//-------------------------------------------------------------------------------------- // 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 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 VertexCollection; typedef std::vector 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 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 setCustomState); void Draw(_In_ IEffect* effect, _In_ ID3D11InputLayout* inputLayout, bool alpha, bool wireframe, _In_opt_ std::function setCustomState); void CreateInputLayout(_In_ IEffect* effect, _Outptr_ ID3D11InputLayout** inputLayout); private: ComPtr mVertexBuffer; ComPtr 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 deviceContext; std::unique_ptr effect; ComPtr inputLayoutTextured; ComPtr inputLayoutUntextured; std::unique_ptr stateObjects; }; // Per-device-context data. std::shared_ptr mResources; static SharedResourcePool sharedResourcesPool; }; // Global pool of per-device-context GeometricPrimitive resources. SharedResourcePool GeometricPrimitive::Impl::sharedResourcesPool; // Per-device-context constructor. GeometricPrimitive::Impl::SharedResources::SharedResources(_In_ ID3D11DeviceContext* deviceContext) : deviceContext(deviceContext) { ComPtr 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 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( 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 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 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 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 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 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::CreateCube(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords) { return CreateBox(deviceContext, XMFLOAT3(size,size,size), rhcoords); } void GeometricPrimitive::CreateCube(std::vector& vertices, std::vector& indices, float size, bool rhcoords) { return CreateBox(vertices, indices, XMFLOAT3(size,size,size), rhcoords); } // Creates a box primitive. std::unique_ptr 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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateBox(std::vector& vertices, std::vector& 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::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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateSphere(std::vector& vertices, std::vector& 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::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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateGeoSphere(std::vector& vertices, std::vector& 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 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 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 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( 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(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(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::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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateCylinder(std::vector& vertices, std::vector& 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::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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateCone(std::vector& vertices, std::vector& 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::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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateTorus(std::vector& vertices, std::vector& 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::CreateTetrahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords) { VertexCollection vertices; IndexCollection indices; CreateTetrahedron(vertices, indices, size, rhcoords); // Create the primitive object. std::unique_ptr primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateTetrahedron(std::vector& vertices, std::vector& 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::CreateOctahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords ) { VertexCollection vertices; IndexCollection indices; CreateOctahedron(vertices, indices, size, rhcoords ); // Create the primitive object. std::unique_ptr primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateOctahedron(std::vector& vertices, std::vector& 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::CreateDodecahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords ) { VertexCollection vertices; IndexCollection indices; CreateDodecahedron( vertices, indices, size, rhcoords ); // Create the primitive object. std::unique_ptr primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateDodecahedron(std::vector& vertices, std::vector& 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::CreateIcosahedron(_In_ ID3D11DeviceContext* deviceContext, float size, bool rhcoords ) { VertexCollection vertices; IndexCollection indices; CreateIcosahedron( vertices, indices, size, rhcoords ); // Create the primitive object. std::unique_ptr primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateIcosahedron(std::vector& vertices, std::vector& 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::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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; } void GeometricPrimitive::CreateTeapot(std::vector& vertices, std::vector& 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::CreateCustom(_In_ ID3D11DeviceContext* deviceContext, const std::vector& vertices, const std::vector& 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 primitive(new GeometricPrimitive()); primitive->pImpl->Initialize(deviceContext, vertices, indices); return primitive; }