コード例 #1
0
ファイル: LevelRenderer.cs プロジェクト: yuandev/Barotrauma
        public LevelWallVertexBuffer(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
        {
            this.wallVertices = LevelRenderer.GetColoredVertices(wallVertices, color);
            WallBuffer        = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallVertices.Length, BufferUsage.WriteOnly);
            WallBuffer.SetData(this.wallVertices);
            WallTexture = wallTexture;

            this.wallEdgeVertices = LevelRenderer.GetColoredVertices(wallEdgeVertices, color);
            WallEdgeBuffer        = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallEdgeVertices.Length, BufferUsage.WriteOnly);
            WallEdgeBuffer.SetData(this.wallEdgeVertices);
            EdgeTexture = edgeTexture;
        }
コード例 #2
0
ファイル: LevelRenderer.cs プロジェクト: yuandev/Barotrauma
        public void Append(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Color color)
        {
            WallBuffer.Dispose();
            WallBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallVertices.Length + wallVertices.Length, BufferUsage.WriteOnly);
            int originalWallVertexCount = this.wallVertices.Length;

            Array.Resize(ref this.wallVertices, originalWallVertexCount + wallVertices.Length);
            Array.Copy(LevelRenderer.GetColoredVertices(wallVertices, color), 0, this.wallVertices, originalWallVertexCount, wallVertices.Length);
            WallBuffer.SetData(this.wallVertices);

            WallEdgeBuffer.Dispose();
            WallEdgeBuffer = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, this.wallEdgeVertices.Length + wallEdgeVertices.Length, BufferUsage.WriteOnly);
            int originalWallEdgeVertexCount = this.wallEdgeVertices.Length;

            Array.Resize(ref this.wallEdgeVertices, originalWallEdgeVertexCount + wallEdgeVertices.Length);
            Array.Copy(LevelRenderer.GetColoredVertices(wallEdgeVertices, color), 0, this.wallEdgeVertices, originalWallEdgeVertexCount, wallEdgeVertices.Length);
            WallEdgeBuffer.SetData(this.wallEdgeVertices);
        }
コード例 #3
0
        public LevelWallVertexBuffer(VertexPositionTexture[] wallVertices, VertexPositionTexture[] wallEdgeVertices, Texture2D wallTexture, Texture2D edgeTexture, Color color)
        {
            if (wallVertices.Length == 0)
            {
                throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall vertices).");
            }
            if (wallVertices.Length == 0)
            {
                throw new ArgumentException("Failed to instantiate a LevelWallVertexBuffer (no wall edge vertices).");
            }
            this.wallVertices = LevelRenderer.GetColoredVertices(wallVertices, color);
            WallBuffer        = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallVertices.Length, BufferUsage.WriteOnly);
            WallBuffer.SetData(this.wallVertices);
            WallTexture = wallTexture;

            this.wallEdgeVertices = LevelRenderer.GetColoredVertices(wallEdgeVertices, color);
            WallEdgeBuffer        = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, wallEdgeVertices.Length, BufferUsage.WriteOnly);
            WallEdgeBuffer.SetData(this.wallEdgeVertices);
            EdgeTexture = edgeTexture;
        }
コード例 #4
0
ファイル: LevelWall.cs プロジェクト: yweber/Barotrauma
 public void SetBodyVertices(VertexPositionTexture[] vertices, Color color)
 {
     bodyVertices = new VertexBuffer(GameMain.Instance.GraphicsDevice, VertexPositionColorTexture.VertexDeclaration, vertices.Length, BufferUsage.WriteOnly);
     bodyVertices.SetData(LevelRenderer.GetColoredVertices(vertices, color));
 }