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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