Esempio n. 1
0
 void GenerateLineVBO()
 {
     Vector3[] vecs = new Vector3[2];
     uint[] inds = new uint[2];
     Vector3[] norms = new Vector3[2];
     Vector3[] texs = new Vector3[2];
     Vector4[] cols = new Vector4[2];
     for (uint u = 0; u < 2; u++)
     {
         inds[u] = u;
     }
     for (int n = 0; n < 2; n++)
     {
         norms[n] = new Vector3(0, 0, 1);
     }
     for (int c = 0; c < 2; c++)
     {
         cols[c] = new Vector4(1, 1, 1, 1);
     }
     Vector4[] BoneIDs = new Vector4[2];
     Vector4[] BoneWeights = new Vector4[2];
     Vector4[] BoneIDs2 = new Vector4[2];
     Vector4[] BoneWeights2 = new Vector4[2];
     for (int n = 0; n < 2; n++)
     {
         BoneIDs[n] = new Vector4(0, 0, 0, 0);
         BoneWeights[n] = new Vector4(0, 0, 0, 0);
         BoneIDs2[n] = new Vector4(0, 0, 0, 0);
         BoneWeights2[n] = new Vector4(0, 0, 0, 0);
     }
     vecs[0] = new Vector3(0, 0, 0);
     texs[0] = new Vector3(0, 0, 0);
     vecs[1] = new Vector3(1, 0, 0);
     texs[1] = new Vector3(1, 0, 0);
     Line = new VBO();
     Line.Vertices = vecs.ToList();
     Line.Indices = inds.ToList();
     Line.Normals = norms.ToList();
     Line.TexCoords = texs.ToList();
     Line.Colors = cols.ToList();
     Line.BoneIDs = BoneIDs.ToList();
     Line.BoneWeights = BoneWeights.ToList();
     Line.BoneIDs2 = BoneIDs2.ToList();
     Line.BoneWeights2 = BoneWeights2.ToList();
     Line.GenerateVBO();
 }
Esempio n. 2
0
 void GenerateSquareVBO()
 {
     Vector3[] vecs = new Vector3[6];
     uint[] inds = new uint[6];
     Vector3[] norms = new Vector3[6];
     Vector3[] texs = new Vector3[6];
     Vector4[] cols = new Vector4[6];
     Vector4[] BoneIDs = new Vector4[6];
     Vector4[] BoneWeights = new Vector4[6];
     Vector4[] BoneIDs2 = new Vector4[6];
     Vector4[] BoneWeights2 = new Vector4[6];
     for (uint n = 0; n < 6; n++)
     {
         inds[n] = n;
         norms[n] = new Vector3(0, 0, 1);
         cols[n] = new Vector4(1, 1, 1, 1);
         BoneIDs[n] = new Vector4(0, 0, 0, 0);
         BoneWeights[n] = new Vector4(0, 0, 0, 0);
         BoneIDs2[n] = new Vector4(0, 0, 0, 0);
         BoneWeights2[n] = new Vector4(0, 0, 0, 0);
     }
     vecs[0] = new Vector3(1, 0, 0);
     texs[0] = new Vector3(1, 0, 0);
     vecs[1] = new Vector3(1, 1, 0);
     texs[1] = new Vector3(1, 1, 0);
     vecs[2] = new Vector3(0, 1, 0);
     texs[2] = new Vector3(0, 1, 0);
     vecs[3] = new Vector3(1, 0, 0);
     texs[3] = new Vector3(1, 0, 0);
     vecs[4] = new Vector3(0, 1, 0);
     texs[4] = new Vector3(0, 1, 0);
     vecs[5] = new Vector3(0, 0, 0);
     texs[5] = new Vector3(0, 0, 0);
     Square = new VBO();
     Square.Vertices = vecs.ToList();
     Square.Indices = inds.ToList();
     Square.Normals = norms.ToList();
     Square.TexCoords = texs.ToList();
     Square.Colors = cols.ToList();
     Square.BoneIDs = BoneIDs.ToList();
     Square.BoneWeights = BoneWeights.ToList();
     Square.BoneIDs2 = BoneIDs2.ToList();
     Square.BoneWeights2 = BoneWeights2.ToList();
     Square.GenerateVBO();
 }
Esempio n. 3
0
 void GenerateBoxVBO()
 {
     // TODO: Optimize?
     Vector3[] vecs = new Vector3[24];
     uint[] inds = new uint[24];
     Vector3[] norms = new Vector3[24];
     Vector3[] texs = new Vector3[24];
     Vector4[] cols = new Vector4[24];
     for (uint u = 0; u < 24; u++)
     {
         inds[u] = u;
     }
     for (int t = 0; t < 24; t++)
     {
         texs[t] = new Vector3(0, 0, 0);
     }
     for (int n = 0; n < 24; n++)
     {
         norms[n] = new Vector3(0, 0, 1); // TODO: Accurate normals somehow? Do lines even have normals?
     }
     for (int c = 0; c < 24; c++)
     {
         cols[c] = new Vector4(1, 1, 1, 1);
     }
     Vector4[] BoneIDs = new Vector4[24];
     Vector4[] BoneWeights = new Vector4[24];
     Vector4[] BoneIDs2 = new Vector4[24];
     Vector4[] BoneWeights2 = new Vector4[24];
     for (int n = 0; n < 24; n++)
     {
         BoneIDs[n] = new Vector4(0, 0, 0, 0);
         BoneWeights[n] = new Vector4(0, 0, 0, 0);
         BoneIDs2[n] = new Vector4(0, 0, 0, 0);
         BoneWeights2[n] = new Vector4(0, 0, 0, 0);
     }
     int i = 0;
     int zero = -1; // Ssh.
     vecs[i] = new Vector3(zero, zero, zero); i++;
     vecs[i] = new Vector3(1, zero, zero); i++;
     vecs[i] = new Vector3(1, zero, zero); i++;
     vecs[i] = new Vector3(1, 1, zero); i++;
     vecs[i] = new Vector3(1, 1, zero); i++;
     vecs[i] = new Vector3(zero, 1, zero); i++;
     vecs[i] = new Vector3(zero, 1, zero); i++;
     vecs[i] = new Vector3(zero, zero, zero); i++;
     vecs[i] = new Vector3(zero, zero, 1); i++;
     vecs[i] = new Vector3(1, zero, 1); i++;
     vecs[i] = new Vector3(1, zero, 1); i++;
     vecs[i] = new Vector3(1, 1, 1); i++;
     vecs[i] = new Vector3(1, 1, 1); i++;
     vecs[i] = new Vector3(zero, 1, 1); i++;
     vecs[i] = new Vector3(zero, 1, 1); i++;
     vecs[i] = new Vector3(zero, zero, 1); i++;
     vecs[i] = new Vector3(zero, zero, zero); i++;
     vecs[i] = new Vector3(zero, zero, 1); i++;
     vecs[i] = new Vector3(1, zero, zero); i++;
     vecs[i] = new Vector3(1, zero, 1); i++;
     vecs[i] = new Vector3(1, 1, zero); i++;
     vecs[i] = new Vector3(1, 1, 1); i++;
     vecs[i] = new Vector3(zero, 1, zero); i++;
     vecs[i] = new Vector3(zero, 1, 1); i++;
     Box = new VBO();
     Box.Vertices = vecs.ToList();
     Box.Indices = inds.ToList();
     Box.Normals = norms.ToList();
     Box.TexCoords = texs.ToList();
     Box.Colors = cols.ToList();
     Box.BoneIDs = BoneIDs.ToList();
     Box.BoneWeights = BoneWeights.ToList();
     Box.BoneIDs2 = BoneIDs2.ToList();
     Box.BoneWeights2 = BoneWeights2.ToList();
     Box.GenerateVBO();
 }