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C# GraphicFactory.GetTextureCube方法代码示例

本文整理汇总了C#中GraphicFactory.GetTextureCube方法的典型用法代码示例。如果您正苦于以下问题:C# GraphicFactory.GetTextureCube方法的具体用法?C# GraphicFactory.GetTextureCube怎么用?C# GraphicFactory.GetTextureCube使用的例子?那么, 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.GetTextureCube方法的4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

        /// <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);

            #region Models

            {
                ///Need to load the height, the normal texture and the difuse texture
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map");
                sm.SetTexture("Textures\\normal_map", TextureType.BUMP);                
                sm.SetCubeTexture(factory.GetTextureCube("Textures//cubemap"),TextureType.ENVIRONMENT);

                BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredEnvironmentCustomShader DeferredEnvironmentCustomShader = new DeferredEnvironmentCustomShader(false, true, false);
                DeferredEnvironmentCustomShader.SpecularIntensity = 0.2f;
                DeferredEnvironmentCustomShader.SpecularPower = 30;
                DeferredEnvironmentCustomShader.ShaderId = ShaderUtils.CreateSpecificBitField(true);
                IMaterial mat = new DeferredMaterial(DeferredEnvironmentCustomShader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }

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

            #endregion            

            #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(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            new LightThrowBepu(this.World, GraphicFactory);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:66,代码来源:ShaderIDScreen.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");
                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3: Load


//.........这里部分代码省略.........

            Model model = factory.GetModel(modelPath + Name);
            modelNames.Add(modelPath + Name);
            Matrix[] m = new Matrix[model.Bones.Count];
            model.CopyAbsoluteBoneTransformsTo(m);

            ////////////EXTRAINDO MESHES
            for (int i = 0; i < model.Meshes.Count; i++)
            {
                String name = model.Meshes[i].Name.Substring(5);
                if (infos.ContainsKey(name))
                {

                    for (int j = 0; j < model.Meshes[i].MeshParts.Count; j++)
                    {
                        XmlModelMeshInfo inf = infos[name];
                        Matrix tr = m[model.Meshes[i].ParentBone.Index];

                        Vector3 scale;
                        Vector3 pos;
                        Quaternion ori;
                        tr.Decompose(out scale, out ori, out pos);

                        ObjectInformation mi = new ObjectInformation();
                        mi.modelName = inf.modelName;
                        mi.meshPartIndex = j;
                        mi.meshIndex = i;
                        mi.position = pos;
                        mi.scale = scale;
                        mi.rotation = ori;
                        
                        ModelBuilderHelper.Extract(m, model.Meshes[i].MeshParts[j], out mi.batchInformation);
                        mi.ellasticity = inf.ellasticity;
                        mi.dinamicfriction = inf.dinamicfriction;
                        mi.staticfriction = inf.staticfriction;
                        mi.collisionType = inf.collisionType;
                        mi.mass = inf.mass;

                        mi.batchInformation.ModelLocalTransformation = m[model.Meshes[i].ParentBone.Index];

                        mi.textureInformation = new TextureInformation(false, factory);
                        

                        if (inf.material.reflectionName != null)
                        {
                            mi.textureInformation.SetCubeTexture(factory.GetTextureCube(texturePath + inf.material.reflectionName), TextureType.ENVIRONMENT);
                            texturesNames.Add(texturePath + inf.material.reflectionName);
                        }

                        else
                        {
                            if (inf.material.difuseName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.difuseName), TextureType.DIFFUSE);
                                texturesNames.Add(texturePath + inf.material.difuseName);
                            }

                            if (inf.material.glowName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.glowName), TextureType.GLOW);
                                texturesNames.Add(texturePath + inf.material.glowName);
                            }

                            if (inf.material.specularName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.specularName), TextureType.SPECULAR);
                                texturesNames.Add(texturePath + inf.material.specularName);
                            }

                            if (inf.material.bumpName != null)
                            {
                                mi.textureInformation.SetTexture(factory.GetTexture2D(texturePath + inf.material.bumpName), TextureType.BUMP);
                                texturesNames.Add(texturePath + inf.material.bumpName);
                            }

                        }

                        if (inf.collisionType != null)
                        {
                            if (inf.collisionType.Contains("Water"))
                            {
                                mi.extra = inf.material.extrainformation;
                            }
                        }

                        mi.textureInformation.LoadTexture();
                        elements.ModelMeshesInfo.Add(mi);
                    }
                }
            }

            SerializerHelper.ChangeDecimalSymbolToSystemDefault();
            //Clear Stuffs
            infos.Clear();
            targets.Clear();
            spotLights.Clear();
            cameras.Clear();

            return elements;
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:101,代码来源:ExtractXmlModelLoader.cs

示例4: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            RasterizerState = new Microsoft.Xna.Framework.Graphics.RasterizerState();
            RasterizerState.FillMode = FillMode.WireFrame;

            BloomPostEffect = new BloomPostEffect();
            BloomPostEffect.Enabled = false;
            this.RenderTechnic.AddPostEffect(BloomPostEffect);

        
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cena");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());

                ForwardXNABasicShaderDescription ForwardXNABasicShaderDescription = ForwardXNABasicShaderDescription.Default();
                ForwardXNABasicShaderDescription.EnableTexture = true;
                ForwardXNABasicShaderDescription.EnableLightning = true;
                ForwardXNABasicShaderDescription.DefaultLightning = true;

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


            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cilos");
                ///tem mais de um cilo neste mesh, tem q setar as texturas de todo mundo ....
                Texture2D tex = factory.CreateTexture2DColor(1, 1, Color.White);
                for (int i = 0; i < simpleModel.MeshNumber; i++)
                {
                    simpleModel.SetTexture(tex, TextureType.DIFFUSE,i,0);    
                }
                
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());                
                shader2 = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//cubeMap"),1,false);
                ForwardMaterial fmaterial = new ForwardMaterial(shader2);

                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            shader.BasicEffect.FogEnabled = true;
            shader.BasicEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey
            shader.BasicEffect.FogStart = 30;
            shader.BasicEffect.FogEnd = 1000;

            shader2.EnvironmentMapEffect.FogEnabled = true;
            shader2.EnvironmentMapEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey
            shader2.EnvironmentMapEffect.FogStart = 30;
            shader2.EnvironmentMapEffect.FogEnd = 1000; 

            cam = new RotatingCamera(this);
            this.World.CameraManager.AddCamera(cam);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:60,代码来源:TechTruthScreen.cs


注:本文中的GraphicFactory.GetTextureCube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。