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C# BasicEffect.EnableDefaultLighting方法代码示例

本文整理汇总了C#中Microsoft.Xna.Framework.Graphics.BasicEffect.EnableDefaultLighting方法的典型用法代码示例。如果您正苦于以下问题:C# BasicEffect.EnableDefaultLighting方法的具体用法?C# BasicEffect.EnableDefaultLighting怎么用?C# BasicEffect.EnableDefaultLighting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Microsoft.Xna.Framework.Graphics.BasicEffect的用法示例。


在下文中一共展示了BasicEffect.EnableDefaultLighting方法的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: GameMap

        public GameMap(Game game, Map map)
        {
            _game = game;
            _map = map;
            _width =(int) map.Sizes.X + 1;
            _height = (int)map.Sizes.Y + 1;
            _basicEffect = new BasicEffect(game.GraphicsDevice)
                                            {
                                                FogEnabled = map.FogEnabled,
                                                FogStart = map.ForStart,
                                                FogEnd = map.FogEnd,
                                                FogColor = map.FogColor,
                                            };

            _basicEffect.LightingEnabled = map.LightingEnabled;
            if (map.DirectionalLight0 != null)
                map.DirectionalLight0.Fill(_basicEffect.DirectionalLight0);
            if (map.DirectionalLight1 != null)
                map.DirectionalLight1.Fill(_basicEffect.DirectionalLight1);
            if (map.DirectionalLight2 != null)
                map.DirectionalLight2.Fill(_basicEffect.DirectionalLight2);

            if (map.EnableDefaultLighting)
                _basicEffect.EnableDefaultLighting();

            CreateVertices();
        }
开发者ID:DagonGD,项目名称:Game3,代码行数:27,代码来源:GameMap.cs

示例2: LoadContent

        public void LoadContent(IServiceProvider services)
        {
            // Get the necessary services.
            _graphics = ((IGraphicsDeviceService)services.GetService(typeof(IGraphicsDeviceService))).GraphicsDevice;

            // Create a vertex declaration, describing the format of our vertex data.

            // Create a vertex buffer, and copy our vertex data into it.
            _vertexBuffer = new VertexBuffer(_graphics,
                typeof(VertexPositionNormal),
                _vertices.Count, BufferUsage.None);

            _vertexBuffer.SetData(_vertices.ToArray());

            // Create an index buffer, and copy our index data into it.
            _indexBuffer = new IndexBuffer(_graphics, typeof(ushort),
                                          _indices.Count, BufferUsage.None);

            _indexBuffer.SetData(_indices.ToArray());

            // Create a BasicEffect, which will be used to render the primitive.
            _basicEffect = new BasicEffect(_graphics);

            _basicEffect.EnableDefaultLighting();
        }
开发者ID:jwvdiermen,项目名称:LD28,代码行数:25,代码来源:GeometricPrimitive.cs

示例3: LoadContent

        protected override void LoadContent()
        {
            base.LoadContent();

            _basicEffect = new BasicEffect(GraphicsDevice);
            _basicEffect.EnableDefaultLighting();

            _numVertices = SIZE * SIZE;

            int numInternalRows = SIZE - 2;
            _numIndices = (2 * SIZE * (1 + numInternalRows)) + (2 * numInternalRows);

            VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[_numVertices];
            for (int z = 0; z < SIZE; z++)
            {
                for (int x = 0; x < SIZE; x++)
                {
                    vertices[GetIndex(x, z)] = new VertexPositionNormalTexture(
                        new Vector3(x, 0, -z), new Vector3(0, 1, 0),
                        new Vector2(x / (float)(SIZE - 1) * 8, z / (float)(SIZE - 1) * 8));
                }
            }

            _vertexBuffer = new VertexBuffer(
                this.GraphicsDevice,
                VertexPositionNormalTexture.VertexDeclaration,
                vertices.Length,
                BufferUsage.WriteOnly);
            _vertexBuffer.SetData<VertexPositionNormalTexture>(vertices);

            short[] indices = new short[_numIndices]; int indexCounter = 0;
            for (int z = 0; z < SIZE - 1; z++)
            {
                // insert index for degenerate triangle
                if (z > 0)
                    indices[indexCounter++] = GetIndex(0, z);

                for (int x = 0; x < SIZE; x++)
                {
                    indices[indexCounter++] = GetIndex(x, z);
                    indices[indexCounter++] = GetIndex(x, z + 1);
                }

                // insert index for degenerate triangle
                if (z < SIZE - 2)
                    indices[indexCounter++] = GetIndex(SIZE - 1, z);
            }

            _indexBuffer = new IndexBuffer(
                this.GraphicsDevice,
                typeof(short),
                indices.Length,
                BufferUsage.WriteOnly);
            _indexBuffer.SetData<short>(indices);

            Texture2D texture = Game.Content.Load<Texture2D>(@"Textures\dirt");

            _basicEffect.Texture = texture;
            _basicEffect.TextureEnabled = true;
        }
开发者ID:tgjones,项目名称:particlephysics,代码行数:60,代码来源:Ground.cs

示例4: BasicEffectWrapper

 public BasicEffectWrapper(GraphicsDevice graphicsDevice)
 {
     _innerEffect = new BasicEffect(graphicsDevice);
     _innerEffect.EnableDefaultLighting();
     _innerEffect.PreferPerPixelLighting = true;
     _innerEffect.TextureEnabled = true;
 }
开发者ID:Kaskelot,项目名称:Monolot,代码行数:7,代码来源:BasicEffectWrapper.cs

示例5: Warm

 public void Warm(GraphicsDevice device)
 {
     material = new BasicEffect(device);
     material.EnableDefaultLighting();
     material.VertexColorEnabled = true;
     material.PreferPerPixelLighting = true;
 }
开发者ID:zfedoran,项目名称:bubblebound,代码行数:7,代码来源:box.cs

示例6: LoadContent

        protected override void LoadContent()
        {
            LineEffect = new BasicEffect(Game.GraphicsDevice);
            LineEffect.EnableDefaultLighting();
            LineEffect.DiffuseColor = new Vector3(1, 1, 1);
            LineEffect.VertexColorEnabled = true;
            LineEffect.LightingEnabled = false;
            LineEffect.TextureEnabled = false;

            sphereVertices = new VertexPositionColor[18];

            for (int i = 0; i <= 16; i++)
            {
                float angle = (float)Math.PI * 2.0f * (float)i / 16;
                sphereVertices[i].Color = Color.GreenYellow;
                sphereVertices[i].Position = new Vector3(Sin(angle), Cos(angle), 0);
            }

            sphereVertices[17].Color = Color.GreenYellow;
            sphereVertices[17].Position = Vector3.Zero;

            Matrix terrainWorld = Matrix.CreateScale(0.03f);

            base.LoadContent();
        }
开发者ID:LukasBoersma,项目名称:Ballz,代码行数:25,代码来源:PhysicsDebugRendering.cs

示例7: SetupShittyStupidShit

 private static void SetupShittyStupidShit()
 {
     effect = new BasicEffect(Game1.Device);
     effect.EnableDefaultLighting();
     effect.TextureEnabled = true;
     effect.Texture = texture;
 }
开发者ID:Ascendzor,项目名称:Viper,代码行数:7,代码来源:Map.cs

示例8: ChunkModule

        public ChunkModule(TrueCraftGame game)
        {
            Game = game;

            ChunkRenderer = new ChunkRenderer(Game.Client.World, Game, Game.BlockRepository);
            Game.Client.ChunkLoaded += (sender, e) => ChunkRenderer.Enqueue(e.Chunk);
            Game.Client.ChunkUnloaded += (sender, e) => UnloadChunk(e.Chunk);
            Game.Client.ChunkModified += (sender, e) => ChunkRenderer.Enqueue(e.Chunk, true);
            ChunkRenderer.MeshCompleted += MeshCompleted;
            ChunkRenderer.Start();

            OpaqueEffect = new BasicEffect(Game.GraphicsDevice);
            OpaqueEffect.EnableDefaultLighting();
            OpaqueEffect.DirectionalLight0.SpecularColor = Color.Black.ToVector3();
            OpaqueEffect.DirectionalLight1.SpecularColor = Color.Black.ToVector3();
            OpaqueEffect.DirectionalLight2.SpecularColor = Color.Black.ToVector3();
            OpaqueEffect.TextureEnabled = true;
            OpaqueEffect.Texture = Game.TextureMapper.GetTexture("terrain.png");
            OpaqueEffect.FogEnabled = true;
            OpaqueEffect.FogStart = 512f;
            OpaqueEffect.FogEnd = 1000f;
            OpaqueEffect.FogColor = Color.CornflowerBlue.ToVector3();
            OpaqueEffect.VertexColorEnabled = true;

            TransparentEffect = new AlphaTestEffect(Game.GraphicsDevice);
            TransparentEffect.AlphaFunction = CompareFunction.Greater;
            TransparentEffect.ReferenceAlpha = 127;
            TransparentEffect.Texture = Game.TextureMapper.GetTexture("terrain.png");
            TransparentEffect.VertexColorEnabled = true;

            ChunkMeshes = new List<ChunkMesh>();
            IncomingChunks = new ConcurrentBag<Mesh>();
            ActiveMeshes = new HashSet<Coordinates2D>();
        }
开发者ID:prusinek74,项目名称:TrueCraft,代码行数:34,代码来源:ChunkModule.cs

示例9: ShipModel

        private ShipModel(Model m, String name)
        {
            shipmodels.Add(name, this); //add to static dictionary of models
            ship = m;

            GraphicsDevice graphicsDevice = Game1.device;

            Point center = Point.Zero;

            m.Root.Transform = Matrix.CreateScale(10f);

            basicEffect = new BasicEffect(Game1.device);

            foreach (ModelMesh mesh in ship.Meshes)
            {
                foreach (ModelMeshPart part in mesh.MeshParts)
                {
                    part.Effect = basicEffect;
                }
            }

            // Create a BasicEffect, which will be used to render the primitive.
            //basicEffect = new BasicEffect(graphicsDevice);
            basicEffect.DiffuseColor = new Vector3(50, 50, 50);
            basicEffect.EnableDefaultLighting();
        }
开发者ID:cclay,项目名称:spaceconquest,代码行数:26,代码来源:ShipModel.cs

示例10: onAddedToEntity

		public override void onAddedToEntity()
		{
			base.onAddedToEntity();

			_basicEffect = entity.scene.content.loadMonoGameEffect<BasicEffect>();
			_basicEffect.VertexColorEnabled = true;
			_basicEffect.EnableDefaultLighting();
		}
开发者ID:prime31,项目名称:Nez,代码行数:8,代码来源:GeometricPrimitive3D.cs

示例11: Terrain

        public Terrain(DagonGame game, int width, int length)
        {
            _basicEffect = new BasicEffect(game.GraphicsDevice) { TextureEnabled = true};

            if (game.Settings.EnableDefaultLighting)
            {
                _basicEffect.EnableDefaultLighting();
                _basicEffect.PreferPerPixelLighting = true;
            }

            _basicEffect.FogEnabled = true;
            _basicEffect.FogStart = game.Settings.RangeOfVisibility / 3f;
            _basicEffect.FogEnd = game.Settings.RangeOfVisibility;
            _basicEffect.FogColor = game.World.SkyColor.ToVector3();

            //_basicEffect.

            _game = game;

            _hightMap = new float[width + 1][];

            var random = new Random(DateTime.Now.Millisecond);

            for (int i = 0; i < width + 1; i++)
            {
                _hightMap[i] = new float[length + 1];

                for (int j = 0; j < length + 1; j++)
                {
                    _hightMap[i][j] = (float)(random.NextDouble() / 4);
                }
            }

            vertexData = new VertexPositionNormalTexture[_hightMap.Length * _hightMap[0].Length * 2 * 3];

            var index = 0;
            //TODO make map width*length size
            for (int i = 0; i < width-1; i++)
            {
                for (int j = 0; j < length-1; j++)
                {
                    vertexData[index] = CreateVertex(i, j, new Vector2(0, 0));
                    index++;
                    vertexData[index] = CreateVertex(i + 1, j, new Vector2(1, 0));
                    index++;
                    vertexData[index] = CreateVertex(i, j + 1, new Vector2(0, 1));
                    index++;

                    vertexData[index] = CreateVertex(i + 1, j, new Vector2(1, 0));
                    index++;
                    vertexData[index] = CreateVertex(i + 1, j + 1, new Vector2(1, 1));
                    index++;
                    vertexData[index] = CreateVertex(i, j + 1, new Vector2(0, 1));
                    index++;
                }
            }
        }
开发者ID:DagonGD,项目名称:DagonGraphicEngine,代码行数:57,代码来源:Terrain.cs

示例12: LoadContent

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            texturaPlano = Content.Load<Texture2D>("logo_ipca");

            efeito = new BasicEffect(GraphicsDevice);

            efeitoPlano = new BasicEffect(GraphicsDevice);
            efeitoPlano.TextureEnabled = true;
            efeitoPlano.EnableDefaultLighting();
            efeitoPlano.Texture = texturaPlano;
        }
开发者ID:pedroabgmarques,项目名称:IP3D,代码行数:15,代码来源:Game1.cs

示例13: ApplyToBasicEffect

        public static void ApplyToBasicEffect(BasicEffect effect)
        {
            effect.EnableDefaultLighting();

            effect.DirectionalLight0.Direction = new Vector3(-1.0f, 0.0f, 0.0f);
            effect.DirectionalLight0.DiffuseColor = new Vector3(0.95f);

            effect.DirectionalLight1.Enabled = false;
            effect.DirectionalLight2.Enabled = false;

            effect.AmbientLightColor = new Vector3(0.05f);
        }
开发者ID:modulexcite,项目名称:awesome-game-2,代码行数:12,代码来源:Sunlight.cs

示例14: Obstacle

        public Obstacle(Vector3 position, Color color)
        {
            unitCube = GameMultiVerse.Instance.Content.Load<Model>("Models/cube");
            basicEffect = new BasicEffect(GameMultiVerse.Instance.GraphicsDevice);

            Matrix W = Matrix.CreateTranslation(position);
            boundingBox = Collision.UpdateBoundingBox(unitCube, W);

            basicEffect.EnableDefaultLighting();
            basicEffect.World = W;
            basicEffect.DiffuseColor = color.ToVector3();
        }
开发者ID:matyicsapo,项目名称:MultiVerse,代码行数:12,代码来源:Obstacle.cs

示例15: Initialize

 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     cam = new FreeCamera(new Vector3(10, 10, 60), 0, 0, GraphicsDevice);
     setupworld();
     groundeffect = new BasicEffect(GraphicsDevice);
     groundeffect.TextureEnabled = true;
     groundeffect.EnableDefaultLighting();
     groundeffect.Texture = Content.Load<Texture2D>("Checker");
     ground = new VertexPositionNormalTexture[6];
     setupground();
     base.Initialize();
 }
开发者ID:JointJBA,项目名称:DisqueEngine,代码行数:13,代码来源:physgame.cs


注:本文中的Microsoft.Xna.Framework.Graphics.BasicEffect.EnableDefaultLighting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。