示例#1
0
        public DX11IndexedGeometry IcoGrid(IcoGrid settings)
        {
            IcoGridBuilder       builder  = new IcoGridBuilder();
            PrimitiveInfo        info     = builder.GetPrimitiveInfo(settings);
            ListGeometryAppender appender = new ListGeometryAppender();

            builder.Construct(settings, appender.AppendVertex, appender.AppendIndex);

            float invmx = 1.0f / builder.MaxX;
            float invmy = 1.0f / builder.MaxY;

            appender.TransformVertices((v) =>
            {
                v.Position.X *= invmx;
                v.Position.X -= 0.5f;
                v.Position.Y *= invmy;
                v.Position.Y -= 0.5f;
                return(v);
            });

            return(FromAppender(settings, appender, info));
        }
示例#2
0
        public DX11IndexedGeometry IcoGrid(IcoGrid grid)
        {
            Vector2 size = grid.Size;
            int     resX = grid.ResolutionX;
            int     resY = grid.ResolutionY;

            float fdispx = -0.5f;
            float fdispy = (float)Math.Sqrt(0.75);
            List <Pos4Norm3Tex2Vertex> verts = new List <Pos4Norm3Tex2Vertex>();

            Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();

            v.Normals   = new Vector3(0, 0, -1);
            v.TexCoords = new Vector2(0, 0);

            float maxx = float.MinValue;
            float maxy = float.MinValue;

            bool  bdisp = true;
            float y     = 0.0f;

            for (int i = 0; i < resX; i++)
            {
                bdisp = !bdisp;

                int cnt = resY;

                for (int j = 0; j < cnt; j++)
                {
                    if (bdisp)
                    {
                        v.Position = new Vector4((float)j - 0.5f, y, 0.0f, 1.0f);

                        if (v.Position.X > maxx)
                        {
                            maxx = v.Position.X;
                        }
                        if (v.Position.Y > maxy)
                        {
                            maxy = v.Position.Y;
                        }
                    }
                    else
                    {
                        v.Position = new Vector4((float)j, y, 0.0f, 1.0f);

                        if (v.Position.X > maxx)
                        {
                            maxx = v.Position.X;
                        }
                        if (v.Position.Y > maxy)
                        {
                            maxy = v.Position.Y;
                        }
                    }
                    verts.Add(v);
                }
                y += fdispy;
            }

            float invmx = 1.0f / maxx;
            float invmy = 1.0f / maxy;

            for (int i = 0; i < verts.Count; i++)
            {
                Pos4Norm3Tex2Vertex v2 = verts[i];
                v2.Position.X *= invmx;
                v2.Position.X -= 0.5f;
                v2.Position.Y *= invmy;
                v2.Position.Y -= 0.5f;
                verts[i]       = v2;
            }

            List <int> inds = new List <int>();

            bool bflip   = true;
            int  nextrow = resY;
            int  a       = 1;

            for (int i = 0; i < resX - 1; i++)
            {
                bflip = !bflip;
                for (int j = 0; j < resY - 1; j++)
                {
                    int linestart = i * resY;
                    int lineup    = (i + 1) * resY;
                    if (!bflip)
                    {
                        inds.Add(lineup + j);
                        inds.Add(linestart + j);
                        inds.Add(lineup + j + 1);

                        inds.Add(linestart + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j + 1);
                    }
                    else
                    {
                        inds.Add(linestart + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j);

                        inds.Add(lineup + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j + 1);
                    }
                }
                a += nextrow;
            }

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);

            geom.Tag           = grid;
            geom.PrimitiveType = grid.PrimitiveType;

            DataStream vertexstream = new DataStream(verts.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);

            vertexstream.Position = 0;
            vertexstream.WriteRange(verts.ToArray());
            vertexstream.Position = 0;

            var vertices = BufferHelper.CreateDynamicVertexBuffer(context, vertexstream, true);

            var indexstream = new DataStream(inds.Count * 4, true, true);

            indexstream.WriteRange(inds.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer  = vertices;
            geom.IndexBuffer   = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout   = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology      = PrimitiveTopology.TriangleList;
            geom.VerticesCount = verts.Count;
            geom.VertexSize    = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;

            return(geom);
        }
示例#3
0
        public DX11IndexedGeometry IcoGrid(IcoGrid grid)
        {
            Vector2 size = grid.Size;
            int resX = grid.ResolutionX;
            int resY = grid.ResolutionY;

            float fdispx = -0.5f;
            float fdispy = (float)Math.Sqrt(0.75);
            List<Pos4Norm3Tex2Vertex> verts = new List<Pos4Norm3Tex2Vertex>();

            Pos4Norm3Tex2Vertex v = new Pos4Norm3Tex2Vertex();
            v.Normals = new Vector3(0, 0, -1);
            v.TexCoords = new Vector2(0, 0);

            float maxx = float.MinValue;
            float maxy = float.MinValue;

            bool bdisp = true;
            float y = 0.0f;
            for (int i = 0; i < resX; i++)
            {
                bdisp = !bdisp;

                int cnt = resY;

                for (int j = 0; j < cnt; j++)
                {
                    if (bdisp)
                    {
                        v.Position = new Vector4((float)j - 0.5f, y, 0.0f, 1.0f);

                        if (v.Position.X > maxx)
                        {
                            maxx = v.Position.X;
                        }
                        if (v.Position.Y > maxy)
                        {
                            maxy = v.Position.Y;
                        }
                    }
                    else
                    {
                        v.Position = new Vector4((float)j, y, 0.0f, 1.0f);

                        if (v.Position.X > maxx)
                        {
                            maxx = v.Position.X;
                        }
                        if (v.Position.Y > maxy)
                        {
                            maxy = v.Position.Y;
                        }
                    }
                    verts.Add(v);
                }
                y += fdispy;
            }

            float invmx = 1.0f / maxx;
            float invmy = 1.0f / maxy;
            for (int i = 0; i < verts.Count; i++)
            {
                Pos4Norm3Tex2Vertex v2 = verts[i];
                v2.Position.X *= invmx;
                v2.Position.X -= 0.5f;
                v2.Position.Y *= invmy;
                v2.Position.Y -= 0.5f;
                verts[i] = v2;
            }

            List<int> inds = new List<int>();

            bool bflip = true;
            int nextrow = resY;
            int a = 1;
            for (int i = 0; i < resX - 1; i++)
            {
                bflip = !bflip;
                for (int j = 0; j < resY - 1; j++)
                {
                    int linestart = i * resY;
                    int lineup = (i + 1) * resY;
                    if (!bflip)
                    {
                        inds.Add(lineup + j);
                        inds.Add(linestart + j);
                        inds.Add(lineup + j + 1);

                        inds.Add(linestart + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j + 1);
                    }
                    else
                    {
                        inds.Add(linestart + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j);

                        inds.Add(lineup + j);
                        inds.Add(linestart + j + 1);
                        inds.Add(lineup + j + 1);
                    }
                }
                a += nextrow;
            }

            DX11IndexedGeometry geom = new DX11IndexedGeometry(context);
            geom.Tag = grid;
            geom.PrimitiveType = grid.PrimitiveType;

            DataStream vertexstream = new DataStream(verts.Count * Pos4Norm3Tex2Vertex.VertexSize, true, true);
            vertexstream.Position = 0;
            vertexstream.WriteRange(verts.ToArray());
            vertexstream.Position = 0;

            var vertices = BufferHelper.CreateDynamicVertexBuffer(context, vertexstream, true);

            var indexstream = new DataStream(inds.Count * 4, true, true);
            indexstream.WriteRange(inds.ToArray());
            indexstream.Position = 0;

            geom.VertexBuffer = vertices;
            geom.IndexBuffer = new DX11IndexBuffer(context, indexstream, false, true);
            geom.InputLayout = Pos4Norm3Tex2Vertex.Layout;
            geom.Topology = PrimitiveTopology.TriangleList;
            geom.VerticesCount = verts.Count;
            geom.VertexSize = Pos4Norm3Tex2Vertex.VertexSize;

            geom.HasBoundingBox = false;

            return geom;
        }