示例#1
0
        public void Define(Array controlPointArray, VertexDeclaration declaration, int width, int height,
                           int uMaxSubdivisionLevel, int vMaxSubdivisionLevel, VisibleSide visibleSide, BufferUsage vbUsage,
                           BufferUsage ibUsage, bool vbUseShadow, bool ibUseShadow)
        {
            VertexBufferUsage     = vbUsage;
            UseVertexShadowBuffer = vbUseShadow;
            IndexBufferUsage      = ibUsage;
            UseIndexShadowBuffer  = ibUseShadow;

            // Init patch builder
            // define the surface
            // NB clone the declaration to make it independent
            this.vertexDeclaration = (VertexDeclaration)declaration.Clone();
            this.patchSurface.DefineSurface(controlPointArray, this.vertexDeclaration, width, height, PatchSurfaceType.Bezier,
                                            uMaxSubdivisionLevel, vMaxSubdivisionLevel, visibleSide);
        }
示例#2
0
        // ------------------------------------

        // ------------------------------------
        /// <summary>
        ///     Creates a new PatchMesh.
        /// </summary>
        /// <remarks>
        ///     As defined in <see cref="MeshManager.CreateBezierPatch" />.
        /// </remarks>
        public PatchMesh(string name, System.Array controlPointBuffer, VertexDeclaration declaration,
                         int width, int height, int uMaxSubdivisionLevel, int vMaxSubdivisionLevel, VisibleSide visibleSide,
                         BufferUsage vbUsage, BufferUsage ibUsage, bool vbUseShadow, bool ibUseShadow) : base(name)
        {
            vertexBufferUsage     = vbUsage;
            useVertexShadowBuffer = vbUseShadow;
            indexBufferUsage      = ibUsage;
            useIndexShadowBuffer  = ibUseShadow;

            // Init patch builder
            // define the surface
            // NB clone the declaration to make it independent
            vertexDeclaration = (VertexDeclaration)declaration.Clone();
            patchSurface.DefineSurface(controlPointBuffer, vertexDeclaration, width, height,
                                       PatchSurfaceType.Bezier, uMaxSubdivisionLevel, vMaxSubdivisionLevel, visibleSide);
        }
示例#3
0
        /// <summary>
        ///
        /// </summary>
        protected void Initialize()
        {
            Vector3    ax = Vector3.Zero, ay = Vector3.Zero, az = Vector3.Zero;
            int        x = 0;
            Quaternion q = Quaternion.Identity;

            this.things.Clear();
            this.orbits.Clear();

            for (x = 0; x < this.count; x++)
            {
                ax = new Vector3(GenerateRandomFloat(), GenerateRandomFloat(), GenerateRandomFloat());
                ay = new Vector3(GenerateRandomFloat(), GenerateRandomFloat(), GenerateRandomFloat());
                az = ax.Cross(ay);
                ay = az.Cross(ax);
                ax.Normalize();
                ay.Normalize();
                az.Normalize();
                q = Quaternion.FromAxes(ax, ay, az);
                this.things.Add(q);

                ax = new Vector3(GenerateRandomFloat(), GenerateRandomFloat(), GenerateRandomFloat());
                ay = new Vector3(GenerateRandomFloat(), GenerateRandomFloat(), GenerateRandomFloat());
                az = ax.Cross(ay);
                ay = az.Cross(ax);
                ax.Normalize();
                ay.Normalize();
                az.Normalize();
                q = Quaternion.FromAxes(ax, ay, az);
                this.orbits.Add(q);
            }

            int nVertices = this.count * 4;

            var indexData  = new IndexData();
            var vertexData = new VertexData();

            //Quads
            var faces = new short[this.count * 6];

            for (x = 0; x < this.count; x++)
            {
                faces[x * 6 + 0] = (short)(x * 4 + 0);
                faces[x * 6 + 1] = (short)(x * 4 + 1);
                faces[x * 6 + 2] = (short)(x * 4 + 2);
                faces[x * 6 + 3] = (short)(x * 4 + 0);
                faces[x * 6 + 4] = (short)(x * 4 + 2);
                faces[x * 6 + 5] = (short)(x * 4 + 3);
            }

            vertexData.vertexStart = 0;
            vertexData.vertexCount = nVertices;

            VertexDeclaration   decl = vertexData.vertexDeclaration;
            VertexBufferBinding bind = vertexData.vertexBufferBinding;

            int offset = 0;

            offset += decl.AddElement(0, offset, VertexElementType.Float3, VertexElementSemantic.Position).Size;

            this.vertexBuffer = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(0), nVertices,
                                                                                  BufferUsage.DynamicWriteOnly);

            bind.SetBinding(0, this.vertexBuffer);

            HardwareIndexBuffer indexBuffer = HardwareBufferManager.Instance.CreateIndexBuffer(IndexType.Size16, this.count * 6,
                                                                                               BufferUsage.StaticWriteOnly);

            indexData.indexBuffer = indexBuffer;
            indexData.indexStart  = 0;
            indexData.indexCount  = this.count * 6;

            indexBuffer.WriteData(0, indexBuffer.Size, faces, true);

            faces = null;

            renderOperation.operationType = OperationType.TriangleList;
            renderOperation.indexData     = indexData;
            renderOperation.vertexData    = vertexData;
            renderOperation.useIndices    = true;
        }
示例#4
0
        private void LoadLevelVertices(Quake3Level q3lvl)
        {
            //-----------------------------------------------------------------------
            // Vertices
            //-----------------------------------------------------------------------
            // Allocate memory for vertices & copy
            vertexData = new VertexData();

            // Create vertex declaration
            VertexDeclaration decl = vertexData.vertexDeclaration;
            int offset             = 0;
            int lightTexOffset     = 0;

            decl.AddElement(0, offset, VertexElementType.Float3, VertexElementSemantic.Position);
            offset += VertexElement.GetTypeSize(VertexElementType.Float3);
            decl.AddElement(0, offset, VertexElementType.Float3, VertexElementSemantic.Normal);
            offset += VertexElement.GetTypeSize(VertexElementType.Float3);
            decl.AddElement(0, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);
            offset += VertexElement.GetTypeSize(VertexElementType.Float2);
            decl.AddElement(0, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 1);

            // Build initial patches - we need to know how big the vertex buffer needs to be
            // to accommodate the subdivision
            // we don't want to include the elements for texture lighting, so we clone it
            InitQuake3Patches(q3lvl, (VertexDeclaration)decl.Clone());

            // this is for texture lighting color and alpha
            decl.AddElement(1, lightTexOffset, VertexElementType.Color, VertexElementSemantic.Diffuse);
            lightTexOffset += VertexElement.GetTypeSize(VertexElementType.Color);
            // this is for texture lighting coords
            decl.AddElement(1, lightTexOffset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 2);


            // Create the vertex buffer, allow space for patches
            HardwareVertexBuffer vbuf = HardwareBufferManager.Instance.CreateVertexBuffer(
                Marshal.SizeOf(typeof(BspVertex)),
                q3lvl.NumVertices + patchVertexCount,
                BufferUsage.StaticWriteOnly,
                // the vertices will be read often for texture lighting, use shadow buffer
                true
                );

            // Create the vertex buffer for texture lighting, allow space for patches
            HardwareVertexBuffer texLightBuf = HardwareBufferManager.Instance.CreateVertexBuffer(
                Marshal.SizeOf(typeof(TextureLightMap)),
                q3lvl.NumVertices + patchVertexCount,
                BufferUsage.DynamicWriteOnly,
                false
                );

            // COPY static vertex data - Note that we can't just block-copy the vertex data because we have to reorder
            // our vertex elements; this is to ensure compatibility with older cards when using
            // hardware vertex buffers - Direct3D requires that the buffer format maps onto a
            // FVF in those older drivers.
            // Lock just the non-patch area for now.

            unsafe
            {
                BspVertex       vert        = new BspVertex();
                TextureLightMap texLightMap = new TextureLightMap();

                // Keep another base pointer for use later in patch building
                for (int v = 0; v < q3lvl.NumVertices; v++)
                {
                    QuakeVertexToBspVertex(q3lvl.Vertices[v], out vert, out texLightMap);

                    BspVertex *      bvptr = &vert;
                    TextureLightMap *tlptr = &texLightMap;

                    vbuf.WriteData(
                        v * sizeof(BspVertex),
                        sizeof(BspVertex),
                        (IntPtr)bvptr
                        );

                    texLightBuf.WriteData(
                        v * sizeof(TextureLightMap),
                        sizeof(TextureLightMap),
                        (IntPtr)tlptr
                        );
                }
            }

            // Setup binding
            vertexData.vertexBufferBinding.SetBinding(0, vbuf);

            // Setup texture lighting binding
            vertexData.vertexBufferBinding.SetBinding(1, texLightBuf);

            // Set other data
            vertexData.vertexStart = 0;
            vertexData.vertexCount = q3lvl.NumVertices + patchVertexCount;
        }
示例#5
0
        public void Init(TerrainOptions options)
        {
            this.options = options;

            this.numMipMaps = options.maxMipmap;
            this.size       = options.size;

            this.terrain             = new VertexData();
            this.terrain.vertexStart = 0;

            this.terrain.vertexCount = options.size * options.size;

            VertexDeclaration   decl    = this.terrain.vertexDeclaration;
            VertexBufferBinding binding = this.terrain.vertexBufferBinding;

            int offset = 0;

            // Position/Normal
            decl.AddElement(POSITION, 0, VertexElementType.Float3, VertexElementSemantic.Position);
            decl.AddElement(NORMAL, 0, VertexElementType.Float3, VertexElementSemantic.Normal);

            // TexCoords
            decl.AddElement(TEXCOORD, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);
            offset += VertexElement.GetTypeSize(VertexElementType.Float2);
            decl.AddElement(TEXCOORD, offset, VertexElementType.Float2, VertexElementSemantic.TexCoords, 1);
            offset += VertexElement.GetTypeSize(VertexElementType.Float2);
            // TODO: Color

            HardwareVertexBuffer buffer = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(POSITION),
                                                                                            this.terrain.vertexCount,
                                                                                            BufferUsage.StaticWriteOnly, true);

            binding.SetBinding(POSITION, buffer);

            buffer = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(NORMAL), this.terrain.vertexCount,
                                                                       BufferUsage.StaticWriteOnly, true);

            binding.SetBinding(NORMAL, buffer);

            buffer = HardwareBufferManager.Instance.CreateVertexBuffer(decl.Clone(TEXCOORD), this.terrain.vertexCount,
                                                                       BufferUsage.StaticWriteOnly, true);

            binding.SetBinding(TEXCOORD, buffer);

            this.minLevelDistSqr = new float[this.numMipMaps];

            int endx = options.startx + options.size;
            int endz = options.startz + options.size;

            // TODO: name buffers different so we can unlock
            HardwareVertexBuffer posBuffer = binding.GetBuffer(POSITION);
            var pos = posBuffer.Lock(BufferLocking.Discard);

            HardwareVertexBuffer texBuffer = binding.GetBuffer(TEXCOORD);
            var tex = texBuffer.Lock(BufferLocking.Discard);

            float min = 99999999, max = 0;

#if !AXIOM_SAFE_ONLY
            unsafe
#endif
            {
                var posPtr = pos.ToFloatPointer();
                var texPtr = tex.ToFloatPointer();

                int posCount = 0;
                int texCount = 0;

                for (int j = options.startz; j < endz; j++)
                {
                    for (int i = options.startx; i < endx; i++)
                    {
                        float height = options.GetWorldHeight(i, j) * options.scaley;

                        posPtr[posCount++] = i * options.scalex;
                        posPtr[posCount++] = height;
                        posPtr[posCount++] = j * options.scalez;

                        texPtr[texCount++] = (float)i / options.worldSize;
                        texPtr[texCount++] = (float)j / options.worldSize;

                        texPtr[texCount++] = ((float)i / options.size) * options.detailTile;
                        texPtr[texCount++] = ((float)j / options.size) * options.detailTile;

                        if (height < min)
                        {
                            min = height;
                        }

                        if (height > max)
                        {
                            max = height;
                        }
                    }     // for i
                }         // for j
            }             // unsafe

            // unlock the buffers
            posBuffer.Unlock();
            texBuffer.Unlock();

            this.box.SetExtents(new Vector3(options.startx * options.scalex, min, options.startz * options.scalez),
                                new Vector3((endx - 1) * options.scalex, max, (endz - 1) * options.scalez));

            this.center = new Vector3((options.startx * options.scalex + endx - 1) / 2, (min + max) / 2,
                                      (options.startz * options.scalez + endz - 1) / 2);

            float C = CalculateCFactor();

            CalculateMinLevelDist2(C);
        }