Beispiel #1
0
        /// <summary>
        /// Builds the vertex buffer using vertices with position and normal data.
        /// </summary>
        public void BuildVertices_PositionNormal()
        {
            GraphicsStream stream;

            DataCore.VertexFormats.PositionNormal[] tri =
                new DataCore.VertexFormats.PositionNormal[_page.TerrainPatch.NumVertices];

            for (int i = 0; i < tri.Length; i++)
            {
                tri[i].Position = _page.TerrainPatch.Vertices[i].Position;
                tri[i].Normal   = _page.TerrainPatch.Vertices[i].Normal;
            }


            if (_vb != null)
            {
                if (!_vb.Disposed)
                {
                    _vb.Dispose();
                }

                _vb = null;
            }

            _vb = new D3D.VertexBuffer(typeof(DataCore.VertexFormats.PositionNormal),
                                       tri.Length, _viewport.Device, D3D.Usage.WriteOnly,
                                       DataCore.VertexFormats.PositionNormal.Format, D3D.Pool.Managed);

            stream = _vb.Lock(0, 0, D3D.LockFlags.None);
            stream.Write(tri);
            _vb.Unlock();

            _vbSize = tri.Length;
        }
Beispiel #2
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 public static void GetBoundingBox(D3D.Mesh mesh, float scale, out DX.Vector3 min, out DX.Vector3 max)
 {
     D3D.VertexBuffer  verts  = mesh.VertexBuffer;
     DX.GraphicsStream stream = verts.Lock(0, 0, D3D.LockFlags.None);
     D3D.Geometry.ComputeBoundingBox(stream, mesh.NumberVertices, mesh.VertexFormat, out min, out max);
     verts.Unlock();
     stream = null;
     verts  = null;
 }
Beispiel #3
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        public static float GetBoundingRadius(D3D.Mesh mesh, float scale)
        {
            D3D.VertexBuffer  verts  = mesh.VertexBuffer;
            DX.GraphicsStream stream = verts.Lock(0, 0, D3D.LockFlags.None);
            DX.Vector3        meshCenter;
            float             radius = D3D.Geometry.ComputeBoundingSphere(stream, mesh.NumberVertices, mesh.VertexFormat, out meshCenter) * scale;

            verts.Unlock();
            stream = null;
            verts  = null;
            return(radius);
        }
Beispiel #4
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        public Array Lock(bool read)
        {
            D3d.LockFlags d3dLockFlags = D3d.LockFlags.None;
            if (!read)
            {
                d3dLockFlags |= D3d.LockFlags.Discard;
            }

            Array lockedArray = d3dVertexBuffer.Lock(0, d3dLockFlags);

            d3dLock = true;
            return(lockedArray);
        }
Beispiel #5
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        /// <summary>
        /// Builds the vertex buffer using vertices with position, normal, and eight sets of texture data.
        /// </summary>
        public void BuildVertices_PositionNormalTextured8()
        {
            GraphicsStream stream;

            DataCore.VertexFormats.PositionNormalTextured8[] tri =
                new DataCore.VertexFormats.PositionNormalTextured8[_page.TerrainPatch.NumVertices];

            for (int i = 0; i < tri.Length; i++)
            {
                tri[i].Position = _page.TerrainPatch.Vertices[i].Position;
                tri[i].Normal   = _page.TerrainPatch.Vertices[i].Normal;

                if (_page.TerrainPatch.NumTextures > 0)
                {
                    for (int j = 0; j < _page.TerrainPatch.NumTextures && j < 8; j++)
                    {
                        tri[i].SetTextureCoordinates(_page.TerrainPatch.GetTextureCoordinateList(j)[i],
                                                     j);
                    }
                }
                else
                {
                    tri[i].SetTextureCoordinates(new Vector2(0f, 0f), 0);
                }
            }

            if (_vb != null)
            {
                if (!_vb.Disposed)
                {
                    _vb.Dispose();
                }

                _vb = null;
            }

            _vb = new D3D.VertexBuffer(typeof(DataCore.VertexFormats.PositionNormalTextured8),
                                       tri.Length, _viewport.Device, D3D.Usage.WriteOnly,
                                       DataCore.VertexFormats.PositionNormalTextured8.Format, D3D.Pool.Managed);

            stream = _vb.Lock(0, 0, D3D.LockFlags.None);
            stream.Write(tri);
            _vb.Unlock();

            _vbSize = tri.Length;
        }
Beispiel #6
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        // cells are setup as x, y index of col, row, and 1, 1 wide,high, and a total rows and cols they are of.

        // okay so this computes from that,
        public void SetupCell(D3DState state, float x, float y, float width, float height, float rows, float cols)
        {
            x_ofs     = (int)x;
            y_ofs     = (int)y;
            this.rows = (int)rows;
            this.cols = (int)cols;

            if (state == null)
            {
                return;
            }

            cell_verts = new Direct3D.VertexBuffer(
                typeof(Direct3D.CustomVertex.PositionTextured),
                4,
                state.graphics,
                0,
                Direct3D.CustomVertex.PositionTextured.Format,
                Direct3D.Pool.Default);


            Direct3D.CustomVertex.PositionTextured[] verts =
                (Direct3D.CustomVertex.PositionTextured[])cell_verts.Lock(0, 0);
            verts[0].X  = -1.0f; verts[0].Y = -1.0f; verts[0].Z = 0.0f;
            verts[0].Tu = (x * width) / cols; verts[0].Tv = (y * height) / rows;

            verts[1].X  = -1.0f; verts[1].Y = 1.0f; verts[1].Z = 0.0f;
            verts[1].Tu = ((x + 1) * width) / cols; verts[1].Tv = (y * height) / rows;

            verts[2].X  = 1.0f; verts[2].Y = -1.0f; verts[2].Z = 0.0f;
            verts[2].Tu = (x * width) / cols; verts[2].Tv = ((y + 1) * height) / rows;

            verts[3].X  = 1.0f; verts[3].Y = 1.0f; verts[3].Z = 0.0f;
            verts[3].Tu = ((x + 1) * width) / cols; verts[3].Tv = ((y + 1) * height) / rows;
            cell_verts.Unlock();
        }
Beispiel #7
0
    /// <summary>
    /// Renders 3D text
    /// </summary>
    public void Render3DText(string text, RenderFlags flags)
    {
        if (device == null)
        {
            throw new System.ArgumentNullException();
        }

        // Set up renderstate
        savedStateBlock.Capture();
        drawTextStateBlock.Apply();
        device.VertexFormat = CustomVertex.PositionNormalTextured.Format;
        device.PixelShader  = null;
        device.SetStreamSource(0, vertexBuffer, 0, VertexInformation.GetFormatSize(CustomVertex.PositionNormalTextured.Format));

        // Set filter states
        if ((flags & RenderFlags.Filtered) != 0)
        {
            samplerState0.MinFilter = TextureFilter.Linear;
            samplerState0.MagFilter = TextureFilter.Linear;
        }

        // Position for each text element
        float x = 0.0f;
        float y = 0.0f;

        // Center the text block at the origin
        if ((flags & RenderFlags.Centered) != 0)
        {
            System.Drawing.SizeF sz = GetTextExtent(text);
            x = -(((float)sz.Width) / 10.0f) / 2.0f;
            y = -(((float)sz.Height) / 10.0f) / 2.0f;
        }

        // Turn off culling for two-sided text
        if ((flags & RenderFlags.TwoSided) != 0)
        {
            renderState.CullMode = Cull.None;
        }

        // Adjust for character spacing
        x -= spacingPerChar / 10.0f;
        float fStartX = x;

        // Fill vertex buffer
        GraphicsStream strm         = vertexBuffer.Lock(0, 0, LockFlags.Discard);
        int            numTriangles = 0;

        foreach (char c in text)
        {
            if (c == '\n')
            {
                x  = fStartX;
                y -= (textureCoords[0, 3] - textureCoords[0, 1]) * textureHeight / 10.0f;
            }

            if ((c - 32) < 0 || (c - 32) >= 128 - 32)
            {
                continue;
            }

            float tx1 = textureCoords[c - 32, 0];
            float ty1 = textureCoords[c - 32, 1];
            float tx2 = textureCoords[c - 32, 2];
            float ty2 = textureCoords[c - 32, 3];

            float w = (tx2 - tx1) * textureWidth / (10.0f * textureScale);
            float h = (ty2 - ty1) * textureHeight / (10.0f * textureScale);

            if (c != ' ')
            {
                strm.Write(new CustomVertex.PositionNormalTextured(new Vector3(x + 0, y + 0, 0), new Vector3(0, 0, -1), tx1, ty2));
                strm.Write(new CustomVertex.PositionNormalTextured(new Vector3(x + 0, y + h, 0), new Vector3(0, 0, -1), tx1, ty1));
                strm.Write(new CustomVertex.PositionNormalTextured(new Vector3(x + w, y + 0, 0), new Vector3(0, 0, -1), tx2, ty2));
                strm.Write(new CustomVertex.PositionNormalTextured(new Vector3(x + w, y + h, 0), new Vector3(0, 0, -1), tx2, ty1));
                strm.Write(new CustomVertex.PositionNormalTextured(new Vector3(x + w, y + 0, 0), new Vector3(0, 0, -1), tx2, ty2));
                strm.Write(new CustomVertex.PositionNormalTextured(new Vector3(x + 0, y + h, 0), new Vector3(0, 0, -1), tx1, ty1));
                numTriangles += 2;

                if (numTriangles * 3 > (MaxNumfontVertices - 6))
                {
                    // Unlock, render, and relock the vertex buffer
                    vertexBuffer.Unlock();
                    device.DrawPrimitives(PrimitiveType.TriangleList, 0, numTriangles);
                    strm         = vertexBuffer.Lock(0, 0, LockFlags.Discard);
                    numTriangles = 0;
                }
            }

            x += w - (2 * spacingPerChar) / 10.0f;
        }

        // Unlock and render the vertex buffer
        vertexBuffer.Unlock();
        if (numTriangles > 0)
        {
            device.DrawPrimitives(PrimitiveType.TriangleList, 0, numTriangles);
        }

        // Restore the modified renderstates
        savedStateBlock.Apply();
    }
Beispiel #8
0
        /// <summary>
        /// Reloads the VertexBuffer for the TerrainPage for displaying vertices.
        /// </summary>
        public void RefreshVertexBuffer_Vertices()
        {
            if (_page != null)
            {
                GraphicsStream stream;
                D3D.CustomVertex.PositionColored[] vertices = new
                                                              D3D.CustomVertex.PositionColored[_page.TerrainPatch.NumVertices * 4];
                D3D.CustomVertex.PositionNormal[] tri = _page.TerrainPatch.Vertices;
                int     color = Color.Black.ToArgb();
                int     red, blue;
                float   zoomFactor = _viewport.Camera.FollowDistance / _originalZoomFactor;
                Vector3 position;
                float   distance;
                float   vDist = _page.TerrainPatch.NearestVertices * _vertexSize;

                for (int i = 0; i < tri.Length; i++)
                {
                    if (_showSelectedVertices && _page.TerrainPatch.SelectedVertices[i])
                    {
                        color = Color.Red.ToArgb();
                    }
                    else if (_showSelectedVertices && _softSelection &&
                             _page.TerrainPatch.AreVerticesSelected)
                    {
                        position = _page.TerrainPatch.Vertices[i].Position;
                        distance = _page.TerrainPatch.FindShortestDistanceToSelectedVertex(position);

                        if (distance <= _softDistanceSquared)
                        {
                            if (_falloff)
                            {
                                red   = Convert.ToInt32(Color.Red.R * (1 - distance / _softDistanceSquared));
                                blue  = Convert.ToInt32(Color.Blue.B * (distance / _softDistanceSquared));
                                color = Color.FromArgb(red, 0, blue).ToArgb();
                            }
                            else
                            {
                                color = Color.Red.ToArgb();
                            }
                        }
                        else
                        {
                            color = Color.Blue.ToArgb();
                        }
                    }
                    else
                    {
                        color = Color.Blue.ToArgb();
                    }

                    vertices[i * 4].Position = new Vector3(tri[i].Position.X - (vDist * zoomFactor),
                                                           tri[i].Position.Y, tri[i].Position.Z - (vDist * zoomFactor));
                    vertices[i * 4].Color        = color;
                    vertices[i * 4 + 1].Position = new Vector3(tri[i].Position.X - (vDist * zoomFactor),
                                                               tri[i].Position.Y, tri[i].Position.Z + (vDist * zoomFactor));
                    vertices[i * 4 + 1].Color    = color;
                    vertices[i * 4 + 2].Position = new Vector3(tri[i].Position.X + (vDist * zoomFactor),
                                                               tri[i].Position.Y, tri[i].Position.Z + (vDist * zoomFactor));
                    vertices[i * 4 + 2].Color    = color;
                    vertices[i * 4 + 3].Position = new Vector3(tri[i].Position.X + (vDist * zoomFactor),
                                                               tri[i].Position.Y, tri[i].Position.Z - (vDist * zoomFactor));
                    vertices[i * 4 + 3].Color = color;
                }

                if (_vbVerts != null)
                {
                    if (!_vbVerts.Disposed)
                    {
                        _vbVerts.Dispose();
                    }

                    _vbVerts = null;
                }

                _vbVerts = new D3D.VertexBuffer(typeof(D3D.CustomVertex.PositionColored),
                                                vertices.Length, _viewport.Device, D3D.Usage.WriteOnly,
                                                D3D.CustomVertex.PositionColored.Format, D3D.Pool.Managed);

                stream = _vbVerts.Lock(0, 0, D3D.LockFlags.None);
                stream.Write(vertices);
                _vbVerts.Unlock();

                _vbVertSize = vertices.Length;
                _page.TerrainPatch.RefreshVertices = false;
            }
            else if (_vbVerts != null)
            {
                if (!_vbVerts.Disposed)
                {
                    _vbVerts.Dispose();
                }

                _vbVerts    = null;
                _vbVertSize = 0;
            }
        }
Beispiel #9
0
        /// <summary>
        /// Reloads the VertexBuffer for the TerrainPage for displaying vertices.
        /// </summary>
        public void RefreshVertexBuffer_Vertices()
        {
            if ( _page != null )
            {
                GraphicsStream stream;
                D3D.CustomVertex.PositionColored[] vertices = new
                    D3D.CustomVertex.PositionColored[_page.TerrainPatch.NumVertices * 4];
                D3D.CustomVertex.PositionNormal[] tri = _page.TerrainPatch.Vertices;
                int color = Color.Black.ToArgb();
                int red, blue;
                float zoomFactor = _viewport.Camera.FollowDistance / _originalZoomFactor;
                Vector3 position;
                float distance;
                float vDist = _page.TerrainPatch.NearestVertices * _vertexSize;

                for ( int i = 0; i < tri.Length; i++ )
                {
                    if ( _showSelectedVertices && _page.TerrainPatch.SelectedVertices[i] )
                        color = Color.Red.ToArgb();
                    else if ( _showSelectedVertices && _softSelection &&
                        _page.TerrainPatch.AreVerticesSelected )
                    {
                        position = _page.TerrainPatch.Vertices[i].Position;
                        distance = _page.TerrainPatch.FindShortestDistanceToSelectedVertex( position );

                        if ( distance <= _softDistanceSquared )
                        {
                            if ( _falloff )
                            {
                                red = Convert.ToInt32( Color.Red.R * ( 1 - distance / _softDistanceSquared ) );
                                blue = Convert.ToInt32( Color.Blue.B * ( distance / _softDistanceSquared ) );
                                color = Color.FromArgb( red, 0, blue ).ToArgb();
                            }
                            else
                                color = Color.Red.ToArgb();
                        }
                        else
                        {
                            color = Color.Blue.ToArgb();
                        }
                    }
                    else
                    {
                        color = Color.Blue.ToArgb();
                    }

                    vertices[i * 4].Position = new Vector3( tri[i].Position.X - ( vDist * zoomFactor ),
                        tri[i].Position.Y, tri[i].Position.Z - ( vDist * zoomFactor ) );
                    vertices[i * 4].Color = color;
                    vertices[i * 4 + 1].Position = new Vector3( tri[i].Position.X - ( vDist * zoomFactor ),
                        tri[i].Position.Y, tri[i].Position.Z + ( vDist * zoomFactor ) );
                    vertices[i * 4 + 1].Color = color;
                    vertices[i * 4 + 2].Position = new Vector3( tri[i].Position.X + ( vDist * zoomFactor ),
                        tri[i].Position.Y, tri[i].Position.Z + ( vDist * zoomFactor ) );
                    vertices[i * 4 + 2].Color = color;
                    vertices[i * 4 + 3].Position = new Vector3( tri[i].Position.X + ( vDist * zoomFactor ),
                        tri[i].Position.Y, tri[i].Position.Z - ( vDist * zoomFactor ) );
                    vertices[i * 4 + 3].Color = color;
                }

                if ( _vbVerts != null )
                {
                    if ( !_vbVerts.Disposed )
                        _vbVerts.Dispose();

                    _vbVerts = null;
                }

                _vbVerts = new D3D.VertexBuffer( typeof( D3D.CustomVertex.PositionColored ),
                    vertices.Length, _viewport.Device, D3D.Usage.WriteOnly,
                    D3D.CustomVertex.PositionColored.Format, D3D.Pool.Managed );

                stream = _vbVerts.Lock( 0, 0, D3D.LockFlags.None );
                stream.Write( vertices );
                _vbVerts.Unlock();

                _vbVertSize = vertices.Length;
                _page.TerrainPatch.RefreshVertices = false;
            }
            else if ( _vbVerts != null )
            {
                if ( !_vbVerts.Disposed )
                    _vbVerts.Dispose();

                _vbVerts = null;
                _vbVertSize = 0;
            }
        }
Beispiel #10
0
        /// <summary>
        /// Builds the vertex buffer using vertices with position, normal, and eight sets of texture data.
        /// </summary>
        public void BuildVertices_PositionNormalTextured8()
        {
            GraphicsStream stream;
            DataCore.VertexFormats.PositionNormalTextured8[] tri =
                new DataCore.VertexFormats.PositionNormalTextured8[_page.TerrainPatch.NumVertices];

            for ( int i = 0; i < tri.Length; i++ )
            {
                tri[i].Position = _page.TerrainPatch.Vertices[i].Position;
                tri[i].Normal = _page.TerrainPatch.Vertices[i].Normal;

                if ( _page.TerrainPatch.NumTextures > 0 )
                {
                    for ( int j = 0; j < _page.TerrainPatch.NumTextures && j < 8; j++ )
                        tri[i].SetTextureCoordinates( _page.TerrainPatch.GetTextureCoordinateList( j )[i],
                            j );
                }
                else
                    tri[i].SetTextureCoordinates( new Vector2( 0f, 0f ), 0 );
            }

            if ( _vb != null )
            {
                if ( !_vb.Disposed )
                    _vb.Dispose();

                _vb = null;
            }

            _vb = new D3D.VertexBuffer( typeof( DataCore.VertexFormats.PositionNormalTextured8 ),
                tri.Length, _viewport.Device, D3D.Usage.WriteOnly,
                DataCore.VertexFormats.PositionNormalTextured8.Format, D3D.Pool.Managed );

            stream = _vb.Lock( 0, 0, D3D.LockFlags.None );
            stream.Write( tri );
            _vb.Unlock();

            _vbSize = tri.Length;
        }
Beispiel #11
0
        /// <summary>
        /// Builds the vertex buffer using vertices with position and normal data.
        /// </summary>
        public void BuildVertices_PositionNormal()
        {
            GraphicsStream stream;
            DataCore.VertexFormats.PositionNormal[] tri =
                new DataCore.VertexFormats.PositionNormal[_page.TerrainPatch.NumVertices];

            for ( int i = 0; i < tri.Length; i++ )
            {
                tri[i].Position = _page.TerrainPatch.Vertices[i].Position;
                tri[i].Normal = _page.TerrainPatch.Vertices[i].Normal;
            }

            if ( _vb != null )
            {
                if ( !_vb.Disposed )
                    _vb.Dispose();

                _vb = null;
            }

            _vb = new D3D.VertexBuffer( typeof( DataCore.VertexFormats.PositionNormal ),
                tri.Length, _viewport.Device, D3D.Usage.WriteOnly,
                DataCore.VertexFormats.PositionNormal.Format, D3D.Pool.Managed );

            stream = _vb.Lock( 0, 0, D3D.LockFlags.None );
            stream.Write( tri );
            _vb.Unlock();

            _vbSize = tri.Length;
        }
 /// <summary>
 ///
 /// </summary>
 /// <param name="offset"></param>
 /// <param name="length"></param>
 /// <param name="locking"></param>
 /// <returns></returns>
 /// DOC
 protected override IntPtr LockImpl(int offset, int length, BufferLocking locking)
 {
     D3D.LockFlags d3dLocking           = D3DHelper.ConvertEnum(locking, usage);
     Microsoft.DirectX.GraphicsStream s = d3dBuffer.Lock(offset, length, d3dLocking);
     return(s.InternalData);
 }