Пример #1
0
        public void CreateDeviceDependentResources(DeviceResources resources, Mesh3D mesh)
        {
            var vertices         = mesh.Vertices.ToArray();
            var vertexBufferDesc = D3D11BufferDesc.From(vertices, D3D11BindOptions.VertexBuffer);

            this.vertexBuffer = resources.D3DDevice.CreateBuffer(vertexBufferDesc, vertices, 0, 0);

            var indices         = mesh.Indices.ToArray();
            var indexBufferDesc = D3D11BufferDesc.From(indices, D3D11BindOptions.IndexBuffer);

            this.indexBuffer  = resources.D3DDevice.CreateBuffer(indexBufferDesc, indices, 0, 0);
            this.IndicesCount = (uint)indices.Length;

            this.Texture  = mesh.Texture;
            this.HasAlpha = mesh.HasAlpha;
        }
Пример #2
0
 public OptMesh(DeviceResources deviceResources, Mesh3D mesh)
 {
     this.CreateDeviceDependentResources(deviceResources, mesh);
 }
        private void CreateMeshes(OptFile opt)
        {
            var meshes3D = new List <Mesh3D>();

            foreach (var optMesh in opt.Meshes)
            {
                var positions = optMesh
                                .Vertices
                                .Select(t => new XMFloat3(-t.X * OptFile.ScaleFactor, t.Z * OptFile.ScaleFactor, -t.Y * OptFile.ScaleFactor))
                                .ToList();

                var normals = optMesh
                              .VertexNormals
                              .Select(t => new XMFloat3(t.X, t.Z, t.Y))
                              .ToList();

                var textureCoordinates = optMesh
                                         .TextureCoordinates
                                         .Select(t => new XMFloat2(t.U, -t.V))
                                         .ToList();

                var optLod = optMesh.Lods.FirstOrDefault();

                if (optLod == null)
                {
                    continue;
                }

                foreach (var optFaceGroup in optLod.FaceGroups)
                {
                    var mesh3D = new Mesh3D();
                    meshes3D.Add(mesh3D);

                    var optTextureName = optFaceGroup.Textures[0];

                    mesh3D.Texture = optTextureName;

                    opt.Textures.TryGetValue(optTextureName, out Texture texture);
                    mesh3D.HasAlpha = texture == null ? false : texture.HasAlpha;

                    ushort index = 0;

                    foreach (var optFace in optFaceGroup.Faces)
                    {
                        Index positionsIndex          = optFace.VerticesIndex;
                        Index normalsIndex            = optFace.VertexNormalsIndex;
                        Index textureCoordinatesIndex = optFace.TextureCoordinatesIndex;

                        BasicVertex vertex = new BasicVertex();

                        vertex.Position           = positions.ElementAtOrDefault(positionsIndex.C);
                        vertex.Normal             = normals.ElementAtOrDefault(normalsIndex.C);
                        vertex.TextureCoordinates = textureCoordinates.ElementAtOrDefault(textureCoordinatesIndex.C);
                        mesh3D.Vertices.Add(vertex);
                        mesh3D.Indices.Add(index);
                        index++;

                        vertex.Position           = positions.ElementAtOrDefault(positionsIndex.B);
                        vertex.Normal             = normals.ElementAtOrDefault(normalsIndex.B);
                        vertex.TextureCoordinates = textureCoordinates.ElementAtOrDefault(textureCoordinatesIndex.B);
                        mesh3D.Vertices.Add(vertex);
                        mesh3D.Indices.Add(index);
                        index++;

                        vertex.Position           = positions.ElementAtOrDefault(positionsIndex.A);
                        vertex.Normal             = normals.ElementAtOrDefault(normalsIndex.A);
                        vertex.TextureCoordinates = textureCoordinates.ElementAtOrDefault(textureCoordinatesIndex.A);
                        mesh3D.Vertices.Add(vertex);
                        mesh3D.Indices.Add(index);
                        index++;

                        if (positionsIndex.D >= 0)
                        {
                            mesh3D.Indices.Add((ushort)(index - 3U));
                            mesh3D.Indices.Add((ushort)(index - 1U));

                            vertex.Position           = positions.ElementAtOrDefault(positionsIndex.D);
                            vertex.Normal             = normals.ElementAtOrDefault(normalsIndex.D);
                            vertex.TextureCoordinates = textureCoordinates.ElementAtOrDefault(textureCoordinatesIndex.D);
                            mesh3D.Vertices.Add(vertex);
                            mesh3D.Indices.Add(index);
                            index++;
                        }
                    }
                }
            }

            foreach (var mesh3d in meshes3D)
            {
                var mesh = new OptMesh(this.deviceResources, mesh3d);
                this.meshes.Add(mesh);
            }
        }