Example #1
0
        public void CreateBox(Float3 radii, out D3D11Buffer vertexBuffer, out D3D11Buffer indexBuffer, out int vertexCount, out int indexCount)
        {
            BasicVertex[] boxVertices = new BasicVertex[]
            {
                // FLOOR
                new BasicVertex(new Float3(-radii.X, -radii.Y, radii.Z), new Float3(0.0f, 1.0f, 0.0f), new Float2(0.0f, 0.0f)),
                new BasicVertex(new Float3(radii.X, -radii.Y, radii.Z), new Float3(0.0f, 1.0f, 0.0f), new Float2(1.0f, 0.0f)),
                new BasicVertex(new Float3(-radii.X, -radii.Y, -radii.Z), new Float3(0.0f, 1.0f, 0.0f), new Float2(0.0f, 1.5f)),
                new BasicVertex(new Float3(radii.X, -radii.Y, -radii.Z), new Float3(0.0f, 1.0f, 0.0f), new Float2(1.0f, 1.5f)),
                // WALL
                new BasicVertex(new Float3(-radii.X, radii.Y, radii.Z), new Float3(0.0f, 0.0f, -1.0f), new Float2(0.0f, 0.0f)),
                new BasicVertex(new Float3(radii.X, radii.Y, radii.Z), new Float3(0.0f, 0.0f, -1.0f), new Float2(2.0f, 0.0f)),
                new BasicVertex(new Float3(-radii.X, -radii.Y, radii.Z), new Float3(0.0f, 0.0f, -1.0f), new Float2(0.0f, 1.5f)),
                new BasicVertex(new Float3(radii.X, -radii.Y, radii.Z), new Float3(0.0f, 0.0f, -1.0f), new Float2(2.0f, 1.5f)),
                // WALL
                new BasicVertex(new Float3(radii.X, radii.Y, radii.Z), new Float3(-1.0f, 0.0f, 0.0f), new Float2(0.0f, 0.0f)),
                new BasicVertex(new Float3(radii.X, radii.Y, -radii.Z), new Float3(-1.0f, 0.0f, 0.0f), new Float2(radii.Y, 0.0f)),
                new BasicVertex(new Float3(radii.X, -radii.Y, radii.Z), new Float3(-1.0f, 0.0f, 0.0f), new Float2(0.0f, 1.5f)),
                new BasicVertex(new Float3(radii.X, -radii.Y, -radii.Z), new Float3(-1.0f, 0.0f, 0.0f), new Float2(radii.Y, 1.5f)),
                // WALL
                new BasicVertex(new Float3(radii.X, radii.Y, -radii.Z), new Float3(0.0f, 0.0f, 1.0f), new Float2(0.0f, 0.0f)),
                new BasicVertex(new Float3(-radii.X, radii.Y, -radii.Z), new Float3(0.0f, 0.0f, 1.0f), new Float2(2.0f, 0.0f)),
                new BasicVertex(new Float3(radii.X, -radii.Y, -radii.Z), new Float3(0.0f, 0.0f, 1.0f), new Float2(0.0f, 1.5f)),
                new BasicVertex(new Float3(-radii.X, -radii.Y, -radii.Z), new Float3(0.0f, 0.0f, 1.0f), new Float2(2.0f, 1.5f)),
                // WALL
                new BasicVertex(new Float3(-radii.X, radii.Y, -radii.Z), new Float3(1.0f, 0.0f, 0.0f), new Float2(0.0f, 0.0f)),
                new BasicVertex(new Float3(-radii.X, radii.Y, radii.Z), new Float3(1.0f, 0.0f, 0.0f), new Float2(radii.Y, 0.0f)),
                new BasicVertex(new Float3(-radii.X, -radii.Y, -radii.Z), new Float3(1.0f, 0.0f, 0.0f), new Float2(0.0f, 1.5f)),
                new BasicVertex(new Float3(-radii.X, -radii.Y, radii.Z), new Float3(1.0f, 0.0f, 0.0f), new Float2(radii.Y, 1.5f)),
                // CEILING
                new BasicVertex(new Float3(-radii.X, radii.Y, -radii.Z), new Float3(0.0f, -1.0f, 0.0f), new Float2(-0.15f, 0.0f)),
                new BasicVertex(new Float3(radii.X, radii.Y, -radii.Z), new Float3(0.0f, -1.0f, 0.0f), new Float2(1.25f, 0.0f)),
                new BasicVertex(new Float3(-radii.X, radii.Y, radii.Z), new Float3(0.0f, -1.0f, 0.0f), new Float2(-0.15f, 2.1f)),
                new BasicVertex(new Float3(radii.X, radii.Y, radii.Z), new Float3(0.0f, -1.0f, 0.0f), new Float2(1.25f, 2.1f)),
            };

            ushort[] boxIndices = new ushort[]
            {
                0, 2, 1,
                1, 2, 3,

                4, 6, 5,
                5, 6, 7,

                8, 10, 9,
                9, 10, 11,

                12, 14, 13,
                13, 14, 15,

                16, 18, 17,
                17, 18, 19,

                20, 22, 21,
                21, 22, 23,
            };

            this.CreateVertexBuffer(boxVertices, out vertexBuffer);

            try
            {
                this.CreateIndexBuffer(boxIndices, out indexBuffer);
            }
            catch
            {
                D3D11Utils.DisposeAndNull(ref vertexBuffer);
                throw;
            }

            vertexCount = boxVertices.Length;
            indexCount  = boxIndices.Length;
        }
Example #2
0
        public void CreateCube(out D3D11Buffer vertexBuffer, out D3D11Buffer indexBuffer, out int vertexCount, out int indexCount)
        {
            BasicVertex[] cubeVertices = new BasicVertex[]
            {
                new BasicVertex(new Float3(-0.5f, 0.5f, -0.5f), new Float3(0.0f, 1.0f, 0.0f), new Float2(0.0f, 0.0f)),   // +Y (top face)
                new BasicVertex(new Float3(0.5f, 0.5f, -0.5f), new Float3(0.0f, 1.0f, 0.0f), new Float2(1.0f, 0.0f)),
                new BasicVertex(new Float3(0.5f, 0.5f, 0.5f), new Float3(0.0f, 1.0f, 0.0f), new Float2(1.0f, 1.0f)),
                new BasicVertex(new Float3(-0.5f, 0.5f, 0.5f), new Float3(0.0f, 1.0f, 0.0f), new Float2(0.0f, 1.0f)),

                new BasicVertex(new Float3(-0.5f, -0.5f, 0.5f), new Float3(0.0f, -1.0f, 0.0f), new Float2(0.0f, 0.0f)),    // -Y (bottom face)
                new BasicVertex(new Float3(0.5f, -0.5f, 0.5f), new Float3(0.0f, -1.0f, 0.0f), new Float2(1.0f, 0.0f)),
                new BasicVertex(new Float3(0.5f, -0.5f, -0.5f), new Float3(0.0f, -1.0f, 0.0f), new Float2(1.0f, 1.0f)),
                new BasicVertex(new Float3(-0.5f, -0.5f, -0.5f), new Float3(0.0f, -1.0f, 0.0f), new Float2(0.0f, 1.0f)),

                new BasicVertex(new Float3(0.5f, 0.5f, 0.5f), new Float3(1.0f, 0.0f, 0.0f), new Float2(0.0f, 0.0f)),     // +X (right face)
                new BasicVertex(new Float3(0.5f, 0.5f, -0.5f), new Float3(1.0f, 0.0f, 0.0f), new Float2(1.0f, 0.0f)),
                new BasicVertex(new Float3(0.5f, -0.5f, -0.5f), new Float3(1.0f, 0.0f, 0.0f), new Float2(1.0f, 1.0f)),
                new BasicVertex(new Float3(0.5f, -0.5f, 0.5f), new Float3(1.0f, 0.0f, 0.0f), new Float2(0.0f, 1.0f)),

                new BasicVertex(new Float3(-0.5f, 0.5f, -0.5f), new Float3(-1.0f, 0.0f, 0.0f), new Float2(0.0f, 0.0f)),    // -X (left face)
                new BasicVertex(new Float3(-0.5f, 0.5f, 0.5f), new Float3(-1.0f, 0.0f, 0.0f), new Float2(1.0f, 0.0f)),
                new BasicVertex(new Float3(-0.5f, -0.5f, 0.5f), new Float3(-1.0f, 0.0f, 0.0f), new Float2(1.0f, 1.0f)),
                new BasicVertex(new Float3(-0.5f, -0.5f, -0.5f), new Float3(-1.0f, 0.0f, 0.0f), new Float2(0.0f, 1.0f)),

                new BasicVertex(new Float3(-0.5f, 0.5f, 0.5f), new Float3(0.0f, 0.0f, 1.0f), new Float2(0.0f, 0.0f)),    // +Z (front face)
                new BasicVertex(new Float3(0.5f, 0.5f, 0.5f), new Float3(0.0f, 0.0f, 1.0f), new Float2(1.0f, 0.0f)),
                new BasicVertex(new Float3(0.5f, -0.5f, 0.5f), new Float3(0.0f, 0.0f, 1.0f), new Float2(1.0f, 1.0f)),
                new BasicVertex(new Float3(-0.5f, -0.5f, 0.5f), new Float3(0.0f, 0.0f, 1.0f), new Float2(0.0f, 1.0f)),

                new BasicVertex(new Float3(0.5f, 0.5f, -0.5f), new Float3(0.0f, 0.0f, -1.0f), new Float2(0.0f, 0.0f)),     // -Z (back face)
                new BasicVertex(new Float3(-0.5f, 0.5f, -0.5f), new Float3(0.0f, 0.0f, -1.0f), new Float2(1.0f, 0.0f)),
                new BasicVertex(new Float3(-0.5f, -0.5f, -0.5f), new Float3(0.0f, 0.0f, -1.0f), new Float2(1.0f, 1.0f)),
                new BasicVertex(new Float3(0.5f, -0.5f, -0.5f), new Float3(0.0f, 0.0f, -1.0f), new Float2(0.0f, 1.0f)),
            };

            ushort[] cubeIndices = new ushort[]
            {
                0, 1, 2,
                0, 2, 3,

                4, 5, 6,
                4, 6, 7,

                8, 9, 10,
                8, 10, 11,

                12, 13, 14,
                12, 14, 15,

                16, 17, 18,
                16, 18, 19,

                20, 21, 22,
                20, 22, 23
            };

            this.CreateVertexBuffer(cubeVertices, out vertexBuffer);

            try
            {
                this.CreateIndexBuffer(cubeIndices, out indexBuffer);
            }
            catch
            {
                D3D11Utils.DisposeAndNull(ref vertexBuffer);
                throw;
            }

            vertexCount = cubeVertices.Length;
            indexCount  = cubeIndices.Length;
        }
Example #3
0
        public void CreateReferenceAxis(out D3D11Buffer vertexBuffer, out D3D11Buffer indexBuffer, out int vertexCount, out int indexCount)
        {
            BasicVertex[] axisVertices = new BasicVertex[]
            {
                new BasicVertex(new Float3(0.500f, 0.000f, 0.000f), new Float3(0.125f, 0.500f, 0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(0.125f, 0.500f, 0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(0.125f, 0.500f, 0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.500f, 0.000f, 0.000f), new Float3(0.125f, -0.500f, 0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(0.125f, -0.500f, 0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(0.125f, -0.500f, 0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.500f, 0.000f, 0.000f), new Float3(0.125f, -0.500f, -0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(0.125f, -0.500f, -0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(0.125f, -0.500f, -0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.500f, 0.000f, 0.000f), new Float3(0.125f, 0.500f, -0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(0.125f, 0.500f, -0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(0.125f, 0.500f, -0.500f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(-0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(-0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(-0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(-0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.250f)),
                new BasicVertex(new Float3(-0.500f, 0.000f, 0.000f), new Float3(-0.125f, 0.500f, 0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(-0.125f, 0.500f, 0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(-0.125f, 0.500f, 0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(-0.500f, 0.000f, 0.000f), new Float3(-0.125f, 0.500f, -0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(-0.125f, 0.500f, -0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(-0.125f, 0.500f, -0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(-0.500f, 0.000f, 0.000f), new Float3(-0.125f, -0.500f, -0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(-0.125f, -0.500f, -0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(-0.125f, -0.500f, -0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(-0.500f, 0.000f, 0.000f), new Float3(-0.125f, -0.500f, 0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(-0.125f, -0.500f, 0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(-0.125f, -0.500f, 0.500f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(0.125f, 0.000f, 0.000f), new Float2(0.250f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.500f, 0.000f), new Float3(0.500f, 0.125f, 0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(0.500f, 0.125f, 0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, 0.125f, 0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.500f, 0.000f), new Float3(0.500f, 0.125f, -0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, 0.125f, -0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(0.500f, 0.125f, -0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.500f, 0.000f), new Float3(-0.500f, 0.125f, -0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(-0.500f, 0.125f, -0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, 0.125f, -0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.500f, 0.000f), new Float3(-0.500f, 0.125f, 0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, 0.125f, 0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(-0.500f, 0.125f, 0.500f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.000f, -0.125f, 0.000f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(0.000f, -0.125f, 0.000f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(0.000f, -0.125f, 0.000f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(0.000f, -0.125f, 0.000f), new Float2(0.500f, 0.250f)),
                new BasicVertex(new Float3(0.000f, -0.500f, 0.000f), new Float3(0.500f, -0.125f, 0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, -0.125f, 0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(0.500f, -0.125f, 0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.500f, 0.000f), new Float3(-0.500f, -0.125f, 0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(-0.500f, -0.125f, 0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, -0.125f, 0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.500f, 0.000f), new Float3(-0.500f, -0.125f, -0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, -0.125f, -0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(-0.500f, -0.125f, -0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.500f, 0.000f), new Float3(0.500f, -0.125f, -0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(0.500f, -0.125f, -0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, -0.125f, -0.500f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.125f), new Float3(0.000f, 0.125f, 0.000f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(0.000f, 0.125f, 0.000f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.125f), new Float3(0.000f, 0.125f, 0.000f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.000f, 0.125f, 0.000f), new Float2(0.500f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.500f), new Float3(0.500f, 0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, 0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(0.500f, 0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.500f), new Float3(-0.500f, 0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(-0.500f, 0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, 0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.500f), new Float3(-0.500f, -0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, -0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(-0.500f, -0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, 0.500f), new Float3(0.500f, -0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(0.500f, -0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, -0.500f, 0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.000f, 0.000f, -0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(0.000f, 0.000f, -0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(0.000f, 0.000f, -0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(0.000f, 0.000f, -0.125f), new Float2(0.750f, 0.250f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.500f), new Float3(0.500f, 0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(0.500f, 0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, 0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.500f), new Float3(0.500f, -0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.500f, -0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(0.500f, -0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.500f), new Float3(-0.500f, -0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(-0.500f, -0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, -0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.000f, -0.500f), new Float3(-0.500f, 0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(-0.500f, 0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(-0.500f, 0.500f, -0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, 0.125f, 0.000f), new Float3(0.000f, 0.000f, 0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(-0.125f, 0.000f, 0.000f), new Float3(0.000f, 0.000f, 0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.000f, -0.125f, 0.000f), new Float3(0.000f, 0.000f, 0.125f), new Float2(0.750f, 0.500f)),
                new BasicVertex(new Float3(0.125f, 0.000f, 0.000f), new Float3(0.000f, 0.000f, 0.125f), new Float2(0.750f, 0.500f)),
            };

            ushort[] axisIndices = new ushort[]
            {
                0, 2, 1,
                3, 5, 4,
                6, 8, 7,
                9, 11, 10,
                12, 14, 13,
                12, 15, 14,
                16, 18, 17,
                19, 21, 20,
                22, 24, 23,
                25, 27, 26,
                28, 30, 29,
                28, 31, 30,
                32, 34, 33,
                35, 37, 36,
                38, 40, 39,
                41, 43, 42,
                44, 46, 45,
                44, 47, 46,
                48, 50, 49,
                51, 53, 52,
                54, 56, 55,
                57, 59, 58,
                60, 62, 61,
                60, 63, 62,
                64, 66, 65,
                67, 69, 68,
                70, 72, 71,
                73, 75, 74,
                76, 78, 77,
                76, 79, 78,
                80, 82, 81,
                83, 85, 84,
                86, 88, 87,
                89, 91, 90,
                92, 94, 93,
                92, 95, 94,
            };

            this.CreateVertexBuffer(axisVertices, out vertexBuffer);

            try
            {
                this.CreateIndexBuffer(axisIndices, out indexBuffer);
            }
            catch
            {
                D3D11Utils.DisposeAndNull(ref vertexBuffer);
                throw;
            }

            vertexCount = axisVertices.Length;
            indexCount  = axisIndices.Length;
        }
Example #4
0
        public void CreateSphere(out D3D11Buffer vertexBuffer, out D3D11Buffer indexBuffer, out int vertexCount, out int indexCount)
        {
            const int numSegments = 64;
            const int numSlices   = numSegments / 2;

            const int numVertices    = (numSlices + 1) * (numSegments + 1);
            var       sphereVertices = new BasicVertex[numVertices];

            for (int slice = 0; slice <= numSlices; slice++)
            {
                float v           = (float)slice / (float)numSlices;
                float inclination = v * BasicMath.PI;
                float y           = (float)Math.Cos(inclination);
                float r           = (float)Math.Sin(inclination);
                for (int segment = 0; segment <= numSegments; segment++)
                {
                    float u          = (float)segment / (float)numSegments;
                    float azimuth    = u * BasicMath.PI * 2.0f;
                    int   vetexIndex = slice * (numSegments + 1) + segment;
                    sphereVertices[vetexIndex].Position           = new Float3(r * (float)Math.Sin(azimuth), y, r * (float)Math.Cos(azimuth));
                    sphereVertices[vetexIndex].Normal             = sphereVertices[vetexIndex].Position;
                    sphereVertices[vetexIndex].TextureCoordinates = new Float2(u, v);
                }
            }

            const int numIndices    = numSlices * (numSegments - 2) * 6;
            var       sphereIndices = new ushort[numIndices];

            uint index = 0;

            for (int slice = 0; slice < numSlices; slice++)
            {
                ushort sliceBase0 = (ushort)((slice) * (numSegments + 1));
                ushort sliceBase1 = (ushort)((slice + 1) * (numSegments + 1));
                for (int segment = 0; segment < numSegments; segment++)
                {
                    if (slice > 0)
                    {
                        sphereIndices[index++] = (ushort)(sliceBase0 + segment);
                        sphereIndices[index++] = (ushort)(sliceBase0 + segment + 1);
                        sphereIndices[index++] = (ushort)(sliceBase1 + segment + 1);
                    }
                    if (slice < numSlices - 1)
                    {
                        sphereIndices[index++] = (ushort)(sliceBase0 + segment);
                        sphereIndices[index++] = (ushort)(sliceBase1 + segment + 1);
                        sphereIndices[index++] = (ushort)(sliceBase1 + segment);
                    }
                }
            }

            this.CreateVertexBuffer(sphereVertices, out vertexBuffer);

            try
            {
                this.CreateIndexBuffer(sphereIndices, out indexBuffer);
            }
            catch
            {
                D3D11Utils.DisposeAndNull(ref vertexBuffer);
                throw;
            }

            vertexCount = numVertices;
            indexCount  = numIndices;
        }