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C# ITexture类代码示例

本文整理汇总了C#中ITexture的典型用法代码示例。如果您正苦于以下问题:C# ITexture类的具体用法?C# ITexture怎么用?C# ITexture使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


ITexture类属于命名空间,在下文中一共展示了ITexture类的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: VirtualMachine

		public VirtualMachine(BytecodeContainer bytecode, int numContexts)
		{
            if (bytecode.Shader.Version.ProgramType == ProgramType.PixelShader && numContexts % 4 != 0)
                throw new ArgumentOutOfRangeException("numContexts", "numContexts must be a multiple of 4 for pixel shaders.");

			_bytecode = bytecode;

			var instructionTokens = bytecode.Shader.Tokens.OfType<InstructionToken>().ToArray();
			var branchingInstructions = ExplicitBranchingRewriter.Rewrite(instructionTokens);
			var controlFlowGraph = ControlFlowGraph.FromInstructions(branchingInstructions);
            _executableInstructions = ExecutableInstructionRewriter.Rewrite(controlFlowGraph).ToArray();

			_requiredRegisters = RequiredRegisters.FromShader(bytecode.Shader);

			_executionContexts = new ExecutionContext[numContexts];
			for (int i = 0; i < _executionContexts.Length; i++)
				_executionContexts[i] = new ExecutionContext(this, i, _requiredRegisters);

            ConstantBuffers = new Number4[_requiredRegisters.ConstantBuffers.Count][];
            for (int i = 0; i < _requiredRegisters.ConstantBuffers.Count; i++)
                ConstantBuffers[i] = new Number4[_requiredRegisters.ConstantBuffers[i]];

		    TextureSamplers = new TextureSampler[_requiredRegisters.Resources.Count];
			for (int i = 0; i < _requiredRegisters.Resources.Count; i++)
				TextureSamplers[i] = TextureSamplerFactory.Create(_requiredRegisters.Resources[i]);

            Textures = new ITexture[_requiredRegisters.Resources.Count];
            Samplers = new SamplerState[_requiredRegisters.Samplers];
		}
开发者ID:modulexcite,项目名称:slimshader,代码行数:29,代码来源:VirtualMachine.cs

示例2: Create

 public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture)
 {
     var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() };
     // The lower Z plane will be base, the x planes will be triangles
     var c1 = new Coordinate(box.Start.X, box.Start.Y, box.Start.Z);
     var c2 = new Coordinate(box.End.X, box.Start.Y, box.Start.Z);
     var c3 = new Coordinate(box.End.X, box.End.Y, box.Start.Z);
     var c4 = new Coordinate(box.Start.X, box.End.Y, box.Start.Z);
     var c5 = new Coordinate(box.Center.X, box.Start.Y, box.End.Z);
     var c6 = new Coordinate(box.Center.X, box.End.Y, box.End.Z);
     var faces = new[]
                     {
                         new[] { c1, c2, c3, c4 },
                         new[] { c2, c1, c5 },
                         new[] { c5, c6, c3, c2 },
                         new[] { c4, c3, c6 },
                         new[] { c6, c5, c1, c4 }
                     };
     foreach (var arr in faces)
     {
         var face = new Face(generator.GetNextFaceID())
                        {
                            Parent = solid,
                            Plane = new Plane(arr[0], arr[1], arr[2]),
                            Colour = solid.Colour,
                            Texture = { Texture = texture }
                        };
         face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
         face.UpdateBoundingBox();
         face.AlignTextureToFace();
         solid.Faces.Add(face);
     }
     solid.UpdateBoundingBox();
     yield return solid;
 }
开发者ID:jpiolho,项目名称:sledge,代码行数:35,代码来源:WedgeBrush.cs

示例3: LevelView

 public LevelView(ILevel level, ISpriteBatch spriteBatch, ITexture texture, ICamera camera)
 {
     _level = level;
     _spriteBatch = spriteBatch;
     _texture = texture;
     _camera = camera;
 }
开发者ID:zakvdm,项目名称:Frenetic,代码行数:7,代码来源:LevelView.cs

示例4: SampleLevel

        /// <summary>
        /// 
        /// </summary>
        /// <param name="texture"></param>
        /// <param name="samplerState"></param>
        /// <param name="location"></param>
        /// <param name="lod">A number that specifies the mipmap level. If the value is &lt;=0, the zero'th (biggest map)
        /// is used. The fractional value (if supplied) is used to interpolate between two mipmap levels.</param>
        /// <returns></returns>
        public Number4 SampleLevel(
            ITexture texture, SamplerState samplerState,
            ref Number4 location,
            float lod)
        {
            // TODO: Don't always pass minifying=true to GetFilteredColor.

            switch (samplerState.Filter)
            {
                case Filter.MinPointMagLinearMipPoint:
                case Filter.MinLinearMagMipPoint:
                case Filter.MinMagLinearMipPoint:
                case Filter.MinMagMipPoint:
                {
                    // Calculate nearest mipmap level.
                    var nearestLevel = MathUtility.Round(lod);
                    return GetFilteredColor(texture, samplerState, true, nearestLevel, ref location);
                }
                case Filter.MinLinearMagPointMipLinear:
                case Filter.MinMagMipLinear:
                case Filter.MinMagPointMipLinear:
                case Filter.MinPointMagMipLinear:
                {
                    // Calculate nearest two levels and linearly filter between them.
                    var nearestLevelInt = (int) lod;
                    var d = lod - nearestLevelInt;
                    var c1 = GetFilteredColor(texture, samplerState, true, nearestLevelInt, ref location);
                    var c2 = GetFilteredColor(texture, samplerState, true, nearestLevelInt + 1, ref location);
                    return Number4.Lerp(ref c1, ref c2, d);
                }
                default:
                    throw new NotSupportedException();
            }
        }
开发者ID:modulexcite,项目名称:slimshader,代码行数:43,代码来源:TextureSampler.cs

示例5: Create

        public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals)
        {
            var numSides = (int)_numSides.GetValue();
            if (numSides < 3) yield break;

            var width = box.Width;
            var length = box.Length;
            var height = box.Height;
            var major = width / 2;
            var minor = length / 2;
            var heightRadius = height / 2;

            var angleV = DMath.DegreesToRadians(180) / numSides;
            var angleH = DMath.DegreesToRadians(360) / numSides;

            var faces = new List<Coordinate[]>();
            var bottom = new Coordinate(box.Center.X, box.Center.Y, box.Start.Z).Round(roundDecimals);
            var top = new Coordinate(box.Center.X, box.Center.Y, box.End.Z).Round(roundDecimals);

            for (var i = 0; i < numSides; i++)
            {
                // Top -> bottom
                var zAngleStart = angleV * i;
                var zAngleEnd = angleV * (i + 1);
                var zStart = heightRadius * DMath.Cos(zAngleStart);
                var zEnd = heightRadius * DMath.Cos(zAngleEnd);
                var zMultStart = DMath.Sin(zAngleStart);
                var zMultEnd = DMath.Sin(zAngleEnd);
                for (var j = 0; j < numSides; j++)
                {
                    // Go around the circle in X/Y
                    var xyAngleStart = angleH * j;
                    var xyAngleEnd = angleH * ((j + 1) % numSides);
                    var xyStartX = major * DMath.Cos(xyAngleStart);
                    var xyStartY = minor * DMath.Sin(xyAngleStart);
                    var xyEndX = major * DMath.Cos(xyAngleEnd);
                    var xyEndY = minor * DMath.Sin(xyAngleEnd);
                    var one = (new Coordinate(xyStartX * zMultStart, xyStartY * zMultStart, zStart) + box.Center).Round(roundDecimals);
                    var two = (new Coordinate(xyEndX * zMultStart, xyEndY * zMultStart, zStart) + box.Center).Round(roundDecimals);
                    var three = (new Coordinate(xyEndX * zMultEnd, xyEndY * zMultEnd, zEnd) + box.Center).Round(roundDecimals);
                    var four = (new Coordinate(xyStartX * zMultEnd, xyStartY * zMultEnd, zEnd) + box.Center).Round(roundDecimals);
                    if (i == 0)
                    {
                        // Top faces are triangles
                        faces.Add(new[] { top, three, four });
                    }
                    else if (i == numSides - 1)
                    {
                        // Bottom faces are also triangles
                        faces.Add(new[] { bottom, one, two });
                    }
                    else
                    {
                        // Inner faces are quads
                        faces.Add(new[] { one, two, three, four });
                    }
                }
            }
            yield return MakeSolid(generator, faces, texture, Colour.GetRandomBrushColour());
        }
开发者ID:KonstantinUb,项目名称:sledge,代码行数:60,代码来源:SphereBrush.cs

示例6: SetTextureParameter

 public void SetTextureParameter(string name, ITexture texture)
 {
   if (!_textureParameters.ContainsKey(name))
     throw new ApplicationException("Texture doesnt exist in this shader");
   _textureParameters[name] = texture;
   _isDirty = true;
 }
开发者ID:dgopena,项目名称:Starter3D.Base,代码行数:7,代码来源:Shader.cs

示例7: CPlayer

        public CPlayer(IGameObjectManager pObjMan, IEngineCore pEngineCore)
            : base(pObjMan, pEngineCore)
        {
            _fVelocity = 0f;
            uiShotPause = 15;

            ObjType = EGameObjectType.GotPlayer;

            _stPos = new TPoint2(Res.GameVpWidth / 2f, Res.GameVpHeight / 2f);
            _fSize = 150f;
            _fColScale = 0.6f;

            dimPl = new TPoint3(_fSize, _fSize, _fSize);

            IResourceManager pResMan;
            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out pSubSys);
            pInput = (IInput)pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            IEngineBaseObject pBaseObj;
            pResMan.GetResourceByName(Res.MeshShip, out pBaseObj);
            pMesh = (IMesh)pBaseObj;
            pResMan.GetResourceByName(Res.TexShip, out pBaseObj);
            pTex = (ITexture)pBaseObj;
            pResMan.GetResourceByName(Res.TexSpark, out pBaseObj);
            pTexSpark = (ITexture)pBaseObj;
        }
开发者ID:whztt07,项目名称:DGLE,代码行数:31,代码来源:CPlayer.cs

示例8: Init

 //------------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------------
 public void Init(ITexture diffuse, ITexture normal, ITexture position, ITexture accumulation)
 {
     this._diffuseBuffer = diffuse;
     this._normalBuffer = normal;
     this._positionBuffer = position;
     this._accBuffer = accumulation;
 }
开发者ID:colin-dumitru,项目名称:GLSharp,代码行数:9,代码来源:DepthEffect.cs

示例9: CShot

        public CShot(IGameObjectManager pObjMan, IEngineCore pEngineCore, TPoint2 stPos, float fAngle)
            : base(pObjMan, pEngineCore)
        {
            ObjType = EGameObjectType.GotShot;

            RenderLayer = 3;
            _fSize = 64f;
            _fColScale = 0.5f;
            this._stPos = stPos;
            this._fAngle = fAngle;

            IResourceManager pResMan;
            IEngineSubSystem pSubSys;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            IEngineBaseObject pBaseObj;
            pResMan.GetResourceByName(Res.TexSpark, out pBaseObj);
            pTexSpark = (ITexture)pBaseObj;

            ISoundSample p_snd;
            pResMan.GetResourceByName(Res.SndFire, out pBaseObj);
            p_snd = (ISoundSample)pBaseObj;
            p_snd.Play();
        }
开发者ID:whztt07,项目名称:DGLE,代码行数:25,代码来源:CShot.cs

示例10: SetValue

 public void SetValue(string name, ITexture t)
 {
     var texture = (Texture)t;
     var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
     if (param != IntPtr.Zero && texture != null)
         Tao.Cg.CgGl.cgGLSetupSampler(param, texture.texture);
 }
开发者ID:jeff-1amstudios,项目名称:OpenRA,代码行数:7,代码来源:Shader.cs

示例11: Bump

        public static void Bump(ITexture<double> d, DifferentialGeometry dgGeom, DifferentialGeometry dgShading, ref DifferentialGeometry dgBump)
        {
            DifferentialGeometry dgEval = new DifferentialGeometry (dgShading);

            double du = 0.5 * (Math.Abs (dgShading.dudx) + Math.Abs (dgShading.dudy));
            if (du == 0.0)
                du = 0.01;
            dgEval.p = dgShading.p + du * dgShading.dpdu;
            dgEval.u = dgShading.u + du;
            dgEval.n = (new Normal(dgShading.dpdu % dgShading.dpdv) + du * dgShading.dndu).Normalized;

            double uDisplace = d.Evaluate (dgEval);

            double dv = 0.5 * (Math.Abs (dgShading.dvdx) + Math.Abs (dgShading.dvdy));
            if (dv == 0.0)
                dv = 0.01;
            dgEval.p = dgShading.p + dv * dgShading.dpdv;
            dgEval.u = dgShading.u;
            dgEval.v = dgShading.v + dv;
            dgEval.n = (new Normal(dgShading.dpdu % dgShading.dpdv) + dv * dgShading.dndv).Normalized;

            double vDisplace = d.Evaluate (dgEval);
            double displace = d.Evaluate (dgShading);

            dgBump = new DifferentialGeometry (dgShading);
            dgBump.dpdu = dgShading.dpdu + (uDisplace - displace) / du * new Vector (dgShading.n) + displace * new Vector (dgShading.dndu);
            dgBump.dpdv = dgShading.dpdv + (vDisplace - displace) / dv * new Vector (dgShading.n) + displace * new Vector (dgShading.dndv);
            dgBump.n = new Normal((dgBump.dpdu % dgBump.dpdv).Normalized);

            if (dgShading.Shape.ReverseOrientation ^ dgShading.Shape.TransformSwapsHandedness)
                dgBump.n *= -1.0;

            dgBump.n = Util.FaceForward (dgBump.n, dgGeom.n);
        }
开发者ID:Kintaro,项目名称:Hyperion,代码行数:34,代码来源:IMaterial.cs

示例12: LoadTexture

        public bool LoadTexture(ThW.Render.Textures.Texture texture, ITexture noTexture)
        {
            Texture2D texture2d = this.contentManager.Load<Texture2D>(texture.Name);
            texture.UpdateTexture(texture2d, TextureState.Loaded, texture2d.Width, texture2d.Height);

            return true;
        }
开发者ID:glocklueng,项目名称:px360,代码行数:7,代码来源:XNAContentTextureLoader.cs

示例13: Create

 public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals)
 {
     var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() };
     // The higher Z plane will be triangle, with the lower X value getting the two corners
     var c1 = new Coordinate(box.Start.X, box.Start.Y, box.End.Z).Round(roundDecimals);
     var c2 = new Coordinate(box.End.X, box.Start.Y, box.End.Z).Round(roundDecimals);
     var c3 = new Coordinate(box.Center.X, box.End.Y, box.End.Z).Round(roundDecimals);
     var c4 = new Coordinate(box.Center.X, box.Center.Y, box.Start.Z).Round(roundDecimals);
     var faces = new[]
                     {
                         new[] { c3, c2, c1 },
                         new[] { c3, c1, c4 },
                         new[] { c2, c3, c4 },
                         new[] { c1, c2, c4 }
                     };
     foreach (var arr in faces)
     {
         var face = new Face(generator.GetNextFaceID())
                        {
                            Parent = solid,
                            Plane = new Plane(arr[0], arr[1], arr[2]),
                            Colour = solid.Colour,
                            Texture = { Texture = texture }
                        };
         face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
         face.UpdateBoundingBox();
         face.AlignTextureToFace();
         solid.Faces.Add(face);
     }
     solid.UpdateBoundingBox();
     yield return solid;
 }
开发者ID:074769,项目名称:sledge,代码行数:32,代码来源:TetrahedronBrush.cs

示例14: BumpAsync

		/// <summary>
		/// 
		/// </summary>
		/// <param name="d"></param>
		/// <param name="dgGeom"></param>
		/// <param name="dgShading"></param>
		/// <param name="dgBump"></param>
		/// <returns></returns>
		public static async Task<DifferentialGeometry> BumpAsync (ITexture<double> d, DifferentialGeometry dgGeom, DifferentialGeometry dgShading)
		{
			var dgBump = new DifferentialGeometry ();
			var dgEval = new DifferentialGeometry (dgShading);

			var du = .5 * (Math.Abs (dgShading.dudx) + Math.Abs (dgShading.dudy));
			if (du == 0.0)
				du = .01;

			dgEval.p = dgShading.p + du * dgShading.dpdu;
			dgEval.u = dgShading.u + du;
			dgEval.nn = null;// TODO

			var uDisplace = await d.EvaluateAsync (dgEval);

			var dv = .5 * (Math.Abs (dgShading.dvdx) + Math.Abs (dgShading.dvdy));
			//

			var vDisplace = await d.EvaluateAsync (dgEval);
			var displace = await d.EvaluateAsync (dgShading);

			dgBump = new DifferentialGeometry (dgShading);
			dgBump.dpdu = dgShading.dpdu + (uDisplace - displace) / du * new Vector (dgShading.nn) + displace * new Vector (dgShading.dndu);
			dgBump.dpdv = dgShading.dpdv + (vDisplace - displace) / dv * new Vector (dgShading.nn) + displace * new Vector (dgShading.dndv);

			if (dgShading.Shape.ReverseOrientation ^ dgShading.Shape.TransformSwapsHandedness)
				dgBump.nn *= -1.0;

			dgBump.nn = Util.FaceForward (dgBump.nn, dgGeom.nn);

			return dgBump;
		}
开发者ID:Kintaro,项目名称:Art,代码行数:40,代码来源:IMaterial.cs

示例15: ConsoleOverlaySetView

 public ConsoleOverlaySetView(IOverlayView inputView, IOverlayView commandConsoleView, IOverlayView messageConsoleView, IOverlayView possibleCommandsView, ISpriteBatch spriteBatch, ITexture texture, IFont font)
     : base(spriteBatch, texture, font)
 {
     _overlays.Add(inputView);
     _overlays.Add(commandConsoleView);
     _overlays.Add(messageConsoleView);
     _overlays.Add(possibleCommandsView);
 }
开发者ID:zakvdm,项目名称:Frenetic,代码行数:8,代码来源:ConsoleOverlaySetView.cs


注:本文中的ITexture类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。