public DrawabeElement(VertexPositionNormal4Texture[] vpc, BiomeType gt)
        {
            this.vpc = vpc;
            effect = new BasicEffect(Tools.Quick.device);
            setEffect(gt);

            vb = new VertexBuffer(Tools.Quick.device, VertexPositionNormal4Texture.VertexDeclaration, vpc.Count(), BufferUsage.WriteOnly);
            vb.SetData(vpc);
            //effect.Parameters["xTexture"].SetValue(effect.Texture);
        }
Exemple #2
0
        public void makebigbuffer()
        {
            makeTextureMap(Game.GraphicsDevice);

            effect = Tools.Quick.content.Load<Effect>("Effects/MyEffect");

            effect.Parameters["xWorldScale"].SetValue(new Vector2(Map.MAPSIZE, Map.MAPSIZE));
            effect.Parameters["xTexturesMap"].SetValue(biomeTexture);

            effect.Parameters["xEnableLighting"].SetValue(true);
            Vector3 lightDirection = new Vector3(0.5f, -1f, 0);
            lightDirection.Normalize();
            effect.Parameters["xLightDirection"].SetValue(lightDirection);
            effect.Parameters["xClipping"].SetValue(false);
            effect.Parameters["xTextureAtlas"].SetValue(Tools.Quick.biome3D);

            bigbuffer = new VertexPositionNormal4Texture[tiles.Count * 6];
            //indexvertex = new int[tiles.Count * 6];

            Color color = Color.AliceBlue;
            int i = 0;
            int j = 0;
            int num = 0;

            foreach (Tile t in tiles)
            {
                if (t.v1.Y <= waterlevel)
                {
                    num++;
                }
            }

            //bigbufferWater = new VertexPositionNormal4Texture[num * 6];
            VertexPositionNormal4Texture[] buffer = new VertexPositionNormal4Texture[(Map.MAPSIZE+1) * (Map.MAPSIZE+1)];
            int[] iBuffer = new int[Map.MAPSIZE * Map.MAPSIZE * 6];

            for (int n = 0; n <= Map.MAPSIZE; n++)
            {
                buffer[n] = new VertexPositionNormal4Texture(
                    new Vector3(n, 0, 0), new Vector3(0, 1, 0), new Vector4(1,0,0,0), new Vector4((int)BiomeType.Water));
            }

            for (int n = 0; n < tiles.Count; n++)
            {
                Tile t = tiles[n];
                Vector3 normal = Vector3.Cross(t.v2 - t.v4, t.v1 - t.v4);
                normal.Normalize();
                normal = Vector3.Multiply(normal, -1);

                int y = n / (Map.MAPSIZE);
                int x = n % (Map.MAPSIZE);

                if (x == 0)
                    buffer[n + (Map.MAPSIZE) + y+1] = new VertexPositionNormal4Texture(
                        new Vector3(0, 0, y + 1), new Vector3(0, 1, 0), new Vector4(1,0,0,0), new Vector4((int)BiomeType.Water));

                buffer[n + Map.MAPSIZE + y + 2] = new VertexPositionNormal4Texture(new Vector3(x + 1, t.v1.Y, y + 1), t.n1, new Vector4(1,0,0,0), new Vector4((int)t.gp));

                buffer[n + y].TextureType.Y = (int)t.gp;
                buffer[n + y].TextureWeight.Y = 1;
                buffer[n + y].TextureWeight.Normalize();

                buffer[n + Map.MAPSIZE + y + 1].TextureType.Z = (int)t.gp;
                buffer[n + Map.MAPSIZE + y + 1].TextureWeight.Z = 1;
                buffer[n + Map.MAPSIZE + y + 1].TextureWeight.Normalize();

                buffer[n + Map.MAPSIZE + y + 2].TextureType.W = (int)t.gp;
                buffer[n + Map.MAPSIZE + y + 2].TextureWeight.W = 1;
                buffer[n + Map.MAPSIZE + y + 2].TextureWeight.Normalize();

                iBuffer[n * 6] = n + y;
                iBuffer[n * 6 + 1] = n + Map.MAPSIZE + y + 1;
                iBuffer[n * 6 + 2] = n + y + 1;
                iBuffer[n * 6 + 3] = n + y + 1;
                iBuffer[n * 6 + 4] = n + Map.MAPSIZE + y + 1;
                iBuffer[n * 6 + 5] = n + Map.MAPSIZE + y + 2;
            }

            GroundVertices = new VertexBuffer(Tools.Quick.device, VertexPositionNormal4Texture.VertexDeclaration, (Map.MAPSIZE + 1) * (Map.MAPSIZE + 1), BufferUsage.WriteOnly);
            GroundVertices.SetData(buffer);
            GroundIndices = new IndexBuffer(Tools.Quick.device, IndexElementSize.ThirtyTwoBits, (Map.MAPSIZE) * (Map.MAPSIZE) * 6, BufferUsage.WriteOnly);
            GroundIndices.SetData(iBuffer);
            // verifAppliTex(bigbufferWater);
        }
Exemple #3
0
        public void initDraw()
        {
            //elements.Add(new DrawabeElement(bigbufferWater, GroundType.Water));
            if (bigbuffer.Count() > VAL_DECOUPAGE)
            {
                VertexPositionNormal4Texture[] intermediatebuffer;
                int i = 0;
                while (i < bigbuffer.Count())
                {

                    i += VAL_DECOUPAGE;
                    if (i < bigbuffer.Count())
                    {
                        intermediatebuffer = new VertexPositionNormal4Texture[VAL_DECOUPAGE];
                        Array.Copy(bigbuffer, i - VAL_DECOUPAGE, intermediatebuffer, 0, VAL_DECOUPAGE);
                    }
                    else
                    {
                        intermediatebuffer = new VertexPositionNormal4Texture[bigbuffer.Length - (i - VAL_DECOUPAGE)];
                        Array.Copy(bigbuffer, i - VAL_DECOUPAGE, intermediatebuffer, 0, bigbuffer.Length - (i - VAL_DECOUPAGE));
                    }

                    elements.Add(new DrawabeElement(intermediatebuffer, BiomeType.SubtropicalDesert));

                }
            }
            else
            {
                elements.Add(new DrawabeElement(bigbuffer, BiomeType.SubtropicalDesert));
            }
        }