public Sprite( ITexture2D texture, IEffect effect ) { if ( effect == null ) { if ( baseSpriteEffect == null ) baseSpriteEffect = new SpriteEffect (); effect = baseSpriteEffect; } if ( projectionMatrix == null ) projectionMatrix = new OrthographicOffCenterProjection ( 0, 800, 600, 0, 0.001f, 1000.0f ); Effect = effect; if ( vertexDeclaration == null ) { vertexDeclaration = Core.GraphicsDevice.CreateVertexDeclaration ( Utilities.CreateVertexElementArray<SpriteVertex> () ); } indexReference++; vertexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.VertexBuffer, typeof ( SpriteVertex ), 4 ); textureArgument = new SamplerState ( texture, Graphics.TextureFilter.Nearest, TextureAddressing.Clamp, 0 ); Reset ( texture ); innerWorld = new World2(); }
public void SetSampler(int slot, SamplerState sampler) { SharpDX.Direct3D9.Device device = GraphicsDevice.Handle as SharpDX.Direct3D9.Device; device.SetSamplerState ( slot, SharpDX.Direct3D9.SamplerState.MinFilter, ChangeFilter ( sampler.Filter ) ); device.SetSamplerState ( slot, SharpDX.Direct3D9.SamplerState.MagFilter, ChangeFilter ( sampler.Filter ) ); device.SetSamplerState ( slot, SharpDX.Direct3D9.SamplerState.AddressU, ChangeAddress ( sampler.Addressing ) ); device.SetSamplerState ( slot, SharpDX.Direct3D9.SamplerState.AddressV, ChangeAddress ( sampler.Addressing ) ); device.SetSamplerState ( slot, SharpDX.Direct3D9.SamplerState.MaxAnisotropy, sampler.AnisotropicLevel ); device.SetTexture ( slot, sampler.Texture.Handle as SharpDX.Direct3D9.Texture ); device.SetTextureStageState ( slot, SharpDX.Direct3D9.TextureStage.TexCoordIndex, slot ); }
public void SetSampler( int slot, SamplerState sampler ) { GL.ActiveTexture ( TextureUnit.Texture0 + slot ); TextureTarget target = ( sampler.Texture is ITexture2D ) ? TextureTarget.Texture2D : ( ( sampler.Texture is ITexture1D ) ? TextureTarget.Texture1D : ( sampler.Texture is ITexture3D ) ? TextureTarget.Texture3D : 0 ); GL.BindTexture ( target, ( int ) sampler.Texture.Handle ); GL.TexParameter ( target, TextureParameterName.TextureMinFilter, GetFilter ( sampler.Filter ) ); GL.TexParameter ( target, TextureParameterName.TextureMagFilter, GetFilter ( sampler.Filter ) ); GL.TexParameter ( target, TextureParameterName.TextureWrapS, GetAddressing ( sampler.Addressing ) ); GL.TexParameter ( target, TextureParameterName.TextureWrapT, GetAddressing ( sampler.Addressing ) ); GL.TexParameter ( target, ( TextureParameterName ) ExtTextureFilterAnisotropic.TextureMaxAnisotropyExt, sampler.AnisotropicLevel ); }
public override void Intro( params object [] args ) { Core.GraphicsDevice.ImmediateContext.CullMode = CullMode.ClockWise; contentManager = new ResourceTable ( FileSystemManager.GetFileSystem ( "ManifestFileSystem" ) ); contentManager.AddDefaultContentLoader (); texture1 = contentManager.Load<ITexture2D> ( "Resources/Terrain/terrain_02.png" ); texture2 = contentManager.Load<ITexture2D> ( "Resources/Terrain/terrain_01.png" ); Color [] colours = texture2.Buffer; effect = contentManager.Load<IEffect> ( "Resources/Terrain/TerrainShader.xml" ); textureArgs = new SamplerState ( texture1, TextureFilter.Anisotropic, TextureAddressing.Clamp, Core.GraphicsDevice.Information.MaximumAnisotropicLevel ); vertexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.VertexBuffer, typeof ( TerrainVertex ), texture2.Width * texture2.Height ); vertexDeclaration = Core.GraphicsDevice.CreateVertexDeclaration ( Utilities.CreateVertexElementArray<TerrainVertex> () ); numOfIndices = ( texture2.Width - 1 ) * ( texture2.Height - 1 ) * 2; indexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.IndexBuffer, typeof ( TerrainIndex ), numOfIndices ); TerrainVertex [] vertices = new TerrainVertex [ texture2.Width * texture2.Height ]; int index = 0; for ( int x = 0; x < texture2.Height; x++ ) { for ( int z = 0; z < texture2.Width; z++ ) { int location = x * texture2.Width + z; vertices [ index ] = new TerrainVertex () { Position = new Vector3 ( ( x - texture2.Height / 2 ) * 5.0f, colours [ location ].RedValue * 5.0f / 3, ( z - texture2.Width / 2 ) * 5.0f ), UV = new Vector2 ( z / ( float ) texture2.Width, x / ( float ) texture2.Height ) }; ++index; } } vertexBuffer.SetBufferDatas<TerrainVertex> ( vertices ); TerrainIndex [] indices = new TerrainIndex [ numOfIndices ]; index = 0; for ( int z = 0; z < texture2.Height - 1; z++ ) { for ( int x = 0; x < texture2.Width - 1; x++ ) { indices [ index ]._0 = z * texture2.Width + x; indices [ index ]._1 = z * texture2.Width + ( x + 1 ); indices [ index ]._2 = ( z + 1 ) * texture2.Width + x; ++index; indices [ index ]._0 = ( z + 1 ) * texture2.Width + x; indices [ index ]._1 = z * texture2.Width + ( x + 1 ); indices [ index ]._2 = ( z + 1 ) * texture2.Width + ( x + 1 ); ++index; } } indexBuffer.SetBufferDatas<TerrainIndex> ( indices ); proj = new PerspectiveFieldOfViewProjection ( 3.141592f / 4, 4 / 3f, 1, 10000 ); look = new LookAt ( new Vector3 ( 1000, 2000, 1000 ), new Vector3 ( 0, 0, 0 ), new Vector3 ( 0, 1, 0 ) ); world = new World3 (); sprite = new Sprite ( null ); spriteWorld = new World2 (); Add ( new FpsCalculator () ); base.Intro ( args ); }
public void SetSampler(int slot, SamplerState sampler) { }