Example #1
0
        private void AddSphete(float r, Vector3 center, Vector3 scale, String imagePath)
        {
            ShaderSimple sh = new ShaderSimple();

            // add to list the sphere
            sphere_info spi = new sphere_info();
            spi.sh = sh;
            spi.r = r * scale.X*1.5f;
            spi.center = center;
            listSphere.Add(spi);

            // add the textures for the shader
            sh.SetTexture(imagePath, TextureType.Diffuse);
            sh.SetTexture(imagePath, TextureType.Lightmap);
            sh.SetTexture("Resources/height.jpg", TextureType.Heightmap);

            ShaderManager.AddShader("Shader" + r.ToString(), sh);

            List<Polygon> polygonList = new List<Polygon>();

            float numSteps = 100;
            float thita_step = (float)(Math.PI / numSteps);
            float phi_step = (float)(2 * Math.PI / numSteps);
            for (float thita = 0; thita < Math.PI; thita += thita_step)
            {
                for (float phi = 0; phi < 2 * Math.PI; phi += phi_step)
                {
                    float x = (float)(r * Math.Sin(thita) * Math.Cos(phi));
                    float y = (float)(r * Math.Sin(thita) * Math.Sin(phi));
                    float z = (float)(r * Math.Cos(thita));
                    float u = (float)(thita / (Math.PI));
                    float v = (float)(phi / (2 * Math.PI));
                    Vertex ver1A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    x = (float)(r * Math.Sin(thita) * Math.Cos(phi + phi_step));
                    y = (float)(r * Math.Sin(thita) * Math.Sin(phi + phi_step));
                    z = (float)(r * Math.Cos(thita));
                    u = (float)(thita / (Math.PI));
                    v = (float)((phi + phi_step) / (2 * Math.PI));
                    Vertex ver2A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    x = (float)(r * Math.Sin(thita + thita_step) * Math.Cos(phi + phi_step));
                    y = (float)(r * Math.Sin(thita + thita_step) * Math.Sin(phi + phi_step));
                    z = (float)(r * Math.Cos(thita + thita_step));
                    u = (float)((thita + thita_step) / (Math.PI));
                    v = (float)((phi + phi_step) / (2 * Math.PI));
                    Vertex ver3A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    x = (float)(r * Math.Sin(thita + thita_step) * Math.Cos(phi));
                    y = (float)(r * Math.Sin(thita + thita_step) * Math.Sin(phi));
                    z = (float)(r * Math.Cos(thita + thita_step));
                    u = (float)((thita + thita_step) / (Math.PI));
                    v = (float)((phi) / (2 * Math.PI));
                    Vertex ver4A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    polygonList.Add(new Polygon(ver1A, ver2A, ver3A));
                    polygonList.Add(new Polygon(ver1A, ver3A, ver4A));
                }
            }

            Mesh mesh = new Mesh();
            /// set to the new mesh the shader
            mesh.m_shader = sh;
            // set the position
            mesh.SetPosition(center);
            // scale it
            mesh.SetScale(scale);

            // add the polygons on mesh
            foreach (Polygon poly in polygonList)
            {
                // add the polygons to the mesh
                mesh.AddPolygon(poly, false);
            }

            /// create the mesh and download it to the card
            mesh.CreateMesh();

            /// add the mesh to the engine mesh list
            Engine.g_MeshManager.AddMesh(mesh);

            sh.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);
        }
Example #2
0
        void t_Tick(object sender, EventArgs e)
        {
            selected_sphere = null;
            foreach (sphere_info spi in listSphere)
            {
                Vector3 x0 = spi.center;
                Vector3 x1 = Engine.g_MoveCamera.LookAt;
                Vector3 x2 = Engine.g_MoveCamera.Eye;
                Vector3 sub1 = Vector3.Subtract(x0, x1);
                Vector3 sub2 = Vector3.Subtract(x0, x2);
                Vector3 sub3 = Vector3.Subtract(x2, x1);

                Vector3 d_arith = Vector3.Cross(sub1, sub2);
                float dis = (d_arith.Length() / sub3.Length());

                if (dis < spi.r)
                {
                    spi.sh.SetVariables(new Vector3(1.0f, 0.5f, 0.5f), ShaderViariables.Ambient);
                    selected_sphere = spi;
                }
                else
                {
                    spi.sh.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);

                }
            }
        }