Exemple #1
0
        // Get a back-buffer-sized quadrilateral
        public VertexInput[] GetBackBufferQuad()
        {
            // Entry logging
      #if IS_LOGGING_METHODS
            Log.Write(String.Format("Entering method for {0}", this.Name));
      #endif

            // Initialize result
            VertexInput[] vertices = new VertexInput[4];

            // Get back buffer dimensions
            int w = this.BackBuffer.Width;
            int h = this.BackBuffer.Height;

            // Create vertices
            vertices[0] = new VertexInput(new Vector2(0, 0), Color.White, new Vector2(0, 0));
            vertices[1] = new VertexInput(new Vector2(w, 0), Color.White, new Vector2(1, 0));
            vertices[2] = new VertexInput(new Vector2(w, h), Color.White, new Vector2(1, 1));
            vertices[3] = new VertexInput(new Vector2(0, h), Color.White, new Vector2(0, 1));

            // Exit logging
      #if IS_LOGGING_METHODS
            Log.Write(String.Format("Exiting method for {0}", this.Name));
      #endif

            // Return result
            return(vertices);
        }
Exemple #2
0
        // Update vertex and index buffers
        public void UpdateBuffers()
        {
            // Entry logging
      #if IS_LOGGING_METHODS
            Log.Write(String.Format("Entering method for {0}", this.Name));
      #endif

            // Create an array of vertex data
            VertexInput[] vertexData = new VertexInput[this.VertexCount];
            // Create an array of index data
            int[] indexData = new int[this.IndexCount];

            // Initialize i, the current sprite index
            int i = 0;
            // Initialize k1, the current vertex index offset
            int k1 = 0;
            // Initialize k2, the current index index offset
            int k2 = 0;

            // Loop over sprites
            while (i < this.SpriteCount)
            {
                // Get the current sprite's vertices
                VertexInput[] vertices = this.Sprites[i].Vertices;
                // Get the current sprite's indices
                int[] indices = this.Sprites[i].Indices;

                // Get the current sprite's vertex count
                int n1 = vertices.Length;
                // Get the current sprite's index count
                int n2 = indices.Length;

                // Add vertices
                for (int j = 0; j < n1; j++)
                {
                    vertexData[k1 + j] = vertices[j];
                }
                // Add indices
                for (int j = 0; j < n2; j++)
                {
                    indexData[k2 + j] = k1 + indices[j];
                }

                // Increment vertex offset
                k1 += n1;
                // Increment index offset
                k2 += n2;
                // Increment sprite
                i++;
            }

            // Check vertex buffer size
            if (this.VertexCount > this.VertexBuffer.VertexCount)
            {
                // If too small, expand

                // First, calculate new size
                int newSize = (int)Math.Ceiling((double)this.VertexCount / (4 * this.ExtensionSize) + 1) * (4 * this.ExtensionSize);

                // Log
        #if IS_LOGGING_DRAW
                Log.Write(String.Format("WARNING:  Layer {0}'s vertex buffer is too small!  inboundSize = {1}, bufferSize = {2}, newSize = {3}", this.Name, this.VertexCount, this.VertexBuffer.VertexCount, n));
        #endif

                // Create a new, expanded buffer
                this.VertexBuffer = new WrappedVertexBuffer(newSize);
            }

            // Check index buffer size
            if (this.IndexCount > this.IndexBuffer.IndexCount)
            {
                // If too small, expand

                // First, calculate new size
                int newSize = (int)Math.Ceiling((double)this.VertexCount / (6 * this.ExtensionSize) + 1) * (6 * this.ExtensionSize);

                // Log
        #if IS_LOGGING_DRAW
                Log.Write(String.Format("WARNING:  Layer {0}'s index buffer is too small!  inboundSize = {1}, bufferSize = {2}, newSize = {3}", this.Name, this.IndexCount, this.IndexBuffer.IndexCount, n));
        #endif

                // Create a new, expanded buffer
                this.IndexBuffer = new WrappedIndexBuffer(newSize);
            }

            //Trace.WriteLine("vd = " + vertexData.Length);
            //Trace.WriteLine("vb = " + this.vertexBuffer.VertexCount);
            //Trace.WriteLine("id = " + indexData.Length);
            //Trace.WriteLine("ib = " + this.indexBuffer.IndexCount);

            // Send data to vertex buffer
            this.VertexBuffer.SetData(vertexData);

            // Send data to index buffer
            this.IndexBuffer.SetData(indexData);

            // Temporary:  Save data for debugging purposes
            this.vertices = vertexData;
            this.indices  = indexData;

            // Exit logging
      #if IS_LOGGING_METHODS
            Log.Write(String.Format("Exiting method for {0}", this.Name));
      #endif
        }