c# - SharpDX draw multiple primitives at the same time -


i trying create high level api sharpdx. has able draw, stuck on how make work multiple draw calls @ same time.

this how call class

directxfinald d33d = new directxfinald(); 

here create new object of type viereck(rectangle)

viereck viereck = new viereck(0, 0, 0.2, 0.1, mybrush, mybrush, 1, false); 

here pass object class

d33d.drawdirectx(viereck); 

and works, problem is, want able can pass more objects @ given time, , let them drawn. tried update vertexbuffer , += vertices, problem different shapes need different topologies. here class:

namespace drawhost {  public class directxfinald : drawhost.directxbased<d3d11>, idrawable {   ;     public directxfinald(idrawable objecttodraw = null, datastream stream = null)     {         this.objecttodraw = objecttodraw;         if (stream == null)         stream = new datastream(32 * 612500, true, true);          else         this.stream = stream;     }      protected override void attach()     {         #region shader         if (renderer == null)             return;         device = renderer.device;         context = device.immediatecontext;          // compile vertex , pixel shaders         vertexshaderbytecode = shaderbytecode.compilefromfile("minitri.fx", "vs", "vs_4_0", shaderflags.none, effectflags.none);         vertexshader = new vertexshader(device, vertexshaderbytecode);         pixelshaderbytecode = shaderbytecode.compilefromfile("minitri.fx", "ps", "ps_4_0", shaderflags.none, effectflags.none);         pixelshader = new pixelshader(device, pixelshaderbytecode);          // layout vertexshader input signature         layout = new inputlayout(device, shadersignature.getinputsignature(vertexshaderbytecode), new[] {             new inputelement("position",0,format.r32g32b32a32_float,0,0),             new inputelement("color",0,format.r32g32b32a32_float,16,0)         });         #endregion         if (objecttodraw == null) { }         else         {             float r = 0;             float g = 0;             float b = 0;             switch (objecttodraw.tostring())             {                    #region dreieck                 case "dreieck":                     dreieck dreieck = (dreieck)objecttodraw;                     topology = primitivetopology.trianglestrip;                     convertcolor(ref r, ref g, ref b, ((system.windows.media.solidcolorbrush)dreieck.color).color);                      streamlist.add(new vector4((convert.tosingle(dreieck.x)), (convert.tosingle(dreieck.y) / 10), 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));                     streamlist.add(new vector4(((convert.tosingle(dreieck.x) + convert.tosingle(dreieck.width))), -(convert.tosingle(dreieck.y)), 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));                     streamlist.add(new vector4(-(convert.tosingle(dreieck.x)), -((convert.tosingle(dreieck.y) + convert.tosingle(dreieck.height) )), 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));                      break;                 #endregion                  #region viereck                 case "viereck":                     viereck viereck = (viereck)objecttodraw;                     topology = primitivetopology.trianglestrip;                     convertcolor(ref r, ref g, ref b, ((system.windows.media.solidcolorbrush)viereck.color).color);                      streamlist.add(new vector4((convert.tosingle(viereck.x)), (convert.tosingle(viereck.y)), 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));// ok                     streamlist.add(new vector4(((convert.tosingle(viereck.x))), (convert.tosingle(viereck.y) + convert.tosingle(viereck.height)), 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));// ok                     streamlist.add(new vector4((convert.tosingle(viereck.x) + convert.tosingle(viereck.width)), (convert.tosingle(viereck.y) ), 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));// ok                     streamlist.add(new vector4((convert.tosingle(viereck.x) + convert.tosingle(viereck.width)), ((convert.tosingle(viereck.y) + convert.tosingle(viereck.height))), 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));// ok                      break;                 #endregion                  #region kreis                 case "kreis":                     topology = primitivetopology.undefined;                     kreis kreis = (kreis)objecttodraw;                     convertcolor(ref r, ref g, ref b, ((system.windows.media.solidcolorbrush)kreis.color).color);                     (float j = 0; j <= 360; j++)                     {                         (double = 0; <= 360; i++) //254                     {                              double rad = * (math.pi / 180);                             float x = (float)math.cos(rad) * ((float)kreis.width / 2);                             float y = (float)math.sin(rad) * ((float)kreis.height / 2);                         streamlist.add(new vector4(x , y, 0f, 1.0f)); streamlist.add(new vector4(r, g, b, 1.0f));                           }                     }                      break;                     #endregion              };              foreach (vector4 in streamlist)             {                 stream.writerange(new[] { });             }             stream.position = 0;             streamgv streamgv = new streamgv(stream);             //streamgv.getlist(streamlist);             //streamlist = null;             gc.collect();         }         vertices = new buffer(device, stream, new bufferdescription()         {             bindflags = bindflags.vertexbuffer,             cpuaccessflags = cpuaccessflags.none,             optionflags = resourceoptionflags.none,             sizeinbytes = (int)stream.length,             usage = resourceusage.default,             structurebytestride = 0,         });          stream.dispose();           // prepare stages         context.inputassembler.inputlayout = (layout);         context.inputassembler.primitivetopology = topology;         context.inputassembler.setvertexbuffers(0, new vertexbufferbinding(vertices, 32, 0));         context.vertexshader.set(vertexshader);         context.pixelshader.set(pixelshader);      }        public override void renderscene(draweventargs args)     {         renderer.device.immediatecontext.clearrendertargetview(renderer.rendertargetview, new color4(0.6f, 0, 0, 0));         renderer.device.immediatecontext.draw((int)stream.length, 0);          return;     }      public override void case(dxelement dxviewer)     {         dxviewer11 = dxviewer;  }      public override void drawdirectx(idrawable objecttodraw)     {         this.objecttodraw = objecttodraw;         //dxviewer11.renderer = new scene_11();         //renderer = new d3d11();         stream =  new datastream(32 * 612500, true, true);         streamgv strean = new streamgv();         dxviewer11.renderer = new directxfinald(objecttodraw, stream) { renderer = new d3d11() };        }      private void convertcolor(ref float r, ref float g, ref float b, system.windows.media.color color)     {         r = (float)(color.r * 255);         g = (float)(color.g * 255);         b = (float)(color.b * 255);     }    } 

how can make possible draw of them @ same time? using sharpdx renderform. 1 problem have change topology, example triangle needs trianglelistbut circle use linestrip. appreciated

as can see you're calling attach ones. in attach method you're creating 1 vertex buffer, mesh depending on objecttodraw.

you should decouple shader compilation code , vertexbuffer setup.

you create class manage vertexbuffer , 'knows' how draw mesh.

for example: (pseudo)

[structlayout(layoutkind.sequential)] public struct vertex {     public const int stride = 16 + 16;      public vector4 pos;     public color4 color; }  public class mesh {     private vertex[] _vertices;     private int[] _indices;      private sharpdx.direct3d11.buffer _indexbuffer;     private sharpdx.direct3d11.buffer _vertexbuffer;     private vertexbufferbinding _vertexbufferbinding;      public mesh(vertex[] vertices, int[] indices)     {         // save vertices in field         _vertices = value;          var vbd = new bufferdescription(             sharpdx.utilities.sizeof<vertex>() * _vertices.length,             resourceusage.immutable,             bindflags.vertexbuffer,             cpuaccessflags.none,             resourceoptionflags.none,             0);          // setup vertex buffer         _vertexbuffer = sharpdx.direct3d11.buffer.create<vertex>(dx11.device, _vertices, vbd);          // create binding         _vertexbufferbinding = new vertexbufferbinding(_vertexbuffer, vertex.stride, 0);           _indices = value;          var ibd = new bufferdescription(                sizeof(int) * _indices.length,                resourceusage.immutable,                bindflags.indexbuffer,                cpuaccessflags.none,                resourceoptionflags.none,                0);          // setup index buffer         _indexbuffer = sharpdx.direct3d11.buffer.create<int>(dx11.device, _indices, ibd);     }      // selectbuffers select right vertex buffer.     // combined draw method, rather not     // should call ones when draw multiple same mesh.     public void selectbuffers()     {         dx11.device.immediatecontext.inputassembler.setvertexbuffers(0, _vertexbufferbinding);         dx11.device.immediatecontext.inputassembler.setindexbuffer(_indexbuffer, sharpdx.dxgi.format.r32_uint, 0);      }      public void draw()     {         dx11.device.immediatecontext.drawindexed(_indices.length, 0, 0);     } } 

list<mesh> _meshes = new list<mesh>();  public void setupshaders() {     vertexshaderbytecode = shaderbytecode.compilefromfile("minitri.fx", "vs", "vs_4_0", shaderflags.none, effectflags.none);     vertexshader = new vertexshader(device, vertexshaderbytecode);     pixelshaderbytecode = shaderbytecode.compilefromfile("minitri.fx", "ps", "ps_4_0", shaderflags.none, effectflags.none);      ...... etc }  public mesh setupmesh(object objecttodraw) {     switch(.....)     {         // .. implement beautiful switch ;-)     }     return new mesh(vertices, indices); }  public void init() {     setupshaders();      _meshes.add(setupmesh(new dreieck(.....)));     _meshes.add(setupmesh(new viereck(.....)));     _meshes.add(setupmesh(new kreis(.....))); }   public override void renderscene(draweventargs args) {     renderer.device.immediatecontext.clearrendertargetview(renderer.rendertargetview, new color4(0.6f, 0, 0, 0));      foreach(var mesh in _meshes)     {         mesh.selectbuffers();         mesh.draw();     }     return; } 

something that...


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