protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
        {
            VertexPositionTexture[] billboardVertices = new VertexPositionTexture[positions.Count * 6];
            int i = 0;

            foreach (var position in positions)
            {
                billboardVertices[i++] = new VertexPositionTexture(position, new Vector2(0, 0));
                billboardVertices[i++] = new VertexPositionTexture(position, new Vector2(1, 0));
                billboardVertices[i++] = new VertexPositionTexture(position, new Vector2(1, 1));

                billboardVertices[i++] = new VertexPositionTexture(position, new Vector2(0, 0));
                billboardVertices[i++] = new VertexPositionTexture(position, new Vector2(1, 1));
                billboardVertices[i++] = new VertexPositionTexture(position, new Vector2(0, 1));
            }


            VertexBuffer vertexBufferS = factory.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, billboardVertices.Count(), BufferUsage.WriteOnly);
            vertexBufferS.SetData(billboardVertices);
            int noVertices = billboardVertices.Count();
            int noTriangles = noVertices / 3;

            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, 0, noTriangles, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride, BatchType.NORMAL);
            b[0].VertexBuffer = vertexBufferS;
            b[0].IndexBuffer = null;
            BatchInformations[0] = b;

            TextureInformations = new TextureInformation[1][];
            TextureInformations[0] = new TextureInformation[1];
            TextureInformations[0][0] = new TextureInformation(isInternal, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
        }
        /// <summary>
        /// Loads the model.
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="BatchInformations">The batch informations.</param>
        /// <param name="TextureInformations">The texture informations.</param>
        protected override void LoadModel(GraphicFactory factory, out BatchInformation[][] BatchInformations, out TextureInformation[][] TextureInformations)
        {
            VertexPositionTexture[] billboardVertices = new VertexPositionTexture[4];
            int i = 0;
            
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 0));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 0));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(0, 1));
            billboardVertices[i++] = new VertexPositionTexture(Vector3.Zero, new Vector2(1, 1));

            VertexElement v0 = new VertexElement(0,VertexElementFormat.Vector3,VertexElementUsage.TextureCoordinate,1);
            VertexElement v1 = new VertexElement(sizeof(float) * 3,VertexElementFormat.Vector2,VertexElementUsage.TextureCoordinate,2);

             vd = new VertexDeclaration(v0, v1);

             VertexBuffer InstancedvertexBufferS;
             if (dynamicBufferSize != -1)
             {
                 InstancedvertexBufferS = factory.CreateDynamicVertexBuffer(vd, dynamicBufferSize, BufferUsage.WriteOnly);
             }
             else
             {
                 InstancedvertexBufferS = factory.CreateDynamicVertexBuffer(vd, instances.Count(), BufferUsage.WriteOnly);
             }            
        
            InstancedvertexBufferS.SetData(instances);

            VertexBuffer vertexBufferS = factory.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, billboardVertices.Count(), BufferUsage.WriteOnly);
            vertexBufferS.SetData(billboardVertices);

            short[] indices = new short[] { 0,2,1,1,2,3};

            IndexBuffer indexBufferS = factory.CreateIndexBuffer(IndexElementSize.SixteenBits, 6, BufferUsage.WriteOnly);
            indexBufferS.SetData<short>(indices);
            
            BatchInformations = new BatchInformation[1][];
            BatchInformation[] b = new BatchInformation[1];
            b[0] = new BatchInformation(0, 4, 2, 0, 0, VertexPositionTexture.VertexDeclaration, VertexPositionTexture.VertexDeclaration.VertexStride,instances.Count());
            b[0].VertexBuffer = vertexBufferS;
            b[0].IndexBuffer = indexBufferS;
            b[0].InstancedVertexBuffer = InstancedvertexBufferS;
            BatchInformations[0] = b;

            TextureInformations = new TextureInformation[1][];
            TextureInformations[0] = new TextureInformation[1];
            TextureInformations[0][0] = new TextureInformation(isInternal, factory, diffuseTextureName, null, null, null);
            TextureInformations[0][0].LoadTexture();
        }
Example #3
0
        private void SetUpWaterVertices()
        {
            VertexPositionTexture[] waterVertices = new VertexPositionTexture[6];

            waterVertices[0] = new VertexPositionTexture(new Vector3(0, waterHeight, 0), new Vector2(0, 1));
            waterVertices[1] = new VertexPositionTexture(new Vector3(terrainWidth, waterHeight, terrainWidth), new Vector2(1, 0));
            waterVertices[2] = new VertexPositionTexture(new Vector3(0, waterHeight, terrainWidth), new Vector2(0, 0));

            waterVertices[3] = new VertexPositionTexture(new Vector3(0, waterHeight, 0), new Vector2(0, 1));
            waterVertices[4] = new VertexPositionTexture(new Vector3(terrainWidth, waterHeight, 0), new Vector2(1, 1));
            waterVertices[5] = new VertexPositionTexture(new Vector3(terrainWidth, waterHeight, terrainLength), new Vector2(1, 0));
            waterVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, waterVertices.Count(), BufferUsage.WriteOnly);

            waterVertexBuffer.SetData(waterVertices);
        }
        public static VertexPositionTexture[] CreateTexcoordedVertexListWithoutNormals(int numQuads)
        {
            var verticies = new VertexPositionTexture[numQuads * 4];

            for (int i = 0; i < verticies.Count(); i++) {
                verticies[i] = new VertexPositionTexture();
            }

            for (int i = 0; i < verticies.Count(); i += 4) {
                verticies[i].TextureCoordinate = new Vector2(0, 0);
                verticies[i + 1].TextureCoordinate = new Vector2(0, 1);
                verticies[i + 2].TextureCoordinate = new Vector2(1, 1);
                verticies[i + 3].TextureCoordinate = new Vector2(1, 0);
            }

            return verticies;
        }