Example #1
0
        private bool UpdateBuffers(DeviceContext deviceContext, int positionX, int positionY)
        {
            // If the position we rendering this bitmap to has not changed then don't update the vertex buffer since it.
            if (positionX == PreviousPosX && positionY == PreviousPosY)
                return true;

            // If it has changed then update the position it is being rendered to.
            PreviousPosX = positionX;
            PreviousPosY = positionY;

            // Calculate the screen coordinates of the left side of the bitmap.
            var left = (-(ScreenWidth >> 1)) + (float)positionX;
            // Calculate the screen coordinates of the right side of the bitmap.
            var right = left + BitmapWidth;
            // Calculate the screen coordinates of the top of the bitmap.
            var top = (ScreenHeight >> 1) - (float)positionY;
            // Calculate the screen coordinates of the bottom of the bitmap.
            var bottom = top - BitmapHeight;

            // Create and load the vertex array.
            var vertices = new[]
            {
                new TextureShader.Vertex()
                {
                    position = new Vector3(left, top, 0),
                    texture = new Vector2(0, 0)
                },
                new TextureShader.Vertex()
                {
                    position = new Vector3(right, bottom, 0),
                    texture = new Vector2(1, 1)
                },
                new TextureShader.Vertex()
                {
                    position = new Vector3(left, bottom, 0),
                    texture = new Vector2(0, 1)
                },
                new TextureShader.Vertex()
                {
                    position = new Vector3(left, top, 0),
                    texture = new Vector2(0, 0)
                },
                new TextureShader.Vertex()
                {
                    position = new Vector3(right, top, 0),
                    texture = new Vector2(1, 0)
                },
                new TextureShader.Vertex()
                {
                    position = new Vector3(right, bottom, 0),
                    texture = new Vector2(1, 1)
                }
            };

            DataStream mappedResource;

            #region Vertex Buffer
            // Lock the vertex buffer so it can be written to.
            deviceContext.MapSubresource(VertexBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);

            // Copy the data into the vertex buffer.
            mappedResource.WriteRange<TextureShader.Vertex>(vertices);

            // Unlock the vertex buffer.
            deviceContext.UnmapSubresource(VertexBuffer, 0);
            #endregion

            return true;
        }
Example #2
0
        private void CalculateTangentBinormal(TempVertex vertex1, TempVertex vertex2, TempVertex vertex3, out Vector tangent, out Vector binormal)
        {
            // Calculate the two vectors for the this face.
            var vector1 = new[] { vertex2.x - vertex1.x, vertex2.y - vertex1.y, vertex2.z - vertex1.z };
            var vector2 = new[] { vertex3.x - vertex1.x, vertex3.y - vertex1.y, vertex3.z - vertex1.z };

            // Calculate the tu and tv texture space vectors.
            var tuVector = new[] { vertex2.tu - vertex1.tu, vertex3.tu - vertex1.tu };
            var tvVector = new[] { vertex2.tv - vertex1.tv, vertex3.tv - vertex1.tv };

            // Calculate the denominator of the tangent / binormal equation.
            var den = 1.0f / (tuVector[0] * tvVector[1] - tuVector[1] * tvVector[0]);

            // Calculate the cross products and multiply by the coefficient to get the tangent and binormal.
            tangent.x = (tvVector[1] * vector1[0] - tvVector[0] * vector2[0]) * den;
            tangent.y = (tvVector[1] * vector1[1] - tvVector[0] * vector2[1]) * den;
            tangent.z = (tvVector[1] * vector1[2] - tvVector[0] * vector2[2]) * den;

            binormal.x = (tuVector[0] * vector2[0] - tuVector[1] * vector1[0]) * den;
            binormal.y = (tuVector[0] * vector2[1] - tuVector[1] * vector1[1]) * den;
            binormal.z = (tuVector[0] * vector2[2] - tuVector[1] * vector1[2]) * den;

            // Calculate the length of this normal.
            var length = (float)Math.Sqrt(tangent.x * tangent.x + tangent.y * tangent.y + tangent.z * tangent.z);

            // Normalize the normal and the store it.
            tangent.x = tangent.x / length;
            tangent.y = tangent.y / length;
            tangent.z = tangent.z / length;

            // Calculate the length of this normal.
            length = (float)Math.Sqrt(binormal.x * binormal.x + binormal.y * binormal.y + binormal.z * binormal.z);

            // Normalize the normal and the store it.
            binormal.x = binormal.x / length;
            binormal.y = binormal.y / length;
            binormal.z = binormal.z / length;
        }