CodeWalker/Rendering/Utils/UnitDisc.cs
2018-03-13 22:28:58 -04:00

94 lines
3.0 KiB
C#

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 UnitDisc
{
public int SegmentCount { get; set; }
public int IndexCount { get; set; }
public Buffer VertexBuffer { get; set; }
public Buffer IndexBuffer { get; set; }
private VertexBufferBinding vbbinding;
public UnitDisc(Device device, int segmentCount, bool invert = false)
{
SegmentCount = segmentCount;
List<Vector3> verts = new List<Vector3>();
List<uint> inds = new List<uint>();
verts.Add(Vector3.Zero);
float incr = (float)Math.PI * 2.0f / segmentCount;
for (int i = 0; i < segmentCount; i++)
{
float a = incr * i;
float px = (float)Math.Sin(a);
float py = (float)Math.Cos(a);
verts.Add(new Vector3(px, py, 0));
}
for (int i = 0; i < segmentCount; i++)
{
uint ci = (uint)((i == 0) ? segmentCount : i);
uint ni = (uint)i + 1;
inds.Add(0);
inds.Add(invert ? ni : ci);
inds.Add(invert ? ci : ni);
}
IndexCount = inds.Count;
VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, verts.ToArray());
IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, inds.ToArray());
vbbinding = new VertexBufferBinding(VertexBuffer, 12, 0);
}
public void Draw(DeviceContext context)
{
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 instcount)
{
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.InputAssembler.SetVertexBuffers(0, vbbinding);
context.InputAssembler.SetIndexBuffer(IndexBuffer, Format.R32_UInt, 0);
context.DrawIndexedInstanced(IndexCount, instcount, 0, 0, 0);
}
public void Dispose()
{
if (VertexBuffer != null)
{
VertexBuffer.Dispose();
VertexBuffer = null;
}
if (IndexBuffer != null)
{
IndexBuffer.Dispose();
IndexBuffer = null;
}
}
public InputElement[] GetLayout()
{
return new[]
{
new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0),
};
}
}
}