public Mesh(Scene _scene) { this.scene = _scene; this.graphicsDevice = _scene.GraphicsDevice; this.mySilverlightEffect = _scene.ContentManager.Load<SilverlightEffect>("CustomEffect"); //init map for mesh mapWidth = 128; mapHeight = 128; //cache effect parameters worldViewProjectionParameter = mySilverlightEffect.Parameters["WorldViewProjection"]; worldParameter = mySilverlightEffect.Parameters["World"]; lightPositionParameter = mySilverlightEffect.Parameters["LightPosition"]; this.LightPosition = new Vector3(0, 10, 0); //init vertices/indices vertices = new VertexPositionNormalTexture[mapWidth * mapHeight]; indices = new ushort[(mapWidth - 1) * (mapHeight - 1) * 6]; Canvas _canvas = new Canvas(); _canvas.Width = _canvas.Height = 128; _canvas.Background = new SolidColorBrush(Colors.Blue); WriteableBitmap _map = new WriteableBitmap(_canvas, null); heightData = LoadHeightDataFromMap(_map); texture = new Texture2D(graphicsDevice, _map.PixelWidth, _map.PixelHeight); texture.SetData(_map.Pixels); // SetupVertices(); SetupIndices(); CalculateNormals(); }
public Cube(Scene scene, float size) { this.scene = scene; this.graphicsDevice = scene.GraphicsDevice; this.mySilverlightEffect = scene.ContentManager.Load<SilverlightEffect>("CustomEffect"); // Cache effect parameters worldViewProjectionParameter = mySilverlightEffect.Parameters["WorldViewProjection"]; worldParameter = mySilverlightEffect.Parameters["World"]; lightPositionParameter = mySilverlightEffect.Parameters["LightPosition"]; // Init static parameters this.LightPosition = new Vector3(1, 1, -10); // Temporary lists List<VertexPositionNormalTexture> vertices = new List<VertexPositionNormalTexture>(); List<ushort> indices = new List<ushort>(); vertices.Add(new VertexPositionNormalTexture(new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector2(0, 0))); vertices.Add(new VertexPositionNormalTexture(new Vector3(5, 5, 0), new Vector3(1, 0, 0), new Vector2(1.0f, 1.0f))); vertices.Add(new VertexPositionNormalTexture(new Vector3(5, 0, 0), new Vector3(1, 0, 0), new Vector2(1, 0))); indices.Add((ushort)0); indices.Add((ushort)1); indices.Add((ushort)2); // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionColorNormal.VertexDeclaration, vertices.Count, BufferUsage.None); vertexBuffer.SetData(0, vertices.ToArray(), 0, vertices.Count, VertexPositionColorNormal.Stride); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Count, BufferUsage.None); indexBuffer.SetData(0, indices.ToArray(), 0, indices.Count); // Statistics VerticesCount = vertices.Count; FaceCount = indices.Count / 3; }
public Cube(Engine engine, float size) { this.graphicsDevice = engine.GraphicsDevice; this.mySilverlightEffect = engine.Content.Load<SilverlightEffect>("CustomEffect"); // Cache effect parameters worldViewProjectionParameter = mySilverlightEffect.Parameters["WorldViewProjection"]; //lightDirectionParameter = mySilverlightEffect.Parameters["LightDirection"]; // Init static parameters //this.LightDirection = new Vector3(0, 0, 1); // Temporary lists List<VertexPositionNormalTexture> vertices = new List<VertexPositionNormalTexture>(); List<ushort> indices = new List<ushort>(); // A cube has six faces, each one pointing in a different direction. Vector3[] normals = { new Vector3(0, 0, 1), new Vector3(0, 0, -1), new Vector3(1, 0, 0), new Vector3(-1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, -1, 0) }; // Create each face in turn. foreach (Vector3 normal in normals) { // Get two vectors perpendicular to the face normal and to each other. Vector3 side1 = new Vector3(normal.Y, normal.Z, normal.X); Vector3 side2 = Vector3.Cross(normal, side1); // Six indices (two triangles) per face. indices.Add((ushort)vertices.Count); indices.Add((ushort)(vertices.Count + 1)); indices.Add((ushort)(vertices.Count + 2)); indices.Add((ushort)vertices.Count); indices.Add((ushort)(vertices.Count + 2)); indices.Add((ushort)(vertices.Count + 3)); vertices.Add(new VertexPositionNormalTexture((normal - side1 - side2) * size / 2, normal, new Vector2(0, 0))); vertices.Add(new VertexPositionNormalTexture((normal - side1 + side2) * size / 2, normal, new Vector2(1, 0))); vertices.Add(new VertexPositionNormalTexture((normal + side1 + side2) * size / 2, normal, new Vector2(1, 1))); vertices.Add(new VertexPositionNormalTexture((normal + side1 - side2) * size / 2, normal, new Vector2(0, 1))); } // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, VertexPositionNormalTexture.VertexDeclaration, vertices.Count, BufferUsage.None); vertexBuffer.SetData(0, vertices.ToArray(), 0, vertices.Count, VertexPositionNormalTexture.Stride); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, IndexElementSize.SixteenBits, indices.Count, BufferUsage.None); indexBuffer.SetData(0, indices.ToArray(), 0, indices.Count); // Statistics VerticesCount = vertices.Count; FaceCount = indices.Count / 3; }
public DiffuseShader(Engine engine) : base(engine, "Shaders\\DiffuseEffect") { _worldViewProjectionParamater = Effect.Parameters["WorldViewProjection"]; _halfVectorParamater = Effect.Parameters["HalfVector"]; }