internal override uint[] Search(RenderEventArgs arg, int x, int y, uint lastVertexId, ZeroIndexRenderer modernRenderer) { OneIndexBufferPtr indexBufferPtr = null; using (var buffer = new OneIndexBuffer(IndexElementType.UInt, DrawMode.Lines, BufferUsage.StaticDraw)) { buffer.Create(8); unsafe { var array = (uint *)buffer.Header.ToPointer(); array[0] = lastVertexId - 1; array[1] = lastVertexId - 0; array[2] = lastVertexId - 2; array[3] = lastVertexId - 1; array[4] = lastVertexId - 3; array[5] = lastVertexId - 2; array[6] = lastVertexId - 0; array[7] = lastVertexId - 3; } indexBufferPtr = buffer.GetBufferPtr() as OneIndexBufferPtr; } modernRenderer.Render4InnerPicking(arg, indexBufferPtr); uint id = ColorCodedPicking.ReadPixel(x, arg.CanvasRect.Height - y - 1); indexBufferPtr.Dispose(); if (id + 3 == lastVertexId) { return(new uint[] { id + 3, id, }); } else { return(new uint[] { id - 1, id, }); } }
internal override uint[] Search(RenderEventArgs arg, int x, int y, uint lastVertexId, ZeroIndexRenderer modernRenderer) { ZeroIndexBufferPtr zeroIndexBufferPtr = modernRenderer.IndexBufferPtr; ZeroIndexBufferPtr indexBufferPtr = null; // when the temp index buffer could be long, it's no longer needed. // what a great OpenGL API design! using (var buffer = new ZeroIndexBuffer(DrawMode.LineLoop, zeroIndexBufferPtr.FirstVertex, zeroIndexBufferPtr.VertexCount)) { indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr; } modernRenderer.Render4InnerPicking(arg, indexBufferPtr); uint id = ColorCodedPicking.ReadPixel(x, arg.CanvasRect.Height - y - 1); indexBufferPtr.Dispose(); if (id == zeroIndexBufferPtr.FirstVertex) { return(new uint[] { (uint)(zeroIndexBufferPtr.FirstVertex + zeroIndexBufferPtr.VertexCount - 1), id, }); } else { return(new uint[] { id - 1, id, }); } }