1194 строки
43 KiB
C++
1194 строки
43 KiB
C++
//--------------------------------------------------------------------------------------
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// File: Geometry.cpp
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// http://go.microsoft.com/fwlink/?LinkID=615561
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "Geometry.h"
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#include "Bezier.h"
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using namespace DirectX;
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namespace
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{
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constexpr float SQRT2 = 1.41421356237309504880f;
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constexpr float SQRT3 = 1.73205080756887729352f;
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constexpr float SQRT6 = 2.44948974278317809820f;
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inline void CheckIndexOverflow(size_t value)
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{
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// Use >=, not > comparison, because some D3D level 9_x hardware does not support 0xFFFF index values.
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if (value >= USHRT_MAX)
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throw std::out_of_range("Index value out of range: cannot tesselate primitive so finely");
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}
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// Collection types used when generating the geometry.
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inline void index_push_back(IndexCollection& indices, size_t value)
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{
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CheckIndexOverflow(value);
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indices.push_back(static_cast<uint16_t>(value));
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}
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// Helper for flipping winding of geometric primitives for LH vs. RH coords
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inline void ReverseWinding(IndexCollection& indices, VertexCollection& vertices)
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{
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assert((indices.size() % 3) == 0);
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for (auto it = indices.begin(); it != indices.end(); it += 3)
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{
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std::swap(*it, *(it + 2));
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}
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for (auto& it : vertices)
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{
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it.textureCoordinate.x = (1.f - it.textureCoordinate.x);
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}
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}
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// Helper for inverting normals of geometric primitives for 'inside' vs. 'outside' viewing
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inline void InvertNormals(VertexCollection& vertices)
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{
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for (auto& it : vertices)
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{
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it.normal.x = -it.normal.x;
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it.normal.y = -it.normal.y;
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it.normal.z = -it.normal.z;
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}
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}
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}
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//--------------------------------------------------------------------------------------
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// Cube (aka a Hexahedron) or Box
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//--------------------------------------------------------------------------------------
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void DirectX::ComputeBox(VertexCollection& vertices, IndexCollection& indices, const XMFLOAT3& size, bool rhcoords, bool invertn)
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{
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vertices.clear();
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indices.clear();
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// A box has six faces, each one pointing in a different direction.
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constexpr int FaceCount = 6;
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static const XMVECTORF32 faceNormals[FaceCount] =
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{
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{ { { 0, 0, 1, 0 } } },
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{ { { 0, 0, -1, 0 } } },
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{ { { 1, 0, 0, 0 } } },
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{ { { -1, 0, 0, 0 } } },
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{ { { 0, 1, 0, 0 } } },
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{ { { 0, -1, 0, 0 } } },
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};
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static const XMVECTORF32 textureCoordinates[4] =
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{
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{ { { 1, 0, 0, 0 } } },
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{ { { 1, 1, 0, 0 } } },
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{ { { 0, 1, 0, 0 } } },
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{ { { 0, 0, 0, 0 } } },
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};
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XMVECTOR tsize = XMLoadFloat3(&size);
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tsize = XMVectorDivide(tsize, g_XMTwo);
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// Create each face in turn.
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for (int i = 0; i < FaceCount; i++)
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{
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const XMVECTOR normal = faceNormals[i];
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// Get two vectors perpendicular both to the face normal and to each other.
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const XMVECTOR basis = (i >= 4) ? g_XMIdentityR2 : g_XMIdentityR1;
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const XMVECTOR side1 = XMVector3Cross(normal, basis);
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const XMVECTOR side2 = XMVector3Cross(normal, side1);
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// Six indices (two triangles) per face.
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const size_t vbase = vertices.size();
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index_push_back(indices, vbase + 0);
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index_push_back(indices, vbase + 1);
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index_push_back(indices, vbase + 2);
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index_push_back(indices, vbase + 0);
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index_push_back(indices, vbase + 2);
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index_push_back(indices, vbase + 3);
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// Four vertices per face.
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// (normal - side1 - side2) * tsize // normal // t0
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vertices.push_back(VertexPositionNormalTexture(XMVectorMultiply(XMVectorSubtract(XMVectorSubtract(normal, side1), side2), tsize), normal, textureCoordinates[0]));
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// (normal - side1 + side2) * tsize // normal // t1
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vertices.push_back(VertexPositionNormalTexture(XMVectorMultiply(XMVectorAdd(XMVectorSubtract(normal, side1), side2), tsize), normal, textureCoordinates[1]));
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// (normal + side1 + side2) * tsize // normal // t2
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vertices.push_back(VertexPositionNormalTexture(XMVectorMultiply(XMVectorAdd(normal, XMVectorAdd(side1, side2)), tsize), normal, textureCoordinates[2]));
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// (normal + side1 - side2) * tsize // normal // t3
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vertices.push_back(VertexPositionNormalTexture(XMVectorMultiply(XMVectorSubtract(XMVectorAdd(normal, side1), side2), tsize), normal, textureCoordinates[3]));
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}
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// Build RH above
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if (!rhcoords)
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ReverseWinding(indices, vertices);
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if (invertn)
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InvertNormals(vertices);
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}
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//--------------------------------------------------------------------------------------
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// Sphere
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//--------------------------------------------------------------------------------------
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void DirectX::ComputeSphere(VertexCollection& vertices, IndexCollection& indices, float diameter, size_t tessellation, bool rhcoords, bool invertn)
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{
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vertices.clear();
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indices.clear();
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if (tessellation < 3)
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throw std::invalid_argument("tesselation parameter must be at least 3");
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const size_t verticalSegments = tessellation;
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const size_t horizontalSegments = tessellation * 2;
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const float radius = diameter / 2;
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// Create rings of vertices at progressively higher latitudes.
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for (size_t i = 0; i <= verticalSegments; i++)
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{
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const float v = 1 - float(i) / float(verticalSegments);
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const float latitude = (float(i) * XM_PI / float(verticalSegments)) - XM_PIDIV2;
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float dy, dxz;
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XMScalarSinCos(&dy, &dxz, latitude);
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// Create a single ring of vertices at this latitude.
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for (size_t j = 0; j <= horizontalSegments; j++)
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{
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const float u = float(j) / float(horizontalSegments);
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const float longitude = float(j) * XM_2PI / float(horizontalSegments);
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float dx, dz;
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XMScalarSinCos(&dx, &dz, longitude);
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dx *= dxz;
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dz *= dxz;
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const XMVECTOR normal = XMVectorSet(dx, dy, dz, 0);
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const XMVECTOR textureCoordinate = XMVectorSet(u, v, 0, 0);
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vertices.push_back(VertexPositionNormalTexture(XMVectorScale(normal, radius), normal, textureCoordinate));
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}
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}
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// Fill the index buffer with triangles joining each pair of latitude rings.
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const size_t stride = horizontalSegments + 1;
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for (size_t i = 0; i < verticalSegments; i++)
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{
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for (size_t j = 0; j <= horizontalSegments; j++)
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{
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const size_t nextI = i + 1;
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const size_t nextJ = (j + 1) % stride;
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index_push_back(indices, i * stride + j);
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index_push_back(indices, nextI * stride + j);
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index_push_back(indices, i * stride + nextJ);
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index_push_back(indices, i * stride + nextJ);
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index_push_back(indices, nextI * stride + j);
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index_push_back(indices, nextI * stride + nextJ);
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}
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}
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// Build RH above
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if (!rhcoords)
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ReverseWinding(indices, vertices);
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if (invertn)
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InvertNormals(vertices);
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}
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//--------------------------------------------------------------------------------------
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// Geodesic sphere
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//--------------------------------------------------------------------------------------
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void DirectX::ComputeGeoSphere(VertexCollection& vertices, IndexCollection& indices, float diameter, size_t tessellation, bool rhcoords)
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{
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vertices.clear();
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indices.clear();
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// An undirected edge between two vertices, represented by a pair of indexes into a vertex array.
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// Becuse this edge is undirected, (a,b) is the same as (b,a).
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using UndirectedEdge = std::pair<uint16_t, uint16_t>;
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// Makes an undirected edge. Rather than overloading comparison operators to give us the (a,b)==(b,a) property,
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// we'll just ensure that the larger of the two goes first. This'll simplify things greatly.
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auto makeUndirectedEdge = [](uint16_t a, uint16_t b) noexcept
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{
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return std::make_pair(std::max(a, b), std::min(a, b));
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};
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// Key: an edge
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// Value: the index of the vertex which lies midway between the two vertices pointed to by the key value
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// This map is used to avoid duplicating vertices when subdividing triangles along edges.
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using EdgeSubdivisionMap = std::map<UndirectedEdge, uint16_t>;
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static const XMFLOAT3 OctahedronVertices[] =
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{
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// when looking down the negative z-axis (into the screen)
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XMFLOAT3(0, 1, 0), // 0 top
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XMFLOAT3(0, 0, -1), // 1 front
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XMFLOAT3(1, 0, 0), // 2 right
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XMFLOAT3(0, 0, 1), // 3 back
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XMFLOAT3(-1, 0, 0), // 4 left
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XMFLOAT3(0, -1, 0), // 5 bottom
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};
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static const uint16_t OctahedronIndices[] =
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{
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0, 1, 2, // top front-right face
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0, 2, 3, // top back-right face
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0, 3, 4, // top back-left face
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0, 4, 1, // top front-left face
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5, 1, 4, // bottom front-left face
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5, 4, 3, // bottom back-left face
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5, 3, 2, // bottom back-right face
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5, 2, 1, // bottom front-right face
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};
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const float radius = diameter / 2.0f;
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// Start with an octahedron; copy the data into the vertex/index collection.
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std::vector<XMFLOAT3> vertexPositions(std::begin(OctahedronVertices), std::end(OctahedronVertices));
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indices.insert(indices.begin(), std::begin(OctahedronIndices), std::end(OctahedronIndices));
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// We know these values by looking at the above index list for the octahedron. Despite the subdivisions that are
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// about to go on, these values aren't ever going to change because the vertices don't move around in the array.
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// We'll need these values later on to fix the singularities that show up at the poles.
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constexpr uint16_t northPoleIndex = 0;
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constexpr uint16_t southPoleIndex = 5;
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for (size_t iSubdivision = 0; iSubdivision < tessellation; ++iSubdivision)
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{
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assert(indices.size() % 3 == 0); // sanity
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// We use this to keep track of which edges have already been subdivided.
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EdgeSubdivisionMap subdividedEdges;
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// The new index collection after subdivision.
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IndexCollection newIndices;
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const size_t triangleCount = indices.size() / 3;
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for (size_t iTriangle = 0; iTriangle < triangleCount; ++iTriangle)
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{
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// For each edge on this triangle, create a new vertex in the middle of that edge.
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// The winding order of the triangles we output are the same as the winding order of the inputs.
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// Indices of the vertices making up this triangle
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const uint16_t iv0 = indices[iTriangle * 3 + 0];
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const uint16_t iv1 = indices[iTriangle * 3 + 1];
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const uint16_t iv2 = indices[iTriangle * 3 + 2];
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// Get the new vertices
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XMFLOAT3 v01; // vertex on the midpoint of v0 and v1
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XMFLOAT3 v12; // ditto v1 and v2
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XMFLOAT3 v20; // ditto v2 and v0
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uint16_t iv01; // index of v01
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uint16_t iv12; // index of v12
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uint16_t iv20; // index of v20
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// Function that, when given the index of two vertices, creates a new vertex at the midpoint of those vertices.
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auto const divideEdge = [&](uint16_t i0, uint16_t i1, XMFLOAT3& outVertex, uint16_t& outIndex)
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{
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const UndirectedEdge edge = makeUndirectedEdge(i0, i1);
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// Check to see if we've already generated this vertex
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auto it = subdividedEdges.find(edge);
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if (it != subdividedEdges.end())
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{
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// We've already generated this vertex before
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outIndex = it->second; // the index of this vertex
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outVertex = vertexPositions[outIndex]; // and the vertex itself
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}
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else
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{
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// Haven't generated this vertex before: so add it now
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// outVertex = (vertices[i0] + vertices[i1]) / 2
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XMStoreFloat3(
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&outVertex,
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XMVectorScale(
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XMVectorAdd(XMLoadFloat3(&vertexPositions[i0]), XMLoadFloat3(&vertexPositions[i1])),
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0.5f
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)
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);
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outIndex = static_cast<uint16_t>(vertexPositions.size());
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CheckIndexOverflow(outIndex);
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vertexPositions.push_back(outVertex);
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// Now add it to the map.
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auto entry = std::make_pair(edge, outIndex);
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subdividedEdges.insert(entry);
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}
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};
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// Add/get new vertices and their indices
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divideEdge(iv0, iv1, v01, iv01);
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divideEdge(iv1, iv2, v12, iv12);
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divideEdge(iv0, iv2, v20, iv20);
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// Add the new indices. We have four new triangles from our original one:
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// v0
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// o
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// /a\
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// v20 o---o v01
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// /b\c/d\
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// v2 o---o---o v1
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// v12
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const uint16_t indicesToAdd[] =
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{
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iv0, iv01, iv20, // a
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iv20, iv12, iv2, // b
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iv20, iv01, iv12, // c
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iv01, iv1, iv12, // d
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};
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newIndices.insert(newIndices.end(), std::begin(indicesToAdd), std::end(indicesToAdd));
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}
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indices = std::move(newIndices);
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}
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// Now that we've completed subdivision, fill in the final vertex collection
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vertices.reserve(vertexPositions.size());
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for (const auto& it : vertexPositions)
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{
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auto const normal = XMVector3Normalize(XMLoadFloat3(&it));
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auto const pos = XMVectorScale(normal, radius);
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XMFLOAT3 normalFloat3;
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XMStoreFloat3(&normalFloat3, normal);
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// calculate texture coordinates for this vertex
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const float longitude = atan2f(normalFloat3.x, -normalFloat3.z);
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const float latitude = acosf(normalFloat3.y);
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const float u = longitude / XM_2PI + 0.5f;
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const float v = latitude / XM_PI;
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auto const texcoord = XMVectorSet(1.0f - u, v, 0.0f, 0.0f);
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vertices.push_back(VertexPositionNormalTexture(pos, normal, texcoord));
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}
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// There are a couple of fixes to do. One is a texture coordinate wraparound fixup. At some point, there will be
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// a set of triangles somewhere in the mesh with texture coordinates such that the wraparound across 0.0/1.0
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// occurs across that triangle. Eg. when the left hand side of the triangle has a U coordinate of 0.98 and the
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// 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
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// 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.
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//
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// Luckily this is relatively easy to fix. There is a straight edge which runs down the prime meridian of the
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// completed sphere. If you imagine the vertices along that edge, they circumscribe a semicircular arc starting at
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// 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
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// need to duplicate our vertices - and provide the correct texture coordinates.
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const size_t preFixupVertexCount = vertices.size();
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for (size_t i = 0; i < preFixupVertexCount; ++i)
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{
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// This vertex is on the prime meridian if position.x and texcoord.u are both zero (allowing for small epsilon).
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const bool isOnPrimeMeridian = XMVector2NearEqual(
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XMVectorSet(vertices[i].position.x, vertices[i].textureCoordinate.x, 0.0f, 0.0f),
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XMVectorZero(),
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XMVectorSplatEpsilon());
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if (isOnPrimeMeridian)
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{
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size_t newIndex = vertices.size(); // the index of this vertex that we're about to add
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CheckIndexOverflow(newIndex);
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// copy this vertex, correct the texture coordinate, and add the vertex
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VertexPositionNormalTexture v = vertices[i];
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v.textureCoordinate.x = 1.0f;
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vertices.push_back(v);
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// Now find all the triangles which contain this vertex and update them if necessary
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for (size_t j = 0; j < indices.size(); j += 3)
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{
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uint16_t* triIndex0 = &indices[j + 0];
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uint16_t* triIndex1 = &indices[j + 1];
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uint16_t* triIndex2 = &indices[j + 2];
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if (*triIndex0 == i)
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{
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// nothing; just keep going
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}
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else if (*triIndex1 == i)
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{
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std::swap(triIndex0, triIndex1); // swap the pointers (not the values)
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}
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else if (*triIndex2 == i)
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{
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std::swap(triIndex0, triIndex2); // swap the pointers (not the values)
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}
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else
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{
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// this triangle doesn't use the vertex we're interested in
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continue;
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}
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// If we got to this point then triIndex0 is the pointer to the index to the vertex we're looking at
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assert(*triIndex0 == i);
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assert(*triIndex1 != i && *triIndex2 != i); // assume no degenerate triangles
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const VertexPositionNormalTexture& v0 = vertices[*triIndex0];
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const VertexPositionNormalTexture& v1 = vertices[*triIndex1];
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const VertexPositionNormalTexture& v2 = vertices[*triIndex2];
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// check the other two vertices to see if we might need to fix this triangle
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if (abs(v0.textureCoordinate.x - v1.textureCoordinate.x) > 0.5f ||
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abs(v0.textureCoordinate.x - v2.textureCoordinate.x) > 0.5f)
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{
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// yep; replace the specified index to point to the new, corrected vertex
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*triIndex0 = static_cast<uint16_t>(newIndex);
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}
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}
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}
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}
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// 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
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// it. If that happens, then the poles become singularities which map the entire top and bottom rows of the texture
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// onto a single point. In general there's no real way to do that right. But to match the behavior of non-geodesic
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// spheres, we need to duplicate the pole vertex for every triangle that uses it. This will introduce seams near the
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// poles, but reduce stretching.
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auto const fixPole = [&](size_t poleIndex)
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{
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const auto& poleVertex = vertices[poleIndex];
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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
|
|
//--------------------------------------------------------------------------------------
|
|
namespace
|
|
{
|
|
// Helper computes a point on a unit circle, aligned to the x/z plane and centered on the origin.
|
|
inline XMVECTOR GetCircleVector(size_t i, size_t tessellation) noexcept
|
|
{
|
|
const float angle = float(i) * XM_2PI / float(tessellation);
|
|
float dx, dz;
|
|
|
|
XMScalarSinCos(&dx, &dz, angle);
|
|
|
|
const XMVECTORF32 v = { { { dx, 0, dz, 0 } } };
|
|
return v;
|
|
}
|
|
|
|
inline XMVECTOR GetCircleTangent(size_t i, size_t tessellation) noexcept
|
|
{
|
|
const float angle = (float(i) * XM_2PI / float(tessellation)) + XM_PIDIV2;
|
|
float dx, dz;
|
|
|
|
XMScalarSinCos(&dx, &dz, angle);
|
|
|
|
const XMVECTORF32 v = { { { dx, 0, dz, 0 } } };
|
|
return v;
|
|
}
|
|
|
|
|
|
// Helper creates a triangle fan to close the end of a cylinder / cone
|
|
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);
|
|
}
|
|
|
|
const 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 = XMVectorNegate(normal);
|
|
textureScale = XMVectorMultiply(textureScale, g_XMNegateX);
|
|
}
|
|
|
|
// Create cap vertices.
|
|
for (size_t i = 0; i < tessellation; i++)
|
|
{
|
|
const XMVECTOR circleVector = GetCircleVector(i, tessellation);
|
|
|
|
const XMVECTOR position = XMVectorAdd(XMVectorScale(circleVector, radius), XMVectorScale(normal, height));
|
|
|
|
const XMVECTOR textureCoordinate = XMVectorMultiplyAdd(XMVectorSwizzle<0, 2, 3, 3>(circleVector), textureScale, g_XMOneHalf);
|
|
|
|
vertices.push_back(VertexPositionNormalTexture(position, normal, textureCoordinate));
|
|
}
|
|
}
|
|
}
|
|
|
|
void DirectX::ComputeCylinder(VertexCollection& vertices, IndexCollection& indices, float height, float diameter, size_t tessellation, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
if (tessellation < 3)
|
|
throw std::invalid_argument("tesselation parameter must be at least 3");
|
|
|
|
height /= 2;
|
|
|
|
const XMVECTOR topOffset = XMVectorScale(g_XMIdentityR1, height);
|
|
|
|
const float radius = diameter / 2;
|
|
const size_t stride = tessellation + 1;
|
|
|
|
// Create a ring of triangles around the outside of the cylinder.
|
|
for (size_t i = 0; i <= tessellation; i++)
|
|
{
|
|
const XMVECTOR normal = GetCircleVector(i, tessellation);
|
|
|
|
const XMVECTOR sideOffset = XMVectorScale(normal, radius);
|
|
|
|
const float u = float(i) / float(tessellation);
|
|
|
|
const XMVECTOR textureCoordinate = XMLoadFloat(&u);
|
|
|
|
vertices.push_back(VertexPositionNormalTexture(XMVectorAdd(sideOffset, topOffset), normal, textureCoordinate));
|
|
vertices.push_back(VertexPositionNormalTexture(XMVectorSubtract(sideOffset, topOffset), normal, XMVectorAdd(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.
|
|
void DirectX::ComputeCone(VertexCollection& vertices, IndexCollection& indices, float diameter, float height, size_t tessellation, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
if (tessellation < 3)
|
|
throw std::invalid_argument("tesselation parameter must be at least 3");
|
|
|
|
height /= 2;
|
|
|
|
const XMVECTOR topOffset = XMVectorScale(g_XMIdentityR1, height);
|
|
|
|
const float radius = diameter / 2;
|
|
const size_t stride = tessellation + 1;
|
|
|
|
// Create a ring of triangles around the outside of the cone.
|
|
for (size_t i = 0; i <= tessellation; i++)
|
|
{
|
|
const XMVECTOR circlevec = GetCircleVector(i, tessellation);
|
|
|
|
const XMVECTOR sideOffset = XMVectorScale(circlevec, radius);
|
|
|
|
const float u = float(i) / float(tessellation);
|
|
|
|
const XMVECTOR textureCoordinate = XMLoadFloat(&u);
|
|
|
|
const XMVECTOR pt = XMVectorSubtract(sideOffset, topOffset);
|
|
|
|
XMVECTOR normal = XMVector3Cross(
|
|
GetCircleTangent(i, tessellation),
|
|
XMVectorSubtract(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, XMVectorAdd(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
|
|
//--------------------------------------------------------------------------------------
|
|
void DirectX::ComputeTorus(VertexCollection& vertices, IndexCollection& indices, float diameter, float thickness, size_t tessellation, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
if (tessellation < 3)
|
|
throw std::invalid_argument("tesselation parameter must be at least 3");
|
|
|
|
const size_t stride = tessellation + 1;
|
|
|
|
// First we loop around the main ring of the torus.
|
|
for (size_t i = 0; i <= tessellation; i++)
|
|
{
|
|
const float u = float(i) / float(tessellation);
|
|
|
|
const float outerAngle = float(i) * XM_2PI / float(tessellation) - XM_PIDIV2;
|
|
|
|
// Create a transform matrix that will align geometry to
|
|
// slice perpendicularly though the current ring position.
|
|
const 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++)
|
|
{
|
|
const float v = 1 - float(j) / float(tessellation);
|
|
|
|
const float innerAngle = float(j) * XM_2PI / float(tessellation) + XM_PI;
|
|
float dx, dy;
|
|
|
|
XMScalarSinCos(&dy, &dx, innerAngle);
|
|
|
|
// Create a vertex.
|
|
XMVECTOR normal = XMVectorSet(dx, dy, 0, 0);
|
|
XMVECTOR position = XMVectorScale(normal, thickness / 2);
|
|
const 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.
|
|
const size_t nextI = (i + 1) % stride;
|
|
const 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
|
|
//--------------------------------------------------------------------------------------
|
|
void DirectX::ComputeTetrahedron(VertexCollection& vertices, IndexCollection& indices, float size, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
static const XMVECTORF32 verts[4] =
|
|
{
|
|
{ { { 0.f, 0.f, 1.f, 0 } } },
|
|
{ { { 2.f*SQRT2 / 3.f, 0.f, -1.f / 3.f, 0 } } },
|
|
{ { { -SQRT2 / 3.f, SQRT6 / 3.f, -1.f / 3.f, 0 } } },
|
|
{ { { -SQRT2 / 3.f, -SQRT6 / 3.f, -1.f / 3.f, 0 } } }
|
|
};
|
|
|
|
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 < std::size(faces); j += 3)
|
|
{
|
|
const uint32_t v0 = faces[j];
|
|
const uint32_t v1 = faces[j + 1];
|
|
const uint32_t v2 = faces[j + 2];
|
|
|
|
XMVECTOR normal = XMVector3Cross(
|
|
XMVectorSubtract(verts[v1].v, verts[v0].v),
|
|
XMVectorSubtract(verts[v2].v, verts[v0].v));
|
|
normal = XMVector3Normalize(normal);
|
|
|
|
const 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
|
|
//--------------------------------------------------------------------------------------
|
|
void DirectX::ComputeOctahedron(VertexCollection& vertices, IndexCollection& indices, float size, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
static const XMVECTORF32 verts[6] =
|
|
{
|
|
{ { { 1, 0, 0, 0 } } },
|
|
{ { { -1, 0, 0, 0 } } },
|
|
{ { { 0, 1, 0, 0 } } },
|
|
{ { { 0, -1, 0, 0 } } },
|
|
{ { { 0, 0, 1, 0 } } },
|
|
{ { { 0, 0, -1, 0 } } }
|
|
};
|
|
|
|
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 < std::size(faces); j += 3)
|
|
{
|
|
const uint32_t v0 = faces[j];
|
|
const uint32_t v1 = faces[j + 1];
|
|
const uint32_t v2 = faces[j + 2];
|
|
|
|
XMVECTOR normal = XMVector3Cross(
|
|
XMVectorSubtract(verts[v1].v, verts[v0].v),
|
|
XMVectorSubtract(verts[v2].v, verts[v0].v));
|
|
normal = XMVector3Normalize(normal);
|
|
|
|
const 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
|
|
//--------------------------------------------------------------------------------------
|
|
void DirectX::ComputeDodecahedron(VertexCollection& vertices, IndexCollection& indices, float size, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
constexpr float a = 1.f / SQRT3;
|
|
constexpr float b = 0.356822089773089931942f; // sqrt( ( 3 - sqrt(5) ) / 6 )
|
|
constexpr float c = 0.934172358962715696451f; // sqrt( ( 3 + sqrt(5) ) / 6 );
|
|
|
|
static const XMVECTORF32 verts[20] =
|
|
{
|
|
{ { { a, a, a, 0 } } },
|
|
{ { { a, a, -a, 0 } } },
|
|
{ { { a, -a, a, 0 } } },
|
|
{ { { a, -a, -a, 0 } } },
|
|
{ { { -a, a, a, 0 } } },
|
|
{ { { -a, a, -a, 0 } } },
|
|
{ { { -a, -a, a, 0 } } },
|
|
{ { { -a, -a, -a, 0 } } },
|
|
{ { { b, c, 0, 0 } } },
|
|
{ { { -b, c, 0, 0 } } },
|
|
{ { { b, -c, 0, 0 } } },
|
|
{ { { -b, -c, 0, 0 } } },
|
|
{ { { c, 0, b, 0 } } },
|
|
{ { { c, 0, -b, 0 } } },
|
|
{ { { -c, 0, b, 0 } } },
|
|
{ { { -c, 0, -b, 0 } } },
|
|
{ { { 0, b, c, 0 } } },
|
|
{ { { 0, -b, c, 0 } } },
|
|
{ { { 0, b, -c, 0 } } },
|
|
{ { { 0, -b, -c, 0 } } }
|
|
};
|
|
|
|
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, 0 } } },
|
|
{ { { 0.0954915f, 0.206107f, 0, 0 } } },
|
|
{ { { 0.0954915f, 0.793893f, 0, 0 } } },
|
|
{ { { 0.654508f, 0.975528f, 0, 0 } } },
|
|
{ { { 1.f, 0.5f, 0, 0 } } }
|
|
};
|
|
|
|
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 < std::size(faces); j += 5, ++t)
|
|
{
|
|
const uint32_t v0 = faces[j];
|
|
const uint32_t v1 = faces[j + 1];
|
|
const uint32_t v2 = faces[j + 2];
|
|
const uint32_t v3 = faces[j + 3];
|
|
const uint32_t v4 = faces[j + 4];
|
|
|
|
XMVECTOR normal = XMVector3Cross(
|
|
XMVectorSubtract(verts[v1].v, verts[v0].v),
|
|
XMVectorSubtract(verts[v2].v, verts[v0].v));
|
|
normal = XMVector3Normalize(normal);
|
|
|
|
const 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
|
|
//--------------------------------------------------------------------------------------
|
|
void DirectX::ComputeIcosahedron(VertexCollection& vertices, IndexCollection& indices, float size, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
constexpr float t = 1.618033988749894848205f; // (1 + sqrt(5)) / 2
|
|
constexpr float t2 = 1.519544995837552493271f; // sqrt( 1 + sqr( (1 + sqrt(5)) / 2 ) )
|
|
|
|
static const XMVECTORF32 verts[12] =
|
|
{
|
|
{ { { t / t2, 1.f / t2, 0, 0 } } },
|
|
{ { { -t / t2, 1.f / t2, 0, 0 } } },
|
|
{ { { t / t2, -1.f / t2, 0, 0 } } },
|
|
{ { { -t / t2, -1.f / t2, 0, 0 } } },
|
|
{ { { 1.f / t2, 0, t / t2, 0 } } },
|
|
{ { { 1.f / t2, 0, -t / t2, 0 } } },
|
|
{ { { -1.f / t2, 0, t / t2, 0 } } },
|
|
{ { { -1.f / t2, 0, -t / t2, 0 } } },
|
|
{ { { 0, t / t2, 1.f / t2, 0 } } },
|
|
{ { { 0, -t / t2, 1.f / t2, 0 } } },
|
|
{ { { 0, t / t2, -1.f / t2, 0 } } },
|
|
{ { { 0, -t / t2, -1.f / t2, 0 } } }
|
|
};
|
|
|
|
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 < std::size(faces); j += 3)
|
|
{
|
|
const uint32_t v0 = faces[j];
|
|
const uint32_t v1 = faces[j + 1];
|
|
const uint32_t v2 = faces[j + 2];
|
|
|
|
XMVECTOR normal = XMVector3Cross(
|
|
XMVectorSubtract(verts[v1].v, verts[v0].v),
|
|
XMVectorSubtract(verts[v2].v, verts[v0].v));
|
|
normal = XMVector3Normalize(normal);
|
|
|
|
const 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.
|
|
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] = XMVectorMultiply(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.
|
|
void DirectX::ComputeTeapot(VertexCollection& vertices, IndexCollection& indices, float size, size_t tessellation, bool rhcoords)
|
|
{
|
|
vertices.clear();
|
|
indices.clear();
|
|
|
|
if (tessellation < 1)
|
|
throw std::invalid_argument("tesselation parameter must be non-zero");
|
|
|
|
const XMVECTOR scaleVector = XMVectorReplicate(size);
|
|
|
|
const XMVECTOR scaleNegateX = XMVectorMultiply(scaleVector, g_XMNegateX);
|
|
const XMVECTOR scaleNegateZ = XMVectorMultiply(scaleVector, g_XMNegateZ);
|
|
const XMVECTOR scaleNegateXZ = XMVectorMultiply(scaleVector, XMVectorMultiply(g_XMNegateX, g_XMNegateZ));
|
|
|
|
for (size_t i = 0; i < std::size(TeapotPatches); 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);
|
|
}
|