public PolyBoard() { triangles = new List <int>(); vertices = new List <Vector2>(); drawVertices = new List <Vector2>(); matFrame = new MaterialFrame(); polyMat = PolyMaterial.Default; polyMat.texCoords = new List <Vector2>(); _sides = 16; updateVertices = true; }
/// <summary> /// Adds a triangles in the given starting index range /// </summary> public static void AddTriangleRange(Vector2I range, IReadOnlyList <int> indices, IReadOnlyList <Vector2> vertices, ref PolyMaterial mat, MatrixD[] matrixRef) { var bbPool = instance.bbPoolBack; var bbDataBack = instance.flatTriangleList; var bbBuf = instance.bbBuf; var matList = instance.matrixBuf; var matTable = instance.matrixTable; // Find matrix index in table or add it int matrixID; if (!matTable.TryGetValue(matrixRef, out matrixID)) { matrixID = matList.Count; matList.Add(matrixRef[0]); matTable.Add(matrixRef, matrixID); } // Get triangle count, ensure enough billboards are in the pool and add them to the // render queue before writing QB data to buffer int iMax = indices.Count, triangleCount = (range.Y - range.X) / 3, bbRemaining = bbPool.Count - bbDataBack.Count, bbToAdd = Math.Max(triangleCount - bbRemaining, 0); instance.AddNewBB(bbToAdd); for (int i = bbDataBack.Count; i < triangleCount + bbDataBack.Count; i++) { bbBuf.Add(bbPool[i]); } MyTransparentGeometry.AddBillboards(bbBuf, false); bbBuf.Clear(); bbDataBack.EnsureCapacity(bbDataBack.Count + triangleCount); for (int i = range.X; i <= range.Y; i += 3) { var bb = new FlatTriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(bbDataBack.Count, matrixID), Item3 = mat.textureID, Item4 = new MyTuple <Vector4, BoundingBox2?>(mat.bbColor, null), Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texCoords[indices[i % iMax]], mat.texCoords[indices[(i + 1) % iMax]], mat.texCoords[indices[(i + 2) % iMax]] ), Item6 = new MyTuple <Vector2, Vector2, Vector2> ( vertices[indices[i % iMax]], vertices[indices[(i + 1) % iMax]], vertices[indices[(i + 2) % iMax]] ), }; bbDataBack.Add(bb); } }
/// <summary> /// Renders a polygon from a given set of unique vertex coordinates. Triangles are defined by their /// indices and the tex coords are parallel to the vertex list. /// </summary> public static void AddTriangles(IReadOnlyList <int> indices, IReadOnlyList <Vector3D> vertices, ref PolyMaterial mat, MatrixD[] matrixRef = null) { var bbPool = instance.bbPoolBack; var bbDataBack = instance.triangleList; var bbBuf = instance.bbBuf; var matList = instance.matrixBuf; var matTable = instance.matrixTable; // Find matrix index in table or add it int matrixID = -1; if (matrixRef != null && !matTable.TryGetValue(matrixRef, out matrixID)) { matrixID = matList.Count; matList.Add(matrixRef[0]); matTable.Add(matrixRef, matrixID); } int triangleCount = indices.Count / 3, bbRemaining = bbPool.Count - bbDataBack.Count, bbToAdd = Math.Max(triangleCount - bbRemaining, 0); instance.AddNewBB(bbToAdd); for (int i = bbDataBack.Count; i < triangleCount + bbDataBack.Count; i++) { bbBuf.Add(bbPool[i]); } MyTransparentGeometry.AddBillboards(bbBuf, false); bbBuf.Clear(); bbDataBack.EnsureCapacity(bbDataBack.Count + triangleCount); for (int i = 0; i < indices.Count; i += 3) { var bb = new TriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(bbDataBack.Count, matrixID), Item3 = mat.textureID, Item4 = mat.bbColor, Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texCoords[indices[i]], mat.texCoords[indices[i + 1]], mat.texCoords[indices[i + 2]] ), Item6 = new MyTuple <Vector3D, Vector3D, Vector3D> ( vertices[indices[i]], vertices[indices[i + 1]], vertices[indices[i + 2]] ), }; bbDataBack.Add(bb); } }