Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- switch (objectToDraw.ToString())
- {
- #region Dreieck
- case "Dreieck":
- Dreieck dreieck = (Dreieck)objectToDraw;
- stream.WriteRange(new[]
- {
- new Vector4((Convert.ToSingle(dreieck.X) / 10 ),(Convert.ToSingle(dreieck.Y) / 10), 0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
- new Vector4(((Convert.ToSingle(dreieck.X) + Convert.ToSingle(dreieck.Width) / 10 )),- (Convert.ToSingle(dreieck.Y)/ 10 ), 0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
- new Vector4(-(Convert.ToSingle(dreieck.X)/ 10 ), -((Convert.ToSingle(dreieck.Y) + Convert.ToSingle(dreieck.Height) / 10 )), 0f, 1.0f), new Vector4(0.0f, 0.0f, 0f, 1.0f)
- });
- break;
- #endregion
- vertices = new Buffer(device, stream, new BufferDescription()
- {
- BindFlags = BindFlags.VertexBuffer,
- CpuAccessFlags = CpuAccessFlags.None,
- OptionFlags = ResourceOptionFlags.None,
- SizeInBytes = 32 * 3,
- Usage = ResourceUsage.Default,
- StructureByteStride = 0
- });
- stream.Dispose();
- // Prepare All the stages
- context.InputAssembler.InputLayout = (layout);
- context.InputAssembler.PrimitiveTopology = (PrimitiveTopology.TriangleList);
- context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));
- context.VertexShader.Set(vertexShader);
- context.PixelShader.Set(pixelShader);
- }
- Renderer.Device.ImmediateContext.Draw(3, 0);
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement