public LocalUnits(GraphicsDevice gd, Texture2D tex) { be = new BasicEffect(gd); be.TextureEnabled = true; be.Texture = tex; verts[0] = new VertexPositionNormalTextureShade(new Vector3(), Vector3.One, new Vector2(0, 0), 1); verts[1] = new VertexPositionNormalTextureShade(new Vector3(), Vector3.One, new Vector2(1, 0), 1); verts[2] = new VertexPositionNormalTextureShade(new Vector3(), Vector3.One, new Vector2(0, 1), 1); verts[3] = new VertexPositionNormalTextureShade(new Vector3(), Vector3.One, new Vector2(0, 1), 1); verts[4] = new VertexPositionNormalTextureShade(new Vector3(), Vector3.One, new Vector2(1, 0), 1); verts[5] = new VertexPositionNormalTextureShade(new Vector3(), Vector3.One, new Vector2(1, 1), 1); }
private void UpFace(float light, float smovy, float tsperh, float tsper, int j, int i, float smovx, int k) { //Forward face VertexArray[index] = new VertexPositionNormalTextureShade(new Vector3(i + sx*dimS, j + sy*dimS, -k), Vector3.Up, new Vector2(smovx, smovy), light*0.8f); VertexArray[index + 1] = new VertexPositionNormalTextureShade(new Vector3(i + 1 + sx*dimS, j + sy*dimS, -k), Vector3.Up, new Vector2(smovx + tsper, smovy), light*0.8f); VertexArray[index + 2] = new VertexPositionNormalTextureShade( new Vector3(i + 1 + sx*dimS, j + sy*dimS, -k - 1), Vector3.Up, new Vector2(smovx + tsper, smovy + tsperh), light*0.8f); VertexArray[index + 3] = new VertexPositionNormalTextureShade( new Vector3(i + 1 + sx*dimS, j + sy*dimS, -k - 1), Vector3.Up, new Vector2(smovx + tsper, smovy + tsperh), light*0.8f); VertexArray[index + 4] = new VertexPositionNormalTextureShade(new Vector3(i + sx*dimS, j + sy*dimS, -k - 1), Vector3.Up, new Vector2(smovx, smovy + tsperh), light*0.8f); VertexArray[index + 5] = new VertexPositionNormalTextureShade(new Vector3(i + sx*dimS, j + sy*dimS, -k), Vector3.Up, new Vector2(smovx, smovy), light*0.8f); index += 6; }
private void UpFaceTree(float light, float tsper, float tsperh, int i, int j, int k, float smovx, float smovy) { //Forward face VertexArrayTransparent[indextransparent] = new VertexPositionNormalTextureShade( new Vector3(i + sx*dimS, j + 0.5f + sy*dimS, -k + 1), Vector3.Up, new Vector2(smovx, smovy), light); VertexArrayTransparent[indextransparent + 1] = new VertexPositionNormalTextureShade( new Vector3(i + 1 + sx*dimS, j + 0.5f + sy*dimS, -k + 1), Vector3.Up, new Vector2(smovx + tsper, smovy), light); VertexArrayTransparent[indextransparent + 2] = new VertexPositionNormalTextureShade( new Vector3(i + 1 + sx*dimS, j + 0.5f + sy*dimS, -k - 1), Vector3.Up, new Vector2(smovx + tsper, smovy + tsperh), light); VertexArrayTransparent[indextransparent + 3] = new VertexPositionNormalTextureShade( new Vector3(i + 1 + sx*dimS, j + 0.5f + sy*dimS, -k - 1), Vector3.Up, new Vector2(smovx + tsper, smovy + tsperh), light); VertexArrayTransparent[indextransparent + 4] = new VertexPositionNormalTextureShade( new Vector3(i + sx*dimS, j + 0.5f + sy*dimS, -k - 1), Vector3.Up, new Vector2(smovx, smovy + tsperh), light); VertexArrayTransparent[indextransparent + 5] = new VertexPositionNormalTextureShade( new Vector3(i + sx*dimS, j + 0.5f + sy*dimS, -k + 1), Vector3.Up, new Vector2(smovx, smovy), light); indextransparent += 6; }
private void ForwardFaceBlack(float umovy, float tsperh, float tsper, float umovx, int i, int j, int k) { VertexArray[index] = new VertexPositionNormalTextureShade(new Vector3(i + sx*dimS, j + sy*dimS, -k), Vector3.Backward, new Vector2(umovx, umovy), 0); VertexArray[index + 1] = new VertexPositionNormalTextureShade(new Vector3(i + sx*dimS, j + 1 + sy*dimS, -k), Vector3.Backward, new Vector2(umovx, umovy + tsperh), 0); VertexArray[index + 2] = new VertexPositionNormalTextureShade(new Vector3(i + 1 + sx*dimS, j + sy*dimS, -k), Vector3.Backward, new Vector2(umovx + tsper, umovy), 0); VertexArray[index + 3] = new VertexPositionNormalTextureShade(new Vector3(i + 1 + sx*dimS, j + 1 + sy*dimS, -k), Vector3.Backward, new Vector2(umovx + tsper, umovy + tsperh), 0); VertexArray[index + 4] = new VertexPositionNormalTextureShade(new Vector3(i + 1 + sx*dimS, j + sy*dimS, -k), Vector3.Backward, new Vector2(umovx + tsper, umovy), 0); VertexArray[index + 5] = new VertexPositionNormalTextureShade(new Vector3(i + sx*dimS, j + 1 + sy*dimS, -k), Vector3.Backward, new Vector2(umovx, umovy + tsperh), 0); index += 6; }