public TexturePreviewScene() { _model = PreviewContainer.GetOrCreateComponent <CustomGeometry>(); Zone.AmbientColor = Color.White; _material = new Material(); _material.SetTechnique(0, ResourceCache.GetTechnique("Techniques/DiffUnlit.xml"), 1, 1); _model.BeginGeometry(0, PrimitiveType.TriangleList); _model.DefineVertex(new Vector3(-1.0f, -1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(0.0f, 1.0f)); _model.DefineVertex(new Vector3(1.0f, 1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(1.0f, 0.0f)); _model.DefineVertex(new Vector3(1.0f, -1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(1.0f, 1.0f)); _model.DefineVertex(new Vector3(-1.0f, -1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(0.0f, 1.0f)); _model.DefineVertex(new Vector3(-1.0f, 1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(0.0f, 0.0f)); _model.DefineVertex(new Vector3(1.0f, 1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(1.0f, 0.0f)); _model.Commit(); _model.SetMaterial(_material); CameraNode.Position = Vector3.Forward * -2 * 1.1708495661125392252006270756823f; CameraNode.LookAt(Vector3.Zero, Vector3.Up); }
public MaterialPreviewScene() { _model = PreviewContainer.GetOrCreateComponent <CustomGeometry>(); //Zone.AmbientColor = Urho.Color.White; _model.BeginGeometry(0, PrimitiveType.TriangleList); _model.DefineVertex(new Vector3(-1.0f, -1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(0.0f, 1.0f)); _model.DefineNormal(new Vector3(0, 0, -1)); _model.DefineVertex(new Vector3(1.0f, 1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(1.0f, 0.0f)); _model.DefineNormal(new Vector3(0, 0, -1)); _model.DefineVertex(new Vector3(1.0f, -1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(1.0f, 1.0f)); _model.DefineNormal(new Vector3(0, 0, -1)); _model.DefineVertex(new Vector3(-1.0f, -1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(0.0f, 1.0f)); _model.DefineNormal(new Vector3(0, 0, -1)); _model.DefineVertex(new Vector3(-1.0f, 1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(0.0f, 0.0f)); _model.DefineNormal(new Vector3(0, 0, -1)); _model.DefineVertex(new Vector3(1.0f, 1.0f, 0.0f)); _model.DefineTexCoord(new Vector2(1.0f, 0.0f)); _model.DefineNormal(new Vector3(0, 0, -1)); _model.Commit(); CameraNode.Position = Vector3.Forward * -2 * 1.1708495661125392252006270756823f; CameraNode.LookAt(Vector3.Zero, Vector3.Up); var lightNode = Scene.CreateChild(); var light = lightNode.CreateComponent <Light>(); light.LightType = LightType.Point; light.Radius = 4.0f; lightNode.Position = CameraNode.Position; }
public ModelPreviewScene() { _model = PreviewContainer.GetOrCreateComponent <StaticModel>(); Zone.AmbientColor = Color.White; }