| //+------------------------------------------------------------------+
|
| //| DXUtils.mqh |
|
| //| Copyright 2000-2025, MetaQuotes Ltd. |
|
| //| https://www.mql5.com |
|
| //+------------------------------------------------------------------+
|
| #property copyright "Copyright 2000-2025, MetaQuotes Ltd."
|
| #property link "https://www.mql5.com"
|
| //---
|
| #include "DXMath.mqh"
|
| #include "DXData.mqh"
|
| //--- data types in Wavefront OBJ file format
|
| #define OBJ_DATA_UNKNOWN 0
|
| #define OBJ_DATA_V 1
|
| #define OBJ_DATA_VT 2
|
| #define OBJ_DATA_VN 3
|
| #define OBJ_DATA_F 4
|
| //+------------------------------------------------------------------+
|
| //| OBJFaceType |
|
| //+------------------------------------------------------------------+
|
| struct OBJFaceType
|
| {
|
| int total;
|
| int v[4];
|
| int t[4];
|
| int n[4];
|
| };
|
| //+------------------------------------------------------------------+
|
| //| Transforms right to left hand system, or backward |
|
| //| TVertex must have |
|
| //| DXVector4 normal and DXVector2 tcoord members |
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| void DXInverseWinding(TVertex &vertices[],uint &indices[])
|
| {
|
| //--- proccess vertices
|
| uint count=ArraySize(vertices);
|
| for(uint i=0; i<count; i++)
|
| {
|
| //--- invert normals
|
| vertices[i].normal.x=-vertices[i].normal.x;
|
| vertices[i].normal.y=-vertices[i].normal.y;
|
| vertices[i].normal.z=-vertices[i].normal.z;
|
| //--- flip texture coordinates
|
| vertices[i].tcoord.x=1.0f-vertices[i].tcoord.x;
|
| }
|
| //--- change indices order
|
| count=ArraySize(indices);
|
| for(uint i=2; i<count; i+=3)
|
| {
|
| uint tmp =indices[i];
|
| indices[i] =indices[i-2];
|
| indices[i-2]=tmp;
|
| }
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Load static 3D models from Maya 2011 |
|
| //| https://en.wikibooks.org/wiki/DirectX/10.0/Direct3D/Loading_Maya |
|
| //+------------------------------------------------------------------+
|
| bool DXLoadObjData(const string filename,DXVector4 &v_positions[],DXVector2 &v_tcoords[],DXVector4 &v_normals[],OBJFaceType &faces[],bool show_debug=false)
|
| {
|
| int total_positions=0;
|
| int total_tcoords=0;
|
| int total_normals=0;
|
| int total_faces=0;
|
| //---
|
| ResetLastError();
|
| int file_handle=FileOpen(filename,FILE_READ|FILE_TXT|FILE_ANSI);
|
| if(file_handle==INVALID_HANDLE)
|
| {
|
| printf("FileOpen %s failed, error code=%d",filename,GetLastError());
|
| return(false);
|
| }
|
| int str_length=0;
|
| string str="";
|
| int total_lines=0;
|
| string str_parsed[];
|
| string str_parsed_faces[];
|
| //---
|
| while(!FileIsEnding(file_handle))
|
| {
|
| str=FileReadString(file_handle,str_length);
|
| total_lines++;
|
| //--- replace two spaces to one
|
| StringReplace(str,"\t"," ");
|
| while(StringFind(str," ",0)!=-1)
|
| StringReplace(str," "," ");
|
| //--- split string to tokens
|
| int total_items=StringSplit(str,' ',str_parsed);
|
| if(total_items<1)
|
| continue;
|
| //--- when examining the file you can ignore every line unless it starts with a "V", "VT", "VN", or "F".
|
| //--- the extra information in the file will not be needed for converting .obj to our file format.
|
| StringToUpper(str_parsed[0]);
|
| //--- parse data type
|
| int data_type=OBJ_DATA_UNKNOWN;
|
| if(str_parsed[0]=="V")
|
| data_type=OBJ_DATA_V;
|
| else
|
| if(str_parsed[0]=="VT")
|
| data_type=OBJ_DATA_VT;
|
| else
|
| if(str_parsed[0]=="VN")
|
| data_type=OBJ_DATA_VN;
|
| else
|
| if(str_parsed[0]=="F")
|
| data_type=OBJ_DATA_F;
|
| //--- proceed data type
|
| switch(data_type)
|
| {
|
| //--- 1. "V" lines are for the vertices, each is listed in X, Y, Z float format.
|
| case OBJ_DATA_V:
|
| {
|
| total_positions++;
|
| if(total_items<4)
|
| {
|
| PrintFormat("obj data error at line=%d: %s",total_lines,str);
|
| FileClose(file_handle);
|
| return(false);
|
| }
|
| ArrayResize(v_positions,total_positions,total_positions+1000);
|
| int idx=total_positions-1;
|
| v_positions[idx].x=(float)StringToDouble(str_parsed[1]);
|
| v_positions[idx].y=(float)StringToDouble(str_parsed[2]);
|
| v_positions[idx].z=(float)StringToDouble(str_parsed[3]);
|
| v_positions[idx].w=1.0f;
|
| //--- debug message
|
| if(show_debug)
|
| printf("posiiton %d: %f %f %f",idx,v_positions[idx].x,v_positions[idx].y,v_positions[idx].z);
|
| //---
|
| break;
|
| }
|
| //--- 2. "VT" lines are for the texture coordinates, they are listed in TU, TV float format.
|
| case OBJ_DATA_VT:
|
| {
|
| total_tcoords++;
|
| if(total_items<3)
|
| {
|
| PrintFormat("obj data error at line=%d: %s",total_lines,str);
|
| FileClose(file_handle);
|
| return(false);
|
| }
|
| ArrayResize(v_tcoords,total_tcoords,total_tcoords+1000);
|
| int idx=total_tcoords-1;
|
| v_tcoords[idx].x=(float)StringToDouble(str_parsed[1]);
|
| v_tcoords[idx].y=(float)StringToDouble(str_parsed[2]);
|
| //--- debug message
|
| if(show_debug)
|
| printf("tcoord %d: %f %f",idx,v_tcoords[idx].x,v_tcoords[idx].y);
|
| //---
|
| break;
|
| }
|
| //--- 3. "VN" lines are for the normal vectors, most of them are duplicated again
|
| //--- since it records them for every vertex in every triangle in the model, they are listed in NX, NY, NZ float format.
|
| case OBJ_DATA_VN:
|
| {
|
| total_normals++;
|
| if(total_items<4)
|
| {
|
| PrintFormat("obj data error at line=%d: %s",total_lines,str);
|
| FileClose(file_handle);
|
| return(false);
|
| }
|
| //---
|
| ArrayResize(v_normals,total_normals,total_normals+1000);
|
| int idx=total_normals-1;
|
| v_normals[idx].x=(float)StringToDouble(str_parsed[1]);
|
| v_normals[idx].y=(float)StringToDouble(str_parsed[2]);
|
| v_normals[idx].z=(float)StringToDouble(str_parsed[3]);
|
| v_normals[idx].w=0.0f;
|
| //--- debug message
|
| if(show_debug)
|
| printf("normal %d: %f %f %f",idx,v_normals[idx].x,v_normals[idx].y,v_normals[idx].z);
|
| //---
|
| break;
|
| }
|
| //--- 4. "F" lines are for each face in the model.
|
| //--- the values listed are indexes into the vertices, texture coordinates, and normal vectors. The format of each face is:
|
| //--- f Vertex1/Texture1/Normal1 Vertex2/Texture2/Normal2 Vertex3/Texture3/Normal3
|
| //--- so a line that says "f 3/13/5 4/14/6 5/15/7" then translates to "Vertex3/Texture13/Normal5 Vertex4/Texture14/Normal6 Vertex5/Texture15/Normal7".
|
| case OBJ_DATA_F:
|
| {
|
| total_faces++;
|
| //--- check size
|
| if(total_items<4)
|
| {
|
| PrintFormat("obj data error at line=%d: %s",total_lines,str);
|
| FileClose(file_handle);
|
| return(false);
|
| }
|
| //---
|
| ArrayResize(faces,total_faces,total_faces+1000);
|
| int idx=total_faces-1;
|
| //--- clear all face indices
|
| for(uint i=0; i<4; i++)
|
| {
|
| faces[idx].v[0]=0;
|
| faces[idx].t[0]=0;
|
| faces[idx].n[0]=0;
|
| }
|
| //--- read indices
|
| faces[idx].total=MathMin(total_items-1,4);
|
| for(int i=0; i<faces[idx].total; i++)
|
| {
|
| int elements=StringSplit(str_parsed[i+1],'/',str_parsed_faces);
|
| if(elements>0)
|
| faces[idx].v[i]=(int)StringToInteger(str_parsed_faces[0]);
|
| if(elements>1)
|
| faces[idx].t[i]=(int)StringToInteger(str_parsed_faces[1]);
|
| if(elements>2)
|
| faces[idx].n[i]=(int)StringToInteger(str_parsed_faces[2]);
|
| }
|
| //--- debug message
|
| if(show_debug)
|
| printf("%face d: %d vertex(%d,%d,%d,%d) texture(%d,%d,%d,%d) normal(%d,%d,%d,%d)",idx+1,
|
| faces[idx].v[0],faces[idx].v[1],faces[idx].v[2],faces[idx].v[3],
|
| faces[idx].t[0],faces[idx].t[1],faces[idx].t[2],faces[idx].t[3],
|
| faces[idx].n[0],faces[idx].n[1],faces[idx].n[2],faces[idx].n[3]);
|
| //---
|
| break;
|
| }
|
|
|
| default:
|
| {
|
| break;
|
| }
|
| }
|
| }
|
| //--- close the file
|
| FileClose(file_handle);
|
| //---
|
| if(show_debug)
|
| {
|
| printf("File %s loaded successfully. Total lines: %d",filename,total_lines);
|
| printf("total v_positions=%d",total_positions);
|
| printf("total v_normals=%d",total_normals);
|
| printf("total v_tcoords=%d",total_tcoords);
|
| printf("total faces=%d",total_faces);
|
| }
|
| //---
|
| return(true);
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Load static 3D models from Maya 2011 |
|
| //| https://en.wikibooks.org/wiki/DirectX/10.0/Direct3D/Loading_Maya |
|
| //| TVertex must have |
|
| //| DXVector4 position, normal and DXVector2 tcoord members |
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXLoadObjModel(const string filename,TVertex &vertices[],uint &indices[],float scale=1.0f)
|
| {
|
| //--- intermediate data arrays
|
| DXVector4 v_positions[];
|
| DXVector2 v_tcoords[];
|
| DXVector4 v_normals[];
|
| OBJFaceType faces[];
|
| //--- load data
|
| if(!DXLoadObjData(filename,v_positions,v_tcoords,v_normals,faces,false))
|
| {
|
| printf("Error loading model data from %s",filename);
|
| return(false);
|
| }
|
| //---
|
| int total_v_positions=ArraySize(v_positions);
|
| int total_v_tcoords =ArraySize(v_tcoords);
|
| int total_v_normals =ArraySize(v_normals);
|
| int total_faces =ArraySize(faces);
|
| //--- check faces
|
| if(total_faces==0)
|
| {
|
| printf("No model data.");
|
| return(false);
|
| }
|
| //--- check consistency of the indices
|
| int vertices_count=0;
|
| int indices_count =0;
|
| bool split_vertices=false;
|
| for(int i=0; i<total_faces; i++)
|
| {
|
| //--- each face have to be 3 or 4 sided
|
| if(faces[i].total<3 || faces[i].total>4)
|
| {
|
| printf("Error in %d face, face vertices count is %d",i,faces[i].total);
|
| return(false);
|
| }
|
| //---
|
| for(int j=0; j<faces[i].total; j++)
|
| {
|
| if(faces[i].v[j]<=0 || faces[i].v[j]>total_v_positions)
|
| {
|
| printf("Error in %d face, %d vertext index is %d. Total posiitons=%d",i,j,faces[i].v[j],total_v_positions);
|
| return(false);
|
| }
|
| if(total_v_tcoords>0)
|
| {
|
| if(faces[i].t[j]<=0 || faces[i].t[j]>total_v_tcoords)
|
| {
|
| printf("Error in %d face, %d tcoord index is %d. Total tcoords=%d",i,j,faces[i].v[j],total_v_positions);
|
| return(false);
|
| }
|
| if(faces[i].t[j]!=faces[i].v[j])
|
| split_vertices=true;
|
| }
|
| if(total_v_normals>0)
|
| {
|
| if(faces[i].n[j]<=0 || faces[i].n[j]>total_v_normals)
|
| {
|
| printf("Error in %d face, %d normal index is %d. Total normals=%d",i,j,faces[i].v[j],total_v_positions);
|
| return(false);
|
| }
|
| if(faces[i].n[j]!=faces[i].v[j])
|
| split_vertices=true;
|
| }
|
| }
|
| //--- calc counts
|
| vertices_count+=faces[i].total;
|
| if(faces[i].total<4)
|
| indices_count+=3;
|
| else
|
| indices_count+=6;
|
| }
|
| printf("Data consistency checked.");
|
| //--- prepare arrays
|
| if(!split_vertices)
|
| vertices_count=total_v_positions;
|
| ArrayResize(vertices,vertices_count);
|
| ArrayResize(indices, indices_count);
|
| int v_idx=0,i_idx=0;
|
| for(int i=0; i<total_faces; i++)
|
| {
|
| for(int j=0; j<faces[i].total; j++)
|
| {
|
| if(!split_vertices)
|
| v_idx=faces[i].v[j]-1;
|
| //--- posiitons
|
| vertices[v_idx].position.x=v_positions[faces[i].v[j]-1].x*scale;
|
| vertices[v_idx].position.y=v_positions[faces[i].v[j]-1].y*scale;
|
| vertices[v_idx].position.z=v_positions[faces[i].v[j]-1].z*scale;
|
| vertices[v_idx].position.w=1.0f;
|
| //--- normal
|
| if(faces[i].n[j])
|
| DXVec4Normalize(vertices[v_idx].normal,v_normals[faces[i].n[j]-1]);
|
| //--- tcoord
|
| if(faces[i].t[j])
|
| vertices[v_idx].tcoord=v_tcoords[faces[i].t[j]-1];
|
| //--- indices
|
| indices[i_idx++]=v_idx;
|
| //--- increment indx
|
| if(split_vertices)
|
| v_idx++;
|
| }
|
| //--- the end of second triangle in 4-sided face
|
| if(faces[i].total==4)
|
| {
|
| indices[i_idx]=indices[i_idx-4];
|
| i_idx++;
|
| indices[i_idx]=indices[i_idx-3];
|
| i_idx++;
|
| }
|
| }
|
| //---
|
| return(true);
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Box |
|
| //| TVertex must have |
|
| //| DXVector4 position, DXVector4 normal and DXVector2 tcoord members|
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXComputeBox(const DXVector3 &from,const DXVector3 &to,TVertex &vertices[],uint &indices[])
|
| {
|
| //--- prepare arrays
|
| const int faces=6;
|
| if(ArrayResize(vertices,4*faces)!=4*faces)
|
| return(false);
|
| //--- set indices
|
| uint ind[]= {0,1,2, 2,3,0, 4,5,6, 6,7,4, 8,9,10, 10,11,8, 12,13,14, 14,15,12, 16,17,18, 18,19,16, 20,21,22, 22,23,20};
|
| ArrayResize(indices,0);
|
| if(ArrayCopy(indices,ind)!=ArraySize(ind))
|
| return(false);
|
| //--- prepare boundaries
|
| float left=from.x,right=to.x,bottom=from.y,top=to.y,near=from.z,far=to.z;
|
| if(from.x>to.x)
|
| {
|
| right=from.x;
|
| left= to.x;
|
| }
|
| if(from.y>to.y)
|
| {
|
| top= from.y;
|
| bottom=to.y;
|
| }
|
| if(from.z>to.z)
|
| {
|
| far=from.z;
|
| near=to.z;
|
| }
|
| //--- left face
|
| vertices[0].position=DXVector4(left,top, far, 1.0);
|
| vertices[1].position=DXVector4(left,top, near,1.0);
|
| vertices[2].position=DXVector4(left,bottom,near,1.0);
|
| vertices[3].position=DXVector4(left,bottom,far, 1.0);
|
| for(int i=0; i<4; i++)
|
| vertices[i].normal=DXVector4(-1.0,0.0,0.0,0.0);
|
| //--- right face
|
| vertices[4].position=DXVector4(right,top, near,1.0);
|
| vertices[5].position=DXVector4(right,top, far, 1.0);
|
| vertices[6].position=DXVector4(right,bottom,far, 1.0);
|
| vertices[7].position=DXVector4(right,bottom,near,1.0);
|
| for(int i=4; i<8; i++)
|
| vertices[i].normal=DXVector4(1.0,0.0,0.0,0.0);
|
| //--- front face
|
| vertices[8].position =DXVector4(left, top, near,1.0);
|
| vertices[9].position =DXVector4(right,top, near,1.0);
|
| vertices[10].position=DXVector4(right,bottom,near,1.0);
|
| vertices[11].position=DXVector4(left, bottom,near,1.0);
|
| for(int i=8; i<12; i++)
|
| vertices[i].normal=DXVector4(0.0,0.0,-1.0,0.0);
|
| //--- back face
|
| vertices[12].position=DXVector4(right,top, far,1.0);
|
| vertices[13].position=DXVector4(left, top, far,1.0);
|
| vertices[14].position=DXVector4(left, bottom,far,1.0);
|
| vertices[15].position=DXVector4(right,bottom,far,1.0);
|
| for(int i=12; i<16; i++)
|
| vertices[i].normal=DXVector4(0.0,0.0,1.0,0.0);
|
| //--- top face
|
| vertices[16].position=DXVector4(left, top,far, 1.0);
|
| vertices[17].position=DXVector4(right,top,far, 1.0);
|
| vertices[18].position=DXVector4(right,top,near,1.0);
|
| vertices[19].position=DXVector4(left, top,near,1.0);
|
| for(int i=16; i<20; i++)
|
| vertices[i].normal=DXVector4(0.0,1.0,0.0,0.0);
|
| //--- bottom face
|
| vertices[20].position=DXVector4(left, bottom,near,1.0);
|
| vertices[21].position=DXVector4(right,bottom,near,1.0);
|
| vertices[22].position=DXVector4(right,bottom,far, 1.0);
|
| vertices[23].position=DXVector4(left, bottom,far, 1.0);
|
| for(int i=20; i<24; i++)
|
| vertices[i].normal=DXVector4(0.0,-1.0,0.0,0.0);
|
| //--- texture coordinates
|
| for(int i=0; i<faces; i++)
|
| {
|
| vertices[i*4+0].tcoord=DXVector2(0.0f,0.0f);
|
| vertices[i*4+1].tcoord=DXVector2(1.0f,0.0f);
|
| vertices[i*4+2].tcoord=DXVector2(1.0f,1.0f);
|
| vertices[i*4+3].tcoord=DXVector2(0.0f,1.0f);
|
| }
|
| //---
|
| return(true);
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Sphere |
|
| //| TVertex must have |
|
| //| DXVector4 position, DXVector4 normal and DXVector2 tcoord members|
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXComputeSphere(float radius,uint tessellation,TVertex &vertices[],uint &indices[])
|
| {
|
| if(tessellation<3)
|
| tessellation=3;
|
| uint segments_y =tessellation;
|
| uint segments_xz=tessellation*2;
|
| //--- prepare arrays
|
| uint count=(segments_y+1)*(segments_xz+1);
|
| if(ArrayResize(vertices,count)!=count)
|
| return(false);
|
| count=6*segments_y*(segments_xz);
|
| if(ArrayResize(indices,count)!=count)
|
| return(false);
|
| //--- create rings of vertices at progressively higher latitudes.
|
| for(uint i=0,idx=0; i<=segments_y; i++)
|
| {
|
| DXVector2 tcoord=DXVector2(0.0f,1.0f-(float)i/segments_y);
|
| float latitude=(i*DX_PI/segments_y)-DX_PI_DIV2;
|
| float dy =(float)sin(latitude);
|
| float dxz=(float)cos(latitude);
|
| //--- create a single ring of vertices at this latitude.
|
| for(uint j=0; j<=segments_xz; j++,idx++)
|
| {
|
| float longitude=(j%segments_xz)*DX_PI_MUL2/segments_xz;
|
| //--- normal
|
| DXVector3 normal=DXVector3((float)sin(longitude)*dxz,dy,(float)cos(longitude)*dxz);
|
| vertices[idx].normal =DXVector4(normal.x,normal.y,normal.z,0.0);
|
| //--- position
|
| DXVec3Scale(normal,normal,radius);
|
| vertices[idx].position=DXVector4(normal.x,normal.y,normal.z,1.0);
|
| //--- texture coords
|
| tcoord.x = float(j)/segments_xz;
|
| vertices[idx].tcoord =tcoord;
|
| }
|
| }
|
| //--- fill the index buffer with triangles joining each pair of latitude rings.
|
| uint stride=segments_xz+1;
|
| uint idx=0;
|
| for(uint i=0; i<segments_y; i++)
|
| {
|
| for(uint j=0; j<segments_xz; j++)
|
| {
|
| uint next_i=i+1;
|
| uint next_j=(j+1)%stride;
|
|
|
| indices[idx++]=next_i*stride + next_j;
|
| indices[idx++]=next_i*stride + j;
|
| indices[idx++]= i*stride + j;
|
|
|
| indices[idx++]= i*stride + j;
|
| indices[idx++]= i*stride + next_j;
|
| indices[idx++]=next_i*stride + next_j;
|
| }
|
| }
|
| //---
|
| return(true);
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Torus |
|
| //| TVertex must have |
|
| //| DXVector4 position, DXVector4 normal and DXVector2 tcoord members|
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXComputeTorus(float outer_radius,float inner_radius,uint tessellation,TVertex &vertices[],uint &indices[])
|
| {
|
| if(tessellation<3)
|
| tessellation=3;
|
| //--- prepare arrays
|
| uint count=(tessellation+1)*(tessellation+1);
|
| if(ArrayResize(vertices,count)!=count)
|
| return(false);
|
| count=6*tessellation*tessellation;
|
| if(ArrayResize(indices,count)!=count)
|
| return(false);
|
| //---
|
| uint v=0,idx=0;
|
| uint stride=tessellation+1;
|
| //--- first we loop around the main ring of the torus.
|
| for(uint i=0; i<=tessellation; i++)
|
| {
|
| DXVector2 tcoord=DXVector2(float(i)/tessellation,0.0f);
|
| //--- create a transform matrix that will align geometry to slice perpendicularly though the current ring position.
|
| DXMatrix rotation,transform;
|
| DXMatrixRotationY(rotation,-1.0f*(i%tessellation)*DX_PI_MUL2/tessellation-DX_PI_DIV2);
|
| DXMatrixTranslation(transform,outer_radius,0.0f,0.0f);
|
| DXMatrixMultiply(transform,transform,rotation);
|
| //--- now we loop along the other axis, around the side of the tube.
|
| for(uint j=0; j<=tessellation; j++)
|
| {
|
| //--- calc normal and position
|
| float angle=(j%tessellation)*DX_PI_MUL2/tessellation+DX_PI;
|
| vertices[v].normal=DXVector4((float)cos(angle),(float)sin(angle),0.0f,0.0f);
|
| vertices[v].position=DXVector4(vertices[v].normal.x*inner_radius,vertices[v].normal.y*inner_radius,0.0f,1.0f);
|
| DXVec4Transform(vertices[v].normal, vertices[v].normal, transform);
|
| DXVec4Transform(vertices[v].position,vertices[v].position,transform);
|
| //--- calc texture coord
|
| tcoord.y=1-float(j)/tessellation;
|
| vertices[v].tcoord=tcoord;
|
| v++;
|
| //--- create indices for two triangles.
|
| if(i<tessellation && j<tessellation)
|
| {
|
| uint next_i=i+1;
|
| uint next_j=j+1;
|
|
|
| indices[idx++]=next_i*stride + next_j;
|
| indices[idx++]=next_i*stride + j;
|
| indices[idx++]= i*stride + j;
|
|
|
| indices[idx++]= i*stride + j;
|
| indices[idx++]= i*stride + next_j;
|
| indices[idx++]=next_i*stride + next_j;
|
| }
|
| }
|
| }
|
| //---
|
| return(true);
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Cylinder |
|
| //| TVertex must have |
|
| //| DXVector4 position, DXVector4 normal and DXVector2 tcoord members|
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXComputeCylinder(float radius,float height,uint tessellation,TVertex &vertices[],uint &indices[])
|
| {
|
| return(DXComputeTruncatedCone(radius,radius,height,tessellation,vertices,indices));
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Truncated Cone |
|
| //| TVertex must have |
|
| //| DXVector4 position, DXVector4 normal and DXVector2 tcoord members|
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXComputeTruncatedCone(float radius_top,float radius_bottom,float height,uint tessellation,TVertex &vertices[],uint &indices[])
|
| {
|
| if(tessellation<3)
|
| tessellation=3;
|
| //--- prepare arrays
|
| uint count=2*(tessellation+1)+2*tessellation;
|
| if(ArrayResize(vertices,count)!=count)
|
| return(false);
|
| count=6*tessellation+6*(tessellation-1);
|
| if(ArrayResize(indices,count)!=count)
|
| return(false);
|
| //--- prepare normal
|
| DXVector2 normal=DXVector2(height,radius_bottom-radius_top);
|
| DXVec2Normalize(normal,normal);
|
| float dy=height/2.0f;
|
| uint v=0,idx=0;
|
| uint stride=2;
|
| //--- create top and bottom rings of vertices
|
| for(uint i=0; i<=tessellation; i++)
|
| {
|
| float u=1.0f-(float)i/tessellation;
|
| float angle=(i*DX_PI_MUL2/tessellation);
|
| float dx=(float)sin(angle);
|
| float dz=(float)cos(angle);
|
| //---
|
| vertices[v].normal =DXVector4(dx*normal.x,normal.y,dz*normal.x,0.0f);
|
| vertices[v].position=DXVector4(dx*radius_bottom,-dy,dz*radius_bottom,1.0f);
|
| vertices[v].tcoord =DXVector2(u,1.0f);
|
| v++;
|
| vertices[v].normal =vertices[v-1].normal;
|
| vertices[v].position=DXVector4(dx*radius_top,dy,dz*radius_top,1.0f);
|
| vertices[v].tcoord =DXVector2(u,0.0f);
|
| v++;
|
| //--- creater side surface
|
| if(i<tessellation)
|
| {
|
| uint next_i=i+1;
|
|
|
| indices[idx++]=next_i*stride + 1;
|
| indices[idx++]= i*stride + 0;
|
| indices[idx++]=next_i*stride + 0;
|
|
|
|
|
| indices[idx++]= i*stride + 0;
|
| indices[idx++]=next_i*stride + 1;
|
| indices[idx++]= i*stride + 1;
|
| }
|
| }
|
| //--- first cap vertex
|
| uint cap_first=v;
|
| //--- create caps
|
| for(uint i=0; i<tessellation; i++)
|
| {
|
| float angle=(i*DX_PI_MUL2/tessellation);
|
| float dx=(float)sin(angle);
|
| float dz=(float)cos(angle);
|
|
|
| vertices[v].normal =DXVector4(0.0f,-1.0f,0.0f,0.0f);
|
| vertices[v].position=DXVector4(dx*radius_bottom,-dy,dz*radius_bottom,1.0f);
|
| vertices[v].tcoord =DXVector2(0.5f+0.5f*dx,0.5f+0.5f*dz);
|
| v++;
|
| vertices[v].normal =DXVector4(0.0f,1.0f,0.0f,0.0f);
|
| vertices[v].position=DXVector4(dx*radius_top,dy,dz*radius_top,1.0f);
|
| vertices[v].tcoord =DXVector2(0.5f+0.5f*dx,0.5f-0.5f*dz);
|
| v++;
|
| //--- creater caps surface
|
| if(i>0 && i<tessellation-1)
|
| {
|
| uint next_i=i+1;
|
|
|
| indices[idx++]=cap_first;
|
| indices[idx++]=cap_first+next_i*stride;
|
| indices[idx++]=cap_first+ i*stride;
|
|
|
| indices[idx++]=cap_first+1;
|
| indices[idx++]=cap_first+ i*stride+1;
|
| indices[idx++]=cap_first+next_i*stride+1;
|
| }
|
| }
|
| return(true);
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Cone |
|
| //| TVertex must have |
|
| //| DXVector4 position, DXVector4 normal and DXVector2 tcoord members|
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXComputeCone(float radius,float height,uint tessellation,TVertex &vertices[],uint &indices[])
|
| {
|
| if(tessellation<3)
|
| tessellation=3;
|
| //--- prepare arrays
|
| uint count=2*(tessellation+1)+tessellation;
|
| if(ArrayResize(vertices,count)!=count)
|
| return(false);
|
| count=3*tessellation+3*(tessellation-1);
|
| if(ArrayResize(indices,count)!=count)
|
| return(false);
|
| //--- prepare normal
|
| DXVector2 normal=DXVector2(height,radius);
|
| DXVec2Normalize(normal,normal);
|
| float dy=height/2.0f;
|
| uint v=0,idx=0;
|
| uint stride=2;
|
| //--- create top and bottom rings of vertices
|
| for(uint i=0; i<=tessellation; i++)
|
| {
|
| float u=1.0f-(float)i/tessellation;
|
| float angle=(i*DX_PI_MUL2/tessellation);
|
| float dx=(float)sin(angle);
|
| float dz=(float)cos(angle);
|
| //---
|
| vertices[v].normal =DXVector4(dx*normal.x,normal.y,dz*normal.x,0.0f);
|
| vertices[v].position=DXVector4(dx*radius,-dy,dz*radius,1.0f);
|
| vertices[v].tcoord =DXVector2(u,1.0f);
|
| v++;
|
| vertices[v].normal =vertices[v-1].normal;
|
| vertices[v].position=DXVector4(0.0f,dy,0.0f,1.0f);
|
| vertices[v].tcoord =DXVector2(u,0.0f);
|
| v++;
|
| //--- creater side surface
|
| if(i<tessellation)
|
| {
|
| uint next_i=i+1;
|
|
|
| indices[idx++]=next_i*stride + 1;
|
| indices[idx++]= i*stride + 0;
|
| indices[idx++]=next_i*stride + 0;
|
| }
|
| }
|
| //--- first cap vertex
|
| uint cap_first=v;
|
| //--- create caps
|
| for(uint i=0; i<tessellation; i++)
|
| {
|
| float angle=(i*DX_PI_MUL2/tessellation);
|
| float dx=(float)sin(angle);
|
| float dz=(float)cos(angle);
|
|
|
| vertices[v].normal =DXVector4(0.0f,-1.0f,0.0f,0.0f);
|
| vertices[v].position=DXVector4(dx*radius,-dy,dz*radius,1.0f);
|
| vertices[v].tcoord =DXVector2(0.5f+0.5f*dx,0.5f+0.5f*dz);
|
| v++;
|
| //--- creater caps surface
|
| if(i>0 && i<tessellation-1)
|
| {
|
| indices[idx++]=cap_first;
|
| indices[idx++]=cap_first+i+1;
|
| indices[idx++]=cap_first+i;
|
| }
|
| }
|
| return(true);
|
| }
|
| //+------------------------------------------------------------------+
|
| //| Surface |
|
| //| TVertex must have |
|
| //| DXVector4 position, DXVector4 normal and DXVector2 tcoord members|
|
| //+------------------------------------------------------------------+
|
| template <typename TVertex>
|
| bool DXComputeSurface(double &data[],uint data_width,uint data_height,double data_range,
|
| const DXVector3 &from,const DXVector3 &to,DXVector2 &texture_size,
|
| bool two_sided,bool use_normals,
|
| TVertex &vertices[],uint &indices[])
|
| {
|
| //---
|
| if(data_width<2 || data_height<2)
|
| return(false);
|
| //--- prepare arrays for vertices and triangles
|
| uint count=data_width*data_height*(two_sided?2:1);
|
| if(!ArrayResize(vertices,count))
|
| return(false);
|
| count=6*(data_width-1)*(data_height-1)*(two_sided?2:1);
|
| if(!ArrayResize(indices,count))
|
| return(false);
|
| //--- find min and max value
|
| float min_value=+FLT_MAX;
|
| float max_value=-FLT_MAX;
|
| for(uint j=0; j<data_height; j++)
|
| for(uint i=0; i<data_width; i++)
|
| {
|
| float value=(float)data[j*data_width+i];
|
| if(min_value>value)
|
| min_value=value;
|
| if(max_value<value)
|
| max_value=value;
|
| }
|
| //--- check and fix data range
|
| float avg_value=0.5f*(max_value+min_value);
|
| float range=(float)data_range;
|
| if(range<=0.0f)
|
| range=max_value-min_value;
|
| if(range<FLT_EPSILON)
|
| range=FLT_EPSILON;
|
| //---
|
| min_value=avg_value-0.5f*range;
|
| max_value=avg_value+0.5f*range;
|
| //---
|
| DXVector3 range_3d;
|
| DXVec3Subtract(range_3d,to,from);
|
| float step_x=range_3d.x/(data_width-1);
|
| float step_y=range_3d.y/range;
|
| float step_z=range_3d.z/(data_height-1);
|
| //--- calculate vertices positions and colors
|
| for(uint j=0; j<data_height; j++)
|
| {
|
| for(uint i=0; i<data_width; i++)
|
| {
|
| uint idx=j*data_width+i;
|
| //--- calc value
|
| float value=(float)data[idx]-min_value;
|
| //--- calc position
|
| vertices[idx].position.x = from.x+i *step_x;
|
| vertices[idx].position.y = from.y+value*step_y;
|
| vertices[idx].position.z = from.z+j *step_z;
|
| vertices[idx].position.w = 1.0f;
|
| //--- set texture coordinates
|
| vertices[idx].tcoord=DXVector2(i*step_x/texture_size.x,j*step_z/texture_size.y);
|
| }
|
| }
|
| //--- calculate normals
|
| if(use_normals)
|
| {
|
| for(uint j=0; j<data_height; j++)
|
| {
|
| for(uint i=0; i<data_width; i++)
|
| {
|
| DXVector4 v1,v2,normal;
|
| //--- v1
|
| if(i<=0)
|
| DXVec4Subtract(v1,vertices[j*data_width+i].position,vertices[j*data_width+i+1].position);
|
| else
|
| if(i>=data_width-1)
|
| DXVec4Subtract(v1,vertices[j*data_width+i-1].position,vertices[j*data_width+i].position);
|
| else
|
| DXVec4Subtract(v1,vertices[j*data_width+i-1].position,vertices[j*data_width+i+1].position);
|
| //--- v2
|
| if(j<=0)
|
| DXVec4Subtract(v2,vertices[j*data_width+i].position,vertices[(j+1)*data_width+i].position);
|
| else
|
| if(j>=data_height-1)
|
| DXVec4Subtract(v2,vertices[(j-1)*data_width+i].position,vertices[j*data_width+i].position);
|
| else
|
| DXVec4Subtract(v2,vertices[(j-1)*data_width+i].position,vertices[(j+1)*data_width+i].position);
|
| //--- normal
|
| DXVec4Cross(normal,v2,v1,DXVector4(0.0f,0.0f,0.0f,1.0f));
|
| float inv_len=(float)(1.0/sqrt(normal.x*normal.x+normal.y*normal.y+normal.z*normal.z));
|
| vertices[j*data_width+i].normal.x=normal.x*inv_len;
|
| vertices[j*data_width+i].normal.y=normal.y*inv_len;
|
| vertices[j*data_width+i].normal.z=normal.z*inv_len;
|
| vertices[j*data_width+i].normal.w=0.0f;
|
| }
|
| }
|
| }
|
| else
|
| {
|
| DXVector4 n=DXVector4(0.0f,0.0f,0.0f,0.0f);
|
| for(int i=0; i<ArraySize(vertices); i++)
|
| vertices[i].normal=n;
|
| }
|
| //--- calculate triangles for every rectangle
|
| int n=0;
|
| for(uint i=0; i<data_width-1; i++)
|
| {
|
| for(uint j=0; j<data_height-1; j++)
|
| {
|
| //--- left triangle
|
| indices[n++]=j*data_width+(i+1);
|
| indices[n++]=j*data_width+i;
|
| indices[n++]=(j+1)*data_width+i;
|
| //--- right triangle
|
| indices[n++]=(j+1)*data_width+(i+1);
|
| indices[n++]=j*data_width+(i+1);
|
| indices[n++]=(j+1)*data_width+(i);
|
| }
|
| }
|
| //--- generate back side
|
| if(two_sided)
|
| {
|
| uint offset=data_height*data_width;
|
| for(uint j=0; j<data_height; j++)
|
| {
|
| for(uint i=0; i<data_width; i++)
|
| {
|
| uint idx=offset+j*data_width+i;
|
| //--- copy vertices in backward direction
|
| vertices[idx]=vertices[j*data_width+data_width-i-1];
|
| //--- inverse normals
|
| DXVec4Scale(vertices[idx].normal,vertices[idx].normal,-1.0f);
|
| }
|
| }
|
| //--- calculate triangles for opposit side
|
| for(uint i=0; i<data_width-1; i++)
|
| {
|
| for(uint j=0; j<data_height-1; j++)
|
| {
|
| //--- left triangle
|
| indices[n++]=offset+j*data_width+(i+1);
|
| indices[n++]=offset+j*data_width+i;
|
| indices[n++]=offset+(j+1)*data_width+i;
|
| //--- right triangle
|
| indices[n++]=offset+(j+1)*data_width+(i+1);
|
| indices[n++]=offset+j*data_width+(i+1);
|
| indices[n++]=offset+(j+1)*data_width+(i);
|
| }
|
| }
|
| }
|
| //---
|
| return(true);
|
| }
|
| //+---------------------------------------------------------------------+
|
| //| Computes Matlab jet color scheme colors on [0;1] range |
|
| //| dark blue > blue > light blue > green > yellow > red > dark red |
|
| //+---------------------------------------------------------------------+
|
| void DXComputeColorJet(const float value,DXColor &cout)
|
| {
|
| float v=value*1.1f-0.05f;
|
| cout.r = fmin(fmax(v<0.75f ? 4*v-1.5f : 4.5f-4*v,0.0f),1.0f);
|
| cout.g = fmin(fmax(v<0.5f ? 4*v-0.5f : 3.5f-4*v,0.0f),1.0f);
|
| cout.b = fmin(fmax(v<0.25f ? 4*v+0.5f : 2.5f-4*v,0.0f),1.0f);
|
| cout.a = 1.0;
|
| }
|
| //+---------------------------------------------------------------------+
|
| //| Computes hot to cold color scheme colors on [0;1] range |
|
| //| blue > light blue > green > yellow > red |
|
| //+---------------------------------------------------------------------+
|
| void DXComputeColorColdToHot(const float value,DXColor &cout)
|
| {
|
| float v=2*value-1.0f;
|
| cout.r = fmin(fmax(2*v,0.0f),1.0f);
|
| cout.g = fmin(fmax(2.0f-2*fabs(v),0.0f),1.0f);
|
| cout.b = fmin(fmax(-2*v,0.0f),1.0f);
|
| cout.a = 1.0;
|
| }
|
| //+---------------------------------------------------------------------+
|
| //| Computes red to green color scheme colors on [0;1] range |
|
| //| red > yellow > dark green |
|
| //+---------------------------------------------------------------------+
|
| void DXComputeColorRedToGreen(const float value,DXColor &cout)
|
| {
|
| if(value<=0.5)
|
| {
|
| cout.r=1.0f;
|
| cout.g=DXScalarLerp(0.01f,0.95f,fmin(fmax(2*value,0.0f),1.0f));
|
| }
|
| else
|
| {
|
| cout.r=DXScalarLerp(0.1f,1.0f, fmin(fmax(2.0f-2*value,0.0f),1.0f));
|
| cout.g=DXScalarLerp(0.6f,0.95f,fmin(fmax(2.0f-2*value,0.0f),1.0f));
|
| }
|
| cout.b=0.0f;
|
| cout.a=1.0f;
|
| }
|
| //+------------------------------------------------------------------+
|