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C# GraphicFactory.CreateTexture2DColor方法代码示例

本文整理汇总了C#中GraphicFactory.CreateTexture2DColor方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicFactory.CreateTexture2DColor方法的具体用法?C# GraphicFactory.CreateTexture2DColor怎么用?C# GraphicFactory.CreateTexture2DColor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GraphicFactory的用法示例。


在下文中一共展示了GraphicFactory.CreateTexture2DColor方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            SerializatorWrapper SerializatorWrapper = new SerializatorWrapper();
            SerializatorWrapper.Serialize(new Vector3(10, 20, 30), "vetor.xml");
            Vector3 vec = (Vector3) SerializatorWrapper.Desserialize<Vector3>("vetor.xml", null);
            Debug.Assert(vec.X == 10);
            Debug.Assert(vec.Y == 20);
            Debug.Assert(vec.Z == 30);


            ObjectMock ObjectMock = new ObjectMock(GraphicFactory, "Model/cenario", Vector3.Zero, Matrix.Identity, Vector3.One);
            SerializatorWrapper.Serialize(ObjectMock, "cena.xml");
            ObjectMock mloaded = (ObjectMock)SerializatorWrapper.Desserialize<ObjectMock>("cena.xml", GraphicFactory);
            this.World.AddObject(mloaded);

            
            IObject obj;
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//ball");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Green),TextureType.DIFFUSE);
                SphereObject tmesh = new SphereObject(new Vector3(100, 200, 10), 1 ,10, 5, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }


            this.BindInput(new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space,
                (a) =>
                {
                    this.World.RemoveObject(obj);
                    DynamicObjectSaver DynamicObjectSaver = new Serialization.DynamicObjectSaver(obj.Modelo.Name, obj.PhysicObject.Position, obj.PhysicObject.Rotation, obj.PhysicObject.Scale, obj.PhysicObject.Velocity, obj.PhysicObject.AngularVelocity);
                    SerializatorWrapper.Serialize(DynamicObjectSaver, "dyn.xml");
                    
                    DynamicObjectSaver dloaded = (DynamicObjectSaver)SerializatorWrapper.Desserialize<DynamicObjectSaver>("dyn.xml");
                    SimpleModel simpleModel = new SimpleModel(factory, dloaded.modelName);
                    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE);
                    SphereObject tmesh = new SphereObject(dloaded.position, 1, 10, dloaded.scale.X, MaterialDescription.DefaultBepuMaterial());                    
                    tmesh.Rotation = dloaded.orientation;
                    tmesh.Velocity = dloaded.LinearVelocity;
                    tmesh.AngularVelocity = dloaded.AngularVelocity;
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    obj = new IObject(fmaterial, simpleModel, tmesh);
                    this.World.AddObject(obj);
                    saved++;
                }
                ));


            
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:57,代码来源:SerializationScreen.cs

示例2: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10, 0.5f);
                BaseObject marine = new BaseObject(fmaterial, character.Characterobj,sm);
                this.World.AddObject(marine);

                ///ever !!!
                marine.Behavior = new Repeater<BaseObject>(

				new Watch<BaseObject>(
                    (a,b)=>
                        {
                            ///condition
                            if(a.PhysicObject.Position.Length() < 100)
                            {
                                return TaskResult.Failure;
                            }
                            return TaskResult.Success;
                        }
                    ,
				    
                        ///chnage its color =P
				        new BehaviorTrees.Action<BaseObject>( 
                            (a,b)=>  
                            {
                                a.Modelo.SetTexture(factory.CreateTexture2DColor(1,1,StaticRandom.RandomColor()),TextureType.DIFFUSE);
                                return TaskResult.Success; 
                            }
                            )				    
				)                
                );

                
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:54,代码来源:BehaviorTreeScreen.cs

示例3: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Create the Terrain Object
            ///Controls how the heigh map is loaded
            TerrainObject to = new TerrainObject(factory, "..\\Content\\Textures\\Untitled", Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 1, 1,10);
            ///Create the Model using the Terrain Object. Here we pass the textures used, in our case we are using MultiTextured Terrain so we pass lots of textures
            TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass");
            stm.SetTexture(factory.CreateTexture2DColor(1,1,Color.Green), TextureType.DIFFUSE);
            ///Create the shader
            ///In this sample we passed lots of textures, each one describe a level in the terrain, the ground is the sand and grass. the hills are rocks and the "mountains" are snow
            ///They are interpolated in the shader, you can control how using the shader parameters exposed in the DeferredTerrainShader
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Deferred material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, stm, to);
            ///Add to the world
            this.World.AddObject(obj);

            shader.BasicEffect.EnableDefaultLighting();

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo.Viewport);
            this.World.CameraManager.AddCamera(cam);            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:26,代码来源:Terrain.cs

示例4: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Gray), TextureType.MULTITEX1);
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                //ForwardDualTextureShader shader = new ForwardDualTextureShader();
                ForwardEnvironmentShader shader = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//grassCUBE"));
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:27,代码来源:ForwardMaterialsScreen.cs

示例5: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");                
                for (int i = 0; i < simpleModel.GetTextureInformation(0).Count(); i++)
                {
                    simpleModel.GetTextureInformation(0)[i].SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                }
                
                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardGradativeAlphaShader shader = new ForwardGradativeAlphaShader();                
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);                
            }

            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");
                //simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardEMTransparentShader shader = new ForwardEMTransparentShader("Textures/Cubemap");                
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);                
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);                
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                //this.World.AddObject(obj);
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:65,代码来源:StealthShaderScreen.cs

示例6: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");

                StillDesign.PhysX.Material material1 = PhysxPhysicWorld.CreatePhysicMaterial(
                    new StillDesign.PhysX.MaterialDescription()
                    {
                        Restitution = 0.3f,
                        DynamicFriction = 0.5f,
                        StaticFriction = 1,
                    }
                    );
                PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel,
                    Matrix.Identity, Vector3.One, 1, material1);

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            for (int i = 0; i < 10; i++)
            {

                StillDesign.PhysX.Material material2 = PhysxPhysicWorld.CreatePhysicMaterial(
                        new StillDesign.PhysX.MaterialDescription()
                        {
                            Restitution = PloobsEngine.Utils.StaticRandom.RandomBetween(0,1),
                            DynamicFriction = PloobsEngine.Utils.StaticRandom.RandomBetween(0, 1),
                            StaticFriction = PloobsEngine.Utils.StaticRandom.RandomBetween(0, 1),                            
                            RestitutionCombineMode = CombineMode.Max,
                        }
                        );

                ///Load a Model with a custom texture
                SimpleModel sm2 = new SimpleModel(factory, "Model\\ball");
                sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green, false), TextureType.DIFFUSE);
                
                ForwardXNABasicShader nd = new ForwardXNABasicShader();
                IMaterial m = new ForwardMaterial(nd);
                
                SphereShapeDescription SphereGeometry = new SphereShapeDescription(5f);
                SphereGeometry.Material = material2;

                PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry,
                    0.5f, Matrix.CreateTranslation(new Vector3(100,100,50 * i)), Vector3.One * 5f);

                IObject o = new IObject(m, sm2, PhysxPhysicObject);
                this.World.AddObject(o);
            }
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:59,代码来源:Physx28MaterialScreen.cs

示例7: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);
            dlines = new DebugLines();
            ddrawer.AddShape(dlines);
            
            Picking pick = new Picking(this,2000);
            pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton);
                        
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                this.World.AddObject(obj);
            }

            wh = new WaypointHandler();
            wh.LoadConnectedWaypoints("waypoints.xml");
            start = wh.CurrentWaypointsCollection.GetWaypointsList()[0];

            {
                ///Procedural yellow diffuse texture
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);
                ///physic Ghost object(no collision)
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            {
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);                
                GhostObject pi = new GhostObject(start.WorldPos, Matrix.Identity, new Vector3(5));
                ForwardXNABasicShader s = new ForwardXNABasicShader();                
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                obj4.OnUpdate += new OnUpdate(obj4_OnUpdate);
                this.World.AddObject(obj4);
            }

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:65,代码来源:IaPathFindingScreen.cs

示例8: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);

                DeferredNormalShader shader = new DeferredNormalShader();

                IMaterial mat = new DeferredMaterial(shader);
                CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10,0.5f);

                marine = new IObject(mat, sm, character.Characterobj);                
                this.World.AddObject(marine);

                LightThrowBepu lt = new LightThrowBepu(this.World, factory);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }



            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

        }       
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:57,代码来源:CharacterScreen.cs

示例9: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo,factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            {
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredNormalShader shader = new DeferredNormalShader();
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }            

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            //SBlurPost hsv = new SBlurPost(1, SurfaceFormat.HdrBlendable);
            //hsv.ImageSamplerState = SamplerState.PointClamp;
            //this.RenderTechnic.AddPostEffect(hsv);

            DownSamplePostEffect DownSamplePostEffect = new Post.DownSamplePostEffect();
            this.RenderTechnic.AddPostEffect(DownSamplePostEffect);
            
            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            LightThrowBepu lt = new LightThrowBepu(this.World, factory);

        }   
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:55,代码来源:BlurScreen.cs

示例10: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
                BoxObject tmesh = new BoxObject(new Vector3(0), 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                tmesh.isMotionLess = true;
                ForwardTransparenteShader shader = new ForwardTransparenteShader();
                shader.TransparencyLevel = 0.2f;
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            
            
            Simulator.setTimeStep(0.10f);
            Simulator.setAgentDefaults(15.0f, 25, 5.0f, 5.0f, 2.0f,new Vector3());

            for (int i = 0; i < 20; i++)
            {
                for (int j = 0; j < 20; j++)
                {

                    SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                    GhostObject tmesh = new GhostObject(new Vector3(100 + j * 15, 5, i * 15), Matrix.Identity, new Vector3(1, 1, 1));
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    int id = Simulator.addAgent(tmesh.Position);
                    RVOObject obj = new RVOObject(id, fmaterial, simpleModel, tmesh);
                    obj.OnUpdate += new OnUpdate(obj_OnUpdate); /// dummy position update way =p
                    this.World.AddObject(obj);
                }
            }
            
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            Picking p = new Picking(this, 1000);
            p.OnPickedLeftButton += new OnPicked(p_OnPickedLeftButton);            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:42,代码来源:RVO3DScreen.cs

示例11: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);

                BoxShapeDescription SphereGeometry = new BoxShapeDescription(1000, 5, 1000);
                PhysxPhysicObject PhysxPhysicObject = new PhysxPhysicObject(SphereGeometry,
                    Matrix.Identity, new Vector3(1000, 5, 1000));

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, PhysxPhysicObject);
                this.World.AddObject(obj);

                shader.BasicEffect.EnableDefaultLighting();
            }

            {
                ///very basic vehicle !!!
                ///no wheels also =P
                Vehicle Vehicle = new Vehicle(PhysxPhysicWorld.Scene);
                SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green));
                PhysxPhysicObject tmesh = new PhysxPhysicObject(Vehicle.VehicleBodyActor, new Vector3(5, 3, 7));

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                UserObject<Vehicle> obj = new UserObject<Vehicle>(fmaterial, simpleModel, tmesh,Vehicle);
                obj.OnUserUpdate += new Action<UserObject<StillDesign.PhysX.Samples.Vehicle>>(obj_OnUserUpdate);
                this.World.AddObject(obj);

            }

            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:42,代码来源:Physx28VehicleScreen.cs

示例12: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");

                PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld, simpleModel,
                    Matrix.Identity, Vector3.One);

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            
            {
                ///Controller description
                ///YOu have BoxControllerDescription  and SphereControllerDescription 
                BoxControllerDescription desc = new BoxControllerDescription(1, 1, 1);                
                desc.UpDirection = Axis.Y;
                desc.SlopeLimit = 0;
                desc.SkinWidth = 0.2f;
                desc.StepOffset = 0.5f;
                desc.InteractionFlag = CCTInteractionFlag.Include | CCTInteractionFlag.UseFilter;                

                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE);
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial mat = new ForwardMaterial(shader);

                ///Character Object
                PhysxBoxCharacterObject PhysxCapsuleCharacterObject = new PhysxBoxCharacterObject(desc, new Vector3(50) ,Matrix.Identity, Vector3.One * 5);
                IObject marine = new IObject(mat, sm, PhysxCapsuleCharacterObject);
                this.World.AddObject(marine);
                marine.OnUpdate += new OnUpdate(marine_OnUpdate);
            }

            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:45,代码来源:PhysxCharacter28Screen.cs

示例13: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc);
            dlines = new DebugLines();
            ddrawer.AddShape(dlines);

            Picking pick = new Picking(this,2000);
            pick.OnPickedLeftButton += new OnPicked(pick_OnPickedLeftButton);

            wh = new WaypointHandler();

            SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
            simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
            ///Physic info (position, rotation and scale are set here)
            BoxObject tmesh = new BoxObject(Vector3.Zero, 1, 1, 1, 10, new Vector3(1000, 1, 1000), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
            tmesh.isMotionLess = true;
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Deferred material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            {
                InputPlayableKeyBoard ipk = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS,Microsoft.Xna.Framework.Input.Keys.Space);
                ipk.KeyStateChange += new KeyStateChange(ipk_KeyStateChange);
                this.BindInput(ipk);
            }

            {
                InputPlayableKeyBoard ipk = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Microsoft.Xna.Framework.Input.Keys.Enter);
                ipk.KeyStateChange += new KeyStateChange(ipk_KeyStateChange2);
                this.BindInput(ipk);
            }
            
            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:49,代码来源:IaWaypointsScreen.cs

示例14: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            
            ///Forward Shader (look at this shader construction for more info)
            TerrainMaterial material = new TerrainMaterial(factory, "Terrain//HeightMap");
            ///The object itself
            TerrainObject to = new TerrainObject(factory, Vector3.Zero, Matrix.Identity, material.Model.GetHeights(), MaterialDescription.DefaultBepuMaterial());
            IObject obj = new IObject(material, null, to);
            ///Add to the world
            this.World.AddObject(obj); 

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            Texture2D t = factory.CreateTexture2DColor(1,1,Color.Red);
            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 5; j++)
                {
                     SimpleModel simpleModel = new SimpleModel(factory, "Model/block");
                     simpleModel.SetTexture(t);
                    ///Physic info (position, rotation and scale are set here)
                     BoxObject tmesh = new BoxObject(new Vector3(j * 10 + 200,100,i * 10 + 200), 1, 1, 1, 10, Vector3.One * 2, Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                    ///Forward Shader (look at this shader construction for more info)
                    ForwardXNABasicShader shader = new ForwardXNABasicShader();
                    ///Forward material
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    ///The object itself
                    obj = new IObject(fmaterial, simpleModel, tmesh);
                    ///Add to the world
                    this.World.AddObject(obj); 

                }
            }

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:44,代码来源:TerrainGeoClipMap.cs

示例15: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Classic Island
            SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            DeferredNormalShader shader = new DeferredNormalShader();
            DeferredMaterial fmaterial = new DeferredMaterial(shader);
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            this.World.AddObject(obj);

            {
                ///Procedural yellow diffuse texture
                SimpleModel sm = new SimpleModel(factory, "Model\\block");
                sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.BlueViolet), TextureType.DIFFUSE);
                ///physic Ghost object(no collision)
                GhostObject pi = new GhostObject(new Vector3(0, 0, 0), Matrix.Identity, new Vector3(500, 500, 500));
                pi.isMotionLess = true;
                ///Transparency shader                    
                ///Transparent objects are NOT affected by lights
                ///It is a forward shader in the deferred engine (applied after all deferreed processing)
                ForwardTransparenteShader s = new ForwardTransparenteShader();
                ///If the texture does not have Alpha, you can create an alpha for all the model
                s.TransparencyLevel = 0.3f;
                ///THIS MODEL is DRAW AFTER all the Deferred ones (remember:light wont afect it)
                ///You can use all the forward material the same way we are using this
                ForwardMaterial mat = new ForwardMaterial(s);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }


            ///Transparent blocks
            for (int k = 0; k < 5; k++)
            {
                for (int i = 0; i < 5; i++)
                {
                    for (int j = 0; j < 5; j++)
                    {
                        ///Procedural yellow diffuse texture
                        SimpleModel sm = new SimpleModel(factory, "Model\\block");
                        sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE);
                        ///physic Ghost object(no collision)
                        GhostObject pi = new GhostObject(new Vector3(i * 10, 50 + k * 10, j * 10), Matrix.Identity, new Vector3(5));
                        pi.isMotionLess = true;
                        ///Transparency shader                    
                        ///Transparent objects are NOT affected by lights
                        ///It is a forward shader in the deferred engine (applied after all deferreed processing)
                        ForwardTransparenteShader s = new ForwardTransparenteShader();
                        ///If the texture does not have Alpha, you can create an alpha for all the model
                        s.TransparencyLevel = 0.3f;
                        ///THIS MODEL is DRAW AFTER all the Deferred ones (remember:light wont afect it)
                        ///You can use all the forward material the same way we are using this
                        ForwardMaterial mat = new ForwardMaterial(s);
                        IObject obj4 = new IObject(mat, sm, pi);
                        this.World.AddObject(obj4);
                    }

                }
            }            

            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo);

            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCUBE");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:94,代码来源:TransparentDeferredScreen.cs


注:本文中的GraphicFactory.CreateTexture2DColor方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。