private void CreateVertexBuffer()
        {
            _vertexCount = _xRes * _yRes;

            var vertexStream = new DataStream(_vertexCount * PointVertex.SizeOf, true, true);

            // store pixel coordinates in each vertex
            for (short y = 0; y < _yRes; y++)
            {
                for (short x = 0; x < _xRes; x++)
                {
                    var pt = new PointVertex(x, y);
                    vertexStream.Write(pt);
                }
            }
            vertexStream.Position = 0;

            // create vertex buffer
            _vertexBuffer = new Buffer(_dxDevice, vertexStream,
                                       _vertexCount * PointVertex.SizeOf, ResourceUsage.Immutable,
                                       BindFlags.VertexBuffer,
                                       CpuAccessFlags.None, ResourceOptionFlags.None);

            vertexStream.Close();
        }
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            if (loadAllContent)
            {
                ContentManager cm = PrimalDevistation.Instance.CM;
                GraphicsDevice gd = GraphicsDevice;
                Random         r  = new Random();

                // Load the standard point sprite render effect
                _renderEffect = cm.Load <Effect>(@"Shaders/PointSpriteRender");
                _texture      = cm.Load <Texture2D>(@"Sprites/particle2x2");

                // Create the vertex buffer
                _vertexBuffer = new VertexBuffer(gd, _maxParticles * PointVertex.Size, ResourceUsage.Points | ResourceUsage.WriteOnly, ResourceManagementMode.Automatic);

                // Create the declaration
                _vertexDeclaration = new VertexDeclaration(gd, PointVertex.Elements);

                // init the points
                _pointVertices = new PointVertex[_maxParticles];
                _particles     = new cCPUParticle[_maxParticles];
                for (int i = 0; i < _maxParticles; i++)
                {
                    _pointVertices[i]           = new PointVertex();
                    _pointVertices[i].position  = new Vector3(-100, -100, 0);
                    _pointVertices[i].color     = _colors[r.Next(0, _colors.Length)].ToVector4();
                    _pointVertices[i].pointSize = 2;
                    _particles[i] = new cCPUParticle();
                }

                // Create a matrix to convert from pixel coordinates to clip space
                // So, before transformation, the screen boundaries go from 0 to (say) 640 horizontally,
                // and 0 to (say) 480 vertically.  After transformation, they go from -1 to 1 horizontally,
                // and -1 to 1 vertically.  Note in pixel coordinates, increasing Y values are further down
                // the screen, while in clip space, increasing Y values are further up the screen -- so there
                // is a Y scaling factor of -1.
                float viewportWidth  = (float)gd.Viewport.Width;
                float viewportHeight = (float)gd.Viewport.Height;
                float scaleX         = 1.0f / (viewportWidth / 2);
                float scaleY         = 1.0f / (viewportHeight / 2);
                _proj = Matrix.CreateScale(scaleX, scaleY, 1) *
                        Matrix.CreateScale(1, -1, 1) *
                        Matrix.CreateTranslation(-1, 1, 0);
            }
        }
示例#3
0
        private void FillBlobVB(Matrix pmatWorldView, Matrix pmatProjection)
        {
            ScreenVertex[] pBlobVertex = (ScreenVertex[])pBlobVB.Lock(0, LockFlags.None);
            PointVertex[]  blobPos     = new PointVertex[blobPoints.Length];

            for (int i = 0; i < blobPoints.Length; i++)
            {
                //transform point to camera space
                Vector4 blobPosCamera = Vector3.Transform(blobPoints[i].pos, pmatWorldView);

                blobPos[i]       = blobPoints[i];
                blobPos[i].pos.X = blobPosCamera.X;
                blobPos[i].pos.Y = blobPosCamera.Y;
                blobPos[i].pos.Z = blobPosCamera.Z;
            }

            int posCount = 0;

            for (int i = 0; i < blobPoints.Length; i++)
            {
                Vector4 blobScreenPos;

                // For calculating billboarding
                Vector4 billOfs = new Vector4(blobPos[i].size, blobPos[i].size, blobPos[i].pos.Z, 1);
                Vector4 billOfsScreen;

                // Transform to screenspace
                blobScreenPos = Vector3.Transform(blobPos[i].pos, pmatProjection);
                billOfsScreen = Vector4.Transform(billOfs, pmatProjection);

                // Project
                blobScreenPos = Vector4.Scale(blobScreenPos, 1.0f / blobScreenPos.W);
                billOfsScreen = Vector4.Scale(billOfsScreen, 1.0f / billOfsScreen.W);

                Vector2[] vTexCoords = new Vector2[]
                {
                    new Vector2(0.0f, 0.0f),
                    new Vector2(1.0f, 0.0f),
                    new Vector2(0.0f, 1.0f),
                    new Vector2(0.0f, 1.0f),
                    new Vector2(1.0f, 0.0f),
                    new Vector2(1.0f, 1.0f)
                };

                Vector4[] vPosOffset = new Vector4[]
                {
                    new Vector4(-billOfsScreen.X, -billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4(billOfsScreen.X, -billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4(-billOfsScreen.X, billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4(-billOfsScreen.X, billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4(billOfsScreen.X, -billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4(billOfsScreen.X, billOfsScreen.Y, 0.0f, 0.0f)
                };

                SurfaceDescription pBackBufferSurfaceDesc = device.GetBackBuffer(0, 0, BackBufferType.Mono).Description;

                // Set constants across quad
                for (int j = 0; j < 6; j++)
                {
                    // Scale to pixels
                    pBlobVertex[posCount].pos = Vector4.Add(blobScreenPos, vPosOffset[j]);

                    pBlobVertex[posCount].pos.X *= pBackBufferSurfaceDesc.Width;
                    pBlobVertex[posCount].pos.Y *= pBackBufferSurfaceDesc.Height;
                    pBlobVertex[posCount].pos.X += 0.5f * pBackBufferSurfaceDesc.Width;
                    pBlobVertex[posCount].pos.Y += 0.5f * pBackBufferSurfaceDesc.Height;

                    pBlobVertex[posCount].tCurr = vTexCoords[j];
                    pBlobVertex[posCount].tBack = new Vector2((0.5f + pBlobVertex[posCount].pos.X) * (1.0f / pBackBufferSurfaceDesc.Width),
                                                              (0.5f + pBlobVertex[posCount].pos.Y) * (1.0f / pBackBufferSurfaceDesc.Height));
                    pBlobVertex[posCount].fSize  = blobPos[i].size;
                    pBlobVertex[posCount].vColor = blobPos[i].color;

                    posCount++;
                }
            }
            pBlobVB.Unlock();
        }
        private void FillBlobVB(Matrix pmatWorldView, Matrix pmatProjection, ref PointVertex[] blobPoints)
        {
            ScreenVertex[] pBlobVertex = (ScreenVertex[])pBlobVB.Lock(0, LockFlags.None);
            PointVertex[] blobPos = new PointVertex[blobPoints.Length];

            for (int i = 0; i < blobPoints.Length; i++)
            {
                //transform point to camera space
                Vector4 blobPosCamera = Vector3.Transform(blobPoints[i].pos, pmatWorldView);

                blobPos[i] = blobPoints[i];
                blobPos[i].pos.X = blobPosCamera.X;
                blobPos[i].pos.Y = blobPosCamera.Y;
                blobPos[i].pos.Z = blobPosCamera.Z;
            }

            int posCount = 0;
            for (int i = 0; i < blobPoints.Length; i++)
            {
                Vector4 blobScreenPos;

                // For calculating billboarding
                Vector4 billOfs = new Vector4(blobPos[i].size, blobPos[i].size, blobPos[i].pos.Z, 1);
                Vector4 billOfsScreen;

                // Transform to screenspace
                blobScreenPos = Vector3.Transform(blobPos[i].pos, pmatProjection);
                billOfsScreen = Vector4.Transform(billOfs, pmatProjection);

                // Project
                blobScreenPos = Vector4.Scale(blobScreenPos, 1.0f / blobScreenPos.W);
                billOfsScreen = Vector4.Scale(billOfsScreen, 1.0f / billOfsScreen.W);

                Vector2[] vTexCoords = new Vector2[]
                {
                    new Vector2(0.0f, 0.0f),
                    new Vector2(1.0f, 0.0f),
                    new Vector2(0.0f, 1.0f),
                    new Vector2(0.0f, 1.0f),
                    new Vector2(1.0f, 0.0f),
                    new Vector2(1.0f, 1.0f)
                };

                Vector4[] vPosOffset = new Vector4[]
                {
                    new Vector4(-billOfsScreen.X,-billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4( billOfsScreen.X,-billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4(-billOfsScreen.X, billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4(-billOfsScreen.X, billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4( billOfsScreen.X,-billOfsScreen.Y, 0.0f, 0.0f),
                    new Vector4( billOfsScreen.X, billOfsScreen.Y, 0.0f, 0.0f)
                };

                SurfaceDescription pBackBufferSurfaceDesc = device.GetBackBuffer(0, 0, BackBufferType.Left).Description;

                // Set constants across quad
                for (int j = 0; j < 6; j++)
                {
                    // Scale to pixels
                    pBlobVertex[posCount].pos = Vector4.Add(blobScreenPos, vPosOffset[j]);

                    pBlobVertex[posCount].pos.X *= pBackBufferSurfaceDesc.Width;
                    pBlobVertex[posCount].pos.Y *= pBackBufferSurfaceDesc.Height;
                    pBlobVertex[posCount].pos.X += 0.5f * pBackBufferSurfaceDesc.Width;
                    pBlobVertex[posCount].pos.Y += 0.5f * pBackBufferSurfaceDesc.Height;

                    pBlobVertex[posCount].tCurr = vTexCoords[j];
                    pBlobVertex[posCount].tBack = new Vector2((0.5f + pBlobVertex[posCount].pos.X) * (1.0f / pBackBufferSurfaceDesc.Width),
                                                           (0.5f + pBlobVertex[posCount].pos.Y) * (1.0f / pBackBufferSurfaceDesc.Height));
                    pBlobVertex[posCount].fSize = blobPos[i].size;
                    pBlobVertex[posCount].vColor = blobPoints[i].color;

                    posCount++;
                }
            }
            pBlobVB.Unlock();
        }
        private void CreateVertexBuffer()
        {
            _vertexCount = _xRes*_yRes;

            var vertexStream = new DataStream(_vertexCount*PointVertex.SizeOf, true, true);

            // store pixel coordinates in each vertex
            for (short y = 0; y < _yRes; y++)
            {
                for (short x = 0; x < _xRes; x++)
                {
                    var pt = new PointVertex(x, y);
                    vertexStream.Write(pt);
                }
            }
            vertexStream.Position = 0;

            // create vertex buffer
            _vertexBuffer = new Buffer(_dxDevice, vertexStream,
                                       _vertexCount*PointVertex.SizeOf, ResourceUsage.Immutable,
                                       BindFlags.VertexBuffer,
                                       CpuAccessFlags.None, ResourceOptionFlags.None);

            vertexStream.Close();
        }
示例#6
0
 private void AddEdge(RotationTreeNode p, RotationTreeNode q)
 {
     var pVertex = new PointVertex(p.Point);
     var qVertex = new PointVertex(q.Point);
     if (_graph.ContainsVertex(pVertex) && _graph.ContainsVertex(qVertex))
         _graph.AddEdge(new Edge<PointVertex>(pVertex, qVertex));
 }