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C# RenderContext11.SetVertexBuffer方法代碼示例

本文整理匯總了C#中TerraViewer.RenderContext11.SetVertexBuffer方法的典型用法代碼示例。如果您正苦於以下問題:C# RenderContext11.SetVertexBuffer方法的具體用法?C# RenderContext11.SetVertexBuffer怎麽用?C# RenderContext11.SetVertexBuffer使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在TerraViewer.RenderContext11的用法示例。


在下文中一共展示了RenderContext11.SetVertexBuffer方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: Draw

        public static void Draw(RenderContext11 renderContext, PositionColoredTextured[] points, int count, Texture11 texture, SharpDX.Direct3D.PrimitiveTopology primitiveType, float opacity = 1.0f)
        {
            if (VertexBuffer == null)
            {
                VertexBuffer = new Buffer(renderContext.Device, System.Runtime.InteropServices.Marshal.SizeOf(points[0]) * 2500, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, System.Runtime.InteropServices.Marshal.SizeOf(points[0]));
                VertexBufferBinding = new VertexBufferBinding(VertexBuffer, System.Runtime.InteropServices.Marshal.SizeOf((points[0])), 0);

            }
            renderContext.devContext.InputAssembler.PrimitiveTopology = primitiveType;
            renderContext.BlendMode = BlendMode.Alpha;
            renderContext.setRasterizerState(TriangleCullMode.Off);
            SharpDX.Matrix mat = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mat.Transpose();

            WarpOutputShader.MatWVP = mat;
            WarpOutputShader.Use(renderContext.devContext, texture != null, opacity);

            renderContext.SetVertexBuffer(VertexBufferBinding);

            DataBox box = renderContext.devContext.MapSubresource(VertexBuffer, 0, MapMode.WriteDiscard, MapFlags.None);
            Utilities.Write(box.DataPointer, points, 0, count);

            renderContext.devContext.UnmapSubresource(VertexBuffer, 0);
            if (texture != null)
            {
                renderContext.devContext.PixelShader.SetShaderResource(0, texture.ResourceView);
            }
            else
            {
                renderContext.devContext.PixelShader.SetShaderResource(0, null);
            }
            renderContext.devContext.Draw(count, 0);
        }
開發者ID:china-vo,項目名稱:wwt-windows-client,代碼行數:33,代碼來源:Sprite2d.cs

示例2: DrawEllipse

        // Draw an ellipse with the specified semi-major axis and eccentricity. The orbit is drawn over a single period,
        // fading from full brightness at the given eccentric anomaly.
        //
        // In order to match exactly the position at which a planet is drawn, the planet's position at the current time
        // must be passed as a parameter. positionNow is in the current coordinate system of the render context, not the
        // translated and rotated system of the orbital plane.
        public static void DrawEllipse(RenderContext11 renderContext, double semiMajorAxis, double eccentricity, double eccentricAnomaly, Color color, Matrix3d worldMatrix, Vector3d positionNow)
        {
            if (ellipseShader == null)
            {
                ellipseShader = new EllipseShader11();
            }

            if (ellipseVertexBuffer == null)
            {
                ellipseVertexBuffer = CreateEllipseVertexBuffer( 500);
            }

            Matrix3d savedWorld = renderContext.World;
            renderContext.World = worldMatrix;

            renderContext.devContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineStrip;

            renderContext.SetVertexBuffer(ellipseVertexBuffer);

            ellipseShader.UseShader(renderContext, semiMajorAxis, eccentricity, eccentricAnomaly, new SharpDX.Color(color.R, color.G, color.B, color.A), savedWorld, positionNow);

            renderContext.devContext.Draw(ellipseVertexBuffer.Count, 0);

            renderContext.World = savedWorld;
        }
開發者ID:china-vo,項目名稱:wwt-windows-client,代碼行數:31,代碼來源:Orbit.cs

示例3: Draw3D

        public override bool Draw3D(RenderContext11 renderContext, float opacity, Tile parent)
        {
            InViewFrustum = true;
            RenderedGeneration = CurrentRenderGeneration;
            if (!ReadyToRender)
            {
                TileCache.AddTileToQueue(this);
                return false;
            }

            InViewFrustum = true;

            if (starVertexBuffer == null)
            {
                starProfile = Texture11.FromBitmap( Resources.StarProfile);

                var count = stars.Count;
                var index = 0;
                starCount = count;

                starVertexBuffer = new PositionColorSizeVertexBuffer11(count, RenderContext11.PrepDevice);

                var points = (PositionColorSize[])starVertexBuffer.Lock(0, 0); // Lock the buffer (which will return our structs)
                foreach (var star in stars)
                {
                    var pos = Coordinates.RADecTo3d(star.RA + 12, star.Dec, 1f);
                    points[index].Position = pos.Vector3;
                    points[index].Color = star.Col;
                    var radDec = (.5) / Math.Pow(1.6, star.Magnitude);
                    points[index].size = (float)radDec;
                    index++;
                }
                starVertexBuffer.Unlock();
            }

            renderContext.SetVertexBuffer(starVertexBuffer);
            renderContext.BlendMode = BlendMode.Additive;
            renderContext.DepthStencilMode = DepthStencilMode.Off;
            renderContext.setRasterizerState(TriangleCullMode.Off);
            var mvp = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mvp.Transpose();
            PointSpriteShader11.WVPMatrix = mvp;
            PointSpriteShader11.Color = Color.White;

            var adjustedScale = (float)(1 / (Earth3d.MainWindow.ZoomFactor / 360));

            PointSpriteShader11.ViewportScale = new Vector2((2.0f / renderContext.ViewPort.Width) * adjustedScale, (2.0f / renderContext.ViewPort.Height) * adjustedScale);
            PointSpriteShader11.PointScaleFactors = new Vector3(0.0f, 0.0f, 10000.0f);
            PointSpriteShader11.Use(renderContext.Device.ImmediateContext);

            renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, starProfile.ResourceView);

            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
            renderContext.devContext.Draw(starCount, 0);

            renderContext.Device.ImmediateContext.GeometryShader.Set(null);

            // Reset blend mode so we don't mess up subsequent sky layer rendering
            renderContext.BlendMode = BlendMode.Alpha;

            return true;
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:62,代碼來源:PlotTile.cs

示例4: beginDrawing

        public void beginDrawing(RenderContext11 renderContext)
        {
            if (vertexBuffer != null)
            {
                renderContext.SetVertexBuffer(vertexBuffer);
            }
            else if (tangentVertexBuffer != null)
            {
                renderContext.SetVertexBuffer(tangentVertexBuffer);
            }

            if (indexBuffer != null)
            {
                renderContext.SetIndexBuffer(indexBuffer);
            }

            SharpDX.Direct3D11.DeviceContext devContext = renderContext.Device.ImmediateContext;
            devContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;
        }
開發者ID:ngonzalezromero,項目名稱:wwt-windows-client,代碼行數:19,代碼來源:Object3d.cs

示例5: Draw3D

        public override bool Draw3D(RenderContext11 renderContext, float transparancy, Tile parent)
        {
            InViewFrustum = true;

            transparancy = transparancy / 100;
            if (transparancy > 1f)
            {
                transparancy = 1.0f;
            }

            if (transparancy < 0f)
            {
                transparancy = 0;
            }

            if (!ReadyToRender)
            {
                TileCache.AddTileToQueue(this);
                if (texture == null)
                {
                    return false;
                }
            }

            if (!CreateGeometry(renderContext, true))
            {
                return false;
            }

            renderContext.MainTexture = texture;

            renderContext.SetVertexBuffer(vertexBuffer);
            renderContext.SetIndexBuffer(indexBuffer);
            renderContext.PreDraw();
            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            renderContext.devContext.DrawIndexed(6, 0, 0);

            return true;
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:39,代碼來源:SkyImage.cs

示例6: DrawSphere


//.........這裏部分代碼省略.........
            {
                var referenceFrameName = Enum.GetName(typeof(SolarSystemObjects), (SolarSystemObjects)planetID);
                foreach (var layer in LayerManager.AllMaps[referenceFrameName].Layers)
                {
                    if (layer.Enabled && layer is ImageSetLayer)
                    {
                        if (((ImageSetLayer)layer).OverrideDefaultLayer)
                        {
                            defaultLayer = ((ImageSetLayer)layer).ImageSet;
                            defaultLayerColor = layer.Color;
                            useMultires = true;
                            break;
                        }
                    }
                }
            }

            if (useMultires)
            {
                renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;

                if (sphereIndex < 4)
                {
                    IImageSet planet = null;

                    if (defaultLayer != null)
                    {
                        planet = defaultLayer;
                    }
                    else
                    {
                        var planetName = GetNameFrom3dId(planetID);
                        var imageSetName = planetName == "Mars" ? "Visible Imagery" : planetName;
                        planet = Earth3d.MainWindow.GetImagesetByName(imageSetName);
                    }

                    if (planet != null)
                    {
                        var normColor = new Vector4(defaultLayerColor.R, defaultLayerColor.G, defaultLayerColor.B, defaultLayerColor.A) * (1.0f / 255.0f);
                        if (RenderContext11.sRGB)
                        {
                            normColor.X = (float) Math.Pow(normColor.X, 2.2);
                            normColor.Y = (float)Math.Pow(normColor.Y, 2.2);
                            normColor.Z = (float)Math.Pow(normColor.Z, 2.2);
                        }
                        renderContext.Shader.DiffuseColor = normColor;
                        renderContext.setRasterizerState(TriangleCullMode.CullClockwise);
                        Earth3d.MainWindow.DrawTiledSphere(planet, 100, Color.White);

                        if (planetID == (int)SolarSystemObjects.Earth && Settings.Active.ShowClouds)
                        {
                            if (CloudTexture != null)
                            {
                                var cloudShaderKey = new PlanetShaderKey(PlanetSurfaceStyle.Diffuse, Settings.Active.ShowEarthSky, 0);
                                cloudShaderKey.eclipseShadowCount = shaderKey.eclipseShadowCount;
                                cloudShaderKey.HasAtmosphere = shaderKey.HasAtmosphere;

                                if (!Settings.Active.SolarSystemLighting)
                                {
                                    cloudShaderKey.style = PlanetSurfaceStyle.Emissive;
                                }

                                SetupPlanetSurfaceEffect(renderContext, cloudShaderKey, 1.0f);
                                SetAtmosphereConstants(renderContext, planetID, 1.0f, CalcSkyGeometryHeight(planetID));

                                renderContext.MainTexture = CloudTexture;

                                var savedWorld = renderContext.World;
                                var cloudScale = 1.0 + (EarthCloudHeightMeters) / 6378100.0;
                                renderContext.World = Matrix3d.Scaling(cloudScale, cloudScale, cloudScale) * renderContext.World;

                                renderContext.setRasterizerState(TriangleCullMode.CullCounterClockwise);
                                renderContext.DepthStencilMode = DepthStencilMode.Off;
                                renderContext.BlendMode = BlendMode.Alpha;

                                DrawFixedResolutionSphere(renderContext, sphereIndex);

                                renderContext.World = savedWorld;

                                renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
                                renderContext.BlendMode = BlendMode.None;
                            }
                        }

                        return;
                    }
                }
            }

            renderContext.MainTexture = texture;

            renderContext.Device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            renderContext.Device.ImmediateContext.InputAssembler.InputLayout = renderContext.Shader.inputLayout(PlanetShader11.StandardVertexLayout.PositionNormalTex2);

            renderContext.PreDraw();

            renderContext.SetVertexBuffer(sphereVertexBuffers[sphereIndex]);
            renderContext.SetIndexBuffer(sphereIndexBuffers[sphereIndex]);
            renderContext.devContext.DrawIndexed(sphereIndexBuffers[sphereIndex].Count, 0, 0);
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:101,代碼來源:Planets.cs

示例7: Draw

        public void Draw(RenderContext11 renderContext, float opacity, Color color)
        {
            if (glyphCache == null || glyphCache.Version > glyphVersion)
            {
                PrepareBatch();
            }

            Color col = Color.FromArgb((int)(color.A * opacity), (int)(color.R * opacity), (int)(color.G * opacity), (int)(color.B * opacity));

            SimpleGeometryShader11.Color = col;

            SharpDX.Matrix mat = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mat.Transpose();

            SimpleGeometryShader11.WVPMatrix = mat;

            renderContext.setRasterizerState(TriangleCullMode.CullCounterClockwise);

            BlendMode bm = renderContext.BlendMode;
            DepthStencilMode dm = renderContext.DepthStencilMode;
            //renderContext.DepthStencilMode = DepthStencilMode.ZReadOnly;
            renderContext.BlendMode = BlendMode.Alpha;

            SimpleGeometryShader11.Use(renderContext.devContext);

            renderContext.MainTexture = glyphCache.Texture;
            // Debug to get Glyhph textures and caches
            //        SharpDX.Direct3D11.Texture2D.ToFile(renderContext.devContext, glyphCache.Texture.Texture, SharpDX.Direct3D11.ImageFileFormat.Png, "c:\\temp\\texture2.png");

            renderContext.devContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList;

            renderContext.SetVertexBuffer(vertexBuffer);

            renderContext.devContext.Draw(vertexBuffer.Count, 0);

            renderContext.DepthStencilMode = dm;

            renderContext.BlendMode = bm;

            //dump cache

              //          glyphCache.SaveToXML("c:\\temp\\glyphCache.xml");
        }
開發者ID:china-vo,項目名稱:wwt-windows-client,代碼行數:43,代碼來源:SkyText.cs

示例8: Draw3D

        public override bool Draw3D(RenderContext11 renderContext, float transparancy, Tile parent)
        {
            RenderedGeneration = CurrentRenderGeneration;
            TilesTouched++;

            InViewFrustum = true;

            if (!ReadyToRender)
            {
                TileCache.AddTileToQueue(this);

                return false;
            }

            TilesInView++;

            if (!CreateGeometry(renderContext, true))
            {
                return false;
            }

            renderContext.SetVertexBuffer(vertexBuffer);

            renderContext.MainTexture = texture;

            renderContext.SetIndexBuffer( indexBuffer[0]);

            int partCount = this.TriangleCount;
            TrianglesRendered += partCount;

            renderContext.devContext.DrawIndexed(indexBuffer[0].Count, 0, 0);

            return true;
        }
開發者ID:ngonzalezromero,項目名稱:wwt-windows-client,代碼行數:34,代碼來源:SphericalTile.cs

示例9: Draw3D


//.........這裏部分代碼省略.........
                            {
                                renderPart[childIndex].TargetState = renderPart[childIndex].State = false;
                            }

                            if (renderPart[childIndex].TargetState == true || !blendMode)
                            {
                                renderPart[childIndex].State = renderPart[childIndex].TargetState;
                            }
                        }
                        else
                        {
                            renderPart[childIndex].State = true;
                        }
                        if (renderPart[childIndex].State == true)
                        {
                            anythingToRender = true;
                        }
                        childIndex++;
                    }
                }

                if (childRendered || anythingToRender)
                {
                    RenderedAtOrBelowGeneration = CurrentRenderGeneration;
                    if (parent != null)
                    {
                        parent.RenderedAtOrBelowGeneration = RenderedAtOrBelowGeneration;
                    }
                }

                if (!anythingToRender)
                {
                    return true;
                }

                if (!CreateGeometry(renderContext, true))
                {
                    return false;
                }

                TilesInView++;

                if ( wireFrame)
                {
                    renderContext.MainTexture = null;
                }
                else
                {
                    renderContext.MainTexture = texture;
                }

                renderContext.SetVertexBuffer(vertexBuffer);

                accomidation = ComputeAccomidation();

                for (int i = 0; i < 4; i++)
                {
                    if (blendMode) //|| ShowElevation == false)
                    {
                        if ((renderPart[i].State && opacity == 1.0) || renderPart[i].TargetState)
                        {
                            renderContext.LocalCenter = localCenter;
                            renderContext.PreDraw();
                            if (dataset.DataSetType == ImageSetType.Sky)
                            {
                                HDRPixelShader.constants.opacity = renderPart[i].Opacity * opacity;
                                HDRPixelShader.Use(renderContext.devContext);
                            }

                            RenderPart(renderContext, i, renderPart[i].Opacity * opacity, false);
                        }

                    }
                    else
                    {
                        if (renderPart[i].TargetState)
                        {
                            renderContext.LocalCenter = localCenter;
                            renderContext.PreDraw();
                            if (dataset.DataSetType == ImageSetType.Sky)
                            {
                                HDRPixelShader.constants.opacity = opacity;
                                HDRPixelShader.Use(renderContext.devContext);
                            }
                            RenderPart(renderContext, i, opacity, false);
                        }
                    }
                }
            }
            finally
            {

                if (usingLocalCenter)
                {
                    renderContext.World = savedWorld;
                    renderContext.View = savedView;
                }
            }
            return true;
        }
開發者ID:china-vo,項目名稱:wwt-windows-client,代碼行數:101,代碼來源:Tile.cs

示例10: Draw

        public void Draw(RenderContext11 renderContext, int count, Texture11 texture, float opacity, IndexBuffer11 indexBufferIn)
        {
            setupShader(renderContext, texture, opacity);

            count = Math.Min(this.count, count);

            switch (renderStrategy)
            {
                case RenderStrategy.GeometryShader:
                    renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
                    renderContext.SetVertexBuffer(0, vertexBuffer);
                    renderContext.SetIndexBuffer(indexBufferIn);
                    renderContext.devContext.DrawIndexed(count, 0, 0);
                    renderContext.Device.ImmediateContext.GeometryShader.Set(null);
                    break;

            }
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:18,代碼來源:PointSpriteSet.cs

示例11: DrawEllipse

        // This version of DrawEllipse works without a 'head' point
        public static void DrawEllipse(RenderContext11 renderContext, double semiMajorAxis, double eccentricity, double eccentricAnomaly, Color color, Matrix3d worldMatrix)
        {
            if (ellipseShader == null)
            {
                ellipseShader = new EllipseShader11();
            }

            if (ellipseWithoutStartPointVertexBuffer == null)
            {
                ellipseWithoutStartPointVertexBuffer = CreateEllipseVertexBufferWithoutStartPoint(360);
            }

            var savedWorld = renderContext.World;
            renderContext.World = worldMatrix;

            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip;

            renderContext.SetVertexBuffer(ellipseWithoutStartPointVertexBuffer);

            ellipseShader.UseShader(renderContext, semiMajorAxis, eccentricity, eccentricAnomaly, new SharpDX.Color(color.R, color.G, color.B, color.A), savedWorld, new Vector3d(0.0, 0.0, 0.0));

            renderContext.devContext.Draw(ellipseWithoutStartPointVertexBuffer.Count, 0);

            renderContext.World = savedWorld;
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:26,代碼來源:Orbit.cs

示例12: render

        public void render(RenderContext11 renderContext, Color color, Matrix3d worldMatrix, double jd, Vector3d positionNow, double duration)
        {
            duration = pathDuration;
            if (vertexBuffer != null)
            {
                var dt = coverageDuration / ((int) pointCount - 1);
                var t0 = points[0].jd;
                var firstPoint = (int)Math.Floor((t0 - jd) / dt);
                firstPoint = Math.Max(0, firstPoint);
                var lastPoint = (int)Math.Floor((t0 - (jd - duration)) / dt);
                lastPoint = Math.Min(points.Length - 1, lastPoint);
                var drawCount = lastPoint - firstPoint;

                var timeOffset = (t0 - jd) / coverageDuration;

                var savedWorld = renderContext.World;
                renderContext.World = worldMatrix;

                renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineStrip;

                OrbitTraceShader.UseShader(renderContext, new SharpDX.Color(color.R, color.G, color.B, color.A), savedWorld, positionNow, timeOffset, 1.5);
                renderContext.SetVertexBuffer(vertexBuffer);
                renderContext.Device.ImmediateContext.Draw(drawCount, firstPoint);

                renderContext.World = savedWorld;
            }
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:27,代碼來源:Planets.cs

示例13: DrawFixedResolutionSphere

        public static void DrawFixedResolutionSphere(RenderContext11 renderContext, int sphereIndex)
        {
            if (sphereVertexBuffers != null && sphereVertexBuffers[sphereIndex] != null)
            {
                renderContext.Device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
                renderContext.Device.ImmediateContext.InputAssembler.InputLayout = renderContext.Shader.inputLayout(PlanetShader11.StandardVertexLayout.PositionNormalTex2);

                renderContext.PreDraw();
                renderContext.SetVertexBuffer(sphereVertexBuffers[sphereIndex]);
                renderContext.SetIndexBuffer(sphereIndexBuffers[sphereIndex]);
                renderContext.devContext.DrawIndexed(sphereIndexBuffers[sphereIndex].Count, 0, 0);
            }
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:13,代碼來源:Planets.cs

示例14: Draw


//.........這裏部分代碼省略.........
                        // 2D Point coordinates. 3d also supported which would add a Z. There's also an optional measure (M) that can be used.
                        var Xcoord = p.X;
                        var Ycoord = p.Y;
                        if (shapefile.Projection == ShapeFile.Projections.Geo)
                        {
                            lastItem = Coordinates.GeoTo3d(Ycoord, Xcoord);
                        }
                        else if (shapefile.Projection == ShapeFile.Projections.PolarStereo)
                        {
                            lastItem = Coordinates.SterographicTo3d(Xcoord, Ycoord, 1, standardParallel, centralMeridian, offsetX, offsetY, mapScale, north).Vector3;
                        }

                        vertList.Add(lastItem);

                        currentIndex++;
                        lines = false;
                    }

                }

                shapeVertexCount = vertList.Count;
                shapeFileVertex = new PositionVertexBuffer11(vertList.Count, RenderContext11.PrepDevice);

                var verts = (Vector3[])shapeFileVertex.Lock(0, 0); // Lock the buffer (which will return our structs)
                var indexer = 0;
                foreach (var vert in vertList)
                {
                    verts[indexer++] = vert;
                }
                shapeFileVertex.Unlock();

                shapeIndexCount = indexList.Count;

                if (lines)
                {
                    if (indexList.Count > 65500)
                    {
                        isLongIndex = true;
                        shapeFileIndex = new IndexBuffer11(typeof(UInt32), indexList.Count, RenderContext11.PrepDevice);
                    }
                    else
                    {
                        isLongIndex = false;
                        shapeFileIndex = new IndexBuffer11(typeof(short), indexList.Count, RenderContext11.PrepDevice);
                    }

                    if (isLongIndex)
                    {
                        indexer = 0;
                        var indexes = (UInt32[])shapeFileIndex.Lock();
                        foreach (var indexVal in indexList)
                        {
                            indexes[indexer++] = indexVal;
                        }
                        shapeFileIndex.Unlock();
                    }
                    else
                    {
                        indexer = 0;
                        var indexes = (short[])shapeFileIndex.Lock();
                        foreach (var indexVal in indexList)
                        {
                            indexes[indexer++] = (short)indexVal;
                        }
                        shapeFileIndex.Unlock();
                    }
                }
            }

            renderContext.DepthStencilMode = DepthStencilMode.Off;
            renderContext.BlendMode = BlendMode.Alpha;
            SimpleLineShader11.Color = Color.FromArgb((int)(opacity * 255), Color);

            var mat = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mat.Transpose();

            SimpleLineShader11.WVPMatrix = mat;
            SimpleLineShader11.CameraPosition = Vector3d.TransformCoordinate(renderContext.CameraPosition, Matrix3d.Invert(renderContext.World)).Vector3;
            SimpleLineShader11.ShowFarSide = false;
            SimpleLineShader11.Sky = false;

            renderContext.SetVertexBuffer(shapeFileVertex);
            SimpleLineShader11.Use(renderContext.devContext);

            if (lines)
            {
                renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.LineList;
                renderContext.SetIndexBuffer(shapeFileIndex);
                renderContext.devContext.DrawIndexed(shapeFileIndex.Count, 0, 0);
            }
            else
            {
                renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
                renderContext.devContext.Draw(shapeVertexCount, 0);
            }

            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;

            return true;
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:101,代碼來源:ShapeFileRenderer.cs

示例15: DrawLabels

        public void DrawLabels(RenderContext11 renderContext)
        {
            if (positions.Count < 1)
            {
                return;
            }
            InitLabelBuffer();

            renderContext.SetVertexBuffer(labelBuffer);
            renderContext.BlendMode = BlendMode.Alpha;
            renderContext.DepthStencilMode = DepthStencilMode.Off;
            renderContext.setRasterizerState(TriangleCullMode.Off);
            var mvp = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;
            mvp.Transpose();
            PointSpriteShader11.WVPMatrix = mvp;
            PointSpriteShader11.Color = SharpDX.Color.White;

            var adjustedScale = .01f; // (float)(1 / (Earth3d.MainWindow.ZoomFactor / 360));

            PointSpriteShader11.ViewportScale = new Vector2((2.0f / renderContext.ViewPort.Width) * adjustedScale, (2.0f / renderContext.ViewPort.Height) * adjustedScale);
            PointSpriteShader11.PointScaleFactors = new Vector3(0.0f, 0.0f, 10000.0f);
            PointSpriteShader11.Use(renderContext.Device.ImmediateContext);

            renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, texture.ResourceView);

            renderContext.devContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList;
            renderContext.devContext.Draw(labelBuffer.Count, 0);

            renderContext.Device.ImmediateContext.GeometryShader.Set(null);
        }
開發者ID:bluephoton,項目名稱:wwt-windows-client,代碼行數:30,代碼來源:Label.cs


注:本文中的TerraViewer.RenderContext11.SetVertexBuffer方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。