Beispiel #1
0
        // Create and populate a pair of vertex and index buffers. Also update parameters associated with the format of the vertices.
        private void ProcessTriangles(RenderingPassBufferStorage bufferStorage)
        {
            List <TriangleInfo> triangles = bufferStorage.Triangles;

            if (triangles.Count == 0)
            {
                return;
            }

            bool useNormals = this.Inputs.EnableFaceNormal;

            // Vertex attributes are stored sequentially in vertex buffers. The attributes can include position, normal vector, and color.
            // All vertices within a vertex buffer must have the same format. Possible formats are enumerated by VertexFormatBits.
            // Vertex format also determines the type of rendering effect that can be used with the vertex buffer. In this sample,
            // the color is always encoded in the vertex attributes.

            bufferStorage.FormatBits = useNormals ? VertexFormatBits.PositionNormalColored : VertexFormatBits.PositionColored;

            // The format of the vertices determines the size of the vertex buffer.
            int vertexBufferSizeInFloats = (useNormals ? VertexPositionNormalColored.GetSizeInFloats() : VertexPositionColored.GetSizeInFloats()) *
                                           bufferStorage.VertexBufferCount;

            bufferStorage.VertexBuffer = new VertexBuffer(vertexBufferSizeInFloats);
            bufferStorage.VertexBuffer.Map(vertexBufferSizeInFloats);

            int numTriangles = triangles.Count;

            if (useNormals)
            {
                // A VertexStream is used to write data into a VertexBuffer.
                VertexStreamPositionNormalColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionNormalColored();
                for (int i = 0; i < numTriangles; i++)
                {
                    var           triangleInfo = triangles[i];
                    g3.Triangle3d triangle     = triangleInfo.Triangle;
                    vertexStream.AddVertex(new VertexPositionNormalColored(triangle.V0.ToXYZ() + triangleInfo.Offset, triangleInfo.Normal, triangleInfo.ColorWithTransparency));
                    vertexStream.AddVertex(new VertexPositionNormalColored(triangle.V1.ToXYZ() + triangleInfo.Offset, triangleInfo.Normal, triangleInfo.ColorWithTransparency));
                    vertexStream.AddVertex(new VertexPositionNormalColored(triangle.V2.ToXYZ() + triangleInfo.Offset, triangleInfo.Normal, triangleInfo.ColorWithTransparency));
                }
            }
            else
            {
                // A VertexStream is used to write data into a VertexBuffer.
                VertexStreamPositionColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionColored();
                for (int i = 0; i < numTriangles; i++)
                {
                    var           triangleInfo = triangles[i];
                    g3.Triangle3d triangle     = triangleInfo.Triangle;
                    // make the color of all faces white in HLR
                    ColorWithTransparency color = triangleInfo.ColorWithTransparency;
                    vertexStream.AddVertex(new VertexPositionColored(triangle.V0.ToXYZ() + triangleInfo.Offset, color));
                    vertexStream.AddVertex(new VertexPositionColored(triangle.V1.ToXYZ() + triangleInfo.Offset, color));
                    vertexStream.AddVertex(new VertexPositionColored(triangle.V2.ToXYZ() + triangleInfo.Offset, color));
                }
            }

            bufferStorage.VertexBuffer.Unmap();

            // Primitives are specified using a pair of vertex and index buffers. An index buffer contains a sequence of indices into
            // the associated vertex buffer, each index referencing a particular vertex.

            bufferStorage.IndexBufferCount = bufferStorage.PrimitiveCount * IndexTriangle.GetSizeInShortInts();
            int indexBufferSizeInShortInts = 1 * bufferStorage.IndexBufferCount;

            bufferStorage.IndexBuffer = new IndexBuffer(indexBufferSizeInShortInts);
            bufferStorage.IndexBuffer.Map(indexBufferSizeInShortInts);
            // An IndexStream is used to write data into an IndexBuffer.
            IndexStreamTriangle indexStream = bufferStorage.IndexBuffer.GetIndexStreamTriangle();
            int currIndex = 0;

            for (int i = 0; i < numTriangles; i++)
            {
                // Add three indices that define a triangle.
                indexStream.AddTriangle(new IndexTriangle(currIndex + 0, currIndex + 1, currIndex + 2));
                currIndex += 3;
            }
            bufferStorage.IndexBuffer.Unmap();

            // VertexFormat is a specification of the data that is associated with a vertex (e.g., position).
            bufferStorage.VertexFormat = new VertexFormat(bufferStorage.FormatBits);
            // Effect instance is a specification of the appearance of geometry. For example, it may be used to specify color, if there is no color information provided with the vertices.
            bufferStorage.EffectInstance = new EffectInstance(bufferStorage.FormatBits);
        }
Beispiel #2
0
        // Create and populate a pair of vertex and index buffers. Also update parameters associated with the format of the vertices.
        private void ProcessFaces(RenderingPassBufferStorage bufferStorage)
        {
            List <MeshInfo> meshes = bufferStorage.Meshes;

            if (meshes.Count == 0)
            {
                return;
            }
            List <int> numVerticesInMeshesBefore = new List <int>();

            bool useNormals = this.Inputs.EnableFaceNormal;

            // Vertex attributes are stored sequentially in vertex buffers. The attributes can include position, normal vector, and color.
            // All vertices within a vertex buffer must have the same format. Possible formats are enumerated by VertexFormatBits.
            // Vertex format also determines the type of rendering effect that can be used with the vertex buffer. In this sample,
            // the color is always encoded in the vertex attributes.

            bufferStorage.FormatBits = useNormals ? VertexFormatBits.PositionNormalColored : VertexFormatBits.PositionColored;

            // The format of the vertices determines the size of the vertex buffer.
            int vertexBufferSizeInFloats = (useNormals ? VertexPositionNormalColored.GetSizeInFloats() : VertexPositionColored.GetSizeInFloats()) *
                                           bufferStorage.VertexBufferCount;

            numVerticesInMeshesBefore.Add(0);

            bufferStorage.VertexBuffer = new VertexBuffer(vertexBufferSizeInFloats);
            bufferStorage.VertexBuffer.Map(vertexBufferSizeInFloats);

            int numMeshes = meshes.Count;

            if (useNormals)
            {
                // A VertexStream is used to write data into a VertexBuffer.
                VertexStreamPositionNormalColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionNormalColored();
                for (int i = 0; i < numMeshes; i++)
                {
                    var  meshInfo = meshes[i];
                    Mesh mesh     = meshInfo.Mesh;
                    foreach (XYZ vertex in mesh.Vertices)
                    {
                        vertexStream.AddVertex(new VertexPositionNormalColored(vertex + meshInfo.Offset, meshInfo.Normal, meshInfo.ColorWithTransparency));
                    }

                    numVerticesInMeshesBefore.Add(numVerticesInMeshesBefore.Last() + mesh.Vertices.Count);
                }
            }
            else
            {
                // A VertexStream is used to write data into a VertexBuffer.
                VertexStreamPositionColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionColored();
                for (int i = 0; i < numMeshes; i++)
                {
                    var  meshInfo = meshes[i];
                    Mesh mesh     = meshInfo.Mesh;
                    // make the color of all faces white in HLR
                    ColorWithTransparency color = meshInfo.ColorWithTransparency;
                    foreach (XYZ vertex in mesh.Vertices)
                    {
                        vertexStream.AddVertex(new VertexPositionColored(vertex + meshInfo.Offset, color));
                    }

                    numVerticesInMeshesBefore.Add(numVerticesInMeshesBefore.Last() + mesh.Vertices.Count);
                }
            }

            bufferStorage.VertexBuffer.Unmap();

            // Primitives are specified using a pair of vertex and index buffers. An index buffer contains a sequence of indices into
            // the associated vertex buffer, each index referencing a particular vertex.

            int meshNumber = 0;

            bufferStorage.IndexBufferCount = bufferStorage.PrimitiveCount * IndexTriangle.GetSizeInShortInts();
            int indexBufferSizeInShortInts = 1 * bufferStorage.IndexBufferCount;

            bufferStorage.IndexBuffer = new IndexBuffer(indexBufferSizeInShortInts);
            bufferStorage.IndexBuffer.Map(indexBufferSizeInShortInts);
            {
                // An IndexStream is used to write data into an IndexBuffer.
                IndexStreamTriangle indexStream = bufferStorage.IndexBuffer.GetIndexStreamTriangle();
                foreach (MeshInfo meshInfo in meshes)
                {
                    Mesh mesh       = meshInfo.Mesh;
                    int  startIndex = numVerticesInMeshesBefore[meshNumber];
                    for (int i = 0; i < mesh.NumTriangles; i++)
                    {
                        MeshTriangle mt = mesh.get_Triangle(i);
                        // Add three indices that define a triangle.
                        indexStream.AddTriangle(new IndexTriangle((int)(startIndex + mt.get_Index(0)),
                                                                  (int)(startIndex + mt.get_Index(1)),
                                                                  (int)(startIndex + mt.get_Index(2))));
                    }
                    meshNumber++;
                }
            }
            bufferStorage.IndexBuffer.Unmap();

            // VertexFormat is a specification of the data that is associated with a vertex (e.g., position).
            bufferStorage.VertexFormat = new VertexFormat(bufferStorage.FormatBits);
            // Effect instance is a specification of the appearance of geometry. For example, it may be used to specify color, if there is no color information provided with the vertices.
            bufferStorage.EffectInstance = new EffectInstance(bufferStorage.FormatBits);
        }