public void Test2MaterialsUnion()
        {
            var mat1 = new DCVoxelMaterial()
            {
                Texture = DCFiles.UVCheckerMap10_512
            };
            var mat2 = new DCVoxelMaterial()
            {
                Texture = DCFiles.UVCheckerMap11_512
            };

            var mesh1 =
                new DensityFunctionHermiteGrid(
                    v => DensityHermiteGridTest.SphereDensityFunction(v, 2, new Vector3(2)), new Point3(20, 20, 20),
                    v => mat1);

            var mesh2 =
                new DensityFunctionHermiteGrid(
                    v => DensityHermiteGridTest.SphereDensityFunction(v, 2, new Vector3(2)), new Point3(10, 10, 10),
                    v => mat2);

            var grid = new UnionGrid(mesh1, mesh2, new Point3(1, 1, 1));



            surfaceRenderer.CreateSurface(grid, Matrix.Translation(0, 0, 0));
        }
Exemple #2
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        public VoxelCustomRenderer(DX11Game game, DeferredRenderer dRenderer, DualContouringMeshBuilder dcMeshBuilder, DualContouringAlgorithm dcAlgo, MeshRenderDataFactory renderDataFactory)
        {
            this.game              = game;
            this.dRenderer         = dRenderer;
            this.dcMeshBuilder     = dcMeshBuilder;
            this.dcAlgo            = dcAlgo;
            this.renderDataFactory = renderDataFactory;


            var tex = new RAMTexture();

            defaultMaterial = new DCVoxelMaterial()
            {
                Texture = DCFiles.UVCheckerMap11_512
            };

            objectBuffer = DeferredMaterial.CreatePerObjectCB(game);
        }
Exemple #3
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 public MeshWithMaterial(RawMeshData meshData, DCVoxelMaterial material, MeshPartRenderData renderData)
 {
     this.meshData   = meshData;
     this.material   = material;
     this.renderData = renderData;
 }
Exemple #4
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 public MaterialInstance(DCVoxelMaterial material, DeferredRenderer dRenderer, DX11Game gamez)
 {
     Material = material;
     Shader   = new SurfaceMaterial(gamez, dRenderer.TexturePool.LoadTexture(material.Texture));
 }