本文整理汇总了C#中Vertex.AddTexcoord方法的典型用法代码示例。如果您正苦于以下问题:C# Vertex.AddTexcoord方法的具体用法?C# Vertex.AddTexcoord怎么用?C# Vertex.AddTexcoord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Vertex
的用法示例。
在下文中一共展示了Vertex.AddTexcoord方法的3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: CreateGeometryHalo2
/// <summary>
/// Creates a geometry element for a Halo geometry section
/// </summary>
/// <param name="name">The name for the geometry</param>
/// <param name="is_skinned">Controls whether the strip indices should be treated as a triangle strip or a triangle list</param>
/// <param name="section">The geometry section to create an element for</param>
/// <param name="shader_names">A string list containing all of the shader names</param>
protected void CreateGeometryHalo2(string name, bool is_skinned,
H2.Tags.global_geometry_section_info_struct section_info, H2.Tags.global_geometry_section_struct section,
List<string> shader_names)
{
List<Vertex> common_vertices = new List<Vertex>();
// create a generic list of vertices
foreach (var vertex in section.RawVertices)
{
Vertex common_vertex = new Vertex(
vertex.Point.Position.ToPoint3D(100),
vertex.Normal.ToVector3D(),
vertex.Binormal.ToVector3D(),
vertex.Tangent.ToVector3D());
common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
vertex.Texcoord.X,
(vertex.Texcoord.Y * -1) + 1));
common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
vertex.SecondaryTexcoord.X,
(vertex.SecondaryTexcoord.Y * -1) + 1));
common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
vertex.PrimaryLightmapTexcoord.X,
(vertex.PrimaryLightmapTexcoord.Y * -1) + 1));
common_vertices.Add(common_vertex);
}
List<Part> commom_parts = new List<Part>();
// create the generic part definition list
for (int part_index = 0; part_index < section.Parts.Count; part_index++)
{
string shader_name;
if (shader_names.Count == 0)
shader_name = "";
else
shader_name = shader_names[section.Parts[part_index].Material];
Part common_part = new Part(shader_name);
if(is_skinned)
common_part.AddIndices(CreateIndicesSkinned(section, part_index));
else
common_part.AddIndices(CreateIndicesWorldSpace(section, part_index));
commom_parts.Add(common_part);
}
// create the geometry element
CreateGeometry(name, 3,
VertexComponent.POSITION | VertexComponent.NORMAL | VertexComponent.BINORMAL | VertexComponent.TANGENT | VertexComponent.TEXCOORD,
common_vertices, commom_parts);
}
示例2: CreateRenderGeometry
/// <summary>
/// Creates a geometry element for a BSP lightmap
/// </summary>
/// <param name="index">The lightmap index to create a geometry from</param>
/// <returns></returns>
void CreateRenderGeometry(int index)
{
H1.Tags.structure_bsp_group definition = tagManager.TagDefinition as H1.Tags.structure_bsp_group;
List<Vertex> common_vertices = new List<Vertex>();
// add all of the vertices used in the render geometry
foreach (var material in definition.Lightmaps[index].Materials)
{
// read vertex information from the uncompressed vertex data
System.IO.BinaryReader uncompressed_reader = new System.IO.BinaryReader(
new System.IO.MemoryStream(material.UncompressedVertices.Value));
int vertex_count = material.VertexBuffersCount1;
for (int vertex_index = 0; vertex_index < vertex_count; vertex_index++)
{
Vertex common_vertex = new Vertex(
//RealPoint3D position
new LowLevel.Math.real_point3d(
uncompressed_reader.ReadSingle() * 100,
uncompressed_reader.ReadSingle() * 100,
uncompressed_reader.ReadSingle() * 100),
//RealVector3D normal
new LowLevel.Math.real_vector3d(
uncompressed_reader.ReadSingle(),
uncompressed_reader.ReadSingle(),
uncompressed_reader.ReadSingle()),
//RealVector3D binormal
new LowLevel.Math.real_vector3d(
uncompressed_reader.ReadSingle(),
uncompressed_reader.ReadSingle(),
uncompressed_reader.ReadSingle()),
//RealVector3D tangent
new LowLevel.Math.real_vector3d(
uncompressed_reader.ReadSingle(),
uncompressed_reader.ReadSingle(),
uncompressed_reader.ReadSingle()));
//RealPoint2D texcoord0
common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
uncompressed_reader.ReadSingle(),
(uncompressed_reader.ReadSingle() * -1) + 1));
//RealPoint2D texcoord1
if (material.VertexBuffersCount2 != 0)
{
int position = (int)uncompressed_reader.BaseStream.Position;
uncompressed_reader.BaseStream.Position = (material.VertexBuffersCount1 * 56) + (vertex_index * 20) + 12;
common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
uncompressed_reader.ReadSingle(),
(uncompressed_reader.ReadSingle() * -1) + 1));
uncompressed_reader.BaseStream.Position = position;
}
else
common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(0, 1));
common_vertices.Add(common_vertex);
};
}
List<Part> common_parts = new List<Part>();
// add part definitions for the lightmap materials
// an index offset is necessary since the vertex list is global for this geometry, rather than local to each material
int index_offset = 0;
foreach (var material in definition.Lightmaps[index].Materials)
{
Part common_part = new Part(Path.GetFileNameWithoutExtension(material.Shader.ToString()));
common_part.AddIndices(CreateIndicesBSP(definition, material.Surfaces, material.SurfaceCount, index_offset));
index_offset += material.VertexBuffersCount1;
common_parts.Add(common_part);
}
// create the geometry element
CreateGeometry(ColladaUtilities.FormatName(tagName, " ", "_") + "-" + definition.Lightmaps[index].Bitmap.ToString(), 2,
VertexComponent.POSITION | VertexComponent.NORMAL | VertexComponent.BINORMAL | VertexComponent.TANGENT | VertexComponent.TEXCOORD,
common_vertices, common_parts);
}
示例3: CreateGeometryList
/// <summary>
/// Creates geometry elements for all of the included geometry blocks
/// </summary>
void CreateGeometryList()
{
H1.Tags.gbxmodel_group definition = tagManager.TagDefinition as H1.Tags.gbxmodel_group;
// create a list contining the names of all the shaders being used
List<string> shader_names = new List<string>();
foreach (var shader in definition.Shaders)
shader_names.Add(Path.GetFileNameWithoutExtension(shader.Shader.ToString()));
for (int i = 0; i < modelInfo.GetGeometryCount(); i++)
{
string name = ColladaUtilities.FormatName(modelInfo.GetGeometryName(i), " ", "_");
List<Vertex> common_vertices = new List<Vertex>();
H1.Tags.gbxmodel_group.model_geometry_block geometry = definition.Geometries[modelInfo.GetGeometryIndex(i)];
// collect the vertices for all of the geometries parts
foreach(var part in geometry.Parts)
{
foreach(var vertex in part.UncompressedVertices)
{
Vertex common_vertex = new Vertex(vertex.Position.ToPoint3D(100),
vertex.Normal.ToVector3D(),
vertex.Binormal.ToVector3D(),
vertex.Tangent.ToVector3D());
// if the texture coordinate scale is 0.0, default to 1.0
float u_scale = (definition.BaseMapUScale.Value == 0.0f ? 1.0f : definition.BaseMapUScale.Value);
float v_scale = (definition.BaseMapVScale.Value == 0.0f ? 1.0f : definition.BaseMapVScale.Value);
// add the texture coordinate data
common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
vertex.TextureCoords.X * u_scale,
((vertex.TextureCoords.Y * v_scale) * -1) + 1));
common_vertices.Add(common_vertex);
}
}
List<Part> common_parts = new List<Part>();
// create a new Part for each geometry part
int index_offset = 0;
foreach(var part in geometry.Parts)
{
Part common_part = new Part(shader_names[part.ShaderIndex]);
common_part.AddIndices(CreateIndicesModel(part, index_offset));
index_offset += part.UncompressedVertices.Count;
common_parts.Add(common_part);
}
// create the geometry element
CreateGeometry(name, 1,
VertexComponent.POSITION | VertexComponent.NORMAL | VertexComponent.BINORMAL | VertexComponent.TANGENT | VertexComponent.TEXCOORD,
common_vertices, common_parts);
}
}