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C# VertexBuffer.BufferData方法代码示例

本文整理汇总了C#中VertexBuffer.BufferData方法的典型用法代码示例。如果您正苦于以下问题:C# VertexBuffer.BufferData方法的具体用法?C# VertexBuffer.BufferData怎么用?C# VertexBuffer.BufferData使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在VertexBuffer的用法示例。


在下文中一共展示了VertexBuffer.BufferData方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: InitializeGraphics

        public virtual void InitializeGraphics()
        {
            if (heightmap == null && string.IsNullOrEmpty(Heightmap))
                return;

            if (heightmap == null)
                owner.Resources.Load(Heightmap, out heightmap);

            //if (heightmap.Width != heightmap.Height)
                //throw new NotSupportedException("Must be rectangular heightmap");
            int num_vertices = (heightmap.Width) * (heightmap.Height);
            if (vb != null)
                DoDispose();

            vb = new VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            vb.Allocate(num_vertices);

            if (mat_name != null)
                owner.Resources.Load(mat_name, out mat);

            size = CellSize * heightmap.Width;
            float s2 = size / 2;

            int vi = 0;
            float xx = 0;
            float yy = -s2;
            Vector3[,] norms = new Vector3[heightmap.Height, heightmap.Width];
            for (int i = 0; i < heightmap.Height; i++)
            {
                for (int j = 0; j < heightmap.Width; j++)
                {
                    Vector3 n = new Vector3();
                    n.x = (heightmap[i - 1, j] - heightmap[i + 1, j]) * Height;
                    n.y = (heightmap[i, j - 1] - heightmap[i, j + 1]) * Height;
                    n.z = 2.0f / (heightmap.Width + 1) / CellSize + 2.0f / (heightmap.Height + 1) / CellSize;
                    norms[i, j] = n.Normalize();
                }
            }

            for (int i = 0; i < heightmap.Height; i++)
            {
                xx = -s2;
                for (int j = 0; j < heightmap.Width; j++, vi++)
                {
                    vb[vi] = new VertexPositionTexCoordNormal()
                    {
                        Position = new Vector3(xx, heightmap[i, j] * Height, yy),
                        Normal = norms[i, j]
                    };
                    xx += CellSize;
                }
                yy += CellSize;
            }

            float offset = s2 / 2;

            int x_count = heightmap.Width / 2;
            int y_count = heightmap.Height / 2;

            var new_size = new Vector3(s2, size / 8, s2);
            blocks = new TerrainBlock[4];
            blocks[0] = new TerrainBlock(0, 0, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(-offset, 0, offset)
            }, 0, this);
            blocks[1] = new TerrainBlock(x_count-1, 0, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(offset, 0, offset)
            }, 0, this);

            blocks[2] = new TerrainBlock(x_count-1, y_count-1, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(offset, 0, -offset)
            }, 0, this);
            blocks[3] = new TerrainBlock(0, y_count-1, x_count, y_count, new BoundingBox()
            {
                Size = new_size,
                Position = new Vector3(-offset, 0, -offset)
            }, 0, this);

            vb.BufferData(VboUsage.GL_STATIC_DRAW);
            vb.FreeClientData();
            init_finished = true;
        }
开发者ID:r-bel,项目名称:glorg2,代码行数:87,代码来源:Terrain.cs

示例2: Build

        public override Model Build()
        {
            Model ret = new Model();

            VertexBuffer<VertexPositionTexCoordNormal> vb = new VertexBuffer<VertexPositionTexCoordNormal>(VertexPositionTexCoordNormal.Descriptor);
            //IndexBuffer<uint> ib = new IndexBuffer<uint>();

            float ang_inc = (float)(2 * Math.PI) / sides;
            int vsides = sides / 2 - 2;
            float ang = 0;
            vb.Allocate(sides * (sides / 2 - 2) + 2);
            int index = 0;
            for (int i = 0; i < sides; i++, ang += ang_inc)
            {
                float cs = (float)Math.Cos(ang);
                float ss = (float)Math.Sin(ang);

                float sang_inc = (float)Math.PI / vsides;
                float sang = -((float)Math.PI / 2) + sang_inc;
                for (int j = 0; j < vsides; j++, sang += sang_inc, ++index)
                {
                    float vcs = (float)Math.Cos(sang);
                    float vss = (float)Math.Sin(sang);
                    Vector3 pos = new Vector3(
                        cs * radius * vcs,
                        vss * radius,
                        ss * radius * vss);
                    vb[index] = new VertexPositionTexCoordNormal()
                    {
                        Position = pos,
                        TexCoord = new Vector2(),
                        Normal = new Vector3(cs * vcs, vss, ss * vss)
                    };
                }
                vb[index] = new VertexPositionTexCoordNormal()
                {
                    Position = new Vector3(0, -radius, 0),
                    Normal = new Vector3(0, -1, 0)
                };
                vb[index + 1] = new VertexPositionTexCoordNormal()
                {
                    Position = new Vector3(0, radius, 0),
                    Normal = new Vector3(0, radius, 0)
                };
            }
            ret.VertexBuffer = vb;
            vb.BufferData(Glorg2.Graphics.OpenGL.VboUsage.GL_STATIC_DRAW);
            return ret;
        }
开发者ID:r-bel,项目名称:glorg2,代码行数:49,代码来源:SphereBuilder.cs

示例3: CreateBuffer

        private IVertexBuffer CreateBuffer()
        {
            var result = new VertexBuffer<Vertex>(36, gl);
            
            // Set up every face omn the cube
            // Top
            result[0]  = new Vertex { Position = new Vector3f(-1, 1,  1), Normal = new Vector3f(0, 1, 0)};
            result[1]  = new Vertex { Position = new Vector3f( 1, 1,  1), Normal = new Vector3f(0, 1, 0) };
            result[2]  = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 1, 0) };
            
            result[3]  = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 1, 0) };
            result[4]  = new Vertex { Position = new Vector3f( 1, 1,  1), Normal = new Vector3f(0, 1, 0) };
            result[5]  = new Vertex { Position = new Vector3f( 1, 1, -1), Normal = new Vector3f(0, 1, 0) };

            // Bottom
            result[6]  = new Vertex { Position = new Vector3f(-1, -1,  1), Normal = new Vector3f(0,  -1, 0) };
            result[7] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(0, -1, 0) };
            result[8]  = new Vertex { Position = new Vector3f( 1, -1,  1), Normal = new Vector3f(0,  -1, 0) };
            

            result[9]  = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(0, -1, 0) };
            result[10] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(0, -1, 0) };
            result[11] = new Vertex { Position = new Vector3f( 1, -1,  1), Normal = new Vector3f(0, -1, 0) };
            
            // Left
            result[12] = new Vertex { Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(-1, 0, 0)};
            result[13] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(-1, 0, 0) };
            result[14] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(-1, 0, 0) };

            result[15] = new Vertex { Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(-1, 0, 0) };
            result[16] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(-1, 0, 0) };
            result[17] = new Vertex { Position = new Vector3f(-1, -1, 1), Normal = new Vector3f(-1, 0, 0) };

            // Right
            result[18] = new Vertex { Position = new Vector3f(1, 1, 1), Normal = new Vector3f(1, 0, 0) };
            result[19] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(1, 0, 0) };
            result[20] = new Vertex { Position = new Vector3f(1, 1, -1), Normal = new Vector3f(1, 0, 0) };

            result[21] = new Vertex { Position = new Vector3f(1, 1, 1), Normal = new Vector3f(1, 0, 0) };
            result[22] = new Vertex { Position = new Vector3f(1, -1, 1), Normal = new Vector3f(1, 0, 0) };
            result[23] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(1, 0, 0) };

            // Front
            result[24] = new Vertex {Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(0, 0, 1)};
            result[25] = new Vertex { Position = new Vector3f(1, -1, 1), Normal = new Vector3f(0, 0, 1) };
            result[26] = new Vertex { Position = new Vector3f(1, 1, 1), Normal = new Vector3f(0, 0, 1) };

            result[27] = new Vertex { Position = new Vector3f(-1, 1, 1), Normal = new Vector3f(0, 0, 1) };
            result[29] = new Vertex { Position = new Vector3f(1, -1, 1), Normal = new Vector3f(0, 0, 1) };
            result[28] = new Vertex { Position = new Vector3f(-1, -1, 1), Normal = new Vector3f(0, 0, 1) };

            // Back
            result[30] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 0, -1) };
            result[32] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(0, 0, -1) };
            result[31] = new Vertex { Position = new Vector3f(1, 1, -1), Normal = new Vector3f(0, 0, -1) };

            result[33] = new Vertex { Position = new Vector3f(-1, 1, -1), Normal = new Vector3f(0, 0, -1) };
            result[34] = new Vertex { Position = new Vector3f(1, -1, -1), Normal = new Vector3f(0, 0, -1) };
            result[35] = new Vertex { Position = new Vector3f(-1, -1, -1), Normal = new Vector3f(0, 0, -1) };
            

            using (result.Bind())
            {
                result.BufferData(BufferUsage.StaticDraw);
            }

            return result;
        }
开发者ID:GeirGrusom,项目名称:ModGL,代码行数:68,代码来源:Cube.cs

示例4: InitializeGraphics

        public void InitializeGraphics()
        {
            if (vb != null)
                vb.Dispose();

            if (mat == null)
            {
                Glorg2.Resource.MaterialImporter imp = new Glorg2.Resource.MaterialImporter();
                using(var stream = System.IO.File.OpenRead(".\\shaders\\Grid.mxl"))
                {
                    mat = imp.Import<StdMaterial>(stream, "grid", null);
                }
            }
            vb = new VertexBuffer<WireframeVertex>(WireframeVertex.Description);

            vb.Allocate(Columns * 2 + Rows * 2 + 4);
            float tot_w = Size * Columns;
            float tot_h = Size * Rows;
            float fi = -tot_w / 2;
            int i;
            for (i = 0; i <= Columns; i++, fi += Size)
            {
                Vector4 color;
                if(Major == 0 || (i % Major) == 0)
                    color = MajorColor;
                else
                    color = MinorColor;
                vb[i * 2]     = new WireframeVertex() { Position = new Vector3(fi, 0, -tot_h / 2), Color = color };
                vb[i * 2 + 1] = new WireframeVertex() { Position = new Vector3(fi, 0,  tot_h / 2), Color = color };
            }
            int start = i * 2;
            fi = -tot_h / 2;
            for (int j = 0; j <= Rows; j++, fi += Size)
            {
                Vector4 color;
                if (Major == 0 || (j % Major) == 0)
                    color = MajorColor;
                else
                    color = MinorColor;
                vb[start + j * 2]     = new WireframeVertex() { Position = new Vector3(-tot_h / 2, 0, fi), Color = color };
                vb[start + j * 2 + 1] = new WireframeVertex() { Position = new Vector3( tot_h / 2, 0, fi), Color = color };
            }
            vb.BufferData(VboUsage.GL_STATIC_DRAW);
            vb.FreeClientData();
        }
开发者ID:r-bel,项目名称:glorg2,代码行数:45,代码来源:Wireframe.cs

示例5: Build

        protected override void Build()
        {
            vb = new VertexBuffer<Vector3>(Vector3.Descriptor);

            vb.Allocate(8);
            ib = new IndexBuffer<ushort>();
            ib.Allocate(4 * 6);

            vb[0] = new Vector3(-0.5f, -0.5f, -0.5f);
            vb[1] = new Vector3(0.5f, -0.5f, -0.5f);
            vb[2] = new Vector3(0.5f, 0.5f, -0.5f);
            vb[3] = new Vector3(-0.5f, 0.5f, -0.5f);

            vb[4] = new Vector3(-0.5f, -0.5f, 0.5f);
            vb[5] = new Vector3(0.5f, -0.5f, 0.5f);
            vb[6] = new Vector3(0.5f, 0.5f, 0.5f);
            vb[7] = new Vector3(-0.5f, 0.5f, 0.5f);

            ib[0] = 0;
            ib[1] = 1;
            ib[2] = 2;
            ib[3] = 3;

            ib[4] = 4;
            ib[5] = 0;
            ib[6] = 3;
            ib[7] = 7;

            ib[8] = 5;
            ib[9] = 4;
            ib[10] = 7;
            ib[11] = 6;

            ib[12] = 1;
            ib[13] = 5;
            ib[14] = 6;
            ib[15] = 2;

            ib[16] = 6;
            ib[17] = 7;
            ib[18] = 3;
            ib[19] = 2;

            ib[20] = 0;
            ib[21] = 4;
            ib[22] = 5;
            ib[23] = 1;

            vb.BufferData(VboUsage.GL_STATIC_DRAW);
            ib.BufferData(VboUsage.GL_STATIC_DRAW);
            // Client data is no longer needed. Free it!
            vb.FreeClientData();
            ib.FreeClientData();
        }
开发者ID:r-bel,项目名称:glorg2,代码行数:54,代码来源:Box.cs

示例6: Build

        public static Terrain Build(IOpenGL33 gl, int columns, int rows, float width, float depth)
        {
            var noise = new PerlinNoise();
            var noise2 = new PerlinNoise();
            
            var vertexBuffer = new VertexBuffer<PositionNormalTexCoord>((columns + 1) * (rows + 1), gl);
            var indexBuffer = new ElementBuffer<uint>(columns * rows * 6 , gl);

            float fx = - width / 2;
            float fy = -depth / 2;

            float dx = width / columns;
            float dy = depth / rows;

            int i = 0;

            for (int y = 0; y < (rows + 1); y++)
            {
                for (int x = 0; x < (columns + 1); x++, i++)
                {
                    float ix = fx + x * dx;
                    float iy = fy + y * dy;

                    const float detail = 0.25f;
                    const float detailScale = 0.2f;
                    const float macro = 0.008f;
                    const float macroScale = 4f;
                    var fUp = (float)((noise.Noise(x * detail, 0, (y + 1) * detail) - noise2.Noise(x * detail, 0, (y + 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, (y + 1) * macro) * macroScale) ;
                    var fDown = (float)((noise.Noise(x * detail, 0,  (y - 1) * detail) - noise2.Noise(x * detail, 0,  (y - 1) * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0,  (y - 1) * macro) * macroScale) ;
                    var fLeft = (float)((noise.Noise((x - 1) * detail, 0, y * detail) - noise2.Noise((x - 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x - 1) * macro, 0, y * macro) * macroScale);
                    var fRight = (float)((noise.Noise((x + 1) * detail, 0, y * detail) - noise2.Noise((x + 1) * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise((x + 1) * macro, 0, y * macro) * macroScale);
                    var fThis = (float)((noise.Noise(x * detail, 0, y * detail) - noise2.Noise(x * detail, 0, y * detail) * 0.25f) * detailScale + noise.Noise(x * macro, 0, y * macro) * macroScale);

                    var vUp = new Vector3f(ix, fUp, iy - dy);
                    var vDown = new Vector3f(ix, fDown, iy + dy);
                    var vLeft = new Vector3f(ix - 1, fLeft, iy);
                    var vRight = new Vector3f(ix + 1, fRight, iy);
                    var vThis = new Vector3f(ix, fThis, iy);

                    var upperLeft = CalculateNormal(vLeft, vUp, vThis);
                    var upperRight = CalculateNormal(vUp, vRight, vThis);
                    var lowerRight = CalculateNormal(vRight, vDown, vThis);
                    var lowerLeft = CalculateNormal(vDown, vLeft, vThis);

                    var normal = upperLeft + upperRight + lowerLeft + lowerRight;
                    normal = new Vector3f(normal.X * 0.25f, normal.Y * 0.25f, normal.Z * 0.25f);

                    vertexBuffer[i] = new PositionNormalTexCoord { Normal = normal.Normalize(), Position = vThis, TexCoord = new Vector2f(vThis.X, vThis.Z)};
                }
            }
            int offset = 0;
            foreach(var index in Enumerable.Range(0, columns * rows + columns).Where(index => (index % (columns + 1)) != columns))
            {
                indexBuffer[offset] = (uint)index;
                indexBuffer[offset + 1] = (uint)(index + (columns + 1) + 1); 
                indexBuffer[offset + 2] = (uint)index + 1;

                indexBuffer[offset + 3] = (uint)index;                
                indexBuffer[offset + 4] = (uint)(index + (columns + 1));
                indexBuffer[offset + 5] = (uint)(index + (columns + 1) + 1);
                offset += 6;
            }

            using(vertexBuffer.Bind())
                vertexBuffer.BufferData(BufferUsage.StaticDraw);

            using(indexBuffer.Bind())
                indexBuffer.BufferData(BufferUsage.StaticDraw);

            var vertexArray = new VertexArray(gl, new[] {vertexBuffer}, new[] {PositionNormalTexCoord.Descriptor});

            var shader = new TerrainShader(gl);

            return new Terrain(gl, vertexArray, vertexBuffer, indexBuffer, shader);
        }
开发者ID:GeirGrusom,项目名称:ModGL,代码行数:75,代码来源:Terrain.cs


注:本文中的VertexBuffer.BufferData方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。