Dashboard/Quik/VertexGenerator/VertexCommandEngine.cs

1021 lines
41 KiB
C#

using System;
using System.Collections.Generic;
using Quik.CommandMachine;
namespace Quik.VertexGenerator
{
public class VertexGeneratorEngine : CommandEngine
{
public DrawQueue DrawQueue { get; } = new DrawQueue();
/// <summary>
/// Granularity for rounded geometry.
/// </summary>
protected float CurveGranularity =>
(Style["-vertex-curve-granularity"] is float value) ? value : 1.0f;
protected QuikVertex StrokeVertex => new QuikVertex()
{
ZIndex = Style.ZIndex ?? this.ZIndex,
Color = Style.StrokeColor ?? QColor.Black,
};
protected QuikVertex FillVertex => new QuikVertex()
{
ZIndex = Style.ZIndex ?? this.ZIndex,
Color = Style.Color ?? QColor.White,
};
public override void Reset()
{
base.Reset();
DrawQueue.Clear();
}
protected override void ChildProcessCommand(Command name, CommandEnumerator queue)
{
base.ChildProcessCommand(name, queue);
switch(name)
{
case Command.Line: LineProc(queue); break;
case Command.Bezier: BezierProc(queue); break;
case Command.Rectangle: RectangleProc(queue); break;
default: break;
}
}
/// <summary>
/// Gets the rounding resolution for a line segment or border radius.
/// </summary>
/// <param name="radius">The width of the line.</param>
/// <param name="arc">The angle of the cap or joint arc.</param>
/// <returns>The rounding resolution.</returns>
protected int GetRoundingResolution(float radius, float arc)
{
return (int) Math.Ceiling(arc * radius * CurveGranularity);
}
private readonly List<QLine> LineList = new List<QLine>();
private void LineProc(CommandEnumerator queue)
{
Frame frame = queue.Dequeue();
// Clear temporary vector list and retreive all line segments.
LineList.Clear();
if (frame.Type == FrameType.IVec1)
{
int count = (int)frame;
for (int i = 0; i < count; i++)
{
frame = queue.Dequeue();
LineList.Add((QLine)frame);
}
}
else
{
LineList.Add((QLine)frame);
}
float width = Style.StrokeWidth ?? 1;
DrawQueue.StartDrawCall(Viewport);
LineInfo prevBase, nextBase = default;
for (int i = 0; i < LineList.Count; i++)
{
QLine line = LineList[i];
// A line segment needs a start cap if it is the first segment in
// the list, or the last end point is not the current start point.
bool isStart = (i == 0 || line.Start != LineList[i - 1].End);
// A line segment needs an end cap if it is the last line segment
// in the list or if the next start point is not the current end point.
bool isEnd = (i == LineList.Count - 1 || line.End != LineList[i+1].Start);
// Generate the main line segment.
prevBase = nextBase;
nextBase = GenerateLineSegment(line);
if (isStart)
{
// Then a start cap if necessary.
GenerateCap(line.Start, line.Normal(), prevBase, false);
}
else
{
// Otherwise generate the required joint.
GenerateJoint(line.Start, LineList[i-1].Normal(), line.Normal(), prevBase, nextBase);
}
if (isEnd)
{
// Then generate the end cap if necessary.
GenerateCap(line.End, line.Normal(), nextBase, true);
}
}
DrawQueue.EndDrawCall();
}
private LineInfo GenerateLineSegment(in QLine line)
{
QuikVertex vertex = StrokeVertex;
QuikVertex a, b, c, d;
QVec2 normal = line.Normal();
float width = Style.StrokeWidth ?? 1;
a = b = c = d = vertex;
a.Position = line.Start + width / 2 * normal;
b.Position = line.Start - width / 2 * normal;
c.Position = line.End + width / 2 * normal;
d.Position = line.End - width / 2 * normal;
DrawQueue.RestoreOffset();
DrawQueue.AddVertex(a);
DrawQueue.AddVertex(b);
DrawQueue.AddVertex(c);
DrawQueue.AddVertex(d);
DrawQueue.AddElement(1); DrawQueue.AddElement(2); DrawQueue.AddElement(0);
DrawQueue.AddElement(1); DrawQueue.AddElement(3); DrawQueue.AddElement(2);
return new LineInfo(DrawQueue.BaseOffset, 0, 1, 2, 3);
}
private void GenerateJoint(
in QVec2 center,
in QVec2 prevNormal,
in QVec2 nextNormal,
in LineInfo prevInfo,
in LineInfo nextInfo)
{
// Figure out which side needs the joint.
QVec2 meanNormal = 0.5f * (prevNormal + nextNormal);
QVec2 meanTangent = new QVec2(meanNormal.Y, -meanNormal.X);
QVec2 positiveEdge = ((center + nextNormal) - (center + prevNormal)).Normalize();
QVec2 negativeEdge = ((center - nextNormal) - (center - prevNormal)).Normalize();
float positive, negative;
positive = QVec2.Dot(meanTangent, positiveEdge);
negative = QVec2.Dot(meanNormal, negativeEdge);
if (positive == negative)
{
// To be fair this is highly unlikely considering the nature of
// floats, but, generate an end cap to handle a cusp.
GenerateCap(center, nextNormal, nextInfo, true);
return;
}
QuikVertex vertex = StrokeVertex;
float radius = Style.StrokeWidth/2 ?? 0.5f;
float arc = MathF.Acos(QVec2.Dot(prevNormal, nextNormal));
int resolution = GetRoundingResolution(radius, arc);
bool isNegative = positive < negative;
vertex.Position = center;
DrawQueue.RestoreOffset();
DrawQueue.AddVertex(vertex);
int lastIndex, endIndex;
if (isNegative)
{
lastIndex = DrawQueue.RelativeElement(prevInfo.BaseOffset, prevInfo.EndNegative);
endIndex = DrawQueue.RelativeElement(nextInfo.BaseOffset, nextInfo.StartNegative);
}
else
{
lastIndex = DrawQueue.RelativeElement(nextInfo.BaseOffset, nextInfo.StartNegative);
endIndex = DrawQueue.RelativeElement(prevInfo.BaseOffset, prevInfo.EndPositive);
}
for (int i = 0; i < resolution; i++)
{
float angle = (float)(i+1) / (resolution + 1) * arc;
float cos = MathF.Cos(angle);
float sin = MathF.Sin(angle);
QVec2 displacement;
if (isNegative)
{
displacement = new QVec2()
{
X = -prevNormal.X * cos + prevNormal.Y * sin,
Y = -prevNormal.X * sin - prevNormal.Y * cos
} * radius;
}
else
{
displacement = new QVec2()
{
X = nextNormal.X * cos - nextNormal.Y * sin,
Y = nextNormal.X * sin + nextNormal.Y * cos
} * radius;
}
vertex.Position = center + displacement;
DrawQueue.AddVertex(vertex);
DrawQueue.AddElement(lastIndex);
DrawQueue.AddElement(i);
DrawQueue.AddElement(0);
lastIndex = i;
}
DrawQueue.AddElement(lastIndex);
DrawQueue.AddElement(endIndex);
DrawQueue.AddElement(0);
}
private void GenerateCap(
in QVec2 center,
in QVec2 normal,
in LineInfo info,
bool endCap)
{
int lastIndex, startIndex;
QuikVertex vertex = StrokeVertex;
float radius = Style.StrokeWidth ?? 1.0f;
int resolution = GetRoundingResolution(radius, MathF.PI);
DrawQueue.RestoreOffset();
if (endCap)
{
lastIndex = DrawQueue.RelativeElement(info.BaseOffset, info.EndPositive);
startIndex = DrawQueue.RelativeElement(info.BaseOffset, info.EndNegative);
}
else
{
lastIndex = DrawQueue.RelativeElement(info.BaseOffset, info.StartPositive);
startIndex = DrawQueue.RelativeElement(info.BaseOffset, info.StartNegative);
}
for (int i = 0; i < resolution; i++)
{
float angle = (float) (i + 1) / (resolution + 1) * MathF.PI;
float cos = MathF.Cos(angle);
float sin = MathF.Sin(angle);
QVec2 displacement;
if (endCap)
{
displacement = new QVec2()
{
X = normal.X * cos + normal.Y * sin,
Y = -normal.X * sin + normal.Y * cos
} * radius;
}
else
{
displacement = new QVec2()
{
X = normal.X * cos - normal.Y * sin,
Y = normal.X * sin + normal.Y * cos
} * radius;
}
vertex.Position = center + displacement;
DrawQueue.AddVertex(vertex);
DrawQueue.AddElement(startIndex);
DrawQueue.AddElement(lastIndex);
DrawQueue.AddElement(i);
lastIndex = i;
}
}
private readonly List<QBezier> BezierList = new List<QBezier>();
private void BezierProc(CommandEnumerator queue)
{
Frame a = queue.Dequeue();
Frame b;
// Clear temporary vector list and retreive all bezier segments.
BezierList.Clear();
if (a.Type == FrameType.IVec1)
{
int count = (int)a;
for (int i = 0; i < count; i++)
{
a = queue.Dequeue();
b = queue.Dequeue();
BezierList.Add(
new QBezier(
new QVec2(a.GetF(0), a.GetF(1)),
new QVec2(b.GetF(0), b.GetF(1)),
new QVec2(b.GetF(2), b.GetF(3)),
new QVec2(a.GetF(2), a.GetF(3))
)
);
}
}
else
{
b = queue.Dequeue();
BezierList.Add(
new QBezier(
new QVec2(a.GetF(0), a.GetF(1)),
new QVec2(b.GetF(0), b.GetF(1)),
new QVec2(b.GetF(2), b.GetF(3)),
new QVec2(a.GetF(2), a.GetF(3))
)
);
}
float width = Style.StrokeWidth ?? 1;
DrawQueue.StartDrawCall(Viewport);
LineInfo prevBase, nextBase = default;
for (int i = 0; i < LineList.Count; i++)
{
QBezier bezier = BezierList[i];
// A line segment needs a start cap if it is the first segment in
// the list, or the last end point is not the current start point.
bool isStart = (i == 0 || bezier.Start != BezierList[i - 1].End);
// A line segment needs an end cap if it is the last line segment
// in the list or if the next start point is not the current end point.
bool isEnd = (i == LineList.Count - 1 || bezier.End != BezierList[i+1].Start);
// Generate the main line segment.
prevBase = nextBase;
nextBase = GenerateBezierSegment(bezier);
if (isStart)
{
// Then a start cap if necessary.
GenerateCap(bezier.Start, bezier.GetBezierNormal(0), prevBase, false);
}
else
{
// Otherwise generate the required joint.
GenerateJoint(bezier.Start, BezierList[i-1].GetBezierNormal(1), bezier.GetBezierNormal(0), prevBase, nextBase);
}
if (isEnd)
{
// Then generate the end cap if necessary.
GenerateCap(bezier.End, bezier.GetBezierNormal(1), nextBase, true);
}
}
DrawQueue.EndDrawCall();
}
private LineInfo GenerateBezierSegment(in QBezier bezier)
{
QVec2 startTangent = bezier.GetBezierTangent(0);
QVec2 endTangent = bezier.GetBezierTangent(1);
QVec2 startNormal = new QVec2(-startTangent.Y, startTangent.X).Normalize();
QVec2 endNormal = new QVec2(-endTangent.Y, endTangent.X).Normalize();
float width = Style.StrokeWidth ?? 1;
float radius = 0.5f * width;
int resolution = GetRoundingResolution(radius, bezier.RasterizationArc);
DrawQueue.RestoreOffset();
QuikVertex v = StrokeVertex;
int vbase = DrawQueue.BaseOffset;
int index = 2;
v.Position = bezier.Start + radius * startNormal;
DrawQueue.AddVertex(v);
v.Position = bezier.Start - radius * startNormal;
DrawQueue.AddVertex(v);
for (int i = 0; i < resolution; i++, index += 2)
{
float t = (i + 1.0f) / resolution;
QVec2 at = bezier.GetBezierTangent(t).Normalize();
QVec2 a = bezier.GetBezierPoint(t);
QVec2 an = radius * new QVec2(-at.Y, at.X);
v.Position = a + an;
DrawQueue.AddVertex(v);
v.Position = a - an;
DrawQueue.AddVertex(v);
DrawQueue.AddElement(index - 2); DrawQueue.AddElement(index - 1); DrawQueue.AddElement(index + 0);
DrawQueue.AddElement(index - 1); DrawQueue.AddElement(index + 1); DrawQueue.AddElement(index + 0);
}
return new LineInfo(vbase, 0, 1, index - 2, index - 1);
}
private readonly List<QRectangle> RectangleList = new List<QRectangle>();
private void RectangleProc(CommandEnumerator queue)
{
Frame frame = queue.Dequeue();
RectangleList.Clear();
if (frame.Type == FrameType.IVec1)
{
int count = (int)frame;
for (int i = 0; i < count; i++)
{
frame = queue.Dequeue();
RectangleList.Add((QRectangle)frame);
}
}
else
{
RectangleList.Add((QRectangle)frame);
}
float stroke = Style.StrokeWidth ?? 1.0f;
float radius = (float?)Style["radius"] ?? 0.0f; // TODO: not this.
DrawQueue.StartDrawCall(Viewport);
for (int i = 0; i < RectangleList.Count; i++)
{
QRectangle outer = RectangleList[i];
QRectangle inner = new QRectangle(
outer.Right - stroke, outer.Bottom + stroke,
outer.Left + stroke, outer.Top - stroke);
GenerateRectangleBase(inner, Math.Max(radius - stroke, 0.0f));
if (stroke == 0.0f)
continue;
if (radius == 0.0f)
{
GenerateRectangleStripStraight(outer);
}
else if (radius < stroke)
{
GenerateRectangleStripNarrow(outer, radius);
}
else
{
GenerateRectangleStripWide(outer, radius);
}
}
DrawQueue.EndDrawCall();
}
private void GenerateRectangleBase(in QRectangle rectangle, float radius)
{
/*
+--j-------i--+
|NW| N |NE|
k--d-------c--h
| | | |
|W | C | E|
| | | |
l--a-------b--g
|SW| S |SE|
+--e-------f--+
a b c d e f g h i j k l
0 1 2 3 4 5 6 7 8 9 10 11
*/
DrawQueue.RestoreOffset();
// Draw center rectangle.
QVec2 aPos, bPos, cPos, dPos;
QuikVertex v = FillVertex;
aPos = v.Position = new QVec2(rectangle.Left + radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
bPos = v.Position = new QVec2(rectangle.Right - radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
cPos = v.Position = new QVec2(rectangle.Right - radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
dPos = v.Position = new QVec2(rectangle.Left + radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(0); DrawQueue.AddElement(1); DrawQueue.AddElement(2);
DrawQueue.AddElement(0); DrawQueue.AddElement(2); DrawQueue.AddElement(3);
if (radius == 0.0f)
return;
// Draw south rectangle.
v.Position = new QVec2(rectangle.Left + radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(1);
DrawQueue.AddElement(4); DrawQueue.AddElement(1); DrawQueue.AddElement(0);
// Draw east rectangle.
v.Position = new QVec2(rectangle.Right, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(1); DrawQueue.AddElement(6); DrawQueue.AddElement(7);
DrawQueue.AddElement(1); DrawQueue.AddElement(7); DrawQueue.AddElement(3);
// Draw north rectangle.
v.Position = new QVec2(rectangle.Right - radius, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + radius, rectangle.Top);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(3); DrawQueue.AddElement(2); DrawQueue.AddElement(8);
DrawQueue.AddElement(3); DrawQueue.AddElement(8); DrawQueue.AddElement(0);
// Draw west rectangle.
v.Position = new QVec2(rectangle.Left, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(11); DrawQueue.AddElement(0); DrawQueue.AddElement(3);
DrawQueue.AddElement(11); DrawQueue.AddElement(3); DrawQueue.AddElement(10);
// Draw north east corner.
int resolution = GetRoundingResolution(radius, 0.5f * MathF.PI);
int previous = 7, current = 12;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Cos(theta) * radius;
float yoff = MathF.Sin(theta) * radius;
v.Position = cPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(2); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(2); DrawQueue.AddElement(previous); DrawQueue.AddElement(8);
// Draw the north west corner.
previous = 9;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = dPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(3); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(3); DrawQueue.AddElement(previous); DrawQueue.AddElement(10);
// Draw south west corner.
previous = 11;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Cos(theta) * radius;
float yoff = -MathF.Sin(theta) * radius;
v.Position = aPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(0); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(0); DrawQueue.AddElement(previous); DrawQueue.AddElement(4);
// Draw the south east corner.
previous = 5;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = bPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(1); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(1); DrawQueue.AddElement(previous); DrawQueue.AddElement(6);
}
private void GenerateRectangleStripStraight(in QRectangle rectangle)
{
/*
h---------g
|\ N /|
| \ / |
| d---c |
|W | | E|
| a---b |
| / \ |
|/ S \|
e---------f
a b c d e f g h
0 1 2 3 4 5 6 7
*/
QuikVertex v = StrokeVertex;
float stroke = Style.StrokeWidth ?? 1.0f;
DrawQueue.RestoreOffset();
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Top);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(1); // SSW
DrawQueue.AddElement(4); DrawQueue.AddElement(1); DrawQueue.AddElement(0); // SSE
DrawQueue.AddElement(1); DrawQueue.AddElement(5); DrawQueue.AddElement(6); // SEE
DrawQueue.AddElement(1); DrawQueue.AddElement(6); DrawQueue.AddElement(2); // NEE
DrawQueue.AddElement(3); DrawQueue.AddElement(2); DrawQueue.AddElement(6); // NNE
DrawQueue.AddElement(3); DrawQueue.AddElement(6); DrawQueue.AddElement(7); // NNW
DrawQueue.AddElement(4); DrawQueue.AddElement(0); DrawQueue.AddElement(3); // NWW
DrawQueue.AddElement(4); DrawQueue.AddElement(3); DrawQueue.AddElement(7); // SWW
}
private void GenerateRectangleStripNarrow(in QRectangle rectangle, float radius)
{
/*
v-j---i-u
| | | |
x-w | N | t-s
| \| |/ |
k---d---c---h
| | | |
| W | | E |
| | | |
l---a---b---g
| /| |\ |
m-n | S | q-r
| | | |
o-e---f-p
a b c d e f g h i j
00: 0 1 2 3 4 5 6 7 8 9
k l m n o p q r s t
10: 0 1 2 3 4 5 6 7 8 9
u v w x
20: 0 1 2 3
*/
QuikVertex v = StrokeVertex;
QVec2 nPos, qPos, tPos, wPos;
float stroke = Style.StrokeWidth ?? 1.0f;
DrawQueue.RestoreOffset();
// a-b-c-d
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
// ef-gh-ij-kl
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
// mno
v.Position = new QVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
nPos = v.Position = new QVec2(rectangle.Left + radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
// pqr
v.Position = new QVec2(rectangle.Right - radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
qPos = v.Position = new QVec2(rectangle.Right - radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
// stu
v.Position = new QVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
tPos = v.Position = new QVec2(rectangle.Right - radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - radius, rectangle.Top);
DrawQueue.AddVertex(v);
// vwx
v.Position = new QVec2(rectangle.Left + radius, rectangle.Top);
DrawQueue.AddVertex(v);
wPos = v.Position = new QVec2(rectangle.Left + radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Top - radius);
DrawQueue.AddVertex(v);
// E
DrawQueue.AddElement(1); DrawQueue.AddElement(6); DrawQueue.AddElement(7);
DrawQueue.AddElement(1); DrawQueue.AddElement(7); DrawQueue.AddElement(2);
// N
DrawQueue.AddElement(3); DrawQueue.AddElement(2); DrawQueue.AddElement(8);
DrawQueue.AddElement(3); DrawQueue.AddElement(8); DrawQueue.AddElement(9);
// W
DrawQueue.AddElement(11); DrawQueue.AddElement(0); DrawQueue.AddElement(3);
DrawQueue.AddElement(11); DrawQueue.AddElement(3); DrawQueue.AddElement(10);
// S
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(1);
DrawQueue.AddElement(4); DrawQueue.AddElement(1); DrawQueue.AddElement(0);
// NEE
DrawQueue.AddElement(2); DrawQueue.AddElement(7); DrawQueue.AddElement(18);
DrawQueue.AddElement(2); DrawQueue.AddElement(18); DrawQueue.AddElement(19);
// NNE
DrawQueue.AddElement(2); DrawQueue.AddElement(19); DrawQueue.AddElement(20);
DrawQueue.AddElement(2); DrawQueue.AddElement(20); DrawQueue.AddElement(8);
// NNW
DrawQueue.AddElement(22); DrawQueue.AddElement(3); DrawQueue.AddElement(19);
DrawQueue.AddElement(22); DrawQueue.AddElement(19); DrawQueue.AddElement(21);
// NWW
DrawQueue.AddElement(10); DrawQueue.AddElement(3); DrawQueue.AddElement(22);
DrawQueue.AddElement(10); DrawQueue.AddElement(22); DrawQueue.AddElement(23);
// SWW
DrawQueue.AddElement(12); DrawQueue.AddElement(13); DrawQueue.AddElement(0);
DrawQueue.AddElement(12); DrawQueue.AddElement(0); DrawQueue.AddElement(11);
// SSW
DrawQueue.AddElement(14); DrawQueue.AddElement(4); DrawQueue.AddElement(0);
DrawQueue.AddElement(14); DrawQueue.AddElement(0); DrawQueue.AddElement(13);
// NE
int resolution = GetRoundingResolution(radius, 0.5f * MathF.PI);
int previous = 18, current = 24;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Cos(theta) * radius;
float yoff = MathF.Sin(theta) * radius;
v.Position = tPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(19); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(19); DrawQueue.AddElement(previous); DrawQueue.AddElement(20);
// NW
previous = 21;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = wPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(22); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(22); DrawQueue.AddElement(previous); DrawQueue.AddElement(23);
// SW
previous = 12;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Cos(theta) * radius;
float yoff = -MathF.Sin(theta) * radius;
v.Position = nPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(23); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(23); DrawQueue.AddElement(previous); DrawQueue.AddElement(14);
// SE
previous = 15;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = qPos + new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(16); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(16); DrawQueue.AddElement(previous); DrawQueue.AddElement(17);
}
private void GenerateRectangleStripWide(in QRectangle rectangle, float radius)
{
/*
l---k
| N |
i---j
p---o h---g
| W | | E |
m---n e---f
d---c
| S |
a---b
a b c d e f g h i j
00: 0 1 2 3 4 5 6 7 8 9
k l m n o p q r s t
10: 0 1 2 3 4 5
*/
QuikVertex v = StrokeVertex;
float stroke = Style.StrokeWidth ?? 1.0f;
float innerRadius = radius - stroke;
DrawQueue.RestoreOffset();
v.Position = new QVec2(rectangle.Left + radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - radius, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + radius, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - stroke, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + radius, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - radius, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Right - radius, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + radius, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left + stroke, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
// S
DrawQueue.AddElement(0); DrawQueue.AddElement(1); DrawQueue.AddElement(2);
DrawQueue.AddElement(0); DrawQueue.AddElement(2); DrawQueue.AddElement(3);
// E
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(6);
DrawQueue.AddElement(4); DrawQueue.AddElement(6); DrawQueue.AddElement(7);
// N
DrawQueue.AddElement(8); DrawQueue.AddElement(9); DrawQueue.AddElement(10);
DrawQueue.AddElement(8); DrawQueue.AddElement(10); DrawQueue.AddElement(11);
// W
DrawQueue.AddElement(12); DrawQueue.AddElement(13); DrawQueue.AddElement(14);
DrawQueue.AddElement(12); DrawQueue.AddElement(14); DrawQueue.AddElement(15);
// Draw NE arc.
int resolution = GetRoundingResolution(radius, 0.5f * MathF.PI);
int current = 16;
QVec2 center = new QVec2(rectangle.Right - radius, rectangle.Top - radius);
int s1 = 7, s2 = 6;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Cos(theta);
float yoff = MathF.Sin(theta);
v.Position = center + radius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(10);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(9);
// Draw NW arc
center = new QVec2(rectangle.Left + radius, rectangle.Top - radius);
s1 = 8; s2 = 11;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta);
float yoff = MathF.Cos(theta);
v.Position = center + radius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(15);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(14);
// Draw SW arc
center = new QVec2(rectangle.Left + radius, rectangle.Bottom + radius);
s1 = 13; s2 = 12;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Cos(theta);
float yoff = -MathF.Sin(theta);
v.Position = center + radius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(3);
// Draw SW arc
center = new QVec2(rectangle.Right - radius, rectangle.Bottom + radius);
s1 = 2; s2 = 1;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Sin(theta);
float yoff = -MathF.Cos(theta);
v.Position = center + radius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(5);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(4);
}
private struct LineInfo
{
public int BaseOffset { get; }
public int StartPositive { get; }
public int StartNegative { get; }
public int EndPositive { get; }
public int EndNegative { get; }
public LineInfo(int baseOffset, int startPositive, int startNegative, int endPositive, int endNegative)
{
BaseOffset = baseOffset;
StartPositive = startPositive;
StartNegative = startNegative;
EndPositive = endPositive;
EndNegative = endNegative;
}
}
}
}