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Deferred shading
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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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