CodeWalker/Rendering/Utils/UnitCapsule.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 UnitCapsule
{
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 UnitCapsule(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, -1.0f, 0.0f, 0.0f));//top end
verts.Add(new Vector4(0.0f, 1.0f, 0.0f, 1.0f));//bottom end
//detail = nlats each hemisphere
//nlons = detail*4
int nlats = detail;
int nlons = detail * 4;
int firstlat = 1 - nlats;
int lastlat = nlats-1;
int lastlon = nlons - 1;
int vertsperlon = 2 + (nlats - 1) * 2;
float latrng = 1.0f / (detail);
float lonrng = 1.0f / (nlons);
float halfpi = (float)(0.5 * Math.PI);
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);
for (int lat = firstlat; lat < nlats; lat++)
{
float tlat = lat * latrng;
float rlat = tlat * halfpi;
float laty = (float)Math.Sin(rlat);
float latxz = (float)Math.Cos(rlat);
float hemi = (lat > 0) ? 1.0f : 0.0f;
verts.Add(new Vector4(lonx * latxz, laty, lonz * latxz, hemi));
if (lat == 0)
{
verts.Add(new Vector4(lonx * latxz, laty, lonz * latxz, 1.0f)); //split at the "equator"
}
}
}
for (int lon = 0; lon < nlons; lon++)
{
int i0 = 2 + lon * vertsperlon;//top row
int i1 = i0 + vertsperlon;
int i2 = i1 - 1;//bottom row
int i3 = i2 + vertsperlon;
if (lon == lastlon)
{
i1 = 2;
i3 = 1 + vertsperlon;
}
curtris.Add(new SphTri(0, i1, i0)); //top cap triangles
for (int lat = firstlat; lat <= lastlat; lat++)
{
int offs = lat - firstlat;
int f1 = i0 + offs;
int f2 = f1 + vertsperlon;
int f3 = f1 + 1;
if (lon == lastlon)
{
f2 = 2 + offs;
}
int f4 = f2 + 1;
curtris.Add(new SphTri(f1, f2, f3));
curtris.Add(new SphTri(f3, f2, f4)); //fill the rest
}
curtris.Add(new SphTri(1, i2, i3)); //bottom cap triangles
}
#region cube version (unfinished)
/* cube version
verts.Add(new Vector4(-1.0f, 0.0f, 0.0f, 0.0f));
verts.Add(new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
verts.Add(new Vector4(0.0f, -1.0f, 0.0f, 0.0f));
verts.Add(new Vector4(0.0f, 1.0f, 0.0f, 1.0f));//bottom end
verts.Add(new Vector4(0.0f, 0.0f, -1.0f, 0.0f));
verts.Add(new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
verts.Add(new Vector4(-1.0f, 0.0f, 0.0f, 1.0f));//0==6 - bottom equator split
verts.Add(new Vector4(1.0f, 0.0f, 0.0f, 1.0f));//1==7
verts.Add(new Vector4(0.0f, 0.0f, -1.0f, 1.0f));//4==8
verts.Add(new Vector4(0.0f, 0.0f, 1.0f, 1.0f));//5==9
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(8, 6, 3));//split halves - Y axis
curtris.Add(new SphTri(7, 8, 3));
curtris.Add(new SphTri(9, 7, 3));
curtris.Add(new SphTri(6, 9, 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)
{
Vector4 v1 = verts[tri.v1];
Vector4 v2 = verts[tri.v2];
Vector4 v3 = verts[tri.v3];
Vector4 s1 = new Vector4(Vector3.Normalize((v1 + v2).XYZ()), v1.W);
Vector4 s2 = new Vector4(Vector3.Normalize((v2 + v3).XYZ()), v1.W);
Vector4 s3 = new Vector4(Vector3.Normalize((v3 + v1).XYZ()), v1.W);
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;
}
*/
#endregion
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, 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;
}
}
}
}