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using System; |
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using System.Collections.Generic; |
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using Oni.Imaging; |
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|
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namespace Oni.Akira |
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{ |
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internal class PolygonMesh |
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{ |
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private readonly MaterialLibrary materialLibrary; |
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private readonly List<Vector3> points = new List<Vector3>(); |
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private readonly List<Vector3> normals = new List<Vector3>(); |
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private readonly List<Vector2> texCoords = new List<Vector2>(); |
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private readonly List<Polygon> polygons = new List<Polygon>(); |
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private readonly List<Polygon> doors = new List<Polygon>(); |
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private readonly List<Room> rooms = new List<Room>(); |
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private readonly List<Polygon> ghosts = new List<Polygon>(); |
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private readonly List<Polygon> floors = new List<Polygon>(); |
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private bool hasDebugInfo; |
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|
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public PolygonMesh(MaterialLibrary materialLibrary) |
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{ |
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this.materialLibrary = materialLibrary; |
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} |
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|
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public MaterialLibrary Materials => materialLibrary; |
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|
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public List<Vector3> Points => points; |
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public List<Vector2> TexCoords => texCoords; |
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public List<Vector3> Normals => normals; |
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public List<Polygon> Polygons => polygons; |
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public List<Polygon> Doors => doors; |
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public List<Room> Rooms => rooms; |
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public List<Polygon> Floors => floors; |
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public List<Polygon> Ghosts => ghosts; |
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|
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public bool HasDebugInfo |
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{ |
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get { return hasDebugInfo; } |
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set { hasDebugInfo = value; } |
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} |
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|
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public BoundingBox GetBoundingBox() => BoundingBox.CreateFromPoints(points); |
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|
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public void DoLighting() |
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{ |
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var ambientColor = new Vector3(0.6f, 0.6f, 0.6f); |
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|
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var lightDir = new[] { |
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new Vector3(-0.526f, -0.573f, -0.627f), |
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new Vector3(0.719f, 0.342f, 0.604f), |
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new Vector3(0.454f, 0.766f, 0.454f) |
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}; |
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|
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var lightColor = new[] { |
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new Vector3(1.0f, 1.0f, 1.0f), |
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new Vector3(1.0f, 1.0f, 1.0f), |
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new Vector3(1.0f, 1.0f, 1.0f) |
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}; |
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|
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//if (importLights) |
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//{ |
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// ambientColor = ambient; |
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//} |
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|
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foreach (var polygon in polygons) |
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{ |
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if (polygon.Colors != null) |
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continue; |
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|
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var colors = new Color[polygon.VertexCount]; |
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|
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if (polygon.NormalIndices != null) |
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{ |
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for (int i = 0; i < colors.Length; i++) |
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{ |
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var color = ambientColor; |
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|
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for (int j = 0; j < lightDir.Length; j++) |
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{ |
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float dot = Vector3.Dot(lightDir[j], normals[polygon.NormalIndices[i]]); |
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color += lightColor[j] * dot; |
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} |
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|
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colors[i] = new Color(Vector3.Clamp(color, Vector3.Zero, Vector3.One)); |
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} |
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} |
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else |
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{ |
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var color = ambientColor; |
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|
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for (int j = 0; j < lightDir.Length; j++) |
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{ |
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float dot = Vector3.Dot(lightDir[j], polygon.Plane.Normal); |
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color += lightColor[j] * dot; |
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} |
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|
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for (int i = 0; i < colors.Length; i++) |
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colors[i] = new Color(Vector3.Clamp(color, Vector3.Zero, Vector3.One)); |
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} |
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|
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polygon.Colors = colors; |
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} |
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} |
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} |
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} |