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buffered.go
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buffered.go
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// Copyright 2021 Changkun Ou <changkun.de>. All rights reserved.
// Use of this source code is governed by a GPLv3 license that
// can be found in the LICENSE file.
package geometry
import (
"image/color"
"changkun.de/x/polyred/geometry/primitive"
"changkun.de/x/polyred/material"
"changkun.de/x/polyred/math"
"changkun.de/x/polyred/object"
)
var _ Mesh = &BufferedMesh{}
type AttributeName string
var (
AttributePos AttributeName = "position"
AttributeNor AttributeName = "normal"
AttributeUV AttributeName = "uv"
AttributeColor AttributeName = "color"
)
type BufferAttribute struct {
Stride int
Values []float64
}
// BufferedMesh is a dense representation of a surface geometry and
// implements the Mesh interface.
type BufferedMesh struct {
vbo []int64
attributes map[AttributeName]*BufferAttribute
aabb *primitive.AABB
material material.Material
math.TransformContext
}
func NewBufferedMesh() *BufferedMesh {
bm := &BufferedMesh{
attributes: map[AttributeName]*BufferAttribute{
AttributePos: nil,
AttributeNor: nil,
AttributeUV: nil,
AttributeColor: nil,
},
}
bm.ResetContext()
return bm
}
func (bm *BufferedMesh) SetVertexBuffer(vbo []int64) {
bm.vbo = vbo
}
func (bm *BufferedMesh) SetAttribute(name AttributeName, attribute *BufferAttribute) {
bm.attributes[name] = attribute
}
func (bm *BufferedMesh) GetAttribute(name AttributeName) *BufferAttribute {
return bm.attributes[name]
}
func (bm *BufferedMesh) Type() object.Type {
return object.TypeMesh
}
func (bm *BufferedMesh) AABB() primitive.AABB {
if bm.aabb == nil {
min := math.NewVector(math.MaxFloat64, math.MaxFloat64, math.MaxFloat64, 1)
max := math.NewVector(-math.MaxFloat64, -math.MaxFloat64, -math.MaxFloat64, 1)
attr := bm.GetAttribute(AttributePos)
for _, vIndex := range bm.vbo {
x := attr.Values[attr.Stride*int(vIndex)+0]
y := attr.Values[attr.Stride*int(vIndex)+1]
z := attr.Values[attr.Stride*int(vIndex)+2]
min.X = math.Min(min.X, x)
min.Y = math.Min(min.Y, y)
min.Z = math.Min(min.Z, z)
max.X = math.Max(max.X, x)
max.Y = math.Max(max.Y, y)
max.Z = math.Max(max.Z, z)
}
bm.aabb = &primitive.AABB{Min: min, Max: max}
}
min := bm.aabb.Min.Apply(bm.ModelMatrix())
max := bm.aabb.Max.Apply(bm.ModelMatrix())
return primitive.AABB{Min: min, Max: max}
}
func (bm *BufferedMesh) Normalize() {
aabb := bm.AABB()
center := aabb.Min.Add(aabb.Max).Pos()
radius := aabb.Max.Sub(aabb.Min).Len() / 2
fac := 1 / radius
// scale all vertices
attr := bm.GetAttribute(AttributePos)
for _, vIndex := range bm.vbo {
x := attr.Values[attr.Stride*int(vIndex)+0]
y := attr.Values[attr.Stride*int(vIndex)+1]
z := attr.Values[attr.Stride*int(vIndex)+2]
v := math.NewVector(x, y, z, 1).Apply(bm.ModelMatrix()).Translate(-center.X, -center.Y, -center.Z).Scale(fac, fac, fac, 1)
attr.Values[attr.Stride*int(vIndex)+0] = v.X
attr.Values[attr.Stride*int(vIndex)+1] = v.Y
attr.Values[attr.Stride*int(vIndex)+2] = v.Z
}
// update AABB after scaling
min := aabb.Min.Translate(-center.X, -center.Y, -center.Z).Scale(fac, fac, fac, 1)
max := aabb.Max.Translate(-center.X, -center.Y, -center.Z).Scale(fac, fac, fac, 1)
bm.aabb = &primitive.AABB{Min: min, Max: max}
bm.ResetContext()
}
func (bm *BufferedMesh) GetMaterial() material.Material {
return bm.material
}
func (bm *BufferedMesh) SetMaterial(mat material.Material) {
bm.material = mat
}
func (bm *BufferedMesh) NumTriangles() uint64 {
return uint64(len(bm.vbo) / 3)
}
func (bm *BufferedMesh) Faces(iter func(primitive.Face, material.Material) bool) {
attrPos := bm.GetAttribute(AttributePos)
attrNor := bm.GetAttribute(AttributeNor)
attrColor := bm.GetAttribute(AttributeColor)
attrUV := bm.GetAttribute(AttributeUV)
for i := 0; i < len(bm.vbo); i += 3 {
var px, py, pz, nx, ny, nz, u, v float64
var cr, cb, cg, ca uint8
px = attrPos.Values[bm.vbo[i]+0]
py = attrPos.Values[bm.vbo[i]+1]
pz = attrPos.Values[bm.vbo[i]+2]
if attrNor != nil {
nx = attrNor.Values[bm.vbo[i]+0]
ny = attrNor.Values[bm.vbo[i]+1]
nz = attrNor.Values[bm.vbo[i]+2]
}
if attrColor != nil {
cr = uint8(attrColor.Values[bm.vbo[i]+0])
cb = uint8(attrColor.Values[bm.vbo[i]+1])
cg = uint8(attrColor.Values[bm.vbo[i]+2])
ca = uint8(attrColor.Values[bm.vbo[i]+3])
}
if attrUV != nil {
u = attrUV.Values[bm.vbo[i]+0]
v = attrUV.Values[bm.vbo[i]+1]
}
v1 := primitive.Vertex{
Pos: math.NewVector(px, py, pz, 1),
Nor: math.NewVector(nx, ny, nz, 0),
UV: math.NewVector(u, v, 0, 1),
Col: color.RGBA{cr, cb, cg, ca},
}
px = attrPos.Values[bm.vbo[i+1]+0]
py = attrPos.Values[bm.vbo[i+1]+1]
pz = attrPos.Values[bm.vbo[i+1]+2]
if attrNor != nil {
nx = attrNor.Values[bm.vbo[i+1]+0]
ny = attrNor.Values[bm.vbo[i+1]+1]
nz = attrNor.Values[bm.vbo[i+1]+2]
}
if attrColor != nil {
cr = uint8(attrColor.Values[bm.vbo[i+1]+0])
cb = uint8(attrColor.Values[bm.vbo[i+1]+1])
cg = uint8(attrColor.Values[bm.vbo[i+1]+2])
ca = uint8(attrColor.Values[bm.vbo[i+1]+3])
}
if attrUV != nil {
u = attrUV.Values[bm.vbo[i+1]+0]
v = attrUV.Values[bm.vbo[i+1]+1]
}
v2 := primitive.Vertex{
Pos: math.NewVector(px, py, pz, 1),
Nor: math.NewVector(nx, ny, nz, 0),
UV: math.NewVector(u, v, 0, 1),
Col: color.RGBA{cr, cb, cg, ca},
}
px = attrPos.Values[bm.vbo[i+2]+0]
py = attrPos.Values[bm.vbo[i+2]+1]
pz = attrPos.Values[bm.vbo[i+2]+2]
if attrNor != nil {
nx = attrNor.Values[bm.vbo[i+2]+0]
ny = attrNor.Values[bm.vbo[i+2]+1]
nz = attrNor.Values[bm.vbo[i+2]+2]
}
if attrColor != nil {
cr = uint8(attrColor.Values[bm.vbo[i+2]+0])
cb = uint8(attrColor.Values[bm.vbo[i+2]+1])
cg = uint8(attrColor.Values[bm.vbo[i+2]+2])
ca = uint8(attrColor.Values[bm.vbo[i+2]+3])
}
if attrUV != nil {
u = attrUV.Values[bm.vbo[i+2]+0]
v = attrUV.Values[bm.vbo[i+2]+1]
}
v3 := primitive.Vertex{
Pos: math.NewVector(px, py, pz, 1),
Nor: math.NewVector(nx, ny, nz, 0),
UV: math.NewVector(u, v, 0, 1),
Col: color.RGBA{cr, cb, cg, ca},
}
if !iter(&primitive.Triangle{
V1: v1, V2: v2, V3: v3,
}, bm.material) {
return
}
}
}