Esempio n. 1
0
        public static IVertexBuffer New(VideoTypes videoType, IDisposableResource parent, IBufferLayoutDesc bufferLayoutDesc, BufferUsages usage, VertexBufferTopologys topology, float[] vertices, int[] indices)
        {
            IVertexBuffer api = null;

            #if WIN32
            if (videoType == VideoTypes.D3D9) api = new D3D9.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            #endif

            #if WIN32 || WINRT || WP8
            if (videoType == VideoTypes.D3D11) api = new D3D11.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            #endif

            #if WIN32 || OSX || LINUX || iOS || ANDROID || NaCl
            if (videoType == VideoTypes.OpenGL) api = new OpenGL.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            #endif

            #if XNA
            if (videoType == VideoTypes.XNA) api = new XNA.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            #endif

            #if VITA
            if (videoType == VideoTypes.Vita) api = new Vita.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            #endif

            if (api == null) Debug.ThrowError("VertexBufferAPI", "Unsuported InputType: " + videoType);
            return api;
        }
Esempio n. 2
0
        public static IVertexBuffer New(VideoTypes videoType, IDisposableResource parent, IBufferLayoutDesc bufferLayoutDesc, BufferUsages usage, VertexBufferTopologys topology, float[] vertices, int[] indices)
        {
            IVertexBuffer api = null;

                        #if WIN32
            if (videoType == VideoTypes.D3D9)
            {
                api = new D3D9.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            }
                        #endif

                        #if WIN32 || WINRT || WP8
            if (videoType == VideoTypes.D3D11)
            {
                api = new D3D11.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            }
                        #endif

                        #if WIN32 || OSX || LINUX || iOS || ANDROID || NaCl
            if (videoType == VideoTypes.OpenGL)
            {
                api = new OpenGL.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            }
                        #endif

                        #if XNA
            if (videoType == VideoTypes.XNA)
            {
                api = new XNA.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            }
                        #endif

                        #if VITA
            if (videoType == VideoTypes.Vita)
            {
                api = new Vita.VertexBuffer(parent, bufferLayoutDesc, usage, topology, vertices, indices);
            }
                        #endif

            if (api == null)
            {
                Debug.ThrowError("VertexBufferAPI", "Unsuported InputType: " + videoType);
            }
            return(api);
        }
Esempio n. 3
0
        public override Model Build()
        {
            Model ret = new Model();
            Glorg2.Graphics.OpenGL.VertexBuffer<VertexPositionTexCoordNormal> vb;
            Glorg2.Graphics.OpenGL.IndexBuffer<uint> ib;

            vb = new OpenGL.VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            ib = new OpenGL.IndexBuffer<uint>();

            int vertices = sides * 4 + 2;
            int indices = sides * 12;

            vb.Allocate(vertices);
            ib.Allocate(indices);

            float ang_inc = (float)((Math.PI * 2) / sides);
            float ang = (float)Math.PI / 2;
            float h2 = height / 2;
            Vector3 up = new Vector3(0, 1, 0);
            Vector3 dn = new Vector3(0, -1, 0);
            vb[vertices - 1] = new VertexPositionTexCoordNormal()
            {
                Normal = Vector3.Up,
                Position = new Vector3(0, h2, 0),
                TexCoord = new Vector2(.5f, .5f)
            };
            vb[vertices - 2] = new VertexPositionTexCoordNormal()
            {
                Normal = Vector3.Down,
                Position = new Vector3(0, -h2, 0),
                TexCoord = new Vector2(.5f, .5f)
            };
            int index = 0;
            for (int i = 0; i < sides; i++, ang += ang_inc)
            {

                float cs = (float)Math.Cos(ang);
                float ss = (float)Math.Sin(ang);
                //float x = cs * radius;
                //float z = ss * radius;
                Vector3 n = new Vector3(cs, 0, ss);
                Vector3 top = new Vector3(cs * (radius + taper), h2, ss * (radius + taper));
                Vector3 bot = new Vector3(cs * (radius - taper), -h2, ss * (radius - taper));

                int i4 = i * 4;
                vb[i4] = new VertexPositionTexCoordNormal()
                {
                    Normal = Vector3.Up,
                    Position = top,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                vb[i4 + 1] = new VertexPositionTexCoordNormal()
                {
                    Normal = n,
                    Position = top,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                vb[i4 + 2] = new VertexPositionTexCoordNormal()
                {
                    Normal = n,
                    Position = bot,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                vb[i4 + 3] = new VertexPositionTexCoordNormal()
                {
                    Normal = Vector3.Down,
                    Position = bot,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                // Top
                ib[index++] = (uint)(vertices - 1);
                ib[index++] = (uint)((i4 + 4) % (vertices - 2));
                ib[index++] = (uint)(i4);
                // Side
                ib[index++] = (uint)(i4 + 1);
                ib[index++] = (uint)((i4 + 4 + 1) % (vertices - 2));
                ib[index++] = (uint)((i4 + 4 + 2) % (vertices - 2));

                // Side
                ib[index++] = (uint)(i4 + 1);
                ib[index++] = (uint)((i4 + 4 + 2) % (vertices - 2));
                ib[index++] = (uint)(i4 + 2);

                // Bottom
                ib[index++] = (uint)(vertices - 2);
                ib[index++] = (uint)(i4 + 3);
                ib[index++] = (uint)((i4 + 4 + 3) % (vertices - 2));
            }

            vb.BufferData(OpenGL.VboUsage.GL_STATIC_DRAW);
            ib.BufferData(OpenGL.VboUsage.GL_STATIC_DRAW);

            ret.VertexBuffer = vb;
            ret.Parts.Add(new ModelPart() { IndexBuffer = ib });

            return ret;
        }
        public override Model Build()
        {
            Model ret = new Model();

            Glorg2.Graphics.OpenGL.VertexBuffer <VertexPositionTexCoordNormal> vb;
            Glorg2.Graphics.OpenGL.IndexBuffer <uint> ib;

            vb = new OpenGL.VertexBuffer <VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            ib = new OpenGL.IndexBuffer <uint>();

            int vertices = sides * 4 + 2;
            int indices  = sides * 12;

            vb.Allocate(vertices);
            ib.Allocate(indices);

            float   ang_inc = (float)((Math.PI * 2) / sides);
            float   ang     = (float)Math.PI / 2;
            float   h2      = height / 2;
            Vector3 up      = new Vector3(0, 1, 0);
            Vector3 dn      = new Vector3(0, -1, 0);

            vb[vertices - 1] = new VertexPositionTexCoordNormal()
            {
                Normal   = Vector3.Up,
                Position = new Vector3(0, h2, 0),
                TexCoord = new Vector2(.5f, .5f)
            };
            vb[vertices - 2] = new VertexPositionTexCoordNormal()
            {
                Normal   = Vector3.Down,
                Position = new Vector3(0, -h2, 0),
                TexCoord = new Vector2(.5f, .5f)
            };
            int index = 0;

            for (int i = 0; i < sides; i++, ang += ang_inc)
            {
                float cs = (float)Math.Cos(ang);
                float ss = (float)Math.Sin(ang);
                //float x = cs * radius;
                //float z = ss * radius;
                Vector3 n   = new Vector3(cs, 0, ss);
                Vector3 top = new Vector3(cs * (radius + taper), h2, ss * (radius + taper));
                Vector3 bot = new Vector3(cs * (radius - taper), -h2, ss * (radius - taper));



                int i4 = i * 4;
                vb[i4] = new VertexPositionTexCoordNormal()
                {
                    Normal   = Vector3.Up,
                    Position = top,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                vb[i4 + 1] = new VertexPositionTexCoordNormal()
                {
                    Normal   = n,
                    Position = top,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                vb[i4 + 2] = new VertexPositionTexCoordNormal()
                {
                    Normal   = n,
                    Position = bot,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                vb[i4 + 3] = new VertexPositionTexCoordNormal()
                {
                    Normal   = Vector3.Down,
                    Position = bot,
                    TexCoord = new Vector2(i / (float)sides, 0)
                };
                // Top
                ib[index++] = (uint)(vertices - 1);
                ib[index++] = (uint)((i4 + 4) % (vertices - 2));
                ib[index++] = (uint)(i4);
                // Side
                ib[index++] = (uint)(i4 + 1);
                ib[index++] = (uint)((i4 + 4 + 1) % (vertices - 2));
                ib[index++] = (uint)((i4 + 4 + 2) % (vertices - 2));

                // Side
                ib[index++] = (uint)(i4 + 1);
                ib[index++] = (uint)((i4 + 4 + 2) % (vertices - 2));
                ib[index++] = (uint)(i4 + 2);

                // Bottom
                ib[index++] = (uint)(vertices - 2);
                ib[index++] = (uint)(i4 + 3);
                ib[index++] = (uint)((i4 + 4 + 3) % (vertices - 2));
            }

            vb.BufferData(OpenGL.VboUsage.GL_STATIC_DRAW);
            ib.BufferData(OpenGL.VboUsage.GL_STATIC_DRAW);

            ret.VertexBuffer = vb;
            ret.Parts.Add(new ModelPart()
            {
                IndexBuffer = ib
            });

            return(ret);
        }