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C# GraphicFactory类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中GraphicFactory的典型用法代码示例。如果您正苦于以下问题:C# GraphicFactory类的具体用法?C# GraphicFactory怎么用?C# GraphicFactory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。



GraphicFactory类属于命名空间,在下文中一共展示了GraphicFactory类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            #region Models

            {
                ///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);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                DeferredCustomShader shader = new DeferredCustomShader(false,false,false,false);
                DeferredMaterial fmaterial = new DeferredMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            #endregion            

            #region NormalLight
            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 = 0.5f;
            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

            CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo);
            this.World.CameraManager.AddCamera(cam);

            new LightThrowBepu(this.World, GraphicFactory);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:66,代码来源:ShaderIDScreen.cs


示例2: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Create the Terrain Object
            ///Controls how the heigh map is loaded
            TerrainObject to = new TerrainObject(factory, "..\\Content\\Textures\\Untitled", Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 1, 1,10);
            ///Create the Model using the Terrain Object. Here we pass the textures used, in our case we are using MultiTextured Terrain so we pass lots of textures
            TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass");
            stm.SetTexture(factory.CreateTexture2DColor(1,1,Color.Green), TextureType.DIFFUSE);
            ///Create the shader
            ///In this sample we passed lots of textures, each one describe a level in the terrain, the ground is the sand and grass. the hills are rocks and the "mountains" are snow
            ///They are interpolated in the shader, you can control how using the shader parameters exposed in the DeferredTerrainShader
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Deferred material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, stm, to);
            ///Add to the world
            this.World.AddObject(obj);

            shader.BasicEffect.EnableDefaultLighting();

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo.Viewport);
            this.World.CameraManager.AddCamera(cam);            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:26,代码来源:Terrain.cs


示例3: Initialize

 /// <summary>
 /// Initializes this instance.
 /// </summary>
 /// <param name="ginfo"></param>
 /// <param name="factory"></param>
 /// <param name="obj"></param>
 public override void Initialize(GraphicInfo ginfo, GraphicFactory factory, IObject obj)
 {
     effect = factory.GetAlphaTestEffect();
     effect.ReferenceAlpha = alphaToCut;
     effect.AlphaFunction = CompareFunction;
     base.Initialize(ginfo,factory,obj);            
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:13,代码来源:ForwardAlphaTestShader.cs


示例4: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            ConfigWriter cw = new ConfigWriter("teste.properties");
            cw.AddKeyValue("teste", "value");
            cw.Write();

            ConfigReader cr = new ConfigReader("teste.properties");
            cr.Read();
            String v = cr.ReadValue("teste");
            System.Diagnostics.Debug.Assert(v == "value");

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:26,代码来源:FileUtilsScreen.cs


示例5: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo,factory, contentManager);

            ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//");
            ModelLoaderData data = ext.Load(factory, GraphicInfo, "leonScene");
            WorldLoader wl = new WorldLoader();
            wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject);
            wl.OnCreateILight += new CreateILight(wl_OnCreateILight);
            wl.LoadWorld(factory, GraphicInfo, World, data);

            //IModelo model = new SimpleModel(factory, "Model/leonScene");
            //IPhysicObject po = new TriangleMeshObject(model, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            //GhostObject po = new GhostObject();
            //IShader shader = new ForwardXNABasicShader();
            //ForwardMaterial dm = new ForwardMaterial(shader);
            //this.World.AddObject(new IObject(dm, model, po));        
            
            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker());

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:ForwardLoadScreen.cs


示例6: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            RasterizerState = new Microsoft.Xna.Framework.Graphics.RasterizerState();
            RasterizerState.FillMode = FillMode.WireFrame;

            BloomPostEffect = new BloomPostEffect();
            BloomPostEffect.Enabled = false;
            this.RenderTechnic.AddPostEffect(BloomPostEffect);

        
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cena");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());

                ForwardXNABasicShaderDescription ForwardXNABasicShaderDescription = ForwardXNABasicShaderDescription.Default();
                ForwardXNABasicShaderDescription.EnableTexture = true;
                ForwardXNABasicShaderDescription.EnableLightning = true;
                ForwardXNABasicShaderDescription.DefaultLightning = true;

                shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription);                                
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                
                shader.Initialize(GraphicInfo, factory, obj);                
                this.World.AddObject(obj);                      
            }


            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cilos");
                ///tem mais de um cilo neste mesh, tem q setar as texturas de todo mundo ....
                Texture2D tex = factory.CreateTexture2DColor(1, 1, Color.White);
                for (int i = 0; i < simpleModel.MeshNumber; i++)
                {
                    simpleModel.SetTexture(tex, TextureType.DIFFUSE,i,0);    
                }
                
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());                
                shader2 = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//cubeMap"),1,false);
                ForwardMaterial fmaterial = new ForwardMaterial(shader2);

                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            shader.BasicEffect.FogEnabled = true;
            shader.BasicEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey
            shader.BasicEffect.FogStart = 30;
            shader.BasicEffect.FogEnd = 1000;

            shader2.EnvironmentMapEffect.FogEnabled = true;
            shader2.EnvironmentMapEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey
            shader2.EnvironmentMapEffect.FogStart = 30;
            shader2.EnvironmentMapEffect.FogEnd = 1000; 

            cam = new RotatingCamera(this);
            this.World.CameraManager.AddCamera(cam);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:60,代码来源:TechTruthScreen.cs


示例7: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Gray), TextureType.MULTITEX1);
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                //ForwardDualTextureShader shader = new ForwardDualTextureShader();
                ForwardEnvironmentShader shader = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//grassCUBE"));
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:27,代码来源:ForwardMaterialsScreen.cs


示例8: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);                      

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {                   
                    SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                    TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(18 * j, 10, 8 * i), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                    ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                    ForwardMaterial fmaterial = new ForwardMaterial(shader);
                    IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                    obj.OnUpdate += new OnUpdate(obj_OnUpdate);
                    this.World.AddObject(obj);
                }
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:30,代码来源:MultScreen.cs


示例9: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ///Uncoment to add your model
            SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
            ///Physic info (position, rotation and scale are set here)
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Deferred material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            ///task sample
            taskSample taskSample = new taskSample();
            ///when ended, call this (syncronous -- specified in the itask implementation) function
            taskSample.Ended += new Action<ITask, IAsyncResult>(taskSample_Ended);
            ///create and send the task to the processor
            TaskCommand TaskCommand = new TaskCommand(taskSample);
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(TaskCommand);
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:34,代码来源:TaskApiSample.cs


示例10: SimpleModel

 internal SimpleModel(GraphicFactory factory, String modelName, bool isInternal, String diffuseTextureName = null, bool forceFromDisk = false)
      : base(isInternal,factory, modelName,false)
  {
      this.forceFromDisk = forceFromDisk;
      this._diffuseName = diffuseTextureName;
      LoadModel(factory, out BatchInformations, out TextureInformations);
  }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:SimpleModel.cs


示例11: iInit

 internal void iInit(GraphicInfo ginfo, GraphicFactory factory)
 {        
     this.graphicFactory = factory;
     this.graphicInfo = ginfo;
     isEnabled = true;
     Init(ginfo,factory);
 }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:7,代码来源:I2DPrimitive.cs


示例12: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                MobileMeshObject tmesh = new MobileMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial(),BEPUphysics.CollisionShapes.MobileMeshSolidity.DoubleSided,10);
                //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100, 100, 10), Matrix.Identity, Vector3.One * 50, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            new LightThrowBepu(this.World, factory);
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));            
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:MobilePhysicScreen.cs


示例13: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            
            ///Uncoment to add your model
            SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario");
            ///Physic info (position, rotation and scale are set here)
            TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
            ///Forward Shader (look at this shader construction for more info)
            ForwardXNABasicShader shader = new ForwardXNABasicShader();
            ///Forward material
            ForwardMaterial fmaterial = new ForwardMaterial(shader);
            ///The object itself
            IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            ///Add to the world
            this.World.AddObject(obj);

            this.RenderTechnic.AddPostEffect(MotionBlurPostEffect);
            this.RenderTechnic.AddPostEffect(BloomPostEffect);

            BloomPostEffect.Enabled = false;
            MotionBlurPostEffect.Enabled = false;

            blurdefault = MotionBlurPostEffect.Amount;

            RotatingCamera cam = new RotatingCamera(this, new Vector3(0,-100,-400));
            
            this.World.CameraManager.AddCamera(cam);

            RasterizerState = new RasterizerState();
            RasterizerState.CullMode = CullMode.None;
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:38,代码来源:PostEffectScreen.cs


示例14: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(100,10,10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj); 
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:FirstScreen.cs


示例15: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            var newCameraFirstPerson = new CameraStatic(new Vector3(100,100,100), - new Vector3(100,100,100) );
            this.World.CameraManager.AddCamera(newCameraFirstPerson);

            SimpleConcreteGestureInputPlayable SimpleConcreteGestureInputPlayable = new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.DoubleTap, (sample) => doubleTapCount++);
            this.BindInput(SimpleConcreteGestureInputPlayable);

            this.BindInput(new SimpleConcreteGestureInputPlayable(Microsoft.Xna.Framework.Input.Touch.GestureType.Hold, 
                (sample) => 
                    {
                        this.RemoveInputBinding(SimpleConcreteGestureInputPlayable);
                        doubleTapDisabled = true;
                    }
            ));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:27,代码来源:InputGestureScreen.cs


示例16: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            ///cast to out world instance
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");

                ///Physic Triangle mesh (same as bepu)
                PhysxTriangleMesh tmesh = new PhysxTriangleMesh(PhysxPhysicWorld,simpleModel, 
                    Matrix.Identity, Vector3.One);

                ForwardXNABasicShader shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);                               

            }

            ///Ball Throw !!!
            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:26,代码来源:Physx28Screen.cs


示例17: LoadBatchInfo

        protected override void LoadBatchInfo(GraphicFactory factory, out BatchInformation[][] BatchInformations)
        {
            TreeProfile t = factory.GetAsset<TreeProfile>(profileName);
            if (!String.IsNullOrEmpty(LeaftextureName))
            {
                t.LeafTexture = factory.GetAsset<Texture2D>(LeaftextureName);
            }
            if (!String.IsNullOrEmpty(trunktextureName))
            {
                t.TrunkTexture = factory.GetAsset<Texture2D>(trunktextureName);
            }
            tree = t.GenerateSimpleTree(StaticRandom.RandomInstance);

            BatchInformations = new BatchInformation[2][];
            vertexBufferS = new VertexBuffer[2];
            indexBufferS = new IndexBuffer[2];
            indexBufferS[0] = tree.TrunkMesh.IndexBuffer;
            vertexBufferS[0] = tree.TrunkMesh.VertexBuffer;
            BatchInformation bi0 = new BatchInformation(0, tree.TrunkMesh.NumberOfVertices, tree.TrunkMesh.NumberOfTriangles, 0, 0, tree.TrunkMesh.Vdeclaration, TreeVertex.SizeInBytes);
            BatchInformations[0] = new BatchInformation[1];
            BatchInformations[0][0] = bi0;

            indexBufferS[1] = tree.LeafCloud.Ibuffer;
            vertexBufferS[1] = tree.LeafCloud.Vbuffer;
            BatchInformation bi1 = new BatchInformation(0, tree.LeafCloud.Numleaves * 4, tree.LeafCloud.Numleaves * 2, 0, 0, tree.LeafCloud.Vdeclaration, LeafVertex.SizeInBytes);
            BatchInformations[1] = new BatchInformation[1];
            BatchInformations[1][0] = bi1; 
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:28,代码来源:TreeModel.cs


示例18: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager)
        {
            PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld;

            base.LoadContent(GraphicInfo, factory, contentManager);            

            var grid = VertexGrid.CreateGrid(100, 100, 0.3f, 100, 100);
            
            ClothModel ClothModel = new PloobsEngine.Modelo.ClothModel(factory, PhysxPhysicWorld,
                new ClothMeshDescription(), grid.Points,grid.TextCoords,grid.Indices, "Textures//meiofio");

            var clothDesc = new ClothDescription()
            {
                Friction = 0.5f,
                ClothMesh = ClothModel.ClothMesh,
                Flags = ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization ,
                Thickness = 0.2f,                
                WindAcceleration = new StillDesign.PhysX.MathPrimitives.Vector3(10,0,10)
            };            
                        clothDesc.MeshData.AllocatePositions<Vector3>(grid.Points.Length );
            clothDesc.MeshData.AllocateIndices<int>(grid.Indices.Length );
            clothDesc.MeshData.AllocateNormals<Vector3>(grid.Points.Length );

            clothDesc.MeshData.MaximumVertices = grid.Points.Length ;
            clothDesc.MeshData.MaximumIndices = grid.Indices.Length ;

            clothDesc.MeshData.NumberOfVertices = grid.Points.Length ;
            clothDesc.MeshData.NumberOfIndices = grid.Indices.Length ;            
            
            PhysxClothObject PhysxClothObject = new PloobsEngine.Physics.PhysxClothObject(clothDesc,
                                                Matrix.CreateRotationX((float)Math.PI / 2f) * Matrix.CreateTranslation(0,10,0));

            
            ForwardXNABasicShader ForwardXNABasicShader = new PloobsEngine.Material.ForwardXNABasicShader();
            ClothMaterial ClothMaterial = new ClothMaterial(ForwardXNABasicShader);
            IObject IObject = new PloobsEngine.SceneControl.IObject(ClothMaterial, ClothModel, PhysxClothObject);
            
            World.AddObject(IObject);
            
                ///pra preender            
                CapsuleShapeDescription CapsuleShapeDescription = new StillDesign.PhysX.CapsuleShapeDescription();
                CapsuleShapeDescription.Height = 100;
                CapsuleShapeDescription.Radius = 0.15f;
                CapsuleShapeDescription.LocalPosition = new StillDesign.PhysX.MathPrimitives.Vector3(0, 0.15f + 0.5f * 10, 0);
                
                var actorDesc = new ActorDescription()
                {
                    GlobalPose = StillDesign.PhysX.MathPrimitives.Matrix.Translation(0,-0.2f,0),
                    Shapes = { CapsuleShapeDescription }
                };

                var actor = PhysxPhysicWorld.Scene.CreateActor(actorDesc);

                PhysxClothObject.Cloth.AttachToShape(actor.Shapes.First(), (ClothAttachmentFlag)0);                
            
                        
            BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory);
            this.AttachCleanUpAble(BallThrowBullet);
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:60,代码来源:FlagCloth28Screen.cs


示例19: LoadContent

        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//");
            this.AttachCleanUpAble(ext);
            ModelLoaderData data = ext.Load(factory, GraphicInfo, "shadow");
            WorldLoader wl = new WorldLoader();
            wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject);
            wl.OnCreateILight += new CreateILight(wl_OnCreateILight);
            wl.LoadWorld(factory, GraphicInfo, World, data);
        
            lt = new LightThrowBepu(this.World, factory);

            #region NormalLight            
            ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White);
            ld1.CastShadown = true;
            float li = 0.9f;
            ld1.LightIntensity = li;
            this.World.AddLight(ld1);            
            #endregion

            CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo);
            cam.MoveSpeed *= 5;
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

            ///Interpolator to change lightDirection
            inter.Start(new Vector3(0, -1, 0), new Vector3(1, -1, 1), 3, true);

            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect());

        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:35,代码来源:DeferredDirectionaldShadowScreen.cs


示例20: LoadContent

        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                for (int i = 0; i < 10; i++)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        float x, y;
                        x = -i * 100;
                        y = -j * 100;

                        TreeModel tm = new TreeModel(factory, "Trees\\Pine", null, null);
                        ForwardTreeShader ts = new ForwardTreeShader();
                        TreeMaterial tmat = new TreeMaterial(ts, new WindStrengthSin());
                        GhostObject go = new GhostObject(new Vector3(x, 0, y), Matrix.Identity, new Vector3(0.05f));
                        IObject ox = new IObject(tmat, tm, go);
                        this.World.AddObject(ox);
                    }
                }
            }


            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo.Viewport));
        }
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:33,代码来源:TemplateForwardScreen.cs



注:本文中的GraphicFactory类示例整理自Github/MSDocs等源码及文档管理平台,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。


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C# Graphics类代码示例发布时间:2022-05-24
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