コード例 #1
0
 /// <summary>
 /// Sends the vertices in the set of slices to the accumulator.
 /// </summary>
 private static void _SendVertices(Quadtree <Material>[,] Slices, Axis Direction, int DirectionBound, List <ColorNormalVertex>[,] Accum)
 {
     for (int iax = 0; iax < 3; iax++)
     {
         Axis ax = (Axis)iax;
         if (ax != Direction)
         {
             for (int l = 0; l < DirectionBound - 1; l++)
             {
                 foreach (KeyValuePair <Point <int>, Material> bord in Slices[iax, l].Enumerate(Material.Default))
                 {
                     Vector <int> pos = new Vector <int>(l, bord.Key.X, bord.Key.Y).AxisUnorder(ax);
                     IRenderable  ren = Material.CreateRenderable(new Border <Material>()
                     {
                         Direction = ax, Position = pos, Value = bord.Value
                     });
                     IVertexRenderable <ColorNormalVertex> cnv = ren as IVertexRenderable <ColorNormalVertex>;
                     if (cnv != null)
                     {
                         Accum[pos[Direction], 1].AddRange(cnv.Vertices);
                     }
                 }
             }
         }
         else
         {
             for (int l = 0; l < DirectionBound - 1; l++)
             {
                 var posit = Iterator.ListIterator(Accum[l, 2]);
                 var negit = Iterator.ListIterator(Accum[l + 1, 0]);
                 StaticRenderer.SendQuadtree(Slices[iax, l], Direction, l, new Point <int>(0, 0), posit, negit);
             }
         }
     }
 }
コード例 #2
0
            /// <summary>
            /// Gets the vertex buffer for the specified level.
            /// </summary>
            public VBO <ColorNormalVertex> GetLevel(int Level, Polarity Direction)
            {
                if (Direction == Polarity.Negative)
                {
                    Level--;
                }
                VBO <ColorNormalVertex> c = this._Levels[Level, (int)Direction];

                if (c == null)
                {
                    IIterator <ColorNormalVertex, VBO <ColorNormalVertex> > vboc = VBO <ColorNormalVertex> .Create();

                    IBoundedPlaneSurface <Material> bps = Shape.Slice(this._StratifiedRenderer._Source, this._Axis, Level, delegate(T Lower, T Higher, Axis Axis)
                    {
                        if (Direction == Polarity.Positive && !Higher.Equals(this._StratifiedRenderer._Default))
                        {
                            return(this._StratifiedRenderer._SurfacizeFunc(Lower, this._StratifiedRenderer._Default, Axis));
                        }
                        if (Direction == Polarity.Negative && !Lower.Equals(this._StratifiedRenderer._Default))
                        {
                            return(this._StratifiedRenderer._SurfacizeFunc(this._StratifiedRenderer._Default, Higher, Axis));
                        }
                        return(Material.Default);
                    }, Material.Default);

                    QuadtreeSurface <Material> qs = bps.Extend <QuadtreeSurface <Material> >();
                    if (qs != null)
                    {
                        StaticRenderer.Send(qs, vboc, vboc);
                    }
                    else
                    {
                        StaticRenderer.Send(bps, vboc);
                    }

                    this._Levels[Level, (int)Direction] = c = vboc.End();
                }
                return(c);
            }