Example #1
0
        public override void Init()
        {
            //Cargar escenario
            var loader = new TgcSceneLoader();

            //Configurar MeshFactory customizado
            scene = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Scenes\\Deposito\\Deposito-TgcScene.xml");

            //Camara en 1ra persona
            Camera = new TgcFpsCamera(new TGCVector3(200, 250, 175), 400f, 300f, Input);

            //Mesh para la luz
            lightMesh = TGCBox.fromSize(new TGCVector3(10, 10, 10), Color.Red);

            //Modifiers de la luz
            lightEnableModifier      = AddBoolean("lightEnable", "lightEnable", true);
            lightPosModifier         = AddVertex3f("lightPos", new TGCVector3(-200, -100, -200), new TGCVector3(200, 200, 300), new TGCVector3(-60, 90, 175));
            lightDirModifier         = AddVertex3f("lightDir", new TGCVector3(-1, -1, -1), TGCVector3.One, new TGCVector3(-0.05f, 0, 0));
            lightColorModifier       = AddColor("lightColor", Color.White);
            lightIntensityModifier   = AddFloat("lightIntensity", 0, 150, 35);
            lightAttenuationModifier = AddFloat("lightAttenuation", 0.1f, 2, 0.3f);
            specularExModifier       = AddFloat("specularEx", 0, 20, 9f);
            spotAngleModifier        = AddFloat("spotAngle", 0, 180, 39f);
            spotExponentModifier     = AddFloat("spotExponent", 0, 20, 7f);

            //Modifiers de material
            mEmissiveModifier = AddColor("mEmissive", Color.Black);
            mAmbientModifier  = AddColor("mAmbient", Color.White);
            mDiffuseModifier  = AddColor("mDiffuse", Color.White);
            mSpecularModifier = AddColor("mSpecular", Color.White);
        }
Example #2
0
        public override void Init()
        {
            //Crear esfera
            sphere = new TGCSphere();
            //No recomendamos utilizar AutoTransformEnable, con juegos complejos se pierde el control.
            sphere.AutoTransform = true;
            currentTexture       = null;

            //Modifiers para vararis sus parametros
            baseModifier          = AddEnum("base", typeof(TGCSphere.eBasePoly), TGCSphere.eBasePoly.ICOSAHEDRON);
            inflateModifier       = AddBoolean("inflate", "yes", true);
            levelOfDetailModifier = AddInterval("level of detail", new object[] { 0, 1, 2, 3, 4 }, 2);
            edgesModifier         = AddBoolean("edges", "show", false);
            radiusModifier        = AddFloat("radius", 0, 100, 10);
            positionModifier      = AddVertex3f("position", new TGCVector3(-100, -100, -100), new TGCVector3(100, 100, 100), TGCVector3.Empty);
            rotationModifier      = AddVertex3f("rotation", new TGCVector3(-180, -180, -180), new TGCVector3(180, 180, 180), TGCVector3.Empty);
            useTextureModifier    = AddBoolean("Use texture", "yes", true);
            textureModifier       = AddTexture("texture", MediaDir + "\\Texturas\\madera.jpg");
            offsetModifier        = AddVertex2f("offset", new TGCVector2(-0.5f, -0.5f), new TGCVector2(0.9f, 0.9f), TGCVector2.Zero);
            tilingModifier        = AddVertex2f("tiling", new TGCVector2(0.1f, 0.1f), new TGCVector2(4, 4), TGCVector2.One);

            colorModifier          = AddColor("color", Color.White);
            boundingsphereModifier = AddBoolean("boundingsphere", "show", false);

            UserVars.addVar("Vertices");
            UserVars.addVar("Triangulos");

            Camara = new TgcRotationalCamera(TGCVector3.Empty, 50f, Input);
        }
Example #3
0
        public override void Init()
        {
            //Path de Heightmap default del terreno y Modifier para cambiarla
            currentHeightmap  = MediaDir + "Heighmaps\\" + "Heightmap3.jpg";
            heightmapModifier = AddTexture("heightmap", currentHeightmap);

            //Modifiers para variar escala del mapa
            currentScaleXZ  = 50f;
            scaleXZModifier = AddFloat("scaleXZ", 0.1f, 100f, currentScaleXZ);
            currentScaleY   = 1.5f;
            scaleYModifier  = AddFloat("scaleY", 0.1f, 10f, currentScaleY);
            createHeightMapMesh(D3DDevice.Instance.Device, currentHeightmap, currentScaleXZ, currentScaleY);

            //Path de Textura default del terreno y Modifier para cambiarla
            currentTexture  = MediaDir + "Heighmaps\\" + "TerrainTexture3.jpg";
            textureModifier = AddTexture("texture", currentTexture);
            loadTerrainTexture(D3DDevice.Instance.Device, currentTexture);

            //Configurar FPS Camara
            Camara = new TgcFpsCamera(new TGCVector3(3200f, 450f, 1500f), Input);

            //UserVars para cantidad de vertices
            UserVars.addVar("Vertices", totalVertices);
            UserVars.addVar("Triangles", totalVertices / 3);
        }
Example #4
0
        /// <summary>
        /// Modificador para valores Float.
        /// </summary>
        /// <param name="varName">Nombre del modificador.</param>
        /// <param name="minValue">Valor minimo.</param>
        /// <param name="maxValue">Valor maximo.</param>
        /// <param name="defaultValue">Valor default.</param>
        /// <returns>Modificador que se agrego.</returns>
        public TGCFloatModifier AddFloat(string varName, float minValue, float maxValue, float defaultValue)
        {
            var floatModifier = new TGCFloatModifier(varName, minValue, maxValue, defaultValue);

            AddModifier(floatModifier);
            return(floatModifier);
        }
        public override void Init()
        {
            //Triangulo 1.
            //Definir array de vertices para el triangulo, del tipo Coordendas (X,Y,Z) + Color
            simpleTriangleData = new CustomVertex.PositionColored[3];

            //Cargar informacion de vertices. Nesitamos 3 vertices para crear un triangulo
            simpleTriangleData[0] = new CustomVertex.PositionColored(-1, 0, 0, Color.Red.ToArgb());
            simpleTriangleData[1] = new CustomVertex.PositionColored(1, 0, 0, Color.Green.ToArgb());
            simpleTriangleData[2] = new CustomVertex.PositionColored(0, 1, 0, Color.Blue.ToArgb());

            //Cargar variables de usuario con alguna informacion util para ver en pantalla
            UserVars.addVar("Triangle 1 vertices", simpleTriangleData.Length);

            //Triangulo 2.
            //Current texture
            currentTexurePah = MediaDir + "Texturas\\baldosaFacultad.jpg";
            texture          = TextureLoader.FromFile(D3DDevice.Instance.Device, currentTexurePah);

            //Modifiers
            vertex1Modifier   = AddVertex3f("vertex1", new TGCVector3(-3, -3, -3), new TGCVector3(3, 3, 3), new TGCVector3(-1, 0, 0));
            texCoord1Modifier = AddVertex2f("texCoord1", TGCVector2.Zero, TGCVector2.One, new TGCVector2(1, 0));
            color1Modifier    = AddColor("color1", Color.White);

            vertex2Modifier   = AddVertex3f("vertex2", new TGCVector3(-3, -3, -3), new TGCVector3(3, 3, 3), new TGCVector3(1, 0, 0));
            texCoord2Modifier = AddVertex2f("texCoord2", TGCVector2.Zero, TGCVector2.One, new TGCVector2(0, 1));
            color2Modifier    = AddColor("color2", Color.White);

            vertex3Modifier   = AddVertex3f("vertex3", new TGCVector3(-3, -3, -3), new TGCVector3(3, 3, 3), TGCVector3.Up);
            texCoord3Modifier = AddVertex2f("texCoord3", TGCVector2.Zero, TGCVector2.One, TGCVector2.One);
            color3Modifier    = AddColor("color3", Color.White);

            rotationModifier      = AddFloat("rotation", -2, 2f, 0f);
            textureEnableModifier = AddBoolean("TextureEnable", "Con textura", true);
            textureImageModifier  = AddTexture("Texture image", currentTexurePah);

            //Triangulo 3.
            //Crear vertexBuffer
            vertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionColored), 3, D3DDevice.Instance.Device, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionColored.Format, Pool.Default);

            //Cargar informacion de vertices: (X,Y,Z) + Color
            var data = new CustomVertex.PositionColored[3];

            data[0] = new CustomVertex.PositionColored(-1, 0, 0, Color.Red.ToArgb());
            data[1] = new CustomVertex.PositionColored(1, 0, 0, Color.Green.ToArgb());
            data[2] = new CustomVertex.PositionColored(0, 1, 0, Color.Blue.ToArgb());

            //Almacenar informacion en VertexBuffer
            vertexBuffer.SetData(data, 0, LockFlags.None);

            //User Vars
            UserVars.addVar("Triangle 3 vertices");
            UserVars.setValue("Triangle 3 vertices", data.Length);

            //Configurar camara en rotacion
            Camara = new TgcRotationalCamera(new TGCVector3(0, 0.5f, 0), 7.5f, Input);
        }
Example #6
0
        public override void Init()
        {
            time = 0;

            Device d3dDevice = D3DDevice.Instance.Device;

            //Cargamos un escenario
            TgcSceneLoader loader = new TgcSceneLoader();
            TgcScene       scene  = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Scenes\\Deposito\\Deposito-TgcScene.xml");

            meshes = scene.Meshes;

            //Cargar Shader personalizado
            string compilationErrors;

            effect = Effect.FromFile(d3dDevice, ShadersDir + "WorkshopShaders\\FullQuad.fx", null, null, ShaderFlags.PreferFlowControl, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }
            //Configurar Technique dentro del shader
            effect.Technique = "DefaultTechnique";

            //Camara en primera personas
            Camara = new TgcFpsCamera(new TGCVector3(-182.3816f, 82.3252f, -811.9061f), 100, 10, Input);

            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            // inicializo el render target
            g_pRenderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);

            effect.SetValue("g_RenderTarget", g_pRenderTarget);

            // Resolucion de pantalla
            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            CustomVertex.PositionTextured[] vertices = new CustomVertex.PositionTextured[]
            {
                new CustomVertex.PositionTextured(-1, 1, 1, 0, 0),
                new CustomVertex.PositionTextured(1, 1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1, -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, d3dDevice, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);

            distorcionadorModifier = AddEnum("distorcionador", typeof(Distorciones), Distorciones.Pincushion);
            gridModifier           = AddBoolean("grid", "mostrar grilla", false);
            kuModifier             = AddFloat("Ku", 0, 1, 0.1f);
            kvModifier             = AddFloat("Kv", 0, 1, 0.1f);

            ocScaleInModifier = AddFloat("oc_scale_in", 0.1f, 4, 2.5f);
            ocScaleModifier   = AddFloat("oc_scale", 0.01f, 1f, 0.35f);
        }
        public override void Init()
        {
            //Cargar escenario, pero inicialmente solo hacemos el parser, para separar los objetos que son solo luces y no meshes
            var scenePath = MediaDir + "Escenario\\EscenarioLuces-TgcScene.xml";
            var mediaPath = MediaDir + "Escenario\\";
            var parser    = new TgcSceneParser();
            var sceneData = parser.parseSceneFromString(File.ReadAllText(scenePath));

            //Separar modelos reales de las luces, segun layer "Lights"
            lights = new List <LightData>();
            var realMeshData = new List <TgcMeshData>();

            for (var i = 0; i < sceneData.meshesData.Length; i++)
            {
                var meshData = sceneData.meshesData[i];

                //Es una luz, no cargar mesh, solo importan sus datos
                if (meshData.layerName == "Lights")
                {
                    //Guardar datos de luz
                    var light = new LightData();
                    light.color = Color.FromArgb((int)meshData.color[0], (int)meshData.color[1], (int)meshData.color[2]);
                    light.aabb  = new TgcBoundingAxisAlignBox(TGCVector3.Float3ArrayToVector3(meshData.pMin), TGCVector3.Float3ArrayToVector3(meshData.pMax));
                    light.pos   = light.aabb.calculateBoxCenter();
                    lights.Add(light);
                }
                //Es un mesh real, agregar a array definitivo
                else
                {
                    realMeshData.Add(meshData);
                }
            }

            //Reemplazar array original de meshData de sceneData por el definitivo
            sceneData.meshesData = realMeshData.ToArray();

            //Ahora si cargar meshes reales
            var loader = new TgcSceneLoader();

            scene = loader.loadScene(sceneData, mediaPath);

            //Camara en 1ra persona
            Camara = new TgcFpsCamera(new TGCVector3(-20, 80, 450), 400f, 300f, Input);

            //Modifiers para variables de luz
            lightEnableModifier      = AddBoolean("lightEnable", "lightEnable", true);
            lightIntensityModifier   = AddFloat("lightIntensity", 0, 150, 20);
            lightAttenuationModifier = AddFloat("lightAttenuation", 0.1f, 2, 0.3f);
            specularExModifier       = AddFloat("specularEx", 0, 20, 9f);

            //Modifiers para material
            mEmissiveModifier = AddColor("mEmissive", Color.Black);
            mAmbientModifier  = AddColor("mAmbient", Color.White);
            mDiffuseModifier  = AddColor("mDiffuse", Color.White);
            mSpecularModifier = AddColor("mSpecular", Color.White);
        }
Example #8
0
        public override void Init()
        {
            createMeshes();

            //Crear Material
            material = new Material();

            //Crear una fuente de luz direccional en la posicion 0.
            D3DDevice.Instance.Device.Lights[0].Type     = LightType.Directional;
            D3DDevice.Instance.Device.Lights[0].Diffuse  = Color.White;
            D3DDevice.Instance.Device.Lights[0].Ambient  = Color.White;
            D3DDevice.Instance.Device.Lights[0].Specular = Color.White;
            D3DDevice.Instance.Device.Lights[0].Range    = 1000;
            D3DDevice.Instance.Device.Lights[0].Enabled  = true;

            //Habilitar esquema de Iluminacion Dinamica
            D3DDevice.Instance.Device.RenderState.Lighting = true;

            //Configurar camara rotacional
            Camera = new TgcRotationalCamera(TGCVector3.Empty, 15f, Input);

            //El tipo de mesh para seleccionar.
            selectedMeshModifier = AddInterval("SelectedMesh", new[] { "Teapot", "Face" }, 0);

            //Selecciona el modo de shading.
            shaderModeModifier = AddInterval("ShaderMode", new[] { "Gouraud", "Flat" }, 1);

            //Habilito o deshabilito mostrar las normales
            normalesModifier = AddBoolean("Normales", "Mostrar normales", false);

            //El exponente del nivel de brillo de la iluminacion especular.
            specularSharpnessModifier = AddFloat("SpecularSharpness", 0, 500f, 100.00f);

            //Habilita o deshabilita el brillo especular.
            specularEnabledModifier = AddBoolean("SpecularEnabled", "Enable Specular", true);

            //Los distintos colores e intensidades de cada uno de los tipos de iluminacion.
            ambientModifier  = AddColor("Ambient", Color.LightSlateGray);
            diffuseModifier  = AddColor("Diffuse", Color.Gray);
            specularModifier = AddColor("Specular", Color.LightSteelBlue);

            //Habilita o deshabilita el remarcado de los bordes de cada triangulo.
            wireframeModifier = AddBoolean("Wireframe", "Enable Wireframe", false);

            //Habilita o deshabilita el back face culling
            backFaceCullModifier = AddBoolean("BackFaceCull", "Enable BackFaceCulling", false);

            //Modifiers para angulos de rotacion de la luz
            angleXModifier = AddFloat("angleX", 0, 0.005f, 0.0f);
            angleYModifier = AddFloat("angleY", 0, 0.005f, 0.0f);
            angleZModifier = AddFloat("angleZ", 0, 0.005f, 0.0f);

            //Pongo el fondo negro
            BackgroundColor = Color.Black;
        }
Example #9
0
        public override void Init()
        {
            Device d3dDevice = D3DDevice.Instance.Device;

            //Cargamos un escenario

            TgcSceneLoader loader = new TgcSceneLoader();
            TgcScene       scene  = loader.loadSceneFromFile(MediaDir + "\\MeshCreator\\Meshes\\Esqueletos\\EsqueletoHumano3\\Esqueleto3-TgcScene.xml");

            mesh = scene.Meshes[0];

            //Cargar Shader personalizado
            string compilationErrors;

            effect = Effect.FromFile(d3dDevice, ShadersDir + "WorkshopShaders\\GaussianBlur.fx", null, null, ShaderFlags.PreferFlowControl, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }
            //Configurar Technique dentro del shader
            effect.Technique = "DefaultTechnique";

            //Camara en primera persona
            Camara = new TgcFpsCamera(new TGCVector3(50, 30, 50), 100, 10, Input);

            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            // inicializo el render target
            g_pRenderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);
            effect.SetValue("g_RenderTarget", g_pRenderTarget);

            // Blur Factor
            g_pBlurFactor = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);
            effect.SetValue("g_BlurFactor", g_pBlurFactor);

            // Resolucion de pantalla
            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            CustomVertex.PositionTextured[] vertices = new CustomVertex.PositionTextured[]
            {
                new CustomVertex.PositionTextured(-1, 1, 1, 0, 0),
                new CustomVertex.PositionTextured(1, 1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1, -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, d3dDevice, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);

            activarEfectoModifier = AddBoolean("activar_efecto", "Activar efecto", true);
            focusPlaneModifier    = AddFloat("focus_plane", 1, 300, 10);
            blurFactorModifier    = AddFloat("blur_factor", 0.1f, 5f, 0.5f);
        }
Example #10
0
        public override void Init()
        {
            time = 0f;
            var d3dDevice   = D3DDevice.Instance.Device;
            var MyShaderDir = ShadersDir + "WorkshopShaders\\";

            //Crear loader
            var loader = new TgcSceneLoader();

            // parallax oclussion
            scene = loader.loadSceneFromFile(MediaDir + "ModelosTgc\\Piso\\Piso-Custom-TgcScene.xml");

            g_pBaseTexture = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\wood.bmp");
            g_pHeightmap   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_four_height.tga");

            g_pBaseTexture2 = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\stones.bmp");
            g_pHeightmap2   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_height_stones.tga");

            g_pBaseTexture3 = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\rocks.jpg");
            g_pHeightmap3   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_height_rocks.tga");

            mesh = scene.Meshes[0];
            var adj = new int[mesh.D3dMesh.NumberFaces * 3];

            mesh.D3dMesh.GenerateAdjacency(0, adj);
            mesh.D3dMesh.ComputeNormals(adj);

            //Cargar Shader
            string compilationErrors;

            effect = Effect.FromFile(d3dDevice, MyShaderDir + "Parallax.fx", null, null, ShaderFlags.None, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }

            lightDirModifier       = AddVertex3f("LightDir", new TGCVector3(-1, -1, -1), TGCVector3.One, TGCVector3.Down);
            minSampleModifier      = AddFloat("minSample", 1f, 10f, 10f);
            maxSampleModifier      = AddFloat("maxSample", 11f, 50f, 50f);
            heightMapScaleModifier = AddFloat("HeightMapScale", 0.001f, 0.5f, 0.1f);

            //Centrar camara rotacional respecto a este mesh
            var rotCamera = new TgcRotationalCamera(mesh.BoundingBox.calculateBoxCenter(), mesh.BoundingBox.calculateBoxRadius() * 2, Input);

            rotCamera.CameraCenter   = rotCamera.CameraCenter + new TGCVector3(0, 20f, 0);
            rotCamera.CameraDistance = 75;
            rotCamera.RotationSpeed  = 50f;
            Camera = rotCamera;

            pom         = false;
            phong       = true;
            nro_textura = 0;
        }
Example #11
0
        public override void Init()
        {
            //Cargar escenario
            var loader = new TgcSceneLoader();

            scene =
                loader.loadSceneFromFile(MediaDir + "MeshCreator\\Scenes\\Deposito\\Deposito-TgcScene.xml");

            //Camara en 1ra persona
            Camara = new TgcFpsCamera(new TGCVector3(260f, 170f, 390f), 400f, 300f, Input);

            //Cargar Shader personalizado de MultiDiffuseLights

            /*
             * Cargar Shader personalizado de MultiDiffuseLights
             * Este Shader solo soporta TgcMesh con RenderType DIFFUSE_MAP (que son las unicas utilizadas en este ejemplo)
             * El shader toma 4 luces a la vez para iluminar un mesh.
             * Pero como hacer 4 veces los calculos en el shader es costoso, de cada luz solo calcula el componente Diffuse.
             */
            effect = TgcShaders.loadEffect(ShadersDir + "MultiDiffuseLights.fx");

            //Crear 4 mesh para representar las 4 para la luces. Las ubicamos en distintas posiciones del escenario, cada una con un color distinto.
            lightMeshes  = new TGCBox[4];
            origLightPos = new TGCVector3[lightMeshes.Length];
            var c = new Color[4] {
                Color.Red, Color.Blue, Color.Green, Color.Yellow
            };

            for (var i = 0; i < lightMeshes.Length; i++)
            {
                var co = c[i % c.Length];
                lightMeshes[i] = TGCBox.fromSize(new TGCVector3(10, 10, 10), co);
                lightMeshes[i].AutoTransform = true;
                origLightPos[i] = new TGCVector3(-40, 20 + i * 20, 400);
            }

            //Modifiers
            lightEnableModifier      = AddBoolean("lightEnable", "lightEnable", true);
            lightMoveModifier        = AddBoolean("lightMove", "lightMove", true);
            lightIntensityModifier   = AddFloat("lightIntensity", 0, 150, 38);
            lightAttenuationModifier = AddFloat("lightAttenuation", 0.1f, 2, 0.15f);

            mEmissiveModifier = AddColor("mEmissive", Color.Black);
            mDiffuseModifier  = AddColor("mDiffuse", Color.White);

            //Interpolador para mover las luces de un lado para el otro
            interp         = new InterpoladorVaiven();
            interp.Min     = -200f;
            interp.Max     = 200f;
            interp.Speed   = 100f;
            interp.Current = 0f;
        }
Example #12
0
 private void ConfigureModifiers()
 {
     lightPositionModifier = AddVertex3f("LightPosition", new TGCVector3(-500f, 0f, -500f), new TGCVector3(500f, 500f, 500f), new TGCVector3(100f, 80f, 0f));
     ambientModifier       = AddFloat("Ambient", 0, 1, 0.5f);
     diffuseModifier       = AddFloat("Diffuse", 0, 1, 0.75f);
     specularModifier      = AddFloat("Specular", 0, 1, 0.5f);
     specularPowerModifier = AddFloat("Shininess", 0f, 50.0f, 15f);
     ambientColorModifier  = AddColor("ambient", Color.Gray);
     diffuseColorModifier  = AddColor("diffuse", Color.LightGoldenrodYellow);
     specularColorModifier = AddColor("specular", Color.White);
     toggleBlinn           = AddBoolean("Blinn Phong", "Usar Blinn Phong", true);
     previousValue         = toggleBlinn.Value;
 }
Example #13
0
        public override void Init()
        {
            //Cargar escenario
            var loader = new TgcSceneLoader();

            scene = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Scenes\\Deposito\\Deposito-TgcScene.xml");

            //Cargar mesh con animaciones
            var skeletalLoader = new TgcSkeletalLoader();

            skeletalMesh = skeletalLoader.loadMeshAndAnimationsFromFile(MediaDir + "SkeletalAnimations\\Robot\\Robot-TgcSkeletalMesh.xml",
                                                                        new[] { MediaDir + "SkeletalAnimations\\Robot\\Parado-TgcSkeletalAnim.xml" });

            //Configurar animacion inicial
            skeletalMesh.playAnimation("Parado", true);

            //Corregir normales
            skeletalMesh.computeNormals();

            //Pongo al mesh en posicion
            skeletalMesh.Position  = new TGCVector3(0, 0, 100);
            skeletalMesh.Transform = TGCMatrix.RotationYawPitchRoll(skeletalMesh.Rotation.Y + FastMath.PI, skeletalMesh.Rotation.X, skeletalMesh.Rotation.Z) *
                                     TGCMatrix.Translation(skeletalMesh.Position);
            skeletalMesh.RotateY(FastMath.PI);

            //Camara en 1ra persona
            Camara = new TgcFpsCamera(new TGCVector3(250, 140, 150), Input);

            //Mesh para la luz
            lightMesh = TGCBox.fromSize(new TGCVector3(10, 10, 10));

            //Pongo al mesh en posicion
            lightMesh.Position  = new TGCVector3(0, 150, 150);
            lightMesh.Transform = TGCMatrix.Translation(lightMesh.Position);

            //Modifiers de la luz
            lightEnableModifier      = AddBoolean("lightEnable", "lightEnable", lightMesh.Enabled);
            lightPosModifier         = AddVertex3f("lightPos", new TGCVector3(-200, -100, -200), new TGCVector3(200, 200, 300), lightMesh.Position);
            lightColorModifier       = AddColor("lightColor", lightMesh.Color);
            lightIntensityModifier   = AddFloat("lightIntensity", 0, 150, 20);
            lightAttenuationModifier = AddFloat("lightAttenuation", 0.1f, 2, 0.3f);
            specularExModifier       = AddFloat("specularEx", 0, 20, 9f);

            //Modifiers de material
            mEmissiveModifier = AddColor("mEmissive", Color.Black);
            mAmbientModifier  = AddColor("mAmbient", Color.White);
            mDiffuseModifier  = AddColor("mDiffuse", Color.White);
            mSpecularModifier = AddColor("mSpecular", Color.White);
        }
Example #14
0
        public override void Init()
        {
            //Se crean 2 triangulos (o Quad) con las dimensiones de la pantalla con sus posiciones ya transformadas
            // x = -1 es el extremo izquiedo de la pantalla, x = 1 es el extremo derecho
            // Lo mismo para la Y con arriba y abajo
            // la Z en 1 simpre
            CustomVertex.PositionTextured[] screenQuadVertices =
            {
                new CustomVertex.PositionTextured(-1,  1, 1, 0, 0),
                new CustomVertex.PositionTextured(1,   1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1,  -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            screenQuadVB = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, D3DDevice.Instance.Device, Usage.Dynamic | Usage.WriteOnly,
                                            CustomVertex.PositionTextured.Format, Pool.Default);
            screenQuadVB.SetData(screenQuadVertices, 0, LockFlags.None);

            //Creamos un Render Targer sobre el cual se va a dibujar la pantalla
            renderTarget2D = new Texture(D3DDevice.Instance.Device, D3DDevice.Instance.Device.PresentationParameters.BackBufferWidth,
                                         D3DDevice.Instance.Device.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);

            //Creamos un DepthStencil que debe ser compatible con nuestra definicion de renderTarget2D.
            depthStencil = D3DDevice.Instance.Device.CreateDepthStencilSurface(D3DDevice.Instance.Device.PresentationParameters.BackBufferWidth,
                                                                               D3DDevice.Instance.Device.PresentationParameters.BackBufferHeight, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            //Cargar shader con efectos de Post-Procesado
            effect = TgcShaders.loadEffect(ShadersDir + "PostProcess.fx");

            //Configurar Technique dentro del shader
            effect.Technique = "OndasTechnique";

            //Cargamos un escenario
            var loader = new TgcSceneLoader();
            var scene  = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Scenes\\Deposito\\Deposito-TgcScene.xml");

            meshes = scene.Meshes;

            //Camara en primera personas
            Camara = new TgcFpsCamera(new TGCVector3(250, 160, -570), Input);

            //Modifier para variar tamano de ondas
            activarEfectoModifier = AddBoolean("activar_efecto", "Activar efecto", true);
            waveLengthModifier    = AddFloat("wave_length", 0, 300, 200);
            waveSizeModifier      = AddFloat("wave_size", 0.01f, 1, 0.01f);
        }
Example #15
0
        public override void Init()
        {
            //Path de este ejemplo
            exampleDir = this.MediaDir + "Quake3Levels\\";

            //Cargar nivel inicial
            currentLevelFile = exampleDir + "q3dm1\\maps\\q3dm1.bsp";
            loadLevel(currentLevelFile);

            //Modifiers
            openFileModifier     = AddFile("Level", currentLevelFile, ".Niveles Quake 3|*.bsp");
            speedModifier        = AddFloat("Speed", 0, 500f, 350f);
            gravityModifier      = AddFloat("Gravity", 0, 600, 180);
            jumpSpeedModifier    = AddFloat("JumpSpeed", 60, 600, 100);
            noClipModifier       = AddBoolean("NoClip", "NoClip", false);
            exportButtonModifier = AddButton("exportButton", "Exportar XML", Export_ButtonClick);
        }
Example #16
0
        public override void Init()
        {
            drawer2D = new Drawer2D();

            //Crear Sprite
            sprite        = new CustomSprite();
            sprite.Bitmap = new CustomBitmap(MediaDir + "\\Texturas\\LogoTGC.png", D3DDevice.Instance.Device);

            //Ubicarlo centrado en la pantalla
            var textureSize = sprite.Bitmap.Size;

            sprite.Position = new TGCVector2(FastMath.Max(D3DDevice.Instance.Width / 2 - textureSize.Width / 2, 0), FastMath.Max(D3DDevice.Instance.Height / 2 - textureSize.Height / 2, 0));

            //Crear Sprite animado
            animatedSprite = new AnimatedSprite(MediaDir + "\\Texturas\\Sprites\\Explosion.png", //Textura de 256x256
                                                new Size(64, 64),                                //Tamaño de un frame (64x64px en este caso)
                                                16,                                              //Cantidad de frames, (son 16 de 64x64px)
                                                10);                                             //Velocidad de animacion, en cuadros x segundo,

            //Ubicarlo centrado en la pantalla
            var textureSizeAnimado = animatedSprite.Bitmap.Size;

            animatedSprite.Position = new TGCVector2(D3DDevice.Instance.Width / 2 - textureSizeAnimado.Width / 2, D3DDevice.Instance.Height / 2 - textureSizeAnimado.Height / 2);

            //Modifiers para variar parametros del sprite
            positionModifier = AddVertex2f("position", TGCVector2.Zero, new TGCVector2(D3DDevice.Instance.Width, D3DDevice.Instance.Height), sprite.Position);
            scalingModifier  = AddVertex2f("scaling", TGCVector2.Zero, new TGCVector2(4, 4), sprite.Scaling);
            rotationModifier = AddFloat("rotation", 0, 360, 0);

            //Modifiers para variar parametros del sprite
            frameRateAnimatedModifier = AddFloat("frameRateAnimated", 1, 30, 10);
            positionAnimatedModifier  = AddVertex2f("positionAnimated", TGCVector2.Zero, new TGCVector2(D3DDevice.Instance.Width, D3DDevice.Instance.Height), animatedSprite.Position);
            scalingAnimatedModifier   = AddVertex2f("scalingAnimated", TGCVector2.Zero, new TGCVector2(4, 4), animatedSprite.Scaling);
            rotationAnimatedModifier  = AddFloat("rotationAnimated", 0, 360, 0);

            //Creamos un Box3D para que se vea como el Sprite es en 2D y se dibuja siempre arriba de la escena 3D
            box           = TGCBox.fromSize(new TGCVector3(10, 10, 10), TgcTexture.createTexture(MediaDir + "\\Texturas\\pasto.jpg"));
            box.Transform = TGCMatrix.RotationX(FastMath.QUARTER_PI);

            //Hacer que la camara se centre en el box3D
            Camara = new TgcRotationalCamera(box.BoundingBox.calculateBoxCenter(), box.BoundingBox.calculateBoxRadius() * 2, Input);
        }
Example #17
0
        public override void Init()
        {
            //Cargar suelo
            var texture = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\granito.jpg");

            suelo = new TgcPlane(new TGCVector3(-5000, 0, -5000), new TGCVector3(10000, 0f, 10000), TgcPlane.Orientations.XZplane, texture);

            //Iniciarlizar PickingRay
            pickingRay = new TgcPickingRay(Input);

            //Cargar nave
            var loader = new TgcSceneLoader();
            var scene  =
                loader.loadSceneFromFile(MediaDir +
                                         "MeshCreator\\Meshes\\Vehiculos\\NaveEspacial\\NaveEspacial-TgcScene.xml");

            mesh = scene.Meshes[0];

            //Rotación original de la malla, hacia -Z
            originalMeshRot = new TGCVector3(0, 0, -1);

            //Manipulamos los movimientos del mesh a mano
            mesh.AutoTransform = false;
            meshRotationMatrix = TGCMatrix.Identity;

            newPosition   = mesh.Position;
            applyMovement = false;

            //Crear caja para marcar en que lugar hubo colision
            collisionPointMesh = TGCBox.fromSize(new TGCVector3(3, 100, 3), Color.Red);

            //Flecha para marcar la dirección
            directionArrow           = new TgcArrow();
            directionArrow.Thickness = 5;
            directionArrow.HeadSize  = new TGCVector2(10, 10);

            //Camara en tercera persona
            camaraInterna = new TgcThirdPersonCamera(mesh.Position, 800, 1500);
            Camara        = camaraInterna;
            speedModifier = AddFloat("speed", 1000, 5000, 2500);
        }
Example #18
0
        public override void Init()
        {
            //Crea flecha generica
            arrow = new TgcArrow();

            //Crear modifiers
            startModifier     = AddVertex3f("start", new TGCVector3(-50, -50, -50), new TGCVector3(50, 50, 50), TGCVector3.Empty);
            endModifier       = AddVertex3f("end", new TGCVector3(-50, -50, -50), new TGCVector3(50, 50, 50), new TGCVector3(0, 10, 0));
            thicknessModifier = AddFloat("thickness", 0.01f, 1, 0.06f);
            headSizeModifier  = AddVertex2f("headSize", new TGCVector2(0.01f, 0.01f), TGCVector2.One, new TGCVector2(0.3f, 0.6f));
            bodyColorModifier = AddColor("bodyColor", Color.Blue);
            headColorModifier = AddColor("headColor", Color.LightBlue);

            //Crea linea generica
            box = new TgcBoxDebug();

            //Crear modifiers
            boxColorModifier = AddColor("boxColor", Color.Red);

            //Camera FPS
            Camera = new TgcRotationalCamera(new TGCVector3(0, 10f, 0), 30f, Input);
        }
Example #19
0
        public override void Init()
        {
            time = 0f;
            Device d3dDevice = D3DDevice.Instance.Device;

            MyShaderDir = ShadersDir + "WorkshopShaders\\";

            g_pBaseTexture = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\rocks.jpg");
            g_pHeightmap   = TextureLoader.FromFile(d3dDevice, MediaDir + "Texturas\\NM_height_rocks.tga");

            //Cargar Shader
            string compilationErrors;

            effect = Effect.FromFile(d3dDevice, MyShaderDir + "Parallax.fx", null, null, ShaderFlags.None, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }
            effect.Technique = "ParallaxOcclusion";
            effect.SetValue("aux_Tex", g_pBaseTexture);
            effect.SetValue("height_map", g_pHeightmap);
            effect.SetValue("phong_lighting", true);
            effect.SetValue("k_alpha", 0.75f);

            lightDirModifier       = AddVertex3f("LightDir", new TGCVector3(-1, -1, -1), new TGCVector3(1, 1, 1), TGCVector3.Down);
            minSampleModifier      = AddFloat("minSample", 1f, 10f, 10f);
            maxSampleModifier      = AddFloat("maxSample", 11f, 50f, 50f);
            heightMapScaleModifier = AddFloat("HeightMapScale", 0.001f, 0.5f, 0.1f);

            // ------------------------------------------------------------
            // Creo el Heightmap para el terreno:
            terrain      = new POMTerrain();
            terrain.ftex = 250f;
            terrain.loadHeightmap(MediaDir + "Heighmaps\\" + "Heightmap3.jpg", 100f, 2.25f, new TGCVector3(0, 0, 0));
            terrain.loadTexture(MediaDir + "Heighmaps\\" + "TerrainTexture3.jpg");

            Camara.SetCamera(new TGCVector3(-350, 1000, -1100), new TGCVector3(0, 0, 0), TGCVector3.Up);
        }
Example #20
0
        public override void Init()
        {
            //Crear caja vacia
            box = new TGCBox();
            //Crear caja debug vacia
            debugBox       = new TgcBoxDebug();
            currentTexture = null;

            //Modifiers para vararis sus parametros
            boxModifier         = AddBoolean("box", "box", true);
            boundingBoxModifier = AddBoolean("boundingBox", "BoundingBox", false);
            debugBoxModifier    = AddBoolean("debugBox", "debugBox", true);
            thicknessModifier   = AddFloat("thickness", 0.1f, 5, 0.2f);
            textureModifier     = AddTexture("texture", MediaDir + "\\Texturas\\madera.jpg");
            offsetModifier      = AddVertex2f("offset", new TGCVector2(-0.5f, -0.5f), new TGCVector2(0.9f, 0.9f), TGCVector2.Zero);
            tilingModifier      = AddVertex2f("tiling", new TGCVector2(0.1f, 0.1f), new TGCVector2(4, 4), TGCVector2.One);
            colorModifier       = AddColor("color", Color.BurlyWood);
            sizeModifier        = AddVertex3f("size", TGCVector3.Empty, new TGCVector3(100, 100, 100), new TGCVector3(20, 20, 20));
            positionModifier    = AddVertex3f("position", new TGCVector3(-100, -100, -100), new TGCVector3(100, 100, 100), TGCVector3.Empty);
            rotationModifier    = AddVertex3f("rotation", new TGCVector3(-180, -180, -180), new TGCVector3(180, 180, 180), TGCVector3.Empty);

            Camera = new TgcRotationalCamera(TGCVector3.Empty, 200f, Input);
        }
        public override void Init()
        {
            this.time = 0;

            this.techniques   = AddEnum("Tecnica", typeof(Techniques), Techniques.RenderMesh);
            this.rotation     = AddFloat("Rotacion", 0, FastMath.TWO_PI, 0);
            this.factor       = AddFloat("Factor", 0, 1, 0.5f);
            this.effectVector = AddVertex3f("Vector", new TGCVector3(-20, -20, -20), new TGCVector3(20, 20, 20), TGCVector3.Empty);
            this.center       = AddVertex3f("Centro", new TGCVector3(-10, -10, -10), new TGCVector3(10, 10, 10), TGCVector3.Empty);
            this.wireframe    = AddBoolean("Wireframe", "Prende el efecto wireframe", false);
            this.showArrow    = AddBoolean("Vector del Efecto", "Muestra el vector del efecto", false);

            this.CreateEffect();
            this.CreateMesh();
            this.CreateArrow();

            this.scale = TGCMatrix.Scaling(20, 20, 20);

            var cameraPosition = new TGCVector3(0, 0, 125);
            var lookAt         = TGCVector3.Empty;

            Camara.SetCamera(cameraPosition, lookAt);
        }
Example #22
0
        public override void Init()
        {
            //Directorio de texturas
            texturePath = MediaDir + "Texturas\\Particles\\";

            //Texturas de particulas a utilizar
            textureNames = new[]
            {
                "pisada.png",
                "fuego.png",
                "humo.png",
                "hoja.png",
                "agua.png",
                "nieve.png"
            };

            //Modifiers
            textureModifier    = AddInterval("texture", textureNames, 0);
            cantidadModifier   = AddInt("cantidad", 1, 30, 10);
            minSizeModifier    = AddFloat("minSize", 0.25f, 10, 4);
            maxSizeModifier    = AddFloat("maxSize", 0.25f, 10, 6);
            timeToLiveModifier = AddFloat("timeToLive", 0.25f, 2, 1);
            frecuenciaModifier = AddFloat("frecuencia", 0.25f, 4, 1);
            dispersionModifier = AddInt("dispersion", 50, 400, 100);
            speedDirModifier   = AddVertex3f("speedDir", new TGCVector3(-50, -50, -50), new TGCVector3(50, 50, 50), new TGCVector3(30, 30, 30));

            //Crear emisor de particulas
            selectedTextureName   = textureNames[0];
            selectedParticleCount = 10;
            emitter          = new ParticleEmitter(texturePath + selectedTextureName, selectedParticleCount);
            emitter.Position = TGCVector3.Empty;

            box = TGCBox.fromSize(new TGCVector3(0, -30, 0), new TGCVector3(10, 10, 10), Color.Blue);

            Camara = new TgcRotationalCamera(TGCVector3.Empty, 300f, Input);
        }
        public override void Init()
        {
            //Crear loader
            var loader = new TgcSceneLoader();

            //Cargar mesh
            var scene =
                loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vehiculos\\GruaExcavadora\\GruaExcavadora-TgcScene.xml");

            mesh = scene.Meshes[0];

            //Cargar Shader personalizado
            mesh.Effect = TgcShaders.loadEffect(ShadersDir + "Ejemplo1.fx");

            //Modifier para Technique de shader
            techniqueModifier = AddInterval("Technique", new[]
            {
                "OnlyTexture",
                "OnlyColor",
                "Darkening",
                "Complementing",
                "MaskRedOut",
                "RedOnly",
                "RandomTexCoord",
                "RandomColorVS",
                "TextureOffset"
            }, 0);

            //Modifier para variables de shader
            darkFactorModifier    = AddFloat("darkFactor", 0f, 1f, 0.5f);
            textureOffsetModifier = AddFloat("textureOffset", 0f, 1f, 0.5f);
            r = new Random();

            //Centrar camara rotacional respecto a este mesh
            Camara = new TgcRotationalCamera(mesh.BoundingBox.calculateBoxCenter(), mesh.BoundingBox.calculateBoxRadius() * 2, Input);
        }
Example #24
0
        public override void Init()
        {
            //Crear loader
            var loader = new TgcSceneLoader();

            //Cargar mesh
            var scene = loader.loadSceneFromFile(MediaDir + "ModelosTgc\\Olla\\Olla-TgcScene.xml");

            mesh = scene.Meshes[0];

            //Crear caja para indicar ubicacion de la luz
            lightMesh = TGCBox.fromSize(new TGCVector3(20, 20, 20), Color.Yellow).ToMesh("Box");

            //Modifiers de la luz
            lightEnableModifier = AddBoolean("lightEnable", "lightEnable", true);
            lightPosModifier    = AddVertex3f("lightPos", new TGCVector3(-500, -500, -500), new TGCVector3(500, 800, 500), new TGCVector3(0, 500, 0));
            ambientModifier     = AddColor("ambient", Color.Gray);
            diffuseModifier     = AddColor("diffuse", Color.Blue);
            specularModifier    = AddColor("specular", Color.White);
            specularExModifier  = AddFloat("specularEx", 0, 40, 20f);

            //Centrar camara rotacional respecto a este mesh
            Camera = new TgcRotationalCamera(mesh.BoundingBox.calculateBoxCenter(), mesh.BoundingBox.calculateBoxRadius() * 2, Input);
        }
Example #25
0
        public override void Init()
        {
            //Crear SkyBox
            skyBox        = new TgcSkyBox();
            skyBox.Center = new TGCVector3(0, 500, 0);
            skyBox.Size   = new TGCVector3(10000, 10000, 10000);
            var texturesPath = MediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lostatseaday_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lostatseaday_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lostatseaday_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lostatseaday_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lostatseaday_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lostatseaday_ft.jpg");
            skyBox.Init();

            //Cargar escenario de Isla
            var loader = new TgcSceneLoader();

            scene = loader.loadSceneFromFile(MediaDir + "Isla\\Isla-TgcScene.xml");

            //Cargar Shader personalizado
            effect = TgcShaders.loadEffect(ShadersDir + "TgcViewer\\TgcFogShader.fx");

            //Camara en 1ra persona
            Camara = new TgcFpsCamera(new TGCVector3(1500, 800, 0), Input);

            //Modifiers para configurar valores de niebla
            fogShaderModifier     = AddBoolean("FogShader", "FogShader", true);
            startDistanceModifier = AddFloat("startDistance", 1, 10000, 2000);
            endDistanceModifier   = AddFloat("endDistance", 1, 10000, 5000);
            densityModifier       = AddFloat("density", 0, 1, 0.0025f);
            colorModifier         = AddColor("color", Color.LightGray);

            fog = new TgcFog();
        }
Example #26
0
        public override void Init()
        {
            //Crear piso
            var pisoTexture = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\tierra.jpg");

            piso = new TgcPlane(TGCVector3.Empty, new TGCVector3(2000, 0, 2000), TgcPlane.Orientations.XZplane, pisoTexture, 50f, 50f);
            //Cargar obstaculos y posicionarlos. Los obstáculos se crean con TgcBox en lugar de cargar un modelo.
            obstaculos = new List <TGCBox>();
            TGCBox obstaculo;

            float wallSize   = 1000;
            float wallHeight = 500;

            //Obstaculo 1
            obstaculo = TGCBox.fromExtremes(TGCVector3.Empty, new TGCVector3(wallSize, wallHeight, 10),
                                            TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\baldosaFacultad.jpg"));
            obstaculo.Transform = TGCMatrix.Translation(obstaculo.Position);
            obstaculos.Add(obstaculo);

            //Obstaculo 2
            obstaculo = TGCBox.fromExtremes(TGCVector3.Empty, new TGCVector3(10, wallHeight, wallSize),
                                            TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\madera.jpg"));
            obstaculo.Transform = TGCMatrix.Translation(obstaculo.Position);
            obstaculos.Add(obstaculo);

            //Obstaculo 3
            obstaculo = TGCBox.fromExtremes(new TGCVector3(0, 0, wallSize),
                                            new TGCVector3(wallSize, wallHeight, wallSize + 10),
                                            TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\granito.jpg"));
            obstaculo.Transform = TGCMatrix.Translation(obstaculo.Position);
            obstaculos.Add(obstaculo);

            //Obstaculo 4
            obstaculo = TGCBox.fromExtremes(new TGCVector3(wallSize, 0, 0),
                                            new TGCVector3(wallSize + 10, wallHeight, wallSize),
                                            TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\granito.jpg"));
            obstaculo.Transform = TGCMatrix.Translation(obstaculo.Position);
            obstaculos.Add(obstaculo);

            //Obstaculo 5
            obstaculo = TGCBox.fromExtremes(new TGCVector3(wallSize / 2, 0, wallSize - 400),
                                            new TGCVector3(wallSize + 10, wallHeight, wallSize - 400 + 10),
                                            TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\granito.jpg"));
            obstaculo.Transform = TGCMatrix.Translation(obstaculo.Position);
            obstaculos.Add(obstaculo);

            //Cargar personaje con animaciones
            var skeletalLoader = new TgcSkeletalLoader();

            personaje = skeletalLoader.loadMeshAndAnimationsFromFile(
                MediaDir + "SkeletalAnimations\\Robot\\Robot-TgcSkeletalMesh.xml",
                MediaDir + "SkeletalAnimations\\Robot\\",
                new[]
            {
                MediaDir + "SkeletalAnimations\\Robot\\Caminando-TgcSkeletalAnim.xml",
                MediaDir + "SkeletalAnimations\\Robot\\Parado-TgcSkeletalAnim.xml"
            });

            //Configurar animacion inicial
            personaje.playAnimation("Parado", true);
            //Escalarlo porque es muy grande
            personaje.Position = new TGCVector3(100, 0, 100);
            personaje.Scale    = new TGCVector3(0.75f, 0.75f, 0.75f);
            //Rotarlo 180° porque esta mirando para el otro lado
            personaje.RotateY(Geometry.DegreeToRadian(180f));

            //Configurar camara en Tercera Persona y la asigno al TGC.
            camaraInterna = new TgcThirdPersonCamera(personaje.Position, 200, -300);
            Camara        = camaraInterna;

            //Modifiers para modificar propiedades de la camara
            offsetHeightModifier  = AddFloat("offsetHeight", 0, 300, 100);
            offsetForwardModifier = AddFloat("offsetForward", -400, 0, -220);
            displacementModifier  = AddVertex2f("displacement", TGCVector2.Zero, new TGCVector2(100, 200), new TGCVector2(0, 100));
        }
        public override void Init()
        {
            MyMediaDir = MediaDir;

            //Crear loader
            var loader = new TgcSceneLoader();

            // ------------------------------------------------------------
            // Creo el Heightmap para el terreno:
            var PosTerrain = TGCVector3.Empty;

            currentHeightmap = MyMediaDir + "Heighmaps\\Heightmap2.jpg";
            currentScaleXZ   = 100f;
            currentScaleY    = 2f;
            currentTexture   = MyMediaDir + "Heighmaps\\TerrainTexture3.jpg";
            terrain          = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, PosTerrain);
            terrain.loadTexture(currentTexture);

            // ------------------------------------------------------------
            // Crear SkyBox:
            skyBox        = new TgcSkyBox();
            skyBox.Center = TGCVector3.Empty;
            skyBox.Size   = new TGCVector3(8000, 8000, 8000);
            var texturesPath = MediaDir + "Texturas\\Quake\\SkyBox1\\";

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "phobos_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "phobos_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "phobos_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "phobos_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "phobos_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "phobos_ft.jpg");
            skyBox.SkyEpsilon = 50f;
            skyBox.Init();

            // ------------------------------------------------------------
            //Cargar los mesh:
            scene = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vehiculos\\TanqueFuturistaRuedas\\TanqueFuturistaRuedas-TgcScene.xml");
            mesh  = scene.Meshes[0];

            sceneX = loader.loadSceneFromFile(MediaDir + "ModelosTgc\\Sphere\\Sphere-TgcScene.xml");
            meshX  = sceneX.Meshes[0];
            meshX.AutoTransform = true;

            scene2  = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vegetacion\\Palmera\\Palmera-TgcScene.xml");
            palmera = scene2.Meshes[0];
            palmera.AutoTransform = true;

            scene3 = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vehiculos\\AvionCaza\\AvionCaza-TgcScene.xml");
            avion  = scene3.Meshes[0];

            mesh.Scale    = new TGCVector3(0.5f, 0.5f, 0.5f);
            mesh.Position = new TGCVector3(0f, 0f, 0f);
            var size = mesh.BoundingBox.calculateSize();

            largo_tanque   = Math.Abs(size.Z);
            alto_tanque    = Math.Abs(size.Y) * mesh.Scale.Y;
            avion.Scale    = new TGCVector3(1f, 1f, 1f);
            avion.Position = new TGCVector3(3000f, 550f, 0f);
            dir_avion      = new TGCVector3(0, 0, 1);
            size           = palmera.BoundingBox.calculateSize();
            var alto_palmera = Math.Abs(size.Y);
            int i;

            bosque = new List <TgcMesh>();
            float[] r = { 1900f, 2100f, 2300f, 1800f };
            for (i = 0; i < 4; i++)
            {
                for (var j = 0; j < 15; j++)
                {
                    var instance = palmera.createMeshInstance(palmera.Name + i);
                    instance.AutoTransform = true;
                    instance.Scale         = new TGCVector3(0.5f, 1.5f, 0.5f);
                    var x = r[i] * (float)Math.Cos(Geometry.DegreeToRadian(180 + 10.0f * j));
                    var z = r[i] * (float)Math.Sin(Geometry.DegreeToRadian(180 + 10.0f * j));
                    instance.Position = new TGCVector3(x, CalcularAltura(x, z) /*+ alto_palmera / 2 * instance.Scale.Y*/, z);
                    bosque.Add(instance);
                }
            }

            // Arreglo las normales del tanque

            /*int[] adj = new int[mesh.D3dMesh.NumberFaces * 3];
             * mesh.D3dMesh.GenerateAdjacency(0, adj);
             * mesh.D3dMesh.ComputeNormals(adj);
             */

            // Arreglo las normales de la esfera
            {
                var adj = new int[meshX.D3dMesh.NumberFaces * 3];
                meshX.D3dMesh.GenerateAdjacency(0, adj);
                meshX.D3dMesh.ComputeNormals(adj);
            }

            //Cargar Shader personalizado
            effect = TgcShaders.loadEffect(ShadersDir + "WorkshopShaders\\EnvMap.fx");

            // le asigno el efecto a la malla
            mesh.Effect  = effect;
            meshX.Effect = effect;

            vel_tanque = 10;

            //Centrar camara rotacional respecto a este mesh
            CamaraRot = new TgcRotationalCamera(mesh.BoundingBox.calculateBoxCenter(), mesh.BoundingBox.calculateBoxRadius() * 2, Input);
            CamaraRot.CameraDistance = 300;
            CamaraRot.RotationSpeed  = 1.5f;
            Camara = CamaraRot;

            kx = kc = 0.5f;
            reflexionModifier  = AddFloat("Reflexion", 0, 1, kx);
            refraccionModifier = AddFloat("Refraccion", 0, 1, kc);
            fresnelModifier    = AddBoolean("Fresnel", "fresnel", true);
        }
Example #28
0
        public override void Init()
        {
            //Crear loader
            var loader = new TgcSceneLoader();

            //Cargar mesh
            scene = loader.loadSceneFromFile(MediaDir + "ModelosTgc\\Teapot\\Teapot-TgcScene.xml");

            mesh          = scene.Meshes[0];
            mesh.Scale    = TGCVector3.One;
            mesh.Position = new TGCVector3(-100f, -5f, 0f);

            // Arreglo las normales
            var adj = new int[mesh.D3dMesh.NumberFaces * 3];

            mesh.D3dMesh.GenerateAdjacency(0, adj);
            mesh.D3dMesh.ComputeNormals(adj);

            //Cargar Shader personalizado
            effect = TGCShaders.Instance.LoadEffect(ShadersDir + "WorkshopShaders\\ToonShading.fx");

            // le asigno el efecto a la malla
            mesh.Effect    = effect;
            mesh.Technique = "DefaultTechnique";

            // Creo las instancias de malla
            instances = new List <TgcMesh>();
            for (var i = -5; i < 5; i++)
            {
                for (var j = -5; j < 5; j++)
                {
                    var instance = mesh.createMeshInstance(mesh.Name + i);
                    instance.Position  = new TGCVector3(i * 50, (i + j) * 5, j * 50);
                    instance.Transform = TGCMatrix.Scaling(instance.Scale)
                                         * TGCMatrix.RotationYawPitchRoll(instance.Rotation.X, instance.Rotation.Y, instance.Rotation.Z)
                                         * TGCMatrix.Translation(instance.Position);
                    instances.Add(instance);
                }
            }

            blurActivatedModifier = AddBoolean("blurActivated", "activar blur", false);
            lightPositionModifier = AddVertex3f("LightPosition", new TGCVector3(-100, -100, -100), new TGCVector3(100, 100, 100), new TGCVector3(0, 40, 0));
            ambientModifier       = AddFloat("Ambient", 0, 1, 0.5f);
            diffuseModifier       = AddFloat("Diffuse", 0, 1, 0.6f);
            specularModifier      = AddFloat("Specular", 0, 1, 0.5f);
            specularPowerModifier = AddFloat("SpecularPower", 1, 100, 16);

            Camera = new TgcRotationalCamera(new TGCVector3(20, 20, 0), 300, TgcRotationalCamera.DEFAULT_ZOOM_FACTOR, 1.5f, Input);

            // Creo un depthbuffer sin multisampling, para que sea compatible con el render to texture

            // Nota:
            // El render to Texture no es compatible con el multisampling en dx9
            // Por otra parte la mayor parte de las placas de ultima generacion no soportan
            // mutisampling para texturas de punto flotante con lo cual
            // hay que suponer con generalidad que no se puede usar multisampling y render to texture

            // Para resolverlo hay que crear un depth buffer que no tenga multisampling,
            // (de lo contrario falla el zbuffer y se producen artifacts tipicos de que no tiene zbuffer)

            // Si uno quisiera usar el multisampling, la tecnica habitual es usar un RenderTarget
            // en lugar de una textura.
            // Por ejemplo en c++:
            //
            // Render Target formato color buffer con multisampling
            //
            //  g_pd3dDevice->CreateRenderTarget(Ancho,Alto,
            //          D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, 0,
            //          FALSE, &g_pRenderTarget, NULL);
            //
            // Luego, ese RenderTarget NO ES una textura, y nosotros necesitamos acceder a esos
            // pixeles, ahi lo que se hace es COPIAR del rendertartet a una textura,
            // para poder trabajar con esos datos en el contexto del Pixel shader:
            //
            // Eso se hace con la funcion StretchRect:
            // copia de rendertarget ---> sceneSurface (que es la superficie asociada a una textura)
            // g_pd3dDevice->StretchRect(g_pRenderTarget, NULL, g_pSceneSurface, NULL, D3DTEXF_NONE);
            //
            // Esta tecnica se llama downsampling
            // Y tiene el costo adicional de la transferencia de memoria entre el rendertarget y la
            // textura, pero que no traspasa los limites de la GPU. (es decir es muy performante)
            // no es lo mismo que lockear una textura para acceder desde la CPU, que tiene el problema
            // de transferencia via AGP.

            g_pDepthStencil = D3DDevice.Instance.Device.CreateDepthStencilSurface(D3DDevice.Instance.Device.PresentationParameters.BackBufferWidth,
                                                                                  D3DDevice.Instance.Device.PresentationParameters.BackBufferHeight, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            // inicializo el render target
            g_pRenderTarget = new Texture(D3DDevice.Instance.Device, D3DDevice.Instance.Device.PresentationParameters.BackBufferWidth,
                                          D3DDevice.Instance.Device.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);

            effect.SetValue("g_RenderTarget", g_pRenderTarget);

            // inicializo el mapa de normales
            g_pNormals = new Texture(D3DDevice.Instance.Device, D3DDevice.Instance.Device.PresentationParameters.BackBufferWidth,
                                     D3DDevice.Instance.Device.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);

            effect.SetValue("g_Normals", g_pNormals);

            // Resolucion de pantalla
            effect.SetValue("screen_dx", D3DDevice.Instance.Device.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", D3DDevice.Instance.Device.PresentationParameters.BackBufferHeight);

            //Se crean 2 triangulos con las dimensiones de la pantalla con sus posiciones ya transformadas
            // x = -1 es el extremo izquiedo de la pantalla, x=1 es el extremo derecho
            // Lo mismo para la Y con arriba y abajo
            // la Z en 1 simpre
            CustomVertex.PositionTextured[] vertices =
            {
                new CustomVertex.PositionTextured(-1,  1, 1, 0, 0),
                new CustomVertex.PositionTextured(1,   1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1,  -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, D3DDevice.Instance.Device, Usage.Dynamic | Usage.WriteOnly,
                                        CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);
        }
        public override void Init()
        {
            //Cargar escenario específico para este ejemplo
            var loader = new TgcSceneLoader();

            escenario = loader.loadSceneFromFile(MediaDir + "PatioDeJuegos\\PatioDeJuegos-TgcScene.xml");

            //Cargar personaje con animaciones
            var skeletalLoader = new TgcSkeletalLoader();

            personaje = skeletalLoader.loadMeshAndAnimationsFromFile(
                MediaDir + "SkeletalAnimations\\Robot\\Robot-TgcSkeletalMesh.xml",
                MediaDir + "SkeletalAnimations\\Robot\\",
                new[]
            {
                MediaDir + "SkeletalAnimations\\Robot\\Caminando-TgcSkeletalAnim.xml",
                MediaDir + "SkeletalAnimations\\Robot\\Parado-TgcSkeletalAnim.xml"
            });

            //Le cambiamos la textura para diferenciarlo un poco
            personaje.changeDiffuseMaps(new[]
            {
                TgcTexture.createTexture(D3DDevice.Instance.Device,
                                         MediaDir + "SkeletalAnimations\\Robot\\Textures\\uvwGreen.jpg")
            });
            //Configurar animacion inicial
            personaje.playAnimation("Parado", true);
            //Escalarlo porque es muy grande
            personaje.Position = new TGCVector3(0, 500, -100);
            //Rotarlo 180° porque esta mirando para el otro lado
            personaje.RotateY(Geometry.DegreeToRadian(180f));
            //Escalamos el personaje ya que sino la escalera es demaciado grande.
            personaje.Scale = new TGCVector3(1.5f, 1.5f, 1.5f);

            characterSphere = new TgcBoundingSphere(personaje.BoundingBox.calculateBoxCenter(), personaje.BoundingBox.calculateBoxRadius());

            //Almacenar volumenes de colision del escenario
            objetosColisionables.Clear();
            foreach (var mesh in escenario.Meshes)
            {
                objetosColisionables.Add(mesh.BoundingBox);
            }

            //Crear linea para mostrar la direccion del movimiento del personaje
            directionArrow           = new TgcArrow();
            directionArrow.BodyColor = Color.Red;
            directionArrow.HeadColor = Color.Green;
            directionArrow.Thickness = 1;
            directionArrow.HeadSize  = new TGCVector2(10, 20);

            //Crear manejador de colisiones
            collisionManager = new SphereCollisionManager();
            collisionManager.GravityEnabled = true;

            //Configurar camara en Tercer Persona
            camaraInterna = new TgcThirdPersonCamera(personaje.Position, new TGCVector3(0, 100, 0), 100, -400);
            Camara        = camaraInterna;

            //Crear SkyBox
            skyBox        = new TgcSkyBox();
            skyBox.Center = TGCVector3.Empty;
            skyBox.Size   = new TGCVector3(10000, 10000, 10000);
            var texturesPath = MediaDir + "Texturas\\Quake\\SkyBox3\\";

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "Up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "Down.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "Left.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "Right.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "Back.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "Front.jpg");
            skyBox.Init();

            //Modifier para ver BoundingBox
            showBoundingBoxModifier = AddBoolean("showBoundingBox", "Bouding Box", true);

            //Modifiers para desplazamiento del personaje
            velocidadCaminarModifier  = AddFloat("VelocidadCaminar", 0, 20, 10);
            velocidadRotacionModifier = AddFloat("VelocidadRotacion", 1f, 360f, 150f);
            habilitarGravedadModifier = AddBoolean("HabilitarGravedad", "Habilitar Gravedad", true);
            gravedadModifier          = AddVertex3f("Gravedad", new TGCVector3(-50, -50, -50), new TGCVector3(50, 50, 50), new TGCVector3(0, -10, 0));
            slideFactorModifier       = AddFloat("SlideFactor", 1f, 2f, 1.3f);

            UserVars.addVar("Movement");
        }
        public override void Init()
        {
            //Crear piso
            var pisoTexture = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\tierra.jpg");

            piso = new TgcPlane(new TGCVector3(-500, -60, -500), new TGCVector3(1000, 0, 1000), TgcPlane.Orientations.XZplane, pisoTexture);

            //Cargar obstaculos y posicionarlos. Los obstáculos se crean con TgcBox en lugar de cargar un modelo.
            obstaculos = new List <TGCBox>();
            TGCBox obstaculo;

            //Obstaculo 1
            obstaculo = TGCBox.fromSize(new TGCVector3(-100, 0, 0), new TGCVector3(80, 150, 80), TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\baldosaFacultad.jpg"));
            //No es recomendado utilizar autotransform en casos mas complicados, se pierde el control.
            obstaculo.AutoTransform = true;
            obstaculos.Add(obstaculo);

            //Obstaculo 2
            obstaculo = TGCBox.fromSize(new TGCVector3(50, 0, 200), new TGCVector3(80, 300, 80), TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\madera.jpg"));
            //No es recomendado utilizar autotransform en casos mas complicados, se pierde el control.
            obstaculo.AutoTransform = true;
            obstaculos.Add(obstaculo);

            //Obstaculo 3
            obstaculo = TGCBox.fromSize(new TGCVector3(300, 0, 100), new TGCVector3(80, 100, 150), TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Texturas\\granito.jpg"));
            //No es recomendado utilizar autotransform en casos mas complicados, se pierde el control.
            obstaculo.AutoTransform = true;
            obstaculos.Add(obstaculo);

            //Cargar personaje con animaciones
            var skeletalLoader = new TgcSkeletalLoader();

            personaje =
                skeletalLoader.loadMeshAndAnimationsFromFile(
                    MediaDir + "SkeletalAnimations\\Robot\\Robot-TgcSkeletalMesh.xml",
                    MediaDir + "SkeletalAnimations\\Robot\\",
                    new[]
            {
                MediaDir + "SkeletalAnimations\\Robot\\Caminando-TgcSkeletalAnim.xml",
                MediaDir + "SkeletalAnimations\\Robot\\Parado-TgcSkeletalAnim.xml"
            });

            //Le cambiamos la textura para diferenciarlo un poco
            personaje.changeDiffuseMaps(new[]
            {
                TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "SkeletalAnimations\\Robot\\Textures\\uvwGreen.jpg")
            });

            //Configurar animacion inicial
            personaje.playAnimation("Parado", true);
            //No es recomendado utilizar autotransform en casos mas complicados, se pierde el control.
            personaje.AutoTransform = true;

            //Escalarlo porque es muy grande
            personaje.Position = new TGCVector3(0, -45, 0);
            personaje.Scale    = new TGCVector3(0.75f, 0.75f, 0.75f);
            //Rotarlo 180° porque esta mirando para el otro lado
            personaje.RotateY(Geometry.DegreeToRadian(180f));

            //Configurar camara en Tercer Persona
            camaraInterna = new TgcThirdPersonCamera(personaje.Position, 200, -300);
            Camara        = camaraInterna;

            //Modifier para ver BoundingBox
            showBoundingBoxModifier = AddBoolean("showBoundingBox", "Bouding Box", false);
            activateSlidingModifier = AddBoolean("activateSliding", "Activate Sliding", false);

            //Modifiers para desplazamiento del personaje
            velocidadCaminarModifier  = AddFloat("VelocidadCaminar", 1f, 400f, 250f);
            velocidadRotacionModifier = AddFloat("VelocidadRotacion", 1f, 360f, 120f);
        }