Esempio n. 1
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        public CQuad Clone()
        {
            CQuad newQuad = new CQuad();

            verts.CopyTo(newQuad.verts, 0);
            return(newQuad);
        }
Esempio n. 2
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        public override void Load()
        {
            // load shader
            Engine.Global.Device3d.CreateEffect(new Device3dD3d11.CreateEffectCmd()
            {
                Name        = "FxRendercraft_Terrain",
                SrcFileName = Engine.Global.FileSystem.GetResourcePath("Engine/Shaders/FxRendercraft_Terrain.fx")
            });

            // create meshes for the lookup
            m_LookupMesh[0] = CQuad.CreateFromPlane(Vector3.UnitX, 0.5f, 0.5f);
            m_LookupMesh[1] = CQuad.CreateFromPlane(-Vector3.UnitX, 0.5f, 0.5f);
            m_LookupMesh[2] = CQuad.CreateFromPlane(Vector3.UnitY, 0.5f, 0.5f);
            m_LookupMesh[3] = CQuad.CreateFromPlane(-Vector3.UnitY, 0.5f, 0.5f);
            m_LookupMesh[4] = CQuad.CreateFromPlane(Vector3.UnitZ, 0.5f, 0.5f);
            m_LookupMesh[5] = CQuad.CreateFromPlane(-Vector3.UnitZ, 0.5f, 0.5f);
        }
Esempio n. 3
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 public CQuad Clone()
 {
     CQuad newQuad = new CQuad();
     verts.CopyTo(newQuad.verts, 0);
     return newQuad;
 }
Esempio n. 4
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        public static CQuad CreateFromPlane(Vector3 normal, float dist, float size)
        {
            Vector3 u, v;

            if (normal == Vector3.UnitZ)
            {
                u = Vector3.UnitX;
                v = Vector3.UnitY;
            }
            else if (normal == -Vector3.UnitZ)
            {
                u = Vector3.UnitY;
                v = Vector3.UnitX;
            }
            else
            {
                u = Vector3.Cross(normal, Vector3.UnitZ);
                v = Vector3.Cross(normal, u);
            }

            Vector3 p0 = normal * dist;
            Vector3 fu = u * size;
            Vector3 fv = v * size;

            Vector3 p1 = p0 - fu + fv;
            Vector3 p2 = p0 - fu - fv;
            Vector3 p3 = p0 + fu - fv;
            Vector3 p4 = p0 + fu + fv;

            CQuad newQuad = new CQuad();
            newQuad.verts[0] = new FatVertex()
            {
                Position = new Vector4(p1, 1.0f),
                Normal = new Vector4(normal, 0.0f)
            };
            newQuad.verts[1] = new FatVertex()
            {
                Position = new Vector4(p2, 1.0f),
                Normal = new Vector4(normal, 0.0f)
            };
            newQuad.verts[2] = new FatVertex()
            {
                Position = new Vector4(p3, 1.0f),
                Normal = new Vector4(normal, 0.0f)
            };
            newQuad.verts[3] = new FatVertex()
            {
                Position = new Vector4(p1, 1.0f),
                Normal = new Vector4(normal, 0.0f)
            };
            newQuad.verts[4] = new FatVertex()
            {
                Position = new Vector4(p3, 1.0f),
                Normal = new Vector4(normal, 0.0f)
            };
            newQuad.verts[5] = new FatVertex()
            {
                Position = new Vector4(p4, 1.0f),
                Normal = new Vector4(normal, 0.0f)
            };

            return newQuad;
        }
Esempio n. 5
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        public static CQuad CreateFromPlane(Vector3 normal, float dist, float size)
        {
            Vector3 u, v;

            if (normal == Vector3.UnitZ)
            {
                u = Vector3.UnitX;
                v = Vector3.UnitY;
            }
            else if (normal == -Vector3.UnitZ)
            {
                u = Vector3.UnitY;
                v = Vector3.UnitX;
            }
            else
            {
                u = Vector3.Cross(normal, Vector3.UnitZ);
                v = Vector3.Cross(normal, u);
            }

            Vector3 p0 = normal * dist;
            Vector3 fu = u * size;
            Vector3 fv = v * size;

            Vector3 p1 = p0 - fu + fv;
            Vector3 p2 = p0 - fu - fv;
            Vector3 p3 = p0 + fu - fv;
            Vector3 p4 = p0 + fu + fv;

            CQuad newQuad = new CQuad();

            newQuad.verts[0] = new FatVertex()
            {
                Position = new Vector4(p1, 1.0f),
                Normal   = new Vector4(normal, 0.0f)
            };
            newQuad.verts[1] = new FatVertex()
            {
                Position = new Vector4(p2, 1.0f),
                Normal   = new Vector4(normal, 0.0f)
            };
            newQuad.verts[2] = new FatVertex()
            {
                Position = new Vector4(p3, 1.0f),
                Normal   = new Vector4(normal, 0.0f)
            };
            newQuad.verts[3] = new FatVertex()
            {
                Position = new Vector4(p1, 1.0f),
                Normal   = new Vector4(normal, 0.0f)
            };
            newQuad.verts[4] = new FatVertex()
            {
                Position = new Vector4(p3, 1.0f),
                Normal   = new Vector4(normal, 0.0f)
            };
            newQuad.verts[5] = new FatVertex()
            {
                Position = new Vector4(p4, 1.0f),
                Normal   = new Vector4(normal, 0.0f)
            };

            return(newQuad);
        }
Esempio n. 6
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        public void Generate(CVolumeBuffer volume)
        {
            int quad_count = Primitive_Count(volume);
            int tri_count  = quad_count * 2;
            int vert_count = tri_count * 3;
            // calculate total vertices we need
            List <FatVertex> verts = new List <FatVertex>(vert_count);

            int size = volume.Size;

            for (int z = 0; z < size; ++z)
            {
                for (int y = 0; y < size; ++y)
                {
                    for (int x = 0; x < size; ++x)
                    {
                        int value = volume.GetData(new Vector3(x, y, z));
                        if (value == 0)
                        {
                            if (volume.GetData_BoundarySafe(new Vector3(x + 1, y, z)) > 0)
                            {
                                CQuad newQuad = m_LookupMesh[1].Clone();
                                newQuad.Translate(new Vector3(x + 1, y, z));
                                verts.AddRange(newQuad.verts);
                            }
                            if (volume.GetData_BoundarySafe(new Vector3(x - 1, y, z)) > 0)
                            {
                                CQuad newQuad = m_LookupMesh[0].Clone();
                                newQuad.Translate(new Vector3(x - 1, y, z));
                                verts.AddRange(newQuad.verts);
                            }
                            if (volume.GetData_BoundarySafe(new Vector3(x, y + 1, z)) > 0)
                            {
                                CQuad newQuad = m_LookupMesh[3].Clone();
                                newQuad.Translate(new Vector3(x, y + 1, z));
                                verts.AddRange(newQuad.verts);
                            }
                            if (volume.GetData_BoundarySafe(new Vector3(x, y - 1, z)) > 0)
                            {
                                CQuad newQuad = m_LookupMesh[2].Clone();
                                newQuad.Translate(new Vector3(x, y - 1, z));
                                verts.AddRange(newQuad.verts);
                            }
                            if (volume.GetData_BoundarySafe(new Vector3(x, y, z + 1)) > 0)
                            {
                                CQuad newQuad = m_LookupMesh[5].Clone();
                                newQuad.Translate(new Vector3(x, y, z + 1));
                                verts.AddRange(newQuad.verts);
                            }
                            if (volume.GetData_BoundarySafe(new Vector3(x, y, z - 1)) > 0)
                            {
                                CQuad newQuad = m_LookupMesh[4].Clone();
                                newQuad.Translate(new Vector3(x, y, z - 1));
                                verts.AddRange(newQuad.verts);
                            }
                        }
                    }
                }
            }

            var vb = Engine.Global.Device3d.CreateBuffer(new Device3dD3d11.SCreateBufferCmd()
            {
                Name            = "VolumeDataVB",
                SizeInBytes     = (int)vert_count * m_VertDesc.SizeInBytes,
                BufferBindFlags = BindFlags.VertexBuffer
            });

            m_MeshDesc.VBBinding = new VertexBufferBinding(vb, m_VertDesc.SizeInBytes, 0);

            // update data buffer
            Engine.Global.Device3d.UpdateBufferData("VolumeDataVB", new DataStream(verts.ToArray(), false, false));
            m_MeshDesc.VertexCount = vert_count;
        }