/// <summary> /// Initialise la texture qui contient les indices correspondant aux "sprites" que l'on souhaite afficher /// </summary> private void InitializeTileMapTexture() { tilemaptex_ = new TImage(Width, Height); for (int i = 0; i < Height; i++) { for (int j = 0; j < Width; j++) { tilemaptex_.SetPixel(j, i, 0.0f / 1000.0f, 0.0f, 0.0f, 0.0f); } } }
/// <summary> /// Crée une image, "vide" (comprendre tout pixel à 0 0 0 0), pour effectuer ses traitements /// </summary> public ImageProcessing(int width, int height) { TImage image = new TImage(width, height); for (int i = 0; i < image.Height; i++) { for (int j = 0; j < image.Width; j++) { image.SetPixel(j, i, 0.0f, 1.0f, 0.0f, 1.0f); } } m_initialImage = new ShaderResourceView(ApplicationDX11.Instance.Device, image.GetTexture2D()); Initialize(width, height); }
public SceneGrid() { MaterialDX11 mat = new MaterialDX11(); TImage timage = new TImage(401, 401); for (int i = 0; i < timage.Height; i++) { for (int j = 0; j < timage.Width; j++) { if (i % 40 == 0 || j % 40 == 0 || i == 1 || i == 399 || j == 1 || j == 399) { timage.SetPixel(j, i, 1.0f, 1.0f, 1.0f, 1.0f); } else { timage.SetPixel(j, i, 0.0f, 0.0f, 0.0f, 0.0f); } } } SamplerState state = new SamplerState(ApplicationDX11.Instance.Device, new SamplerStateDescription() { AddressU = TextureAddressMode.Wrap, AddressV = TextureAddressMode.Wrap, AddressW = TextureAddressMode.Wrap, BorderColor = new Color4(0.0f, 1.0f, 0.0f, 1.0f), ComparisonFunction = Comparison.LessEqual, Filter = Filter.MinLinearMagMipPoint, MaximumAnisotropy = 0, MaximumLod = 0, MinimumLod = 0, MipLodBias = 0 }); float scaleValue = 40.0f; mat.AddTexture(timage.GetTexture2D()); mat.SetTextureHeight(0.1f * scaleValue); mat.SetTextureWidth(0.1f * scaleValue); mat.samplers.Add(state); //modelrenderer_ = new MeshRenderer( mat, Quad.GetMesh() ); transform_.RotateEuler(0.0f, 3.141592f / 2.0f, 0.0f); transform_.SetScale(scaleValue, scaleValue, 1.0f); IsPickingActivated = false; }