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)); }
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); }
public MeshWithMaterial(RawMeshData meshData, DCVoxelMaterial material, MeshPartRenderData renderData) { this.meshData = meshData; this.material = material; this.renderData = renderData; }
public MaterialInstance(DCVoxelMaterial material, DeferredRenderer dRenderer, DX11Game gamez) { Material = material; Shader = new SurfaceMaterial(gamez, dRenderer.TexturePool.LoadTexture(material.Texture)); }