mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-08-21 01:19:21 +08:00
182 lines
5.8 KiB
C#
182 lines
5.8 KiB
C#
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 UnitSphere
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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 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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{
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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<Vector3> verts = new List<Vector3>();
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Dictionary<Vector3, int> vdict = new Dictionary<Vector3, int>();
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List<SphTri> curtris = new List<SphTri>();
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List<SphTri> nxttris = new List<SphTri>();
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verts.Add(new Vector3(-1.0f, 0.0f, 0.0f));
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verts.Add(new Vector3(1.0f, 0.0f, 0.0f));
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verts.Add(new Vector3(0.0f, -1.0f, 0.0f));
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verts.Add(new Vector3(0.0f, 1.0f, 0.0f));
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verts.Add(new Vector3(0.0f, 0.0f, -1.0f));
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verts.Add(new Vector3(0.0f, 0.0f, 1.0f));
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curtris.Add(new SphTri(0, 4, 2));
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curtris.Add(new SphTri(4, 1, 2));
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curtris.Add(new SphTri(1, 5, 2));
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curtris.Add(new SphTri(5, 0, 2));
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curtris.Add(new SphTri(4, 0, 3));
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curtris.Add(new SphTri(1, 4, 3));
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curtris.Add(new SphTri(5, 1, 3));
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curtris.Add(new SphTri(0, 5, 3));
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for (int i = 0; i < verts.Count; i++)
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{
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vdict[verts[i]] = i;
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}
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for (int i = 0; i < detail; i++)
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{
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nxttris.Clear();
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foreach (var tri in curtris)
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{
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Vector3 v1 = verts[tri.v1];
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Vector3 v2 = verts[tri.v2];
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Vector3 v3 = verts[tri.v3];
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Vector3 s1 = Vector3.Normalize(v1 + v2);
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Vector3 s2 = Vector3.Normalize(v2 + v3);
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Vector3 s3 = Vector3.Normalize(v3 + v1);
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int i1, i2, i3;
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if (!vdict.TryGetValue(s1, out i1))
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{
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i1 = verts.Count;
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verts.Add(s1);
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vdict[s1] = i1;
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}
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if (!vdict.TryGetValue(s2, out i2))
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{
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i2 = verts.Count;
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verts.Add(s2);
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vdict[s2] = i2;
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}
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if (!vdict.TryGetValue(s3, out i3))
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{
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i3 = verts.Count;
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verts.Add(s3);
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vdict[s3] = i3;
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}
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nxttris.Add(new SphTri(tri.v1, i1, i3));
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nxttris.Add(new SphTri(tri.v2, i2, i1));
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nxttris.Add(new SphTri(tri.v3, i3, i2));
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nxttris.Add(new SphTri(i1, i2, i3));
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}
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var cur = curtris;
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curtris = nxttris;
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nxttris = cur;
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}
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List<Vector4> vdata = new List<Vector4>();
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foreach (var vert in verts)
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{
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vdata.Add(new Vector4(vert, 1.0f));
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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.v3 : tri.v2));
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idata.Add((uint)(invert ? tri.v2 : tri.v3));
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}
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VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, vdata.ToArray());
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vbbinding = new VertexBufferBinding(VertexBuffer, 16, 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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