Beispiel #1
0
        protected override DX11IndexedGeometry GetGeom(DX11RenderContext context, int slice)
        {
            RoundRect roundrect = new RoundRect()
            {
                CornerResolution = this.FInRes[slice],
                EnableCenter = this.FInCenter[slice],
                InnerRadius = this.FInInner[slice],
                OuterRadius = this.FInOuter[slice]
            };

            return context.Primitives.RoundRect(roundrect);
        }
        public DX11IndexedGeometry RoundRect(RoundRect settings)
        {
            Vector2 inner = settings.InnerRadius;
            float   outer = settings.OuterRadius;
            int     ires  = settings.CornerResolution;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(device);

            geom.PrimitiveType = settings.PrimitiveType;
            geom.Tag           = settings;
            List <Pos4Norm3Tex2Vertex> vl = new List <Pos4Norm3Tex2Vertex>();
            List <int> il = new List <int>();

            int idx = 0;

            float ucy = Convert.ToSingle(inner.Y + outer);
            float ucx = Convert.ToSingle(inner.X + outer);

            float mx = ucx * 2.0f;
            float my = ucy * 2.0f;

            //Need 1 quad for center
            if (settings.EnableCenter)
            {
                idx = SetQuad(vl, il, 0.0f, 0.0f, inner.X, inner.Y, idx, mx, my);
            }

            //Need 2 quads up/down
            idx = SetQuad(vl, il, 0.0f, ucy, inner.X, (float)outer, idx, mx, my);
            idx = SetQuad(vl, il, 0.0f, -ucy, inner.X, (float)outer, idx, mx, my);

            //Need 2 quads left/right
            idx = SetQuad(vl, il, -ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);
            idx = SetQuad(vl, il, ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);

            float radius = (float)outer * 2.0f;

            //Add the 4 corners
            idx = SetSegment(vl, il, inner.X, inner.Y, 0.0f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, inner.Y, 0.25f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, -inner.Y, 0.5f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, inner.X, -inner.Y, 0.75f, radius, ires, idx, mx, my);

            geom.VertexBuffer   = DX11VertexBuffer.CreateImmutable <Pos4Norm3Tex2Vertex>(device, vl.ToArray());
            geom.IndexBuffer    = DX11IndexBuffer.CreateImmutable(device, il.ToArray());
            geom.InputLayout    = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology       = PrimitiveTopology.TriangleList;
            geom.HasBoundingBox = false;
            return(geom);
        }
Beispiel #3
0
        public DX11IndexedGeometry RoundRect(RoundRect settings)
        {
            Vector2 inner = settings.InnerRadius;
            float   outer = settings.OuterRadius;
            int     ires  = settings.CornerResolution;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            geom.PrimitiveType = settings.PrimitiveType;
            geom.Tag           = settings;
            List <Pos4Norm3Tex2Vertex> vl = new List <Pos4Norm3Tex2Vertex>();
            List <int> il = new List <int>();

            int idx = 0;

            float ucy = Convert.ToSingle(inner.Y + outer);
            float ucx = Convert.ToSingle(inner.X + outer);

            float mx = ucx * 2.0f;
            float my = ucy * 2.0f;

            //Need 1 quad for center
            if (settings.EnableCenter)
            {
                idx = SetQuad(vl, il, 0.0f, 0.0f, inner.X, inner.Y, idx, mx, my);
            }

            //Need 2 quads up/down
            idx = SetQuad(vl, il, 0.0f, ucy, inner.X, (float)outer, idx, mx, my);
            idx = SetQuad(vl, il, 0.0f, -ucy, inner.X, (float)outer, idx, mx, my);

            //Need 2 quads left/right
            idx = SetQuad(vl, il, -ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);
            idx = SetQuad(vl, il, ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);

            float radius = (float)outer * 2.0f;

            //Add the 4 corners
            idx = SetSegment(vl, il, inner.X, inner.Y, 0.0f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, inner.Y, 0.25f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, -inner.Y, 0.5f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, inner.X, -inner.Y, 0.75f, radius, ires, idx, mx, my);

            DataStream ds = new DataStream(vl.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);

            ds.Position = 0;
            ds.WriteRange(vl.ToArray());
            ds.Position = 0;

            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags      = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = (int)ds.Length,
                Usage          = ResourceUsage.Default
            });

            ds.Dispose();

            var indexstream = new DataStream(il.Count * 4, true, true);

            indexstream.WriteRange(il.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer  = vbuffer;
            geom.IndexBuffer   = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout   = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology      = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vl.Count;
            geom.VertexSize    = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;


            return(geom);
        }
        public DX11IndexedGeometry RoundRect(RoundRect settings)
        {
            Vector2 inner = settings.InnerRadius;
           float outer = settings.OuterRadius;
           int ires = settings.CornerResolution;

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.PrimitiveType = settings.PrimitiveType;
            geom.Tag = settings;
            List<Pos4Norm3Tex2Vertex> vl = new List<Pos4Norm3Tex2Vertex>();
            List<int> il = new List<int>();

            int idx = 0;

            float ucy = Convert.ToSingle(inner.Y + outer);
            float ucx = Convert.ToSingle(inner.X + outer);

            float mx = ucx * 2.0f;
            float my = ucy * 2.0f;

            //Need 1 quad for center
            if (settings.EnableCenter)
            {
                idx = SetQuad(vl, il, 0.0f, 0.0f, inner.X, inner.Y, idx, mx, my);
            }

            //Need 2 quads up/down
            idx = SetQuad(vl, il, 0.0f, ucy, inner.X, (float)outer, idx, mx, my);
            idx = SetQuad(vl, il, 0.0f, -ucy, inner.X, (float)outer, idx, mx, my);

            //Need 2 quads left/right
            idx = SetQuad(vl, il, -ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);
            idx = SetQuad(vl, il, ucx, 0.0f, (float)outer, inner.Y, idx, mx, my);

            float radius = (float)outer * 2.0f;

            //Add the 4 corners
            idx = SetSegment(vl, il, inner.X, inner.Y, 0.0f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, inner.Y, 0.25f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, -inner.X, -inner.Y, 0.5f, radius, ires, idx, mx, my);
            idx = SetSegment(vl, il, inner.X, -inner.Y, 0.75f, radius, ires, idx, mx, my);

            DataStream ds = new DataStream(vl.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            ds.Position = 0;
            ds.WriteRange(vl.ToArray());
            ds.Position = 0;

            var vbuffer = new SlimDX.Direct3D11.Buffer(context.Device, ds, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = (int)ds.Length,
                Usage = ResourceUsage.Default
            });

            ds.Dispose();

            var indexstream = new DataStream(il.Count * 4, true, true);
            indexstream.WriteRange(il.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer = vbuffer;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = vl.Count;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;


            return geom;
        }