MobinMQL/Include/Canvas/DX/DXUtils.mqh
2025-07-22 14:47:41 +03:00

942 lines
35 KiB
MQL5

//+------------------------------------------------------------------+
//| 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;
}
//+------------------------------------------------------------------+