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GeometryMesh.cpp
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#include "GeometryMesh.h"
#include <sstream>
GeometryMesh::GeometryMesh(const Parameters & params, Renderer::Ptr r):Mesh(generateGeometry(params,r))
{
}
GeometryMesh::~GeometryMesh()
{
}
std::pair<Mesh::Meshs, Mesh::AABB> GeometryMesh::generateGeometry(const Parameters & params, Renderer::Ptr r)
{
using namespace DirectX::SimpleMath;
auto geom = params.find("geom");
auto end = params.end();
if (end == geom)
return {};
std::vector<float> vertices;
std::vector<unsigned int> indices;
AABB aabb = { {FLT_MAX,FLT_MAX,FLT_MAX},{FLT_MIN, FLT_MIN,FLT_MIN} };
size_t vertex_stride = 3 + 3 + 2 + 3 + 3;
auto calTB = [&](UINT p1, UINT p2, UINT p3)
{
Vector3 v1 = { vertices[p1 * vertex_stride] , vertices[p1 * vertex_stride + 1], vertices[p1 * vertex_stride + 2] };
Vector3 v2 = { vertices[p2 * vertex_stride] , vertices[p2 * vertex_stride + 1], vertices[p2 * vertex_stride + 2] };
Vector3 v3 = { vertices[p3 * vertex_stride] , vertices[p3 * vertex_stride + 1], vertices[p3 * vertex_stride + 2] };
Vector2 t1 = { vertices[p1 * vertex_stride + 6] , vertices[p1 * vertex_stride + 7] };
Vector2 t2 = { vertices[p2 * vertex_stride + 6] , vertices[p2 * vertex_stride + 7] };
Vector2 t3 = { vertices[p3 * vertex_stride + 6] , vertices[p3 * vertex_stride + 7] };
auto calOne = [](
const Vector3& v1, const Vector3& v2, const Vector3& v3,
const Vector2& t1, const Vector2& t2, const Vector2& t3,
Vector3& tangent, Vector3& bitangent)
{
Vector3 e1 = v2 - v1;
Vector3 e2 = v3 - v1;
Vector2 dt1 = t2 - t1;
Vector2 dt2 = t3 - t1;
float f = 1.0f / (dt1.x * dt2.y - dt2.x * dt1.y);
tangent.x = f * (dt2.y * e1.x - dt1.y * e2.x);
tangent.y = f * (dt2.y * e1.y - dt1.y * e2.y);
tangent.z = f * (dt2.y * e1.z - dt1.y * e2.z);
tangent.Normalize();
bitangent.x = f * (-dt2.x * e1.x + dt1.x * e2.x);
bitangent.y = f * (-dt2.x * e1.y + dt1.x * e2.y);
bitangent.z = f * (-dt2.x * e1.z + dt1.x * e2.z);
bitangent.Normalize();
};
Vector3 T1, B1;
calOne(v1, v2, v3, t1, t2, t3, T1, B1);
memcpy(vertices.data() + p1 * vertex_stride + 8, &T1, sizeof(Vector3));
memcpy(vertices.data() + p1 * vertex_stride + 11, &B1, sizeof(Vector3));
Vector3 T2, B2;
calOne(v2, v1, v3, t2, t1, t3, T2, B2);
memcpy(vertices.data() + p2 * vertex_stride + 8, &T2, sizeof(Vector3));
memcpy(vertices.data() + p2 * vertex_stride + 11, &B2, sizeof(Vector3));
Vector3 T3, B3;
calOne(v3, v1, v2, t3, t1, t2, T3, B3);
memcpy(vertices.data() + p3 * vertex_stride + 8, &T3, sizeof(Vector3));
memcpy(vertices.data() + p3 * vertex_stride + 11, &B3, sizeof(Vector3));
};
DirectX::SimpleMath::Matrix trans = DirectX::SimpleMath::Matrix::Identity;
if (geom->second == "sphere")
{
float radius = 5;
int resolution = 100;
if (params.find("radius") != end)
{
std::stringstream ss;
ss << params.find("radius")->second;
ss >> radius;
}
if (params.find("resolution") != end)
{
resolution = atoi(params.find("resolution")->second.c_str());
}
const float pi = 3.14159265358;
size_t vcount = 0;
for (int j = 0; j <= resolution; ++j)
{
float degy = pi * j / resolution;
float siny = sin(degy);
float cosy = cos(degy);
float y = cosy * radius;
float r = siny * radius;
//float r = radius;
for (int i = 0; i <= resolution; ++i)
{
float degx = i * 2 * pi / resolution;
float sinx = sin(degx);
float cosx = cos(degx);
float z = cosx * r;
float x = sinx * r;
// pos
vertices.push_back(x);
vertices.push_back(y);
vertices.push_back(z);
// normal
Vector3 normal = { x,y,z };
normal.Normalize();
vertices.push_back(normal.x);
vertices.push_back(normal.y);
vertices.push_back(normal.z);
//uv
vertices.push_back((float)i/(float)resolution);
vertices.push_back((float)j / (float)resolution);
// tangent
Vector3 tangent = Vector3::UnitY.Cross(normal);
tangent.Normalize();
vertices.push_back(tangent.x);
vertices.push_back(tangent.y);
vertices.push_back(tangent.z);
//bitangent
Vector3 bitangent = tangent.Cross(normal);
bitangent.Normalize();
vertices.push_back(bitangent.x);
vertices.push_back(bitangent.y);
vertices.push_back(bitangent.z);
}
}
for (int j = 0; j < resolution; ++j)
{
for (int i = 0; i < resolution; ++i)
{
unsigned int p1 = j * (resolution + 1) + i;
unsigned int p2 = p1 + (resolution + 1);
unsigned int p3 = p1 + 1;
unsigned int p4 = p2 + 1;
indices.push_back(p1);
indices.push_back(p2);
indices.push_back(p3);
indices.push_back(p3);
indices.push_back(p2);
indices.push_back(p4);
}
}
}
else if (geom->second == "plane")
{
float size = 10;
int resolution = 1;
if (params.find("size") != end)
{
std::stringstream ss;
ss << params.find("size")->second;
ss >> size;
}
//if (params.find("resolution") != end)
//{
// resolution = atoi(params.find("resolution")->second.c_str());
//}
float half = size*0.5f;
vertices = {
-half, 0, -half, 0,1,0, 0,0, 1,0,0, 0,0,1,
-half, 0, half, 0,1,0, 0,1, 1,0,0, 0,0,1,
half, 0, half, 0,1,0, 1,1, 1,0,0, 0,0,1,
half, 0, -half, 0,1,0, 1,0, 1,0,0, 0,0,1,
};
indices = {
0,1,2,
0,2,3
};
aabb.min.y = 0;
aabb.max.y = half;
}
else if (geom->second == "room" || geom->second == "cube")
{
int size = 10;
if (params.find("size") != end)
{
size = atoi(params.find("size")->second.c_str());
}
float half = size *0.5f;
float sign = 1.0f;
if (geom->second == "room")
sign = -1.0f;
vertices = {
// -z
-half, half, -half, 0,0,-sign, 0, 0, 1,0,0, 0,-1,0,
half, half, -half, 0,0,-sign, 1, 0, 1,0,0, 0,-1,0,
-half, -half, -half, 0,0,-sign, 0, 1, 1,0,0, 0,-1,0,
half, -half, -half, 0,0,-sign, 1, 1, 1,0,0, 0,-1,0,
// z
half, half, half, 0,0, sign, 0, 0, -1,0,0, 0,-1,0,
-half, half, half, 0,0, sign, 1, 0, -1,0,0, 0,-1,0,
half, -half, half, 0,0, sign, 0, 1, -1,0,0, 0,-1,0,
-half, -half, half, 0,0, sign, 1, 1, -1,0,0, 0,-1,0,
// -x
-half, half, half, -sign,0, 0, 0, 0, 0,0,-1, 0,-1,0,
-half, half, -half, -sign,0, 0, 1, 0, 0,0,-1, 0,-1,0,
-half, -half, half, -sign,0, 0, 0, 1, 0,0,-1, 0,-1,0,
-half, -half, -half, -sign,0, 0, 1, 1, 0,0,-1, 0,-1,0,
// x
half, half, -half, sign,0, 0, 0, 0, 0,0,1, 0,-1,0,
half, half, half, sign,0, 0, 1, 0, 0,0,1, 0,-1,0,
half, -half, -half, sign,0, 0, 0, 1, 0,0,1, 0,-1,0,
half, -half, half, sign,0, 0, 1, 1, 0,0,1, 0,-1,0,
// y
-half, half, half, 0,sign, 0, 0, 0, 1,0,0, 0,0,1,
half, half, half, 0,sign, 0, 1, 0, 1,0,0, 0,0,1,
-half, half, -half, 0,sign, 0, 0, 1, 1,0,0, 0,0,1,
half, half, -half, 0,sign, 0, 1, 1, 1,0,0, 0,0,1,
// -y
half, -half, half, 0,-sign, 0, 0, 0, -1,0,0, 0,0,-1,
-half, -half, half, 0,-sign, 0, 1, 0, -1,0,0, 0,0,-1,
half, -half, -half, 0,-sign, 0, 0, 1, -1,0,0, 0,0,-1,
-half, -half, -half, 0,-sign, 0, 1, 1, -1,0,0, 0,0,-1,
};
if (geom->second == "room")
{
for (int i = 0; i < 6; ++i)
{
indices.push_back(0 + i * 4);
indices.push_back(3 + i * 4);
indices.push_back(1 + i * 4);
indices.push_back(0 + i * 4);
indices.push_back(2 + i * 4);
indices.push_back(3 + i * 4);
}
}
else
{
for (int i = 0; i < 6; ++i)
{
indices.push_back(0 + i * 4);
indices.push_back(1 + i * 4);
indices.push_back(3 + i * 4);
indices.push_back(0 + i * 4);
indices.push_back(3 + i * 4);
indices.push_back(2 + i * 4);
}
}
trans = DirectX::SimpleMath::Matrix::CreateFromAxisAngle({ 1,0,0 },0);
}
else
abort();
size_t numVertices = vertices.size() / vertex_stride;
for (size_t i = 0; i < numVertices; ++i)
{
auto x = vertices[0 + i * vertex_stride];
auto y = vertices[1 + i * vertex_stride];
auto z = vertices[2 + i * vertex_stride];
Vector3 pos = Vector3::Transform({ x,y,z }, trans);
aabb.min = DirectX::SimpleMath::Vector3::Min(aabb.min, pos);
aabb.max = DirectX::SimpleMath::Vector3::Max(aabb.max, pos);
}
D3D11_SUBRESOURCE_DATA InitQuadData;
ZeroMemory(&InitQuadData, sizeof(InitQuadData));
InitQuadData.pSysMem = vertices.data();
InitQuadData.SysMemPitch = 0;
InitQuadData.SysMemSlicePitch = 0;
auto vb = r->createBuffer(vertices.size() * sizeof(float), D3D11_BIND_VERTEX_BUFFER, &InitQuadData);
InitQuadData.pSysMem = indices.data();
auto ib = r->createBuffer(indices.size() * sizeof(int), D3D11_BIND_INDEX_BUFFER, &InitQuadData);
std::vector<D3D11_INPUT_ELEMENT_DESC> layout = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 1, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
auto lo = r->createLayout(layout.data(), layout.size());
Mesh::Meshs meshs;
auto material = Material::create();
meshs.push_back({
vb,
ib,
numVertices,
indices.size(),
material,
lo,
trans,
});
return { meshs, aabb };
}