コード例 #1
0
ファイル: Grid.cs プロジェクト: DanCope/Orbits
        /// <summary>
        /// Compiles the grid's geometry from the given <see cref="Pen"/> and overall dimensions into a <see cref="DrawCache"/> object.
        /// </summary>
        /// <param name="pen">The <see cref="Pen"/> to render the grid's lines with.</param>
        /// <param name="left">The ledge edge of the grid.</param>
        /// <param name="top">The top edge of the grid.</param>
        /// <param name="width">The width of the grid.</param>
        /// <param name="height">The height of the grid.</param>
        /// <returns>A <see cref="DrawCache"/> with the compiled geometry.</returns>
        /// <remarks>Only the most recently compiled <see cref="DrawCache"/> is valid for any given <see cref="Grid"/>.</remarks>
        public DrawCache Compile(Pen pen, float left, float top, float width, float height)
        {
            short vIndex = 0;
            short iIndex = 0;

            float w2 = pen.Width / 2;

            for (int y = 0; y <= _rows; y++)
            {
                for (int x = 0; x <= _columns; x++)
                {
                    float px = left + (width / _columns) * x;
                    float py = top + (height / _rows) * y;

                    AddVertex(_vertexBuffer, vIndex + 0, px - w2, py - w2, pen.ColorAt(0, 0, 0));
                    AddVertex(_vertexBuffer, vIndex + 1, px + w2, py - w2, pen.ColorAt(0, 0, 0));
                    AddVertex(_vertexBuffer, vIndex + 2, px - w2, py + w2, pen.ColorAt(0, 0, 0));
                    AddVertex(_vertexBuffer, vIndex + 3, px + w2, py + w2, pen.ColorAt(0, 0, 0));

                    AddQuad(_indexBuffer, iIndex, vIndex);

                    vIndex += 4;
                    iIndex += 6;
                }
            }

            for (int y = 0; y < _rows; y++)
            {
                for (int x = 0; x <= _columns; x++)
                {
                    int baseV1 = (y * (_columns + 1) + x) * 4;
                    int baseV2 = ((y + 1) * (_columns + 1) + x) * 4;

                    AddQuad(_indexBuffer, iIndex, (short)(baseV1 + 2), (short)(baseV1 + 3), (short)(baseV2 + 0), (short)(baseV2 + 1));

                    iIndex += 6;
                }
            }

            for (int y = 0; y <= _rows; y++)
            {
                for (int x = 0; x < _columns; x++)
                {
                    int baseV1 = (y * (_columns + 1) + x) * 4;
                    int baseV2 = baseV1 + 4;

                    AddQuad(_indexBuffer, iIndex, (short)(baseV1 + 1), (short)(baseV2 + 0), (short)(baseV1 + 3), (short)(baseV2 + 2));

                    iIndex += 6;
                }
            }

            _serial[0]++;

            DrawCache cache = new DrawCache();

            cache.AddUnit(new GridCacheUnit(_vertexBuffer, _indexBuffer, pen.Brush.Texture, _serial));

            return(cache);
        }
コード例 #2
0
ファイル: Grid.cs プロジェクト: Luckyknight1/LilyPath
        /// <summary>
        /// Compiles the grid's geometry from the given <see cref="Pen"/> and overall dimensions into a <see cref="DrawCache"/> object.
        /// </summary>
        /// <param name="pen">The <see cref="Pen"/> to render the grid's lines with.</param>
        /// <param name="left">The ledge edge of the grid.</param>
        /// <param name="top">The top edge of the grid.</param>
        /// <param name="width">The width of the grid.</param>
        /// <param name="height">The height of the grid.</param>
        /// <returns>A <see cref="DrawCache"/> with the compiled geometry.</returns>
        /// <remarks>Only the most recently compiled <see cref="DrawCache"/> is valid for any given <see cref="Grid"/>.</remarks>
        public DrawCache Compile (Pen pen, float left, float top, float width, float height)
        {
            short vIndex = 0;
            short iIndex = 0;

            float w2 = pen.Width / 2;

            for (int y = 0; y <= _rows; y++) {
                for (int x = 0; x <= _columns; x++) {
                    float px = left + (width / _columns) * x;
                    float py = top + (height / _rows) * y;

                    AddVertex(_vertexBuffer, vIndex + 0, px - w2, py - w2, pen.ColorAt(0, 0, 0));
                    AddVertex(_vertexBuffer, vIndex + 1, px + w2, py - w2, pen.ColorAt(0, 0, 0));
                    AddVertex(_vertexBuffer, vIndex + 2, px - w2, py + w2, pen.ColorAt(0, 0, 0));
                    AddVertex(_vertexBuffer, vIndex + 3, px + w2, py + w2, pen.ColorAt(0, 0, 0));

                    AddQuad(_indexBuffer, iIndex, vIndex);

                    vIndex += 4;
                    iIndex += 6;
                }
            }

            for (int y = 0; y < _rows; y++) {
                for (int x = 0; x <= _columns; x++) {
                    int baseV1 = (y * (_columns + 1) + x) * 4;
                    int baseV2 = ((y + 1) * (_columns + 1) + x) * 4;

                    AddQuad(_indexBuffer, iIndex, (short)(baseV1 + 2), (short)(baseV1 + 3), (short)(baseV2 + 0), (short)(baseV2 + 1));

                    iIndex += 6;
                }
            }

            for (int y = 0; y <= _rows; y++) {
                for (int x = 0; x < _columns; x++) {
                    int baseV1 = (y * (_columns + 1) + x) * 4;
                    int baseV2 = baseV1 + 4;

                    AddQuad(_indexBuffer, iIndex, (short)(baseV1 + 1), (short)(baseV2 + 0), (short)(baseV1 + 3), (short)(baseV2 + 2));

                    iIndex += 6;
                }
            }

            _serial[0]++;

            DrawCache cache = new DrawCache();
            cache.AddUnit(new GridCacheUnit(_vertexBuffer, _indexBuffer, pen.Brush.Texture, _serial));

            return cache;
        }