Example #1
0
 public bool isReadyForSubMesh(SubMesh subMesh, string[] defines, ShadowGenerator shadowGenerator, bool useInstances)
 {
     return(EventHorizonBlazorInterop.Func <bool>(
                new object[]
     {
         new string[] { this.___guid, "isReadyForSubMesh" }, subMesh, defines, shadowGenerator, useInstances
     }
                ));
 }
Example #2
0
 public async ValueTask <Effect> getEffect(SubMesh subMesh, ShadowGenerator shadowGenerator)
 {
     return(await EventHorizonBlazorInterop.FuncClass <Effect>(
                entity => new Effect()
     {
         ___guid = entity.___guid
     },
                new object[]
     {
         new string[] { this.___guid, "getEffect" }, subMesh, shadowGenerator
     }
                ));
 }
Example #3
0
        private void Scene15()
        {
            var scene  = new BABYLON.Scene(engine);
            var light  = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(0, -0.5, -1.0), scene);
            var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, new BABYLON.Vector3(0, 30, 0), scene);

            camera.setPosition(new BABYLON.Vector3(20, 70, 120));
            light.position = new BABYLON.Vector3(20, 150, 70);
            camera.minZ    = 10.0;

            scene.ambientColor = new BABYLON.Color3(0.3, 0.3, 0.3);

            // Ground
            var ground         = BABYLON.Mesh.CreateGround("ground", 1000, 1000, 1, scene, false);
            var groundMaterial = new BABYLON.StandardMaterial("ground", scene);

            groundMaterial.diffuseColor  = new BABYLON.Color3(0.2, 0.2, 0.2);
            groundMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
            ground.material       = groundMaterial;
            ground.receiveShadows = true;

            // Shadows
            var shadowGenerator = new BABYLON.ShadowGenerator(new BABYLON.Size()
            {
                width = 1024, height = 1024
            }, light);

            // Meshes
            // Dude
            BABYLON.SceneLoader.ImportMesh(new Array <string>("him"), "", "Dude.babylon", scene, (newMeshes2, particleSystems2, skeletons2) =>
            {
                this.scene = scene;
                this.scene.activeCamera.attachControl(this.canvas);

                var dude = newMeshes2[0];

                for (var index = 0; index < newMeshes2.Length; index++)
                {
                    shadowGenerator.getShadowMap().renderList.Add(newMeshes2[index]);
                }

                dude.rotation.y = Math.PI;
                dude.position   = new BABYLON.Vector3(0, 0, -80);

                scene.beginAnimation(skeletons2[0], 0, 100, true, 1.0);
            });
        }
Example #4
0
        private void Scene12()
        {
            this.scene = new BABYLON.Scene(engine);
            var camera = new BABYLON.ArcRotateCamera("Camera", 0, 0, 10, BABYLON.Vector3.Zero(), scene);
            var light  = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(0, -1, -0.2), scene);
            var light2 = new BABYLON.DirectionalLight("dir02", new BABYLON.Vector3(-1, -2, -1), scene);

            light.position  = new BABYLON.Vector3(0, 30, 0);
            light2.position = new BABYLON.Vector3(10, 20, 10);

            light.intensity  = 0.6;
            light2.intensity = 0.6;

            camera.setPosition(new BABYLON.Vector3(-20, 20, 0));

            // Skybox
            var skybox         = BABYLON.Mesh.CreateBox("skyBox", 1000.0, scene);
            var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", scene);

            skyboxMaterial.backFaceCulling   = false;
            skyboxMaterial.reflectionTexture = new BABYLON.CubeTexture("skybox", scene);
            skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
            skyboxMaterial.diffuseColor  = new BABYLON.Color3(0, 0, 0);
            skyboxMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
            skybox.material = skyboxMaterial;

            // Ground
            var ground         = BABYLON.Mesh.CreateGround("ground", 1000, 1000, 1, scene, false);
            var groundMaterial = new BABYLON.StandardMaterial("ground", scene);

            BABYLON.Texture diffuseTexture = null;
            if (engine.getCaps().s3tc != null)
            {
                diffuseTexture = new BABYLON.Texture("grass.dds", scene);
            }
            else
            {
                diffuseTexture = new BABYLON.Texture("grass.jpg", scene);
            }
            diffuseTexture.uScale         = 60;
            diffuseTexture.vScale         = 60;
            groundMaterial.diffuseTexture = diffuseTexture;
            groundMaterial.specularColor  = new BABYLON.Color3(0, 0, 0);
            ground.position.y             = -2.05;
            ground.material = groundMaterial;

            // Torus
            var torus = BABYLON.Mesh.CreateTorus("torus", 8, 2, 32, scene, false);

            torus.position.y = 6.0;
            var torus2 = BABYLON.Mesh.CreateTorus("torus2", 4, 1, 32, scene, false);

            torus2.position.y = 6.0;

            var torusMaterial = new BABYLON.StandardMaterial("torus", scene);

            torusMaterial.diffuseColor  = new BABYLON.Color3(0.5, 0.5, 0.5);
            torusMaterial.specularColor = new BABYLON.Color3(0.5, 0.5, 0.5);
            torus.material  = torusMaterial;
            torus2.material = torusMaterial;

            // Shadows
            var shadowGenerator = new BABYLON.ShadowGenerator(new BABYLON.Size()
            {
                width = 512, height = 512
            }, light);

            shadowGenerator.getShadowMap().renderList.Add(torus);
            shadowGenerator.getShadowMap().renderList.Add(torus2);
            shadowGenerator.usePoissonSampling = true;

            var shadowGenerator2 = new BABYLON.ShadowGenerator(new BABYLON.Size()
            {
                width = 512, height = 512
            }, light2);

            shadowGenerator2.getShadowMap().renderList.Add(torus);
            shadowGenerator2.getShadowMap().renderList.Add(torus2);
            shadowGenerator2.useVarianceShadowMap = true;

            ground.receiveShadows = true;

            System.Action beforeRenderFunction = () =>
            {
                // Camera
                if (camera.beta < 0.1)
                {
                    camera.beta = 0.1;
                }
                else if (camera.beta > (Math.PI / 2) * 0.99)
                {
                    camera.beta = (Math.PI / 2) * 0.99;
                }

                if (camera.radius > 150)
                {
                    camera.radius = 150;
                }

                if (camera.radius < 5)
                {
                    camera.radius = 5;
                }
            };

            scene.registerBeforeRender(beforeRenderFunction);

            // Animations
            scene.registerBeforeRender(() =>
            {
                torus.rotation.x  += 0.01;
                torus.rotation.z  += 0.02;
                torus2.rotation.x += 0.02;
                torus2.rotation.y += 0.01;
            });

            this.scene.activeCamera.attachControl(this.canvas);
        }