cubemapper

diff src/meshgen.cc @ 0:8fc9e1d3aad2

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 27 Jul 2017 20:36:12 +0300
parents
children 2bfafdced01a
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/meshgen.cc	Thu Jul 27 20:36:12 2017 +0300
     1.3 @@ -0,0 +1,881 @@
     1.4 +#include <stdio.h>
     1.5 +#include "meshgen.h"
     1.6 +#include "mesh.h"
     1.7 +
     1.8 +// -------- sphere --------
     1.9 +
    1.10 +#define SURAD(u)	((u) * 2.0 * M_PI)
    1.11 +#define SVRAD(v)	((v) * M_PI)
    1.12 +
    1.13 +static Vec3 sphvec(float theta, float phi)
    1.14 +{
    1.15 +	return Vec3(sin(theta) * sin(phi),
    1.16 +			cos(phi),
    1.17 +			cos(theta) * sin(phi));
    1.18 +}
    1.19 +
    1.20 +void gen_sphere(Mesh *mesh, float rad, int usub, int vsub, float urange, float vrange)
    1.21 +{
    1.22 +	if(usub < 4) usub = 4;
    1.23 +	if(vsub < 2) vsub = 2;
    1.24 +
    1.25 +	int uverts = usub + 1;
    1.26 +	int vverts = vsub + 1;
    1.27 +
    1.28 +	int num_verts = uverts * vverts;
    1.29 +	int num_quads = usub * vsub;
    1.30 +	int num_tri = num_quads * 2;
    1.31 +
    1.32 +	mesh->clear();
    1.33 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
    1.34 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
    1.35 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
    1.36 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
    1.37 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
    1.38 +
    1.39 +	float du = urange / (float)(uverts - 1);
    1.40 +	float dv = vrange / (float)(vverts - 1);
    1.41 +
    1.42 +	float u = 0.0;
    1.43 +	for(int i=0; i<uverts; i++) {
    1.44 +		float theta = u * 2.0 * M_PI;
    1.45 +
    1.46 +		float v = 0.0;
    1.47 +		for(int j=0; j<vverts; j++) {
    1.48 +			float phi = v * M_PI;
    1.49 +
    1.50 +			Vec3 pos = sphvec(theta, phi);
    1.51 +
    1.52 +			*varr++ = pos * rad;
    1.53 +			*narr++ = pos;
    1.54 +			*tarr++ = normalize(sphvec(theta + 0.1f, (float)M_PI / 2.0f) - sphvec(theta - 0.1f, (float)M_PI / 2.0f));
    1.55 +			*uvarr++ = Vec2(u * urange, v * vrange);
    1.56 +
    1.57 +			if(i < usub && j < vsub) {
    1.58 +				int idx = i * vverts + j;
    1.59 +				*idxarr++ = idx;
    1.60 +				*idxarr++ = idx + 1;
    1.61 +				*idxarr++ = idx + vverts + 1;
    1.62 +
    1.63 +				*idxarr++ = idx;
    1.64 +				*idxarr++ = idx + vverts + 1;
    1.65 +				*idxarr++ = idx + vverts;
    1.66 +			}
    1.67 +
    1.68 +			v += dv;
    1.69 +		}
    1.70 +		u += du;
    1.71 +	}
    1.72 +}
    1.73 +
    1.74 +// ------ geosphere ------
    1.75 +#define PHI		1.618034
    1.76 +
    1.77 +static Vec3 icosa_pt[] = {
    1.78 +	Vec3(PHI, 1, 0),
    1.79 +	Vec3(-PHI, 1, 0),
    1.80 +	Vec3(PHI, -1, 0),
    1.81 +	Vec3(-PHI, -1, 0),
    1.82 +	Vec3(1, 0, PHI),
    1.83 +	Vec3(1, 0, -PHI),
    1.84 +	Vec3(-1, 0, PHI),
    1.85 +	Vec3(-1, 0, -PHI),
    1.86 +	Vec3(0, PHI, 1),
    1.87 +	Vec3(0, -PHI, 1),
    1.88 +	Vec3(0, PHI, -1),
    1.89 +	Vec3(0, -PHI, -1)
    1.90 +};
    1.91 +enum { P11, P12, P13, P14, P21, P22, P23, P24, P31, P32, P33, P34 };
    1.92 +static int icosa_idx[] = {
    1.93 +	P11, P31, P21,
    1.94 +	P11, P22, P33,
    1.95 +	P13, P21, P32,
    1.96 +	P13, P34, P22,
    1.97 +	P12, P23, P31,
    1.98 +	P12, P33, P24,
    1.99 +	P14, P32, P23,
   1.100 +	P14, P24, P34,
   1.101 +
   1.102 +	P11, P33, P31,
   1.103 +	P12, P31, P33,
   1.104 +	P13, P32, P34,
   1.105 +	P14, P34, P32,
   1.106 +
   1.107 +	P21, P13, P11,
   1.108 +	P22, P11, P13,
   1.109 +	P23, P12, P14,
   1.110 +	P24, P14, P12,
   1.111 +
   1.112 +	P31, P23, P21,
   1.113 +	P32, P21, P23,
   1.114 +	P33, P22, P24,
   1.115 +	P34, P24, P22
   1.116 +};
   1.117 +
   1.118 +static void geosphere(std::vector<Vec3> *verts, const Vec3 &v1, const Vec3 &v2, const Vec3 &v3, int iter)
   1.119 +{
   1.120 +	if(!iter) {
   1.121 +		verts->push_back(v1);
   1.122 +		verts->push_back(v2);
   1.123 +		verts->push_back(v3);
   1.124 +		return;
   1.125 +	}
   1.126 +
   1.127 +	Vec3 v12 = normalize(v1 + v2);
   1.128 +	Vec3 v23 = normalize(v2 + v3);
   1.129 +	Vec3 v31 = normalize(v3 + v1);
   1.130 +
   1.131 +	geosphere(verts, v1, v12, v31, iter - 1);
   1.132 +	geosphere(verts, v2, v23, v12, iter - 1);
   1.133 +	geosphere(verts, v3, v31, v23, iter - 1);
   1.134 +	geosphere(verts, v12, v23, v31, iter - 1);
   1.135 +}
   1.136 +
   1.137 +void gen_geosphere(Mesh *mesh, float rad, int subdiv, bool hemi)
   1.138 +{
   1.139 +	int num_tri = (sizeof icosa_idx / sizeof *icosa_idx) / 3;
   1.140 +
   1.141 +	std::vector<Vec3> verts;
   1.142 +	for(int i=0; i<num_tri; i++) {
   1.143 +		Vec3 v[3];
   1.144 +
   1.145 +		for(int j=0; j<3; j++) {
   1.146 +			int vidx = icosa_idx[i * 3 + j];
   1.147 +			v[j] = normalize(icosa_pt[vidx]);
   1.148 +		}
   1.149 +
   1.150 +		if(hemi && (v[0].y < 0.0 || v[1].y < 0.0 || v[2].y < 0.0)) {
   1.151 +			continue;
   1.152 +		}
   1.153 +
   1.154 +		geosphere(&verts, v[0], v[1], v[2], subdiv);
   1.155 +	}
   1.156 +
   1.157 +	int num_verts = (int)verts.size();
   1.158 +
   1.159 +	mesh->clear();
   1.160 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.161 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.162 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.163 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.164 +
   1.165 +	for(int i=0; i<num_verts; i++) {
   1.166 +		*varr++ = verts[i] * rad;
   1.167 +		*narr++ = verts[i];
   1.168 +
   1.169 +		float theta = atan2(verts[i].z, verts[i].x);
   1.170 +		float phi = acos(verts[i].y);
   1.171 +
   1.172 +		*tarr++ = normalize(sphvec(theta + 0.1f, (float)M_PI / 2.0f) - sphvec(theta - 0.1f, (float)M_PI / 2.0f));
   1.173 +
   1.174 +		float u = 0.5 * theta / M_PI + 0.5;
   1.175 +		float v = phi / M_PI;
   1.176 +		*uvarr++ = Vec2(u, v);
   1.177 +	}
   1.178 +}
   1.179 +
   1.180 +// -------- torus -----------
   1.181 +static Vec3 torusvec(float theta, float phi, float mr, float rr)
   1.182 +{
   1.183 +	theta = -theta;
   1.184 +
   1.185 +	float rx = -cos(phi) * rr + mr;
   1.186 +	float ry = sin(phi) * rr;
   1.187 +	float rz = 0.0;
   1.188 +
   1.189 +	float x = rx * sin(theta) + rz * cos(theta);
   1.190 +	float y = ry;
   1.191 +	float z = -rx * cos(theta) + rz * sin(theta);
   1.192 +
   1.193 +	return Vec3(x, y, z);
   1.194 +}
   1.195 +
   1.196 +void gen_torus(Mesh *mesh, float mainrad, float ringrad, int usub, int vsub, float urange, float vrange)
   1.197 +{
   1.198 +	if(usub < 4) usub = 4;
   1.199 +	if(vsub < 2) vsub = 2;
   1.200 +
   1.201 +	int uverts = usub + 1;
   1.202 +	int vverts = vsub + 1;
   1.203 +
   1.204 +	int num_verts = uverts * vverts;
   1.205 +	int num_quads = usub * vsub;
   1.206 +	int num_tri = num_quads * 2;
   1.207 +
   1.208 +	mesh->clear();
   1.209 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.210 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.211 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.212 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.213 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
   1.214 +
   1.215 +	float du = urange / (float)(uverts - 1);
   1.216 +	float dv = vrange / (float)(vverts - 1);
   1.217 +
   1.218 +	float u = 0.0;
   1.219 +	for(int i=0; i<uverts; i++) {
   1.220 +		float theta = u * 2.0 * M_PI;
   1.221 +
   1.222 +		float v = 0.0;
   1.223 +		for(int j=0; j<vverts; j++) {
   1.224 +			float phi = v * 2.0 * M_PI;
   1.225 +
   1.226 +			Vec3 pos = torusvec(theta, phi, mainrad, ringrad);
   1.227 +			Vec3 cent = torusvec(theta, phi, mainrad, 0.0);
   1.228 +
   1.229 +			*varr++ = pos;
   1.230 +			*narr++ = (pos - cent) / ringrad;
   1.231 +
   1.232 +			Vec3 pprev = torusvec(theta - 0.1f, phi, mainrad, ringrad);
   1.233 +			Vec3 pnext = torusvec(theta + 0.1f, phi, mainrad, ringrad);
   1.234 +
   1.235 +			*tarr++ = normalize(pnext - pprev);
   1.236 +			*uvarr++ = Vec2(u * urange, v * vrange);
   1.237 +
   1.238 +			if(i < usub && j < vsub) {
   1.239 +				int idx = i * vverts + j;
   1.240 +				*idxarr++ = idx;
   1.241 +				*idxarr++ = idx + 1;
   1.242 +				*idxarr++ = idx + vverts + 1;
   1.243 +
   1.244 +				*idxarr++ = idx;
   1.245 +				*idxarr++ = idx + vverts + 1;
   1.246 +				*idxarr++ = idx + vverts;
   1.247 +			}
   1.248 +
   1.249 +			v += dv;
   1.250 +		}
   1.251 +		u += du;
   1.252 +	}
   1.253 +}
   1.254 +
   1.255 +
   1.256 +// -------- cylinder --------
   1.257 +
   1.258 +static Vec3 cylvec(float theta, float height)
   1.259 +{
   1.260 +	return Vec3(sin(theta), height, cos(theta));
   1.261 +}
   1.262 +
   1.263 +void gen_cylinder(Mesh *mesh, float rad, float height, int usub, int vsub, int capsub, float urange, float vrange)
   1.264 +{
   1.265 +	if(usub < 4) usub = 4;
   1.266 +	if(vsub < 1) vsub = 1;
   1.267 +
   1.268 +	int uverts = usub + 1;
   1.269 +	int vverts = vsub + 1;
   1.270 +
   1.271 +	int num_body_verts = uverts * vverts;
   1.272 +	int num_body_quads = usub * vsub;
   1.273 +	int num_body_tri = num_body_quads * 2;
   1.274 +
   1.275 +	int capvverts = capsub ? capsub + 1 : 0;
   1.276 +	int num_cap_verts = uverts * capvverts;
   1.277 +	int num_cap_quads = usub * capsub;
   1.278 +	int num_cap_tri = num_cap_quads * 2;
   1.279 +
   1.280 +	int num_verts = num_body_verts + num_cap_verts * 2;
   1.281 +	int num_tri = num_body_tri + num_cap_tri * 2;
   1.282 +
   1.283 +	mesh->clear();
   1.284 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.285 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.286 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.287 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.288 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
   1.289 +
   1.290 +	float du = urange / (float)(uverts - 1);
   1.291 +	float dv = vrange / (float)(vverts - 1);
   1.292 +
   1.293 +	float u = 0.0;
   1.294 +	for(int i=0; i<uverts; i++) {
   1.295 +		float theta = SURAD(u);
   1.296 +
   1.297 +		float v = 0.0;
   1.298 +		for(int j=0; j<vverts; j++) {
   1.299 +			float y = (v - 0.5) * height;
   1.300 +			Vec3 pos = cylvec(theta, y);
   1.301 +
   1.302 +			*varr++ = Vec3(pos.x * rad, pos.y, pos.z * rad);
   1.303 +			*narr++ = Vec3(pos.x, 0.0, pos.z);
   1.304 +			*tarr++ = normalize(cylvec(theta + 0.1, 0.0) - cylvec(theta - 0.1, 0.0));
   1.305 +			*uvarr++ = Vec2(u * urange, v * vrange);
   1.306 +
   1.307 +			if(i < usub && j < vsub) {
   1.308 +				int idx = i * vverts + j;
   1.309 +
   1.310 +				*idxarr++ = idx;
   1.311 +				*idxarr++ = idx + vverts + 1;
   1.312 +				*idxarr++ = idx + 1;
   1.313 +
   1.314 +				*idxarr++ = idx;
   1.315 +				*idxarr++ = idx + vverts;
   1.316 +				*idxarr++ = idx + vverts + 1;
   1.317 +			}
   1.318 +
   1.319 +			v += dv;
   1.320 +		}
   1.321 +		u += du;
   1.322 +	}
   1.323 +
   1.324 +
   1.325 +	// now the cap!
   1.326 +	if(!capsub) {
   1.327 +		return;
   1.328 +	}
   1.329 +
   1.330 +	dv = 1.0 / (float)(capvverts - 1);
   1.331 +
   1.332 +	u = 0.0;
   1.333 +	for(int i=0; i<uverts; i++) {
   1.334 +		float theta = SURAD(u);
   1.335 +
   1.336 +		float v = 0.0;
   1.337 +		for(int j=0; j<capvverts; j++) {
   1.338 +			float r = v * rad;
   1.339 +
   1.340 +			Vec3 pos = cylvec(theta, height / 2.0) * r;
   1.341 +			pos.y = height / 2.0;
   1.342 +			Vec3 tang = normalize(cylvec(theta + 0.1, 0.0) - cylvec(theta - 0.1, 0.0));
   1.343 +
   1.344 +			*varr++ = pos;
   1.345 +			*narr++ = Vec3(0, 1, 0);
   1.346 +			*tarr++ = tang;
   1.347 +			*uvarr++ = Vec2(u * urange, v);
   1.348 +
   1.349 +			pos.y = -height / 2.0;
   1.350 +			*varr++ = pos;
   1.351 +			*narr++ = Vec3(0, -1, 0);
   1.352 +			*tarr++ = -tang;
   1.353 +			*uvarr++ = Vec2(u * urange, v);
   1.354 +
   1.355 +			if(i < usub && j < capsub) {
   1.356 +				unsigned int idx = num_body_verts + (i * capvverts + j) * 2;
   1.357 +
   1.358 +				unsigned int vidx[4] = {
   1.359 +					idx,
   1.360 +					idx + capvverts * 2,
   1.361 +					idx + (capvverts + 1) * 2,
   1.362 +					idx + 2
   1.363 +				};
   1.364 +
   1.365 +				*idxarr++ = vidx[0];
   1.366 +				*idxarr++ = vidx[2];
   1.367 +				*idxarr++ = vidx[1];
   1.368 +				*idxarr++ = vidx[0];
   1.369 +				*idxarr++ = vidx[3];
   1.370 +				*idxarr++ = vidx[2];
   1.371 +
   1.372 +				*idxarr++ = vidx[0] + 1;
   1.373 +				*idxarr++ = vidx[1] + 1;
   1.374 +				*idxarr++ = vidx[2] + 1;
   1.375 +				*idxarr++ = vidx[0] + 1;
   1.376 +				*idxarr++ = vidx[2] + 1;
   1.377 +				*idxarr++ = vidx[3] + 1;
   1.378 +			}
   1.379 +
   1.380 +			v += dv;
   1.381 +		}
   1.382 +		u += du;
   1.383 +	}
   1.384 +}
   1.385 +
   1.386 +// -------- cone --------
   1.387 +
   1.388 +static Vec3 conevec(float theta, float y, float height)
   1.389 +{
   1.390 +	float scale = 1.0 - y / height;
   1.391 +	return Vec3(sin(theta) * scale, y, cos(theta) * scale);
   1.392 +}
   1.393 +
   1.394 +void gen_cone(Mesh *mesh, float rad, float height, int usub, int vsub, int capsub, float urange, float vrange)
   1.395 +{
   1.396 +	if(usub < 4) usub = 4;
   1.397 +	if(vsub < 1) vsub = 1;
   1.398 +
   1.399 +	int uverts = usub + 1;
   1.400 +	int vverts = vsub + 1;
   1.401 +
   1.402 +	int num_body_verts = uverts * vverts;
   1.403 +	int num_body_quads = usub * vsub;
   1.404 +	int num_body_tri = num_body_quads * 2;
   1.405 +
   1.406 +	int capvverts = capsub ? capsub + 1 : 0;
   1.407 +	int num_cap_verts = uverts * capvverts;
   1.408 +	int num_cap_quads = usub * capsub;
   1.409 +	int num_cap_tri = num_cap_quads * 2;
   1.410 +
   1.411 +	int num_verts = num_body_verts + num_cap_verts;
   1.412 +	int num_tri = num_body_tri + num_cap_tri;
   1.413 +
   1.414 +	mesh->clear();
   1.415 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.416 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.417 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.418 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.419 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
   1.420 +
   1.421 +	float du = urange / (float)(uverts - 1);
   1.422 +	float dv = vrange / (float)(vverts - 1);
   1.423 +
   1.424 +	float u = 0.0;
   1.425 +	for(int i=0; i<uverts; i++) {
   1.426 +		float theta = SURAD(u);
   1.427 +
   1.428 +		float v = 0.0;
   1.429 +		for(int j=0; j<vverts; j++) {
   1.430 +			float y = v * height;
   1.431 +			Vec3 pos = conevec(theta, y, height);
   1.432 +
   1.433 +			Vec3 tang = normalize(conevec(theta + 0.1, 0.0, height) - conevec(theta - 0.1, 0.0, height));
   1.434 +			Vec3 bitang = normalize(conevec(theta, y + 0.1, height) - pos);
   1.435 +
   1.436 +			*varr++ = Vec3(pos.x * rad, pos.y, pos.z * rad);
   1.437 +			*narr++ = cross(tang, bitang);
   1.438 +			*tarr++ = tang;
   1.439 +			*uvarr++ = Vec2(u * urange, v * vrange);
   1.440 +
   1.441 +			if(i < usub && j < vsub) {
   1.442 +				int idx = i * vverts + j;
   1.443 +
   1.444 +				*idxarr++ = idx;
   1.445 +				*idxarr++ = idx + vverts + 1;
   1.446 +				*idxarr++ = idx + 1;
   1.447 +
   1.448 +				*idxarr++ = idx;
   1.449 +				*idxarr++ = idx + vverts;
   1.450 +				*idxarr++ = idx + vverts + 1;
   1.451 +			}
   1.452 +
   1.453 +			v += dv;
   1.454 +		}
   1.455 +		u += du;
   1.456 +	}
   1.457 +
   1.458 +
   1.459 +	// now the bottom cap!
   1.460 +	if(!capsub) {
   1.461 +		return;
   1.462 +	}
   1.463 +
   1.464 +	dv = 1.0 / (float)(capvverts - 1);
   1.465 +
   1.466 +	u = 0.0;
   1.467 +	for(int i=0; i<uverts; i++) {
   1.468 +		float theta = SURAD(u);
   1.469 +
   1.470 +		float v = 0.0;
   1.471 +		for(int j=0; j<capvverts; j++) {
   1.472 +			float r = v * rad;
   1.473 +
   1.474 +			Vec3 pos = conevec(theta, 0.0, height) * r;
   1.475 +			Vec3 tang = normalize(cylvec(theta + 0.1, 0.0) - cylvec(theta - 0.1, 0.0));
   1.476 +
   1.477 +			*varr++ = pos;
   1.478 +			*narr++ = Vec3(0, -1, 0);
   1.479 +			*tarr++ = tang;
   1.480 +			*uvarr++ = Vec2(u * urange, v);
   1.481 +
   1.482 +			if(i < usub && j < capsub) {
   1.483 +				unsigned int idx = num_body_verts + i * capvverts + j;
   1.484 +
   1.485 +				unsigned int vidx[4] = {
   1.486 +					idx,
   1.487 +					idx + capvverts,
   1.488 +					idx + (capvverts + 1),
   1.489 +					idx + 1
   1.490 +				};
   1.491 +
   1.492 +				*idxarr++ = vidx[0];
   1.493 +				*idxarr++ = vidx[1];
   1.494 +				*idxarr++ = vidx[2];
   1.495 +				*idxarr++ = vidx[0];
   1.496 +				*idxarr++ = vidx[2];
   1.497 +				*idxarr++ = vidx[3];
   1.498 +			}
   1.499 +
   1.500 +			v += dv;
   1.501 +		}
   1.502 +		u += du;
   1.503 +	}
   1.504 +}
   1.505 +
   1.506 +
   1.507 +// -------- plane --------
   1.508 +
   1.509 +void gen_plane(Mesh *mesh, float width, float height, int usub, int vsub)
   1.510 +{
   1.511 +	gen_heightmap(mesh, width, height, usub, vsub, 0);
   1.512 +}
   1.513 +
   1.514 +
   1.515 +// ----- heightmap ------
   1.516 +
   1.517 +void gen_heightmap(Mesh *mesh, float width, float height, int usub, int vsub, float (*hf)(float, float, void*), void *hfdata)
   1.518 +{
   1.519 +	if(usub < 1) usub = 1;
   1.520 +	if(vsub < 1) vsub = 1;
   1.521 +
   1.522 +	mesh->clear();
   1.523 +
   1.524 +	int uverts = usub + 1;
   1.525 +	int vverts = vsub + 1;
   1.526 +	int num_verts = uverts * vverts;
   1.527 +
   1.528 +	int num_quads = usub * vsub;
   1.529 +	int num_tri = num_quads * 2;
   1.530 +
   1.531 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.532 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.533 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.534 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.535 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
   1.536 +
   1.537 +	float du = 1.0 / (float)usub;
   1.538 +	float dv = 1.0 / (float)vsub;
   1.539 +
   1.540 +	float u = 0.0;
   1.541 +	for(int i=0; i<uverts; i++) {
   1.542 +		float v = 0.0;
   1.543 +		for(int j=0; j<vverts; j++) {
   1.544 +			float x = (u - 0.5) * width;
   1.545 +			float y = (v - 0.5) * height;
   1.546 +			float z = hf ? hf(u, v, hfdata) : 0.0;
   1.547 +
   1.548 +			Vec3 normal = Vec3(0, 0, 1);
   1.549 +			if(hf) {
   1.550 +				float u1z = hf(u + du, v, hfdata);
   1.551 +				float v1z = hf(u, v + dv, hfdata);
   1.552 +
   1.553 +				Vec3 tang = Vec3(du * width, 0, u1z - z);
   1.554 +				Vec3 bitan = Vec3(0, dv * height, v1z - z);
   1.555 +				normal = normalize(cross(tang, bitan));
   1.556 +			}
   1.557 +
   1.558 +			*varr++ = Vec3(x, y, z);
   1.559 +			*narr++ = normal;
   1.560 +			*tarr++ = Vec3(1, 0, 0);
   1.561 +			*uvarr++ = Vec2(u, v);
   1.562 +
   1.563 +			if(i < usub && j < vsub) {
   1.564 +				int idx = i * vverts + j;
   1.565 +
   1.566 +				*idxarr++ = idx;
   1.567 +				*idxarr++ = idx + vverts + 1;
   1.568 +				*idxarr++ = idx + 1;
   1.569 +
   1.570 +				*idxarr++ = idx;
   1.571 +				*idxarr++ = idx + vverts;
   1.572 +				*idxarr++ = idx + vverts + 1;
   1.573 +			}
   1.574 +
   1.575 +			v += dv;
   1.576 +		}
   1.577 +		u += du;
   1.578 +	}
   1.579 +}
   1.580 +
   1.581 +// ----- box ------
   1.582 +void gen_box(Mesh *mesh, float xsz, float ysz, float zsz, int usub, int vsub)
   1.583 +{
   1.584 +	static const float face_angles[][2] = {
   1.585 +		{0, 0},
   1.586 +		{M_PI / 2.0, 0},
   1.587 +		{M_PI, 0},
   1.588 +		{3.0 * M_PI / 2.0, 0},
   1.589 +		{0, M_PI / 2.0},
   1.590 +		{0, -M_PI / 2.0}
   1.591 +	};
   1.592 +
   1.593 +	if(usub < 1) usub = 1;
   1.594 +	if(vsub < 1) vsub = 1;
   1.595 +
   1.596 +	mesh->clear();
   1.597 +
   1.598 +	for(int i=0; i<6; i++) {
   1.599 +		Mat4 xform, dir_xform;
   1.600 +		Mesh m;
   1.601 +
   1.602 +		gen_plane(&m, 1, 1, usub, vsub);
   1.603 +		xform.rotate(Vec3(face_angles[i][1], face_angles[i][0], 0));
   1.604 +		dir_xform = xform;
   1.605 +		xform.translate(Vec3(0, 0, 0.5));
   1.606 +		m.apply_xform(xform, dir_xform);
   1.607 +
   1.608 +		mesh->append(m);
   1.609 +	}
   1.610 +
   1.611 +	Mat4 scale;
   1.612 +	scale.scaling(xsz, ysz, zsz);
   1.613 +	mesh->apply_xform(scale, Mat4::identity);
   1.614 +}
   1.615 +
   1.616 +/*
   1.617 +void gen_box(Mesh *mesh, float xsz, float ysz, float zsz)
   1.618 +{
   1.619 +	mesh->clear();
   1.620 +
   1.621 +	const int num_faces = 6;
   1.622 +	int num_verts = num_faces * 4;
   1.623 +	int num_tri = num_faces * 2;
   1.624 +
   1.625 +	float x = xsz / 2.0;
   1.626 +	float y = ysz / 2.0;
   1.627 +	float z = zsz / 2.0;
   1.628 +
   1.629 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.630 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.631 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.632 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.633 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
   1.634 +
   1.635 +	static const Vec2 uv[] = { Vec2(0, 0), Vec2(1, 0), Vec2(1, 1), Vec2(0, 1) };
   1.636 +
   1.637 +	// front
   1.638 +	for(int i=0; i<4; i++) {
   1.639 +		*narr++ = Vec3(0, 0, 1);
   1.640 +		*tarr++ = Vec3(1, 0, 0);
   1.641 +		*uvarr++ = uv[i];
   1.642 +	}
   1.643 +	*varr++ = Vec3(-x, -y, z);
   1.644 +	*varr++ = Vec3(x, -y, z);
   1.645 +	*varr++ = Vec3(x, y, z);
   1.646 +	*varr++ = Vec3(-x, y, z);
   1.647 +	// right
   1.648 +	for(int i=0; i<4; i++) {
   1.649 +		*narr++ = Vec3(1, 0, 0);
   1.650 +		*tarr++ = Vec3(0, 0, -1);
   1.651 +		*uvarr++ = uv[i];
   1.652 +	}
   1.653 +	*varr++ = Vec3(x, -y, z);
   1.654 +	*varr++ = Vec3(x, -y, -z);
   1.655 +	*varr++ = Vec3(x, y, -z);
   1.656 +	*varr++ = Vec3(x, y, z);
   1.657 +	// back
   1.658 +	for(int i=0; i<4; i++) {
   1.659 +		*narr++ = Vec3(0, 0, -1);
   1.660 +		*tarr++ = Vec3(-1, 0, 0);
   1.661 +		*uvarr++ = uv[i];
   1.662 +	}
   1.663 +	*varr++ = Vec3(x, -y, -z);
   1.664 +	*varr++ = Vec3(-x, -y, -z);
   1.665 +	*varr++ = Vec3(-x, y, -z);
   1.666 +	*varr++ = Vec3(x, y, -z);
   1.667 +	// left
   1.668 +	for(int i=0; i<4; i++) {
   1.669 +		*narr++ = Vec3(-1, 0, 0);
   1.670 +		*tarr++ = Vec3(0, 0, 1);
   1.671 +		*uvarr++ = uv[i];
   1.672 +	}
   1.673 +	*varr++ = Vec3(-x, -y, -z);
   1.674 +	*varr++ = Vec3(-x, -y, z);
   1.675 +	*varr++ = Vec3(-x, y, z);
   1.676 +	*varr++ = Vec3(-x, y, -z);
   1.677 +	// top
   1.678 +	for(int i=0; i<4; i++) {
   1.679 +		*narr++ = Vec3(0, 1, 0);
   1.680 +		*tarr++ = Vec3(1, 0, 0);
   1.681 +		*uvarr++ = uv[i];
   1.682 +	}
   1.683 +	*varr++ = Vec3(-x, y, z);
   1.684 +	*varr++ = Vec3(x, y, z);
   1.685 +	*varr++ = Vec3(x, y, -z);
   1.686 +	*varr++ = Vec3(-x, y, -z);
   1.687 +	// bottom
   1.688 +	for(int i=0; i<4; i++) {
   1.689 +		*narr++ = Vec3(0, -1, 0);
   1.690 +		*tarr++ = Vec3(1, 0, 0);
   1.691 +		*uvarr++ = uv[i];
   1.692 +	}
   1.693 +	*varr++ = Vec3(-x, -y, -z);
   1.694 +	*varr++ = Vec3(x, -y, -z);
   1.695 +	*varr++ = Vec3(x, -y, z);
   1.696 +	*varr++ = Vec3(-x, -y, z);
   1.697 +
   1.698 +	// index array
   1.699 +	static const int faceidx[] = {0, 1, 2, 0, 2, 3};
   1.700 +	for(int i=0; i<num_faces; i++) {
   1.701 +		for(int j=0; j<6; j++) {
   1.702 +			*idxarr++ = faceidx[j] + i * 4;
   1.703 +		}
   1.704 +	}
   1.705 +}
   1.706 +*/
   1.707 +
   1.708 +static inline Vec3 rev_vert(float u, float v, Vec2 (*rf)(float, float, void*), void *cls)
   1.709 +{
   1.710 +	Vec2 pos = rf(u, v, cls);
   1.711 +
   1.712 +	float angle = u * 2.0 * M_PI;
   1.713 +	float x = pos.x * cos(angle);
   1.714 +	float y = pos.y;
   1.715 +	float z = pos.x * sin(angle);
   1.716 +
   1.717 +	return Vec3(x, y, z);
   1.718 +}
   1.719 +
   1.720 +// ------ surface of revolution -------
   1.721 +void gen_revol(Mesh *mesh, int usub, int vsub, Vec2 (*rfunc)(float, float, void*), void *cls)
   1.722 +{
   1.723 +	gen_revol(mesh, usub, vsub, rfunc, 0, cls);
   1.724 +}
   1.725 +
   1.726 +void gen_revol(Mesh *mesh, int usub, int vsub, Vec2 (*rfunc)(float, float, void*),
   1.727 +		Vec2 (*nfunc)(float, float, void*), void *cls)
   1.728 +{
   1.729 +	if(!rfunc) return;
   1.730 +	if(usub < 3) usub = 3;
   1.731 +	if(vsub < 1) vsub = 1;
   1.732 +
   1.733 +	mesh->clear();
   1.734 +
   1.735 +	int uverts = usub + 1;
   1.736 +	int vverts = vsub + 1;
   1.737 +	int num_verts = uverts * vverts;
   1.738 +
   1.739 +	int num_quads = usub * vsub;
   1.740 +	int num_tri = num_quads * 2;
   1.741 +
   1.742 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.743 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.744 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.745 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.746 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
   1.747 +
   1.748 +	float du = 1.0 / (float)(uverts - 1);
   1.749 +	float dv = 1.0 / (float)(vverts - 1);
   1.750 +
   1.751 +	float u = 0.0;
   1.752 +	for(int i=0; i<uverts; i++) {
   1.753 +		float v = 0.0;
   1.754 +		for(int j=0; j<vverts; j++) {
   1.755 +			Vec3 pos = rev_vert(u, v, rfunc, cls);
   1.756 +
   1.757 +			Vec3 nextu = rev_vert(fmod(u + du, 1.0), v, rfunc, cls);
   1.758 +			Vec3 tang = nextu - pos;
   1.759 +			if(length_sq(tang) < 1e-6) {
   1.760 +				float new_v = v > 0.5 ? v - dv * 0.25 : v + dv * 0.25;
   1.761 +				nextu = rev_vert(fmod(u + du, 1.0), new_v, rfunc, cls);
   1.762 +				tang = nextu - pos;
   1.763 +			}
   1.764 +
   1.765 +			Vec3 normal;
   1.766 +			if(nfunc) {
   1.767 +				normal = rev_vert(u, v, nfunc, cls);
   1.768 +			} else {
   1.769 +				Vec3 nextv = rev_vert(u, v + dv, rfunc, cls);
   1.770 +				Vec3 bitan = nextv - pos;
   1.771 +				if(length_sq(bitan) < 1e-6) {
   1.772 +					nextv = rev_vert(u, v - dv, rfunc, cls);
   1.773 +					bitan = pos - nextv;
   1.774 +				}
   1.775 +
   1.776 +				normal = cross(tang, bitan);
   1.777 +			}
   1.778 +
   1.779 +			*varr++ = pos;
   1.780 +			*narr++ = normalize(normal);
   1.781 +			*tarr++ = normalize(tang);
   1.782 +			*uvarr++ = Vec2(u, v);
   1.783 +
   1.784 +			if(i < usub && j < vsub) {
   1.785 +				int idx = i * vverts + j;
   1.786 +
   1.787 +				*idxarr++ = idx;
   1.788 +				*idxarr++ = idx + vverts + 1;
   1.789 +				*idxarr++ = idx + 1;
   1.790 +
   1.791 +				*idxarr++ = idx;
   1.792 +				*idxarr++ = idx + vverts;
   1.793 +				*idxarr++ = idx + vverts + 1;
   1.794 +			}
   1.795 +
   1.796 +			v += dv;
   1.797 +		}
   1.798 +		u += du;
   1.799 +	}
   1.800 +}
   1.801 +
   1.802 +
   1.803 +static inline Vec3 sweep_vert(float u, float v, float height, Vec2 (*sf)(float, float, void*), void *cls)
   1.804 +{
   1.805 +	Vec2 pos = sf(u, v, cls);
   1.806 +
   1.807 +	float x = pos.x;
   1.808 +	float y = v * height;
   1.809 +	float z = pos.y;
   1.810 +
   1.811 +	return Vec3(x, y, z);
   1.812 +}
   1.813 +
   1.814 +// ---- sweep shape along a path ----
   1.815 +void gen_sweep(Mesh *mesh, float height, int usub, int vsub, Vec2 (*sfunc)(float, float, void*), void *cls)
   1.816 +{
   1.817 +	if(!sfunc) return;
   1.818 +	if(usub < 3) usub = 3;
   1.819 +	if(vsub < 1) vsub = 1;
   1.820 +
   1.821 +	mesh->clear();
   1.822 +
   1.823 +	int uverts = usub + 1;
   1.824 +	int vverts = vsub + 1;
   1.825 +	int num_verts = uverts * vverts;
   1.826 +
   1.827 +	int num_quads = usub * vsub;
   1.828 +	int num_tri = num_quads * 2;
   1.829 +
   1.830 +	Vec3 *varr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_VERTEX, 3, num_verts, 0);
   1.831 +	Vec3 *narr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_NORMAL, 3, num_verts, 0);
   1.832 +	Vec3 *tarr = (Vec3*)mesh->set_attrib_data(MESH_ATTR_TANGENT, 3, num_verts, 0);
   1.833 +	Vec2 *uvarr = (Vec2*)mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 2, num_verts, 0);
   1.834 +	unsigned int *idxarr = mesh->set_index_data(num_tri * 3, 0);
   1.835 +
   1.836 +	float du = 1.0 / (float)(uverts - 1);
   1.837 +	float dv = 1.0 / (float)(vverts - 1);
   1.838 +
   1.839 +	float u = 0.0;
   1.840 +	for(int i=0; i<uverts; i++) {
   1.841 +		float v = 0.0;
   1.842 +		for(int j=0; j<vverts; j++) {
   1.843 +			Vec3 pos = sweep_vert(u, v, height, sfunc, cls);
   1.844 +
   1.845 +			Vec3 nextu = sweep_vert(fmod(u + du, 1.0), v, height, sfunc, cls);
   1.846 +			Vec3 tang = nextu - pos;
   1.847 +			if(length_sq(tang) < 1e-6) {
   1.848 +				float new_v = v > 0.5 ? v - dv * 0.25 : v + dv * 0.25;
   1.849 +				nextu = sweep_vert(fmod(u + du, 1.0), new_v, height, sfunc, cls);
   1.850 +				tang = nextu - pos;
   1.851 +			}
   1.852 +
   1.853 +			Vec3 normal;
   1.854 +			Vec3 nextv = sweep_vert(u, v + dv, height, sfunc, cls);
   1.855 +			Vec3 bitan = nextv - pos;
   1.856 +			if(length_sq(bitan) < 1e-6) {
   1.857 +				nextv = sweep_vert(u, v - dv, height, sfunc, cls);
   1.858 +				bitan = pos - nextv;
   1.859 +			}
   1.860 +
   1.861 +			normal = cross(tang, bitan);
   1.862 +
   1.863 +			*varr++ = pos;
   1.864 +			*narr++ = normalize(normal);
   1.865 +			*tarr++ = normalize(tang);
   1.866 +			*uvarr++ = Vec2(u, v);
   1.867 +
   1.868 +			if(i < usub && j < vsub) {
   1.869 +				int idx = i * vverts + j;
   1.870 +
   1.871 +				*idxarr++ = idx;
   1.872 +				*idxarr++ = idx + vverts + 1;
   1.873 +				*idxarr++ = idx + 1;
   1.874 +
   1.875 +				*idxarr++ = idx;
   1.876 +				*idxarr++ = idx + vverts;
   1.877 +				*idxarr++ = idx + vverts + 1;
   1.878 +			}
   1.879 +
   1.880 +			v += dv;
   1.881 +		}
   1.882 +		u += du;
   1.883 +	}
   1.884 +}