本文整理汇总了C#中TextureCube.GetData方法的典型用法代码示例。如果您正苦于以下问题:C# TextureCube.GetData方法的具体用法?C# TextureCube.GetData怎么用?C# TextureCube.GetData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TextureCube
的用法示例。
在下文中一共展示了TextureCube.GetData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: SkySphere
public SkySphere(ContentManager content, GraphicsDevice graphcisDevice, TextureCube Texture, float scale)
{
//model = new Object(content.Load<Model>("skysphere_mesh"), Vector3.Zero, Vector3.Zero, new Vector3(100000),GraphicsDevice);
/*model = new Object(new Vector3(1000), "Models\\SkySphereMesh");
model.Scale = 0.5f;*/
model = new Object(new Vector3(0, 0, 0), "Models\\SphereHighPoly");// "Models\\SkySphereMesh");//Model Model, Vector3 Position, Vector3 Rotation,Vector3 Scale,
//model.Scale = 1000;
//model.Scale = 10000;
model.Scale = scale;
TextureCube = Texture;
Color[] c = new Color[TextureCube.Size * TextureCube.Size];
TextureCube.GetData<Color>(CubeMapFace.PositiveZ, c);
effect = content.Load<Effect>("SkySphereEffect");
effect.Parameters["CubeMap"].SetValue(Texture);
//effect = content.Load<Effect>("SkySphere");
//effect.Parameters["SkyboxTexture"].SetValue(Texture);
model.SetModelEffect(effect, false);
this.graphics = graphcisDevice;
}
示例2: ShouldSetAndGetData
public void ShouldSetAndGetData(int size)
{
Game.DrawWith += (sender, e) =>
{
var dataSize = size * size;
var textureCube = new TextureCube(Game.GraphicsDevice, size, false, SurfaceFormat.Color);
for (var i = 0; i < 6; i++)
{
var savedData = new Color[dataSize];
for (var index = 0; index < dataSize; index++)
savedData[index] = new Color(index + i, index + i, index + i);
textureCube.SetData((CubeMapFace) i, savedData);
var readData = new Color[dataSize];
textureCube.GetData((CubeMapFace) i, readData);
Assert.AreEqual(savedData, readData);
}
};
Game.Run();
}
示例3: GetTexture2D
private static Texture2D GetTexture2D(GraphicsDevice graphicsDevice, TextureCube textureCube, CubeMapFace cubeMapFace)
{
// Unfortunately, we cannot treat the TextureCube as Texture2D[] in XNA.
// We could try to copy all faces into a 3x2 Texture2D, but this is problematic:
// - Extracting DXT compressed faces is difficult.
// - Additional texel border required for correct texture filtering at edges.
// + The skybox could be rendered with a single draw call.
//
// --> Manually convert TextureCube to Texture2D[6] and store array in Tag.
var faces = textureCube.Tag as Texture2D[];
if (faces == null || faces.Length != 6)
{
if (textureCube.Tag != null)
throw new GraphicsException("The SkyboxRenderer (Reach profile) needs to store information in Tag property of the skybox texture, but the Tag property is already in use.");
faces = new Texture2D[6];
var size = textureCube.Size;
int numberOfBytes;
switch (textureCube.Format)
{
case SurfaceFormat.Color:
numberOfBytes = size * size * 4;
break;
case SurfaceFormat.Dxt1:
numberOfBytes = size * size / 2;
break;
default:
throw new GraphicsException("The SkyboxRenderer (Reach profile) only supports the following surface formats: Color, Dxt1.");
}
var face = new byte[numberOfBytes];
for (int i = 0; i < 6; i++)
{
var texture2D = new Texture2D(graphicsDevice, size, size, false, textureCube.Format);
textureCube.GetData((CubeMapFace)i, face);
texture2D.SetData(face);
faces[i] = texture2D;
}
textureCube.Tag = faces;
textureCube.Disposing += OnTextureCubeDisposing;
}
return faces[(int)cubeMapFace];
}
示例4: GenerateSphericalHarmonicFromCubeMap
} // Lerp
#endregion
#region Generate Spherical Harmonic from CubeMap
/// <summary>
/// Generate a spherical harmonic from the faces of a cubemap, treating each pixel as a light source and averaging the result.
/// </summary>
public static SphericalHarmonicL2 GenerateSphericalHarmonicFromCubeMap(TextureCube cubeMap)
{
SphericalHarmonicL2 sh = new SphericalHarmonicL2();
// Extract the 6 faces of the cubemap.
for (int face = 0; face < 6; face++)
{
CubeMapFace faceId = (CubeMapFace)face;
// Get the transformation for this face,
Matrix cubeFaceMatrix;
switch (faceId)
{
case CubeMapFace.PositiveX:
cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(1, 0, 0), new Vector3(0, 1, 0));
break;
case CubeMapFace.NegativeX:
cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(-1, 0, 0), new Vector3(0, 1, 0));
break;
case CubeMapFace.PositiveY:
cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 1, 0), new Vector3(0, 0, 1));
break;
case CubeMapFace.NegativeY:
cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, -1, 0), new Vector3(0, 0, -1));
break;
case CubeMapFace.PositiveZ:
cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), new Vector3(0, 1, 0));
break;
case CubeMapFace.NegativeZ:
cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 0, 1), new Vector3(0, 1, 0));
break;
default:
throw new ArgumentOutOfRangeException();
}
Color[] colorArray = new Color[cubeMap.Size * cubeMap.Size];
cubeMap.GetData(faceId, colorArray);
// Extract the spherical harmonic for this face and accumulate it.
sh += ExtractSphericalHarmonicForCubeFace(cubeFaceMatrix, colorArray, cubeMap.Size);
}
//average out over the sphere
return sh.GetWeightedAverageLightInputFromSphere();
} // GenerateSphericalHarmonicFromCubeMap