internal override uint[] Search(RenderEventArgs arg,
                                        int x, int y,
                                        uint lastVertexId, ZeroIndexRenderer modernRenderer)
        {
            ZeroIndexBufferPtr zeroIndexBufferPtr = modernRenderer.IndexBufferPtr;
            ZeroIndexBufferPtr indexBufferPtr     = null;

            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            using (var buffer = new ZeroIndexBuffer(DrawMode.LineLoop,
                                                    zeroIndexBufferPtr.FirstVertex, zeroIndexBufferPtr.VertexCount))
            {
                indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr;
            }
            modernRenderer.Render4InnerPicking(arg, indexBufferPtr);
            uint id = ColorCodedPicking.ReadPixel(x, y, arg.CanvasRect.Height);

            indexBufferPtr.Dispose();

            if (id == zeroIndexBufferPtr.FirstVertex)
            {
                return(new uint[] { (uint)(zeroIndexBufferPtr.FirstVertex + zeroIndexBufferPtr.VertexCount - 1), id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }
示例#2
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        public IndexBufferPtr GetIndex()
        {
            if (indexBufferPtr == null)
            {
                using (var buffer = new ZeroIndexBuffer(
                    DrawMode.LineStrip, 0, BigDipperModel.positions.Length))
                {
                    indexBufferPtr = buffer.GetBufferPtr() as IndexBufferPtr;
                }
                //using (var buffer = new OneIndexBuffer<uint>(
                //    DrawMode.Lines, BufferUsage.StaticDraw))
                //{
                //    buffer.Alloc(BigDipperModel.positions.Length);
                //    unsafe
                //    {
                //        var array = (uint*)buffer.Header.ToPointer();
                //        for (uint i = 0; i < BigDipperModel.positions.Length; i++)
                //        {
                //            array[i] = i;
                //        }
                //        array[0] = uint.MaxValue;
                //        array[4] = uint.MaxValue;
                //        array[10] = uint.MaxValue;
                //    }
                //    indexBufferPtr = buffer.GetBufferPtr() as IndexBufferPtr;
                //}
            }

            return indexBufferPtr;
        }
示例#3
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        internal override uint Search(RenderEventArgs arg,
                                      int x, int y,
                                      uint lastVertexId, ZeroIndexRenderer modernRenderer)
        {
            ZeroIndexBufferPtr zeroIndexBufferPtr = modernRenderer.IndexBufferPtr;
            ZeroIndexBufferPtr indexBufferPtr     = null;

            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            using (var buffer = new ZeroIndexBuffer(DrawMode.Points,
                                                    zeroIndexBufferPtr.FirstVertex, zeroIndexBufferPtr.VertexCount))
            {
                indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr;
            }
            modernRenderer.Render4InnerPicking(arg, indexBufferPtr);
            uint id = ColorCodedPicking.ReadPixel(x, y, arg.CanvasRect.Height);

            indexBufferPtr.Dispose();

            if (zeroIndexBufferPtr.FirstVertex <= id &&
                id < zeroIndexBufferPtr.FirstVertex + zeroIndexBufferPtr.VertexCount)
            {
                return(id);
            }
            else
            {
                throw new Exception("This should not happen!");
            }
        }
示例#4
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        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public IndexBufferPtr GetIndexBufferPtr()
        {
            if (indexBufferPtr == null)
            {
                using (var buffer = new ZeroIndexBuffer(
                           DrawMode.LineStrip, 0, BigDipperModel.positions.Length))
                {
                    indexBufferPtr = buffer.GetBufferPtr();
                }
                //using (var buffer = new OneIndexBuffer<uint>(
                //    DrawMode.Lines, BufferUsage.StaticDraw))
                //{
                //    buffer.Alloc(BigDipperModel.positions.Length);
                //    unsafe
                //    {
                //        var array = (uint*)buffer.Header.ToPointer();
                //        for (uint i = 0; i < BigDipperModel.positions.Length; i++)
                //        {
                //            array[i] = i;
                //        }
                //        array[0] = uint.MaxValue;
                //        array[4] = uint.MaxValue;
                //        array[10] = uint.MaxValue;
                //    }
                //    indexBufferPtr = buffer.GetBufferPtr();
                //}
            }

            return(indexBufferPtr);
        }
示例#5
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 public CSharpGL.IndexBufferPtr GetIndexBufferPtr()
 {
     if ((indexBufferPtr == null))
     {
         using (var buffer = new ZeroIndexBuffer(DrawMode.Points, 0, this.pointCount))
         {// begin of using
             indexBufferPtr = buffer.GetBufferPtr();
         }// end of using
     }
     return(indexBufferPtr);
 }
示例#6
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 public IndexBufferPtr GetIndex()
 {
     if (this.indexBufferPtr == null)
     {
         using (var buffer = new ZeroIndexBuffer(DrawMode.Lines, 0, codedColors.Length * 2 + 4))
         {
             this.indexBufferPtr = buffer.GetBufferPtr() as IndexBufferPtr;
         }
     }
     return this.indexBufferPtr;
 }
示例#7
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        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public IndexBufferPtr GetIndex()
        {
            if (indexBufferPtr == null)
            {
                using (var buffer = new ZeroIndexBuffer(this.model.GetDrawModel(), 0, this.model.positions.Length))
                {
                    indexBufferPtr = buffer.GetBufferPtr() as IndexBufferPtr;
                }
            }

            return(indexBufferPtr);
        }
示例#8
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        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public IndexBufferPtr GetIndexBufferPtr()
        {
            if (this.indexBufferPtr == null)
            {
                using (var buffer = new ZeroIndexBuffer(this.Mode, this.FirstVertex, this.VertexCount, this.PrimCount))
                {
                    this.indexBufferPtr = buffer.GetBufferPtr();
                }
            }

            return(this.indexBufferPtr);
        }
示例#9
0
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public IndexBufferPtr GetIndex()
        {
            if (indexBufferPtr == null)
            {
                using (var buffer = new ZeroIndexBuffer(
                           DrawMode.Quads, 0, maxCharCount * 4))
                {
                    indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr;
                }
            }

            return(indexBufferPtr);
        }
示例#10
0
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public IndexBufferPtr GetIndex()
        {
            if (indexBufferPtr == null)
            {
                using (var buffer = new ZeroIndexBuffer(
                           DrawMode.QuadStrip, 0, positions.Length))
                {
                    indexBufferPtr = buffer.GetBufferPtr() as IndexBufferPtr;
                }
            }

            return(indexBufferPtr);
        }
示例#11
0
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public IndexBufferPtr GetIndexBufferPtr()
        {
            if (indexBufferPtr == null)
            {
                using (var buffer = new ZeroIndexBuffer(
                           DrawMode.LineStrip, 0, this.model.Positions.Length))
                {
                    indexBufferPtr = buffer.GetBufferPtr();
                }
            }

            return(indexBufferPtr);
        }
        internal override uint[] Search(RenderEventArgs arg,
            int x, int y,
            uint lastVertexId, ZeroIndexRenderer modernRenderer)
        {
            ZeroIndexBufferPtr zeroIndexBufferPtr = modernRenderer.IndexBufferPtr;
            ZeroIndexBufferPtr indexBufferPtr = null;
            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            using (var buffer = new ZeroIndexBuffer(DrawMode.LineLoop,
                zeroIndexBufferPtr.FirstVertex, zeroIndexBufferPtr.VertexCount))
            {
                indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr;
            }
            modernRenderer.Render4InnerPicking(arg, indexBufferPtr);
            uint id = ColorCodedPicking.ReadPixel(x, y, arg.CanvasRect.Height);

            indexBufferPtr.Dispose();

            if (id == zeroIndexBufferPtr.FirstVertex)
            { return new uint[] { (uint)(zeroIndexBufferPtr.FirstVertex + zeroIndexBufferPtr.VertexCount - 1), id, }; }
            else
            { return new uint[] { id - 1, id, }; }
        }
        internal override uint Search(RenderEventArg arg,
            int x, int y,
            uint lastVertexId, ZeroIndexRenderer modernRenderer)
        {
            ZeroIndexBufferPtr zeroIndexBufferPtr = modernRenderer.IndexBufferPtr;
            ZeroIndexBufferPtr indexBufferPtr = null;
            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            using (var buffer = new ZeroIndexBuffer(DrawMode.Points,
                zeroIndexBufferPtr.FirstVertex, zeroIndexBufferPtr.VertexCount))
            {
                indexBufferPtr = buffer.GetBufferPtr() as ZeroIndexBufferPtr;
            }
            modernRenderer.Render4InnerPicking(arg, indexBufferPtr);
            uint id = ColorCodedPicking.ReadPixel(x, y, arg.CanvasRect.Height);

            indexBufferPtr.Dispose();

            if (zeroIndexBufferPtr.FirstVertex <= id
                && id < zeroIndexBufferPtr.FirstVertex + zeroIndexBufferPtr.VertexCount)
            { return id; }
            else
            { throw new Exception("This should not happen!"); }
        }