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Deferred shading
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@@ -421,4 +421,133 @@ namespace CodeWalker.Rendering
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}
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public class GpuMultiTexture //multiple texture and render targets (depth).
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{
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public Texture2D[] Textures;
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public Texture2D Depth;
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public RenderTargetView[] RTVs;
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public DepthStencilView DSV;
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public ShaderResourceView[] SRVs;
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public ShaderResourceView DepthSRV;
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public int VramUsage;
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public bool UseDepth;
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public int Count;
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public void Init(Device device, int w, int h, int count, Format f, bool depth, Format df)
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{
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Count = count;
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VramUsage = 0;
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UseDepth = depth;
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ResourceUsage u = ResourceUsage.Default;
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BindFlags b = BindFlags.RenderTarget | BindFlags.ShaderResource;
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RenderTargetViewDimension rtvd = RenderTargetViewDimension.Texture2D;
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ShaderResourceViewDimension srvd = ShaderResourceViewDimension.Texture2D;// D3D11_SRV_DIMENSION_TEXTURE2D;
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int fs = DXUtility.ElementSize(f);
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int wh = w * h;
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BindFlags db = BindFlags.DepthStencil | BindFlags.ShaderResource;// D3D11_BIND_DEPTH_STENCIL;
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DepthStencilViewDimension dsvd = DepthStencilViewDimension.Texture2D;
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Textures = new Texture2D[count];
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RTVs = new RenderTargetView[count];
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SRVs = new ShaderResourceView[count];
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for (int i = 0; i < count; i++)
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{
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Textures[i] = DXUtility.CreateTexture2D(device, w, h, 1, 1, f, 1, 0, u, b, 0, 0);
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RTVs[i] = DXUtility.CreateRenderTargetView(device, Textures[i], f, rtvd, 0, 0, 0);
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SRVs[i] = DXUtility.CreateShaderResourceView(device, Textures[i], f, srvd, 1, 0, 0, 0);
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VramUsage += (wh * fs);
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}
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if (depth)
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{
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Format dtexf = Format.R32_Typeless;
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Format dsrvf = Format.R32_Float;
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switch (df)
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{
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case Format.D16_UNorm:
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dtexf = Format.R16_Typeless;
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dsrvf = Format.R16_UNorm;
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break;
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case Format.D24_UNorm_S8_UInt:
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dtexf = Format.R24G8_Typeless;
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dsrvf = Format.R24_UNorm_X8_Typeless;
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break;
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case Format.D32_Float:
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dtexf = Format.R32_Typeless;
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dsrvf = Format.R32_Float;
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break;
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case Format.D32_Float_S8X24_UInt:
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dtexf = Format.R32G8X24_Typeless;//is this right? who uses this anyway??
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dsrvf = Format.R32_Float_X8X24_Typeless;
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break;
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}
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Depth = DXUtility.CreateTexture2D(device, w, h, 1, 1, dtexf, 1, 0, u, db, 0, 0);
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DSV = DXUtility.CreateDepthStencilView(device, Depth, df, dsvd);
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DepthSRV = DXUtility.CreateShaderResourceView(device, Depth, dsrvf, srvd, 1, 0, 0, 0);
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VramUsage += (wh * DXUtility.ElementSize(df));
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}
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}
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public void Dispose()
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{
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for (int i = 0; i < Count; i++)
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{
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SRVs[i].Dispose();
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RTVs[i].Dispose();
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Textures[i].Dispose();
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}
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SRVs = null;
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RTVs = null;
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Textures = null;
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if (DSV != null)
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{
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DSV.Dispose();
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DSV = null;
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}
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if (DepthSRV != null)
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{
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DepthSRV.Dispose();
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DepthSRV = null;
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}
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if (Depth != null)
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{
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Depth.Dispose();
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Depth = null;
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}
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}
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public GpuMultiTexture(Device device, int w, int h, int count, Format f, bool depth, Format df)
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{
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Init(device, w, h, count, f, depth, df);
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}
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public GpuMultiTexture(Device device, int w, int h, int count, Format f)
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{
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Init(device, w, h, count, f, false, Format.Unknown);
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}
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public void Clear(DeviceContext context, Color4 colour)
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{
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for (int i = 0; i < Count; i++)
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{
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context.ClearRenderTargetView(RTVs[i], colour);
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}
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if (UseDepth)
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{
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context.ClearDepthStencilView(DSV, DepthStencilClearFlags.Depth, 0.0f, 0);
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}
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}
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public void ClearDepth(DeviceContext context)
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{
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if (!UseDepth) return;
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context.ClearDepthStencilView(DSV, DepthStencilClearFlags.Depth, 0.0f, 0);
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}
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public void SetRenderTargets(DeviceContext context)
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{
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context.OutputMerger.SetRenderTargets(UseDepth ? DSV : null, RTVs);
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}
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}
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}
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@@ -33,7 +33,7 @@ namespace CodeWalker.Rendering
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}
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}
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public UnitCapsule(Device device, byte[] vsbytes, int detail)
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public UnitCapsule(Device device, byte[] vsbytes, int detail, bool invert = false)
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{
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InputLayout = new InputLayout(device, vsbytes, new[]
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@@ -208,8 +208,8 @@ namespace CodeWalker.Rendering
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foreach (var tri in curtris)
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{
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idata.Add((uint)tri.v1);
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idata.Add((uint)tri.v2);
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idata.Add((uint)tri.v3);
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idata.Add((uint)(invert ? tri.v3 : tri.v2));
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idata.Add((uint)(invert ? tri.v2 : tri.v3));
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}
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@@ -0,0 +1,152 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using SharpDX;
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using SharpDX.Direct3D;
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using SharpDX.Direct3D11;
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using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using SharpDX.DXGI;
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namespace CodeWalker.Rendering
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{
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public class UnitCone
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{
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private Buffer VertexBuffer { get; set; }
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private Buffer IndexBuffer { get; set; }
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private InputLayout InputLayout { get; set; }
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private VertexBufferBinding vbbinding;
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private int indexcount;
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private struct SphTri
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{
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public int v1;
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public int v2;
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public int v3;
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public SphTri(int i1, int i2, int i3)
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{
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v1 = i1;
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v2 = i2;
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v3 = i3;
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}
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}
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public UnitCone(Device device, byte[] vsbytes, int detail, bool invert = false)
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{
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InputLayout = new InputLayout(device, vsbytes, new[]
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{
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new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
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new InputElement("NORMAL", 0, Format.R32G32B32A32_Float, 16, 0),
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});
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List<Vector4> verts = new List<Vector4>();
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Dictionary<Vector4, int> vdict = new Dictionary<Vector4, int>();
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List<SphTri> curtris = new List<SphTri>();
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verts.Add(new Vector4(0.0f, 0.0f, 0.0f, 0.0f));//top end (translated by VS!)
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verts.Add(new Vector4(0.0f, -1.0f, 0.0f, 0.0f));//top normal
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verts.Add(new Vector4(0.0f, 0.0f, 0.0f, 1.0f));//bottom end
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verts.Add(new Vector4(0.0f, 1.0f, 0.0f, 1.0f));//bottom normal
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int nlons = detail * 4;
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int lastlon = nlons - 1;
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float latrng = 1.0f / (detail);
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float lonrng = 1.0f / (nlons);
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float twopi = (float)(2.0 * Math.PI);
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for (int lon = 0; lon < nlons; lon++)
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{
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float tlon = lon * lonrng;
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float rlon = tlon * twopi;
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float lonx = (float)Math.Sin(rlon);
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float lonz = (float)Math.Cos(rlon);
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verts.Add(new Vector4(lonx, 0.0f, lonz, 1.0f));//2
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verts.Add(new Vector4(lonx, 0.0f, lonz, 0.0f));//side normal
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verts.Add(new Vector4(lonx, 0.0f, lonz, 1.0f));//3
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verts.Add(new Vector4(0.0f, 1.0f, 0.0f, 0.0f));//bottom normal
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}
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for (int lon = 0; lon < nlons; lon++)
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{
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int i0 = 2 + lon * 2;
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int i1 = i0 + 2;
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if (lon == lastlon)
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{
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i1 = 2;
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}
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curtris.Add(new SphTri(0, i0, i1)); //fill the cone
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curtris.Add(new SphTri(1, i1+1, i0+1)); //bottom cap triangles
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}
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List<uint> idata = new List<uint>();
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foreach (var tri in curtris)
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{
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idata.Add((uint)tri.v1);
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idata.Add((uint)(invert ? tri.v2 : tri.v3));
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idata.Add((uint)(invert ? tri.v3 : tri.v2));
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}
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VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, verts.ToArray());
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vbbinding = new VertexBufferBinding(VertexBuffer, 32, 0);
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IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, idata.ToArray());
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indexcount = idata.Count;
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}
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public void Draw(DeviceContext context)
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{
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context.InputAssembler.InputLayout = InputLayout;
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context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
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context.InputAssembler.SetVertexBuffers(0, vbbinding);
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context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
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context.DrawIndexed(indexcount, 0, 0);
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}
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public void DrawInstanced(DeviceContext context, int count)
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{
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context.InputAssembler.InputLayout = InputLayout;
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context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
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context.InputAssembler.SetVertexBuffers(0, vbbinding);
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context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
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context.DrawIndexedInstanced(indexcount, count, 0, 0, 0);
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}
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public void Dispose()
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{
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if (VertexBuffer != null)
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{
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VertexBuffer.Dispose();
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VertexBuffer = null;
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}
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if (IndexBuffer != null)
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{
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IndexBuffer.Dispose();
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IndexBuffer = null;
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}
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if (InputLayout != null)
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{
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InputLayout.Dispose();
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InputLayout = null;
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}
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}
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}
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}
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@@ -33,7 +33,7 @@ namespace CodeWalker.Rendering
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}
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}
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public UnitSphere(Device device, byte[] vsbytes, int detail)
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public UnitSphere(Device device, byte[] vsbytes, int detail, bool invert = false)
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{
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InputLayout = new InputLayout(device, vsbytes, new[]
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@@ -121,8 +121,8 @@ namespace CodeWalker.Rendering
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foreach (var tri in curtris)
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{
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idata.Add((uint)tri.v1);
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idata.Add((uint)tri.v2);
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idata.Add((uint)tri.v3);
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idata.Add((uint)(invert ? tri.v3 : tri.v2));
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idata.Add((uint)(invert ? tri.v2 : tri.v3));
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}
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