本文整理汇总了C#中PloobsEngine.GetTextureCube方法的典型用法代码示例。如果您正苦于以下问题:C# PloobsEngine.GetTextureCube方法的具体用法?C# PloobsEngine.GetTextureCube怎么用?C# PloobsEngine.GetTextureCube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类PloobsEngine
的用法示例。
在下文中一共展示了PloobsEngine.GetTextureCube方法的2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(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
{
base.LoadContent(GraphicInfo, factory, contentManager);
#region Models
{
simpleModel = new SimpleModel(factory, "..\\Content\\Model\\teapot");
simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);
GhostObject tmesh = new GhostObject(Vector3.Zero, Matrix.Identity, Vector3.One * 2);
///Environment Map Shader, there are 2 options, the first is a fully reflective surface (dont use the object texture) and the second
///is a mix of the object texture and the environment texture
///Used to fake ambient reflection, give metal appearence to an object ....
shader = new ForwardEnvironmentShader(factory.GetTextureCube("Textures\\cubeMap"),1,false);
ForwardMaterial fmaterial = new ForwardMaterial(shader);
IObject tea = new IObject(fmaterial, simpleModel, tmesh);
tea.OnUpdate += new OnUpdate(tea_OnUpdate);
this.World.AddObject(tea);
}
//{
// SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
// simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
// BoxObject tmesh = new BoxObject(new Vector3(0,-20,0), 1, 1, 1, 10, new Vector3(200, 1, 200), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
// tmesh.isMotionLess = true;
// DeferredNormalShader shader = new DeferredNormalShader();
// DeferredMaterial fmaterial = new DeferredMaterial(shader);
// IObject obj = new IObject(fmaterial, simpleModel, tmesh);
// this.World.AddObject(obj);
//}
#endregion
cam = new RotatingCamera(this);
this.World.CameraManager.AddCamera(cam);
SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubeMap");
CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
}
示例2: LoadContent
/// <summary>
/// Load content for the screen.
/// </summary>
/// <param name="GraphicInfo"></param>
/// <param name="factory"></param>
/// <param name="contentManager"></param>
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
{
///must be called before all
base.LoadContent(GraphicInfo, factory, contentManager);
{
IModelo sm = new SimpleModel(factory, "Model\\block");
Matrix trans = Matrix.CreateTranslation(new Vector3(100, 50, 0));
Plane plano = Plane.Transform(new Plane(0, 1, 0, 0), trans);
IPhysicObject pi = new BoxObject(Vector3.Zero, 1, 1, 1, 5, new Vector3(1300, 0.1f, 1300), trans, MaterialDescription.DefaultBepuMaterial());
pi.isMotionLess = true;
///Water shader, will refract and reflect according to the plano passed in the parameter
///Using default Parameters, there are lots of things that can be changed. See WaterCompleteShader
DeferredWaterCompleteShader shader = new DeferredWaterCompleteShader(800, 600, plano, 0);
shader.SpecularIntensity = 0.01f;
shader.SpecularPower = 50;
IMaterial mat = new DeferredMaterial(shader);
IObject obj4 = new IObject(mat, sm, pi);
this.World.AddObject(obj4);
}
{
///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);
}
{
List<Vector3> poss = new List<Vector3>();
for (int i = 0; i < 10; i++)
{
for (int j = 0; j < 10; j++)
{
float x, y;
x = i * 100;
y = j * 100;
poss.Add(new Vector3(x, 100, y));
}
}
StaticBilboardModel bm = new StaticBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss);
DeferredCilindricGPUBilboardShader cb = new DeferredCilindricGPUBilboardShader();
DeferredMaterial matfor = new DeferredMaterial(cb);
GhostObject go = new GhostObject();
IObject obj2 = new IObject(matfor, bm, go);
this.World.AddObject(obj2);
}
///Add some directional lights to completely iluminate the world
#region Lights
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 = 0.4f;
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
///Add a AA post effect
this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect());
///add a camera
this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
}