void TerrainTessellator::init(const GraphicsDevice& device, unsigned size, unsigned numPatches, unsigned stripeSize) { this->size = size; this->stripeSize = stripeSize; this->numPatches = numPatches; numVertices = (size + 3) * (size + 3); unsigned lod = (unsigned)MathHelper::log2(size) + 1; patchIndexBuffers = IndexBufferCollection(lod); skirtIndexBuffers = IndexBufferCollection(lod); for (unsigned i = 0; i < lod; ++i) { patchIndexBuffers[i] = createPatchIndexBuffer(device, i); skirtIndexBuffers[i] = createSkirtIndexBuffer(device, i); } VertexCollection vertices(numVertices); for (int row = -1; row <= (int)size + 1; ++row) for (int col = -1; col <= (int)size + 1; ++col) { int r = MathHelper::clamp(row, 0, (int)size); int c = MathHelper::clamp(col, 0, (int)size); float y = (r == row && c == col) ? 0.0f : -1.0f; vertices[getIndex(row, col)].position = Vector3((float)c, y, (float)r); } vertexBuffer = device.createVertexBuffer(sizeof(TerrainVertex) * numVertices, TerrainVertex::fvf, D3DUSAGE_WRITEONLY); vertexBuffer.setData(vertices); instanceVertexDeclaration = device.createVertexDeclaration(TerrainGeometry::vertexElements); }
void TerrainTessellator::onResetDevice(const GraphicsDevice& device) { instanceVertexBuffer = device.createVertexBuffer(sizeof(TerrainInstance) * numPatches, 0, D3DUSAGE_DYNAMIC, D3DPOOL_DEFAULT); }
void FBXModel::onResetDevice(const GraphicsDevice& device) { instanceVertexBuffer = device.createVertexBuffer(sizeof(InstanceType) * maxInstances, 0, D3DUSAGE_DYNAMIC, D3DPOOL_DEFAULT); effect.onResetDevice(); }