Esempio n. 1
0
        private Mesh CreateDegenerateTriangleMesh()
        {
            Mesh mesh = new Mesh();

            mesh.PrimitiveType         = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfPositions = _clipmapSegments * 4;
            VertexAttributeFloatVector2 positionsAttribute = new VertexAttributeFloatVector2("position", numberOfPositions);
            IList <Vector2F>            positions          = positionsAttribute.Values;

            mesh.Attributes.Add(positionsAttribute);

            int numberOfIndices          = (_clipmapSegments / 2) * 3 * 4;
            IndicesUnsignedShort indices = new IndicesUnsignedShort(numberOfIndices);

            mesh.Indices = indices;

            for (int i = 0; i < _clipmapPosts; ++i)
            {
                positions.Add(new Vector2F(0.0f, i));
            }

            for (int i = 1; i < _clipmapPosts; ++i)
            {
                positions.Add(new Vector2F(i, _clipmapSegments));
            }

            for (int i = _clipmapSegments - 1; i >= 0; --i)
            {
                positions.Add(new Vector2F(_clipmapSegments, i));
            }

            for (int i = _clipmapSegments - 1; i > 0; --i)
            {
                positions.Add(new Vector2F(i, 0.0f));
            }

            for (int i = 0; i < numberOfIndices; i += 2)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedShort((ushort)i, (ushort)(i + 1), (ushort)(i + 2)));
            }

            return(mesh);
        }
Esempio n. 2
0
        private Mesh CreateDegenerateTriangleMesh()
        {
            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfPositions = _clipmapSegments * 4;
            VertexAttributeFloatVector2 positionsAttribute = new VertexAttributeFloatVector2("position", numberOfPositions);
            IList<Vector2F> positions = positionsAttribute.Values;
            mesh.Attributes.Add(positionsAttribute);

            int numberOfIndices = (_clipmapSegments / 2) * 3 * 4;
            IndicesUnsignedShort indices = new IndicesUnsignedShort(numberOfIndices);
            mesh.Indices = indices;

            for (int i = 0; i < _clipmapPosts; ++i)
            {
                positions.Add(new Vector2F(0.0f, i));
            }

            for (int i = 1; i < _clipmapPosts; ++i)
            {
                positions.Add(new Vector2F(i, _clipmapSegments));
            }

            for (int i = _clipmapSegments - 1; i >= 0; --i)
            {
                positions.Add(new Vector2F(_clipmapSegments, i));
            }

            for (int i = _clipmapSegments - 1; i > 0; --i)
            {
                positions.Add(new Vector2F(i, 0.0f));
            }

            for (int i = 0; i < numberOfIndices; i += 2)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedShort((ushort)i, (ushort)(i + 1), (ushort)(i + 2)));
            }

            return mesh;
        }
Esempio n. 3
0
        public void MeshVertexAttributes()
        {
            Mesh mesh = new Mesh();

            VertexAttributeHalfFloat halfFloatAttribute = new VertexAttributeHalfFloat("halfFloatAttribute");
            mesh.Attributes.Add(halfFloatAttribute);
            Assert.AreEqual("halfFloatAttribute", mesh.Attributes["halfFloatAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloat, mesh.Attributes["halfFloatAttribute"].Datatype);

            VertexAttributeHalfFloatVector2 halfFloatAttribute2 = new VertexAttributeHalfFloatVector2("halfFloatAttribute2");
            mesh.Attributes.Add(halfFloatAttribute2);
            Assert.AreEqual("halfFloatAttribute2", mesh.Attributes["halfFloatAttribute2"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloatVector2, mesh.Attributes["halfFloatAttribute2"].Datatype);

            VertexAttributeHalfFloatVector3 halfFloatAttribute3 = new VertexAttributeHalfFloatVector3("halfFloatAttribute3");
            mesh.Attributes.Add(halfFloatAttribute3);
            Assert.AreEqual("halfFloatAttribute3", mesh.Attributes["halfFloatAttribute3"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloatVector3, mesh.Attributes["halfFloatAttribute3"].Datatype);

            VertexAttributeHalfFloatVector4 halfFloatAttribute4 = new VertexAttributeHalfFloatVector4("halfFloatAttribute4");
            mesh.Attributes.Add(halfFloatAttribute4);
            Assert.AreEqual("halfFloatAttribute4", mesh.Attributes["halfFloatAttribute4"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloatVector4, mesh.Attributes["halfFloatAttribute4"].Datatype);

            ///////////////////////////////////////////////////////////////////

            VertexAttributeFloat floatAttribute = new VertexAttributeFloat("floatAttribute");
            mesh.Attributes.Add(floatAttribute);
            Assert.AreEqual("floatAttribute", mesh.Attributes["floatAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.Float, mesh.Attributes["floatAttribute"].Datatype);

            VertexAttributeFloatVector2 floatAttribute2 = new VertexAttributeFloatVector2("floatAttribute2");
            mesh.Attributes.Add(floatAttribute2);
            Assert.AreEqual("floatAttribute2", mesh.Attributes["floatAttribute2"].Name);
            Assert.AreEqual(VertexAttributeType.FloatVector2, mesh.Attributes["floatAttribute2"].Datatype);

            VertexAttributeFloatVector3 floatAttribute3 = new VertexAttributeFloatVector3("floatAttribute3");
            mesh.Attributes.Add(floatAttribute3);
            Assert.AreEqual("floatAttribute3", mesh.Attributes["floatAttribute3"].Name);
            Assert.AreEqual(VertexAttributeType.FloatVector3, mesh.Attributes["floatAttribute3"].Datatype);

            VertexAttributeFloatVector4 floatAttribute4 = new VertexAttributeFloatVector4("floatAttribute4");
            mesh.Attributes.Add(floatAttribute4);
            Assert.AreEqual("floatAttribute4", mesh.Attributes["floatAttribute4"].Name);
            Assert.AreEqual(VertexAttributeType.FloatVector4, mesh.Attributes["floatAttribute4"].Datatype);

            ///////////////////////////////////////////////////////////////////

            VertexAttributeByte byteAttribute = new VertexAttributeByte("byteAttribute");
            mesh.Attributes.Add(byteAttribute);
            Assert.AreEqual("byteAttribute", mesh.Attributes["byteAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.UnsignedByte, mesh.Attributes["byteAttribute"].Datatype);

            VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("colorAttribute");
            mesh.Attributes.Add(colorAttribute);
            Assert.AreEqual("colorAttribute", mesh.Attributes["colorAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.UnsignedByte, mesh.Attributes["colorAttribute"].Datatype);

            colorAttribute.AddColor(Color.FromArgb(3, 0, 1, 2));
            Assert.AreEqual(0, colorAttribute.Values[0]);
            Assert.AreEqual(1, colorAttribute.Values[1]);
            Assert.AreEqual(2, colorAttribute.Values[2]);
            Assert.AreEqual(3, colorAttribute.Values[3]);
        }
        public static Mesh Compute(RectangleD rectangle, int numberOfPartitionsX, int numberOfPartitionsY)
        {
            if (numberOfPartitionsX < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfPartitionsX");
            }

            if (numberOfPartitionsY < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfPartitionsY");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfPositions = (numberOfPartitionsX + 1) * (numberOfPartitionsY + 1);
            VertexAttributeFloatVector2 positionsAttribute = new VertexAttributeFloatVector2("position", numberOfPositions);
            IList<Vector2F> positions = positionsAttribute.Values;
            mesh.Attributes.Add(positionsAttribute);

            int numberOfIndices = (numberOfPartitionsX * numberOfPartitionsY) * 6;
            IndicesUnsignedInt indices = new IndicesUnsignedInt(numberOfIndices);
            mesh.Indices = indices;

            //
            // Positions
            //
            Vector2D lowerLeft = rectangle.LowerLeft;
            Vector2D toUpperRight = rectangle.UpperRight - lowerLeft;

            for (int y = 0; y <= numberOfPartitionsY; ++y)
            {
                double deltaY = y / (double)numberOfPartitionsY;
                double currentY = lowerLeft.Y + (deltaY * toUpperRight.Y);

                for (int x = 0; x <= numberOfPartitionsX; ++x)
                {
                    double deltaX = x / (double)numberOfPartitionsX;
                    double currentX = lowerLeft.X + (deltaX * toUpperRight.X);
                    positions.Add(new Vector2D(currentX, currentY).ToVector2F());
                }
            }

            //
            // Indices
            //
            int rowDelta = numberOfPartitionsX + 1;
            int i = 0;
            for (int y = 0; y < numberOfPartitionsY; ++y)
            {
                for (int x = 0; x < numberOfPartitionsX; ++x)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, i + 1, rowDelta + (i + 1)));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, rowDelta + (i + 1), rowDelta + i));
                    i += 1;
                }
                i += 1;
            }

            return mesh;
        }