CodeWalker/Rendering/Utils/UnitCube.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 UnitCube
{
private Buffer VertexBuffer { get; set; }
private Buffer IndexBuffer { get; set; }
private InputLayout InputLayout { get; set; }
private VertexBufferBinding vbbinding;
private bool issigned;
private bool islines;
private bool isnormals;
private int indexcount;
public UnitCube(Device device, byte[] vsbytes, bool signed, bool lines, bool normals)
{
issigned = signed;
islines = lines;
isnormals = normals;
if (normals)
{
InputLayout = new InputLayout(device, vsbytes, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 16, 0),
});
}
else
{
InputLayout = new InputLayout(device, vsbytes, new[]
{
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
});
}
if (signed)
{
if (normals)
{
VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, new[]
{
//position (x4), normal (x3)
//-Z face
-1.0f, -1.0f, -1.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f,
-1.0f, 1.0f, -1.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f,
//+Z face
-1.0f, -1.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,
//-Y face
-1.0f, -1.0f, -1.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f, 1.0f, -1.0f, -1.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f,
//+Y face
-1.0f, 1.0f, -1.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f,
//-X face
-1.0f, -1.0f, -1.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f,
-1.0f, -1.0f, 1.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f,
//+X face
1.0f, -1.0f, -1.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f,
1.0f, -1.0f, 1.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f,
});
vbbinding = new VertexBufferBinding(VertexBuffer, 32, 0);
}
else
{
VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, new[]
{
//position (x4)
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
});
vbbinding = new VertexBufferBinding(VertexBuffer, 16, 0);
}
}
else
{
if (normals)
{
VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, new[]
{
//position (x4), normal (x3)
//-Z face
0.0f, 0.0f, 0.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f,
0.0f, 1.0f, 0.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,0.0f,-1.0f,0.0f,
//+Z face
0.0f, 0.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,
0.0f, 1.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,
//-Y face
0.0f, 0.0f, 0.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f,
0.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f,0.0f,0.0f,
//+Y face
0.0f, 1.0f, 0.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f,
0.0f, 1.0f, 1.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,1.0f,0.0f,0.0f,
//-X face
0.0f, 0.0f, 0.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f,
0.0f, 0.0f, 1.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f, 0.0f, 1.0f, 1.0f, 1.0f, -1.0f,0.0f,0.0f,0.0f,
//+X face
1.0f, 0.0f, 0.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f,
1.0f, 0.0f, 1.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,0.0f,0.0f,0.0f,
});
vbbinding = new VertexBufferBinding(VertexBuffer, 32, 0);
}
else
{
VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, new[]
{
//position (x4)
0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
});
vbbinding = new VertexBufferBinding(VertexBuffer, 16, 0);
}
}
if (lines)
{
IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, new uint[]
{
0,1,1,3,3,2,2,0,
4,5,5,7,7,6,6,4,
0,4,1,5,3,7,2,6,
});
indexcount = 24;
}
else
{
if (normals)
{
IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, new uint[]
{
0,2,1,1,2,3,
4,5,6,5,7,6,
8,9,10,9,11,10,
12,14,13,13,14,15,
16,18,17,17,18,19,
20,21,22,21,23,22
});
indexcount = 36;
}
else
{
IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, new uint[]
{
0,2,1,1,2,3,
4,5,6,5,7,6,
//todo: other faces
});
indexcount = 12; //36..
}
}
}
public void Draw(DeviceContext context)
{
context.InputAssembler.InputLayout = InputLayout;
if (islines)
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList;
}
else
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
}
context.InputAssembler.SetVertexBuffers(0, vbbinding);
context.InputAssembler.SetIndexBuffer(IndexBuffer, SharpDX.DXGI.Format.R32_UInt, 0);
context.DrawIndexed(indexcount, 0, 0);
}
public void DrawInstanced(DeviceContext context, int count)
{
context.InputAssembler.InputLayout = InputLayout;
if (islines)
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList;
}
else
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
}
context.InputAssembler.SetVertexBuffers(0, vbbinding);
context.InputAssembler.SetIndexBuffer(IndexBuffer, SharpDX.DXGI.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;
}
}
}
}