Ejemplo n.º 1
0
        public void SetCamera(Vector3 from, Vector3 to, float fovRadY)
        {
            UseFpsCamera = true;
            Camera       = new FpsCamera(fovRadY);

            _cameraTo = to;
            Camera.LookAt(from, to, Vector3.UnitY);
            Camera.SetLens(AspectRatio);
            //Camera.UpdateViewMatrix();

            PrepareCamera(Camera);
            IsDirty = true;
        }
Ejemplo n.º 2
0
        public override bool Init()
        {
            if (!base.Init())
            {
                return(false);
            }
            Effects.InitAll(Device);
            InputLayouts.InitAll(Device);
            RenderStates.InitAll(Device);

            _sky  = new Sky(Device, "Textures/desertcube1024.dds", 5000.0f);
            _sMap = new ShadowMap(Device, SMapSize, SMapSize);

            _camera.SetLens(0.25f * MathF.PI, AspectRatio, 1.0f, 1000.0f);
            _ssao = new Ssao(Device, ImmediateContext, ClientWidth, ClientHeight, _camera.FovY, _camera.FarZ);


            BuildShapeGeometryBuffers();
            BuildSkullGeometryBuffers();
            BuildScreenQuadGeometryBuffers();


            return(true);
        }
Ejemplo n.º 3
0
        public void SetCamera(Vector3 lookFrom, Vector3 lookAt, float fovRadY, float tiltRad)
        {
            UseFpsCamera = true;
            AutoRotate   = false;
            Camera       = new FpsCamera(fovRadY);

            _cameraTo = lookAt;
            Camera.LookAt(lookFrom, lookAt, tiltRad);
            Camera.SetLens(AspectRatio);
            //Camera.UpdateViewMatrix();

            PrepareCamera(Camera);
            IsDirty           = true;
            _cameraIgnoreNext = true;
        }
Ejemplo n.º 4
0
        public bool Update(Vector3 position, Vector3 direction, float range, float angle)
        {
            var result = _dirty;

            _dirty = false;

            if (result || _camera.FovY != angle || _camera.FarZ != range)
            {
                _camera.FovY = angle;
                _camera.FarZ = range;
                _camera.SetLens(1f);
                result = true;
            }

            if (result || _camera.Position != position || Vector3.Dot(_camera.Look, direction) < 0.99)
            {
                _camera.LookAt(position, position + direction,
                               Math.Abs(direction.Y - 1f) < 0.01f || Math.Abs(direction.Y - (-1f)) < 0.01f ? Vector3.UnitX : Vector3.UnitY);
                _camera.UpdateViewMatrix();
                result = true;
            }

            if (result)
            {
                ShadowTransform = _camera.ViewProj * new Matrix {
                    M11 = 0.5f,
                    M22 = -0.5f,
                    M33 = 1.0f,
                    M41 = 0.5f,
                    M42 = 0.5f,
                    M44 = 1.0f
                };
            }

            return(result);
        }
Ejemplo n.º 5
0
 public override void OnResize()
 {
     base.OnResize();
     _camera.SetLens(0.25f * MathF.PI, AspectRatio, 1.0f, 1000.0f);
 }