Esempio n. 1
0
        public void UpdateLine2Mesh()
        {
            if (adaptivePoints.Count == 0)
            {
                UpdateTubeMesh();
            }

            var vertexFormat = Line2Mesh.VertexBufferRange.VertexFormat;
            var position     = vertexFormat.FindAttribute(VertexUsage.Position, 0);
            var color        = vertexFormat.FindAttribute(VertexUsage.Color, 0);

            line2VertexWriter.BeginEdit();
            line2IndexWriter.BeginEdit();

            foreach (float t in adaptivePoints)
            {
                Vector3 pos = curve.PositionAt(t);

                float r, g, b;
                RenderStack.Math.Conversions.HSVtoRGB(360.0f * t, 1.0f, 1.0f, out r, out g, out b);

                line2IndexWriter.Line(line2VertexWriter.CurrentIndex, line2VertexWriter.CurrentIndex + 1);
                line2IndexWriter.CurrentIndex += 2;
                line2VertexWriter.Set(color, r, g, b, 1.0f);
                line2VertexWriter.Set(position, pos.X, pos.Y, pos.Z); ++line2VertexWriter.CurrentIndex;
                line2VertexWriter.Set(color, r, g, b, 1.0f);
                line2VertexWriter.Set(position, pos.X, 0.0f, pos.Z); ++line2VertexWriter.CurrentIndex;
            }
            line2VertexWriter.EndEdit();
            line2IndexWriter.EndEdit();
        }
Esempio n. 2
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        public void UpdatePointMesh()
        {
            if (adaptivePoints.Count == 0)
            {
                UpdateTubeMesh();
            }

            var vertexFormat = PointMesh.VertexBufferRange.VertexFormat;
            var position     = vertexFormat.FindAttribute(VertexUsage.Position, 0);
            var color        = vertexFormat.FindAttribute(VertexUsage.Color, 0);

            pointVertexWriter.BeginEdit();
            pointIndexWriter.BeginEdit();

            foreach (float t in adaptivePoints)
            {
                Vector3 pos = curve.PositionAt(t);

                pointVertexWriter.Set(position, pos.X, pos.Y, pos.Z);
                pointVertexWriter.Set(color, 1.0f, 1.0f, 1.0f, 1.0f);
                pointIndexWriter.Point(pointVertexWriter.CurrentIndex);
                ++pointVertexWriter.CurrentIndex;
                ++pointIndexWriter.CurrentIndex;
            }
            pointVertexWriter.EndEdit();
            pointIndexWriter.EndEdit();
        }
Esempio n. 3
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        public void UpdateRender()
        {
            vertexWriter.BeginEdit();
            indexWriter.BeginEdit();
            int visibleCount = 0;

            for (byte y = 0; y < 128; ++y)
            {
                for (long x = 0; x < 16; ++x)
                {
                    long wx = this.worldX + x;
                    for (long z = 0; z < 16; ++z)
                    {
                        long wz = this.worldZ + z;
                        if (map.IsVisible(wx, y, wz))
                        {
                            Cube(wx, y, wz, map[wx, y, wz]);
                            ++visibleCount;
                        }
                    }
                }
            }
            System.Diagnostics.Debug.WriteLine("Chunk had " + visibleCount + " visible cubes");
            vertexWriter.EndEdit();
            indexWriter.EndEdit();
        }
Esempio n. 4
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        public NinePatch(NinePatchStyle style)
        {
            this.style = style;

            //mesh = new Mesh.Mesh(BufferUsageHint.DynamicDraw);
            mesh = new RenderStack.Mesh.Mesh();

            VertexFormat vertexFormat = new VertexFormat();

            vertexFormat.Add(new Attribute(VertexUsage.Position, VertexAttribPointerType.Float, 0, 3));
            vertexFormat.Add(new Attribute(VertexUsage.TexCoord, VertexAttribPointerType.Float, 0, 2));

            // \todo Allocate vertex buffers form from UI BufferPool and use double buffered Buffers
            // \todo Share one index buffer among all UI components that have the same index buffer
            //Buffer vertexBuffer = BufferPool.Instance.GetVertexBuffer(vertexFormat, BufferUsageHint.DynamicDraw);
            //Buffer indexBuffer = BufferPool.Instance.GetIndexBuffer(DrawElementsType.UnsignedShort, BufferUsageHint.StaticDraw);
            vertexBuffer = BufferFactory.Create(vertexFormat, BufferUsageHint.DynamicDraw);
            indexBuffer  = BufferFactory.Create(DrawElementsType.UnsignedShort, BufferUsageHint.StaticDraw);

            mesh.VertexBufferRange = vertexBuffer.CreateVertexBufferRange();
            IBufferRange indexBufferRange = mesh.FindOrCreateIndexBufferRange(
                MeshMode.PolygonFill,
                indexBuffer,
                BeginMode.Triangles
                );
            var writer = new IndexBufferWriter(indexBufferRange);

            vertexWriter = new VertexBufferWriter(mesh.VertexBufferRange);

            //  12 13 14 15
            //
            //   8  9 10 11
            //
            //   4  5  6  7
            //
            //   0  1  2  3

            writer.BeginEdit();

            writer.Quad(4, 5, 1, 0); writer.CurrentIndex += 6;
            writer.Quad(5, 6, 2, 1); writer.CurrentIndex += 6;
            writer.Quad(6, 7, 3, 2); writer.CurrentIndex += 6;

            writer.Quad(8, 9, 5, 4); writer.CurrentIndex   += 6;
            writer.Quad(9, 10, 6, 5); writer.CurrentIndex  += 6;
            writer.Quad(10, 11, 7, 6); writer.CurrentIndex += 6;

            writer.Quad(12, 13, 9, 8); writer.CurrentIndex   += 6;
            writer.Quad(13, 14, 10, 9); writer.CurrentIndex  += 6;
            writer.Quad(14, 15, 11, 10); writer.CurrentIndex += 6;

            writer.EndEdit();

            // \bug
            //indexBuffer.UpdateAll();
        }
Esempio n. 5
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        public void UpdateIndexBuffers()
        {
            lineIndexWriter.BeginEdit();

            UInt32 index = 0;

            for (int i = 0; i < curve.Count - 1; ++i)
            {
                lineIndexWriter.Line(index, index + 1); lineIndexWriter.CurrentIndex += 2;
                index += 1;
            }
            for (int i = 0; i < curve.Count; ++i)
            {
                lineIndexWriter.Line(index + 1, index + 2); lineIndexWriter.CurrentIndex += 2;
                index += 2;
            }

            lineIndexWriter.EndEdit();
        }
Esempio n. 6
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 public void EndPrint()
 {
     vertexWriter.EndEdit();
     indexWriter.EndEdit();
 }
Esempio n. 7
0
        public virtual void UpdateTubeMesh()
        {
            var vertexFormat = TubeMesh.VertexBufferRange.VertexFormat;

            tubePosition = vertexFormat.FindAttribute(VertexUsage.Position, 0);
            tubeNormal   = vertexFormat.FindAttribute(VertexUsage.Normal, 0);
            tubeTangent  = vertexFormat.FindAttribute(VertexUsage.Tangent, 0);
            tubeColor    = vertexFormat.FindAttribute(VertexUsage.Color, 0);
            tubeT        = vertexFormat.FindAttribute(VertexUsage.Color, 1);
            tubeId       = vertexFormat.FindAttribute(VertexUsage.Id, 0);

            tubeVertexWriter.BeginEdit();
            tubeIndexWriter.BeginEdit();

            //  \todo hack fixme
            ((GenericCurve)(curve)).UpdateNURBS();

            //  Compute initial N
            Vector3 pos     = curve.PositionAt(0.0f);
            Vector3 posNext = curve.PositionAt(1.0f / 512.0f);
            Vector3 d1      = posNext - pos;
            Vector3 T       = Vector3.Normalize(d1);
            Vector3 N       = d1.MinAxis;
            Vector3 B       = Vector3.Normalize(Vector3.Cross(T, N));

            LastN = Vector3.Normalize(Vector3.Cross(B, T));

            UpdateTubeMeshWithAdaptiveSubdivision();

            for (int stack = 1; stack < TubeStackCount - 2; ++stack)
            {
                int nextStack = stack + 1;
                for (int slice = 0; slice < tubeSliceCount; ++slice)
                {
                    int nextSlice = (slice + 1) % tubeSliceCount;
                    tubeIndexWriter.Quad(
                        (uint)(stack * tubeSliceCount + nextSlice),
                        (uint)(stack * tubeSliceCount + slice),
                        (uint)(nextStack * tubeSliceCount + slice),
                        (uint)(nextStack * tubeSliceCount + nextSlice)
                        );
                    tubeIndexWriter.CurrentIndex += 6;
                }
            }
            for (int slice = 0; slice < tubeSliceCount; ++slice)
            {
                int nextSlice1 = (slice + 1) % tubeSliceCount;
                tubeIndexWriter.Triangle(
                    (uint)(0 * tubeSliceCount),
                    (uint)(0 * tubeSliceCount + slice),
                    (uint)(0 * tubeSliceCount + nextSlice1)
                    );
                tubeIndexWriter.CurrentIndex += 3;
            }
            for (int slice = 0; slice < tubeSliceCount; ++slice)
            {
                int nextSlice1 = (slice + 1) % tubeSliceCount;
                tubeIndexWriter.Triangle(
                    (uint)((TubeStackCount - 1) * tubeSliceCount + nextSlice1),
                    (uint)((TubeStackCount - 1) * tubeSliceCount + slice),
                    (uint)((TubeStackCount - 1) * tubeSliceCount)
                    );
                tubeIndexWriter.CurrentIndex += 3;
            }
            tubeVertexWriter.EndEdit();
            tubeIndexWriter.EndEdit();
        }
Esempio n. 8
0
        public void BuildMeshFromGeometry(
            BufferUsageHint bufferUsageHint,
            NormalStyle normalStyle,
            VertexFormat vertexFormat
            )
        {
            if (Geometry.PolygonAttributes.Contains <Vector3>("polygon_normals") == false)
            {
                Geometry.ComputePolygonNormals();
            }
            Geometry.ComputePointNormals("point_normals_smooth");

            if (Geometry.PointAttributes.Contains <Vector3>("polygon_centroids") == false)
            {
                Geometry.ComputePolygonCentroids();
            }

            var polygonIdsVector3 = Geometry.PolygonAttributes.FindOrCreate <Vector3>("polygon_ids_vec3");
            var polygonIdsUInt32  = (RenderStack.Graphics.Configuration.useIntegerPolygonIDs)
                                    ? Geometry.PolygonAttributes.FindOrCreate <UInt32>("polygon_ids_uint")
                                    : null;

            Dictionary <Corner, Vector3> cornerNormals      = null;
            Dictionary <Point, Vector3>  pointNormals       = null;
            Dictionary <Point, Vector3>  pointNormalsSmooth = Geometry.PointAttributes.Find <Vector3>("point_normals_smooth");

            bool normalsFound = false;

            if (Geometry.CornerAttributes.Contains <Vector3>("corner_normals"))
            {
                cornerNormals = Geometry.CornerAttributes.Find <Vector3>("corner_normals");
                normalsFound  = true;
            }
            if (Geometry.PointAttributes.Contains <Vector3>("point_normals"))
            {
                pointNormals = Geometry.PointAttributes.Find <Vector3>("point_normals");
                normalsFound = true;
            }
            if (normalsFound == false)
            {
                //Geometry.ComputeCornerNormals(0.0f * (float)System.Math.PI);
                Geometry.SmoothNormalize("corner_normals", "polygon_normals", (0.0f * (float)System.Math.PI));
                cornerNormals = Geometry.CornerAttributes.Find <Vector3>("corner_normals");
            }

            Dictionary <Corner, Vector2> cornerTexcoords = null;
            Dictionary <Point, Vector2>  pointTexcoords  = null;

            if (Geometry.CornerAttributes.Contains <Vector2>("corner_texcoords"))
            {
                cornerTexcoords = Geometry.CornerAttributes.Find <Vector2>("corner_texcoords");
            }
            if (Geometry.PointAttributes.Contains <Vector2>("point_texcoords"))
            {
                pointTexcoords = Geometry.PointAttributes.Find <Vector2>("point_texcoords");
            }

            //Dictionary<Corner, Vector4> cornerColors = null;
            var cornerColors = default(Dictionary <Corner, Vector4>);
            Dictionary <Point, Vector4> pointColors = null;

            if (Geometry.CornerAttributes.Contains <Vector4>("corner_colors"))
            {
                cornerColors = Geometry.CornerAttributes.Find <Vector4>("corner_colors");
            }
            if (Geometry.PointAttributes.Contains <Vector4>("point_colors"))
            {
                pointColors = Geometry.PointAttributes.Find <Vector4>("point_colors");
            }

            var polygonNormals   = Geometry.PolygonAttributes.Find <Vector3>("polygon_normals");
            var polygonCentroids = Geometry.PolygonAttributes.Find <Vector3>("polygon_centroids");
            var pointLocations   = Geometry.PointAttributes.Find <Vector3>("point_locations");
            var cornerIndices    = Geometry.CornerAttributes.FindOrCreate <uint>("corner_indices");

            var attributePosition     = vertexFormat.FindAttribute(VertexUsage.Position, 0);
            var attributeNormal       = vertexFormat.FindAttribute(VertexUsage.Normal, 0);       /*  content normals     */
            var attributeNormalFlat   = vertexFormat.FindAttribute(VertexUsage.Normal, 1);       /*  flat normals        */
            var attributeNormalSmooth = vertexFormat.FindAttribute(VertexUsage.Normal, 2);       /*  smooth normals      */
            var attributeColor        = vertexFormat.FindAttribute(VertexUsage.Color, 0);
            var attributeTexcoord     = vertexFormat.FindAttribute(VertexUsage.TexCoord, 0);
            var attributeIdVec3       = vertexFormat.FindAttribute(VertexUsage.Id, 0);
            var attributeIdUInt       = vertexFormat.FindAttribute(VertexUsage.Id, 0);

            // \note work in progress
            GetMesh = new Mesh();
            IBuffer vertexBuffer = BufferPool.Instance.GetVertexBuffer(vertexFormat, bufferUsageHint);

            GetMesh.VertexBufferRange = vertexBuffer.CreateVertexBufferRange();
            IBuffer indexBuffer = BufferPool.Instance.GetIndexBuffer(DrawElementsType.UnsignedInt, bufferUsageHint);

            #region prepare index buffers
            var polygonFillIndices = GetMesh.FindOrCreateIndexBufferRange(
                MeshMode.PolygonFill,
                indexBuffer,
                BeginMode.Triangles
                );
            var edgeLineIndices = GetMesh.FindOrCreateIndexBufferRange(
                MeshMode.EdgeLines,
                indexBuffer,
                BeginMode.Lines
                );

            /*BufferRange silhouetteLineIndices = GetMesh.FindOrCreateIndexBuffer(
             *  MeshMode.EdgeLines,
             *  indexBuffer,
             *  BeginMode.Lines
             * );*/
            var cornerPointIndices = GetMesh.FindOrCreateIndexBufferRange(
                MeshMode.CornerPoints,
                indexBuffer,
                BeginMode.Points
                );
            var polygonCentroidIndices = GetMesh.FindOrCreateIndexBufferRange(
                MeshMode.PolygonCentroids,
                indexBuffer,
                BeginMode.Points
                );
            #endregion prepare index buffers

            var vertexWriter               = new VertexBufferWriter(GetMesh.VertexBufferRange);
            var polygonFillIndexWriter     = new IndexBufferWriter(polygonFillIndices);
            var edgeLineIndexWriter        = new IndexBufferWriter(edgeLineIndices);
            var cornerPointIndexWriter     = new IndexBufferWriter(cornerPointIndices);
            var polygonCentroidIndexWriter = new IndexBufferWriter(polygonCentroidIndices);

            vertexWriter.BeginEdit();
            polygonFillIndexWriter.BeginEdit();
            edgeLineIndexWriter.BeginEdit();
            cornerPointIndexWriter.BeginEdit();
            polygonCentroidIndexWriter.BeginEdit();

            UInt32 polygonIndex = 0;

            #region polygons
            cornerIndices.Clear();
            foreach (Polygon polygon in Geometry.Polygons)
            {
                if (RenderStack.Graphics.Configuration.useIntegerPolygonIDs)
                {
                    polygonIdsUInt32[polygon] = polygonIndex;
                }
                polygonIdsVector3[polygon] = Vector3.Vector3FromUint(polygonIndex);

                Vector3 polygonNormal = Vector3.UnitY;

                if (polygon.Corners.Count > 2 && polygonNormals != null && polygonNormals.ContainsKey(polygon))
                {
                    polygonNormal = polygonNormals[polygon];
                }

                uint firstIndex    = vertexWriter.CurrentIndex;
                uint previousIndex = firstIndex;

                #region corners
                foreach (Corner corner in polygon.Corners)
                {
                    //  Position
                    vertexWriter.Position(pointLocations[corner.Point]);

                    //  Normal
                    Vector3 normal = Vector3.UnitY;
                    if (
                        (cornerNormals != null) &&
                        (polygon.Corners.Count > 2) &&
                        (cornerNormals.ContainsKey(corner) == true)
                        )
                    {
                        normal = cornerNormals[corner];
                    }
                    else if (pointNormals != null && pointNormals.ContainsKey(corner.Point))
                    {
                        normal = pointNormals[corner.Point];
                    }
                    else if (pointNormalsSmooth != null && pointNormalsSmooth.ContainsKey(corner.Point))
                    {
                        normal = pointNormalsSmooth[corner.Point];
                    }
                    Vector3 pointNormal = Vector3.UnitY;
                    if (pointNormals != null && pointNormals.ContainsKey(corner.Point))
                    {
                        pointNormal = pointNormals[corner.Point];
                    }
                    else if (pointNormalsSmooth != null && pointNormalsSmooth.ContainsKey(corner.Point))
                    {
                        pointNormal = pointNormalsSmooth[corner.Point];
                    }

                    switch (normalStyle)
                    {
                    case NormalStyle.CornerNormals:     vertexWriter.Normal(normal); break;

                    case NormalStyle.PointNormals:      vertexWriter.Normal(pointNormal); break;

                    case NormalStyle.PolygonNormals:    vertexWriter.Normal(polygonNormal); break;
                    }

                    if (attributeNormalFlat != null)
                    {
                        vertexWriter.Set(attributeNormalFlat, polygonNormal);
                    }
                    if (attributeNormalSmooth != null)
                    {
                        vertexWriter.Set(attributeNormalSmooth, pointNormalsSmooth[corner.Point]);
                    }

                    //  Texcoord
                    if (attributeTexcoord != null)
                    {
                        if (
                            (cornerTexcoords != null) &&
                            (cornerTexcoords.ContainsKey(corner) == true)
                            )
                        {
                            vertexWriter.Set(attributeTexcoord, cornerTexcoords[corner]);
                        }
                        else if (
                            (pointTexcoords != null) &&
                            (pointTexcoords.ContainsKey(corner.Point) == true)
                            )
                        {
                            vertexWriter.Set(attributeTexcoord, pointTexcoords[corner.Point]);
                        }
                    }

                    //  Vertex Color
                    if (attributeColor != null)
                    {
                        if (
                            (cornerColors != null) &&
                            (cornerColors.ContainsKey(corner) == true)
                            )
                        {
                            vertexWriter.Set(attributeColor, cornerColors[corner]);
                        }
                        else if (
                            (pointColors != null) &&
                            (pointColors.ContainsKey(corner.Point) == true)
                            )
                        {
                            vertexWriter.Set(attributeColor, pointColors[corner.Point]);
                        }
                        else
                        {
                            vertexWriter.Set(attributeColor, Vector4.One);
                        }
                    }

                    //  PolygonId
                    if (RenderStack.Graphics.Configuration.useIntegerPolygonIDs && (attributeIdUInt != null))
                    {
                        vertexWriter.Set(attributeIdUInt, polygonIndex);
                    }
                    if (attributeIdVec3 != null)
                    {
                        Vector3 v = Vector3.Vector3FromUint(polygonIndex);
                        vertexWriter.Set(attributeIdVec3, v);
                    }

                    cornerPointIndexWriter.Point(vertexWriter.CurrentIndex);
                    cornerPointIndexWriter.CurrentIndex++;

                    cornerIndices[corner] = vertexWriter.CurrentIndex;

                    if (previousIndex != firstIndex)
                    {
                        polygonFillIndexWriter.Triangle(firstIndex, vertexWriter.CurrentIndex, previousIndex);
                        polygonFillIndexWriter.CurrentIndex += 3;
                    }

                    previousIndex = vertexWriter.CurrentIndex;

                    ++vertexWriter.CurrentIndex;
                }
                #endregion corners

                ++polygonIndex;
            }
            #endregion polygons

            #region edges
            Geometry.BuildEdges();

            foreach (Edge edge in Geometry.Edges.Keys)
            {
                if (
                    cornerIndices.ContainsKey(edge.A.Corners[0]) &&
                    cornerIndices.ContainsKey(edge.B.Corners[0])
                    )
                {
                    uint i0 = cornerIndices[edge.A.Corners[0]];
                    uint i1 = cornerIndices[edge.B.Corners[0]];
                    edgeLineIndexWriter.Line(i0, i1);
                    edgeLineIndexWriter.CurrentIndex += 2;
                }
            }
            #endregion edges

            #region polygon centroids
            foreach (Polygon polygon in Geometry.Polygons)
            {
                Vector3 normal;

                if (polygon.Corners.Count > 2)
                {
                    normal = polygonNormals[polygon];
                }
                else
                {
                    normal = new Vector3(0.0f, 1.0f, 0.0f);
                }

                vertexWriter.Position(polygonCentroids[polygon]);
                if (attributeNormal != null)
                {
                    vertexWriter.Set(attributeNormal, normal);
                }
                if (attributeNormalFlat != null)
                {
                    vertexWriter.Set(attributeNormalFlat, normal);
                }
                polygonCentroidIndexWriter.Point(vertexWriter.CurrentIndex);
                ++vertexWriter.CurrentIndex;
                ++polygonCentroidIndexWriter.CurrentIndex;
            }
            #endregion polygon centroids

            vertexWriter.EndEdit();
            polygonFillIndexWriter.EndEdit();
            edgeLineIndexWriter.EndEdit();
            cornerPointIndexWriter.EndEdit();
            polygonCentroidIndexWriter.EndEdit();
        }