コード例 #1
0
ファイル: Shape.cs プロジェクト: vbdetlevvb/VBD-Engine
 public void Load(VertexPosition[] vertices, short[] elements)
 {
     this.vertices = vertices;
     this.elements = elements;
     throw new ApplicationException("not created class");
     //vbo = VBOHelper.LoadStaticVBO(vertices, elements);
 }
コード例 #2
0
ファイル: StaticMesh.cs プロジェクト: vbdetlevvb/VBD-Engine
        public virtual void GenerateThread()
        {
            System.DateTime renderbegin = System.DateTime.Now;
            vertices = new VertexPosition[ triangles.Length * 3 ];
            elements = new short[ triangles.Length * 3 ];
            for( int i = 0; i < ( triangles.Length * 3 ); )
            {
                short c = ( short ) ( i / 3 );
                vertices[i] = new VertexPosition(triangles[c][0]);
                i++;
                vertices[i] = new VertexPosition(triangles[c][1]);
                i++;
                vertices[i] = new VertexPosition(triangles[c][2]);
                i++;

            }

            for( short a = 0; a < triangles.Length * 3; a++ )
            {

                elements[ a ] = ( short ) a;

            }

            TimeSpan delta = System.DateTime.Now - renderbegin;
            Console.WriteLine( "Mesh generation time: " + delta.Milliseconds );
        }
コード例 #3
0
ファイル: ChunkDrawer.cs プロジェクト: vbdetlevvb/VBD-Engine
        public void BufferVertices(ref VertexPosition[] vertices)
        {
            Vector2[] value = new Vector2[vertices.Length];
            for(int i = 0; i<value.Length;i++)
            {
                value[i] = new Vector2(vertices[i].Position.X,vertices[i].Position.Y);
            }

            ConcaveTriangulator.Triangulate(value, new int[] { value.Length }, ref log);

            this.vertices = vertices;
            this.indices = ConcaveTriangulator.Indices.ToArray();
        }
コード例 #4
0
ファイル: Terrainnew.cs プロジェクト: vbdetlevvb/VBD-Engine
        public void DoCircleClipping(Vector2 pos, float radius)
        {
            ClippingPolygons subj = new ClippingPolygons(1);
            subj.Add(new ClippingPolygon(shape.Length));
            foreach(VertexPosition point in shape){
                subj[0].Add(new IntPoint((int)((point.Position.X) * accuracy), (int)((point.Position.Y) * accuracy)));
            }

            ClippingPolygons clip = new ClippingPolygons(1);
            clip.Add(new ClippingPolygon());
            for (int alpha = 0; alpha < 360; alpha += 10)
            {
                clip[0].Add(new IntPoint((int)(((Math.Sin((alpha) * Math.PI / 180.0) * radius)+pos.X) * accuracy), (int)(((Math.Cos((alpha) * Math.PI / 180.0) * radius)+pos.Y) * accuracy)));
                //log.Log(pos.ToString());
            }

            ClippingPolygons solution = new ClippingPolygons();

            Clipper c = new Clipper();
            c.AddPolygons(subj, PolyType.ptSubject);
            c.AddPolygons(clip, PolyType.ptClip);

            if (c.Execute(ClipType.ctDifference, solution, PolyFillType.pftEvenOdd, PolyFillType.pftEvenOdd))
            {

                for (int f = 0; f < solution.Count; f++)
                {
                    if (f == 0)
                    {
                        shape = new VertexPosition[solution[f].Count];
                        for (int i = 0; i < solution[f].Count; i++)
                        {

                            shape[i] = new VertexPosition(solution[f][i].X / accuracy, solution[f][i].Y / accuracy, 0);
                        }
                    }

                }
            }
            BufferVertices(ref shape);
        }
コード例 #5
0
ファイル: Chunk.cs プロジェクト: vbdetlevvb/VBD-Engine
        public void OnLoad()
        {
            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);

            GL.GenTextures(1, out texture);
            GL.BindTexture(TextureTarget.Texture2D, texture);

            BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height),
                ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);

            GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0,
                OpenTK.Graphics.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0);

            bitmap.UnlockBits(data);

            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
            GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);

            shape.Add(new VertexPosition[4]);
            shape[0][0] = new VertexPosition(3 + ChunkPosition.X, 3 + ChunkPosition.Y, 0);
            shape[0][1] = new VertexPosition(3 + ChunkPosition.X, 0 + ChunkPosition.Y, 0);
            shape[0][2] = new VertexPosition(0 + ChunkPosition.X, 0 + ChunkPosition.Y, 0);
            shape[0][3] = new VertexPosition(0 + ChunkPosition.X, 3 + ChunkPosition.Y, 0);
            drawer[0].BufferVertices(shape[0]);
        }
コード例 #6
0
ファイル: ChunkDrawer.cs プロジェクト: vbdetlevvb/VBD-Engine
 public void BufferVertices(VertexPosition[] vertices)
 {
     BufferVertices(ref vertices);
 }