Survivalcraft API 1.8.2.3 v1.8.2.3
Survivalcraft 2.4
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TexturedBatch3D.cs
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1namespace Engine.Graphics {
3 public void QueueTriangle(Vector3 p1,
4 Vector3 p2,
5 Vector3 p3,
6 Vector2 texCoord1,
7 Vector2 texCoord2,
8 Vector2 texCoord3,
9 Color color) {
10 int count = TriangleVertices.Count;
11 TriangleVertices.Count += 3;
12 TriangleVertices.Array[count] = new VertexPositionColorTexture(p1, color, texCoord1);
13 TriangleVertices.Array[count + 1] = new VertexPositionColorTexture(p2, color, texCoord2);
14 TriangleVertices.Array[count + 2] = new VertexPositionColorTexture(p3, color, texCoord3);
15 int count2 = TriangleIndices.Count;
16 TriangleIndices.Count += 3;
17 TriangleIndices.Array[count2] = count;
18 TriangleIndices.Array[count2 + 1] = count + 1;
19 TriangleIndices.Array[count2 + 2] = count + 2;
20 }
21
22 public void QueueTriangle(Vector3 p1,
23 Vector3 p2,
24 Vector3 p3,
25 Vector2 texCoord1,
26 Vector2 texCoord2,
27 Vector2 texCoord3,
28 Color color1,
29 Color color2,
30 Color color3) {
31 int count = TriangleVertices.Count;
32 TriangleVertices.Count += 3;
33 TriangleVertices.Array[count] = new VertexPositionColorTexture(p1, color1, texCoord1);
34 TriangleVertices.Array[count + 1] = new VertexPositionColorTexture(p2, color2, texCoord2);
35 TriangleVertices.Array[count + 2] = new VertexPositionColorTexture(p3, color3, texCoord3);
36 int count2 = TriangleIndices.Count;
37 TriangleIndices.Count += 3;
38 TriangleIndices.Array[count2] = count;
39 TriangleIndices.Array[count2 + 1] = count + 1;
40 TriangleIndices.Array[count2 + 2] = count + 2;
41 }
42
43 public void QueueQuad(Vector3 p1,
44 Vector3 p2,
45 Vector3 p3,
46 Vector3 p4,
47 Vector2 texCoord1,
48 Vector2 texCoord2,
49 Vector2 texCoord3,
50 Vector2 texCoord4,
51 Color color) {
52 int count = TriangleVertices.Count;
53 TriangleVertices.Count += 4;
54 TriangleVertices.Array[count] = new VertexPositionColorTexture(p1, color, texCoord1);
55 TriangleVertices.Array[count + 1] = new VertexPositionColorTexture(p2, color, texCoord2);
56 TriangleVertices.Array[count + 2] = new VertexPositionColorTexture(p3, color, texCoord3);
57 TriangleVertices.Array[count + 3] = new VertexPositionColorTexture(p4, color, texCoord4);
58 int count2 = TriangleIndices.Count;
59 TriangleIndices.Count += 6;
60 TriangleIndices.Array[count2] = count;
61 TriangleIndices.Array[count2 + 1] = count + 1;
62 TriangleIndices.Array[count2 + 2] = count + 2;
63 TriangleIndices.Array[count2 + 3] = count + 2;
64 TriangleIndices.Array[count2 + 4] = count + 3;
65 TriangleIndices.Array[count2 + 5] = count;
66 }
67
68 public void QueueQuad(Vector3 p1,
69 Vector3 p2,
70 Vector3 p3,
71 Vector3 p4,
72 Vector2 texCoord1,
73 Vector2 texCoord2,
74 Vector2 texCoord3,
75 Vector2 texCoord4,
76 Color color1,
77 Color color2,
78 Color color3,
79 Color color4) {
80 int count = TriangleVertices.Count;
81 TriangleVertices.Count += 4;
82 TriangleVertices.Array[count] = new VertexPositionColorTexture(p1, color1, texCoord1);
83 TriangleVertices.Array[count + 1] = new VertexPositionColorTexture(p2, color2, texCoord2);
84 TriangleVertices.Array[count + 2] = new VertexPositionColorTexture(p3, color3, texCoord3);
85 TriangleVertices.Array[count + 3] = new VertexPositionColorTexture(p4, color4, texCoord4);
86 int count2 = TriangleIndices.Count;
87 TriangleIndices.Count += 6;
88 TriangleIndices.Array[count2] = count;
89 TriangleIndices.Array[count2 + 1] = count + 1;
90 TriangleIndices.Array[count2 + 2] = count + 2;
91 TriangleIndices.Array[count2 + 3] = count + 2;
92 TriangleIndices.Array[count2 + 4] = count + 3;
93 TriangleIndices.Array[count2 + 5] = count;
94 }
95 }
96}
readonly DynamicArray< int > TriangleIndices
readonly DynamicArray< VertexPositionColorTexture > TriangleVertices
void QueueQuad(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Vector2 texCoord4, Color color1, Color color2, Color color3, Color color4)
void QueueTriangle(Vector3 p1, Vector3 p2, Vector3 p3, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Color color)
void QueueTriangle(Vector3 p1, Vector3 p2, Vector3 p3, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Color color1, Color color2, Color color3)
void QueueQuad(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Vector2 texCoord1, Vector2 texCoord2, Vector2 texCoord3, Vector2 texCoord4, Color color)