Beispiel #1
0
        public void UpdatePositionSingleVertex(Surface s, int index, int layout_index = 0)
        {
            float[]    values  = new float[4 * s.vbo.PositionDimensions];        //2 or 3 dimensions for 4 vertices
            CellLayout layout  = s.layouts[layout_index];
            float      cellx   = layout.X(index) + layout.HorizontalOffset;      // get cellx+y from layout in world coords, then convert to NDC
            float      celly   = layout.Y(index) + layout.VerticalOffset;
            float      x       = cellx * worldUnitNdcWidth - 1.0f;
            float      y       = celly * worldUnitNdcHeight - 1.0f;
            float      x_plus1 = (cellx + layout.CellWidth) * worldUnitNdcWidth - 1.0f;
            float      y_plus1 = (celly + layout.CellHeight) * worldUnitNdcHeight - 1.0f;

            int N = s.vbo.PositionDimensions;

            values[0]         = x;     //the 4 corners, flipped so it works with the inverted Y axis
            values[1]         = y_plus1;
            values[N]         = x;
            values[N + 1]     = y;
            values[N * 2]     = x_plus1;
            values[N * 2 + 1] = y;
            values[N * 3]     = x_plus1;
            values[N * 3 + 1] = y_plus1;
            if (N == 3)
            {
                float z = layout.Z(index);
                values[2]         = z;
                values[N + 2]     = z;
                values[N * 2 + 2] = z;
                values[N * 3 + 2] = z;
            }

            GL.BindBuffer(BufferTarget.ArrayBuffer, s.vbo.PositionArrayBufferID);
            GL.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * 4 * s.vbo.PositionDimensions * index), new IntPtr(sizeof(float) * values.Length), values);
        }
Beispiel #2
0
        public static CellLayout Create(Surface s, float cell_width, float cell_height, float h_offset, float v_offset, PositionFromIndex x, PositionFromIndex y, PositionFromIndex z = null)
        {
            CellLayout c = new CellLayout();

            c.CellWidth        = cell_width;
            c.CellHeight       = cell_height;
            c.HorizontalOffset = h_offset;
            c.VerticalOffset   = v_offset;
            c.X = x;
            c.Y = y;
            c.Z = z;
            if (s != null)
            {
                s.layouts.Add(c);
            }
            return(c);
        }
Beispiel #3
0
        public static CellLayout CreateGrid(Surface s, int cols, int rows, float cell_width = 1.0f, float cell_height = 1.0f, float h_offset = 0.0f, float v_offset = 0.0f, PositionFromIndex z = null)
        {
            CellLayout c = new CellLayout();

            c.CellWidth        = cell_width;
            c.CellHeight       = cell_height;
            c.HorizontalOffset = h_offset;
            c.VerticalOffset   = v_offset;
            c.X = idx => (idx % cols) * cell_width;
            c.Y = idx => (idx / cols) * cell_height;
            c.Z = z;
            if (s != null)
            {
                s.layouts.Add(c);
            }
            return(c);
        }
Beispiel #4
0
        public static CellLayout CreateIsoAtOffset(Surface s, int cols, int rows, int base_start_col, int base_start_row, int base_rows, float cell_width, float cell_height, float h_offset, float v_offset, float cell_h_offset, float cell_v_offset, PositionFromIndex z = null, PositionFromIndex elevation = null)
        {
            CellLayout c = new CellLayout();

            c.CellWidth        = cell_width;
            c.CellHeight       = cell_height;
            c.HorizontalOffset = h_offset;
            c.VerticalOffset   = v_offset;
            c.X = idx => (base_rows - 1 - (idx / cols + base_start_row) + (idx % cols + base_start_col)) * cell_h_offset;
            if (elevation == null)
            {
                c.Y = idx => ((idx / cols + base_start_row) + (idx % cols + base_start_col)) * cell_v_offset;
            }
            else
            {
                c.Y = idx => ((idx / cols + base_start_row) + (idx % cols + base_start_col)) * cell_v_offset + elevation(idx);
            }
            c.Z = z;
            if (s != null)
            {
                s.layouts.Add(c);
            }
            return(c);
        }
Beispiel #5
0
        public void UpdatePositionVertexArray(Surface s, IList <int> index_list, int start_index = -1, int single_layout = 0, IList <int> layout_list = null)
        {
            int count = index_list.Count;

            float[] values  = new float[count * 4 * s.vbo.PositionDimensions];            //2 or 3 dimensions for 4 vertices for each tile
            int[]   indices = null;
            if (start_index < 0 && s.vbo.NumElements != count * 6)
            {
                indices           = new int[count * 6];
                s.vbo.NumElements = count * 6;
            }
            else
            {
                if (start_index >= 0)
                {
                    if ((start_index + count) * 6 > s.vbo.NumElements && s.vbo.NumElements > 0)
                    {
                        throw new ArgumentException("Error: start_index + count is bigger than VBO size. To always replace the previous data, set start_index to -1.");
                    }                     //todo: I could also just ignore the start_index if there's too much data.
                    if ((start_index + count) * 4 * s.vbo.PositionDimensions > s.vbo.PositionDataSize && s.vbo.PositionDataSize > 0)
                    {
                        throw new ArgumentException("Error: (start_index + count) * total_attrib_size is bigger than VBO size. To always replace the previous data, set start_index to -1.");
                    }
                }
            }
            CellLayout layout = layout_list != null? null : s.layouts[single_layout];

            for (int i = 0; i < count; ++i)
            {
                if (layout_list != null)
                {
                    layout = s.layouts[layout_list[i]];
                }
                int   current_index = index_list[i];
                float cellx         = layout.X(current_index) + layout.HorizontalOffset;         // get cellx+y from layout in world coords, then convert to NDC
                float celly         = layout.Y(current_index) + layout.VerticalOffset;
                float x             = cellx * worldUnitNdcWidth - 1.0f;
                float y             = celly * worldUnitNdcHeight - 1.0f;
                float x_plus1       = (cellx + layout.CellWidth) * worldUnitNdcWidth - 1.0f;
                float y_plus1       = (celly + layout.CellHeight) * worldUnitNdcHeight - 1.0f;

                int N    = s.vbo.PositionDimensions;
                int idxN = i * 4 * N;

                values[idxN]             = x;     //the 4 corners, flipped so it works with the inverted Y axis
                values[idxN + 1]         = y_plus1;
                values[idxN + N]         = x;
                values[idxN + N + 1]     = y;
                values[idxN + N * 2]     = x_plus1;
                values[idxN + N * 2 + 1] = y;
                values[idxN + N * 3]     = x_plus1;
                values[idxN + N * 3 + 1] = y_plus1;
                if (N == 3)
                {
                    float z = layout.Z(current_index);
                    values[idxN + 2]         = z;
                    values[idxN + N + 2]     = z;
                    values[idxN + N * 2 + 2] = z;
                    values[idxN + N * 3 + 2] = z;
                }

                if (indices != null)
                {
                    int idx4 = i * 4;
                    int idx6 = i * 6;
                    indices[idx6]     = idx4;
                    indices[idx6 + 1] = idx4 + 1;
                    indices[idx6 + 2] = idx4 + 2;
                    indices[idx6 + 3] = idx4;
                    indices[idx6 + 4] = idx4 + 2;
                    indices[idx6 + 5] = idx4 + 3;
                }
            }
            GL.BindBuffer(BufferTarget.ArrayBuffer, s.vbo.PositionArrayBufferID);
            if ((start_index < 0 && s.vbo.PositionDataSize != values.Length) || s.vbo.PositionDataSize == 0)
            {
                GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * values.Length), values, BufferUsageHint.StreamDraw);
                s.vbo.PositionDataSize = values.Length;
            }
            else
            {
                int offset = start_index;
                if (offset < 0)
                {
                    offset = 0;
                }
                GL.BufferSubData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float) * 4 * s.vbo.PositionDimensions * offset), new IntPtr(sizeof(float) * values.Length), values);
            }
            if (indices != null)
            {
                GL.BindBuffer(BufferTarget.ElementArrayBuffer, s.vbo.ElementArrayBufferID);
                GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(int) * indices.Length), indices, BufferUsageHint.StaticDraw);
            }
        }