Esempio n. 1
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 private unsafe void EnsureCreated(BrModel *model)
 {
     if (model->NumPreparedFaces == 0 || model->NumPreparedVertices == 0 || indexBuffer != null || vertexBuffer != null)
     {
         return;
     }
     vertexBuffer = CreateVertexBuffer(model);
     indexBuffer  = CreateIndexBuffer(model);
 }
Esempio n. 2
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 public unsafe void Render(BrModel *model)
 {
     EnsureCreated(model);
     GraphicsDevice.SetVertexBuffer(vertexBuffer);
     GraphicsDevice.Indices = indexBuffer;
     if (indexBuffer != null)
     {
         GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indexBuffer.IndexCount / 3);
     }
 }
Esempio n. 3
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        private void RenderModel(BrActor *node, BrModel *model, BrMaterial *material, Matrix world, BrRenderStyles renderStyle)
        {
            // TODO: Use renderStyle to affect the way we render
            BasicEffect.World        = world;
            BasicEffect.DiffuseColor = Color.White.ToVector3(); // RandomColor().ToVector3();
            var m = ResolveModel(model);

            foreach (var p in BasicEffect.CurrentTechnique.Passes)
            {
                p.Apply();
                m.Render(model);
            }
        }
Esempio n. 4
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        private unsafe VertexBuffer CreateVertexBuffer(BrModel *model)
        {
            var verts = new VertexPositionNormalTexture[model->NumPreparedVertices];

            for (int i = 0; i < verts.Length; i++)
            {
                var v = model->PreparedVertices[i];
                verts[i] = new VertexPositionNormalTexture(Helper.XNAVector3FromBrVector3(&v.Position), Helper.XNAVector3FromBrFVector3(&v.Normal), Helper.XNAVector2FromBrVector2(&v.TextureCoordinate));
            }
            var vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(VertexPositionNormalTexture), verts.Length, BufferUsage.WriteOnly);

            vertexBuffer.SetData(verts);
            return(vertexBuffer);
        }
Esempio n. 5
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        private unsafe IndexBuffer CreateIndexBuffer(BrModel *model)
        {
            var indices = new ushort[model->NumPreparedFaces * 3];

            for (int f = 0, i = 0; i < indices.Length; f++, i += 3)
            {
                var face = model->PreparedFaces[f];
                indices[i]     = face.A;
                indices[i + 1] = face.B;
                indices[i + 2] = face.C;
            }
            var indexBuffer = new IndexBuffer(GraphicsDevice, typeof(ushort), indices.Length, BufferUsage.WriteOnly);

            indexBuffer.SetData(indices);
            return(indexBuffer);
        }
Esempio n. 6
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 private static MODL ResolveModel(BrModel *model)
 {
     return(NativeObject.FromPointer <MODL>(new IntPtr(*(void **)model->Identifier)));
 }