コード例 #1
0
ファイル: MD2.cs プロジェクト: Cram974/noobzone
        public MD2(string fileName, string textureName)
        {
            Texture2D.EnableMipMaping = false;
            tex =  TextureMgr.Load(textureName);
            Texture2D.EnableMipMaping = true;

            transform = new Matrix();

            loadMD2(fileName);
        }
コード例 #2
0
ファイル: Target.cs プロジェクト: Cram974/noobzone
 public Target(Vector3 pos)
 {
     position = pos;
     sommets = new Vector3[4];
     sommets[0] = new Vector3(0, -1, 1);
     sommets[1] = new Vector3(0, 1, 1);
     sommets[2] = new Vector3(0, 1, -1);
     sommets[3] = new Vector3(0, -1, -1);
     tex = TextureMgr.Load("Textures/target.jpg");
 }
コード例 #3
0
ファイル: TextureMgr.cs プロジェクト: Cram974/noobzone
 public static Texture2D Load(string name, float gamma)
 {
     Texture2D tex = null;
     if (!Textures.ContainsKey(name))
     {
         tex = new Texture2D(name,gamma);
         Textures.Add(name, tex);
     }
     else
         tex = Textures[name];
     return tex;
 }
コード例 #4
0
ファイル: Sky.cs プロジェクト: Cram974/noobzone
        public Sky(string name, string ext)
        {
            m_name = name;
            Texture2D.EnableMipMaping = false;
            Texture2D[] cubemap = new Texture2D[6];
            for (int i = 0; i < 6; i++)
            {
                cubemap[i] = TextureMgr.Load("Sky/" + name + "/" + i + ext);
                cubemap[i].Bind();
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_S, Gl.GL_CLAMP_TO_EDGE);
                Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_WRAP_T, Gl.GL_CLAMP_TO_EDGE);
                cubemap[i].Unbind();
            }
            Texture2D.EnableMipMaping = true;

            Instance = this;
        }
コード例 #5
0
ファイル: Sky.cs プロジェクト: Cram974/noobzone
        public override void Render()
        {
            Texture2D[] cubemap = new Texture2D[6];
            for (int i = 0; i < 6; i++)
                cubemap[i] = TextureMgr.Load("Sky/" + m_name + "/" + i + ".bmp");

            Gl.glDepthMask(Gl.GL_FALSE);
            Gl.glShadeModel(Gl.GL_SMOOTH);
            Gl.glPushMatrix();

            Gl.glTranslatef(Camera.Position.X,
                            Camera.Position.Y,
                            Camera.Position.Z);

            Gl.glScalef(5, 5, 5);

            cubemap[(int)Orient.NORTH].Bind();
            Gl.glBegin(Gl.GL_QUADS);
            Gl.glTexCoord2i(0, 0); Gl.glVertex3i(-1, -1, 1);
            Gl.glTexCoord2i(0, 1); Gl.glVertex3i(-1, -1, -1);
            Gl.glTexCoord2i(1, 1); Gl.glVertex3i(1, -1, -1);
            Gl.glTexCoord2i(1, 0); Gl.glVertex3i(1, -1, 1);
            Gl.glEnd();
            cubemap[(int)Orient.NORTH].Unbind();

            cubemap[(int)Orient.EAST].Bind();
            Gl.glBegin(Gl.GL_QUADS);
            Gl.glTexCoord2i(0, 0); Gl.glVertex3i(1, -1, 1);
            Gl.glTexCoord2i(0, 1); Gl.glVertex3i(1, -1, -1);
            Gl.glTexCoord2i(1, 1); Gl.glVertex3i(1, 1, -1);
            Gl.glTexCoord2i(1, 0); Gl.glVertex3i(1, 1, 1);
            Gl.glEnd();
            cubemap[(int)Orient.EAST].Unbind();

            cubemap[(int)Orient.SOUTH].Bind();
            Gl.glBegin(Gl.GL_QUADS);
            Gl.glTexCoord2i(0, 0); Gl.glVertex3i(1, 1, 1);
            Gl.glTexCoord2i(0, 1); Gl.glVertex3i(1, 1, -1);
            Gl.glTexCoord2i(1, 1); Gl.glVertex3i(-1, 1, -1);
            Gl.glTexCoord2i(1, 0); Gl.glVertex3i(-1, 1, 1);
            Gl.glEnd();
            cubemap[(int)Orient.SOUTH].Unbind();

            cubemap[(int)Orient.WEST].Bind();
            Gl.glBegin(Gl.GL_QUADS);
            Gl.glTexCoord2i(0, 0); Gl.glVertex3i(-1, 1, 1);
            Gl.glTexCoord2i(0, 1); Gl.glVertex3i(-1, 1, -1);
            Gl.glTexCoord2i(1, 1); Gl.glVertex3i(-1, -1, -1);
            Gl.glTexCoord2i(1, 0); Gl.glVertex3i(-1, -1, 1);
            Gl.glEnd();
            cubemap[(int)Orient.WEST].Unbind();

            cubemap[(int)Orient.UP].Bind();
            Gl.glBegin(Gl.GL_QUADS);
            Gl.glTexCoord2i(0, 0); Gl.glVertex3i(1, -1, 1);
            Gl.glTexCoord2i(0, 1); Gl.glVertex3i(1, 1, 1);
            Gl.glTexCoord2i(1, 1); Gl.glVertex3i(-1, 1, 1);
            Gl.glTexCoord2i(1, 0); Gl.glVertex3i(-1, -1, 1);
            Gl.glEnd();
            cubemap[(int)Orient.UP].Unbind();

            cubemap[(int)Orient.DOWN].Bind();
            Gl.glBegin(Gl.GL_QUADS);
            Gl.glTexCoord2i(0, 0); Gl.glVertex3i(1, 1, -1);
            Gl.glTexCoord2i(0, 1); Gl.glVertex3i(1, -1, -1);
            Gl.glTexCoord2i(1, 1); Gl.glVertex3i(-1, -1, -1);
            Gl.glTexCoord2i(1, 0); Gl.glVertex3i(-1, 1, -1);
            Gl.glEnd();
            cubemap[(int)Orient.DOWN].Unbind();

            Gl.glPopMatrix();
            Gl.glShadeModel(Gl.GL_FLAT);
            Gl.glDepthMask(Gl.GL_TRUE);
        }
コード例 #6
0
ファイル: Q3BSP.cs プロジェクト: Cram974/noobzone
        void LoadLightMaps(BinaryReader br, int offset, int n)
        {
            br.BaseStream.Seek(offset, SeekOrigin.Begin);
            m_lightmaps = new Q3LightMap[n];
            m_lmTextures = new Texture2D[n];

            for (int i = 0; i < n; i++)
            {
                byte[] buff = br.ReadBytes(Marshal.SizeOf(typeof(Q3LightMap)));

                GCHandle handle = GCHandle.Alloc(buff, GCHandleType.Pinned);
                m_lightmaps[i] = (Q3LightMap)Marshal.PtrToStructure(handle.AddrOfPinnedObject(), typeof(Q3LightMap));
                handle.Free();

                m_lmTextures[i] = new Texture2D(128, 128, 3, m_lightmaps[i].Data, 1f);
            }
        }