Ejemplo n.º 1
0
 protected CompositorLayersBase()
 {
     Layers = new SceneGraphicsLayerCollection();
     Master = new SceneGraphicsLayer
     {
         Output   = new MasterRenderFrameProvider(),
         IsMaster = true
     };
 }
 protected CompositorLayersBase()
 {
     Layers = new SceneGraphicsLayerCollection();
     Master = new SceneGraphicsLayer
     {
         Output = new MasterRenderFrameProvider(),
         IsMaster = true
     };
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="SceneGraphicsCompositorLayers"/> class.
 /// </summary>
 public SceneGraphicsCompositorLayers()
 {
     Layers = new SceneGraphicsLayerCollection();
     Master = new SceneGraphicsLayer
     {
         Output   = new MasterRenderFrameProvider(),
         IsMaster = true
     };
     Cameras = new SceneCameraSlotCollection();
 }
 /// <summary>
 /// Initializes a new instance of the <see cref="SceneGraphicsCompositorLayers"/> class.
 /// </summary>
 public SceneGraphicsCompositorLayers()
 {
     Layers = new SceneGraphicsLayerCollection();
     Master = new SceneGraphicsLayer
     {
         Output = new MasterRenderFrameProvider(),
         IsMaster = true
     };
     Cameras = new SceneCameraSlotCollection();
 }
Ejemplo n.º 5
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            Window.AllowUserResizing = true;

            // Instantiate a scene with a single entity and model component
            var scene = new Scene();

            // Create a cube entity
            cubeEntity = new Entity();

            // Create a procedural model with a diffuse material
            var model = new Model();
            var material = Material.New(GraphicsDevice, new MaterialDescriptor
            {
                Attributes =
                {
                    Diffuse = new MaterialDiffuseMapFeature(new ComputeColor(Color.White)),
                    DiffuseModel = new MaterialDiffuseLambertModelFeature()
                }
            });
            model.Materials.Add(material);
            cubeEntity.Add(new ModelComponent(model));

            var modelDescriptor = new ProceduralModelDescriptor(new CubeProceduralModel());
            modelDescriptor.GenerateModel(Services, model);

            // Add the cube to the scene
            scene.Entities.Add(cubeEntity);

            // Create a camera entity and add it to the scene
            var cameraEntity = new Entity { new CameraComponent() };
            cameraEntity.Transform.Position = new Vector3(0, 0, 5);
            scene.Entities.Add(cameraEntity);

            // Create a light
            var lightEntity = new Entity()
            {
                new LightComponent()
            };

            lightEntity.Transform.Position = new Vector3(0, 0, 1);
            lightEntity.Transform.Rotation = Quaternion.RotationY(MathUtil.DegreesToRadians(45));
            scene.Entities.Add(lightEntity);

            // Create a graphics compositor
            var compositor = new SceneGraphicsCompositorLayers();

            bool isLDR = false;
            if (isLDR)
            {
                compositor.Master.Renderers.Add(new ClearRenderFrameRenderer());
                compositor.Master.Renderers.Add(new SceneCameraRenderer() {});
            }
            else
            {
                var layer = new SceneGraphicsLayer();
                var renderHDROutput = new LocalRenderFrameProvider { Descriptor = { Format = RenderFrameFormat.HDR, DepthFormat = RenderFrameDepthFormat.Shared} };
                layer.Output = renderHDROutput;
                layer.Renderers.Add(new ClearRenderFrameRenderer());
                layer.Renderers.Add(new SceneCameraRenderer());
                compositor.Layers.Add(layer);
                compositor.Master.Renderers.Add(new SceneEffectRenderer()
                {
                    Effect = new PostProcessingEffects()
                });
            }
            compositor.Cameras.Add(cameraEntity.Get<CameraComponent>());

            SceneSystem.SceneInstance = new SceneInstance(Services, scene);

            // Use this graphics compositor
            scene.Settings.GraphicsCompositor = compositor;

            // Create a scene instance
            SceneSystem.SceneInstance = new SceneInstance(Services, scene);
        }
Ejemplo n.º 6
0
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            Window.AllowUserResizing = true;

            await base.LoadContent();

            Window.AllowUserResizing = true;

            arial16 = Content.Load<SpriteFont>("DynamicFonts/Arial16");

            // Instantiate a scene with a single entity and model component
            var scene = new Scene();

            // Fixed size
            scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(0, 0, 4)));
            scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(-2, 1, 0)));
            scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(2, 2, -2)));
            scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(0, 1, 0)));
            scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(0, 2, -2)));

            scene.Entities.Add(GetUIEntity(arial16, false, new Vector3(0, -0.3f, 4)));
            scene.Entities.Add(GetUIEntity(arial16, false, new Vector3(-2, 0, 0)));
            scene.Entities.Add(GetUIEntity(arial16, false, new Vector3(2, 1, -2)));


            // Create a camera entity and add it to the scene
            var cameraEntity = new Entity { new CameraComponent() };
            cameraEntity.Transform.Position = new Vector3(0, 0, 5);
            scene.Entities.Add(cameraEntity);

            // Create a graphics compositor
            var compositor = new SceneGraphicsCompositorLayers();

            bool isLDR = true;
            if (isLDR)
            {
                compositor.Master.Renderers.Add(new ClearRenderFrameRenderer());
                compositor.Master.Renderers.Add(new SceneCameraRenderer() { });
            }
            else
            {
                var layer = new SceneGraphicsLayer();
                var renderHDROutput = new LocalRenderFrameProvider { Descriptor = { Format = RenderFrameFormat.HDR, DepthFormat = RenderFrameDepthFormat.Shared } };
                layer.Output = renderHDROutput;
                layer.Renderers.Add(new ClearRenderFrameRenderer());
                layer.Renderers.Add(new SceneCameraRenderer());
                compositor.Layers.Add(layer);
                compositor.Master.Renderers.Add(new SceneEffectRenderer()
                {
                    Effect = new PostProcessingEffects()
                });
            }
            compositor.Cameras.Add(cameraEntity.Get<CameraComponent>());

            // Use this graphics compositor
            scene.Settings.GraphicsCompositor = compositor;

            // Create a scene instance
            SceneSystem.SceneInstance = new SceneInstance(Services, scene);
        }