Ejemplo n.º 1
0
 public Camera(Camera copy)
 {
     this.name = copy.name;
     this.resolutionX = copy.resolutionX;
     this.resolutionY = copy.resolutionY;
     this.position = copy.position;
     this.lookAt = copy.lookAt;
     this.fovAngle = copy.fovAngle;
     this.rotateAngle = copy.rotateAngle;
 }
        /// <summary>
        /// Działa tylko dla widoków ortogonalnych.
        /// </summary>
        /// <param name="bezierSurface"></param>
        /// <param name="bezierCam"></param>
        /// <param name="viewportType"></param>
        /// <param name="pos"></param>
        /// <param name="size"></param>
        /// <param name="orthoSize"></param>
        /// <param name="orthoPos"></param>
        /// <param name="orthoLookAt"></param>
        public static void SelectBezierControlPoint(BezierSurface bezierSurface, Camera bezierCam, ViewportType viewportType, 
            Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt)
        {
            Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3();

            switch (viewportType)
            {
                case ViewportType.Perspective:
                    CalcPerspCoords(pos, size, bezierCam.fovAngle, bezierCam.rotateAngle,
                                    bezierCam.position, bezierCam.lookAt, out outCamPos, out outSurfPos);
                    break;

                case ViewportType.Orto:
                    CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos);
                    break;
            }

            Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos);

            SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir);
            float dist = float.PositiveInfinity;
            float tmpDist = -1;
            BoundingBox bb;

            for (int i = 0; i < bezierSurface.ControlPoints.Length; i++)
            {
                bb = new BoundingBox(new Vector3(bezierSurface.ControlPoints[i].x - 0.05f,
                                                 bezierSurface.ControlPoints[i].y - 0.05f,
                                                 bezierSurface.ControlPoints[i].z - 0.05f),
                                     new Vector3(bezierSurface.ControlPoints[i].x + 0.05f,
                                                 bezierSurface.ControlPoints[i].y + 0.05f,
                                                 bezierSurface.ControlPoints[i].z + 0.05f));

                if (SlimDX.Ray.Intersects(ray, bb, out tmpDist))
                {
                    if (tmpDist < dist)
                    {
                        dist = tmpDist;
                        bezierSurface.selectedPointIdx = i;
                    }
                }
            }

            if (dist == float.PositiveInfinity)
            {
                bezierSurface.selectedPointIdx = -1;
            }
        }
Ejemplo n.º 3
0
        public Image GetSceneImage(Scene scene)
        {
            RecalculateData(scene);

            pp = new PresentParameters();
            pp.SwapEffect = SwapEffect.Discard;
            pp.Windowed = true;
            pp.BackBufferWidth = 512;
            pp.BackBufferHeight = 512;
            pp.BackBufferFormat = Format.A8R8G8B8;

            if(d3d != null)
            {
                d3d.Dispose();
            }
            if(device != null)
            {
                device.Dispose();
            }

            d3d = new Direct3D();
            device = new Device(d3d, 0, DeviceType.Hardware, handle, CreateFlags.HardwareVertexProcessing, pp);

            device.SetRenderState(RenderState.Lighting, true);

            for(int i = scene.lights.Count; i < maxLights; ++i)
            {
                device.EnableLight(i, false);
            }
            maxLights = scene.lights.Count;

            Modeler.Transformations.BoundingBox bb = new Modeler.Transformations.BoundingBox(scene);
            Camera cam = new Camera();
            Vector3 dir = Vector3.Normalize(bb.minBB - bb.maxBB);
            cam.position = bb.maxBB - 1 * (float)Math.Sqrt((bb.minBB.x - bb.maxBB.x) * (bb.minBB.x - bb.maxBB.x) +
                (bb.minBB.y - bb.maxBB.y) * (bb.minBB.y - bb.maxBB.y) + (bb.minBB.z - bb.maxBB.z) * (bb.minBB.z - bb.maxBB.z)) * dir;
            cam.lookAt = bb.maxBB;
            cam.fovAngle = 40;
            cam.rotateAngle = 0;

            Vector3 oldDir = defLight.Direction;

            Vector3 dirLight = new Vector3();
            dirLight.X = dir.X * (float)Math.Cos(-Math.PI / 4) + dir.Z * (float)Math.Sin(-Math.PI / 4);
            dirLight.Y = dir.Y;
            dirLight.Z = dir.Z * (float)Math.Cos(-Math.PI / 4) - dir.X * (float)Math.Sin(-Math.PI / 4);
            dir.Normalize();
            defLight.Direction = dirLight;
            device.SetLight(0, defLight);
            device.EnableLight(0, true);

            device.SetRenderState(RenderState.FillMode, FillMode.Solid);
            device.SetRenderState(RenderState.CullMode, Cull.None);
            device.SetRenderState(RenderState.ShadeMode, ShadeMode.Gouraud);

            Mesh mesh = numIndices >= 3 ? new Mesh(device, (int)numIndices / 3, scene.points.Count, MeshFlags.Managed | MeshFlags.Use32Bit, vertexElems) : null;
            VertexBuffer vb = mesh != null ? mesh.VertexBuffer : null;
            IndexBuffer ib = mesh != null ? mesh.IndexBuffer : null;

            if(mesh != null)
            {
                vb.Lock(0, 0, LockFlags.None).WriteRange(vertices);
                vb.Unlock();

                ib.Lock(0, 0, LockFlags.None).WriteRange(indices, 0, (int)numIndices);
                ib.Unlock();
            }

            Mesh selMesh = numSelIndices >= 3 ? new Mesh(device, (int)numSelIndices / 3, scene.points.Count, MeshFlags.Managed | MeshFlags.Use32Bit, vertexElems) : null;
            VertexBuffer selvb = selMesh != null ? selMesh.VertexBuffer : null;
            IndexBuffer selib = selMesh != null ? selMesh.IndexBuffer : null;

            if(selMesh != null)
            {
                selvb.Lock(0, 0, LockFlags.None).WriteRange(vertices);
                selvb.Unlock();

                selib.Lock(0, 0, LockFlags.None).WriteRange(selIndices, 0, (int)numSelIndices);
                selib.Unlock();
            }

            Viewport viewport = new Viewport(0, 0, 512, 512, 0, 1);

            Texture texture = new Texture(device, 64, 64, 0, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);
            device.SetRenderTarget(0, texture.GetSurfaceLevel(0));

            float camRotAngle = cam.rotateAngle;
            float aspect = 1;
            float camAngle = 2.0f * (float)Math.Atan(Math.Tan(Utilities.DegToRad(cam.fovAngle) / 2.0f) / aspect);

            device.SetTransform(TransformState.View, Matrix.LookAtRH(
                cam.position,
                cam.lookAt,
                Utilities.RotatePointAroundVector(new Vector3(0, 1, 0),
                Vector3.Normalize(cam.lookAt - cam.position), camRotAngle)));

            device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovRH(
                camAngle,
                aspect,
                0.01f,
                110000));

            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0);
            device.BeginScene();

            if(mesh != null)
            {
                mesh.DrawSubset(0);
            }

            if(selMesh != null)
            {
                selMesh.DrawSubset(0);
            }

            device.EndScene();

            Image image = Bitmap.FromStream(Texture.ToStream(texture, ImageFileFormat.Png));

            texture.Dispose();

            RecalculateData(currScene);
            defLight.Direction = oldDir;

            return image;
        }
Ejemplo n.º 4
0
        public Renderer(IntPtr handle, IntPtr handleBezier)
        {
            this.handle = handle;
            this.handleBezier = handleBezier;

            currScene = null;

            font = null;
            font2 = null;

            cameras = new List<RenderCamera>();
            lights = new List<RenderLight>();

            orthoWidth = new float[] { 10, 10, 10 };
            orthoPos = new Vector3[] { new Vector3(0, 0, 50001), new Vector3(50001, 0, 0), new Vector3(0, 50001, 0) };
            orthoLookAt = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 0, 0), new Vector3(0, 0, -0.01f) };

            ortoWidhtChange = false;

            bezierOrthoWidth = new float[] { 5, 5, 5 };
            bezierOrthoPos = new Vector3[] { new Vector3(0, 0, 50000), new Vector3(50000, 0, 0), new Vector3(0, 50000, 0) };
            bezierOrthoLookAt = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 0, 0), new Vector3(0, 0, -0.01f) };
            bezierCam = new Camera(null, 0, 0, new Vector3(-10, 10, -10), new Vector3(0, 0, 0), Utilities.DegToRad(15), 0);
            selectedControlPointMaterial = new Material() { Diffuse = new Color4(Color.Red) };
            controlPointMaterial = new Material() { Diffuse = new Color4(Color.Black) };

            camsLookAtPoints = new List<Vector3>();

            clipping = false;
            clipVertices = new Vertex[48];
            for(int i = 0; i < clipVertices.Length; ++i)
            {
                clipVertices[i] = new Vertex();
                clipVertices[i].Color = Color.DarkViolet.ToArgb();
            }
            for(int i = 0; i < 8; ++i)
            {
                clipVertices[i + 0].Position = new Vector3(i == 0 || i == 3 || i == 4 || i == 7 ? -50000 : 50000,
                                                           i == 0 || i == 1 || i == 2 || i == 3 ? 2 : 2 + clipPlaneWidth * orthoWidth[0],
                                                           i == 0 || i == 1 || i == 4 || i == 5 ? 50000 : -50000);
            }
            for(int i = 0; i < 8; ++i)
            {
                clipVertices[i + 8].Position = new Vector3(i == 0 || i == 3 || i == 4 || i == 7 ? 50000 : -50000,
                                                           i == 0 || i == 1 || i == 2 || i == 3 ? -2 : -2 - clipPlaneWidth * orthoWidth[0],
                                                           i == 0 || i == 1 || i == 4 || i == 5 ? 50000 : -50000);
            }
            for(int i = 0; i < 8; ++i)
            {
                clipVertices[i + 16].Position = new Vector3(i == 0 || i == 1 || i == 2 || i == 3 ? 2 : 2 + clipPlaneWidth * orthoWidth[0],
                                                            i == 0 || i == 3 || i == 4 || i == 7 ? 50000 : -50000,
                                                            i == 0 || i == 1 || i == 4 || i == 5 ? 50000 : -50000);
            }
            for(int i = 0; i < 8; ++i)
            {
                clipVertices[i + 24].Position = new Vector3(i == 0 || i == 1 || i == 2 || i == 3 ? -2 : -2 - clipPlaneWidth * orthoWidth[0],
                                                            i == 0 || i == 3 || i == 4 || i == 7 ? -50000 : 50000,
                                                            i == 0 || i == 1 || i == 4 || i == 5 ? 50000 : -50000);
            }
            for(int i = 0; i < 8; ++i)
            {
                clipVertices[i + 32].Position = new Vector3(i == 0 || i == 3 || i == 4 || i == 7 ? -50000 : 50000,
                                                            i == 0 || i == 1 || i == 4 || i == 5 ? -50000 : 50000,
                                                            i == 0 || i == 1 || i == 2 || i == 3 ? -2 : -2 - clipPlaneWidth * orthoWidth[0]);
            }
            for(int i = 0; i < 8; ++i)
            {
                clipVertices[i + 40].Position = new Vector3(i == 0 || i == 3 || i == 4 || i == 7 ? 50000 : -50000,
                                                            i == 0 || i == 1 || i == 4 || i == 5 ? -50000 : 50000,
                                                            i == 0 || i == 1 || i == 2 || i == 3 ? 2 : 2 + clipPlaneWidth * orthoWidth[0]);
            }

            clipIndices = new int[216];
            for(int i = 0; i < 6; ++i)
            {
                clipIndices[36 * i + 0] = 8 * i + 0; clipIndices[36 * i + 1] = 8 * i + 1; clipIndices[36 * i + 2] = 8 * i + 5;
                clipIndices[36 * i + 3] = 8 * i + 0; clipIndices[36 * i + 4] = 8 * i + 5; clipIndices[36 * i + 5] = 8 * i + 4;
                clipIndices[36 * i + 6] = 8 * i + 1; clipIndices[36 * i + 7] = 8 * i + 2; clipIndices[36 * i + 8] = 8 * i + 6;
                clipIndices[36 * i + 9] = 8 * i + 1; clipIndices[36 * i + 10] = 8 * i + 6; clipIndices[36 * i + 11] = 8 * i + 5;
                clipIndices[36 * i + 12] = 8 * i + 2; clipIndices[36 * i + 13] = 8 * i + 3; clipIndices[36 * i + 14] = 8 * i + 7;
                clipIndices[36 * i + 15] = 8 * i + 2; clipIndices[36 * i + 16] = 8 * i + 7; clipIndices[36 * i + 17] = 8 * i + 6;
                clipIndices[36 * i + 18] = 8 * i + 3; clipIndices[36 * i + 19] = 8 * i + 0; clipIndices[36 * i + 20] = 8 * i + 5;
                clipIndices[36 * i + 21] = 8 * i + 3; clipIndices[36 * i + 22] = 8 * i + 5; clipIndices[36 * i + 23] = 8 * i + 7;
                clipIndices[36 * i + 24] = 8 * i + 0; clipIndices[36 * i + 25] = 8 * i + 1; clipIndices[36 * i + 26] = 8 * i + 2;
                clipIndices[36 * i + 27] = 8 * i + 0; clipIndices[36 * i + 28] = 8 * i + 2; clipIndices[36 * i + 29] = 8 * i + 3;
                clipIndices[36 * i + 30] = 8 * i + 4; clipIndices[36 * i + 31] = 8 * i + 5; clipIndices[36 * i + 32] = 8 * i + 6;
                clipIndices[36 * i + 33] = 8 * i + 4; clipIndices[36 * i + 34] = 8 * i + 6; clipIndices[36 * i + 35] = 8 * i + 7;
            }

            perspective = new Viewport();
            perspective.X = 0;
            perspective.Y = 0;
            perspective.Width = 1;
            perspective.Height = 1;
            perspective.MinZ = -1000;
            perspective.MaxZ = 1000;

            top = new Viewport();
            top.X = 0;
            top.Y = 0;
            top.Width = 1;
            top.Height = 1;
            top.MinZ = -1000;
            top.MaxZ = 1000;

            front = new Viewport();
            front.X = 0;
            front.Y = 0;
            front.Width = 1;
            front.Height = 1;
            front.MinZ = -1000;
            front.MaxZ = 1000;

            side = new Viewport();
            side.X = 0;
            side.Y = 0;
            side.Width = 1;
            side.Height = 1;
            side.MinZ = -1000;
            side.MaxZ = 1000;

            defLight = new Light();
            defLight.Type = LightType.Directional;
            defLight.Diffuse = Color.White;
            defLight.Direction = new Vector3(1, -1, -2);

            maxLights = 0;

            vertexElems = new[] {
                new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0),
                new VertexElement(0, 12, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0),
                new VertexElement(0, 24, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
                new VertexElement(0, 28, DeclarationType.Float2, DeclarationMethod.Default, DeclarationUsage.TextureCoordinate, 0),
                VertexElement.VertexDeclarationEnd
            };

            wireframe = true;
            pp = new PresentParameters();
            pp.SwapEffect = SwapEffect.Discard;
            pp.Windowed = true;
            pp.BackBufferFormat = Format.A8R8G8B8;

            bezierPp = new PresentParameters();
            bezierPp.SwapEffect = SwapEffect.Discard;
            bezierPp.Windowed = true;
            bezierPp.BackBufferFormat = Format.A8R8G8B8;
        }
Ejemplo n.º 5
0
 //chwilowo używane do obrotu kamery, po wprowadzniu nowej metody interaktywnej manipulacji kamery - usunąć
 public void NormalizeCamera(Camera camera)
 {
     float tmpLength =
         (float)
         Math.Sqrt(Math.Pow(camera.lookAt.X - camera.position.X, 2) +
                   Math.Pow(camera.lookAt.Y - camera.position.Y, 2)
                   + Math.Pow(camera.lookAt.Z - camera.position.Z, 2));
     camera.lookAt.X = camera.position.X + (camera.lookAt.X - camera.position.X) / tmpLength;
     camera.lookAt.Y = camera.position.Y + (camera.lookAt.Y - camera.position.Y) / tmpLength;
     camera.lookAt.Z = camera.position.Z + (camera.lookAt.Z - camera.position.Z) / tmpLength;
 }
Ejemplo n.º 6
0
 public void AddCamera(Camera camera, Vector3 translation)
 {
     modified = true;
     camera.name = "Kamera " + cams.Count.ToString();
     camera.position += translation;
     cams.Add(camera);
     activeCamera = cams.Count - 1;
 }