[1114] | 1 | using System;
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| 2 | using System.Collections.Generic;
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| 3 | using Oni.Imaging;
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| 4 |
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| 5 | namespace Oni.Akira
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| 6 | {
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| 7 | internal class PolygonMesh
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| 8 | {
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| 9 | private readonly MaterialLibrary materialLibrary;
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| 10 | private readonly List<Vector3> points = new List<Vector3>();
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| 11 | private readonly List<Vector3> normals = new List<Vector3>();
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| 12 | private readonly List<Vector2> texCoords = new List<Vector2>();
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| 13 | private readonly List<Polygon> polygons = new List<Polygon>();
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| 14 | private readonly List<Polygon> doors = new List<Polygon>();
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| 15 | private readonly List<Room> rooms = new List<Room>();
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| 16 | private readonly List<Polygon> ghosts = new List<Polygon>();
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| 17 | private readonly List<Polygon> floors = new List<Polygon>();
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| 18 | private bool hasDebugInfo;
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| 19 |
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| 20 | public PolygonMesh(MaterialLibrary materialLibrary)
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| 21 | {
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| 22 | this.materialLibrary = materialLibrary;
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| 23 | }
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| 24 |
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| 25 | public MaterialLibrary Materials => materialLibrary;
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| 26 |
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| 27 | public List<Vector3> Points => points;
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| 28 | public List<Vector2> TexCoords => texCoords;
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| 29 | public List<Vector3> Normals => normals;
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| 30 | public List<Polygon> Polygons => polygons;
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| 31 | public List<Polygon> Doors => doors;
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| 32 | public List<Room> Rooms => rooms;
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| 33 | public List<Polygon> Floors => floors;
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| 34 | public List<Polygon> Ghosts => ghosts;
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| 35 |
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| 36 | public bool HasDebugInfo
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| 37 | {
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| 38 | get { return hasDebugInfo; }
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| 39 | set { hasDebugInfo = value; }
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| 40 | }
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| 41 |
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| 42 | public BoundingBox GetBoundingBox() => BoundingBox.CreateFromPoints(points);
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| 43 |
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| 44 | public void DoLighting()
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| 45 | {
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| 46 | var ambientColor = new Vector3(0.6f, 0.6f, 0.6f);
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| 47 |
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| 48 | var lightDir = new[] {
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| 49 | new Vector3(-0.526f, -0.573f, -0.627f),
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| 50 | new Vector3(0.719f, 0.342f, 0.604f),
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| 51 | new Vector3(0.454f, 0.766f, 0.454f)
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| 52 | };
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| 53 |
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| 54 | var lightColor = new[] {
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| 55 | new Vector3(1.0f, 1.0f, 1.0f),
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| 56 | new Vector3(1.0f, 1.0f, 1.0f),
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| 57 | new Vector3(1.0f, 1.0f, 1.0f)
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| 58 | };
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| 59 |
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| 60 | //if (importLights)
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| 61 | //{
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| 62 | // ambientColor = ambient;
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| 63 | //}
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| 64 |
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| 65 | foreach (var polygon in polygons)
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| 66 | {
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| 67 | if (polygon.Colors != null)
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| 68 | continue;
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| 69 |
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| 70 | var colors = new Color[polygon.VertexCount];
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| 71 |
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| 72 | if (polygon.NormalIndices != null)
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| 73 | {
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| 74 | for (int i = 0; i < colors.Length; i++)
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| 75 | {
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| 76 | var color = ambientColor;
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| 77 |
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| 78 | for (int j = 0; j < lightDir.Length; j++)
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| 79 | {
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| 80 | float dot = Vector3.Dot(lightDir[j], normals[polygon.NormalIndices[i]]);
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| 81 | color += lightColor[j] * dot;
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| 82 | }
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| 83 |
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| 84 | colors[i] = new Color(Vector3.Clamp(color, Vector3.Zero, Vector3.One));
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| 85 | }
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| 86 | }
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| 87 | else
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| 88 | {
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| 89 | var color = ambientColor;
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| 90 |
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| 91 | for (int j = 0; j < lightDir.Length; j++)
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| 92 | {
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| 93 | float dot = Vector3.Dot(lightDir[j], polygon.Plane.Normal);
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| 94 | color += lightColor[j] * dot;
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| 95 | }
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| 96 |
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| 97 | for (int i = 0; i < colors.Length; i++)
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| 98 | colors[i] = new Color(Vector3.Clamp(color, Vector3.Zero, Vector3.One));
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| 99 | }
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| 100 |
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| 101 | polygon.Colors = colors;
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| 102 | }
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| 103 | }
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| 104 | }
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| 105 | }
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