public static New ( IDisposableResource parent, IBufferLayoutDesc bufferLayoutDesc, BufferUsages usage, VertexBufferTopologys topology, float vertices ) : IVertexBuffer | ||
parent | IDisposableResource | |
bufferLayoutDesc | IBufferLayoutDesc | |
usage | BufferUsages | |
topology | VertexBufferTopologys | |
vertices | float | |
return | IVertexBuffer |
private void init(IShader shader, ITexture2D texture, Stream stream, string metricsFileName, Loader.LoadedCallbackMethod loadedCallback) { try { // load characters var metrics = new FontMetrics(); metrics.Load(stream); Characters = new Character[metrics.Characters.Length]; for (int i = 0; i != metrics.Characters.Length; ++i) { var character = metrics.Characters[i]; Characters[i] = new Character(character.Key, new Vector2(character.X, character.Y), new Vector2(character.Width, character.Height)); } // get shader variables this.texture = texture; this.shader = shader; shaderCamera = shader.Variable("Camera"); shaderPosition = shader.Variable("Position"); shaderSize = shader.Variable("Size"); shaderPositionUV = shader.Variable("PositionUV"); shaderSizeUV = shader.Variable("SizeUV"); texelOffset = shader.Variable("TexelOffset"); shaderColor = shader.Variable("Color"); shaderTexture = shader.Resource("DiffuseTexture"); // create buffers var layoutDesc = BufferLayoutDescAPI.New(BufferLayoutTypes.Position2); layout = BufferLayoutAPI.New(this, shader, layoutDesc); var Indices = new int[6] { 0, 1, 2, 0, 2, 3 }; var Vertices = new float[8] { 0, 0, 0, 1, 1, 1, 1, 0, }; vertexBuffer = VertexBufferAPI.New(this, layoutDesc, BufferUsages.Default, VertexBufferTopologys.Triangle, Vertices, Indices); } catch (Exception e) { FailedToLoad = true; Loader.AddLoadableException(e); Dispose(); if (loadedCallback != null) { loadedCallback(this, false); } } Loaded = true; if (loadedCallback != null) { loadedCallback(this, true); } }
public Mesh(BinaryReader reader, Model model, int classicInstanceCount) : base(model) { try { Name = reader.ReadString(); // material int materialIndex = reader.ReadInt32(); if (materialIndex != -1) { Material = model.Materials[materialIndex]; } // elements int elementCount = reader.ReadInt32(); var elements = new List <BufferLayoutElement>(); for (int i = 0; i != elementCount; ++i) { elements.Add(new BufferLayoutElement((BufferLayoutElementTypes)reader.ReadInt32(), (BufferLayoutElementUsages)reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32())); } LayoutDesc = BufferLayoutDescAPI.New(elements); // vertices int vertexFloatCount = reader.ReadInt32(); var vertices = new float[vertexFloatCount]; for (int i = 0; i != vertexFloatCount; ++i) { vertices[i] = reader.ReadSingle(); } VertexBuffer = VertexBufferAPI.New(this, LayoutDesc, BufferUsages.Default, VertexBufferTopologys.Triangle, vertices); // indices int indexCount = reader.ReadInt32(); var indices = new int[indexCount]; for (int i = 0; i != indexCount; ++i) { indices[i] = reader.ReadInt32(); } IndexBuffer = IndexBufferAPI.New(this, BufferUsages.Default, indices); // create instancing buffers ClassicInstanceCount = classicInstanceCount; if (classicInstanceCount > 0) { var intancingElements = new List <BufferLayoutElement>(); foreach (var element in elements) { intancingElements.Add(element); } intancingElements.Add(new BufferLayoutElement(BufferLayoutElementTypes.Float, BufferLayoutElementUsages.IndexClassic, 0, 0, LayoutDesc.FloatCount)); InstancingLayoutDesc = BufferLayoutDescAPI.New(intancingElements); int instanceVertexFloatCount = (vertexFloatCount * classicInstanceCount) + (VertexBuffer.VertexCount * classicInstanceCount); var instancingVertices = new float[instanceVertexFloatCount]; int vi = 0; for (int i = 0; i != classicInstanceCount; ++i) { int vOffset = 0; for (int i2 = 0; i2 != VertexBuffer.VertexCount; ++i2) { for (int i3 = 0; i3 != VertexBuffer.VertexFloatArraySize; ++i3) { instancingVertices[vi] = vertices[vOffset]; ++vi; ++vOffset; } instancingVertices[vi] = i; ++vi; } } InstancingVertexBuffer = VertexBufferAPI.New(this, InstancingLayoutDesc, BufferUsages.Default, VertexBuffer.Topology, instancingVertices); int instanceIndexCount = (indexCount * classicInstanceCount); var instancingIndices = new int[instanceIndexCount]; int ii = 0, iOffset = 0; for (int i = 0; i != classicInstanceCount; ++i) { for (int i2 = 0; i2 != indexCount; ++i2) { instancingIndices[ii] = indices[i2] + iOffset; ++ii; } iOffset += VertexBuffer.VertexCount; } InstancingIndexBuffer = IndexBufferAPI.New(this, BufferUsages.Default, instancingIndices); } } catch (Exception e) { Dispose(); throw e; } }