lowpoly-walking-simulator/directx11_hellovr/DirectXTK/Src/GeometricPrimitive.cpp

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//--------------------------------------------------------------------------------------
// File: GeometricPrimitive.cpp
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "GeometricPrimitive.h"
#include "Effects.h"
#include "CommonStates.h"
#include "DirectXHelpers.h"
#include "VertexTypes.h"
#include "SharedResourcePool.h"
#include "Bezier.h"
#include <map>
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
static const float SQRT2 = 1.41421356237309504880f;
static const float SQRT3 = 1.73205080756887729352f;
static const float SQRT6 = 2.44948974278317809820f;
void CheckIndexOverflow(size_t value)
{
// Use >=, not > comparison, because some D3D level 9_x hardware does not support 0xFFFF index values.
if (value >= USHRT_MAX)
throw std::exception("Index value out of range: cannot tesselate primitive so finely");
}
// Collection types used when generating the geometry.
typedef std::vector<VertexPositionNormalTexture> VertexCollection;
typedef std::vector<uint16_t> IndexCollection;
inline void index_push_back(IndexCollection& indices, size_t value)
{
CheckIndexOverflow(value);
indices.push_back((uint16_t)value);
}
// Helper for flipping winding of geometric primitives for LH vs. RH coords
static void ReverseWinding( IndexCollection& indices, VertexCollection& vertices )
{
assert( (indices.size() % 3) == 0 );
for( auto it = indices.begin(); it != indices.end(); it += 3 )
{
std::swap( *it, *(it+2) );
}
for( auto it = vertices.begin(); it != vertices.end(); ++it )
{
it->textureCoordinate.x = ( 1.f - it->textureCoordinate.x );
}
}
// Helper for inverting normals of geometric primitives for 'inside' vs. 'outside' viewing
static void InvertNormals( VertexCollection& vertices )
{
for( auto it = vertices.begin(); it != vertices.end(); ++it )
{
it->normal.x = -it->normal.x;
it->normal.y = -it->normal.y;
it->normal.z = -it->normal.z;
}
}
// Helper for creating a D3D vertex or index buffer.
template<typename T>
static void CreateBuffer(_In_ ID3D11Device* device, T const& data, D3D11_BIND_FLAG bindFlags, _Outptr_ ID3D11Buffer** pBuffer)
{
assert( pBuffer != 0 );
D3D11_BUFFER_DESC bufferDesc = { 0 };
bufferDesc.ByteWidth = (UINT)data.size() * sizeof(T::value_type);
bufferDesc.BindFlags = bindFlags;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
D3D11_SUBRESOURCE_DATA dataDesc = { 0 };
dataDesc.pSysMem = data.data();
ThrowIfFailed(
device->CreateBuffer(&bufferDesc, &dataDesc, pBuffer)
);
SetDebugObjectName(*pBuffer, "DirectXTK:GeometricPrimitive");
}
// Helper for creating a D3D input layout.
static void CreateInputLayout(_In_ ID3D11Device* device, IEffect* effect, _Outptr_ ID3D11InputLayout** pInputLayout)
{
assert( pInputLayout != 0 );
void const* shaderByteCode;
size_t byteCodeLength;
effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
ThrowIfFailed(
device->CreateInputLayout(VertexPositionNormalTexture::InputElements,
VertexPositionNormalTexture::InputElementCount,
shaderByteCode, byteCodeLength,
pInputLayout)
);
SetDebugObjectName(*pInputLayout, "DirectXTK:GeometricPrimitive");
}
}
// Internal GeometricPrimitive implementation class.
class GeometricPrimitive::Impl
{
public:
void Initialize(_In_ ID3D11DeviceContext* deviceContext, const VertexCollection& vertices, const IndexCollection& indices );
void XM_CALLCONV Draw(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection, FXMVECTOR color, _In_opt_ ID3D11ShaderResourceView* texture, bool wireframe, _In_opt_ std::function<void()> setCustomState);
void Draw(_In_ IEffect* effect, _In_ ID3D11InputLayout* inputLayout, bool alpha, bool wireframe, _In_opt_ std::function<void()> setCustomState);
void CreateInputLayout(_In_ IEffect* effect, _Outptr_ ID3D11InputLayout** inputLayout);
private:
ComPtr<ID3D11Buffer> mVertexBuffer;
ComPtr<ID3D11Buffer> mIndexBuffer;
UINT mIndexCount;
// Only one of these helpers is allocated per D3D device context, even if there are multiple GeometricPrimitive instances.
class SharedResources
{
public:
SharedResources(_In_ ID3D11DeviceContext* deviceContext);
void PrepareForRendering(bool alpha, bool wireframe);
ComPtr<ID3D11DeviceContext> deviceContext;
std::unique_ptr<BasicEffect> effect;
ComPtr<ID3D11InputLayout> inputLayoutTextured;
ComPtr<ID3D11InputLayout> inputLayoutUntextured;
std::unique_ptr<CommonStates> stateObjects;
};
// Per-device-context data.
std::shared_ptr<SharedResources> mResources;
static SharedResourcePool<ID3D11DeviceContext*, SharedResources> sharedResourcesPool;
};
// Global pool of per-device-context GeometricPrimitive resources.
SharedResourcePool<ID3D11DeviceContext*, GeometricPrimitive::Impl::SharedResources> GeometricPrimitive::Impl::sharedResourcesPool;
// Per-device-context constructor.
GeometricPrimitive::Impl::SharedResources::SharedResources(_In_ ID3D11DeviceContext* deviceContext)
: deviceContext(deviceContext)
{
ComPtr<ID3D11Device> device;
deviceContext->GetDevice(&device);
// Create the BasicEffect.
effect.reset(new BasicEffect(device.Get()));
effect->EnableDefaultLighting();
// Create state objects.
stateObjects.reset(new CommonStates(device.Get()));
// Create input layouts.
effect->SetTextureEnabled(true);
::CreateInputLayout(device.Get(), effect.get(), &inputLayoutTextured);
effect->SetTextureEnabled(false);
::CreateInputLayout(device.Get(), effect.get(), &inputLayoutUntextured);
}
// Sets up D3D device state ready for drawing a primitive.
void GeometricPrimitive::Impl::SharedResources::PrepareForRendering(bool alpha, bool wireframe)
{
// Set the blend and depth stencil state.
ID3D11BlendState* blendState;
ID3D11DepthStencilState* depthStencilState;
if (alpha)
{
// Alpha blended rendering.
blendState = stateObjects->AlphaBlend();
depthStencilState = stateObjects->DepthRead();
}
else
{
// Opaque rendering.
blendState = stateObjects->Opaque();
depthStencilState = stateObjects->DepthDefault();
}
deviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFF);
deviceContext->OMSetDepthStencilState(depthStencilState, 0);
// Set the rasterizer state.
if ( wireframe )
deviceContext->RSSetState( stateObjects->Wireframe() );
else
deviceContext->RSSetState( stateObjects->CullCounterClockwise() );
ID3D11SamplerState* samplerState = stateObjects->LinearWrap();
deviceContext->PSSetSamplers(0, 1, &samplerState);
}
// Initializes a geometric primitive instance that will draw the specified vertex and index data.
_Use_decl_annotations_
void GeometricPrimitive::Impl::Initialize(ID3D11DeviceContext* deviceContext, const VertexCollection& vertices, const IndexCollection& indices)
{
if ( vertices.size() >= USHRT_MAX )
throw std::exception("Too many vertices for 16-bit index buffer");
mResources = sharedResourcesPool.DemandCreate(deviceContext);
ComPtr<ID3D11Device> device;
deviceContext->GetDevice(&device);
CreateBuffer(device.Get(), vertices, D3D11_BIND_VERTEX_BUFFER, &mVertexBuffer);
CreateBuffer(device.Get(), indices, D3D11_BIND_INDEX_BUFFER, &mIndexBuffer);
mIndexCount = static_cast<UINT>( indices.size() );
}
// Draws the primitive.
_Use_decl_annotations_
void XM_CALLCONV GeometricPrimitive::Impl::Draw(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection, FXMVECTOR color,
ID3D11ShaderResourceView* texture, bool wireframe, std::function<void()> setCustomState)
{
assert( mResources != 0 );
auto effect = mResources->effect.get();
assert( effect != 0 );
ID3D11InputLayout *inputLayout;
if ( texture )
{
effect->SetTextureEnabled(true);
effect->SetTexture(texture);
inputLayout = mResources->inputLayoutTextured.Get();
}
else
{
effect->SetTextureEnabled(false);
inputLayout = mResources->inputLayoutUntextured.Get();
}
float alpha = XMVectorGetW(color);
// Set effect parameters.
effect->SetWorld(world);
effect->SetView(view);
effect->SetProjection(projection);
effect->SetDiffuseColor(color);
effect->SetAlpha(alpha);
Draw( effect, inputLayout, (alpha < 1.f), wireframe, setCustomState );
}
// Draw the primitive using a custom effect.
_Use_decl_annotations_
void GeometricPrimitive::Impl::Draw(IEffect* effect, ID3D11InputLayout* inputLayout, bool alpha, bool wireframe, std::function<void()> setCustomState )
{
assert( mResources != 0 );
auto deviceContext = mResources->deviceContext.Get();
assert( deviceContext != 0 );
// Set state objects.
mResources->PrepareForRendering(alpha, wireframe);
// Set input layout.
assert( inputLayout != 0 );
deviceContext->IASetInputLayout(inputLayout);
// Activate our shaders, constant buffers, texture, etc.
assert(effect != 0);
effect->Apply(deviceContext);
// Set the vertex and index buffer.
auto vertexBuffer = mVertexBuffer.Get();
UINT vertexStride = sizeof(VertexPositionNormalTexture);
UINT vertexOffset = 0;
deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
deviceContext->IASetIndexBuffer(mIndexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
// Hook lets the caller replace our shaders or state settings with whatever else they see fit.
if (setCustomState)
{
setCustomState();
}
// Draw the primitive.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceContext->DrawIndexed(mIndexCount, 0, 0);
}
// Create input layout for drawing with a custom effect.
_Use_decl_annotations_
void GeometricPrimitive::Impl::CreateInputLayout( IEffect* effect, ID3D11InputLayout** inputLayout )
{
assert( effect != 0 );
assert( inputLayout != 0 );
assert( mResources != 0 );
auto deviceContext = mResources->deviceContext.Get();
assert( deviceContext != 0 );
ComPtr<ID3D11Device> device;
deviceContext->GetDevice(&device);
::CreateInputLayout( device.Get(), effect, inputLayout );
}
//--------------------------------------------------------------------------------------
// GeometricPrimitive
//--------------------------------------------------------------------------------------
// Constructor.
GeometricPrimitive::GeometricPrimitive()
: pImpl(new Impl())
{
}
// Destructor.
GeometricPrimitive::~GeometricPrimitive()
{
}
// Public entrypoints.
_Use_decl_annotations_
void XM_CALLCONV GeometricPrimitive::Draw(FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection, FXMVECTOR color, ID3D11ShaderResourceView* texture, bool wireframe, std::function<void()> setCustomState)
{
pImpl->Draw(world, view, projection, color, texture, wireframe, setCustomState);
}
_Use_decl_annotations_
void GeometricPrimitive::Draw(IEffect* effect, ID3D11InputLayout* inputLayout, bool alpha, bool wireframe, std::function<void()> setCustomState )
{
pImpl->Draw(effect, inputLayout, alpha, wireframe, setCustomState);
}
_Use_decl_annotations_
void GeometricPrimitive::CreateInputLayout(IEffect* effect, ID3D11InputLayout** inputLayout )
{
pImpl->CreateInputLayout(effect, inputLayout);
}
//--------------------------------------------------------------------------------------
// Cube (aka a Hexahedron) or Box
//--------------------------------------------------------------------------------------
// Creates a cube primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateCube(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords)
{
return CreateBox(deviceContext, XMFLOAT3(size,size,size), rhcoords);
}
void GeometricPrimitive::CreateCube(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size, bool rhcoords)
{
return CreateBox(vertices, indices, XMFLOAT3(size,size,size), rhcoords);
}
// Creates a box primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateBox(_In_ ID3D11DeviceContext* deviceContext, const XMFLOAT3& size, bool rhcoords, bool invertn)
{
VertexCollection vertices;
IndexCollection indices;
CreateBox(vertices, indices, size, rhcoords, invertn);
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateBox(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, const XMFLOAT3& size, bool rhcoords, bool invertn)
{
vertices.clear();
indices.clear();
// A box has six faces, each one pointing in a different direction.
const int FaceCount = 6;
static const XMVECTORF32 faceNormals[FaceCount] =
{
{ 0, 0, 1 },
{ 0, 0, -1 },
{ 1, 0, 0 },
{ -1, 0, 0 },
{ 0, 1, 0 },
{ 0, -1, 0 },
};
static const XMVECTORF32 textureCoordinates[4] =
{
{ 1, 0 },
{ 1, 1 },
{ 0, 1 },
{ 0, 0 },
};
XMVECTOR tsize = XMLoadFloat3(&size);
tsize = XMVectorDivide(tsize, g_XMTwo);
// Create each face in turn.
for (int i = 0; i < FaceCount; i++)
{
XMVECTOR normal = faceNormals[i];
// Get two vectors perpendicular both to the face normal and to each other.
XMVECTOR basis = (i >= 4) ? g_XMIdentityR2 : g_XMIdentityR1;
XMVECTOR side1 = XMVector3Cross(normal, basis);
XMVECTOR side2 = XMVector3Cross(normal, side1);
// Six indices (two triangles) per face.
size_t vbase = vertices.size();
index_push_back(indices, vbase + 0);
index_push_back(indices, vbase + 1);
index_push_back(indices, vbase + 2);
index_push_back(indices, vbase + 0);
index_push_back(indices, vbase + 2);
index_push_back(indices, vbase + 3);
// Four vertices per face.
vertices.push_back(VertexPositionNormalTexture((normal - side1 - side2) * tsize, normal, textureCoordinates[0]));
vertices.push_back(VertexPositionNormalTexture((normal - side1 + side2) * tsize, normal, textureCoordinates[1]));
vertices.push_back(VertexPositionNormalTexture((normal + side1 + side2) * tsize, normal, textureCoordinates[2]));
vertices.push_back(VertexPositionNormalTexture((normal + side1 - side2) * tsize, normal, textureCoordinates[3]));
}
// Build RH above
if ( !rhcoords )
ReverseWinding( indices, vertices );
if ( invertn )
InvertNormals( vertices );
}
//--------------------------------------------------------------------------------------
// Sphere
//--------------------------------------------------------------------------------------
// Creates a sphere primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateSphere(_In_ ID3D11DeviceContext* deviceContext, float diameter, size_t tessellation, bool rhcoords, bool invertn)
{
VertexCollection vertices;
IndexCollection indices;
CreateSphere(vertices, indices, diameter, tessellation, rhcoords, invertn);
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateSphere(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter, size_t tessellation, bool rhcoords, bool invertn)
{
vertices.clear();
indices.clear();
if (tessellation < 3)
throw std::out_of_range("tesselation parameter out of range");
size_t verticalSegments = tessellation;
size_t horizontalSegments = tessellation * 2;
float radius = diameter / 2;
// Create rings of vertices at progressively higher latitudes.
for (size_t i = 0; i <= verticalSegments; i++)
{
float v = 1 - (float)i / verticalSegments;
float latitude = (i * XM_PI / verticalSegments) - XM_PIDIV2;
float dy, dxz;
XMScalarSinCos(&dy, &dxz, latitude);
// Create a single ring of vertices at this latitude.
for (size_t j = 0; j <= horizontalSegments; j++)
{
float u = (float)j / horizontalSegments;
float longitude = j * XM_2PI / horizontalSegments;
float dx, dz;
XMScalarSinCos(&dx, &dz, longitude);
dx *= dxz;
dz *= dxz;
XMVECTOR normal = XMVectorSet(dx, dy, dz, 0);
XMVECTOR textureCoordinate = XMVectorSet(u, v, 0, 0);
vertices.push_back(VertexPositionNormalTexture(normal * radius, normal, textureCoordinate));
}
}
// Fill the index buffer with triangles joining each pair of latitude rings.
size_t stride = horizontalSegments + 1;
for (size_t i = 0; i < verticalSegments; i++)
{
for (size_t j = 0; j <= horizontalSegments; j++)
{
size_t nextI = i + 1;
size_t nextJ = (j + 1) % stride;
index_push_back(indices, i * stride + j);
index_push_back(indices, nextI * stride + j);
index_push_back(indices, i * stride + nextJ);
index_push_back(indices, i * stride + nextJ);
index_push_back(indices, nextI * stride + j);
index_push_back(indices, nextI * stride + nextJ);
}
}
// Build RH above
if ( !rhcoords )
ReverseWinding( indices, vertices );
if ( invertn )
InvertNormals( vertices );
}
//--------------------------------------------------------------------------------------
// Geodesic sphere
//--------------------------------------------------------------------------------------
// Creates a geosphere primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateGeoSphere(_In_ ID3D11DeviceContext* deviceContext, float diameter, size_t tessellation, bool rhcoords)
{
VertexCollection vertices;
IndexCollection indices;
CreateGeoSphere(vertices, indices, diameter, tessellation, rhcoords);
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateGeoSphere(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter, size_t tessellation, bool rhcoords)
{
vertices.clear();
indices.clear();
// An undirected edge between two vertices, represented by a pair of indexes into a vertex array.
// Becuse this edge is undirected, (a,b) is the same as (b,a).
typedef std::pair<uint16_t, uint16_t> UndirectedEdge;
// Makes an undirected edge. Rather than overloading comparison operators to give us the (a,b)==(b,a) property,
// we'll just ensure that the larger of the two goes first. This'll simplify things greatly.
auto makeUndirectedEdge = [](uint16_t a, uint16_t b)
{
return std::make_pair(std::max(a, b), std::min(a, b));
};
// Key: an edge
// Value: the index of the vertex which lies midway between the two vertices pointed to by the key value
// This map is used to avoid duplicating vertices when subdividing triangles along edges.
typedef std::map<UndirectedEdge, uint16_t> EdgeSubdivisionMap;
static const XMFLOAT3 OctahedronVertices[] =
{
// when looking down the negative z-axis (into the screen)
XMFLOAT3( 0, 1, 0), // 0 top
XMFLOAT3( 0, 0, -1), // 1 front
XMFLOAT3( 1, 0, 0), // 2 right
XMFLOAT3( 0, 0, 1), // 3 back
XMFLOAT3(-1, 0, 0), // 4 left
XMFLOAT3( 0, -1, 0), // 5 bottom
};
static const uint16_t OctahedronIndices[] =
{
0, 1, 2, // top front-right face
0, 2, 3, // top back-right face
0, 3, 4, // top back-left face
0, 4, 1, // top front-left face
5, 1, 4, // bottom front-left face
5, 4, 3, // bottom back-left face
5, 3, 2, // bottom back-right face
5, 2, 1, // bottom front-right face
};
const float radius = diameter / 2.0f;
// Start with an octahedron; copy the data into the vertex/index collection.
std::vector<XMFLOAT3> vertexPositions(std::begin(OctahedronVertices), std::end(OctahedronVertices));
indices.insert(indices.begin(), std::begin(OctahedronIndices), std::end(OctahedronIndices));
// We know these values by looking at the above index list for the octahedron. Despite the subdivisions that are
// about to go on, these values aren't ever going to change because the vertices don't move around in the array.
// We'll need these values later on to fix the singularities that show up at the poles.
const uint16_t northPoleIndex = 0;
const uint16_t southPoleIndex = 5;
for (size_t iSubdivision = 0; iSubdivision < tessellation; ++iSubdivision)
{
assert(indices.size() % 3 == 0); // sanity
// We use this to keep track of which edges have already been subdivided.
EdgeSubdivisionMap subdividedEdges;
// The new index collection after subdivision.
IndexCollection newIndices;
const size_t triangleCount = indices.size() / 3;
for (size_t iTriangle = 0; iTriangle < triangleCount; ++iTriangle)
{
// For each edge on this triangle, create a new vertex in the middle of that edge.
// The winding order of the triangles we output are the same as the winding order of the inputs.
// Indices of the vertices making up this triangle
uint16_t iv0 = indices[iTriangle*3+0];
uint16_t iv1 = indices[iTriangle*3+1];
uint16_t iv2 = indices[iTriangle*3+2];
// Get the new vertices
XMFLOAT3 v01; // vertex on the midpoint of v0 and v1
XMFLOAT3 v12; // ditto v1 and v2
XMFLOAT3 v20; // ditto v2 and v0
uint16_t iv01; // index of v01
uint16_t iv12; // index of v12
uint16_t iv20; // index of v20
// Function that, when given the index of two vertices, creates a new vertex at the midpoint of those vertices.
auto divideEdge = [&](uint16_t i0, uint16_t i1, XMFLOAT3& outVertex, uint16_t& outIndex)
{
const UndirectedEdge edge = makeUndirectedEdge(i0, i1);
// Check to see if we've already generated this vertex
auto it = subdividedEdges.find(edge);
if (it != subdividedEdges.end())
{
// We've already generated this vertex before
outIndex = it->second; // the index of this vertex
outVertex = vertexPositions[outIndex]; // and the vertex itself
}
else
{
// Haven't generated this vertex before: so add it now
// outVertex = (vertices[i0] + vertices[i1]) / 2
XMStoreFloat3(
&outVertex,
XMVectorScale(
XMVectorAdd(XMLoadFloat3(&vertexPositions[i0]), XMLoadFloat3(&vertexPositions[i1])),
0.5f
)
);
outIndex = static_cast<uint16_t>( vertexPositions.size() );
CheckIndexOverflow(outIndex);
vertexPositions.push_back(outVertex);
// Now add it to the map.
subdividedEdges.insert(std::make_pair(edge, outIndex));
}
};
// Add/get new vertices and their indices
divideEdge(iv0, iv1, v01, iv01);
divideEdge(iv1, iv2, v12, iv12);
divideEdge(iv0, iv2, v20, iv20);
// Add the new indices. We have four new triangles from our original one:
// v0
// o
// /a\
// v20 o---o v01
// /b\c/d\
// v2 o---o---o v1
// v12
const uint16_t indicesToAdd[] =
{
iv0, iv01, iv20, // a
iv20, iv12, iv2, // b
iv20, iv01, iv12, // c
iv01, iv1, iv12, // d
};
newIndices.insert(newIndices.end(), std::begin(indicesToAdd), std::end(indicesToAdd));
}
indices = std::move(newIndices);
}
// Now that we've completed subdivision, fill in the final vertex collection
vertices.reserve(vertexPositions.size());
for (auto it = vertexPositions.begin(); it != vertexPositions.end(); ++it)
{
auto vertexValue = *it;
auto normal = XMVector3Normalize(XMLoadFloat3(&vertexValue));
auto pos = XMVectorScale(normal, radius);
XMFLOAT3 normalFloat3;
XMStoreFloat3(&normalFloat3, normal);
// calculate texture coordinates for this vertex
float longitude = atan2(normalFloat3.x, -normalFloat3.z);
float latitude = acos(normalFloat3.y);
float u = longitude / XM_2PI + 0.5f;
float v = latitude / XM_PI;
auto texcoord = XMVectorSet(1.0f - u, v, 0.0f, 0.0f);
vertices.push_back(VertexPositionNormalTexture(pos, normal, texcoord));
}
// There are a couple of fixes to do. One is a texture coordinate wraparound fixup. At some point, there will be
// a set of triangles somewhere in the mesh with texture coordinates such that the wraparound across 0.0/1.0
// occurs across that triangle. Eg. when the left hand side of the triangle has a U coordinate of 0.98 and the
// right hand side has a U coordinate of 0.0. The intent is that such a triangle should render with a U of 0.98 to
// 1.0, not 0.98 to 0.0. If we don't do this fixup, there will be a visible seam across one side of the sphere.
//
// Luckily this is relatively easy to fix. There is a straight edge which runs down the prime meridian of the
// completed sphere. If you imagine the vertices along that edge, they circumscribe a semicircular arc starting at
// y=1 and ending at y=-1, and sweeping across the range of z=0 to z=1. x stays zero. It's along this edge that we
// need to duplicate our vertices - and provide the correct texture coordinates.
size_t preFixupVertexCount = vertices.size();
for (size_t i = 0; i < preFixupVertexCount; ++i)
{
// This vertex is on the prime meridian if position.x and texcoord.u are both zero (allowing for small epsilon).
bool isOnPrimeMeridian = XMVector2NearEqual(
XMVectorSet(vertices[i].position.x, vertices[i].textureCoordinate.x, 0.0f, 0.0f),
XMVectorZero(),
XMVectorSplatEpsilon());
if (isOnPrimeMeridian)
{
size_t newIndex = vertices.size(); // the index of this vertex that we're about to add
CheckIndexOverflow(newIndex);
// copy this vertex, correct the texture coordinate, and add the vertex
VertexPositionNormalTexture v = vertices[i];
v.textureCoordinate.x = 1.0f;
vertices.push_back(v);
// Now find all the triangles which contain this vertex and update them if necessary
for (size_t j = 0; j < indices.size(); j += 3)
{
uint16_t* triIndex0 = &indices[j+0];
uint16_t* triIndex1 = &indices[j+1];
uint16_t* triIndex2 = &indices[j+2];
if (*triIndex0 == i)
{
// nothing; just keep going
}
else if (*triIndex1 == i)
{
std::swap(triIndex0, triIndex1); // swap the pointers (not the values)
}
else if (*triIndex2 == i)
{
std::swap(triIndex0, triIndex2); // swap the pointers (not the values)
}
else
{
// this triangle doesn't use the vertex we're interested in
continue;
}
// If we got to this point then triIndex0 is the pointer to the index to the vertex we're looking at
assert(*triIndex0 == i);
assert(*triIndex1 != i && *triIndex2 != i); // assume no degenerate triangles
const VertexPositionNormalTexture& v0 = vertices[*triIndex0];
const VertexPositionNormalTexture& v1 = vertices[*triIndex1];
const VertexPositionNormalTexture& v2 = vertices[*triIndex2];
// check the other two vertices to see if we might need to fix this triangle
if (abs(v0.textureCoordinate.x - v1.textureCoordinate.x) > 0.5f ||
abs(v0.textureCoordinate.x - v2.textureCoordinate.x) > 0.5f)
{
// yep; replace the specified index to point to the new, corrected vertex
*triIndex0 = static_cast<uint16_t>(newIndex);
}
}
}
}
// And one last fix we need to do: the poles. A common use-case of a sphere mesh is to map a rectangular texture onto
// it. If that happens, then the poles become singularities which map the entire top and bottom rows of the texture
// onto a single point. In general there's no real way to do that right. But to match the behavior of non-geodesic
// spheres, we need to duplicate the pole vertex for every triangle that uses it. This will introduce seams near the
// poles, but reduce stretching.
auto fixPole = [&](size_t poleIndex)
{
auto poleVertex = vertices[poleIndex];
bool overwrittenPoleVertex = false; // overwriting the original pole vertex saves us one vertex
for (size_t i = 0; i < indices.size(); i += 3)
{
// These pointers point to the three indices which make up this triangle. pPoleIndex is the pointer to the
// entry in the index array which represents the pole index, and the other two pointers point to the other
// two indices making up this triangle.
uint16_t* pPoleIndex;
uint16_t* pOtherIndex0;
uint16_t* pOtherIndex1;
if (indices[i + 0] == poleIndex)
{
pPoleIndex = &indices[i + 0];
pOtherIndex0 = &indices[i + 1];
pOtherIndex1 = &indices[i + 2];
}
else if (indices[i + 1] == poleIndex)
{
pPoleIndex = &indices[i + 1];
pOtherIndex0 = &indices[i + 2];
pOtherIndex1 = &indices[i + 0];
}
else if (indices[i + 2] == poleIndex)
{
pPoleIndex = &indices[i + 2];
pOtherIndex0 = &indices[i + 0];
pOtherIndex1 = &indices[i + 1];
}
else
{
continue;
}
const auto& otherVertex0 = vertices[*pOtherIndex0];
const auto& otherVertex1 = vertices[*pOtherIndex1];
// Calculate the texcoords for the new pole vertex, add it to the vertices and update the index
VertexPositionNormalTexture newPoleVertex = poleVertex;
newPoleVertex.textureCoordinate.x = (otherVertex0.textureCoordinate.x + otherVertex1.textureCoordinate.x) / 2;
newPoleVertex.textureCoordinate.y = poleVertex.textureCoordinate.y;
if (!overwrittenPoleVertex)
{
vertices[poleIndex] = newPoleVertex;
overwrittenPoleVertex = true;
}
else
{
CheckIndexOverflow(vertices.size());
*pPoleIndex = static_cast<uint16_t>(vertices.size());
vertices.push_back(newPoleVertex);
}
}
};
fixPole(northPoleIndex);
fixPole(southPoleIndex);
// Build RH above
if ( !rhcoords )
ReverseWinding( indices, vertices );
}
//--------------------------------------------------------------------------------------
// Cylinder / Cone
//--------------------------------------------------------------------------------------
// Helper computes a point on a unit circle, aligned to the x/z plane and centered on the origin.
static inline XMVECTOR GetCircleVector(size_t i, size_t tessellation)
{
float angle = i * XM_2PI / tessellation;
float dx, dz;
XMScalarSinCos(&dx, &dz, angle);
XMVECTORF32 v = { dx, 0, dz, 0 };
return v;
}
static inline XMVECTOR GetCircleTangent(size_t i, size_t tessellation)
{
float angle = ( i * XM_2PI / tessellation ) + XM_PIDIV2;
float dx, dz;
XMScalarSinCos(&dx, &dz, angle);
XMVECTORF32 v = { dx, 0, dz, 0 };
return v;
}
// Helper creates a triangle fan to close the end of a cylinder / cone
static void CreateCylinderCap(VertexCollection& vertices, IndexCollection& indices, size_t tessellation, float height, float radius, bool isTop)
{
// Create cap indices.
for (size_t i = 0; i < tessellation - 2; i++)
{
size_t i1 = (i + 1) % tessellation;
size_t i2 = (i + 2) % tessellation;
if (isTop)
{
std::swap(i1, i2);
}
size_t vbase = vertices.size();
index_push_back(indices, vbase);
index_push_back(indices, vbase + i1);
index_push_back(indices, vbase + i2);
}
// Which end of the cylinder is this?
XMVECTOR normal = g_XMIdentityR1;
XMVECTOR textureScale = g_XMNegativeOneHalf;
if (!isTop)
{
normal = -normal;
textureScale *= g_XMNegateX;
}
// Create cap vertices.
for (size_t i = 0; i < tessellation; i++)
{
XMVECTOR circleVector = GetCircleVector(i, tessellation);
XMVECTOR position = (circleVector * radius) + (normal * height);
XMVECTOR textureCoordinate = XMVectorMultiplyAdd(XMVectorSwizzle<0, 2, 3, 3>(circleVector), textureScale, g_XMOneHalf);
vertices.push_back(VertexPositionNormalTexture(position, normal, textureCoordinate));
}
}
// Creates a cylinder primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateCylinder(_In_ ID3D11DeviceContext* deviceContext, float height, float diameter, size_t tessellation, bool rhcoords)
{
VertexCollection vertices;
IndexCollection indices;
CreateCylinder(vertices, indices, height, diameter, tessellation, rhcoords);
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateCylinder(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float height, float diameter, size_t tessellation, bool rhcoords)
{
vertices.clear();
indices.clear();
if (tessellation < 3)
throw std::out_of_range("tesselation parameter out of range");
height /= 2;
XMVECTOR topOffset = g_XMIdentityR1 * height;
float radius = diameter / 2;
size_t stride = tessellation + 1;
// Create a ring of triangles around the outside of the cylinder.
for (size_t i = 0; i <= tessellation; i++)
{
XMVECTOR normal = GetCircleVector(i, tessellation);
XMVECTOR sideOffset = normal * radius;
float u = (float)i / tessellation;
XMVECTOR textureCoordinate = XMLoadFloat(&u);
vertices.push_back(VertexPositionNormalTexture(sideOffset + topOffset, normal, textureCoordinate));
vertices.push_back(VertexPositionNormalTexture(sideOffset - topOffset, normal, textureCoordinate + g_XMIdentityR1));
index_push_back(indices, i * 2);
index_push_back(indices, (i * 2 + 2) % (stride * 2));
index_push_back(indices, i * 2 + 1);
index_push_back(indices, i * 2 + 1);
index_push_back(indices, (i * 2 + 2) % (stride * 2));
index_push_back(indices, (i * 2 + 3) % (stride * 2));
}
// Create flat triangle fan caps to seal the top and bottom.
CreateCylinderCap(vertices, indices, tessellation, height, radius, true);
CreateCylinderCap(vertices, indices, tessellation, height, radius, false);
// Build RH above
if ( !rhcoords )
ReverseWinding( indices, vertices );
}
// Creates a cone primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateCone(_In_ ID3D11DeviceContext* deviceContext, float diameter, float height, size_t tessellation, bool rhcoords)
{
VertexCollection vertices;
IndexCollection indices;
CreateCone(vertices, indices, diameter, height, tessellation, rhcoords);
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateCone(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter, float height, size_t tessellation, bool rhcoords)
{
vertices.clear();
indices.clear();
if (tessellation < 3)
throw std::out_of_range("tesselation parameter out of range");
height /= 2;
XMVECTOR topOffset = g_XMIdentityR1 * height;
float radius = diameter / 2;
size_t stride = tessellation + 1;
// Create a ring of triangles around the outside of the cone.
for (size_t i = 0; i <= tessellation; i++)
{
XMVECTOR circlevec = GetCircleVector(i, tessellation);
XMVECTOR sideOffset = circlevec * radius;
float u = (float)i / tessellation;
XMVECTOR textureCoordinate = XMLoadFloat(&u);
XMVECTOR pt = sideOffset - topOffset;
XMVECTOR normal = XMVector3Cross( GetCircleTangent( i, tessellation ), topOffset - pt );
normal = XMVector3Normalize( normal );
// Duplicate the top vertex for distinct normals
vertices.push_back(VertexPositionNormalTexture(topOffset, normal, g_XMZero));
vertices.push_back(VertexPositionNormalTexture(pt, normal, textureCoordinate + g_XMIdentityR1 ));
index_push_back(indices, i * 2);
index_push_back(indices, (i * 2 + 3) % (stride * 2));
index_push_back(indices, (i * 2 + 1) % (stride * 2));
}
// Create flat triangle fan caps to seal the bottom.
CreateCylinderCap(vertices, indices, tessellation, height, radius, false);
// Build RH above
if ( !rhcoords )
ReverseWinding( indices, vertices );
}
//--------------------------------------------------------------------------------------
// Torus
//--------------------------------------------------------------------------------------
// Creates a torus primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateTorus(_In_ ID3D11DeviceContext* deviceContext, float diameter, float thickness, size_t tessellation, bool rhcoords)
{
VertexCollection vertices;
IndexCollection indices;
CreateTorus( vertices, indices, diameter, thickness, tessellation, rhcoords );
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateTorus(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float diameter, float thickness, size_t tessellation, bool rhcoords)
{
vertices.clear();
indices.clear();
if (tessellation < 3)
throw std::out_of_range("tesselation parameter out of range");
size_t stride = tessellation + 1;
// First we loop around the main ring of the torus.
for (size_t i = 0; i <= tessellation; i++)
{
float u = (float)i / tessellation;
float outerAngle = i * XM_2PI / tessellation - XM_PIDIV2;
// Create a transform matrix that will align geometry to
// slice perpendicularly though the current ring position.
XMMATRIX transform = XMMatrixTranslation(diameter / 2, 0, 0) * XMMatrixRotationY(outerAngle);
// Now we loop along the other axis, around the side of the tube.
for (size_t j = 0; j <= tessellation; j++)
{
float v = 1 - (float)j / tessellation;
float innerAngle = j * XM_2PI / tessellation + XM_PI;
float dx, dy;
XMScalarSinCos(&dy, &dx, innerAngle);
// Create a vertex.
XMVECTOR normal = XMVectorSet(dx, dy, 0, 0);
XMVECTOR position = normal * thickness / 2;
XMVECTOR textureCoordinate = XMVectorSet(u, v, 0, 0);
position = XMVector3Transform(position, transform);
normal = XMVector3TransformNormal(normal, transform);
vertices.push_back(VertexPositionNormalTexture(position, normal, textureCoordinate));
// And create indices for two triangles.
size_t nextI = (i + 1) % stride;
size_t nextJ = (j + 1) % stride;
index_push_back(indices, i * stride + j);
index_push_back(indices, i * stride + nextJ);
index_push_back(indices, nextI * stride + j);
index_push_back(indices, i * stride + nextJ);
index_push_back(indices, nextI * stride + nextJ);
index_push_back(indices, nextI * stride + j);
}
}
// Build RH above
if ( !rhcoords )
ReverseWinding( indices, vertices );
}
//--------------------------------------------------------------------------------------
// Tetrahedron
//--------------------------------------------------------------------------------------
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateTetrahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords)
{
VertexCollection vertices;
IndexCollection indices;
CreateTetrahedron(vertices, indices, size, rhcoords);
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateTetrahedron(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size, bool rhcoords)
{
vertices.clear();
indices.clear();
static const XMVECTORF32 verts[4] =
{
{ 0.f, 0.f, 1.f },
{ 2.f*SQRT2/3.f, 0.f, -1.f/3.f },
{ -SQRT2/3.f, SQRT6/3.f, -1.f/3.f },
{ -SQRT2/3.f, -SQRT6/3.f, -1.f/3.f }
};
static const uint32_t faces[4*3] =
{
0, 1, 2,
0, 2, 3,
0, 3, 1,
1, 3, 2,
};
for( size_t j = 0; j < _countof(faces); j += 3 )
{
uint32_t v0 = faces[ j ];
uint32_t v1 = faces[ j + 1 ];
uint32_t v2 = faces[ j + 2 ];
XMVECTOR normal = XMVector3Cross( verts[ v1 ].v - verts[ v0 ].v,
verts[ v2 ].v - verts[ v0 ].v );
normal = XMVector3Normalize( normal );
size_t base = vertices.size();
index_push_back(indices, base );
index_push_back(indices, base + 1 );
index_push_back(indices, base + 2 );
// Duplicate vertices to use face normals
XMVECTOR position = XMVectorScale( verts[ v0 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMZero /* 0, 0 */ ) );
position = XMVectorScale( verts[ v1 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMIdentityR0 /* 1, 0 */ ) );
position = XMVectorScale( verts[ v2 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMIdentityR1 /* 0, 1 */ ) );
}
// Built LH above
if ( rhcoords )
ReverseWinding( indices, vertices );
assert( vertices.size() == 4*3 );
assert( indices.size() == 4*3 );
}
//--------------------------------------------------------------------------------------
// Octahedron
//--------------------------------------------------------------------------------------
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateOctahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords )
{
VertexCollection vertices;
IndexCollection indices;
CreateOctahedron(vertices, indices, size, rhcoords );
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateOctahedron(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size, bool rhcoords )
{
vertices.clear();
indices.clear();
static const XMVECTORF32 verts[6] =
{
{ 1, 0, 0 },
{ -1, 0, 0 },
{ 0, 1, 0 },
{ 0, -1, 0 },
{ 0, 0, 1 },
{ 0, 0, -1 }
};
static const uint32_t faces[8*3] =
{
4, 0, 2,
4, 2, 1,
4, 1, 3,
4, 3, 0,
5, 2, 0,
5, 1, 2,
5, 3, 1,
5, 0, 3
};
for( size_t j = 0; j < _countof(faces); j += 3 )
{
uint32_t v0 = faces[ j ];
uint32_t v1 = faces[ j + 1 ];
uint32_t v2 = faces[ j + 2 ];
XMVECTOR normal = XMVector3Cross( verts[ v1 ].v - verts[ v0 ].v,
verts[ v2 ].v - verts[ v0 ].v );
normal = XMVector3Normalize( normal );
size_t base = vertices.size();
index_push_back(indices, base );
index_push_back(indices, base + 1 );
index_push_back(indices, base + 2 );
// Duplicate vertices to use face normals
XMVECTOR position = XMVectorScale( verts[ v0 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMZero /* 0, 0 */ ) );
position = XMVectorScale( verts[ v1 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMIdentityR0 /* 1, 0 */ ) );
position = XMVectorScale( verts[ v2 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMIdentityR1 /* 0, 1*/ ) );
}
// Built LH above
if ( rhcoords )
ReverseWinding( indices, vertices );
assert( vertices.size() == 8*3 );
assert( indices.size() == 8*3 );
}
//--------------------------------------------------------------------------------------
// Dodecahedron
//--------------------------------------------------------------------------------------
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateDodecahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords )
{
VertexCollection vertices;
IndexCollection indices;
CreateDodecahedron( vertices, indices, size, rhcoords );
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateDodecahedron(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size, bool rhcoords )
{
vertices.clear();
indices.clear();
static const float a = 1.f/SQRT3;
static const float b = 0.356822089773089931942f; // sqrt( ( 3 - sqrt(5) ) / 6 )
static const float c = 0.934172358962715696451f; // sqrt( ( 3 + sqrt(5) ) / 6 );
static const XMVECTORF32 verts[20] =
{
{ a, a, a },
{ a, a, -a },
{ a, -a, a },
{ a, -a, -a },
{ -a, a, a },
{ -a, a, -a },
{ -a, -a, a },
{ -a, -a, -a },
{ b, c, 0 },
{ -b, c, 0 },
{ b, -c, 0 },
{ -b, -c, 0 },
{ c, 0, b },
{ c, 0, -b },
{ -c, 0, b },
{ -c, 0, -b },
{ 0, b, c },
{ 0, -b, c },
{ 0, b, -c },
{ 0, -b, -c }
};
static const uint32_t faces[12*5] =
{
0, 8, 9, 4, 16,
0, 16, 17, 2, 12,
12, 2, 10, 3, 13,
9, 5, 15, 14, 4,
3, 19, 18, 1, 13,
7, 11, 6, 14, 15,
0, 12, 13, 1, 8,
8, 1, 18, 5, 9,
16, 4, 14, 6, 17,
6, 11, 10, 2, 17,
7, 15, 5, 18, 19,
7, 19, 3, 10, 11,
};
static const XMVECTORF32 textureCoordinates[5] =
{
{ 0.654508f, 0.0244717f },
{ 0.0954915f, 0.206107f },
{ 0.0954915f, 0.793893f },
{ 0.654508f, 0.975528f },
{ 1.f, 0.5f }
};
static const uint32_t textureIndex[12][5] =
{
{ 0, 1, 2, 3, 4 },
{ 2, 3, 4, 0, 1 },
{ 4, 0, 1, 2, 3 },
{ 1, 2, 3, 4, 0 },
{ 2, 3, 4, 0, 1 },
{ 0, 1, 2, 3, 4 },
{ 1, 2, 3, 4, 0 },
{ 4, 0, 1, 2, 3 },
{ 4, 0, 1, 2, 3 },
{ 1, 2, 3, 4, 0 },
{ 0, 1, 2, 3, 4 },
{ 2, 3, 4, 0, 1 },
};
size_t t = 0;
for( size_t j = 0; j < _countof(faces); j += 5, ++t )
{
uint32_t v0 = faces[ j ];
uint32_t v1 = faces[ j + 1 ];
uint32_t v2 = faces[ j + 2 ];
uint32_t v3 = faces[ j + 3 ];
uint32_t v4 = faces[ j + 4 ];
XMVECTOR normal = XMVector3Cross( verts[ v1 ].v - verts[ v0 ].v,
verts[ v2 ].v - verts[ v0 ].v );
normal = XMVector3Normalize( normal );
size_t base = vertices.size();
index_push_back(indices, base );
index_push_back(indices, base + 1 );
index_push_back(indices, base + 2 );
index_push_back(indices, base );
index_push_back(indices, base + 2 );
index_push_back(indices, base + 3 );
index_push_back(indices, base );
index_push_back(indices, base + 3 );
index_push_back(indices, base + 4 );
// Duplicate vertices to use face normals
XMVECTOR position = XMVectorScale( verts[ v0 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, textureCoordinates[ textureIndex[t][0] ] ) );
position = XMVectorScale( verts[ v1 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, textureCoordinates[ textureIndex[t][1] ] ) );
position = XMVectorScale( verts[ v2 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, textureCoordinates[ textureIndex[t][2] ] ) );
position = XMVectorScale( verts[ v3 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, textureCoordinates[ textureIndex[t][3] ] ) );
position = XMVectorScale( verts[ v4 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, textureCoordinates[ textureIndex[t][4] ] ) );
}
// Built LH above
if ( rhcoords )
ReverseWinding( indices, vertices );
assert( vertices.size() == 12*5 );
assert( indices.size() == 12*3*3 );
}
//--------------------------------------------------------------------------------------
// Icosahedron
//--------------------------------------------------------------------------------------
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateIcosahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords )
{
VertexCollection vertices;
IndexCollection indices;
CreateIcosahedron( vertices, indices, size, rhcoords );
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateIcosahedron(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size, bool rhcoords )
{
vertices.clear();
indices.clear();
static const float t = 1.618033988749894848205f; // (1 + sqrt(5)) / 2
static const float t2 = 1.519544995837552493271f; // sqrt( 1 + sqr( (1 + sqrt(5)) / 2 ) )
static const XMVECTORF32 verts[12] =
{
{ t/t2, 1.f/t2, 0 },
{ -t/t2, 1.f/t2, 0 },
{ t/t2, -1.f/t2, 0 },
{ -t/t2, -1.f/t2, 0 },
{ 1.f/t2, 0, t/t2 },
{ 1.f/t2, 0, -t/t2 },
{ -1.f/t2, 0, t/t2 },
{ -1.f/t2, 0, -t/t2 },
{ 0, t/t2, 1.f/t2 },
{ 0, -t/t2, 1.f/t2 },
{ 0, t/t2, -1.f/t2 },
{ 0, -t/t2, -1.f/t2 }
};
static const uint32_t faces[20*3] =
{
0, 8, 4,
0, 5, 10,
2, 4, 9,
2, 11, 5,
1, 6, 8,
1, 10, 7,
3, 9, 6,
3, 7, 11,
0, 10, 8,
1, 8, 10,
2, 9, 11,
3, 11, 9,
4, 2, 0,
5, 0, 2,
6, 1, 3,
7, 3, 1,
8, 6, 4,
9, 4, 6,
10, 5, 7,
11, 7, 5
};
for( size_t j = 0; j < _countof(faces); j += 3 )
{
uint32_t v0 = faces[ j ];
uint32_t v1 = faces[ j + 1 ];
uint32_t v2 = faces[ j + 2 ];
XMVECTOR normal = XMVector3Cross( verts[ v1 ].v - verts[ v0 ].v,
verts[ v2 ].v - verts[ v0 ].v );
normal = XMVector3Normalize( normal );
size_t base = vertices.size();
index_push_back(indices, base );
index_push_back(indices, base + 1 );
index_push_back(indices, base + 2 );
// Duplicate vertices to use face normals
XMVECTOR position = XMVectorScale( verts[ v0 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMZero /* 0, 0 */ ) );
position = XMVectorScale( verts[ v1 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMIdentityR0 /* 1, 0 */ ) );
position = XMVectorScale( verts[ v2 ], size );
vertices.push_back( VertexPositionNormalTexture( position, normal, g_XMIdentityR1 /* 0, 1 */ ) );
}
// Built LH above
if ( rhcoords )
ReverseWinding( indices, vertices );
assert( vertices.size() == 20*3 );
assert( indices.size() == 20*3 );
}
//--------------------------------------------------------------------------------------
// Teapot
//--------------------------------------------------------------------------------------
// Include the teapot control point data.
namespace
{
#include "TeapotData.inc"
}
// Tessellates the specified bezier patch.
static void XM_CALLCONV TessellatePatch(VertexCollection& vertices, IndexCollection& indices, TeapotPatch const& patch, size_t tessellation, FXMVECTOR scale, bool isMirrored)
{
// Look up the 16 control points for this patch.
XMVECTOR controlPoints[16];
for (int i = 0; i < 16; i++)
{
controlPoints[i] = TeapotControlPoints[patch.indices[i]] * scale;
}
// Create the index data.
size_t vbase = vertices.size();
Bezier::CreatePatchIndices(tessellation, isMirrored, [&](size_t index)
{
index_push_back(indices, vbase + index);
});
// Create the vertex data.
Bezier::CreatePatchVertices(controlPoints, tessellation, isMirrored, [&](FXMVECTOR position, FXMVECTOR normal, FXMVECTOR textureCoordinate)
{
vertices.push_back(VertexPositionNormalTexture(position, normal, textureCoordinate));
});
}
// Creates a teapot primitive.
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateTeapot(_In_ ID3D11DeviceContext* deviceContext, float size, size_t tessellation, bool rhcoords)
{
VertexCollection vertices;
IndexCollection indices;
CreateTeapot(vertices, indices, size, tessellation, rhcoords);
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}
void GeometricPrimitive::CreateTeapot(std::vector<VertexPositionNormalTexture>& vertices, std::vector<uint16_t>& indices, float size, size_t tessellation, bool rhcoords)
{
vertices.clear();
indices.clear();
if (tessellation < 1)
throw std::out_of_range("tesselation parameter out of range");
XMVECTOR scaleVector = XMVectorReplicate(size);
XMVECTOR scaleNegateX = scaleVector * g_XMNegateX;
XMVECTOR scaleNegateZ = scaleVector * g_XMNegateZ;
XMVECTOR scaleNegateXZ = scaleVector * g_XMNegateX * g_XMNegateZ;
for (int i = 0; i < sizeof(TeapotPatches) / sizeof(TeapotPatches[0]); i++)
{
TeapotPatch const& patch = TeapotPatches[i];
// Because the teapot is symmetrical from left to right, we only store
// data for one side, then tessellate each patch twice, mirroring in X.
TessellatePatch(vertices, indices, patch, tessellation, scaleVector, false);
TessellatePatch(vertices, indices, patch, tessellation, scaleNegateX, true);
if (patch.mirrorZ)
{
// Some parts of the teapot (the body, lid, and rim, but not the
// handle or spout) are also symmetrical from front to back, so
// we tessellate them four times, mirroring in Z as well as X.
TessellatePatch(vertices, indices, patch, tessellation, scaleNegateZ, true);
TessellatePatch(vertices, indices, patch, tessellation, scaleNegateXZ, false);
}
}
// Built RH above
if ( !rhcoords )
ReverseWinding( indices, vertices );
}
//--------------------------------------------------------------------------------------
// Custom
//--------------------------------------------------------------------------------------
std::unique_ptr<GeometricPrimitive> GeometricPrimitive::CreateCustom(_In_ ID3D11DeviceContext* deviceContext, const std::vector<VertexPositionNormalTexture>& vertices, const std::vector<uint16_t>& indices)
{
// Extra validation
if ( vertices.empty() || indices.empty() )
throw std::exception("Requires both vertices and indices");
if ( indices.size() % 3 )
throw std::exception("Expected triangular faces");
size_t nVerts = vertices.size();
if ( nVerts >= USHRT_MAX )
throw std::exception("Too many vertices for 16-bit index buffer");
for( auto it = indices.cbegin(); it != indices.cend(); ++it )
{
if ( *it >= nVerts )
{
throw std::exception("Index not in vertices list");
}
}
// Create the primitive object.
std::unique_ptr<GeometricPrimitive> primitive(new GeometricPrimitive());
primitive->pImpl->Initialize(deviceContext, vertices, indices);
return primitive;
}