mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-27 09:22:53 +08:00
173 lines
5.4 KiB
C#
173 lines
5.4 KiB
C#
|
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 UnitCylinder
|
|||
|
{
|
|||
|
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 UnitCylinder(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<Vector4> verts = new List<Vector4>();
|
|||
|
Dictionary<Vector4, int> vdict = new Dictionary<Vector4, int>();
|
|||
|
List<SphTri> curtris = new List<SphTri>();
|
|||
|
//List<SphTri> nxttris = new List<SphTri>();
|
|||
|
|
|||
|
verts.Add(new Vector4(0.0f, 0.0f, 0.0f, 0.0f));//top end (translated by VS!)
|
|||
|
verts.Add(new Vector4(0.0f, -1.0f, 0.0f, 0.0f));//top normal
|
|||
|
verts.Add(new Vector4(0.0f, 0.0f, 0.0f, 1.0f));//bottom end
|
|||
|
verts.Add(new Vector4(0.0f, 1.0f, 0.0f, 1.0f));//bottom normal
|
|||
|
|
|||
|
int nlons = detail * 4;
|
|||
|
int lastlon = nlons - 1;
|
|||
|
float latrng = 1.0f / (detail);
|
|||
|
float lonrng = 1.0f / (nlons);
|
|||
|
float twopi = (float)(2.0 * Math.PI);
|
|||
|
|
|||
|
for (int lon = 0; lon < nlons; lon++)
|
|||
|
{
|
|||
|
float tlon = lon * lonrng;
|
|||
|
float rlon = tlon * twopi;
|
|||
|
float lonx = (float)Math.Sin(rlon);
|
|||
|
float lonz = (float)Math.Cos(rlon);
|
|||
|
|
|||
|
verts.Add(new Vector4(lonx, 0.0f, lonz, 0.0f));//0
|
|||
|
verts.Add(new Vector4(0.0f, -1.0f, 0.0f, 0.0f));//top normal
|
|||
|
verts.Add(new Vector4(lonx, 0.0f, lonz, 0.0f));//1
|
|||
|
verts.Add(new Vector4(lonx, 0.0f, lonz, 0.0f));//side normal
|
|||
|
verts.Add(new Vector4(lonx, 0.0f, lonz, 1.0f));//2
|
|||
|
verts.Add(new Vector4(lonx, 0.0f, lonz, 0.0f));//side normal
|
|||
|
verts.Add(new Vector4(lonx, 0.0f, lonz, 1.0f));//3
|
|||
|
verts.Add(new Vector4(0.0f, 1.0f, 0.0f, 0.0f));//bottom normal
|
|||
|
}
|
|||
|
|
|||
|
for (int lon = 0; lon < nlons; lon++)
|
|||
|
{
|
|||
|
int i0 = 2 + lon * 4;// vertsperlon;//top row
|
|||
|
int i1 = i0 + 4;// vertsperlon;
|
|||
|
int i2 = i0 + 3;//bottom row
|
|||
|
int i3 = i2 + 4;// vertsperlon;
|
|||
|
int f1 = i0 + 1;
|
|||
|
int f2 = f1 + 4;// vertsperlon;
|
|||
|
|
|||
|
if (lon == lastlon)
|
|||
|
{
|
|||
|
i1 = 2;
|
|||
|
i3 = 5;// 1 + vertsperlon;
|
|||
|
f2 = 3;// + offs;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
curtris.Add(new SphTri(0, i1, i0)); //top cap triangles
|
|||
|
|
|||
|
curtris.Add(new SphTri(f1, f2, f1+1));
|
|||
|
curtris.Add(new SphTri(f1+1, f2, f2+1)); //fill the rest
|
|||
|
|
|||
|
curtris.Add(new SphTri(1, i2, i3)); //bottom cap triangles
|
|||
|
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
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, verts.ToArray());
|
|||
|
vbbinding = new VertexBufferBinding(VertexBuffer, 32, 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;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
}
|