Esempio n. 1
0
 public Texture Create(string fileName, string path = "Data/Textures/")
 {
     string key = path + fileName;
     if (!_textureDictionary.ContainsKey(key))
     {
         Texture newTexture = new Texture(_device, fileName, path);
         _textureDictionary.Add(key, newTexture);
         return newTexture;
     }
     return _textureDictionary[key];
 }
Esempio n. 2
0
 public ObjModel(Device device, string modelFileName, Texture texture)
 {
     StreamReader reader = new StreamReader("Data/Models/"+modelFileName);
     List<Vector3> vertices = new List<Vector3>();
     List<Vector2> textures = new List<Vector2>();
     List<Vector3> normals = new List<Vector3>();
     List<Tuple<int,int,int>> points = new List<Tuple<int, int, int>>();
     while (!reader.EndOfStream)
     {
         string line = reader.ReadLine();
         if (string.IsNullOrWhiteSpace(line) || line[0] =='#')
             continue;
         string[] items = line.Split(' ');
         if(items[0] == "v")
             vertices.Add(new Vector3(float.Parse(items[1], CultureInfo.InvariantCulture), float.Parse(items[2], CultureInfo.InvariantCulture), -float.Parse(items[3], CultureInfo.InvariantCulture)));
         if (items[0] == "vt")
             textures.Add(new Vector2(float.Parse(items[1], CultureInfo.InvariantCulture), 1.0f - float.Parse(items[2], CultureInfo.InvariantCulture)));
         if (items[0] == "vn")
             normals.Add(new Vector3(float.Parse(items[1], CultureInfo.InvariantCulture), float.Parse(items[2], CultureInfo.InvariantCulture), -float.Parse(items[3], CultureInfo.InvariantCulture)));
         if (items[0] == "f")
         {
             for (int i = 3; i >0; i--)
             {
                 string[] items2 = items[i].Split('/');
                 points.Add(new Tuple<int, int, int>(int.Parse(items2[0], CultureInfo.InvariantCulture), int.Parse(items2[1], CultureInfo.InvariantCulture), int.Parse(items2[2], CultureInfo.InvariantCulture)));
             }
         }
     }
     VertexDefinition.PositionTextureNormal[] verticesDefinition = new VertexDefinition.PositionTextureNormal[points.Count];
     for (int i = 0; i < points.Count; i++)
     {
         verticesDefinition[i].position = vertices[points[i].Item1-1];
         verticesDefinition[i].texture = textures[points[i].Item2-1]*10;
         verticesDefinition[i].normal = normals[points[i].Item3-1];
     }
     VertexCount = points.Count;
     int[] indicesDefinition = new int[points.Count];
     for (int i = 0; i < points.Count; i++)
         indicesDefinition[i] = i;
     IndexCount = points.Count;
     Texture = texture;
     VertexBuffer = Buffer.Create(device, BindFlags.VertexBuffer, verticesDefinition);
     IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indicesDefinition);
 }