public PointsGisLayerCPU(Game game, int maxPointsCount, bool isDynamic = true) : base(game) { PointsCountToDraw = maxPointsCount; indeces = new int[maxPointsCount*6]; PointsDrawOffset = 0; SizeMultiplier = 1; var vbOptions = isDynamic ? VertexBufferOptions.Dynamic : VertexBufferOptions.Default; currentBuffer = new VertexBuffer(Game.GraphicsDevice, typeof(Gis.CartPoint), maxPointsCount * 4, vbOptions); PointsCpu = new Gis.CartPoint[maxPointsCount*4]; indBuf = new IndexBuffer(Game.GraphicsDevice, indeces.Length); for (int i = 0; i < maxPointsCount; i += 1) { indeces[i*6 + 0] = i*4 + 0; indeces[i*6 + 1] = i*4 + 1; indeces[i*6 + 2] = i*4 + 2; indeces[i*6 + 3] = i*4 + 1; indeces[i*6 + 4] = i*4 + 3; indeces[i*6 + 5] = i*4 + 2; } indBuf.SetData(indeces); shader = Game.Content.Load<Ubershader>("globe.Debug.hlsl"); factory = shader.CreateFactory(typeof(PointFlags), Primitive.TriangleList, VertexInputElement.FromStructure<Gis.CartPoint>(), BlendState.AlphaBlend, RasterizerState.CullCW, DepthStencilState.None); }
/// <summary> /// Creates buffer from given indices /// </summary> /// <param name="device"></param> /// <param name="indices"></param> /// <returns></returns> public static IndexBuffer Create ( GraphicsDevice device, int[] indices ) { var ib = new IndexBuffer( device, indices.Length ); ib.SetData( indices ); return ib; }
void GenerateTileGrid(int density, ref VertexBuffer vb, out IndexBuffer ib, double left, double right, double top, double bottom, int zoom) { int[] indexes; Gis.GeoPoint[] vertices; DisposableBase.SafeDispose(ref vb); CalculateVertices(out vertices, out indexes, density, left, right, top, bottom); vb = new VertexBuffer(Game.GraphicsDevice, typeof(Gis.GeoPoint), vertices.Length); ib = new IndexBuffer(Game.GraphicsDevice, indexes.Length); ib.SetData(indexes); vb.SetData(vertices, 0, vertices.Length); }
protected void Initialize(Gis.GeoPoint[] points, int[] indeces, bool isDynamic) { shader = Game.Content.Load<Ubershader>("globe.Poly.hlsl"); factory = shader.CreateFactory(typeof(PolyFlags), EnumFunc); factoryXray = shader.CreateFactory(typeof(PolyFlags), Primitive.TriangleList, VertexInputElement.FromStructure<Gis.GeoPoint>(), BlendState.Additive, RasterizerState.CullCW, DepthStencilState.None); var vbOptions = isDynamic ? VertexBufferOptions.Dynamic : VertexBufferOptions.Default; firstBuffer = new VertexBuffer(Game.GraphicsDevice, typeof(Gis.GeoPoint), points.Length, vbOptions); firstBuffer.SetData(points); currentBuffer = firstBuffer; indexBuffer = new IndexBuffer(Game.Instance.GraphicsDevice, indeces.Length); indexBuffer.SetData(indeces); PointsCpu = points; cb = new ConstantBuffer(Game.GraphicsDevice, typeof(ConstData)); constData = new ConstData(); constData.Data = Vector4.One; }