// Generates IB from an Indices List public bool GenerateIndexBuffer() { if (indices.Count > 0) { int nBytes = indices.Count * sizeof(uint); if (ib == null) ib = new HagsIndexBuffer(); ib.SetIB<uint>(indices.ToArray(), nBytes, Usage.WriteOnly | Usage.Dynamic, false); // Figure out nverts uint min = indices[0], max = indices[0]; for (int i = 1; i < indices.Count; i++) { if (min > indices[i]) min = indices[i]; else if(max < indices[i]) max = indices[i]; } nVerts = (int)(max - min)+1; lowestIndiceValue = (int)min; nIndices = indices.Count; return true; } return false; }
public new void Init() { this.SharedTexture2 = true; this.tex2 = world.LightmapTexture; this.stride = VertexPositionNormalTexturedLightmap.SizeInBytes; // Make renderitem for each face for (int fi = 0; fi < world.faces.Length;fi++ ) { Face face = world.faces[fi]; face.Format = VertexPositionNormalTexturedLightmap.Format; RenderItem item = new RenderItem(this, face.texinfo.texdata_t.mat); //if (face.texinfo.texdata_t.mat != null && face.texinfo.texdata_t.mat.Bumpmap) // face.Format = VertexPositionNormalTexturedLightmapTangent.Format; // Create index list for non-displacement faces only if (face.face_t.dispinfo == -1 && !face.HasDisplacement && face.VertexOffset != -1) { // Make TriangleList int newIndices = (face.face_t.numedges - 2) * 3; face.indices = new uint[newIndices]; face.nVerts = HagsIndexBuffer.GetVertexCount(item.indices); for (int i = 0; i < (face.face_t.numedges - 2); i++) { face.indices[3 * i] = (uint)(face.VertexOffset); face.indices[3 * i + 1] = (uint)(face.VertexOffset + i + 1); face.indices[3 * i + 2] = (uint)(face.VertexOffset + i + 2); } item.indices = new List<uint>(face.indices); } else { // Use pre-generated displacement index list if (face.indices != null) { item.indices = new List<uint>(face.indices); //face.nVerts = HagsIndexBuffer.GetVertexCount(item.indices); } } // Setup item item.DontOptimize = true; item.face = face; item.Type = PrimitiveType.TriangleList; item.nVerts = face.nVerts; item.Init(); world.faces[fi].item = item; items.Add(item); } // Create shared vertex buffer int vertexBytes = world.verts.Count * VertexPositionNormalTexturedLightmap.SizeInBytes; vb = new HagsVertexBuffer(); vb.SetVB<VertexPositionNormalTexturedLightmap>(world.verts.ToArray(), vertexBytes, VertexPositionNormalTexturedLightmap.Format, Usage.WriteOnly); ib = new HagsIndexBuffer(); Entity light_environment = null; foreach (Entity ent in world.Entities) { //System.Console.WriteLine("\n"+ ent.ClassName); foreach (string val in ent.Values.Keys) { //System.Console.WriteLine("\t"+val + ": " + ent.Values[val]); } if (ent.ClassName == "light_environment") { light_environment = ent; } else if (ent.ClassName.Equals("sky_camera")) { skybox3d = new SkyBox3D(this, ent); } else if (ent.ClassName.Equals("env_fog_controller")) { fogController = new FogController(ent.Values); fogController.Init(); } } if (skybox3d == null) { // Look for area 1 } // Handle worldspawn entity (skybox) if (world.Entities[0].ClassName == "worldspawn") { if (world.Entities[0].Values.ContainsKey("skyname")) { string skyname = world.Entities[0].Values["skyname"]; skybox = new SkyBox(this, skyname, light_environment); } } // Make leafs point towards nodes also SetParent(ref world.nodes[0], ref world.nodes[0]); world.nodes[0].parent = null; // Prepare visibleRenderItems memorisation structure foreach (RenderItem item in items) { if (!visibleRenderItems.ContainsKey(item.material.MaterialID)) { visibleRenderItems.Add(item.material.MaterialID, new List<RenderItem>()); if (skybox3d != null) skybox3d.visibleRenderItems.Add(item.material.MaterialID, new List<RenderItem>()); } } }