IrrlichtNETCP.VideoDriver.AddTexture C# (CSharp) Method

AddTexture() public method

Creates an empty texture
public AddTexture ( IrrlichtNETCP.Dimension2D size, string name, ColorFormat fmt ) : Texture
size IrrlichtNETCP.Dimension2D Size of the teture
name string Name of the texture on the texture pool
fmt ColorFormat Pixel format
return Texture
        public Texture AddTexture(Dimension2D size, string name, ColorFormat fmt)
        {
            return (Texture)
                NativeElement.GetObject(VideoDriver_AddTexture(_raw, size.ToUnmanaged(), name, fmt),
                                        typeof(Texture));
        }

Same methods

VideoDriver::AddTexture ( string name, Image img ) : Texture

Usage Example

コード例 #1
0
ファイル: Program.cs プロジェクト: Paulus/irrlichtnetcp
        static void Main(string[] args)
        {
            //We choosed OpenGL because it is cross-platform and we only have the openGL shader
            //So please do not change this unless you change the shader !
            IrrlichtDevice device = new IrrlichtDevice(DriverType.Direct3D9,
                                                    new Dimension2D(640, 480),
                                                    32, false, true, true, false);
            //We set a new working directory
            device.FileSystem.WorkingDirectory = "../../medias";
            device.OnEvent += new OnEventDelegate(device_OnEvent);

            //We set a basic caption
            string caption = "Irrlicht .NET CP Shaders and Particles Example";

            //We set our handlers
            Driver = device.VideoDriver;
            Scene = device.SceneManager;

            //We have already seen that... The only special thing is the pointless emitter (what a funny name isn't it ?)
            //Which is detailed just down.
            Texture fire = Driver.GetTexture("fire.bmp");
            ParticleSystemSceneNode particles = Scene.AddParticleSystemSceneNode(false, null, -1);
            particles.SetEmitter(new PointlessEmitter());
            //particles.AddAffector(new PointlessAffector());
            particles.SetMaterialTexture(0, fire);
            particles.SetMaterialType(MaterialType.TransparentAddColor);
            particles.SetMaterialFlag(MaterialFlag.Lighting, false);
            particles.ParticleSize = new Dimension2Df(50, 50);
            particles.ParticlesAreGlobal = false;

            particles = Scene.AddParticleSystemSceneNode(false, null, -1);
            particles.SetEmitter(new PointlessEmitter());
            //particles.AddAffector(new PointlessAffector());
            particles.SetMaterialTexture(0, fire);
            particles.SetMaterialType(MaterialType.TransparentAddColor);
            particles.SetMaterialFlag(MaterialFlag.Lighting, false);
            particles.ParticleSize = new Dimension2Df(50, 50);
            particles.Position = new Vector3D(0, 400, 0);
            particles.ParticlesAreGlobal = false;

            particles = Scene.AddParticleSystemSceneNode(false, null, -1);
            particles.SetEmitter(new PointlessEmitter());
            //particles.AddAffector(new PointlessAffector());
            particles.SetMaterialTexture(0, fire);
            particles.SetMaterialType(MaterialType.TransparentAddColor);
            particles.SetMaterialFlag(MaterialFlag.Lighting, false);
            particles.ParticleSize = new Dimension2Df(50, 50);
            particles.Position = new Vector3D(0, -400, 0);
            particles.ParticlesAreGlobal = false;

            //Here we only create 3 cubes and add a texture... Nothing exciting
            SceneNode cube1, cube2, cube3;
            cube1 = Scene.AddCubeSceneNode(40f, null, -1);
            cube2 = Scene.AddCubeSceneNode(40f, null, -1);
            cube3 = Scene.AddCubeSceneNode(40f, null, -1);
            cube1.SetMaterialTexture(0, Driver.GetTexture("rockwall.bmp"));
            cube2.SetMaterialTexture(0, Driver.GetTexture("rockwall.bmp"));
            cube3.SetMaterialTexture(0, Driver.GetTexture("rockwall.bmp"));

            //Here comes the fun... We create two low level shaders (taken from Irrlich's shader Example) and we set the base material as
            //Solid for the first one and transparent for the second
            int mat = Driver.GPUProgrammingServices.AddShaderMaterialFromFiles("opengl.vsh", "opengl.psh", OnShaderSet, MaterialType.Solid, 0);
            int mat2 = Driver.GPUProgrammingServices.AddShaderMaterialFromFiles("opengl.vsh", "opengl.psh", OnShaderSet, MaterialType.TransparentAddColor, 0);
            //And now we add both materials... Notice that no cast is needed because SetMaterialType
            //Has an overload especially made for shaders !
            cube2.SetMaterialType(mat);
            cube3.SetMaterialType(mat2);

            cube2.Position = new Vector3D(0, -40, 0);
            cube3.Position = new Vector3D(0, 40, 0);

            //We create a fixed cam for our render target scene
            CameraSceneNode fixedcam = Scene.AddCameraSceneNode(null);
            fixedcam.Position = new Vector3D(50, 0, -1000);
            fixedcam.FarValue = 10000f;
            fixedcam.AddAnimator(Scene.CreateFlyCircleAnimator(fixedcam.Target, 5000f, 0.001f));

            //And a fps cam for our main scene
            CameraSceneNode fpscam = Scene.AddCameraSceneNodeFPS(null, 100f, 400f, false);
            Scene.ActiveCamera.Position = new Vector3D(50, 0, -1000);
            Scene.ActiveCamera.FarValue = 10000f;

            Texture mask = Driver.AddTexture(new Dimension2D(128, 128), "", ColorFormat.A8R8G8B8);

            //Here is another cool feature from .NET CP
            //Direct access to textures via Texture.Lock/Unlock and Texture.SetPixel/GetPixel
            //Uncomment these lines to see the effect :)
            /*int w = mask.OriginalSize.Width;
            int h = mask.OriginalSize.Height;
            double maxdistance = Math.Sqrt(Math.Pow(w, 2) + Math.Pow(h, 2));
            mask.Lock();
            for (int x = 0; x < w; x++)
                for (int y = 0; y < h; y++)
                {
                    double distance = Math.Sqrt(Math.Pow((w - x), 2) + Math.Pow((h - y), 2));
                    double coeff = distance / maxdistance;
                    int color = (int)(255 - (255 * coeff));
                    Color pixel = new Color((int)(color / 1.5), (int)(color / 1.5), (int)(color / 2), (int)(color / 2));
                    mask.SetPixel(x, y, pixel);
                }
            mask.Unlock();
            //Again a useful feature... Direct texture saving to common formats such as png,jpg,bmp or gif...
            //Without coding anything, your texture is directly saved in Irrlicht's working directory !
            mask.Save("image.png");*/

            //You may have noticed that GetPixel/SetPixel is very slow even if you lock the texture.
            //Another insecure but quite faster way to proceed is to convert our lock to a pointer.
            //It needs unsafe code but works very fast...
            //However it is very unsecure and you must know perfectly what you are doing...
            //That's why Modify/Retrieve exists (look down)
            /*int w = mask.OriginalSize.Width;
            int h = mask.OriginalSize.Height;
            double maxdistance = Math.Sqrt(Math.Pow(w, 2) + Math.Pow(h, 2));
            IntPtr lockresult = mask.Lock();
            unsafe
            {
                int* directacces = (int*)(void*)lockresult;
                int pitch = mask.Pitch / 4;
                for (int x = 0; x < w; ++x)
                    for (int y = 0; y < h; ++y)
                    {
                        double distance = Math.Sqrt(Math.Pow((w - x), 2) + Math.Pow((h - y), 2));
                        double coeff = distance / maxdistance;
                        int color = (int)(255 - (255 * coeff));
                        Color pixel = new Color((int)(color / 1.5), (int)(color / 1.5), (int)(color / 2), (int)(color / 2));
                        directacces[x + y * pitch] = pixel.NativeColor;
                    }
            }
            mask.Unlock();*/

            //Here is the SAFEST AND FASTEST way to modify our texture.
            //A simple delegate which takes the coords of the pixel and returns the color
            //It is called on each pixel and you can even return false if you don't want to change the pixel.
            //We can now create our mask without speed or compatibility issue !
            int w = mask.OriginalSize.Width / 2;
            int h = mask.OriginalSize.Height / 2;
            double maxdistance = Math.Sqrt(Math.Pow(w, 2) + Math.Pow(h, 2));
            //We create a delegate to modify each pixel
            ModifyPixel del = delegate(int x, int y, out Color col)
            {
                //Here is our formula... You can modify it as you wish, this is just an example !
                double distance = Math.Sqrt(Math.Pow((w - x), 2) + Math.Pow((h - y), 2));
                double coeff = distance / maxdistance;
                int color = (int)(255 - (255 * coeff));
                //We now set the out color
                col = new Color((int)(color / 1.5), (int)(color / 1.5), (int)(color / 2), (int)(color / 2));
                //And we return true since we created a color.
                //If you return false, the current pixel won't be modified !
                return true;
            };
            //And we modify our texture with our delegate
            mask.Modify(del);
            //Uncomment this line to save our mask on a portable network graphic file !
            //You do not need to know jpg, bmp, gif, png... formats since they are converted automatically
            //mask.Save("mask.png");

            Console.WriteLine();
            Console.WriteLine("============================================");
            Console.WriteLine("Features List :");
            Console.WriteLine();
            for (VideoDriverFeature feat = 0; feat < VideoDriverFeature.Count; feat++)
                Console.WriteLine(feat + " = " + Driver.QueryFeature(feat));
            Console.WriteLine("============================================");

            //Here is our logo
            Texture logo = Driver.GetTexture("NETCPlogo.png");

            //Here is another feature, RenderTarget
            Texture renderTarget = Driver.CreateRenderTargetTexture(new Dimension2D(320, 240));
            int lastfps = -1, fps = 0;
            while (device.Run() && !Exit)
            {
                Driver.BeginScene(true, true, Color.Gray);

                //Driver.SetRenderTarget(renderTarget, true, true, Color.TransparentBlue);
                //Scene.ActiveCamera = fixedcam;
                //Scene.DrawAll();
                //Driver.SetRenderTarget(null, true, true, Color.Gray);

                Scene.ActiveCamera = fpscam;
                Scene.DrawAll();
                //Ok, seems like Irrlicht 1.3.1 doesn't like drawing render target on OpenGL
                //I guess we will disable this for now...
                //Driver.Draw2DImage(renderTarget, new Position2D(0, 0), false);
                Driver.Draw2DImage(mask, new Rect(new Position2D(), Driver.ScreenSize), new Rect(new Position2D(), mask.OriginalSize), Color.White, true);

                //And finally our logo is painted
                Driver.Draw2DImage(logo, new Position2D(0, Driver.ScreenSize.Height - logo.OriginalSize.Height),
                                   new Rect(new Position2D(0, 0),
                                   logo.OriginalSize), Color.White, true);
                Driver.EndScene();

                fps = Driver.FPS;
                if(fps != lastfps)
                {
                    device.WindowCaption = caption + " - FPS : " + fps;
                    lastfps = fps;
                }
            }
            device.Close();
        }
VideoDriver