// A helper function, analogous to ProcessFaces. private void ProcessEdges(RenderingPassBufferStorage bufferStorage) { List <IList <XYZ> > edges = bufferStorage.EdgeXYZs; if (edges.Count == 0) { return; } // Edges are encoded as line segment primitives whose vertices contain only position information. bufferStorage.FormatBits = VertexFormatBits.Position; int edgeVertexBufferSizeInFloats = VertexPosition.GetSizeInFloats() * bufferStorage.VertexBufferCount; List <int> numVerticesInEdgesBefore = new List <int>(); numVerticesInEdgesBefore.Add(0); bufferStorage.VertexBuffer = new VertexBuffer(edgeVertexBufferSizeInFloats); bufferStorage.VertexBuffer.Map(edgeVertexBufferSizeInFloats); { VertexStreamPosition vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPosition(); foreach (IList <XYZ> xyzs in edges) { foreach (XYZ vertex in xyzs) { vertexStream.AddVertex(new VertexPosition(vertex + m_offset)); } numVerticesInEdgesBefore.Add(numVerticesInEdgesBefore.Last() + xyzs.Count); } } bufferStorage.VertexBuffer.Unmap(); int edgeNumber = 0; bufferStorage.IndexBufferCount = bufferStorage.PrimitiveCount * IndexLine.GetSizeInShortInts(); int indexBufferSizeInShortInts = 1 * bufferStorage.IndexBufferCount; bufferStorage.IndexBuffer = new IndexBuffer(indexBufferSizeInShortInts); bufferStorage.IndexBuffer.Map(indexBufferSizeInShortInts); { IndexStreamLine indexStream = bufferStorage.IndexBuffer.GetIndexStreamLine(); foreach (IList <XYZ> xyzs in edges) { int startIndex = numVerticesInEdgesBefore[edgeNumber]; for (int i = 1; i < xyzs.Count; i++) { // Add two indices that define a line segment. indexStream.AddLine(new IndexLine((int)(startIndex + i - 1), (int)(startIndex + i))); } edgeNumber++; } } bufferStorage.IndexBuffer.Unmap(); bufferStorage.VertexFormat = new VertexFormat(bufferStorage.FormatBits); bufferStorage.EffectInstance = new EffectInstance(bufferStorage.FormatBits); }
// Submits the geometry for rendering. public void RenderScene(Autodesk.Revit.DB.View view, DisplayStyle displayStyle) { try { // Populate geometry buffers if they are not initialized or need updating. if (UpdateAll || m_nonTransparentFaceBufferStorage == null || m_nonTransparentFaceBufferStorage.needsUpdate(displayStyle) || m_transparentFaceBufferStorage == null || m_transparentFaceBufferStorage.needsUpdate(displayStyle) || m_edgeBufferStorage == null || m_edgeBufferStorage.needsUpdate(displayStyle)) { Options options = new Options(); GeometryElement geomElem = m_element.get_Geometry(options); CreateBufferStorageForElement(geomElem, displayStyle); } // Submit a subset of the geometry for drawing. Determine what geometry should be submitted based on // the type of the rendering pass (opaque or transparent) and DisplayStyle (wireframe or shaded). // If the server is requested to submit transparent geometry, DrawContext().IsTransparentPass() // will indicate that the current rendering pass is for transparent objects. RenderingPassBufferStorage faceBufferStorage = DrawContext.IsTransparentPass() ? m_transparentFaceBufferStorage : m_nonTransparentFaceBufferStorage; // Conditionally submit triangle primitives (for non-wireframe views). if (displayStyle != DisplayStyle.Wireframe && faceBufferStorage.PrimitiveCount > 0) { DrawContext.FlushBuffer(faceBufferStorage.VertexBuffer, faceBufferStorage.VertexBufferCount, faceBufferStorage.IndexBuffer, faceBufferStorage.IndexBufferCount, faceBufferStorage.VertexFormat, faceBufferStorage.EffectInstance, PrimitiveType.TriangleList, 0, faceBufferStorage.PrimitiveCount); } // Conditionally submit line segment primitives. if (displayStyle != DisplayStyle.Shading && m_edgeBufferStorage.PrimitiveCount > 0) { DrawContext.FlushBuffer(m_edgeBufferStorage.VertexBuffer, m_edgeBufferStorage.VertexBufferCount, m_edgeBufferStorage.IndexBuffer, m_edgeBufferStorage.IndexBufferCount, m_edgeBufferStorage.VertexFormat, m_edgeBufferStorage.EffectInstance, PrimitiveType.LineList, 0, m_edgeBufferStorage.PrimitiveCount); } UpdateAll = false; } catch (Exception e) { MessageBox.Show(e.ToString()); } }
// Create and populate a pair of vertex and index buffers. Also update parameters associated with the format of the vertices. private void ProcessFaces(RenderingPassBufferStorage bufferStorage) { List <MeshInfo> meshes = bufferStorage.Meshes; List <int> numVerticesInMeshesBefore = new List <int>(); if (meshes.Count == 0) { return; } bool useNormals = bufferStorage.DisplayStyle == DisplayStyle.Shading || bufferStorage.DisplayStyle == DisplayStyle.ShadingWithEdges; // Vertex attributes are stored sequentially in vertex buffers. The attributes can include position, normal vector, and color. // All vertices within a vertex buffer must have the same format. Possible formats are enumerated by VertexFormatBits. // Vertex format also determines the type of rendering effect that can be used with the vertex buffer. In this sample, // the color is always encoded in the vertex attributes. bufferStorage.FormatBits = useNormals ? VertexFormatBits.PositionNormalColored : VertexFormatBits.PositionColored; // The format of the vertices determines the size of the vertex buffer. int vertexBufferSizeInFloats = (useNormals ? VertexPositionNormalColored.GetSizeInFloats() : VertexPositionColored.GetSizeInFloats()) * bufferStorage.VertexBufferCount; numVerticesInMeshesBefore.Add(0); bufferStorage.VertexBuffer = new VertexBuffer(vertexBufferSizeInFloats); bufferStorage.VertexBuffer.Map(vertexBufferSizeInFloats); if (useNormals) { // A VertexStream is used to write data into a VertexBuffer. VertexStreamPositionNormalColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionNormalColored(); foreach (MeshInfo meshInfo in meshes) { Mesh mesh = meshInfo.Mesh; foreach (XYZ vertex in mesh.Vertices) { vertexStream.AddVertex(new VertexPositionNormalColored(vertex + m_offset, meshInfo.Normal, meshInfo.ColorWithTransparency)); } numVerticesInMeshesBefore.Add(numVerticesInMeshesBefore.Last() + mesh.Vertices.Count); } } else { // A VertexStream is used to write data into a VertexBuffer. VertexStreamPositionColored vertexStream = bufferStorage.VertexBuffer.GetVertexStreamPositionColored(); foreach (MeshInfo meshInfo in meshes) { Mesh mesh = meshInfo.Mesh; // make the color of all faces white in HLR ColorWithTransparency color = (bufferStorage.DisplayStyle == DisplayStyle.HLR) ? new ColorWithTransparency(255, 255, 255, meshInfo.ColorWithTransparency.GetTransparency()) : meshInfo.ColorWithTransparency; foreach (XYZ vertex in mesh.Vertices) { vertexStream.AddVertex(new VertexPositionColored(vertex + m_offset, color)); } numVerticesInMeshesBefore.Add(numVerticesInMeshesBefore.Last() + mesh.Vertices.Count); } } bufferStorage.VertexBuffer.Unmap(); // Primitives are specified using a pair of vertex and index buffers. An index buffer contains a sequence of indices into // the associated vertex buffer, each index referencing a particular vertex. int meshNumber = 0; bufferStorage.IndexBufferCount = bufferStorage.PrimitiveCount * IndexTriangle.GetSizeInShortInts(); int indexBufferSizeInShortInts = 1 * bufferStorage.IndexBufferCount; bufferStorage.IndexBuffer = new IndexBuffer(indexBufferSizeInShortInts); bufferStorage.IndexBuffer.Map(indexBufferSizeInShortInts); { // An IndexStream is used to write data into an IndexBuffer. IndexStreamTriangle indexStream = bufferStorage.IndexBuffer.GetIndexStreamTriangle(); foreach (MeshInfo meshInfo in meshes) { Mesh mesh = meshInfo.Mesh; int startIndex = numVerticesInMeshesBefore[meshNumber]; for (int i = 0; i < mesh.NumTriangles; i++) { MeshTriangle mt = mesh.get_Triangle(i); // Add three indices that define a triangle. indexStream.AddTriangle(new IndexTriangle((int)(startIndex + mt.get_Index(0)), (int)(startIndex + mt.get_Index(1)), (int)(startIndex + mt.get_Index(2)))); } meshNumber++; } } bufferStorage.IndexBuffer.Unmap(); // VertexFormat is a specification of the data that is associated with a vertex (e.g., position). bufferStorage.VertexFormat = new VertexFormat(bufferStorage.FormatBits); // Effect instance is a specification of the appearance of geometry. For example, it may be used to specify color, if there is no color information provided with the vertices. bufferStorage.EffectInstance = new EffectInstance(bufferStorage.FormatBits); }
// Initialize and populate buffers that hold graphics primitives, set up related parameters that are needed for drawing. private void CreateBufferStorageForElement(GeometryElement geomElem, DisplayStyle displayStyle) { List <Solid> allSolids = new List <Solid>(); foreach (GeometryObject geomObj in geomElem) { if (geomObj is Solid) { Solid solid = (Solid)geomObj; if (solid.Volume > 1e-06) { allSolids.Add(solid); } } } m_nonTransparentFaceBufferStorage = new RenderingPassBufferStorage(displayStyle); m_transparentFaceBufferStorage = new RenderingPassBufferStorage(displayStyle); m_edgeBufferStorage = new RenderingPassBufferStorage(displayStyle); // Collect primitives (and associated rendering parameters, such as colors) from faces and edges. foreach (Solid solid in allSolids) { foreach (Face face in solid.Faces) { if (face.Area > 1e-06) { Mesh mesh = face.Triangulate(); ElementId materialId = face.MaterialElementId; bool isTransparent = false; ColorWithTransparency cwt = new ColorWithTransparency(127, 127, 127, 0); if (materialId != ElementId.InvalidElementId) { Material material = m_element.Document.GetElement(materialId) as Material; Color color = material.Color; int transparency0To100 = material.Transparency; uint transparency0To255 = (uint)((float)transparency0To100 / 100f * 255f); cwt = new ColorWithTransparency(color.Red, color.Green, color.Blue, transparency0To255); if (transparency0To255 > 0) { isTransparent = true; } } BoundingBoxUV env = face.GetBoundingBox(); UV center = 0.5 * (env.Min + env.Max); XYZ normal = face.ComputeNormal(center); MeshInfo meshInfo = new MeshInfo(mesh, normal, cwt); if (isTransparent) { m_transparentFaceBufferStorage.Meshes.Add(meshInfo); m_transparentFaceBufferStorage.VertexBufferCount += mesh.Vertices.Count; m_transparentFaceBufferStorage.PrimitiveCount += mesh.NumTriangles; } else { m_nonTransparentFaceBufferStorage.Meshes.Add(meshInfo); m_nonTransparentFaceBufferStorage.VertexBufferCount += mesh.Vertices.Count; m_nonTransparentFaceBufferStorage.PrimitiveCount += mesh.NumTriangles; } } } foreach (Edge edge in solid.Edges) { // if (edge.Length > 1e-06) { IList <XYZ> xyzs = edge.Tessellate(); m_edgeBufferStorage.VertexBufferCount += xyzs.Count; m_edgeBufferStorage.PrimitiveCount += xyzs.Count - 1; m_edgeBufferStorage.EdgeXYZs.Add(xyzs); } } } // Fill out buffers with primitives based on the intermediate information about faces and edges. ProcessFaces(m_nonTransparentFaceBufferStorage); ProcessFaces(m_transparentFaceBufferStorage); ProcessEdges(m_edgeBufferStorage); }