private void BuildBoxGeometry() { GeometryGenerator.MeshData box = GeometryGenerator.CreateBox(8.0f, 8.0f, 8.0f, 3); var boxSubmesh = new SubmeshGeometry { IndexCount = box.Indices32.Count, StartIndexLocation = 0, BaseVertexLocation = 0 }; Vertex[] vertices = box.Vertices.Select(x => new Vertex { Pos = x.Position, Normal = x.Normal, TexC = x.TexC }).ToArray(); short[] indices = box.GetIndices16().ToArray(); var geo = MeshGeometry.New(Device, CommandList, vertices, indices, "boxGeo"); geo.DrawArgs["box"] = boxSubmesh; _geometries[geo.Name] = geo; }
private SubmeshGeometry AppendMeshData(GeometryGenerator.MeshData meshData, List <Vertex> vertices, List <short> indices) { // // Define the SubmeshGeometry that cover different // regions of the vertex/index buffers. // var submesh = new SubmeshGeometry { IndexCount = meshData.Indices32.Count, StartIndexLocation = indices.Count, BaseVertexLocation = vertices.Count }; // // Extract the vertex elements we are interested in and pack the // vertices and indices of all the meshes into one vertex/index buffer. // vertices.AddRange(meshData.Vertices.Select(vertex => new Vertex { Pos = vertex.Position, Normal = vertex.Normal, TexC = vertex.TexC })); indices.AddRange(meshData.GetIndices16()); return(submesh); }
private void BuildLandGeometry() { GeometryGenerator.MeshData grid = GeometryGenerator.CreateGrid(160.0f, 160.0f, 50, 50); // // Extract the vertex elements we are interested and apply the height function to // each vertex. In addition, color the vertices based on their height so we have // sandy looking beaches, grassy low hills, and snow mountain peaks. // var vertices = new Vertex[grid.Vertices.Count]; for (int i = 0; i < grid.Vertices.Count; i++) { Vector3 p = grid.Vertices[i].Position; vertices[i].Pos = p; vertices[i].Pos.Y = GetHillsHeight(p.X, p.Z); vertices[i].Normal = GetHillsNormal(p.X, p.Z); } List <short> indices = grid.GetIndices16(); var geo = MeshGeometry.New(Device, CommandList, vertices, indices.ToArray(), "landGeo"); var submesh = new SubmeshGeometry { IndexCount = indices.Count, StartIndexLocation = 0, BaseVertexLocation = 0 }; geo.DrawArgs["grid"] = submesh; _geometries["landGeo"] = geo; }
private void BuildWavesGeometry() { GeometryGenerator.MeshData grid = GeometryGenerator.CreateGrid(160.0f, 160.0f, _waves.RowCount, _waves.ColumnCount); var vertices = new Vertex[grid.Vertices.Count]; for (int i = 0; i < grid.Vertices.Count; i++) { vertices[i].Pos = grid.Vertices[i].Position; vertices[i].Normal = grid.Vertices[i].Normal; vertices[i].TexC = grid.Vertices[i].TexC; } var indices = new int[3 * _waves.TriangleCount]; // 3 indices per face. Debug.Assert(_waves.VertexCount < int.MaxValue); // Iterate over each quad. int m = _waves.RowCount; int n = _waves.ColumnCount; int k = 0; for (int i = 0; i < m - 1; ++i) { for (int j = 0; j < n - 1; ++j) { indices[k + 0] = i * n + j; indices[k + 1] = i * n + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = i * n + j + 1; indices[k + 5] = (i + 1) * n + j + 1; k += 6; // Next quad. } } var geo = MeshGeometry.New(Device, CommandList, vertices, indices, "waterGeo"); geo.VertexByteStride = Utilities.SizeOf <Vertex>(); geo.VertexBufferByteSize = geo.VertexByteStride * _waves.VertexCount; var submesh = new SubmeshGeometry { IndexCount = indices.Length, StartIndexLocation = 0, BaseVertexLocation = 0 }; geo.DrawArgs["grid"] = submesh; _geometries["waterGeo"] = geo; }
private void BuildLandGeometry() { GeometryGenerator.MeshData grid = GeometryGenerator.CreateGrid(160.0f, 160.0f, 50, 50); // // Extract the vertex elements we are interested and apply the height function to // each vertex. In addition, color the vertices based on their height so we have // sandy looking beaches, grassy low hills, and snow mountain peaks. // var vertices = new Vertex[grid.Vertices.Count]; for (int i = 0; i < grid.Vertices.Count; i++) { Vector3 p = grid.Vertices[i].Position; vertices[i].Pos = p; vertices[i].Pos.Y = GetHillsHeight(p.X, p.Z); // Color the vertex based on its height. if (vertices[i].Pos.Y < -10.0f) { // Sandy beach color. vertices[i].Color = new Vector4(1.0f, 0.96f, 0.62f, 1.0f); } else if (vertices[i].Pos.Y < 5.0f) { // Light yellow-green. vertices[i].Color = new Vector4(0.48f, 0.77f, 0.46f, 1.0f); } else if (vertices[i].Pos.Y < 12.0f) { // Dark yellow-green. vertices[i].Color = new Vector4(0.1f, 0.48f, 0.19f, 1.0f); } else if (vertices[i].Pos.Y < 20.0f) { // Dark brown. vertices[i].Color = new Vector4(0.45f, 0.39f, 0.34f, 1.0f); } else { // White snow. vertices[i].Color = new Vector4(1.0f, 1.0f, 1.0f, 1.0f); } } List <short> indices = grid.GetIndices16(); var geo = MeshGeometry.New(Device, CommandList, vertices, indices.ToArray(), "landGeo"); var submesh = new SubmeshGeometry { IndexCount = indices.Count, StartIndexLocation = 0, BaseVertexLocation = 0 }; geo.DrawArgs["grid"] = submesh; _geometries["landGeo"] = geo; }