Example #1
0
        /// <summary>
        /// Multimaterial vertices are not removing duplicities using indices.
        /// They just add indexing on top of duplicating vertices.
        /// </summary>
        private void EndMultiMaterial(MultiMaterialHelper helper, List <MyClipmapCellBatch> outBatches)
        {
            if (helper.Vertices.Count > 0)
            {
                //Todo - is it possible without allocations?
                MyVertexFormatVoxelSingleData[] vertices = new MyVertexFormatVoxelSingleData[helper.Vertices.Count];
                Array.Copy(helper.Vertices.GetInternalArray(), vertices, vertices.Length);

                uint[] indices = new uint[helper.Vertices.Count];
                for (ushort i = 0; i < indices.Length; i++)
                {
                    indices[i] = i;
                }

                outBatches.Add(new MyClipmapCellBatch
                {
                    Vertices  = vertices,
                    Indices   = indices,
                    Material0 = helper.Material0,
                    Material1 = helper.Material1,
                    Material2 = helper.Material2,
                });
            }

            //  Reset helper arrays, so we can start adding triangles to them again
            helper.Vertices.Clear();
        }
        void EndSingleMaterial(MySingleMaterialHelper materialHelper)
        {
            //Synchronize to VRage render
            if (materialHelper.IndexCount > 0 && materialHelper.VertexCount > 0)
            {
                //Todo - is it possible without allocations?
                MyVertexFormatVoxelSingleData[] vertices = new MyVertexFormatVoxelSingleData[materialHelper.VertexCount];
                Array.Copy(materialHelper.Vertices, vertices, vertices.Length);
                short[] indices = new short[materialHelper.IndexCount];
                Array.Copy(materialHelper.Indices, indices, indices.Length);

                VRageRender.MyRenderProxy.UpdateRenderVoxelCell(
                    VoxelMap.GetRenderObjectID(ref this.CellCoord),
                    (VRageRender.MyLodTypeEnum)(int) CellHashType,
                    vertices,
                    indices,
                    (int)materialHelper.Material.Index,
                    -1,
                    -1);
            }

            //  Reset helper arrays, so we can start adding triangles to them again
            materialHelper.IndexCount  = 0;
            materialHelper.VertexCount = 0;
            MyVoxelCacheCellRenderHelper.SingleMaterialIndicesLookupCount[(int)materialHelper.Material.Index]++;
        }
Example #3
0
        private void EndSingleMaterial(SingleMaterialHelper materialHelper, List <MyClipmapCellBatch> outBatches)
        {
            //Synchronize to VRage render
            if (materialHelper.IndexCount > 0 && materialHelper.VertexCount > 0)
            {
                //Todo - is it possible without allocations?
                MyVertexFormatVoxelSingleData[] vertices = new MyVertexFormatVoxelSingleData[materialHelper.VertexCount];
                Array.Copy(materialHelper.Vertices, vertices, vertices.Length);
                uint[] indices = new uint[materialHelper.IndexCount];
                Array.Copy(materialHelper.Indices, indices, indices.Length);

                outBatches.Add(new MyClipmapCellBatch()
                {
                    Vertices  = vertices,
                    Indices   = indices,
                    Material0 = materialHelper.Material,
                    Material1 = -1,
                    Material2 = -1,
                });
            }

            //  Reset helper arrays, so we can start adding triangles to them again
            materialHelper.IndexCount  = 0;
            materialHelper.VertexCount = 0;
            SM_BatchLookups[materialHelper.Material].ResetBatch();
        }
        void EndMultiMaterial(MyMultiMaterialHelper helper)
        {
            if (helper.VertexCount > 0)
            {
                //Todo - is it possible without allocations?
                MyVertexFormatVoxelSingleData[] vertices = new MyVertexFormatVoxelSingleData[helper.VertexCount];
                Array.Copy(helper.Vertices, vertices, vertices.Length);

                short[] indices = new short[helper.VertexCount];
                for (short i = 0; i < indices.Length; i++)
                {
                    indices[i] = i;
                }

                VRageRender.MyRenderProxy.UpdateRenderVoxelCell(
                    VoxelMap.GetRenderObjectID(ref this.CellCoord),
                    (VRageRender.MyLodTypeEnum)(int) CellHashType,
                    vertices,
                    indices,
                    (int)helper.Material0.Index,
                    (int)helper.Material1.Index,
                    (int)helper.Material2.Index);
            }

            //  Reset helper arrays, so we can start adding triangles to them again
            helper.VertexCount = 0;
        }
        /// <summary>
        /// Multimaterial vertices are not removing duplicities using indices.
        /// They just add indexing on top of duplicating vertices.
        /// </summary>
        private void EndMultiMaterial(MultiMaterialHelper helper, List<MyClipmapCellBatch> outBatches)
        {
            if (helper.Vertices.Count > 0)
            {
                //Todo - is it possible without allocations?
                MyVertexFormatVoxelSingleData[] vertices = new MyVertexFormatVoxelSingleData[helper.Vertices.Count];
                Array.Copy(helper.Vertices.GetInternalArray(), vertices, vertices.Length);

                uint[] indices = new uint[helper.Vertices.Count];
                for (ushort i = 0; i < indices.Length; i++)
                {
                    indices[i] = i;
                }

                outBatches.Add(new MyClipmapCellBatch
                {
                    Vertices = vertices,
                    Indices = indices,
                    Material0 = helper.Material0,
                    Material1 = helper.Material1,
                    Material2 = helper.Material2,
                });
            }

            //  Reset helper arrays, so we can start adding triangles to them again
            helper.Vertices.Clear();
        }
        private void EndSingleMaterial(SingleMaterialHelper materialHelper, List<MyClipmapCellBatch> outBatches)
        {
            //Synchronize to VRage render
            if (materialHelper.IndexCount > 0 && materialHelper.VertexCount > 0)
            {
                //Todo - is it possible without allocations?
                MyVertexFormatVoxelSingleData[] vertices = new MyVertexFormatVoxelSingleData[materialHelper.VertexCount];
                Array.Copy(materialHelper.Vertices, vertices, vertices.Length);
                uint[] indices = new uint[materialHelper.IndexCount];
                Array.Copy(materialHelper.Indices, indices, indices.Length);

                outBatches.Add(new MyClipmapCellBatch()
                {
                    Vertices = vertices,
                    Indices = indices,
                    Material0 = materialHelper.Material,
                    Material1 = -1,
                    Material2 = -1,
                });
            }

            //  Reset helper arrays, so we can start adding triangles to them again
            materialHelper.IndexCount = 0;
            materialHelper.VertexCount = 0;
            SM_BatchLookups[materialHelper.Material].ResetBatch();
        }
Example #7
0
 internal void AddVertex(ref MyVertexFormatVoxelSingleData vertex, ref Vector3D positionUnnormalized, ref Vector3D positionMorphUnnormalized)
 {
     m_vertexHelper.Add(vertex);
     m_positionHelper.Add(MyTuple.Create(positionUnnormalized, positionMorphUnnormalized));
 }
 internal void AddVertex(ref MyVertexFormatVoxelSingleData vertex, ref Vector3D positionUnnormalized, ref Vector3D positionMorphUnnormalized)
 {
     m_vertexHelper.Add(vertex);
     m_positionHelper.Add(MyTuple.Create(positionUnnormalized, positionMorphUnnormalized));
 }