/// <summary> /// Adds a triangles in the given starting index range /// </summary> public static void AddTriangleRange(Vector2I range, IReadOnlyList <int> indices, IReadOnlyList <Vector3D> vertices, ref PolyMaterial mat, MatrixD[] matrixRef = null) { var bbPool = instance.bbPoolBack; var bbDataBack = instance.triangleList; var bbBuf = instance.bbBuf; var matList = instance.matrixBuf; var matTable = instance.matrixTable; // Find matrix index in table or add it int matrixID = -1; if (matrixRef != null && !matTable.TryGetValue(matrixRef, out matrixID)) { matrixID = matList.Count; matList.Add(matrixRef[0]); matTable.Add(matrixRef, matrixID); } int iMax = indices.Count, triangleCount = (range.Y - range.X) / 3, bbRemaining = bbPool.Count - bbDataBack.Count, bbToAdd = Math.Max(triangleCount - bbRemaining, 0); instance.AddNewBB(bbToAdd); for (int i = bbDataBack.Count; i < triangleCount + bbDataBack.Count; i++) { bbBuf.Add(bbPool[i]); } MyTransparentGeometry.AddBillboards(bbBuf, false); bbBuf.Clear(); bbDataBack.EnsureCapacity(bbDataBack.Count + triangleCount); for (int i = range.X; i <= range.Y; i += 3) { var bb = new TriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(bbDataBack.Count, matrixID), Item3 = mat.textureID, Item4 = mat.bbColor, Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texCoords[indices[i % iMax]], mat.texCoords[indices[(i + 1) % iMax]], mat.texCoords[indices[(i + 2) % iMax]] ), Item6 = new MyTuple <Vector3D, Vector3D, Vector3D> ( vertices[indices[i % iMax]], vertices[indices[(i + 1) % iMax]], vertices[indices[(i + 2) % iMax]] ), }; bbDataBack.Add(bb); } }
/// <summary> /// Queues a single triangle billboard for rendering /// </summary> public static void AddTriangle(ref TriMaterial mat, ref TriangleD triangle, MatrixD[] matrixRef = null) { var bbPool = instance.bbPoolBack; var bbDataBack = instance.triangleList; int index = bbDataBack.Count; var matList = instance.matrixBuf; var matTable = instance.matrixTable; // Find matrix index in table or add it int matrixID = -1; if (matrixRef != null && !matTable.TryGetValue(matrixRef, out matrixID)) { matrixID = matList.Count; matList.Add(matrixRef[0]); matTable.Add(matrixRef, matrixID); } var bb = new TriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(index, matrixID), Item3 = mat.textureID, Item4 = mat.bbColor, Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texCoords.Point0, mat.texCoords.Point1, mat.texCoords.Point2 ), Item6 = new MyTuple <Vector3D, Vector3D, Vector3D> ( triangle.Point0, triangle.Point1, triangle.Point2 ), }; bbDataBack.Add(bb); if (index >= bbPool.Count) { instance.AddNewBB(index - (bbPool.Count - 1)); } MyTransparentGeometry.AddBillboard(bbPool[index], false); }
/// <summary> /// Queues a quad billboard for rendering /// </summary> public static void AddQuad(ref BoundedQuadMaterial mat, ref MyQuadD quad, MatrixD[] matrixRef = null) { var bbPool = instance.bbPoolBack; var bbDataBack = instance.triangleList; int indexL = bbDataBack.Count, indexR = bbDataBack.Count + 1; var matList = instance.matrixBuf; var matTable = instance.matrixTable; // Find matrix index in table or add it int matrixID = -1; if (matrixRef != null && !matTable.TryGetValue(matrixRef, out matrixID)) { matrixID = matList.Count; matList.Add(matrixRef[0]); matTable.Add(matrixRef, matrixID); } var bbL = new TriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(indexL, matrixID), Item3 = mat.textureID, Item4 = mat.bbColor, Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texBounds.Min, mat.texBounds.Min + new Vector2(0f, mat.texBounds.Size.Y), mat.texBounds.Max ), Item6 = new MyTuple <Vector3D, Vector3D, Vector3D> ( quad.Point0, quad.Point1, quad.Point2 ), }; var bbR = new TriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(indexR, matrixID), Item3 = mat.textureID, Item4 = mat.bbColor, Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texBounds.Min, mat.texBounds.Max, mat.texBounds.Min + new Vector2(mat.texBounds.Size.X, 0f) ), Item6 = new MyTuple <Vector3D, Vector3D, Vector3D> ( quad.Point0, quad.Point2, quad.Point3 ), }; bbDataBack.Add(bbL); bbDataBack.Add(bbR); if (indexR >= bbPool.Count) { instance.AddNewBB(indexR - (bbPool.Count - 1)); } MyTransparentGeometry.AddBillboard(bbPool[indexL], false); MyTransparentGeometry.AddBillboard(bbPool[indexR], false); }
/// <summary> /// Adds a list of textured quads in one batch using QuadBoard data /// </summary> public static void AddQuads(IReadOnlyList <QuadBoardData> quads, MatrixD[] matrixRef = null) { var bbPool = instance.bbPoolBack; var bbDataBack = instance.triangleList; var bbBuf = instance.bbBuf; var matList = instance.matrixBuf; var matTable = instance.matrixTable; // Find matrix index in table or add it int matrixID = -1; if (matrixRef != null && !matTable.TryGetValue(matrixRef, out matrixID)) { matrixID = matList.Count; matList.Add(matrixRef[0]); matTable.Add(matrixRef, matrixID); } int triangleCount = quads.Count * 2, bbRemaining = bbPool.Count - bbDataBack.Count, bbToAdd = Math.Max(triangleCount - bbRemaining, 0); instance.AddNewBB(bbToAdd); for (int i = bbDataBack.Count; i < triangleCount + bbDataBack.Count; i++) { bbBuf.Add(bbPool[i]); } MyTransparentGeometry.AddBillboards(bbBuf, false); bbBuf.Clear(); bbDataBack.EnsureCapacity(bbDataBack.Count + triangleCount); for (int i = 0; i < quads.Count; i++) { QuadBoardData quadBoard = quads[i]; MyQuadD quad = quadBoard.positions; BoundedQuadMaterial mat = quadBoard.material; var bbL = new TriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(bbDataBack.Count, matrixID), Item3 = mat.textureID, Item4 = mat.bbColor, Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texBounds.Min, mat.texBounds.Min + new Vector2(0f, mat.texBounds.Size.Y), mat.texBounds.Max ), Item6 = new MyTuple <Vector3D, Vector3D, Vector3D> ( quad.Point0, quad.Point1, quad.Point2 ), }; var bbR = new TriangleBillboardData { Item1 = BlendTypeEnum.PostPP, Item2 = new Vector2I(bbDataBack.Count + 1, matrixID), Item3 = mat.textureID, Item4 = mat.bbColor, Item5 = new MyTuple <Vector2, Vector2, Vector2> ( mat.texBounds.Min, mat.texBounds.Max, mat.texBounds.Min + new Vector2(mat.texBounds.Size.X, 0f) ), Item6 = new MyTuple <Vector3D, Vector3D, Vector3D> ( quad.Point0, quad.Point2, quad.Point3 ), }; bbDataBack.Add(bbL); bbDataBack.Add(bbR); } }