Example #1
0
        public override void Render()
        {
            // render all tri strips
            device.VertexFormat         = CustomVertex.PositionNormal.Format;
            device.RenderState.Lighting = false;
            device.RenderState.DiffuseMaterialSource = ColorSource.Material;
            Material m = new Material();

            m.DiffuseColor  = ColorValue.FromColor(Color.SeaGreen);
            device.Material = m;
            for (int strip = 0; strip < triStrips.Length; strip++)
            {
                // fronts
                device.SetStreamSource(0, triStrips[strip], 0);
                device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, triStripSizes[strip]);
                //device.RenderState.CullMode = Cull.CounterClockwise;
                // backs
                //device.SetStreamSource(0, triStripsMirrored[strip], 0);
                //device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, triStripSizes[strip]);
                //device.RenderState.CullMode = Cull.Clockwise;
            }

            Matrix world = device.Transform.World * Matrix.Identity;

            foreach (NuSceneBuffer3D.NuBufferMeshItem mesh in sbLocalCopy.meshes)
            {
                device.Transform.World = Matrix.Translation(mesh.translation) * world;
                mesh.mesh.DrawSubset(0);
            }
        }
Example #2
0
        public override void Render()
        {
            //BackgroundColor
            D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
            D3DDevice.Instance.Device.BeginScene();
            ClearTextures();

            //Cargar variables shader
            mesh.Effect.SetValue("ambientColor", ColorValue.FromColor(Color.Gray));
            mesh.Effect.SetValue("diffuseColor", ColorValue.FromColor(Color.LightBlue));
            mesh.Effect.SetValue("specularColor", ColorValue.FromColor(Color.White));
            mesh.Effect.SetValue("specularExp", 10f);
            mesh.Effect.SetValue("lightPosition", lightPos);
            mesh.Effect.SetValue("eyePosition",
                                 TgcParserUtils.vector3ToFloat4Array(Camara.Position));

            mesh.rotateY(-ElapsedTime / 2);
            mesh.render();

            textHelp.render();

            //Help
            if (Input.keyPressed(Key.H))
            {
                helpForm.ShowDialog();
            }

            PostRender();
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "explosion";

            settings.MaxParticles = 100;

            settings.Duration           = TimeSpan.FromSeconds(2);
            settings.DurationRandomness = 1;

            settings.MinHorizontalVelocity = 20;
            settings.MaxHorizontalVelocity = 30;

            settings.MinVerticalVelocity = -20;
            settings.MaxVerticalVelocity = 20;

            settings.EndVelocity = 0;

            settings.MinColor = ColorValue.FromColor(Color.DarkGray);
            settings.MaxColor = ColorValue.FromColor(Color.Gray);

            settings.MinRotateSpeed = -1;
            settings.MaxRotateSpeed = 1;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 100;
            settings.MaxEndSize = 200;

            // Use additive blending.
            settings.SourceBlend      = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
Example #4
0
        public void ProcesarLuces()
        {
            if (camara == null)
            {
                return;
            }
            var lightDir = new Vector3(20, 0, 0);

            lightDir.Normalize();
            foreach (var mesh in lstMeshes)
            {
                Vector3 posicionCamara = camara.Position;
                Vector3 posicionLuz    = new Vector3(0, 30, 0);
                mesh.Effect.SetValue("lightColor", ColorValue.FromColor((Color.White)));
                mesh.Effect.SetValue("lightPosition", TgcParserUtils.vector3ToVector4(posicionLuz));
                mesh.Effect.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(posicionCamara));
                mesh.Effect.SetValue("spotLightDir", TgcParserUtils.vector3ToFloat3Array(lightDir));
                mesh.Effect.SetValue("lightIntensity", 200f);
                mesh.Effect.SetValue("lightAttenuation", 0.1f);
                mesh.Effect.SetValue("spotLightAngleCos", 55);
                mesh.Effect.SetValue("spotLightExponent", 7f);

                //Cargar variables de shader de Material. El Material en realidad deberia ser propio de cada mesh. Pero en este ejemplo se simplifica con uno comun para todos
                mesh.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor((Color.Gray)));
                mesh.Effect.SetValue("materialAmbientColor", ColorValue.FromColor((Color.White)));
                mesh.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor((Color.White)));
                mesh.Effect.SetValue("materialSpecularColor", ColorValue.FromColor((Color.White)));
                mesh.Effect.SetValue("materialSpecularExp", 1f);
                mesh.render();
            }
        }
Example #5
0
        public override void Update()
        {
            lightBox.Transform = TGCMatrix.Translation(lightPositionModifier.Value);

            effect.SetValue("ambientColor", ColorValue.FromColor(ambientColorModifier.Value));
            effect.SetValue("diffuseColor", ColorValue.FromColor(diffuseColorModifier.Value));
            effect.SetValue("specularColor", ColorValue.FromColor(specularColorModifier.Value));
            effect.SetValue("KAmbient", ambientModifier.Value);
            effect.SetValue("KDiffuse", diffuseModifier.Value);
            effect.SetValue("KSpecular", specularModifier.Value);
            effect.SetValue("shininess", specularPowerModifier.Value);
            effect.SetValue("lightPosition", TGCVector3.TGCVector3ToFloat3Array(lightPositionModifier.Value));
            effect.SetValue("eyePosition", TGCVector3.TGCVector3ToFloat3Array(Camera.Position));

            if (!toggleBlinn.Value.Equals(previousValue))
            {
                if (toggleBlinn.Value)
                {
                    planes[0].Technique = "Blinn";
                }
                else
                {
                    planes[0].Technique = "Phong";
                }
                previousValue = toggleBlinn.Value;
            }
        }
Example #6
0
        public void setShadersValues()
        {
            Vector3 lightPosition = new Vector3(-100, 140, 3000);// (Vector3)GuiController.Instance.Modifiers["LightPosition"];

            efectoOlas.SetValue("llueve", (Boolean)GuiController.Instance.Modifiers["lluvia"]);
            efectoOlas.SetValue("time", (float)GuiController.Instance.UserVars.getValue("time"));
            efectoOlas.SetValue("fvLightPosition", TgcParserUtils.vector3ToFloat3Array(lightPosition));
            efectoOlas.SetValue("k_la", (float)GuiController.Instance.Modifiers["Ambient"]);
            efectoOlas.SetValue("fSpecularPower", 20.0f);//(float)GuiController.Instance.Modifiers["SpecularPower"]);            efectoOlas.SetValue("blendAmount", (float)GuiController.Instance.Modifiers["blending"]);
            efectoOlas.SetValue("fvEyePosition", TgcParserUtils.vector3ToFloat3Array(GuiController.Instance.CurrentCamera.getPosition()));
            efectoOlas.SetValue("fogColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["fog color"]));
            efectoOlas.SetValue("fogStart", (float)GuiController.Instance.Modifiers["fog start"]);
            efectoOlas.SetValue("blendStart", (float)GuiController.Instance.Modifiers["blend start"]);

            efectoOlas.SetValue("camara3p", (Boolean)GuiController.Instance.Modifiers["camaraEnBarco"]);
            efectoOlas.SetValue("rayo", rayo);
            efectoOlas.SetValue("delta", 150.0f);//(float)GuiController.Instance.Modifiers["delta"]);            efectoOlas.SetValue("reflection", (float)GuiController.Instance.Modifiers["reflection"]);
            //CubeMap
            efectoOlas.SetValue("texCubeMap", cubeMap);

            efectoCascada.SetValue("time", (float)GuiController.Instance.UserVars.getValue("time"));
            efectoCascada.SetValue("fvEyePosition", TgcParserUtils.vector3ToFloat3Array(GuiController.Instance.CurrentCamera.getPosition()));
            efectoCascada.SetValue("fvLightPosition", TgcParserUtils.vector3ToFloat3Array(lightPosition));
            efectoCascada.SetValue("camara3p", (Boolean)GuiController.Instance.Modifiers["camaraEnBarco"]);
            efectoCascada.SetValue("texCubeMap", cubeMap);
            efectoCascada.SetValue("reflection", (float)GuiController.Instance.Modifiers["reflection"]);
            efectoCascada.SetValue("blendAmount", (float)GuiController.Instance.Modifiers["blending"]);
            efectoCascada.SetValue("k_la", (float)GuiController.Instance.Modifiers["Ambient"]);
        }
Example #7
0
        private void SetValuesToMesh()
        {
            Vector3 eyePosition = GuiController.Instance.FpsCamera.getPosition();

            //Cargar variables shader de la luz
            try
            {
                meshDeAuto.Effect.SetValue("lightColor", ColorValue.FromColor(Color.White));
                meshDeAuto.Effect.SetValue("lightPosition", TgcParserUtils.vector3ToFloat4Array(new Vector3(-10000, 700, 11880)));
                meshDeAuto.Effect.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(eyePosition));
                meshDeAuto.Effect.SetValue("lightIntensity", (float)4500);
                meshDeAuto.Effect.SetValue("lightAttenuation", (float)0.9f);
                meshDeAuto.Effect.SetValue("bumpiness", (float)1f);

                meshDeAuto.Effect.SetValue("materialSpecularExp", 9f);
                meshDeAuto.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor(Color.Gray));
                meshDeAuto.Effect.SetValue("materialAmbientColor", ColorValue.FromColor(Color.White));
                meshDeAuto.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor(Color.White));
                meshDeAuto.Effect.SetValue("materialSpecularColor", ColorValue.FromColor(Color.White));
            }
            catch (Exception e)
            {
                //No tiro ninguna excepciĆ³n especĆ­fica
            }
        }
Example #8
0
        public void render()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;
            Effect effect    = GuiController.Instance.Shaders.TgcMeshPhongShader;

            effect.Technique = "DIFFUSE_MAP";
            GuiController.Instance.Shaders.setShaderMatrix(effect, transform);
            //Cargar variables shader
            effect.SetValue("ambientColor", ColorValue.FromColor(Color.Gray));
            effect.SetValue("diffuseColor", ColorValue.FromColor(Color.LightBlue));
            effect.SetValue("specularColor", ColorValue.FromColor(Color.White));
            effect.SetValue("specularExp", 10f);


            //Iniciar Shader e iterar sobre sus Render Passes
            int numPasses = effect.Begin(0);

            for (int n = 0; n < numPasses; n++)
            {
                //Dibujar cada subset con su DiffuseMap correspondiente
                for (int i = 0; i < meshMaterials.Length; i++)
                {
                    //Setear textura en shader
                    effect.SetValue("texDiffuseMap", meshTextures[i]);

                    //Iniciar pasada de shader
                    effect.BeginPass(n);
                    mesh.DrawSubset(i);
                    effect.EndPass();
                }
            }
            //Finalizar shader
            effect.End();
        }
Example #9
0
 public Sol()
 {
     colorDeLuz         = ColorValue.FromColor(Color.LightYellow);
     intensidadDeLuzSol = 1000f;
     atenuacionDeLuz    = 0.1f;
     alturaPuestaSol    = 0;
 }
Example #10
0
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 200;

            settings.Duration = TimeSpan.FromSeconds(4);

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 50;

            settings.MinVerticalVelocity = -10;
            settings.MaxVerticalVelocity = 50;

            settings.Gravity = new Vector3(0, -20, 0);

            settings.EndVelocity = 0;

            settings.MinColor = ColorValue.FromColor(Color.LightGray);
            settings.MaxColor = ColorValue.FromColor(Color.White);

            settings.MinRotateSpeed = -2;
            settings.MaxRotateSpeed = 2;

            settings.MinStartSize = 10;
            settings.MaxStartSize = 10;

            settings.MinEndSize = 100;
            settings.MaxEndSize = 200;
        }
Example #11
0
        public override int BeginApply()
        {
            //update texture transforms (animations)
            base.BeginApply();

            if (technique == null)
            {
                return(1);
            }
            else
            {
                effect.SetValue(cameraHandle, new Vector4(MdxRender.Camera.Position.X, MdxRender.Camera.Position.Y, MdxRender.Camera.Position.Z, 1.0f));
                effect.SetValue(worldHandle, MdxRender.Device.Transform.World);
                effect.SetValue(wvpHandle, MdxRender.Device.Transform.World * MdxRender.Device.Transform.View * MdxRender.Device.Transform.Projection);
                effect.SetValue(illuminationValueHandle, Animate(shaderModelValues.AnimationFunction.Value, shaderModelValues.AnimationPeriod.Value, 0.0f));
                effect.SetValue(fogStartHandle, MdxRender.Device.RenderState.FogStart);
                effect.SetValue(fogEndHandle, MdxRender.Device.RenderState.FogEnd);
                effect.SetValue(fogDensityHandle, MdxRender.Device.RenderState.FogDensity);
                effect.SetValue(ambientColorHandle, ColorValue.FromColor(MdxRender.Device.Material.Diffuse));

                if (lightmap == null)
                {
                    effect.SetValue(lightmapHandle, default2d[Multiplicative]);
                }
                else
                {
                    effect.SetValue(lightmapHandle, lightmap);
                }
                effect.CommitChanges();

                return(effect.Begin(FX.DoNotSaveState));
            }
        }
Example #12
0
        public override void Render()
        {
            //BackgroundColor
            D3DDevice.Instance.Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
            BeginScene();
            ClearTextures();

            //Cargar variables shader
            mesh.Effect.SetValue("ambientColor", ColorValue.FromColor(Color.Gray));
            mesh.Effect.SetValue("diffuseColor", ColorValue.FromColor(Color.LightBlue));
            mesh.Effect.SetValue("specularColor", ColorValue.FromColor(Color.White));
            mesh.Effect.SetValue("specularExp", 10f);
            mesh.Effect.SetValue("lightPosition", lightPos);
            mesh.Effect.SetValue("eyePosition", TGCVector3.Vector3ToFloat4Array(Camara.Position));

            mesh.RotateY(-ElapsedTime / 2);
            mesh.Transform = TGCMatrix.Scaling(mesh.Scale)
                             * TGCMatrix.RotationYawPitchRoll(mesh.Rotation.Y, mesh.Rotation.X, mesh.Rotation.Z)
                             * TGCMatrix.Translation(mesh.Position);
            mesh.Render();

            textHelp.render();

            //Help
            if (Input.keyPressed(Key.H))
            {
                helpForm.ShowDialog();
            }

            PostRender();
        }
Example #13
0
        public void updatearMiPropiaLuz(Escenario escenario, Personaje personaje)
        {
            Microsoft.DirectX.Direct3D.Effect currentShader;
            currentShader = TGCShaders.Instance.TgcMeshPointLightShader;

            TGCVector3 radioDeLuz = new TGCVector3(50, 0, 50);

            radioDeLuz += unEscondite.BoundingBox.PMin;

            var listMeshesCercanos = escenario.tgcScene.Meshes.FindAll(unMesh => unMesh.BoundingBox.PMin.X < radioDeLuz.X && unMesh.BoundingBox.PMin.Z < radioDeLuz.Z);

            foreach (TgcMesh mesh in listMeshesCercanos)
            {
                mesh.Effect    = currentShader;
                mesh.Technique = TGCShaders.Instance.GetTGCMeshTechnique(mesh.RenderType);

                // Estos son paramentros del current shader, si cambias el shader chequear los parametros o rompe
                mesh.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor(Color.Black));
                mesh.Effect.SetValue("materialAmbientColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialSpecularColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialSpecularExp", 9f);
                mesh.Effect.SetValue("eyePosition", TGCVector3.Vector3ToFloat4Array(personaje.eye));
                mesh.Effect.SetValue("lightAttenuation", 0.3f);
                mesh.Effect.SetValue("lightColor", ColorValue.FromColor(Color.Blue));
                mesh.Effect.SetValue("lightIntensity", 50f);
                mesh.Effect.SetValue("lightPosition", TGCVector3.Vector3ToFloat4Array(radioDeLuz));
            }
        }
Example #14
0
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "smoke";

            settings.MaxParticles = 1000;

            settings.Duration = TimeSpan.FromSeconds(3);

            settings.DurationRandomness = 1.5f;

            settings.EmitterVelocitySensitivity = 0.1f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 1;

            settings.MinVerticalVelocity = -1;
            settings.MaxVerticalVelocity = 1;

            settings.MinColor = ColorValue.FromColor(Color.FromArgb(255, 64, 96, 128));
            settings.MaxColor = ColorValue.FromColor(Color.FromArgb(128, 255, 255, 255));

            settings.MinRotateSpeed = -4;
            settings.MaxRotateSpeed = 4;

            settings.MinStartSize = 2;
            settings.MaxStartSize = 4;

            settings.MinEndSize = 5;
            settings.MaxEndSize = 15;
        }
        /// <summary>
        /// Initializes a Material structure, setting the diffuse and ambient
        /// colors. It does not set emissive or specular colors.
        /// </summary>
        /// <param name="c">The ambient and diffuse color</param>
        /// <returns>A defined material</returns>
        public static Direct3D.Material InitMaterial(System.Drawing.Color c)
        {
            Material mtrl = new Material();

            mtrl.AmbientColor = mtrl.DiffuseColor = ColorValue.FromColor(c);
            return(mtrl);
        }
        public void setValues(TgcMesh mesh, Vector3 posicionCamara)
        {
            Effect currentShader;


            currentShader = TgcShaders.Instance.TgcMeshSpotLightShader;
            mesh.Effect   = currentShader;
            var direccionLuz = lightDir;

            mesh.Technique = "DIFFUSE_MAP";//TgcShaders.Instance.getTgcMeshTechnique(mesh.RenderType);
            mesh.Effect    = TgcShaders.Instance.TgcMeshSpotLightShader;
            //El Technique depende del tipo RenderType del mesh
            mesh.Technique = TgcShaders.Instance.getTgcMeshTechnique(mesh.RenderType);
            mesh.Effect.SetValue("lightColor", ColorValue.FromColor(Color.Violet));
            mesh.Effect.SetValue("lightPosition", TgcParserUtils.vector3ToFloat4Array(lightPos));
            mesh.Effect.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(posicionCamara));
            mesh.Effect.SetValue("spotLightDir", TgcParserUtils.vector3ToFloat3Array(direccionLuz));
            mesh.Effect.SetValue("lightIntensity", lightIntensity);
            mesh.Effect.SetValue("lightAttenuation", 0.3f);
            mesh.Effect.SetValue("spotLightAngleCos", FastMath.ToRad(45f));
            mesh.Effect.SetValue("spotLightExponent", 20f);
            mesh.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor(Color.Gray));
            mesh.Effect.SetValue("materialAmbientColor", ColorValue.FromColor(Color.White));
            mesh.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor(Color.White));
            mesh.Effect.SetValue("materialSpecularColor", ColorValue.FromColor(Color.White));
            mesh.Effect.SetValue("materialSpecularExp", 10f);
        }
Example #17
0
        public override void render(float elapsedTime)
        {
            Device device = GuiController.Instance.D3dDevice;

            Vector3 lightPosition = (Vector3)GuiController.Instance.Modifiers["LightPosition"];

            //Cargar variables de shader globales a todos los objetos
            mesh.Effect.SetValue("fvLightPosition", TgcParserUtils.vector3ToFloat3Array(lightPosition));
            mesh.Effect.SetValue("fvEyePosition", TgcParserUtils.vector3ToFloat3Array(GuiController.Instance.RotCamera.getPosition()));
            mesh.Effect.SetValue("fvAmbient", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["AmbientColor"]));
            mesh.Effect.SetValue("fvDiffuse", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["DiffuseColor"]));
            mesh.Effect.SetValue("fvSpecular", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["SpecularColor"]));
            mesh.Effect.SetValue("fSpecularPower", (float)GuiController.Instance.Modifiers["SpecularPower"]);

            //Mover mesh que representa la luz
            lightBox.Position = lightPosition;

            //Mover mesh
            Vector3 meshPos = (Vector3)GuiController.Instance.Modifiers["MeshPos"];

            mesh.Position = meshPos;

            mesh.render();
            lightBox.render();
        }
Example #18
0
        public override void Render(float elapsedTime)
        {
            if (muzzle.TIME_RENDER > 0)
            {
                muzzle.renderFlash();
                mesh.Effect = currentShader;
                //El Technique depende del tipo RenderType del mesh
                mesh.Technique = GuiController.Instance.Shaders.getTgcMeshTechnique(mesh.RenderType);

                mesh.Effect.SetValue("lightColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("lightPosition", TgcParserUtils.vector3ToFloat4Array(muzzle.getPosicion()));
                mesh.Effect.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(CustomFpsCamera.Instance.getPosition()));
                mesh.Effect.SetValue("lightIntensity", 2000);
                mesh.Effect.SetValue("lightAttenuation", 0.3f);

                //Cargar variables de shader de Material. El Material en realidad deberia ser propio de cada mesh. Pero en este ejemplo se simplifica con uno comun para todos
                mesh.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor(Color.Black));
                mesh.Effect.SetValue("materialAmbientColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialSpecularColor", ColorValue.FromColor(Color.Khaki));
                mesh.Effect.SetValue("materialSpecularExp", 9);
            }
            mesh.render();
            mesh.Effect = GuiController.Instance.Shaders.TgcMeshShader;
        }
        protected override void InitializeSettings(ParticleSettings settings)
        {
            settings.TextureName = "fire";

            settings.MaxParticles = 2400;

            settings.Duration = TimeSpan.FromSeconds(1.8);  //1.8

            settings.DurationRandomness = 1f;

            settings.MinHorizontalVelocity = 0;
            settings.MaxHorizontalVelocity = 1.0f;

            settings.MinVerticalVelocity = -2;
            settings.MaxVerticalVelocity = 2;

            // Set gravity upside down, so the flames will 'fall' upward.
            settings.Gravity = new Vector3(0, 6.5f, 0);

            settings.MinColor = ColorValue.FromColor(Color.FromArgb(10, 255, 255, 255));
            settings.MaxColor = ColorValue.FromColor(Color.FromArgb(40, 255, 255, 255));

            settings.MinStartSize = 1f;
            settings.MaxStartSize = 2f;

            settings.MinEndSize = 2;
            settings.MaxEndSize = 8;

            // Use additive blending.
            settings.SourceBlend      = Blend.SourceAlpha;
            settings.DestinationBlend = Blend.One;
        }
Example #20
0
 public override void SetupDx(Microsoft.DirectX.Direct3D.Light light)
 {
     light.DiffuseColor = ColorValue.FromColor(clr);
     light.Direction    = direction;
     light.Type         = LightType.Directional;
     light.Enabled      = true;
     //light.Update();
 }
Example #21
0
        public override void render(float elapsedTime)
        {
            Device device = GuiController.Instance.D3dDevice;

            //Actualzar posiciĆ³n de la luz
            Vector3 lightPos = (Vector3)GuiController.Instance.Modifiers["lightPos"];

            lightMesh.Position = lightPos;
            Vector3 eyePosition = GuiController.Instance.FpsCamera.getPosition();

            //Renderizar meshes
            foreach (TgcMeshBumpMapping mesh in meshes)
            {
                //Cargar variables shader de la luz
                mesh.Effect.SetValue("lightColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["lightColor"]));
                mesh.Effect.SetValue("lightPosition", TgcParserUtils.vector3ToFloat4Array(lightPos));
                mesh.Effect.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(eyePosition));
                mesh.Effect.SetValue("lightIntensity", (float)GuiController.Instance.Modifiers["lightIntensity"]);
                mesh.Effect.SetValue("lightAttenuation", (float)GuiController.Instance.Modifiers["lightAttenuation"]);
                mesh.Effect.SetValue("bumpiness", (float)GuiController.Instance.Modifiers["bumpiness"]);

                //Material
                mesh.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mEmissive"]));
                mesh.Effect.SetValue("materialAmbientColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mAmbient"]));
                mesh.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mDiffuse"]));
                mesh.Effect.SetValue("materialSpecularColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mSpecular"]));
                mesh.Effect.SetValue("materialSpecularExp", (float)GuiController.Instance.Modifiers["specularEx"]);

                //Renderizar modelo
                mesh.render();
            }


            //Renderizar mesh de luz
            lightMesh.render();


            //Dibujar flechas de debug
            bool showNormals   = (bool)GuiController.Instance.Modifiers["showNormals"];
            bool showTangents  = (bool)GuiController.Instance.Modifiers["showTangents"];
            bool showBinormals = (bool)GuiController.Instance.Modifiers["showBinormals"];

            for (int i = 0; i < normals.Count; i++)
            {
                if (showNormals)
                {
                    normals[i].render();
                }
                if (showTangents)
                {
                    tangents[i].render();
                }
                if (showBinormals)
                {
                    binormals[i].render();
                }
            }
        }
Example #22
0
 public void SetColor(Dx3D.Effect shader, Color color)
 {
     if (shader == _LightShader)
     {
         shader.SetValue("materialAmbientColor", ColorValue.FromColor(color));
         shader.SetValue("materialDiffuseColor", ColorValue.FromColor(color));
         shader.SetValue("materialSpecularColor", ColorValue.FromColor(color));
     }
 }
Example #23
0
        private void SetUpLighting()
        {
            var effect = TgcShaders.Instance.TgcMeshPointLightShader;

            effect.SetValue("ambientColor", ColorValue.FromColor(Color.FromArgb(255, 85, 85, 85)));
            effect.SetValue("diffuseColor", ColorValue.FromColor(Color.WhiteSmoke));
            effect.SetValue("specularColor", ColorValue.FromColor(Color.FromArgb(255, 255, 255, 255)));
            effect.SetValue("specularExp", 200f);
        }
Example #24
0
        public override void render(float elapsedTime)
        {
            Device device = GuiController.Instance.D3dDevice;


            //Habilitar luz
            bool   lightEnable = (bool)GuiController.Instance.Modifiers["lightEnable"];
            Effect currentShader;

            if (lightEnable)
            {
                //Con luz: Cambiar el shader actual por el shader default que trae el framework para iluminacion dinamica con PointLight para Skeletal Mesh
                currentShader = GuiController.Instance.Shaders.TgcSkeletalMeshPointLightShader;
            }
            else
            {
                //Sin luz: Restaurar shader default
                currentShader = GuiController.Instance.Shaders.TgcSkeletalMeshShader;
            }

            //Aplicar al mesh el shader actual
            mesh.Effect = currentShader;
            //El Technique depende del tipo RenderType del mesh
            mesh.Technique = GuiController.Instance.Shaders.getTgcSkeletalMeshTechnique(mesh.RenderType);



            //Actualzar posiciĆ³n de la luz
            Vector3 lightPos = (Vector3)GuiController.Instance.Modifiers["lightPos"];

            lightMesh.Position = lightPos;

            //Renderizar mesh
            if (lightEnable)
            {
                //Cargar variables shader de la luz
                mesh.Effect.SetValue("lightColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["lightColor"]));
                mesh.Effect.SetValue("lightPosition", TgcParserUtils.vector3ToFloat4Array(lightPos));
                mesh.Effect.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(GuiController.Instance.FpsCamera.getPosition()));
                mesh.Effect.SetValue("lightIntensity", (float)GuiController.Instance.Modifiers["lightIntensity"]);
                mesh.Effect.SetValue("lightAttenuation", (float)GuiController.Instance.Modifiers["lightAttenuation"]);

                //Cargar variables de shader de Material. El Material en realidad deberia ser propio de cada mesh. Pero en este ejemplo se simplifica con uno comun para todos
                mesh.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mEmissive"]));
                mesh.Effect.SetValue("materialAmbientColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mAmbient"]));
                mesh.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mDiffuse"]));
                mesh.Effect.SetValue("materialSpecularColor", ColorValue.FromColor((Color)GuiController.Instance.Modifiers["mSpecular"]));
                mesh.Effect.SetValue("materialSpecularExp", (float)GuiController.Instance.Modifiers["specularEx"]);
            }
            mesh.animateAndRender();


            //Renderizar mesh de luz
            lightMesh.render();
        }
Example #25
0
        public void Render(Device device)
        {
            if (Geometry.Clr != -1)
            {
                device.RenderState.Lighting = true;
                Microsoft.DirectX.Direct3D.Material mt = new Microsoft.DirectX.Direct3D.Material();
                mt.AmbientColor = ColorValue.FromArgb(Geometry.Clr);
                mt.DiffuseColor = ColorValue.FromArgb(Geometry.Clr);
                device.RenderState.DiffuseMaterialSource = ColorSource.Material;
                device.Material = mt;
                device.RenderState.AmbientColor = Geometry.Clr;
            }

            device.VertexFormat = vFormat;
            device.SetStreamSource(0, vBuffer, 0);
            if (matIBuffers != null)
            {
                for (int mat = 0; mat < MaterialIndices.Length; mat++)
                {
                    Microsoft.DirectX.Direct3D.Material oMat = device.Material;
                    if (MaterialIndices[mat].Material.Texture == null)
                    {
                        Microsoft.DirectX.Direct3D.Material material = new Microsoft.DirectX.Direct3D.Material();
                        material.AmbientColor = ColorValue.FromColor(System.Drawing.Color.FromArgb(MaterialIndices[mat].Material.Ambient.A,
                                                                                                   MaterialIndices[mat].Material.Ambient.R,
                                                                                                   MaterialIndices[mat].Material.Ambient.G,
                                                                                                   MaterialIndices[mat].Material.Ambient.B));
                        material.DiffuseColor = ColorValue.FromColor(System.Drawing.Color.FromArgb(MaterialIndices[mat].Material.Diffuse.A,
                                                                                                   MaterialIndices[mat].Material.Diffuse.R,
                                                                                                   MaterialIndices[mat].Material.Diffuse.G,
                                                                                                   MaterialIndices[mat].Material.Diffuse.B));
                        device.Material = material;
                    }
                    else
                    {
                        device.SetTexture(0, MaterialIndices[mat].Material.Texture);
                    }

                    device.Indices = matIBuffers[mat];
                    device.DrawIndexedPrimitives(Geometry.PrimType, 0, 0, Geometry.Vertices.Length, 0, MaterialIndices[mat].PrimCount);

                    device.Material = oMat;
                }
            }
            else if (iBuffer != null)
            {
                device.Indices = iBuffer;
                device.DrawIndexedPrimitives(Geometry.PrimType, 0, 0, Geometry.Vertices.Length, 0, numPrimitives);
            }
            else
            {
                device.Indices = null;
                device.DrawPrimitives(Geometry.PrimType, 0, numPrimitives);
            }
        }
 /// <summary>
 /// Gets a dynamic color defined by a function in the dynamic object contained by this instance.
 /// </summary>
 /// <param name="source">color source to retrieve from</param>
 public ColorValue GetDynamicColor(int source)
 {
     if (source < 0)
     {
         return(ColorValue.FromColor(Color.White));
     }
     else
     {
         return(colorProvider.GetCurrentColor(source));
     }
 }
Example #27
0
        private void updateShaders()
        {
            Device device = GuiController.Instance.D3dDevice;

            //Cargar variables Phong shader
            plane.Effect.SetValue("lightPosition", TgcParserUtils.vector3ToFloat4Array((Vector3)GuiController.Instance.Modifiers["lightPos"]));
            plane.Effect.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(GuiController.Instance.CurrentCamera.getPosition()));
            plane.Effect.SetValue("ambientColor", ColorValue.FromColor(Color.White));
            plane.Effect.SetValue("diffuseColor", ColorValue.FromColor(Color.Wheat));
            plane.Effect.SetValue("specularColor", ColorValue.FromColor(Color.White));
            plane.Effect.SetValue("specularExp", specularEx);

            //variables Fuego


            // dibujo la escena una textura

            // guardo el Render target anterior y seteo la textura como render target
            Surface pOldRT = device.GetRenderTarget(0);
            Surface pSurf  = g_pRenderTargetFuego.GetSurfaceLevel(0);

            device.SetRenderTarget(0, pSurf);
            // hago lo mismo con el depthbuffer, necesito el que no tiene multisampling
            Surface pOldDS = device.DepthStencilSurface;

            device.DepthStencilSurface = g_pDepthStencil;

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

            efFuego.Technique = "Fire";

            efFuego.SetValue("fire_base_Tex", fuegoBase.D3dTexture);
            efFuego.SetValue("fire_distortion_Tex", fuegoDistorsion.D3dTexture);
            efFuego.SetValue("fire_opacity_Tex", fuegoOpacidad.D3dTexture);
            efFuego.SetValue("time", totalTime);

            device.VertexFormat = vertexFuego.Format;
            device.SetStreamSource(0, g_pVBV3D, 0);
            efFuego.Begin(FX.None);
            efFuego.BeginPass(0);
            device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            efFuego.EndPass();
            efFuego.End();

            device.EndScene();
            pSurf.Dispose();

            // restuaro el render target y el stencil
            device.DepthStencilSurface = pOldDS;
            device.SetRenderTarget(0, pOldRT);

            exhaust.DiffuseMaps[0] = new TgcTexture("", "", g_pRenderTargetFuego, false);
        }
Example #28
0
        private void updateLighting()
        {
            Microsoft.DirectX.Direct3D.Effect currentShader;
            TgcMesh unPoste;

            //Con luz: Cambiar el shader actual por el shader default que trae el framework para iluminacion dinamica con PointLight
            if (personaje.tieneLuz)
            {
                currentShader = TGCShaders.Instance.TgcMeshSpotLightShader;
            }
            else
            {
                currentShader = TGCShaders.Instance.TgcMeshPointLightShader;
            }

            //Aplicar a cada mesh el shader actual
            foreach (TgcMesh mesh in escenario.tgcScene.Meshes)
            {
                mesh.Effect    = currentShader;
                mesh.Technique = TGCShaders.Instance.GetTGCMeshTechnique(mesh.RenderType);

                // Estos son paramentros del current shader, si cambias el shader chequear los parametros o rompe
                mesh.Effect.SetValue("materialEmissiveColor", ColorValue.FromColor(Color.Black));
                mesh.Effect.SetValue("materialAmbientColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialDiffuseColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialSpecularColor", ColorValue.FromColor(Color.White));
                mesh.Effect.SetValue("materialSpecularExp", 9f);
                mesh.Effect.SetValue("eyePosition", TGCVector3.Vector3ToFloat4Array(personaje.eye));
                mesh.Effect.SetValue("lightAttenuation", personaje.itemEnMano.getValorAtenuacion());
                mesh.Effect.SetValue("lightColor", ColorValue.FromColor(Color.White));

                unPoste = escenario.listaDePostes.OrderBy(poste => this.DistanciaA2(poste)).First();
                if (DistanciaA2(unPoste) < 2000)
                {
                    //Se prende el farol mas cercano
                    mesh.Effect.SetValue("lightColor", ColorValue.FromColor(Color.White));
                    mesh.Effect.SetValue("lightIntensity", 50f);
                    mesh.Effect.SetValue("lightPosition", TGCVector3.Vector3ToFloat4Array(unPoste.BoundingBox.PMin));
                }
                else
                {
                    if (personaje.tieneLuz)
                    {
                        this.AplicarShaderSpotLight(mesh);
                    }
                    else
                    {
                        mesh.Effect.SetValue("lightIntensity", 50f);
                        mesh.Effect.SetValue("lightPosition", TGCVector3.Vector3ToFloat4Array(personaje.getPosition()));
                    }
                }
            }
        }
Example #29
0
 private void _LoadShaders()
 {
     //Cargar variables shader de la luz
     _LightShader.SetValue("lightColor", ColorValue.FromColor(Color.White));
     _LightShader.SetValue("eyePosition", TgcParserUtils.vector3ToFloat4Array(GuiController.Instance.ThirdPersonCamera.getPosition()));
     _LightShader.SetValue("lightAttenuation", 1);
     //Cargar variables de shader de Material. El Material en realidad deberia ser propio de cada mesh. Pero en este ejemplo se simplifica con uno comun para todos
     _LightShader.SetValue("materialEmissiveColor", ColorValue.FromColor(Color.Black));
     _LightShader.SetValue("materialAmbientColor", ColorValue.FromColor(Color.White));
     _LightShader.SetValue("materialDiffuseColor", ColorValue.FromColor(Color.White));
     _LightShader.SetValue("materialSpecularColor", ColorValue.FromColor(Color.White));
     _LightShader.SetValue("materialSpecularExp", 10f);
 }
Example #30
0
        public void Render()
        {
            shader.SetValue("materialEmissiveColor", ColorValue.FromColor(Color.FromArgb(0, candlesPlaced < 6?0:(candlesPlaced - 6), 0, 0)));

            shader.SetValue("eyePosition", TGCVector3.Vector3ToFloat4Array(g.camera.eyePosition));
            shader.SetValue("lightIntensityEye", 50f + (g.hands.state > 0?
                                                        (g.hands.state == 1?
                                                         250f + Random.Next(-50, 50)
                                                                : 250f + Random.Next(-50, 50) + 250f + Random.Next(-50, 50))
                                                     :0));

            for (int i = 0; i < lightCount; i++)
            {
                //lightPos del frame anterior
                shader.SetValue("lightPosition[" + i.ToString() + "]", TGCVector3.Vector3ToFloat4Array(lightPosition[i]));
                shader.SetValue("lightIntensity[" + i.ToString() + "]", 250f + Random.Next(-50, 50));

                //de paso limpio la lightpos para cargar las de este frame
                lightPosition[i] = TGCVector3.One * float.MaxValue;
            }

            lightIndex = 0;

            sky.Render();
            if (renderCandlePlace)
            {
                renderCandles();
            }
            g.chunks.render();



            if (GameModel.debugColission)
            {
                g.chunks.fromCoordinates(g.camera.eyePosition).renderDebugColission();
                TGCVector3 ray = g.camera.horx.Origin + TGCVector3.Down * 200f;
                TGCVector3 end = ray + g.camera.horx.Direction * 200f;

                TgcLine.fromExtremes(ray, end).Render();

                ray = g.camera.horz.Origin + TGCVector3.Down * 200f;
                end = ray + g.camera.horz.Direction * 200f;

                TgcLine.fromExtremes(ray, end).Render();
            }

            g.terrain.Render();

            deforming += g.game.ElapsedTime * 0.1f;
            //Console.WriteLine(deforming);
        }