CodeWalker/Rendering/Utils/UnitCylinder.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 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;
}
}
}
}