Пример #1
0
        private bool InitializeSentence(out Sentence sentence, int maxLength, Device device)
        {
            // Create a new sentence object.
            sentence = new Sentence();

            // Initialize the sentence buffers to null;
            sentence.VertexBuffer = null;
            sentence.IndexBuffer  = null;

            // Set the maximum length of the sentence.
            sentence.MaxLength = maxLength;

            // Set the number of vertices in vertex array.
            sentence.VertexCount = 6 * maxLength;

            // Set the number of vertices in the vertex array.
            sentence.IndexCount = sentence.VertexCount;

            // Create the vertex array.
            var vertices = new TextureShader.Vertex[sentence.VertexCount];

            // Create the index array.
            var indices = new int[sentence.IndexCount];

            // Initialize vertex array to zeros at first.
            foreach (var vertex in vertices)
            {
                vertex.SetToZero();
            }

            // Initialize the index array.
            for (var i = 0; i < sentence.IndexCount; i++)
            {
                indices[i] = i;
            }

            // Set up the description of the dynamic vertex buffer.
            var vertexBufferDesc = new BufferDescription()
            {
                Usage               = ResourceUsage.Dynamic,
                SizeInBytes         = Utilities.SizeOf <TextureShader.Vertex>() * sentence.VertexCount,
                BindFlags           = BindFlags.VertexBuffer,
                CpuAccessFlags      = CpuAccessFlags.Write,
                OptionFlags         = ResourceOptionFlags.None,
                StructureByteStride = 0
            };

            // Create the vertex buffer.
            sentence.VertexBuffer = Buffer.Create(device, vertices, vertexBufferDesc);

            // Create the index buffer.
            sentence.IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices);

            return(true);
        }
Пример #2
0
        private bool UpdateSentence(ref Sentence sentence, string text, int positionX, int positionY, float red, float green, float blue, DeviceContext deviceContext)
        {
            // Store the color of the sentence.
            sentence.red   = red;
            sentence.green = green;
            sentence.blue  = blue;

            // Get the number of the letter in the sentence.
            var numLetters = sentence.MaxLength;

            // Check for possible buffer overflow.
            if (numLetters > sentence.MaxLength)
            {
                return(false);
            }

            //// Adjust text to show on the screen.
            //for (var i = 0; i < sentence.MaxLength - 1; i++)
            //	text += " ";
            //text = text.Substring(0, sentence.MaxLength);

            // Calculate the X and Y pixel position on screen to start drawing to.
            var drawX = -(ScreenWidth >> 1) + positionX;
            var drawY = (ScreenHeight >> 1) - positionY;

            // Use the font class to build the vertex array from the sentence text and sentence draw location.
            List <TextureShader.Vertex> vertices;

            Font.BuildVertexArray(out vertices, text, drawX, drawY);

            // Empty all remaining vertices
            for (int i = text.Length; i < sentence.MaxLength; i++)
            {
                var emptyVertex = new TextureShader.Vertex();
                emptyVertex.SetToZero();
                vertices.Add(emptyVertex);
            }

            DataStream mappedResource;

            #region Vertex Buffer
            // Lock the vertex buffer so it can be written to.
            deviceContext.MapSubresource(sentence.VertexBuffer, MapMode.WriteDiscard, SharpDX.Direct3D11.MapFlags.None, out mappedResource);

            // Copy the data into the vertex buffer.
            mappedResource.WriteRange <TextureShader.Vertex>(vertices.ToArray());

            // Unlock the vertex buffer.
            deviceContext.UnmapSubresource(sentence.VertexBuffer, 0);
            #endregion

            return(true);
        }
Пример #3
0
        private bool InitializeBuffers(Device device)
        {
            try
            {
                // Set the number of the vertices and indices in the vertex and index array, accordingly.
                VertexCount = 6;
                IndexCount  = 6;

                // Create the vertex array.
                var vertices = new TextureShader.Vertex[VertexCount];

                // Initialize vertex array to zeroes at first.
                foreach (var vertex in vertices)
                {
                    vertex.SetToZero();
                }

                // Create the index array.
                var indices = new int[IndexCount];

                // Load the index array with data.
                for (var i = 0; i < IndexCount; i++)
                {
                    indices[i] = i;
                }

                // Set up the description of the static vertex buffer.
                var vertexBufferDesc = new BufferDescription()
                {
                    Usage               = ResourceUsage.Dynamic,
                    SizeInBytes         = Utilities.SizeOf <TextureShader.Vertex>() * VertexCount,
                    BindFlags           = BindFlags.VertexBuffer,
                    CpuAccessFlags      = CpuAccessFlags.Write,
                    OptionFlags         = ResourceOptionFlags.None,
                    StructureByteStride = 0
                };

                // Create the vertex buffer.
                VertexBuffer = Buffer.Create(device, vertices, vertexBufferDesc);

                // Create the index buffer.
                IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices);

                return(true);
            }
            catch
            {
                return(false);
            }
        }
Пример #4
0
        private bool InitializeSentence(out Sentence sentence, int maxLength, Device device)
        {
            // Create a new sentence object.
            sentence = new Sentence();

            // Initialize the sentence buffers to null;
            sentence.VertexBuffer = null;
            sentence.IndexBuffer = null;

            // Set the maximum length of the sentence.
            sentence.MaxLength = maxLength;

            // Set the number of vertices in vertex array.
            sentence.VertexCount = 6 * maxLength;

            // Set the number of vertices in the vertex array.
            sentence.IndexCount = sentence.VertexCount;

            // Create the vertex array.
            var vertices = new TextureShader.Vertex[sentence.VertexCount];

            // Create the index array.
            var indices = new int[sentence.IndexCount];

            // Initialize vertex array to zeros at first.
            foreach (var vertex in vertices)
                vertex.SetToZero();

            // Initialize the index array.
            for (var i=0; i < sentence.IndexCount; i++)
                indices[i] = i;

            // Set up the description of the dynamic vertex buffer.
            var vertexBufferDesc = new BufferDescription()
            {
                Usage = ResourceUsage.Dynamic,
                SizeInBytes = Utilities.SizeOf<TextureShader.Vertex>() * sentence.VertexCount,
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.Write,
                OptionFlags = ResourceOptionFlags.None,
                StructureByteStride = 0
            };

            // Create the vertex buffer.
            sentence.VertexBuffer = Buffer.Create(device, vertices, vertexBufferDesc);

            // Create the index buffer.
            sentence.IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices);

            return true;
        }
Пример #5
0
        private bool InitializeBuffers(Device device)
        {
            try
            {
                // Set the number of the vertices and indices in the vertex and index array, accordingly.
                VertexCount = 6;
                IndexCount = 6;

                // Create the vertex array.
                var vertices = new TextureShader.Vertex[VertexCount];

                // Initialize vertex array to zeroes at first.
                foreach (var vertex in vertices)
                    vertex.SetToZero();

                // Create the index array.
                var indices = new int[IndexCount];

                // Load the index array with data.
                for (var i = 0; i < IndexCount; i++)
                    indices[i] = i;

                // Set up the description of the static vertex buffer.
                var vertexBufferDesc = new BufferDescription()
                {
                    Usage = ResourceUsage.Dynamic,
                    SizeInBytes = Utilities.SizeOf<TextureShader.Vertex>() * VertexCount,
                    BindFlags = BindFlags.VertexBuffer,
                    CpuAccessFlags = CpuAccessFlags.Write,
                    OptionFlags = ResourceOptionFlags.None,
                    StructureByteStride = 0
                };

                // Create the vertex buffer.
                VertexBuffer = Buffer.Create(device, vertices, vertexBufferDesc);

                // Create the index buffer.
                IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices);

                return true;
            }
            catch
            {
                return false;
            }
        }