public void TestMeshRendererAdvanced()
        {
            var texFactory = new RAMTextureFactory();
            var c          = new OBJToRAMMeshConverter(texFactory);

            var game = new DX11Game();

            game.InitDirectX();
            var context = game.Device.ImmediateContext;

            var importer = new ObjImporter();

            importer.AddMaterialFileStream("Crate01.mtl", File.OpenRead(TestFiles.CrateMtl));
            importer.ImportObjFile(TestFiles.CrateObj);

            var mesh = c.CreateMesh(importer);

            RAMMesh mesh2 = RenderingTestsHelper.CreateMerchantsHouseMesh(c);


            RAMMesh mesh3 = RenderingTestsHelper.CreateGuildHouseMesh(c);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            DeferredMeshesRenderer renderer = InitDefaultMeshRenderer(game, gBuffer);


            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = Matrix.Translation(MathHelper.Right * 0 * 2 + Vector3.UnitZ * 0 * 2);

            el             = renderer.AddMesh(mesh2);
            el.WorldMatrix = Matrix.Translation(new Vector3(0, 0, 80));

            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    el             = renderer.AddMesh(mesh3);
                    el.WorldMatrix = Matrix.Translation(new Vector3(j * 30, 0, 70 + i * 30));
                }
            }



            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };
            game.Run();
        }
Ejemplo n.º 2
0
        public void TestDeferredRendererCastsShadowsField()
        {
            var game = new DX11Game();

            game.InitDirectX();

            var renderer = new DeferredRenderer(game);

            var otherCam = new SpectaterCamera(1, 10000);

            var mesh = RenderingTestsHelper.CreateMerchantsHouseMesh(new OBJToRAMMeshConverter(new RAMTextureFactory()));


            var el = renderer.CreateMeshElement(mesh);

            el.CastsShadows = false;
            var directional = renderer.CreateDirectionalLight();

            directional.ShadowsEnabled = true;
            var point = renderer.CreatePointLight();

            point.LightRadius   *= 2;
            point.ShadowsEnabled = true;
            var spot = renderer.CreateSpotLight();

            spot.LightRadius   *= 2;
            spot.ShadowsEnabled = true;

            int state = 0;

            var camState = false;

            game.GameLoopEvent += delegate
            {
                if (game.Keyboard.IsKeyPressed(Key.D1))
                {
                    state = 0;
                }
                if (game.Keyboard.IsKeyPressed(Key.D2))
                {
                    state = 1;
                }
                if (game.Keyboard.IsKeyPressed(Key.D3))
                {
                    state = 2;
                }
                if (game.Keyboard.IsKeyPressed(Key.D4))
                {
                    state = 3;
                }

                switch (state)
                {
                case 0:
                    break;

                case 1:
                    directional.LightDirection = game.SpectaterCamera.CameraDirection;
                    break;

                case 2:
                    point.LightPosition = game.SpectaterCamera.CameraPosition;

                    break;

                case 3:
                    spot.LightPosition = game.SpectaterCamera.CameraPosition;
                    spot.SpotDirection = game.SpectaterCamera.CameraDirection;
                    break;
                }

                if (game.Keyboard.IsKeyPressed(Key.C))
                {
                    camState = !camState;
                }

                if (camState)
                {
                    game.Camera = game.SpectaterCamera;
                    renderer.DEBUG_SeperateCullCamera = null;
                }
                else
                {
                    game.Camera = otherCam;
                    renderer.DEBUG_SeperateCullCamera = game.SpectaterCamera;
                }
                game.SpectaterCamera.EnableUserInput = camState;
                otherCam.EnableUserInput             = !camState;
                otherCam.Update(game.Elapsed, game.Keyboard, game.Mouse);
                renderer.Draw();
            };

            game.Run();
        }