Exemple #1
0
 public GpuData Cube_PositionNormalTexture()
 {
     return(_cube_PositionNormalTexture
            ?? (_cube_PositionNormalTexture = GpuData.Create(
                    new IndexBufferBuilder <ushort>(6 * 6)
                    .AddNext(0, 2, 1)
                    .AddNext(0, 3, 2)
                    .AddNext(4 + 0, 4 + 1, 4 + 2)
                    .AddNext(4 + 0, 4 + 2, 4 + 3)
                    .AddNext(8 + 0, 8 + 2, 8 + 1)
                    .AddNext(8 + 0, 8 + 3, 8 + 2)
                    .AddNext(12 + 0, 12 + 1, 12 + 2)
                    .AddNext(12 + 0, 12 + 2, 12 + 3)
                    .AddNext(16 + 0, 16 + 2, 16 + 1)
                    .AddNext(16 + 0, 16 + 3, 16 + 2)
                    .AddNext(20 + 0, 20 + 1, 20 + 2)
                    .AddNext(20 + 0, 20 + 2, 20 + 3)
                    ,
                    new VertexBufferBuilder <VertexPositionNormalTexture>(24)
                    // Top
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, 1, 1), Vector3.Up, new Vector2(0, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, 1, -1), Vector3.Up, new Vector2(1, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, 1, -1), Vector3.Up, new Vector2(0, 0)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, 1, 1), Vector3.Up, new Vector2(1, 0)))
                    // Bottom
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, -1, 1), Vector3.Down, new Vector2(0, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, -1, -1), Vector3.Down, new Vector2(1, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, -1, -1), Vector3.Down, new Vector2(0, 0)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, -1, 1), Vector3.Down, new Vector2(1, 0)))
                    // Left
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, 1, 1), Vector3.Left, new Vector2(0, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, 1, -1), Vector3.Left, new Vector2(1, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, -1, -1), Vector3.Left, new Vector2(0, 0)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, -1, 1), Vector3.Left, new Vector2(1, 0)))
                    // Right
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, 1, 1), Vector3.Right, new Vector2(0, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, 1, -1), Vector3.Right, new Vector2(1, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, -1, -1), Vector3.Right, new Vector2(0, 0)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, -1, 1), Vector3.Right, new Vector2(1, 0)))
                    // Forward
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, 1, -1), Vector3.Forward, new Vector2(0, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, -1, -1), Vector3.Forward, new Vector2(1, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, -1, -1), Vector3.Forward, new Vector2(0, 0)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, 1, -1), Vector3.Forward, new Vector2(1, 0)))
                    // Backward
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, 1, 1), Vector3.Backward, new Vector2(0, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(1, -1, 1), Vector3.Backward, new Vector2(1, 1)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, -1, 1), Vector3.Backward, new Vector2(0, 0)))
                    .AddNext(new VertexPositionNormalTexture(new Vector3(-1, 1, 1), Vector3.Backward, new Vector2(1, 0))),
                    GraphicsDevice
                    )).Value);
 }
Exemple #2
0
 public GpuData Square_TextureOnly()
 {
     return(_square_textureOnly
            ?? (_square_textureOnly = GpuData.Create(
                    new IndexBufferBuilder <ushort>(6)
                    .AddNext(0, 1, 2)
                    .AddNext(1, 3, 2),
                    new VertexBufferBuilder <VertexTexture>(4)
                    .AddNext(new VertexTexture(new Vector2(0, 1)))
                    .AddNext(new VertexTexture(new Vector2(1, 1)))
                    .AddNext(new VertexTexture(new Vector2(0, 0)))
                    .AddNext(new VertexTexture(new Vector2(1, 0))),
                    GraphicsDevice
                    )).Value);
 }
Exemple #3
0
 public static void RenderTriangleList(this GpuData indexVertexBuffer, GraphicsDevice graphicsDevice, int baseVertex = 0, int startIndex = 0)
 {
     graphicsDevice.SetVertexBuffer(indexVertexBuffer.VertexBuffer);
     graphicsDevice.Indices = indexVertexBuffer.IndexBuffer;
     graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, baseVertex, startIndex, indexVertexBuffer.IndexBuffer.IndexCount);
 }