Exemplo n.º 1
0
        public Skybox(string dir, D3D11.Device device)
        {
            TextureViews = new D3D11.ShaderResourceView[6];
            ResourceUtil.LoadFromFile(device, dir + "/NegativeX.png", out TextureViews[0]);
            ResourceUtil.LoadFromFile(device, dir + "/PositiveX.png", out TextureViews[1]);
            ResourceUtil.LoadFromFile(device, dir + "/NegativeY.png", out TextureViews[2]);
            ResourceUtil.LoadFromFile(device, dir + "/PositiveY.png", out TextureViews[3]);
            ResourceUtil.LoadFromFile(device, dir + "/NegativeZ.png", out TextureViews[4]);
            ResourceUtil.LoadFromFile(device, dir + "/PositiveZ.png", out TextureViews[5]);
            sides = new Matrix[6] {
                Matrix.RotationY(-MathUtil.PiOverTwo) * Matrix.Translation(-1, 0, 0),
                Matrix.RotationY(MathUtil.PiOverTwo) * Matrix.Translation(1, 0, 0),
                Matrix.RotationX(MathUtil.PiOverTwo) * Matrix.Translation(0, -1, 0),
                Matrix.RotationX(MathUtil.PiOverTwo) * Matrix.Translation(0, 1, 0),
                Matrix.RotationY(0) * Matrix.Translation(0, 0, -1),
                Matrix.RotationY(MathUtil.Pi) * Matrix.Translation(0, 0, 1)
            };

            Matrix m = Matrix.Identity;

            constBuffer = D3D11.Buffer.Create(device, D3D11.BindFlags.ConstantBuffer, ref m);
        }
Exemplo n.º 2
0
 public void SetNormalTexture(D3D11.Device device, string filePath)
 {
     NormalTextureView?.Dispose();
     ResourceUtil.LoadFromFile(device, filePath, out NormalTextureView);
 }
Exemplo n.º 3
0
        public static void Load(D3D11.Device device)
        {
            QuadVertexBuffer = D3D11.Buffer.Create(device, D3D11.BindFlags.VertexBuffer, new float[] {
                // POSITION0,   TEXCOORD0
                -1, -1, 0, 0, 0,
                1, -1, 0, 1, 0,
                -1, 1, 0, 0, 1,
                1, 1, 0, 1, 1,
            });
            QuadIndexBuffer = D3D11.Buffer.Create(device, D3D11.BindFlags.IndexBuffer, new short[] {
                0, 1, 2,
                1, 3, 2,
            });
            BoundingBoxVertexBuffer = D3D11.Buffer.Create(device, D3D11.BindFlags.VertexBuffer,
                                                          new VertexColor[] {
                new VertexColor(new Vector3(-1, -1, -1), Color.White),
                new VertexColor(new Vector3(1, -1, -1), Color.White),
                new VertexColor(new Vector3(-1, -1, 1), Color.White),
                new VertexColor(new Vector3(1, -1, 1), Color.White),
                new VertexColor(new Vector3(-1, -1, 1), Color.White),
                new VertexColor(new Vector3(-1, -1, -1), Color.White),
                new VertexColor(new Vector3(1, -1, 1), Color.White),
                new VertexColor(new Vector3(1, -1, -1), Color.White),
                new VertexColor(new Vector3(-1, -1, -1), Color.White),
                new VertexColor(new Vector3(-1, 1, -1), Color.White),
                new VertexColor(new Vector3(1, -1, -1), Color.White),
                new VertexColor(new Vector3(1, 1, -1), Color.White),
                new VertexColor(new Vector3(-1, -1, 1), Color.White),
                new VertexColor(new Vector3(-1, 1, 1), Color.White),
                new VertexColor(new Vector3(1, -1, 1), Color.White),
                new VertexColor(new Vector3(1, 1, 1), Color.White),
                new VertexColor(new Vector3(-1, 1, -1), Color.White),
                new VertexColor(new Vector3(1, 1, -1), Color.White),
                new VertexColor(new Vector3(-1, 1, 1), Color.White),
                new VertexColor(new Vector3(1, 1, 1), Color.White),
                new VertexColor(new Vector3(-1, 1, 1), Color.White),
                new VertexColor(new Vector3(-1, 1, -1), Color.White),
                new VertexColor(new Vector3(1, 1, 1), Color.White),
                new VertexColor(new Vector3(1, 1, -1), Color.White),
            });

            ShipModel = new Model(modelFolder + "cruiser/ship.fbx", device, Matrix.Scaling(.05f) * Matrix.RotationY(MathUtil.Pi));
            ShipModel.Meshes[0].SetNormalTexture(device, modelFolder + "cruiser/normal.png");
            ShipModel.Meshes[0].SetEmissiveTexture(device, modelFolder + "cruiser/emissive.png");
            ShipModel.Meshes[0].SetSpecularTexture(device, modelFolder + "cruiser/specular.png");
            ShipModel.SpecularColor     = Color.White;
            ShipModel.Shininess         = 200;
            ShipModel.SpecularIntensity = 1;

            GunModel = new Model(modelFolder + "gun/gun.fbx", device, Matrix.Scaling(.02f));
            GunModel.Meshes[0].SetNormalTexture(device, modelFolder + "gun/normal.png");
            GunModel.Meshes[0].SetSpecularTexture(device, modelFolder + "gun/specular.png");
            GunModel.SpecularColor     = Color.White;
            GunModel.SpecularIntensity = .1f;

            CylinderModel = new Model(modelFolder + "cylinder.fbx", device);
            CylinderModel.SpecularColor     = Color.White;
            CylinderModel.Shininess         = 200;
            CylinderModel.SpecularIntensity = 0;

            TreeModel = new Model(modelFolder + "tree/tree.fbx", device);
            TreeModel.Meshes[0].SetNormalTexture(device, modelFolder + "tree/leaf_normal.png");
            TreeModel.Meshes[0].SetSpecularTexture(device, modelFolder + "tree/leaf_specular.png");
            TreeModel.SpecularColor     = Color.White;
            TreeModel.Shininess         = 0;
            TreeModel.SpecularIntensity = 0;

            ResourceUtil.LoadFromFile(device, modelFolder + "tree/imposter_diffuse.png", out TreeModelImposterDiffuse);
            ResourceUtil.LoadFromFile(device, modelFolder + "tree/imposter_normal.png", out TreeModelImposterNormals);
            ResourceUtil.LoadFromFile(device, "data/textures/grass.dds", out GrassTexture);
        }