Reign.Video.Abstraction.IndexBufferAPI.New C# (CSharp) Method

New() public static method

public static New ( IDisposableResource parent, BufferUsages usage, int indices ) : IIndexBuffer
parent IDisposableResource
usage BufferUsages
indices int
return IIndexBuffer
        public static IIndexBuffer New(IDisposableResource parent, BufferUsages usage, int[] indices)
        {
            return New(VideoAPI.DefaultAPI, parent, usage, indices);
        }

Same methods

IndexBufferAPI::New ( VideoTypes videoType, IDisposableResource parent, BufferUsages usage, int indices ) : IIndexBuffer

Usage Example

Example #1
0
        public Mesh(BinaryReader reader, Model model, int classicInstanceCount)
            : base(model)
        {
            try
            {
                Name = reader.ReadString();

                // material
                int materialIndex = reader.ReadInt32();
                if (materialIndex != -1)
                {
                    Material = model.Materials[materialIndex];
                }

                // elements
                int elementCount = reader.ReadInt32();
                var elements     = new List <BufferLayoutElement>();
                for (int i = 0; i != elementCount; ++i)
                {
                    elements.Add(new BufferLayoutElement((BufferLayoutElementTypes)reader.ReadInt32(), (BufferLayoutElementUsages)reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32()));
                }
                LayoutDesc = BufferLayoutDescAPI.New(elements);

                // vertices
                int vertexFloatCount = reader.ReadInt32();
                var vertices         = new float[vertexFloatCount];
                for (int i = 0; i != vertexFloatCount; ++i)
                {
                    vertices[i] = reader.ReadSingle();
                }
                VertexBuffer = VertexBufferAPI.New(this, LayoutDesc, BufferUsages.Default, VertexBufferTopologys.Triangle, vertices);

                // indices
                int indexCount = reader.ReadInt32();
                var indices    = new int[indexCount];
                for (int i = 0; i != indexCount; ++i)
                {
                    indices[i] = reader.ReadInt32();
                }
                IndexBuffer = IndexBufferAPI.New(this, BufferUsages.Default, indices);

                // create instancing buffers
                ClassicInstanceCount = classicInstanceCount;
                if (classicInstanceCount > 0)
                {
                    var intancingElements = new List <BufferLayoutElement>();
                    foreach (var element in elements)
                    {
                        intancingElements.Add(element);
                    }
                    intancingElements.Add(new BufferLayoutElement(BufferLayoutElementTypes.Float, BufferLayoutElementUsages.IndexClassic, 0, 0, LayoutDesc.FloatCount));
                    InstancingLayoutDesc = BufferLayoutDescAPI.New(intancingElements);

                    int instanceVertexFloatCount = (vertexFloatCount * classicInstanceCount) + (VertexBuffer.VertexCount * classicInstanceCount);
                    var instancingVertices       = new float[instanceVertexFloatCount];
                    int vi = 0;
                    for (int i = 0; i != classicInstanceCount; ++i)
                    {
                        int vOffset = 0;
                        for (int i2 = 0; i2 != VertexBuffer.VertexCount; ++i2)
                        {
                            for (int i3 = 0; i3 != VertexBuffer.VertexFloatArraySize; ++i3)
                            {
                                instancingVertices[vi] = vertices[vOffset];
                                ++vi;
                                ++vOffset;
                            }

                            instancingVertices[vi] = i;
                            ++vi;
                        }
                    }
                    InstancingVertexBuffer = VertexBufferAPI.New(this, InstancingLayoutDesc, BufferUsages.Default, VertexBuffer.Topology, instancingVertices);

                    int instanceIndexCount = (indexCount * classicInstanceCount);
                    var instancingIndices = new int[instanceIndexCount];
                    int ii = 0, iOffset = 0;
                    for (int i = 0; i != classicInstanceCount; ++i)
                    {
                        for (int i2 = 0; i2 != indexCount; ++i2)
                        {
                            instancingIndices[ii] = indices[i2] + iOffset;
                            ++ii;
                        }

                        iOffset += VertexBuffer.VertexCount;
                    }
                    InstancingIndexBuffer = IndexBufferAPI.New(this, BufferUsages.Default, instancingIndices);
                }
            }
            catch (Exception e)
            {
                Dispose();
                throw e;
            }
        }
IndexBufferAPI