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); }
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); }
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); }
/// <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); }
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); }
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; }
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); }
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; }
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; }
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; }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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(); }
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); }
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); }