Ejemplo n.º 1
0
        public void CalculateFrustumCorners_IsFrustumCorners()
        {
            var projection    = float4x4.CreatePerspectiveFieldOfView(M.PiOver2, 1, 2, 10);
            var actualCorners = Frustum.CalculateFrustumCorners(projection).ToList();

            var expectedCorners = new List <float3>()
            {
                new float3(-2, -2, 2),
                new float3(2, -2, 2),
                new float3(-2, 2, 2),
                new float3(2, 2, 2),

                new float3(-10, -10, 10),
                new float3(10, -10, 10),
                new float3(-10, 10, 10),
                new float3(10, 10, 10),
            };

            Assert.Equal(actualCorners.Count, expectedCorners.Count);

            for (int i = 0; i < actualCorners.Count; i++)
            {
                Assert.Equal(expectedCorners[i].x, actualCorners[i].x, 4);
                Assert.Equal(expectedCorners[i].y, actualCorners[i].y, 4);
                Assert.Equal(expectedCorners[i].z, actualCorners[i].z, 4);
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Returns a tuple of the world space frustum corners and the clipping planes for each sub-frustum.
        /// </summary>
        /// <param name="numberOfCascades">The number of times the viewing frustum is divided. A Cascade is created for each of the sub-frustum.</param>
        /// <param name="lambda">A constant value, used to weight the logarithmic split with the uniform split of the viewing frustum.</param>
        /// <param name="zNear">The near clipping plane of the camera.</param>
        /// <param name="zFar">The far clipping plane of the camera.</param>
        /// <param name="width">The window width in px.</param>
        /// <param name="height">The window height in px.</param>
        /// <param name="fov">The field of view of the camera.</param>
        /// <param name="view">The view matrix.</param>
        private static IEnumerable <Tuple <float3[], float2> > CascadeCornersWorldSpace(int numberOfCascades, float lambda, float zNear, float zFar, int width, int height, float fov, float4x4 view)
        {
            var allSplitProjectionMatrices = CascadesProjectionMatrices(numberOfCascades, lambda, zNear, zFar, width, height, fov);

            foreach (Tuple <float4x4, float2> tuple in allSplitProjectionMatrices)
            {
                yield return(new Tuple <float3[], float2>(Frustum.CalculateFrustumCorners(tuple.Item1 * view).ToArray(), tuple.Item2));
            }
        }
Ejemplo n.º 3
0
        // RenderAFrame is called once a frame
        public override void RenderAFrame()
        {
            if (Mouse.RightButton)
            {
                _valHorzSnd = Mouse.XVel * 0.003f * DeltaTime;
                _valVertSnd = Mouse.YVel * 0.003f * DeltaTime;

                _anlgeHorznd  += _valHorzSnd;
                _angleVertSnd += _valVertSnd;

                _valHorzSnd = _valVertSnd = 0;

                _sndCamTransform.FpsView(_anlgeHorznd, _angleVertSnd, Keyboard.WSAxis, Keyboard.ADAxis, DeltaTime * 10);
            }
            else if (Mouse.LeftButton)
            {
                _valHorzMain = Mouse.XVel * 0.003f * DeltaTime;
                _valVertMain = Mouse.YVel * 0.003f * DeltaTime;

                _anlgeHorzMain += _valHorzMain;
                _angleVertMain += _valVertMain;

                _valHorzMain = _valVertMain = 0;

                _mainCamTransform.FpsView(_anlgeHorzMain, _angleVertMain, Keyboard.WSAxis, Keyboard.ADAxis, DeltaTime * 10);
            }

            float4x4 viewProjection = _mainCam.GetProjectionMat(Width, Height, out float4 viewport) * float4x4.Invert(_mainCamTransform.Matrix());

            _frustum.Vertices = Frustum.CalculateFrustumCorners(viewProjection).ToArray();

            Frustum frustum = new Frustum();

            frustum.CalculateFrustumPlanes(viewProjection);

            // Sets a mesh inactive if it does not pass the culling test and active if it does.
            // The reason for this is to achieve that the cubes don't get rendered in the viewport in the upper right.
            // Because SceneRenderer.RenderMesh has an early-out if a Mesh is inactive we do not perform the culling test twice.
            UserSideFrustumCulling(_rocketScene.Children, frustum);

            _sceneRenderer.Render(RC);
            _guiRenderer.Render(RC);

            if (!Mouse.Desc.Contains("Android"))
            {
                _sih.CheckForInteractiveObjects(RC, Mouse.Position, Width, Height);
            }

            if (Touch.GetTouchActive(TouchPoints.Touchpoint_0) && !Touch.TwoPoint)
            {
                _sih.CheckForInteractiveObjects(RC, Touch.GetPosition(TouchPoints.Touchpoint_0), Width, Height);
            }

            // Swap buffers: Show the contents of the backbuffer (containing the currently rendered frame) on the front buffer.
            Present();
        }