コード例 #1
0
        public static VboEntity BuildCube(Vector3 position, Quaternion rotation, Vector3 scale, Color4 color)
        {
            var name = "cube";

            if (!BufferLibrary.HasBuffer(name + "_" + color.ToArgb() + ":v"))
            {
                BufferLibrary.CreateVertexBuffer(
                    name + "_" + color.ToArgb() + ":v", new[]
                {
                    new Vertex(new Vector3(1f, 1f, 1f), new Vector4(1, 0, 0, 1), new Vector3(0.5f, 0.5f, 0.5f)),
                    new Vertex(new Vector3(-1f, 1f, 1f), new Vector4(0, 1, 0, 1), new Vector3(-0.5f, 0.5f, 0.5f)),
                    new Vertex(new Vector3(-1f, 1f, -1f), new Vector4(0, 0, 1, 1), new Vector3(-0.5f, 0.5f, -0.5f)),
                    new Vertex(new Vector3(1f, 1f, -1f), new Vector4(1, 1, 0, 1), new Vector3(0.5f, 0.5f, -0.5f)),
                    new Vertex(new Vector3(1f, -1f, 1f), new Vector4(1, 0, 0, 1), new Vector3(0.5f, -0.5f, 0.5f)),
                    new Vertex(new Vector3(-1f, -1f, 1f), new Vector4(0, 1, 0, 1), new Vector3(-0.5f, -0.5f, 0.5f)),
                    new Vertex(new Vector3(-1f, -1f, -1f), new Vector4(0, 0, 1, 1), new Vector3(-0.5f, -0.5f, -0.5f)),
                    new Vertex(new Vector3(1f, -1f, -1f), new Vector4(1, 1, 0, 1), new Vector3(0.5f, -0.5f, -0.5f))
                });
            }
            if (!BufferLibrary.HasBuffer(name + ":i"))
            {
                BufferLibrary.CreateIndexBuffer(name + ":i", new uint[]
                {
                    0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7,     //top 2 squares
                    1, 0, 4, 1, 5, 4, 2, 1, 5, 2, 5, 6,     // 2 sides adjacent from eachother
                }, PrimitiveType.Triangles);
            }
            return(new VboEntity(position, rotation, scale, BufferLibrary.GetBuffer(name + "_" + color.ToArgb() + ":v"), BufferLibrary.GetBuffer(name + ":i"), BufferLibrary.GetBuffer(name + ":i#count"), (PrimitiveType)BufferLibrary.GetBuffer(name + ":i#mode")));
        }
コード例 #2
0
        public static VboEntity BuildPlane(Vector3 position, Quaternion rotation, Vector3 scale, Color4 color, int xd, int yd)
        {
            var name = "plane_" + xd + "," + yd;

            if (!BufferLibrary.HasBuffer(name + "_" + color.ToArgb() + ":v"))
            {
                var verts = new List <Vertex>();

                for (var x = 0; x <= xd; x++)
                {
                    for (var y = 0; y <= yd; y++)
                    {
                        verts.Add(new Vertex(new Vector3((x - xd / 2f) / (xd / 2f), 0, (y - yd / 2f) / (yd / 2f)), new Vector4(0, 1, 0, 1), Vector3.UnitY));
                    }
                }

                BufferLibrary.CreateVertexBuffer(name + "_" + color.ToArgb() + ":v", verts.ToArray());
            }
            if (!BufferLibrary.HasBuffer(name + ":i"))
            {
                var indices = new List <uint>();

                for (var x = 0; x < xd; x++)
                {
                    for (var y = 0; y < yd; y++)
                    {
                        indices.Add((uint)(x * (yd + 1) + y));
                        indices.Add((uint)(x * (yd + 1) + y + 1));
                        indices.Add((uint)((x + 1) * (yd + 1) + y + 1));
                        indices.Add((uint)((x + 1) * (yd + 1) + y));
                    }
                }

                BufferLibrary.CreateIndexBuffer(name + ":i", indices.ToArray(), PrimitiveType.Quads);
            }
            return(new VboEntity(position, rotation, scale, BufferLibrary.GetBuffer(name + "_" + color.ToArgb() + ":v"), BufferLibrary.GetBuffer(name + ":i"), BufferLibrary.GetBuffer(name + ":i#count"), (PrimitiveType)BufferLibrary.GetBuffer(name + ":i#mode")));
        }