(far);
 | |
| 			mb->Indices.push_back(next);
 | |
| 
 | |
| 			mb->Indices.push_back(next);
 | |
| 			mb->Indices.push_back(far);
 | |
| 			mb->Indices.push_back(farnext);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Done
 | |
| 	SMesh * const mesh = new SMesh();
 | |
| 	mesh->addMeshBuffer(mb);
 | |
| 	mb->recalculateBoundingBox();
 | |
| 	mb->setHardwareMappingHint(EHM_STATIC);
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	mb->drop();
 | |
| 
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
 | |
| 		video::IImage* heightmap, const core::dimension2d<f32>& stretchSize,
 | |
| 		f32 maxHeight, video::IVideoDriver* driver,
 | |
| 		const core::dimension2d<u32>& maxVtxBlockSize,
 | |
| 		bool debugBorders) const
 | |
| {
 | |
| 	if (!texture || !heightmap)
 | |
| 		return 0;
 | |
| 
 | |
| 	// debug border
 | |
| 	const s32 borderSkip = debugBorders ? 0 : 1;
 | |
| 
 | |
| 	video::S3DVertex vtx;
 | |
| 	vtx.Color.set(255,255,255,255);
 | |
| 
 | |
| 	SMesh* mesh = new SMesh();
 | |
| 
 | |
| 	const u32 tm = os::Timer::getRealTime()/1000;
 | |
| 	const core::dimension2d<u32> hMapSize= heightmap->getDimension();
 | |
| 	const core::dimension2d<u32> tMapSize= texture->getDimension();
 | |
| 	const core::position2d<f32> thRel(static_cast<f32>(tMapSize.Width) / hMapSize.Width, static_cast<f32>(tMapSize.Height) / hMapSize.Height);
 | |
| 	maxHeight /= 255.0f; // height step per color value
 | |
| 
 | |
| 	core::position2d<u32> processed(0,0);
 | |
| 	while (processed.Y<hMapSize.Height)
 | |
| 	{
 | |
| 		while(processed.X<hMapSize.Width)
 | |
| 		{
 | |
| 			core::dimension2d<u32> blockSize = maxVtxBlockSize;
 | |
| 			if (processed.X + blockSize.Width > hMapSize.Width)
 | |
| 				blockSize.Width = hMapSize.Width - processed.X;
 | |
| 			if (processed.Y + blockSize.Height > hMapSize.Height)
 | |
| 				blockSize.Height = hMapSize.Height - processed.Y;
 | |
| 
 | |
| 			SMeshBuffer* buffer = new SMeshBuffer();
 | |
| 			buffer->setHardwareMappingHint(scene::EHM_STATIC);
 | |
| 			buffer->Vertices.reallocate(blockSize.getArea());
 | |
| 			// add vertices of vertex block
 | |
| 			u32 y;
 | |
| 			core::vector2df pos(0.f, processed.Y*stretchSize.Height);
 | |
| 			const core::vector2df bs(1.f/blockSize.Width, 1.f/blockSize.Height);
 | |
| 			core::vector2df tc(0.f, 0.5f*bs.Y);
 | |
| 			for (y=0; y<blockSize.Height; ++y)
 | |
| 			{
 | |
| 				pos.X=processed.X*stretchSize.Width;
 | |
| 				tc.X=0.5f*bs.X;
 | |
| 				for (u32 x=0; x<blockSize.Width; ++x)
 | |
| 				{
 | |
| 					const f32 height = heightmap->getPixel(x+processed.X, y+processed.Y).getAverage() * maxHeight;
 | |
| 
 | |
| 					vtx.Pos.set(pos.X, height, pos.Y);
 | |
| 					vtx.TCoords.set(tc);
 | |
| 					buffer->Vertices.push_back(vtx);
 | |
| 					pos.X += stretchSize.Width;
 | |
| 					tc.X += bs.X;
 | |
| 				}
 | |
| 				pos.Y += stretchSize.Height;
 | |
| 				tc.Y += bs.Y;
 | |
| 			}
 | |
| 
 | |
| 			buffer->Indices.reallocate((blockSize.Height-1)*(blockSize.Width-1)*6);
 | |
| 			// add indices of vertex block
 | |
| 			s32 c1 = 0;
 | |
| 			for (y=0; y<blockSize.Height-1; ++y)
 | |
| 			{
 | |
| 				for (u32 x=0; x<blockSize.Width-1; ++x)
 | |
| 				{
 | |
| 					const s32 c = c1 + x;
 | |
| 
 | |
| 					buffer->Indices.push_back(c);
 | |
| 					buffer->Indices.push_back(c + blockSize.Width);
 | |
| 					buffer->Indices.push_back(c + 1);
 | |
| 
 | |
| 					buffer->Indices.push_back(c + 1);
 | |
| 					buffer->Indices.push_back(c + blockSize.Width);
 | |
| 					buffer->Indices.push_back(c + 1 + blockSize.Width);
 | |
| 				}
 | |
| 				c1 += blockSize.Width;
 | |
| 			}
 | |
| 
 | |
| 			// recalculate normals
 | |
| 			for (u32 i=0; i<buffer->Indices.size(); i+=3)
 | |
| 			{
 | |
| 				const core::vector3df normal = core::plane3d<f32>(
 | |
| 					buffer->Vertices[buffer->Indices[i+0]].Pos,
 | |
| 					buffer->Vertices[buffer->Indices[i+1]].Pos,
 | |
| 					buffer->Vertices[buffer->Indices[i+2]].Pos).Normal;
 | |
| 
 | |
| 				buffer->Vertices[buffer->Indices[i+0]].Normal = normal;
 | |
| 				buffer->Vertices[buffer->Indices[i+1]].Normal = normal;
 | |
| 				buffer->Vertices[buffer->Indices[i+2]].Normal = normal;
 | |
| 			}
 | |
| 
 | |
| 			if (buffer->Vertices.size())
 | |
| 			{
 | |
| 				c8 textureName[64];
 | |
| 				// create texture for this block
 | |
| 				video::IImage* img = driver->createImage(texture->getColorFormat(), core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y)));
 | |
| 				texture->copyTo(img, core::position2di(0,0), core::recti(
 | |
| 					core::position2d<s32>(core::floor32(processed.X*thRel.X), core::floor32(processed.Y*thRel.Y)),
 | |
| 					core::dimension2d<u32>(core::floor32(blockSize.Width*thRel.X), core::floor32(blockSize.Height*thRel.Y))), 0);
 | |
| 
 | |
| 				sprintf(textureName, "terrain%u_%u", tm, mesh->getMeshBufferCount());
 | |
| 
 | |
| 				buffer->Material.setTexture(0, driver->addTexture(textureName, img));
 | |
| 
 | |
| 				if (buffer->Material.getTexture(0))
 | |
| 				{
 | |
| 					c8 tmp[255];
 | |
| 					sprintf(tmp, "Generated terrain texture (%ux%u): %s",
 | |
| 						buffer->Material.getTexture(0)->getSize().Width,
 | |
| 						buffer->Material.getTexture(0)->getSize().Height,
 | |
| 						textureName);
 | |
| 					os::Printer::log(tmp);
 | |
| 				}
 | |
| 				else
 | |
| 					os::Printer::log("Could not create terrain texture.", textureName, ELL_ERROR);
 | |
| 
 | |
| 				img->drop();
 | |
| 			}
 | |
| 
 | |
| 			buffer->recalculateBoundingBox();
 | |
| 			mesh->addMeshBuffer(buffer);
 | |
| 			buffer->drop();
 | |
| 
 | |
| 			// keep on processing
 | |
| 			processed.X += maxVtxBlockSize.Width - borderSkip;
 | |
| 		}
 | |
| 
 | |
| 		// keep on processing
 | |
| 		processed.X = 0;
 | |
| 		processed.Y += maxVtxBlockSize.Height - borderSkip;
 | |
| 	}
 | |
| 
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| 
 | |
| /*
 | |
| 	a cylinder, a cone and a cross
 | |
| 	point up on (0,1.f, 0.f )
 | |
| */
 | |
| IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
 | |
| 						const u32 tesselationCone,
 | |
| 						const f32 height,
 | |
| 						const f32 cylinderHeight,
 | |
| 						const f32 width0,
 | |
| 						const f32 width1,
 | |
| 						const video::SColor vtxColor0,
 | |
| 						const video::SColor vtxColor1) const
 | |
| {
 | |
| 	SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
 | |
| 
 | |
| 	IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
 | |
| 	for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
 | |
| 	{
 | |
| 		scene::IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
 | |
| 		for (u32 j=0; j<buffer->getVertexCount(); ++j)
 | |
| 			buffer->getPosition(j).Y += cylinderHeight;
 | |
| 		buffer->setDirty(EBT_VERTEX);
 | |
| 		buffer->recalculateBoundingBox();
 | |
| 		mesh->addMeshBuffer(buffer);
 | |
| 	}
 | |
| 	mesh2->drop();
 | |
| 	mesh->setHardwareMappingHint(EHM_STATIC);
 | |
| 
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| 
 | |
| /* A sphere with proper normals and texture coords */
 | |
| IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY) const
 | |
| {
 | |
| 	// thanks to Alfaz93 who made his code available for Irrlicht on which
 | |
| 	// this one is based!
 | |
| 
 | |
| 	// we are creating the sphere mesh here.
 | |
| 
 | |
| 	if (polyCountX < 2)
 | |
| 		polyCountX = 2;
 | |
| 	if (polyCountY < 2)
 | |
| 		polyCountY = 2;
 | |
| 	while (polyCountX * polyCountY > 32767) // prevent u16 overflow
 | |
| 	{
 | |
| 		polyCountX /= 2;
 | |
| 		polyCountY /= 2;
 | |
| 	}
 | |
| 
 | |
| 	const u32 polyCountXPitch = polyCountX+1; // get to same vertex on next level
 | |
| 
 | |
| 	SMeshBuffer* buffer = new SMeshBuffer();
 | |
| 
 | |
| 	buffer->Indices.reallocate((polyCountX * polyCountY) * 6);
 | |
| 
 | |
| 	const video::SColor clr(255, 255,255,255);
 | |
| 
 | |
| 	u32 level = 0;
 | |
| 
 | |
| 	for (u32 p1 = 0; p1 < polyCountY-1; ++p1)
 | |
| 	{
 | |
| 		//main quads, top to bottom
 | |
| 		for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
 | |
| 		{
 | |
| 			const u32 curr = level + p2;
 | |
| 			buffer->Indices.push_back(curr + polyCountXPitch);
 | |
| 			buffer->Indices.push_back(curr);
 | |
| 			buffer->Indices.push_back(curr + 1);
 | |
| 			buffer->Indices.push_back(curr + polyCountXPitch);
 | |
| 			buffer->Indices.push_back(curr+1);
 | |
| 			buffer->Indices.push_back(curr + 1 + polyCountXPitch);
 | |
| 		}
 | |
| 
 | |
| 		// the connectors from front to end
 | |
| 		buffer->Indices.push_back(level + polyCountX - 1 + polyCountXPitch);
 | |
| 		buffer->Indices.push_back(level + polyCountX - 1);
 | |
| 		buffer->Indices.push_back(level + polyCountX);
 | |
| 
 | |
| 		buffer->Indices.push_back(level + polyCountX - 1 + polyCountXPitch);
 | |
| 		buffer->Indices.push_back(level + polyCountX);
 | |
| 		buffer->Indices.push_back(level + polyCountX + polyCountXPitch);
 | |
| 		level += polyCountXPitch;
 | |
| 	}
 | |
| 
 | |
| 	const u32 polyCountSq = polyCountXPitch * polyCountY; // top point
 | |
| 	const u32 polyCountSq1 = polyCountSq + 1; // bottom point
 | |
| 	const u32 polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex
 | |
| 
 | |
| 	for (u32 p2 = 0; p2 < polyCountX - 1; ++p2)
 | |
| 	{
 | |
| 		// create triangles which are at the top of the sphere
 | |
| 
 | |
| 		buffer->Indices.push_back(polyCountSq);
 | |
| 		buffer->Indices.push_back(p2 + 1);
 | |
| 		buffer->Indices.push_back(p2);
 | |
| 
 | |
| 		// create triangles which are at the bottom of the sphere
 | |
| 
 | |
| 		buffer->Indices.push_back(polyCountSqM1 + p2);
 | |
| 		buffer->Indices.push_back(polyCountSqM1 + p2 + 1);
 | |
| 		buffer->Indices.push_back(polyCountSq1);
 | |
| 	}
 | |
| 
 | |
| 	// create final triangle which is at the top of the sphere
 | |
| 
 | |
| 	buffer->Indices.push_back(polyCountSq);
 | |
| 	buffer->Indices.push_back(polyCountX);
 | |
| 	buffer->Indices.push_back(polyCountX-1);
 | |
| 
 | |
| 	// create final triangle which is at the bottom of the sphere
 | |
| 
 | |
| 	buffer->Indices.push_back(polyCountSqM1 + polyCountX - 1);
 | |
| 	buffer->Indices.push_back(polyCountSqM1);
 | |
| 	buffer->Indices.push_back(polyCountSq1);
 | |
| 
 | |
| 	// calculate the angle which separates all points in a circle
 | |
| 	const f64 AngleX = 2 * core::PI / polyCountX;
 | |
| 	const f64 AngleY = core::PI / polyCountY;
 | |
| 
 | |
| 	u32 i=0;
 | |
| 	f64 axz;
 | |
| 
 | |
| 	// we don't start at 0.
 | |
| 
 | |
| 	f64 ay = 0;//AngleY / 2;
 | |
| 
 | |
| 	buffer->Vertices.set_used((polyCountXPitch * polyCountY) + 2);
 | |
| 	for (u32 y = 0; y < polyCountY; ++y)
 | |
| 	{
 | |
| 		ay += AngleY;
 | |
| 		const f64 sinay = sin(ay);
 | |
| 		axz = 0;
 | |
| 
 | |
| 		// calculate the necessary vertices without the doubled one
 | |
| 		for (u32 xz = 0;xz < polyCountX; ++xz)
 | |
| 		{
 | |
| 			// calculate points position
 | |
| 
 | |
| 			const core::vector3df pos(static_cast<f32>(radius * cos(axz) * sinay),
 | |
| 						static_cast<f32>(radius * cos(ay)),
 | |
| 						static_cast<f32>(radius * sin(axz) * sinay));
 | |
| 			// for spheres the normal is the position
 | |
| 			core::vector3df normal(pos);
 | |
| 			normal.normalize();
 | |
| 
 | |
| 			// calculate texture coordinates via sphere mapping
 | |
| 			// tu is the same on each level, so only calculate once
 | |
| 			f32 tu = 0.5f;
 | |
| 			if (y==0)
 | |
| 			{
 | |
| 				if (normal.Y != -1.0f && normal.Y != 1.0f)
 | |
| 					tu = static_cast<f32>(acos(core::clamp(normal.X/sinay, -1.0, 1.0)) * 0.5 *core::RECIPROCAL_PI64);
 | |
| 				if (normal.Z < 0.0f)
 | |
| 					tu=1-tu;
 | |
| 			}
 | |
| 			else
 | |
| 				tu = buffer->Vertices[i-polyCountXPitch].TCoords.X;
 | |
| 			buffer->Vertices[i] = video::S3DVertex(pos.X, pos.Y, pos.Z,
 | |
| 						normal.X, normal.Y, normal.Z,
 | |
| 						clr, tu,
 | |
| 						static_cast<f32>(ay*core::RECIPROCAL_PI64));
 | |
| 			++i;
 | |
| 			axz += AngleX;
 | |
| 		}
 | |
| 		// This is the doubled vertex on the initial position
 | |
| 		buffer->Vertices[i] = video::S3DVertex(buffer->Vertices[i-polyCountX]);
 | |
| 		buffer->Vertices[i].TCoords.X=1.0f;
 | |
| 		++i;
 | |
| 	}
 | |
| 
 | |
| 	// the vertex at the top of the sphere
 | |
| 	buffer->Vertices[i] = video::S3DVertex(0.0f,radius,0.0f, 0.0f,1.0f,0.0f, clr, 0.5f, 0.0f);
 | |
| 
 | |
| 	// the vertex at the bottom of the sphere
 | |
| 	++i;
 | |
| 	buffer->Vertices[i] = video::S3DVertex(0.0f,-radius,0.0f, 0.0f,-1.0f,0.0f, clr, 0.5f, 1.0f);
 | |
| 
 | |
| 	// recalculate bounding box
 | |
| 
 | |
| 	buffer->BoundingBox.reset(buffer->Vertices[i].Pos);
 | |
| 	buffer->BoundingBox.addInternalPoint(buffer->Vertices[i-1].Pos);
 | |
| 	buffer->BoundingBox.addInternalPoint(radius,0.0f,0.0f);
 | |
| 	buffer->BoundingBox.addInternalPoint(-radius,0.0f,0.0f);
 | |
| 	buffer->BoundingBox.addInternalPoint(0.0f,0.0f,radius);
 | |
| 	buffer->BoundingBox.addInternalPoint(0.0f,0.0f,-radius);
 | |
| 
 | |
| 	SMesh* mesh = new SMesh();
 | |
| 	mesh->addMeshBuffer(buffer);
 | |
| 	buffer->drop();
 | |
| 
 | |
| 	mesh->setHardwareMappingHint(EHM_STATIC);
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| 
 | |
| /* A cylinder with proper normals and texture coords */
 | |
| IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
 | |
| 			u32 tesselation, const video::SColor& color,
 | |
| 			bool closeTop, f32 oblique, u32 normalType) const
 | |
| {
 | |
| 	SMeshBuffer* buffer = new SMeshBuffer();
 | |
| 
 | |
| 	const f32 recTesselation = core::reciprocal((f32)tesselation);
 | |
| 	const f32 recTesselationHalf = recTesselation * 0.5f;
 | |
| 	const f32 angleStep = (core::PI * 2.f ) * recTesselation;
 | |
| 	const f32 angleStepHalf = angleStep*0.5f;
 | |
| 
 | |
| 	u32 i;
 | |
| 	video::S3DVertex v;
 | |
| 	v.Color = color;
 | |
| 	buffer->Vertices.reallocate(tesselation*4+4+(closeTop?2:1));
 | |
| 	buffer->Indices.reallocate((tesselation*2+1)*(closeTop?12:9));
 | |
| 	f32 tcx = 0.f;
 | |
| 	for ( i = 0; i <= tesselation; ++i )
 | |
| 	{
 | |
| 		const f32 angle = angleStep * i;
 | |
| 		v.Pos.X = radius * cosf(angle);
 | |
| 		v.Pos.Y = 0.f;
 | |
| 		v.Pos.Z = radius * sinf(angle);
 | |
| 		switch (normalType)
 | |
| 		{
 | |
| 			case 0: v.Normal = v.Pos; break;
 | |
| 			case 1: v.Normal = v.Pos; break;
 | |
| 		}
 | |
| 		v.Normal.normalize();
 | |
| 		v.TCoords.X=tcx;
 | |
| 		v.TCoords.Y=0.f;
 | |
| 		buffer->Vertices.push_back(v);
 | |
| 
 | |
| 		v.Pos.X += oblique;
 | |
| 		v.Pos.Y = length;
 | |
| 		switch (normalType)
 | |
| 		{
 | |
| 			case 0: v.Normal = v.Pos; break;
 | |
| 			case 1: v.Normal = core::vector3df(v.Pos.X-oblique, 0, v.Pos.Z); break;
 | |
| 		}
 | |
| 		v.Normal.normalize();
 | |
| 		v.TCoords.Y=1.f;
 | |
| 		buffer->Vertices.push_back(v);
 | |
| 
 | |
| 		v.Pos.X = radius * cosf(angle + angleStepHalf);
 | |
| 		v.Pos.Y = 0.f;
 | |
| 		v.Pos.Z = radius * sinf(angle + angleStepHalf);
 | |
| 		switch (normalType)
 | |
| 		{
 | |
| 			case 0: v.Normal = v.Pos; break;
 | |
| 			case 1: v.Normal = v.Pos; break;
 | |
| 		}
 | |
| 		v.Normal.normalize();
 | |
| 		v.TCoords.X=tcx+recTesselationHalf;
 | |
| 		v.TCoords.Y=0.f;
 | |
| 		buffer->Vertices.push_back(v);
 | |
| 
 | |
| 		v.Pos.X += oblique;
 | |
| 		v.Pos.Y = length;
 | |
| 		switch (normalType)
 | |
| 		{
 | |
| 			case 0: v.Normal = v.Pos; break;
 | |
| 			case 1: v.Normal = core::vector3df(v.Pos.X-oblique, 0, v.Pos.Z); break;
 | |
| 		}
 | |
| 		v.Normal.normalize();
 | |
| 		v.TCoords.Y=1.f;
 | |
| 		buffer->Vertices.push_back(v);
 | |
| 		tcx += recTesselation;
 | |
| 	}
 | |
| 
 | |
| 	// indices for the main hull part
 | |
| 	const u32 nonWrappedSize = tesselation* 4;
 | |
| 	for (i=0; i != nonWrappedSize; i += 2)
 | |
| 	{
 | |
| 		buffer->Indices.push_back(i + 2);
 | |
| 		buffer->Indices.push_back(i + 0);
 | |
| 		buffer->Indices.push_back(i + 1);
 | |
| 
 | |
| 		buffer->Indices.push_back(i + 2);
 | |
| 		buffer->Indices.push_back(i + 1);
 | |
| 		buffer->Indices.push_back(i + 3);
 | |
| 	}
 | |
| 
 | |
| 	// two closing quads between end and start
 | |
| 	buffer->Indices.push_back(0);
 | |
| 	buffer->Indices.push_back(i + 0);
 | |
| 	buffer->Indices.push_back(i + 1);
 | |
| 
 | |
| 	buffer->Indices.push_back(0);
 | |
| 	buffer->Indices.push_back(i + 1);
 | |
| 	buffer->Indices.push_back(1);
 | |
| 
 | |
| 	// close down
 | |
| 	v.Pos.X = 0.f;
 | |
| 	v.Pos.Y = 0.f;
 | |
| 	v.Pos.Z = 0.f;
 | |
| 	v.Normal.X = 0.f;
 | |
| 	v.Normal.Y = -1.f;
 | |
| 	v.Normal.Z = 0.f;
 | |
| 	v.TCoords.X = 1.f;
 | |
| 	v.TCoords.Y = 1.f;
 | |
| 	buffer->Vertices.push_back(v);
 | |
| 
 | |
| 	u32 index = buffer->Vertices.size() - 1;
 | |
| 
 | |
| 	for ( i = 0; i != nonWrappedSize; i += 2 )
 | |
| 	{
 | |
| 		buffer->Indices.push_back(index);
 | |
| 		buffer->Indices.push_back(i + 0);
 | |
| 		buffer->Indices.push_back(i + 2);
 | |
| 	}
 | |
| 
 | |
| 	buffer->Indices.push_back(index);
 | |
| 	buffer->Indices.push_back(i + 0);
 | |
| 	buffer->Indices.push_back(0);
 | |
| 
 | |
| 	if (closeTop)
 | |
| 	{
 | |
| 		// close top
 | |
| 		v.Pos.X = oblique;
 | |
| 		v.Pos.Y = length;
 | |
| 		v.Pos.Z = 0.f;
 | |
| 		v.Normal.X = 0.f;
 | |
| 		v.Normal.Y = 1.f;
 | |
| 		v.Normal.Z = 0.f;
 | |
| 		v.TCoords.X = 0.f;
 | |
| 		v.TCoords.Y = 0.f;
 | |
| 		buffer->Vertices.push_back(v);
 | |
| 
 | |
| 		index = buffer->Vertices.size() - 1;
 | |
| 
 | |
| 		for ( i = 0; i != nonWrappedSize; i += 2 )
 | |
| 		{
 | |
| 			buffer->Indices.push_back(i + 1);
 | |
| 			buffer->Indices.push_back(index);
 | |
| 			buffer->Indices.push_back(i + 3);
 | |
| 		}
 | |
| 
 | |
| 		buffer->Indices.push_back(i + 1);
 | |
| 		buffer->Indices.push_back(index);
 | |
| 		buffer->Indices.push_back(1);
 | |
| 	}
 | |
| 
 | |
| 	buffer->recalculateBoundingBox();
 | |
| 	SMesh* mesh = new SMesh();
 | |
| 	mesh->addMeshBuffer(buffer);
 | |
| 	mesh->setHardwareMappingHint(EHM_STATIC);
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	buffer->drop();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| 
 | |
| /* A cone with proper normals and texture coords */
 | |
| IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
 | |
| 					const video::SColor& colorTop,
 | |
| 					const video::SColor& colorBottom,
 | |
| 					f32 oblique) const
 | |
| {
 | |
| 	SMeshBuffer* buffer = new SMeshBuffer();
 | |
| 
 | |
| 	const f32 angleStep = (core::PI * 2.f ) / tesselation;
 | |
| 	const f32 angleStepHalf = angleStep*0.5f;
 | |
| 
 | |
| 	video::S3DVertex v;
 | |
| 	u32 i;
 | |
| 
 | |
| 	v.Color = colorTop;
 | |
| 	for ( i = 0; i != tesselation; ++i )
 | |
| 	{
 | |
| 		f32 angle = angleStep * f32(i);
 | |
| 
 | |
| 		v.Pos.X = radius * cosf(angle);
 | |
| 		v.Pos.Y = 0.f;
 | |
| 		v.Pos.Z = radius * sinf(angle);
 | |
| 		v.Normal = v.Pos;
 | |
| 		v.Normal.normalize();
 | |
| 		buffer->Vertices.push_back(v);
 | |
| 
 | |
| 		angle += angleStepHalf;
 | |
| 		v.Pos.X = radius * cosf(angle);
 | |
| 		v.Pos.Y = 0.f;
 | |
| 		v.Pos.Z = radius * sinf(angle);
 | |
| 		v.Normal = v.Pos;
 | |
| 		v.Normal.normalize();
 | |
| 		buffer->Vertices.push_back(v);
 | |
| 	}
 | |
| 	const u32 nonWrappedSize = buffer->Vertices.size() - 1;
 | |
| 
 | |
| 	// close top
 | |
| 	v.Pos.X = oblique;
 | |
| 	v.Pos.Y = length;
 | |
| 	v.Pos.Z = 0.f;
 | |
| 	v.Normal.X = 0.f;
 | |
| 	v.Normal.Y = 1.f;
 | |
| 	v.Normal.Z = 0.f;
 | |
| 	buffer->Vertices.push_back(v);
 | |
| 
 | |
| 	u32 index = buffer->Vertices.size() - 1;
 | |
| 
 | |
| 	for ( i = 0; i != nonWrappedSize; i += 1 )
 | |
| 	{
 | |
| 		buffer->Indices.push_back(i + 0);
 | |
| 		buffer->Indices.push_back(index);
 | |
| 		buffer->Indices.push_back(i + 1);
 | |
| 	}
 | |
| 
 | |
| 	buffer->Indices.push_back(i + 0);
 | |
| 	buffer->Indices.push_back(index);
 | |
| 	buffer->Indices.push_back(0);
 | |
| 
 | |
| 	// close down
 | |
| 	v.Color = colorBottom;
 | |
| 	v.Pos.X = 0.f;
 | |
| 	v.Pos.Y = 0.f;
 | |
| 	v.Pos.Z = 0.f;
 | |
| 	v.Normal.X = 0.f;
 | |
| 	v.Normal.Y = -1.f;
 | |
| 	v.Normal.Z = 0.f;
 | |
| 	buffer->Vertices.push_back(v);
 | |
| 
 | |
| 	index = buffer->Vertices.size() - 1;
 | |
| 
 | |
| 	for ( i = 0; i != nonWrappedSize; i += 1 )
 | |
| 	{
 | |
| 		buffer->Indices.push_back(index);
 | |
| 		buffer->Indices.push_back(i + 0);
 | |
| 		buffer->Indices.push_back(i + 1);
 | |
| 	}
 | |
| 
 | |
| 	buffer->Indices.push_back(index);
 | |
| 	buffer->Indices.push_back(i + 0);
 | |
| 	buffer->Indices.push_back(0);
 | |
| 
 | |
| 	buffer->recalculateBoundingBox();
 | |
| 	SMesh* mesh = new SMesh();
 | |
| 	mesh->addMeshBuffer(buffer);
 | |
| 	buffer->drop();
 | |
| 
 | |
| 	mesh->setHardwareMappingHint(EHM_STATIC);
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| 
 | |
| void CGeometryCreator::addToBuffer(const video::S3DVertex& v, SMeshBuffer* Buffer) const
 | |
| {
 | |
| 	const s32 tnidx = Buffer->Vertices.linear_reverse_search(v);
 | |
| 	const bool alreadyIn = (tnidx != -1);
 | |
| 	u16 nidx = (u16)tnidx;
 | |
| 	if (!alreadyIn)
 | |
| 	{
 | |
| 		nidx = (u16)Buffer->Vertices.size();
 | |
| 		Buffer->Indices.push_back(nidx);
 | |
| 		Buffer->Vertices.push_back(v);
 | |
| 	}
 | |
| 	else
 | |
| 		Buffer->Indices.push_back(nidx);
 | |
| }
 | |
| 
 | |
| 
 | |
| IMesh* CGeometryCreator::createVolumeLightMesh(
 | |
| 		const u32 subdivideU, const u32 subdivideV,
 | |
| 		const video::SColor footColor, const video::SColor tailColor,
 | |
| 		const f32 lpDistance, const core::vector3df& lightDim) const
 | |
| {
 | |
| 	SMeshBuffer* Buffer = new SMeshBuffer();
 | |
| 	Buffer->setHardwareMappingHint(EHM_STATIC);
 | |
| 
 | |
| 	const core::vector3df lightPoint(0, -(lpDistance*lightDim.Y), 0);
 | |
| 	const f32 ax = lightDim.X * 0.5f; // X Axis
 | |
| 	const f32 az = lightDim.Z * 0.5f; // Z Axis
 | |
| 
 | |
| 	Buffer->Vertices.clear();
 | |
| 	Buffer->Vertices.reallocate(6+12*(subdivideU+subdivideV));
 | |
| 	Buffer->Indices.clear();
 | |
| 	Buffer->Indices.reallocate(6+12*(subdivideU+subdivideV));
 | |
| 	//draw the bottom foot.. the glowing region
 | |
| 	addToBuffer(video::S3DVertex(-ax, 0, az,  0,0,0, footColor, 0, 1),Buffer);
 | |
| 	addToBuffer(video::S3DVertex( ax, 0, az,  0,0,0, footColor, 1, 1),Buffer);
 | |
| 	addToBuffer(video::S3DVertex( ax, 0,-az,  0,0,0, footColor, 1, 0),Buffer);
 | |
| 
 | |
| 	addToBuffer(video::S3DVertex( ax, 0,-az,  0,0,0, footColor, 1, 0),Buffer);
 | |
| 	addToBuffer(video::S3DVertex(-ax, 0,-az,  0,0,0, footColor, 0, 0),Buffer);
 | |
| 	addToBuffer(video::S3DVertex(-ax, 0, az,  0,0,0, footColor, 0, 1),Buffer);
 | |
| 
 | |
| 	f32 tu = 0.f;
 | |
| 	const f32 tuStep = 1.f/subdivideU;
 | |
| 	f32 bx = -ax;
 | |
| 	const f32 bxStep = lightDim.X * tuStep;
 | |
| 	// Slices in X/U space
 | |
| 	for (u32 i = 0; i <= subdivideU; ++i)
 | |
| 	{
 | |
| 		// These are the two endpoints for a slice at the foot
 | |
| 		core::vector3df end1(bx, 0.0f, -az);
 | |
| 		core::vector3df end2(bx, 0.0f, az);
 | |
| 
 | |
| 		end1 -= lightPoint;		// get a vector from point to lightsource
 | |
| 		end1.normalize();		// normalize vector
 | |
| 		end1 *= lightDim.Y;	// multiply it out by shootlength
 | |
| 
 | |
| 		end1.X += bx;			// Add the original point location to the vector
 | |
| 		end1.Z -= az;
 | |
| 
 | |
| 		// Do it again for the other point.
 | |
| 		end2 -= lightPoint;
 | |
| 		end2.normalize();
 | |
| 		end2 *= lightDim.Y;
 | |
| 
 | |
| 		end2.X += bx;
 | |
| 		end2.Z += az;
 | |
| 
 | |
| 		addToBuffer(video::S3DVertex(bx , 0,  az,  0,0,0, footColor, tu, 1),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(bx , 0, -az,  0,0,0, footColor, tu, 0),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z,  0,0,0, tailColor, tu, 1),Buffer);
 | |
| 
 | |
| 		addToBuffer(video::S3DVertex(bx , 0, -az,  0,0,0, footColor, tu, 0),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z,  0,0,0, tailColor, tu, 0),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z,  0,0,0, tailColor, tu, 1),Buffer);
 | |
| 
 | |
| 		//back side
 | |
| 		addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z,  0,0,0, tailColor, tu, 1),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-bx , 0,  -az,  0,0,0, footColor, tu, 1),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-bx , 0, az,  0,0,0, footColor, tu, 0),Buffer);
 | |
| 
 | |
| 		addToBuffer(video::S3DVertex(-bx , 0, az,  0,0,0, footColor, tu, 0),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z,  0,0,0, tailColor, tu, 0),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z,  0,0,0, tailColor, tu, 1),Buffer);
 | |
| 		tu += tuStep;
 | |
| 		bx += bxStep;
 | |
| 	}
 | |
| 
 | |
| 	f32 tv = 0.f;
 | |
| 	const f32 tvStep = 1.f/subdivideV;
 | |
| 	f32 bz = -az;
 | |
| 	const f32 bzStep = lightDim.Z * tvStep;
 | |
| 	// Slices in Z/V space
 | |
| 	for(u32 i = 0; i <= subdivideV; ++i)
 | |
| 	{
 | |
| 		// These are the two endpoints for a slice at the foot
 | |
| 		core::vector3df end1(-ax, 0.0f, bz);
 | |
| 		core::vector3df end2(ax, 0.0f, bz);
 | |
| 
 | |
| 		end1 -= lightPoint;		// get a vector from point to lightsource
 | |
| 		end1.normalize();		// normalize vector
 | |
| 		end1 *= lightDim.Y;	// multiply it out by shootlength
 | |
| 
 | |
| 		end1.X -= ax;			// Add the original point location to the vector
 | |
| 		end1.Z += bz;
 | |
| 
 | |
| 		// Do it again for the other point.
 | |
| 		end2 -= lightPoint;
 | |
| 		end2.normalize();
 | |
| 		end2 *= lightDim.Y;
 | |
| 
 | |
| 		end2.X += ax;
 | |
| 		end2.Z += bz;
 | |
| 
 | |
| 		addToBuffer(video::S3DVertex(-ax , 0, bz,  0,0,0, footColor, 0, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(ax , 0,  bz,  0,0,0, footColor, 1, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z,  0,0,0, tailColor, 1, tv),Buffer);
 | |
| 
 | |
| 		addToBuffer(video::S3DVertex(end2.X , end2.Y, end2.Z,  0,0,0, tailColor, 1, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(end1.X , end1.Y, end1.Z,  0,0,0, tailColor, 0, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-ax , 0, bz,  0,0,0, footColor, 0, tv),Buffer);
 | |
| 
 | |
| 		//back side
 | |
| 		addToBuffer(video::S3DVertex(ax , 0, -bz,  0,0,0, footColor, 0, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-ax , 0,  -bz,  0,0,0, footColor, 1, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z,  0,0,0, tailColor, 1, tv),Buffer);
 | |
| 
 | |
| 		addToBuffer(video::S3DVertex(-end2.X , end2.Y, -end2.Z,  0,0,0, tailColor, 1, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(-end1.X , end1.Y, -end1.Z,  0,0,0, tailColor, 0, tv),Buffer);
 | |
| 		addToBuffer(video::S3DVertex(ax , 0, -bz,  0,0,0, footColor, 0, tv),Buffer);
 | |
| 		tv += tvStep;
 | |
| 		bz += bzStep;
 | |
| 	}
 | |
| 
 | |
| 	Buffer->recalculateBoundingBox();
 | |
| 
 | |
| 	Buffer->Material.MaterialType = video::EMT_ONETEXTURE_BLEND;
 | |
| 	Buffer->Material.MaterialTypeParam = pack_textureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
 | |
| 
 | |
| 	Buffer->Material.Lighting = false;
 | |
| 	Buffer->Material.ZWriteEnable = video::EZW_OFF;
 | |
| 
 | |
| 	Buffer->setDirty(EBT_VERTEX_AND_INDEX);
 | |
| 
 | |
| 	Buffer->recalculateBoundingBox();
 | |
| 	SMesh* mesh = new SMesh();
 | |
| 	mesh->addMeshBuffer(Buffer);
 | |
| 	Buffer->drop();
 | |
| 
 | |
| 	mesh->recalculateBoundingBox();
 | |
| 	return mesh;
 | |
| }
 | |
| 
 | |
| 
 | |
| } // end namespace scene
 | |
| } // end namespace irr
 | |
| 
 |