Ejemplo n.º 1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Cube"/> class.
        /// </summary>
        /// <param name="graphics">The graphics object used to create the buffers needed by this object.</param>
        /// <param name="inputLayout">The input layout describing how a vertex is laid out.</param>
        public Cube(GorgonGraphics graphics, GorgonInputLayout inputLayout)
        {
            CubeVertex[] vertices =
            {
                new CubeVertex(new DX.Vector3(-0.5f,  0.5f, -0.5f), new DX.Vector3(0,       0, 0)),
                new CubeVertex(new DX.Vector3(0.5f,   0.5f, -0.5f), new DX.Vector3(1.0f, 1.0f, 0)),
                new CubeVertex(new DX.Vector3(0.5f,  -0.5f, -0.5f), new DX.Vector3(0.0f, 1.0f, 0)),
                new CubeVertex(new DX.Vector3(-0.5f, -0.5f, -0.5f), new DX.Vector3(1.0f, 0.0f, 0)),

                new CubeVertex(new DX.Vector3(-0.5f,  0.5f,  0.5f), new DX.Vector3(0,       0, 0)),
                new CubeVertex(new DX.Vector3(0.5f,   0.5f,  0.5f), new DX.Vector3(1.0f, 1.0f, 0)),
                new CubeVertex(new DX.Vector3(0.5f,  -0.5f,  0.5f), new DX.Vector3(0.0f, 1.0f, 0)),
                new CubeVertex(new DX.Vector3(-0.5f, -0.5f,  0.5f), new DX.Vector3(1.0f, 0.0f, 0)),
            };

            ushort[] indices =
            {
                // Front face.
                0, 1, 2,
                2, 3, 0,
                // Back face.
                5, 4, 6,
                4, 7, 6,
                // Left face.
                4, 0, 3,
                3, 7, 4,
                // Right face.
                1, 5, 6,
                6, 2, 1,
                // Top face
                4, 5, 1,
                1, 0, 4,
                // Bottom face
                2, 6, 7,
                7, 3, 2
            };

            // Create our index buffer and vertex buffer and populate with our cube data.
            using (var indexPtr = GorgonNativeBuffer <ushort> .Pin(indices))
                using (var vertexPtr = GorgonNativeBuffer <CubeVertex> .Pin(vertices))
                {
                    IndexBuffer = new GorgonIndexBuffer(graphics,
                                                        new GorgonIndexBufferInfo("Volume Index Buffer")
                    {
                        Usage           = ResourceUsage.Immutable,
                        IndexCount      = indices.Length,
                        Use16BitIndices = true
                    },
                                                        indexPtr);

                    VertexBuffer = new GorgonVertexBufferBindings(inputLayout)
                    {
                        [0] = GorgonVertexBufferBinding.CreateVertexBuffer(graphics,
                                                                           vertices.Length,
                                                                           ResourceUsage.Immutable,
                                                                           initialData: vertexPtr,
                                                                           bufferName: "Volume Vertex Buffer")
                    };
                }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Plane" /> class.
        /// </summary>
        /// <param name="graphics">The graphics interface used to create the buffers for this object.</param>
        /// <param name="inputLayout">The input layout for the vertices in this mesh.</param>
        /// <param name="size">The width and height of the plane.</param>
        /// <param name="textureCoordinates">Texture coordinates.</param>
        public Plane(GorgonGraphics graphics, GorgonInputLayout inputLayout, DX.Vector2 size, DX.RectangleF textureCoordinates)
            : base(inputLayout)
        {
            Size = size;

            // Create our vertices.
            Vertices = new[]
            {
                new BoingerVertex(new DX.Vector3(-size.X, size.Y, 0.0f), textureCoordinates.Location),
                new BoingerVertex(new DX.Vector3(size.X, size.Y, 0.0f), new DX.Vector2(textureCoordinates.Right, textureCoordinates.Top)),
                new BoingerVertex(new DX.Vector3(-size.X, -size.Y, 0.0f), new DX.Vector2(textureCoordinates.Left, textureCoordinates.Bottom)),
                new BoingerVertex(new DX.Vector3(size.X, -size.Y, 0.0f), new DX.Vector2(textureCoordinates.Right, textureCoordinates.Bottom))
            };

            // Create our indices.
            Indices = new ushort[]
            {
                0,
                1,
                2,
                2,
                1,
                3
            };

            // Copy the above vertex/index data into a vertex and index buffer so we can render our plane.
            using (var vertexPtr = GorgonNativeBuffer <BoingerVertex> .Pin(Vertices))
                using (var indexPtr = GorgonNativeBuffer <ushort> .Pin(Indices))
                {
                    VertexBufferBindings[0] = GorgonVertexBufferBinding.CreateVertexBuffer(graphics,
                                                                                           new GorgonVertexBufferInfo("Plane Vertex Buffer")
                    {
                        SizeInBytes =
                            Vertices.Length * BoingerVertex.Size,
                        Usage = ResourceUsage.Immutable
                    },
                                                                                           vertexPtr);

                    IndexBuffer = new GorgonIndexBuffer(graphics,
                                                        new GorgonIndexBufferInfo("Plane Index Buffer")
                    {
                        Usage           = ResourceUsage.Immutable,
                        IndexCount      = Indices.Length,
                        Use16BitIndices = true
                    },
                                                        indexPtr);
                }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Function to build the Icosphere.
        /// </summary>
        /// <param name="graphics">Graphics interface to use.</param>
        /// <param name="radius">Radius of the sphere.</param>
        /// <param name="tesselation">Tessellation factor for the sphere.</param>
        /// <param name="textureCoordinates">Texture coordinate offset and scale.</param>
        private void BuildSphere(GorgonGraphics graphics, float radius, int tesselation, DX.RectangleF textureCoordinates)
        {
            GetBaseVertices();
            List <int[]> indices = GetBaseIndices();

            for (int i = 0; i < tesselation; ++i)
            {
                var subIndices = new List <int[]>();

                foreach (int[] index in indices)
                {
                    int index0 = GetMiddlePoint(index[0], index[1]);
                    int index1 = GetMiddlePoint(index[1], index[2]);
                    int index2 = GetMiddlePoint(index[2], index[0]);

                    subIndices.Add(new []
                    {
                        index[0],
                        index0,
                        index2
                    });

                    subIndices.Add(new[]
                    {
                        index[1],
                        index1,
                        index0
                    });


                    subIndices.Add(new[]
                    {
                        index[2],
                        index2,
                        index1
                    });

                    subIndices.Add(new[]
                    {
                        index0,
                        index1,
                        index2
                    });
                }

                indices = subIndices;
                _cachedSplits.Clear();
            }

            // Perform texture coordinate calculations and vertex/normal transformations.
            const float piRecip  = 1.0f / (float)System.Math.PI;
            const float pi2Recip = 1.0f / (2.0f * (float)System.Math.PI);

            // Final list.
            var vertexList = new List <Vertex3D>();
            var indexList  = new List <int>();

            foreach (DX.Vector3 vector in _vertices)
            {
                DX.Vector3 position = vector;
                DX.Vector3 normal   = position;
                DX.Vector2 uv       = DX.Vector2.Zero;

                uv.X = ((0.5f - (position.X.ATan(position.Z) * pi2Recip)) * textureCoordinates.Width) + textureCoordinates.X;
                uv.Y = ((0.5f - (position.Y.ASin() * piRecip)) * textureCoordinates.Height) + textureCoordinates.Y;

                DX.Vector3.Multiply(ref position, radius, out position);
                DX.Vector3.TransformCoordinate(ref position, ref _orientation, out position);
                DX.Vector3.TransformCoordinate(ref normal, ref _orientation, out normal);
                normal.Normalize();

                vertexList.Add(new Vertex3D
                {
                    Position = new DX.Vector4(position, 1.0f),
                    Normal   = normal,
                    UV       = uv
                });
            }

            foreach (int[] index in indices)
            {
                for (int j = 0; j < 3; ++j)
                {
                    indexList.Add(index[j]);
                }
            }

            FixSeam(vertexList, indexList);

            using (var vertexData = GorgonNativeBuffer <Vertex3D> .Pin(vertexList.ToArray()))
                using (var indexData = GorgonNativeBuffer <int> .Pin(indexList.ToArray()))
                {
                    VertexCount   = vertexList.Count;
                    IndexCount    = indexList.Count;
                    TriangleCount = IndexCount / 3;

                    CalculateTangents(vertexData, indexData);

                    VertexBuffer = new GorgonVertexBuffer(graphics,
                                                          new GorgonVertexBufferInfo("IcoSphereVertexBuffer")
                    {
                        SizeInBytes = vertexData.SizeInBytes,
                        Usage       = ResourceUsage.Immutable
                    },
                                                          vertexData.Cast <byte>());
                    IndexBuffer = new GorgonIndexBuffer(graphics,
                                                        new GorgonIndexBufferInfo
                    {
                        Usage           = ResourceUsage.Immutable,
                        Use16BitIndices = false,
                        IndexCount      = IndexCount
                    },
                                                        indexData);
                }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Sphere" /> class.
        /// </summary>
        /// <param name="graphics">The graphics interface used to create the buffers for this object.</param>
        /// <param name="inputLayout">The input layout for the vertices in this mesh.</param>
        /// <param name="radius">Radius of the sphere</param>
        /// <param name="textureOffset">Offset of the texture.</param>
        /// <param name="textureScale">Scale of the texture.</param>
        /// <param name="ringCount">Number of rings in the sphere.</param>
        /// <param name="segmentCount">Number of segments in the sphere.</param>
        public Sphere(GorgonGraphics graphics,
                      GorgonInputLayout inputLayout,
                      float radius,
                      DX.Vector2 textureOffset,
                      DX.Size2F textureScale,
                      int ringCount    = 8,
                      int segmentCount = 16)
            : base(inputLayout)
        {
            ushort index       = 0; // Current index.
            int    vertexIndex = 0; // Current vertex index.
            int    indexIndex  = 0; // Current index array index.

            float deltaRingAngle = ((float)System.Math.PI) / ringCount;
            float deltaSegAngle  = (((float)System.Math.PI) * 2.0f) / segmentCount;

            // Calculate number of vertices and indices required for our sphere.
            int vertexCount = (ringCount + 1) * (segmentCount + 1);
            int indexCount  = 6 * ringCount * (segmentCount + 1);

            Vertices = new BoingerVertex[vertexCount];
            Indices  = new ushort[indexCount];

            Radius = radius;

            // Build our sphere.
            for (int ring = 0; ring <= ringCount; ring++)
            {
                float angle    = deltaRingAngle * ring;
                float ringSin  = angle.Sin();
                var   position = new DX.Vector3(0, angle.Cos() * radius, 0);

                for (int segment = 0; segment <= segmentCount; segment++)
                {
                    var   textureDelta = new DX.Vector2(1.0f - (segment / (float)segmentCount), 1.0f - (ring / (float)ringCount));
                    float segmentAngle = deltaSegAngle * segment;

                    position.X = ringSin * segmentAngle.Sin() * radius;
                    position.Z = ringSin * segmentAngle.Cos() * radius;

                    // Create the vertex.
                    textureDelta.X *= textureScale.Width;
                    textureDelta.Y *= textureScale.Height;
                    textureDelta.X += textureOffset.X;
                    textureDelta.Y += textureOffset.Y;

                    Vertices[vertexIndex++] = new BoingerVertex(
                        position,
                        textureDelta
                        );

                    // Add the indices and skip the last ring.
                    if (ring == ringCount)
                    {
                        continue;
                    }

                    Indices[indexIndex++] = (ushort)(index + segmentCount + 1);
                    Indices[indexIndex++] = index;
                    Indices[indexIndex++] = (ushort)(index + segmentCount);
                    Indices[indexIndex++] = (ushort)(index + segmentCount + 1);
                    Indices[indexIndex++] = (ushort)(index + 1);
                    Indices[indexIndex++] = index;
                    index++;
                }
            }

            // Copy the above vertex/index data into a vertex and index buffer so we can render our sphere.
            using (var indexPtr = GorgonNativeBuffer <ushort> .Pin(Indices))
                using (var vertexPtr = GorgonNativeBuffer <BoingerVertex> .Pin(Vertices))
                {
                    VertexBufferBindings[0] = GorgonVertexBufferBinding.CreateVertexBuffer(graphics,
                                                                                           new GorgonVertexBufferInfo("Sphere Vertex Buffer")
                    {
                        SizeInBytes = Vertices.Length * BoingerVertex.Size,
                        Usage       = ResourceUsage.Immutable
                    },
                                                                                           vertexPtr);
                    IndexBuffer = new GorgonIndexBuffer(graphics,
                                                        new GorgonIndexBufferInfo("Sphere Index Buffer")
                    {
                        Usage      = ResourceUsage.Immutable,
                        IndexCount = Indices.Length
                    },
                                                        indexPtr);
                }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Initializes a new instance of the <see cref="Cube"/> class.
        /// </summary>
        /// <param name="graphics">The graphics object used to create the buffers needed by this object.</param>
        /// <param name="inputLayout">The input layout describing how a vertex is laid out.</param>
        public Cube(GorgonGraphics graphics, GorgonInputLayout inputLayout)
        {
            GlassCubeVertex[] vertices =
            {
                // Front face.
                new GlassCubeVertex(new DX.Vector3(-0.5f,  0.5f, -0.5f), new DX.Vector2(0,       0)),
                new GlassCubeVertex(new DX.Vector3(0.5f,  -0.5f, -0.5f), new DX.Vector2(1.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(-0.5f, -0.5f, -0.5f), new DX.Vector2(0.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(0.5f,   0.5f, -0.5f), new DX.Vector2(1.0f, 0.0f)),

                // Right face.
                new GlassCubeVertex(new DX.Vector3(0.5f,   0.5f, -0.5f), new DX.Vector2(0,       0)),
                new GlassCubeVertex(new DX.Vector3(0.5f,  -0.5f,  0.5f), new DX.Vector2(1.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(0.5f,  -0.5f, -0.5f), new DX.Vector2(0.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(0.5f,   0.5f,  0.5f), new DX.Vector2(1.0f, 0.0f)),

                // Back face.
                new GlassCubeVertex(new DX.Vector3(0.5f,   0.5f,  0.5f), new DX.Vector2(0,       0)),
                new GlassCubeVertex(new DX.Vector3(-0.5f, -0.5f,  0.5f), new DX.Vector2(1.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(0.5f,  -0.5f,  0.5f), new DX.Vector2(0.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(-0.5f,  0.5f,  0.5f), new DX.Vector2(1.0f, 0.0f)),

                // Left face.
                new GlassCubeVertex(new DX.Vector3(-0.5f,  0.5f,  0.5f), new DX.Vector2(0,       0)),
                new GlassCubeVertex(new DX.Vector3(-0.5f, -0.5f, -0.5f), new DX.Vector2(1.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(-0.5f, -0.5f,  0.5f), new DX.Vector2(0.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(-0.5f,  0.5f, -0.5f), new DX.Vector2(1.0f, 0.0f)),

                // Top face.
                new GlassCubeVertex(new DX.Vector3(-0.5f,  0.5f,  0.5f), new DX.Vector2(0,       0)),
                new GlassCubeVertex(new DX.Vector3(0.5f,   0.5f, -0.5f), new DX.Vector2(1.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(-0.5f,  0.5f, -0.5f), new DX.Vector2(0.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(0.5f,   0.5f,  0.5f), new DX.Vector2(1.0f, 0.0f)),

                // Bottom face.
                new GlassCubeVertex(new DX.Vector3(-0.5f, -0.5f, -0.5f), new DX.Vector2(0,       0)),
                new GlassCubeVertex(new DX.Vector3(0.5f,  -0.5f,  0.5f), new DX.Vector2(1.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(-0.5f, -0.5f,  0.5f), new DX.Vector2(0.0f, 1.0f)),
                new GlassCubeVertex(new DX.Vector3(0.5f,  -0.5f, -0.5f), new DX.Vector2(1.0f, 0.0f))
            };

            ushort[] indices =
            {
                8,   9, 10,  8, 11,  9,
                12, 13, 14, 12, 15, 13,
                4,   5,  6,  4,  7,  5,
                16, 17, 18, 16, 19, 17,
                20, 21, 22, 20, 23, 21,
                0,   1,  2,  0,  3, 1
            };

            // Create our index buffer and vertex buffer and populate with our cube data.
            using (var indexPtr = GorgonNativeBuffer <ushort> .Pin(indices))
                using (var vertexPtr = GorgonNativeBuffer <GlassCubeVertex> .Pin(vertices))
                {
                    IndexBuffer = new GorgonIndexBuffer(graphics,
                                                        new GorgonIndexBufferInfo("GlassCube Index Buffer")
                    {
                        Usage           = ResourceUsage.Immutable,
                        IndexCount      = indices.Length,
                        Use16BitIndices = true
                    },
                                                        indexPtr);

                    VertexBuffer = new GorgonVertexBufferBindings(inputLayout)
                    {
                        [0] = GorgonVertexBufferBinding.CreateVertexBuffer(graphics,
                                                                           vertices.Length,
                                                                           ResourceUsage.Immutable,
                                                                           initialData: vertexPtr,
                                                                           bufferName: "GlassCube Vertex Buffer")
                    };
                }
        }