Exemplo n.º 1
0
        private VertexMultitextured[] CalculateNormals(VertexMultitextured[] vertices, int[] indices)
        {
            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal = new Vector3(0, 0, 0);

            for (int i = 0; i < indices.Length / 3; i++)
            {
                int index1 = indices[i * 3];
                int index2 = indices[i * 3 + 1];
                int index3 = indices[i * 3 + 2];

                Vector3 side1 = vertices[index1].Position - vertices[index3].Position;
                Vector3 side2 = vertices[index1].Position - vertices[index2].Position;
                Vector3 normal = Vector3.Cross(side1, side2);

                vertices[index1].Normal += normal;
                vertices[index2].Normal += normal;
                vertices[index3].Normal += normal;
            }

            for (int i = 0; i < vertices.Length; i++)
                vertices[i].Normal.Normalize();

            return vertices;
        }
Exemplo n.º 2
0
        private void CopyToTerrainBuffers(VertexMultitextured[] vertices, int[] indices)
        {
            terrainVertexBuffer = new VertexBuffer(device, vertices.Length * VertexMultitextured.SizeInBytes, BufferUsage.WriteOnly);
            terrainVertexBuffer.SetData(vertices);

            terrainIndexBuffer = new IndexBuffer(device, typeof(int), indices.Length, BufferUsage.WriteOnly);
            terrainIndexBuffer.SetData(indices);
        }
Exemplo n.º 3
0
        private VertexMultitextured[] SetUpTerrainVertices()
        {
            VertexMultitextured[] terrainVertices = new VertexMultitextured[terrainWidth * terrainLength];

            for (int x = 0; x < terrainWidth; x++)
            {
                for (int y = 0; y < terrainLength; y++)
                {
                    terrainVertices[x + y * terrainWidth].Position = new Vector3(x, heightData[x, y], -y) +terrainPosition; //change drawing height etc.
                    terrainVertices[x + y * terrainWidth].TextureCoordinate.X = (float)x / 30.0f;
                    terrainVertices[x + y * terrainWidth].TextureCoordinate.Y = (float)y / 30.0f;

                    //x-sand y-grass z-rock w-snow
                    terrainVertices[x + y * terrainWidth].TexWeights.X = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 0) / 1f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.Y = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 6) / 10.0f, 0, 1);
                    terrainVertices[x + y * terrainWidth].TexWeights.Z = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 10) / 4f, 0, 1);
                    //terrainVertices[x + y * terrainWidth].TexWeights.W = MathHelper.Clamp(1.0f - Math.Abs(heightData[x, y] - 30) / 6.0f, 0, 1);

                    float total = terrainVertices[x + y * terrainWidth].TexWeights.X;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.Y;
                    total += terrainVertices[x + y * terrainWidth].TexWeights.Z;
                    //total += terrainVertices[x + y * terrainWidth].TexWeights.W;

                    terrainVertices[x + y * terrainWidth].TexWeights.X /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.Y /= total;
                    terrainVertices[x + y * terrainWidth].TexWeights.Z /= total;
                    //terrainVertices[x + y * terrainWidth].TexWeights.W /= total;
                }
            }

            return terrainVertices;
        }