Exemplo n.º 1
0
        internal void LoadPrimitveFromFile(string fileName, out DebugVertexType[] vertices, out UInt16[] indices)
        {
            Assimp.Scene scene = m_importer.ImportFile(fileName, PostProcessPreset.TargetRealTimeMaximumQuality | PostProcessPreset.ConvertToLeftHanded);
            // Loaded primitive files should always only contain a single mesh so we load only the first mesh
            if (scene.HasMeshes)
            {
                Assimp.Mesh assimpMesh = scene.Meshes[0];
                vertices = new DebugVertexType[assimpMesh.Vertices.Count];
                indices  = new UInt16[assimpMesh.GetIndices().Length];

                for (int i = 0; i < assimpMesh.Vertices.Count; ++i)
                {
                    Vector3 position = FromAssimpVector(assimpMesh.Vertices[i]);
                    vertices[i].position = position;
                }

                for (int i = 0; i < assimpMesh.GetIndices().Length; i++)
                {
                    int index = assimpMesh.GetIndices()[i];
                    indices[i] = (UInt16)index;
                }
            }
            else
            {
                vertices = new DebugVertexType[0];
                indices  = new UInt16[0];
            }
        }
Exemplo n.º 2
0
        protected override void CreateBuffer(Device device)
        {
            m_vertexCount = 8;
            m_indexCount  = 36;

            DebugVertexType[] vertices = new DebugVertexType[m_vertexCount];
            UInt16[]          indices  = new UInt16[m_indexCount];

            vertices[0].position = new Vector3(-0.5f, -0.5f, -0.5f);
            vertices[1].position = new Vector3(-0.5f, 0.5f, -0.5f);
            vertices[2].position = new Vector3(0.5f, -0.5f, -0.5f);
            vertices[3].position = new Vector3(0.5f, 0.5f, -0.5f);
            vertices[4].position = new Vector3(-0.5f, -0.5f, 0.5f);
            vertices[5].position = new Vector3(-0.5f, 0.5f, 0.5f);
            vertices[6].position = new Vector3(0.5f, -0.5f, 0.5f);
            vertices[7].position = new Vector3(0.5f, 0.5f, 0.5f);

            indices[0]  = 0;
            indices[1]  = 1;
            indices[2]  = 2;
            indices[3]  = 1;
            indices[4]  = 3;
            indices[5]  = 2;
            indices[6]  = 2;
            indices[7]  = 3;
            indices[8]  = 6;
            indices[9]  = 6;
            indices[10] = 3;
            indices[11] = 7;
            indices[12] = 1;
            indices[13] = 5;
            indices[14] = 3;
            indices[15] = 5;
            indices[16] = 7;
            indices[17] = 3;
            indices[18] = 5;
            indices[19] = 6;
            indices[20] = 7;
            indices[21] = 6;
            indices[22] = 5;
            indices[23] = 4;
            indices[24] = 4;
            indices[25] = 1;
            indices[26] = 0;
            indices[27] = 1;
            indices[28] = 4;
            indices[29] = 5;
            indices[30] = 0;
            indices[31] = 2;
            indices[32] = 4;
            indices[33] = 6;
            indices[34] = 4;
            indices[35] = 2;

            BufferDescription vertexBufferDescription = new BufferDescription(Utilities.SizeOf <DebugVertexType>() * m_vertexCount, BindFlags.VertexBuffer, ResourceUsage.Default);

            m_vertexBuffer = Buffer.Create(device, vertices, vertexBufferDescription);
            m_indexBuffer  = Buffer.Create(device, BindFlags.IndexBuffer, indices);

            BufferDescription instanceBufferDesc = new BufferDescription()
            {
                BindFlags      = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags    = ResourceOptionFlags.None,
                SizeInBytes    = Utilities.SizeOf <PrimitivePerInstanceData>() * MAX_NUM_INSTANCES,
                Usage          = ResourceUsage.Dynamic
            };

            m_instanceBuffer = new Buffer(device, instanceBufferDesc);
        }