CodeWalker/Rendering/Utils/UnitSphere.cs

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C#
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2017-09-21 18:33:05 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SharpDX;
using SharpDX.Direct3D;
using SharpDX.Direct3D11;
using Device = SharpDX.Direct3D11.Device;
using Buffer = SharpDX.Direct3D11.Buffer;
using SharpDX.DXGI;
namespace CodeWalker.Rendering
{
public class UnitSphere
{
private Buffer VertexBuffer { get; set; }
private Buffer IndexBuffer { get; set; }
private InputLayout InputLayout { get; set; }
private VertexBufferBinding vbbinding;
private int indexcount;
private struct SphTri
{
public int v1;
public int v2;
public int v3;
public SphTri(int i1,int i2, int i3)
{
v1 = i1;
v2 = i2;
v3 = i3;
}
}
public UnitSphere(Device device, byte[] vsbytes, int detail)
{
InputLayout = new InputLayout(device, vsbytes, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
//new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 16, 0),
});
List<Vector3> verts = new List<Vector3>();
Dictionary<Vector3, int> vdict = new Dictionary<Vector3, int>();
List<SphTri> curtris = new List<SphTri>();
List<SphTri> nxttris = new List<SphTri>();
verts.Add(new Vector3(-1.0f, 0.0f, 0.0f));
verts.Add(new Vector3(1.0f, 0.0f, 0.0f));
verts.Add(new Vector3(0.0f, -1.0f, 0.0f));
verts.Add(new Vector3(0.0f, 1.0f, 0.0f));
verts.Add(new Vector3(0.0f, 0.0f, -1.0f));
verts.Add(new Vector3(0.0f, 0.0f, 1.0f));
curtris.Add(new SphTri(0, 4, 2));
curtris.Add(new SphTri(4, 1, 2));
curtris.Add(new SphTri(1, 5, 2));
curtris.Add(new SphTri(5, 0, 2));
curtris.Add(new SphTri(4, 0, 3));
curtris.Add(new SphTri(1, 4, 3));
curtris.Add(new SphTri(5, 1, 3));
curtris.Add(new SphTri(0, 5, 3));
for (int i = 0; i < verts.Count; i++)
{
vdict[verts[i]] = i;
}
for (int i = 0; i < detail; i++)
{
nxttris.Clear();
foreach (var tri in curtris)
{
Vector3 v1 = verts[tri.v1];
Vector3 v2 = verts[tri.v2];
Vector3 v3 = verts[tri.v3];
Vector3 s1 = Vector3.Normalize(v1 + v2);
Vector3 s2 = Vector3.Normalize(v2 + v3);
Vector3 s3 = Vector3.Normalize(v3 + v1);
int i1, i2, i3;
if (!vdict.TryGetValue(s1, out i1))
{
i1 = verts.Count;
verts.Add(s1);
vdict[s1] = i1;
}
if (!vdict.TryGetValue(s2, out i2))
{
i2 = verts.Count;
verts.Add(s2);
vdict[s2] = i2;
}
if (!vdict.TryGetValue(s3, out i3))
{
i3 = verts.Count;
verts.Add(s3);
vdict[s3] = i3;
}
nxttris.Add(new SphTri(tri.v1, i1, i3));
nxttris.Add(new SphTri(tri.v2, i2, i1));
nxttris.Add(new SphTri(tri.v3, i3, i2));
nxttris.Add(new SphTri(i1, i2, i3));
}
var cur = curtris;
curtris = nxttris;
nxttris = cur;
}
List<Vector4> vdata = new List<Vector4>();
foreach (var vert in verts)
{
vdata.Add(new Vector4(vert, 1.0f));
}
List<uint> idata = new List<uint>();
foreach (var tri in curtris)
{
idata.Add((uint)tri.v1);
idata.Add((uint)tri.v2);
idata.Add((uint)tri.v3);
}
VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, vdata.ToArray());
vbbinding = new VertexBufferBinding(VertexBuffer, 16, 0);
IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, idata.ToArray());
indexcount = idata.Count;
}
public void Draw(DeviceContext context)
{
context.InputAssembler.InputLayout = InputLayout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, vbbinding);
context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
context.DrawIndexed(indexcount, 0, 0);
}
public void DrawInstanced(DeviceContext context, int count)
{
context.InputAssembler.InputLayout = InputLayout;
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, vbbinding);
context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
context.DrawIndexedInstanced(indexcount, count, 0, 0, 0);
}
public void Dispose()
{
if (VertexBuffer != null)
{
VertexBuffer.Dispose();
VertexBuffer = null;
}
if (IndexBuffer != null)
{
IndexBuffer.Dispose();
IndexBuffer = null;
}
if (InputLayout != null)
{
InputLayout.Dispose();
InputLayout = null;
}
}
}
}