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259b127f96
This patch adds two new painters located at gems/include/polygon_gfx. Both painters draw convex polygons with an arbirary number of points. The shaded-polygon painter interpolates the color and alpha values whereas the textured-polygon painter applies a texture to the polygon. The painters are accompanied by simplistic 3D routines located at gems/include/nano3d/ and a corresponding example (gems/run/nano3d.run).
232 lines
5.3 KiB
C++
232 lines
5.3 KiB
C++
/*
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* \brief Dodecahedron 3D object
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* \author Norman Feske
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* \date 2015-06-19
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*/
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/*
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* Copyright (C) 2015 Genode Labs GmbH
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*
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* This file is part of the Genode OS framework, which is distributed
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* under the terms of the GNU General Public License version 2.
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*/
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#ifndef _INCLUDE__NANO3D__DODECAHEDRON_SHAPE_H_
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#define _INCLUDE__NANO3D__DODECAHEDRON_SHAPE_H_
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#include <nano3d/vertex_array.h>
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namespace Nano3d { class Dodecahedron_shape; }
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class Nano3d::Dodecahedron_shape
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{
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private:
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enum { NUM_VERTICES = 20, NUM_EDGES = 30, NUM_FACES = 12 };
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struct Edge
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{
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unsigned left_face, right_face;
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unsigned vertex[2];
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Edge() : left_face(0), right_face(0), vertex { 0, 0 } { }
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Edge(unsigned vertex_0, unsigned vertex_1,
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unsigned left_face, unsigned right_face)
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:
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left_face(left_face), right_face(right_face),
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vertex { vertex_0, vertex_1 }
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{ }
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};
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class Face
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{
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public:
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enum { NUM_EDGES = 5 };
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private:
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int _edges[NUM_EDGES];
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public:
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Face() : _edges{} { }
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template <typename... EDGE_INDICES>
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Face(EDGE_INDICES... edge_indices)
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:
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_edges { edge_indices... }
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{ }
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static constexpr unsigned num_edges() { return NUM_EDGES; }
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int edge(unsigned i) const { return _edges[i]; }
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};
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typedef Nano3d::Vertex_array<NUM_VERTICES> Vertex_array;
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Vertex_array _vertices;
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Edge _edges[NUM_EDGES];
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Face _faces[NUM_FACES];
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/* ratio of edge length to radius, as 16.16 fixpoint number */
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enum { A_TO_R = 46769 };
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/* angle between two edges, scaled to 0..1024 range */
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enum { DIHEDRAL_ANGLE = 332 };
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public:
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/**
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* \param r radius of the surrounding sphere
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*/
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Dodecahedron_shape(int r)
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{
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/*
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* Vertices
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*/
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/*
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* There are four level, each with 5 vertices.
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*
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* y0 and y1 are the y positions of the first and second level.
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* r0 and r1 are the radius of first and second levels.
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* The third and fourth levels are symetric to the first levels.
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*/
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int const y0 = -(r * 52078) >> 16; /* r*0.7947 */
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int const y1 = -(r * 11030) >> 16;
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int const r0 = (r * 39780) >> 16; /* r*0.607 */
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int const r1 = (r * 63910) >> 16;
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enum { ANGLE_STEP = 1024 / 5 };
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enum { ANGLE_HALF_STEP = 1024 / 10 };
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int j = 0; /* index into '_vertices' array */
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/* level 1 */
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for (int i = 0; i < 5; i++) {
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int const a = i*ANGLE_STEP;
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_vertices[j++] = Vertex((r0*sin_frac16(a)) >> 16, y0,
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(r0*cos_frac16(a)) >> 16);
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}
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/* level 2 */
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for (int i = 0; i < 5; i++) {
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int const a = i*ANGLE_STEP;
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_vertices[j++] = Vertex((r1*sin_frac16(a)) >> 16, y1,
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(r1*cos_frac16(a)) >> 16);
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}
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/* level 3 */
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for (int i = 0; i < 5; i++) {
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int const a = i*ANGLE_STEP + ANGLE_HALF_STEP;
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_vertices[j++] = Vertex((r1*sin_frac16(a)) >> 16, -y1,
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(r1*cos_frac16(a)) >> 16);
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}
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/* level 4 */
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for (int i = 0; i < 5; i++) {
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int const a = i*ANGLE_STEP + ANGLE_HALF_STEP;
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_vertices[j++] = Vertex((r0*sin_frac16(a)) >> 16, -y0,
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(r0*cos_frac16(a)) >> 16);
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}
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/*
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* Edges
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*/
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j = 0; /* index into '_edges' array */
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/* level 1 */
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for (int i = 0; i < 5; i++)
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_edges[j++] = Edge(i, (i+1)%5, i + 1, 0);
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/* level 1 to level 2 */
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for (int i = 0; i < 5; i++)
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_edges[j++] = Edge(i, i + 5, 1 + (i + 4)%5, 1 + i);
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/* level 2 to level 3 */
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for (int i = 0; i < 5; i++)
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_edges[j++] = Edge(i+5, i + 10, 1 + 5 + (i + 4)%5, 1 + i);
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/* level 3 to level 2 */
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for (int i = 0; i < 5; i++)
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_edges[j++] = Edge(i + 10, (i + 1)%5 + 5, 1 + 5 + i, 1 + i);
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/* level 3 to level 4 */
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for (int i = 0; i < 5; i++)
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_edges[j++] = Edge(i + 10, i + 15, 1 + 5 + (i + 4)%5, 1 + 5 + i);
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/* level 4 */
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for (int i = 0; i < 5; i++)
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_edges[j++] = Edge(i + 15, (i + 1)%5 + 15, 11, 1 + 5 + i);
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/*
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* Faces
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*/
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j = 0; /* index into '_faces' array */
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_faces[j++] = Face(0, 1, 2, 3, 4);
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for (int i = 0; i < 5; i++)
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_faces[j++] = Face(i, i + 5, i + 10, i + 15, 5 + (1 + i)%5);
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for (int i = 0; i < 5; i++)
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_faces[j++] = Face(i+20, i + 25, (i + 1)%5 + 20, 10 + (i + 1)%5, 15 + i);
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_faces[j++] = Face(29, 28, 27, 26, 25);
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}
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Vertex_array const &vertex_array() const { return _vertices; }
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/**
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* Call functor 'fn' for each face of the object
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*
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* The functor is called with an array of 'unsigned' vertex indices
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* and the number of indices as arguments.
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*/
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template <typename FN>
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void for_each_face(FN const &fn) const
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{
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for (unsigned i = 0; i < NUM_FACES; i++) {
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Face const face = _faces[i];
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/*
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* Asssemble array of vertex indices for the current face.
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*/
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unsigned vertex_indices[Face::num_edges()];
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bool skip_face = false;
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for (unsigned j = 0; j < Face::num_edges(); j++) {
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Edge const edge = _edges[face.edge(j)];
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int vertex_idx = -1;
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if (edge.left_face == i)
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vertex_idx = edge.vertex[1];
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if (edge.right_face == i)
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vertex_idx = edge.vertex[0];
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if (vertex_idx == -1)
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skip_face = true;
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vertex_indices[j] = vertex_idx;
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}
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/* call functor with the information about the face vertices */
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if (!skip_face)
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fn(vertex_indices, Face::num_edges());
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}
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}
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};
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#endif /* _INCLUDE__NANO3D__DODECAHEDRON_SHAPE_H_ */
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