示例#1
0
 public Sole()
 {
     model = new Model("MEDIA//Sfera5.x", 0);
     EffectPool pool = new EffectPool();
     effect = Effect.FromFile(LogiX_Engine.Device, "MEDIA//Sun.fx", null, ShaderFlags.None, pool);
     effectHandles = new EffectHandle[5];
     effectHandles[0] = effect.GetTechnique("t0");
     effectHandles[1] = effect.GetParameter(null, "matViewProjection");
     effectHandles[2] = effect.GetParameter(null, "Time");
     effectHandles[3] = effect.GetParameter(null, "Texture");
     effectHandles[4] = effect.GetParameter(null, "TexDimension");
     baseTexture = TextureLoader.FromFile(LogiX_Engine.Device, "MEDIA//N030.jpg");
     Alone = new XMaterial(Color.White, Color.White, Color.Black, 1);
     light = new DirectionalLight(VertexData.Empty, Color.FromArgb(60, 10, 0), Color.FromArgb(255, 170, 100), Color.FromArgb(250, 250, 250));
 }
示例#2
0
 public void RenderizzaAtmosfera(float time, float RaggioAtmosferaRispettoPianeta, XMaterial mat, LogiX_Engine lxe)
 {
     lxe.SetAlphaMode();
     lxe.SetCullMode(CullMode.Clockwise);
     lxe.AmbientLight = Color.FromArgb(255, 255, 255);
     lxe.SetLightMode(true, true);
     XTexture.ResetTextures();
     TransformAtm(time, RaggioAtmosferaRispettoPianeta);
     mat.SetMaterial();
     model.DrawSubset(0);
     XMaterial.ResetMaterials();
     RestoreWorld();
     lxe.AmbientLight = Color.FromArgb(0, 0, 0);
     lxe.SetCullMode(CullMode.CounterClockwise);
     lxe.UnSetAlphaMode();
     lxe.SetLightMode(true, false);
 }
示例#3
0
 /// <summary>
 /// Inizializza un Triangolo con un materiale applicato
 /// </summary>
 /// <param name="Vertex1"></param>
 /// <param name="Vertex2"></param>
 /// <param name="Vertex3"></param>
 /// <param name="Material"></param>
 public Triangle(VertexData Vertex1, VertexData Vertex2, VertexData Vertex3, XMaterial Material)
 {
     try
     {
         mat = Material;
         my_vertex_buffer = new VertexBuffer(typeof(CustomVertex.PositionNormalColored), 3, device, 0, CustomVertex.PositionNormalColored.Format, Pool.Default);
         CustomVertex.PositionNormalColored[] verts = (CustomVertex.PositionNormalColored[])my_vertex_buffer.Lock(0, 0);
         verts[0].X = Vertex1.X; verts[0].Y = Vertex1.Y; verts[0].Z = Vertex1.Z; verts[0].Color = Material.Ambient.ToArgb();
         verts[1].X = Vertex2.X; verts[1].Y = Vertex2.Y; verts[1].Z = Vertex2.Z; verts[1].Color = Material.Ambient.ToArgb(); ;
         verts[2].X = Vertex3.X; verts[2].Y = Vertex3.Y; verts[2].Z = Vertex3.Z; verts[2].Color = Material.Ambient.ToArgb();
         my_vertex_buffer.Unlock();
         correct = true;
         textured = false;
     }
     catch
     {
         Error("OnCreateObject");
     }
 }
示例#4
0
 /// <summary>
 /// Attiva l'effetto base PerPixelDirectionalLight
 /// </summary>
 /// <param name="cam"></param>
 /// <param name="LightDirection"></param>
 /// <param name="mat"></param>
 /// <returns></returns>
 public bool BeginPerPixelDirectionalLightEffect(Camera cam, VertexData LightDirection, XMaterial mat)
 {
     try
     {
         Effect.Begin(FX.None);
         matrix = LogiX_Engine.Device.Transform.View * LogiX_Engine.Device.Transform.Projection;
         Matrix.TransposeMatrix(matrix);
         Effect.SetValue(EffectHandles[0], matrix);
         matrix = LogiX_Engine.Device.Transform.World;
         Matrix.TransposeMatrix(matrix);
         Effect.SetValue(EffectHandles[1], matrix);
         Effect.SetValue(EffectHandles[2], new float[3] { -LightDirection.X, -LightDirection.Y, -LightDirection.Z });
         Effect.SetValue(EffectHandles[3], new float[3] { cam.Position.X, cam.Position.Y, cam.Position.Z });
         Effect.SetValue(EffectHandles[4], BaseTextures[0]);
         Effect.SetValue(EffectHandles[5], new float[4] { mat.Specular.R / 255, mat.Specular.G / 255, mat.Specular.B / 255, mat.Specular.A / 255 });
         Effect.SetValue(EffectHandles[6], new float[4] { mat.Diffuse.R / 255, mat.Diffuse.G / 255, mat.Diffuse.B / 255, mat.Diffuse.A / 255 });
         Effect.SetValue(EffectHandles[7], mat.SpecularSharpness);
         Effect.CommitChanges();
         Effect.BeginPass(0);
         return true;
     }
     catch
     {
         if (AmICorrect == true)
             Error("OnBeginEffect");
         return false;
     }
 }
示例#5
0
 /// <summary>
 /// Renderizza il Modello con un Materiale applicato, calcolando le Trasformazioni Geometriche, quali traslazioni, rotazioni e dilatazioni. (Tiene conto delle proprietà Position, Rotation, Rotation Axis e Scaling dell'oggetto stesso)
 /// </summary>
 /// <param name="XMaterial"></param>
 /// <param name="SubsetStart"></param>
 /// <returns></returns>
 public bool RenderMe(XMaterial XMaterial, int SubsetStart)
 {
     try
     {
         for (int i = SubsetStart; i < meshMaterial.Length; i++)
         {
             SetModelMatrices();
             device.SetTexture(0, null);
             device.Material = XMaterial.DXMaterial;
             mesh.DrawSubset(i);
             UnSetModelMatrices();
         }
         return true;
     }
     catch
     {
         if (AmICorrect == true)
             Error("RenderingObject");
         return false;
     }
 }