public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;


            //Cargar textura de CubeMap para Environment Map
            cubeMap = TextureLoader.FromCubeFile(d3dDevice, GuiController.Instance.ExamplesMediaDir + "Shaders\\CubeMap.dds");


            //Crear 3 paredes y un piso con textura comun y textura de normalMap
            TgcTexture diffuseMap = TgcTexture.createTexture(GuiController.Instance.ExamplesMediaDir + "Shaders\\BumpMapping_DiffuseMap.jpg");
            TgcTexture normalMap  = TgcTexture.createTexture(GuiController.Instance.ExamplesMediaDir + "Shaders\\BumpMapping_NormalMap.jpg");

            TgcTexture[] normalMapArray = new TgcTexture[] { normalMap };

            TgcBox paredSur   = TgcBox.fromExtremes(new Vector3(-200, 0, -210), new Vector3(200, 100, -200), diffuseMap);
            TgcBox paredOeste = TgcBox.fromExtremes(new Vector3(-210, 0, -200), new Vector3(-200, 100, 200), diffuseMap);
            TgcBox paredEste  = TgcBox.fromExtremes(new Vector3(200, 0, -200), new Vector3(210, 100, 200), diffuseMap);
            TgcBox piso       = TgcBox.fromExtremes(new Vector3(-200, -1, -200), new Vector3(200, 0, 200), diffuseMap);

            //Convertir TgcBox a TgcMesh
            TgcMesh m1 = paredSur.toMesh("paredSur");
            TgcMesh m2 = paredOeste.toMesh("paredOeste");
            TgcMesh m3 = paredEste.toMesh("paredEste");
            TgcMesh m4 = piso.toMesh("piso");

            //Convertir TgcMesh a TgcMeshBumpMapping (se usa solo por conveniencia, pero el NormalMap de TgcMeshBumpMapping es innecesario para este ejemplo)
            meshes = new List <TgcMeshBumpMapping>();
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m1, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m2, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m3, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m4, normalMapArray));


            //Borrar TgcMesh y TgcBox, ya no se usan
            paredSur.dispose();
            paredOeste.dispose();
            paredEste.dispose();
            piso.dispose();
            m1.dispose();
            m2.dispose();
            m3.dispose();
            m4.dispose();



            //Camara en 1ra persona
            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(0, 50, 100), new Vector3(0, 50, -1));

            //Cargar Shader de DynamicLights
            effect           = TgcShaders.loadEffect(GuiController.Instance.ExamplesMediaDir + "Shaders\\EnvironmentMap.fx");
            effect.Technique = "SimpleEnvironmentMapTechnique";

            //Cargar shader en meshes
            foreach (TgcMeshBumpMapping m in meshes)
            {
                m.Effect    = effect;
                m.Technique = "SimpleEnvironmentMapTechnique";
            }

            //Mesh para la luz
            lightMesh = TgcBox.fromSize(new Vector3(10, 10, 10), Color.Red);
            GuiController.Instance.Modifiers.addFloat("reflection", 0, 1, 0.35f);
            GuiController.Instance.Modifiers.addVertex3f("lightPos", new Vector3(-200, 0, -200), new Vector3(200, 100, 200), new Vector3(0, 80, 0));
            GuiController.Instance.Modifiers.addColor("lightColor", Color.White);
            GuiController.Instance.Modifiers.addFloat("lightIntensity", 0, 150, 20);
            GuiController.Instance.Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.3f);
            GuiController.Instance.Modifiers.addFloat("specularEx", 0, 20, 9f);


            GuiController.Instance.Modifiers.addColor("mEmissive", Color.Black);
            GuiController.Instance.Modifiers.addColor("mAmbient", Color.White);
            GuiController.Instance.Modifiers.addColor("mDiffuse", Color.White);
            GuiController.Instance.Modifiers.addColor("mSpecular", Color.White);
        }
Example #2
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;


            //Cargar textura de CubeMap para Environment Map, fijo para todos los meshes
            cubeMap = TextureLoader.FromCubeFile(d3dDevice, GuiController.Instance.ExamplesMediaDir + "Shaders\\CubeMap.dds");

            //Cargar Shader personalizado de EnvironmentMap
            effect = TgcShaders.loadEffect(GuiController.Instance.ExamplesMediaDir + "Shaders\\EnvironmentMap_Integrador2.fx");


            //Cargar escenario, pero inicialmente solo hacemos el parser, para separar los objetos que son solo luces y no meshes
            string         scenePath = GuiController.Instance.ExamplesDir + "Lights\\NormalMapRoom\\NormalMapRoom-TgcScene.xml";
            string         mediaPath = GuiController.Instance.ExamplesDir + "Lights\\NormalMapRoom\\";
            TgcSceneParser parser    = new TgcSceneParser();
            TgcSceneData   sceneData = parser.parseSceneFromString(File.ReadAllText(scenePath));

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

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

                //Es una luz, no cargar mesh, solo importan sus datos
                if (meshData.layerName == "Lights")
                {
                    //Guardar datos de luz
                    LightData light = new LightData();
                    light.color = Color.FromArgb((int)meshData.color[0], (int)meshData.color[1], (int)meshData.color[2]);
                    light.aabb  = new TgcBoundingBox(TgcParserUtils.float3ArrayToVector3(meshData.pMin), TgcParserUtils.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
            TgcSceneLoader loader = new TgcSceneLoader();
            TgcScene       scene  = loader.loadScene(sceneData, mediaPath);

            //Separar meshes con bumpMapping de los comunes
            List <TgcMeshBumpMapping> bumpMeshes = new List <TgcMeshBumpMapping>();

            commonMeshes = new List <TgcMesh>();
            foreach (TgcMesh mesh in scene.Meshes)
            {
                //Mesh con BumpMapping
                if (mesh.Layer == "BumpMap")
                {
                    //Por convencion de este ejemplo el NormalMap se llama igual que el DiffuseMap (y cada mesh tiene una sola)
                    string   path  = mesh.DiffuseMaps[0].FilePath;
                    string[] split = path.Split('.');
                    path = split[0] + "_NormalMap.png";

                    //Convertir TgcMesh a TgcMeshBumpMapping
                    TgcTexture         normalMap      = TgcTexture.createTexture(path);
                    TgcTexture[]       normalMapArray = new TgcTexture[] { normalMap };
                    TgcMeshBumpMapping bumpMesh       = TgcMeshBumpMapping.fromTgcMesh(mesh, normalMapArray);
                    bumpMesh.Effect    = effect;
                    bumpMesh.Technique = "ThreeLightsTechnique";
                    bumpMeshes.Add(bumpMesh);

                    //Liberar original
                    mesh.dispose();
                }
                //Mesh normal
                else
                {
                    commonMeshes.Add(mesh);
                }
            }


            //Pre-calculamos las 3 luces mas cercanas de cada mesh
            meshesWithLight = new List <MeshLightData>();
            foreach (TgcMeshBumpMapping mesh in bumpMeshes)
            {
                MeshLightData meshData = new MeshLightData();
                meshData.mesh = mesh;
                Vector3 meshCeter = mesh.BoundingBox.calculateBoxCenter();
                meshData.lights[0] = getClosestLight(meshCeter, null, null);
                meshData.lights[1] = getClosestLight(meshCeter, meshData.lights[0], null);
                meshData.lights[2] = getClosestLight(meshCeter, meshData.lights[0], meshData.lights[1]);
                meshesWithLight.Add(meshData);
            }



            //Camara en 1ra persona
            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(0, 50, 100), new Vector3(0, 50, -1));



            //Modifiers
            GuiController.Instance.Modifiers.addBoolean("lightEnable", "lightEnable", true);
            GuiController.Instance.Modifiers.addFloat("reflection", 0, 1, 0.2f);
            GuiController.Instance.Modifiers.addFloat("bumpiness", 0, 2, 1f);
            GuiController.Instance.Modifiers.addFloat("lightIntensity", 0, 150, 20);
            GuiController.Instance.Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.3f);
            GuiController.Instance.Modifiers.addFloat("specularEx", 0, 20, 9f);

            GuiController.Instance.Modifiers.addColor("mEmissive", Color.Black);
            GuiController.Instance.Modifiers.addColor("mAmbient", Color.White);
            GuiController.Instance.Modifiers.addColor("mDiffuse", Color.White);
            GuiController.Instance.Modifiers.addColor("mSpecular", Color.White);
        }
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;


            //DEBUG: para probar codigo que genera un NormalMap automaticamente. Queda bastante peor que el NormalMap que ya viene hecho
            //createNormalMap(GuiController.Instance.ExamplesMediaDir + "Shaders\\BumpMapping_DiffuseMap.jpg", GuiController.Instance.ExamplesMediaDir + "Shaders\\NormalMap_Prueba.jpg");
            //TgcTexture normalMap = TgcTexture.createTexture(GuiController.Instance.ExamplesMediaDir + "Shaders\\NormalMap_Prueba2.jpg");



            //Crear 3 paredes y un piso con textura comun y textura de normalMap
            TgcTexture diffuseMap = TgcTexture.createTexture(GuiController.Instance.ExamplesMediaDir + "Shaders\\BumpMapping_DiffuseMap.jpg");
            TgcTexture normalMap  = TgcTexture.createTexture(GuiController.Instance.ExamplesMediaDir + "Shaders\\BumpMapping_NormalMap.jpg");

            TgcTexture[] normalMapArray = new TgcTexture[] { normalMap };

            TgcBox paredSur   = TgcBox.fromExtremes(new Vector3(-200, 0, -210), new Vector3(200, 100, -200), diffuseMap);
            TgcBox paredOeste = TgcBox.fromExtremes(new Vector3(-210, 0, -200), new Vector3(-200, 100, 200), diffuseMap);
            TgcBox paredEste  = TgcBox.fromExtremes(new Vector3(200, 0, -200), new Vector3(210, 100, 200), diffuseMap);
            TgcBox piso       = TgcBox.fromExtremes(new Vector3(-200, -1, -200), new Vector3(200, 0, 200), diffuseMap);

            //Convertir TgcBox a TgcMesh
            TgcMesh m1 = paredSur.toMesh("paredSur");
            TgcMesh m2 = paredOeste.toMesh("paredOeste");
            TgcMesh m3 = paredEste.toMesh("paredEste");
            TgcMesh m4 = piso.toMesh("piso");

            //Convertir TgcMesh a TgcMeshBumpMapping
            meshes = new List <TgcMeshBumpMapping>();
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m1, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m2, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m3, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m4, normalMapArray));


            //Borrar TgcMesh y TgcBox, ya no se usan
            paredSur.dispose();
            paredOeste.dispose();
            paredEste.dispose();
            piso.dispose();
            m1.dispose();
            m2.dispose();
            m3.dispose();
            m4.dispose();


            //Crear flechas de debug
            tangents  = new List <TgcArrow>();
            normals   = new List <TgcArrow>();
            binormals = new List <TgcArrow>();
            foreach (TgcMeshBumpMapping mesh in meshes)
            {
                loadDebugArrows(mesh);
            }



            //Camara en 1ra persona
            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(0, 50, 100), new Vector3(0, 50, -1));

            //Cargar Shader de personalizado de BumpMapping. Solo soporta meshes de tipo DiffuseMap
            effect = TgcShaders.loadEffect(GuiController.Instance.ExamplesMediaDir + "Shaders\\BumpMapping.fx");

            //Cargar shader en meshes
            foreach (TgcMeshBumpMapping m in meshes)
            {
                m.Effect    = effect;
                m.Technique = "BumpMappingTechnique";
            }

            //Mesh para la luz
            lightMesh = TgcBox.fromSize(new Vector3(10, 10, 10), Color.Red);
            GuiController.Instance.Modifiers.addFloat("bumpiness", 0, 1, 1f);
            GuiController.Instance.Modifiers.addVertex3f("lightPos", new Vector3(-200, 0, -200), new Vector3(200, 100, 200), new Vector3(0, 80, 0));
            GuiController.Instance.Modifiers.addColor("lightColor", Color.White);
            GuiController.Instance.Modifiers.addFloat("lightIntensity", 0, 150, 20);
            GuiController.Instance.Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.3f);
            GuiController.Instance.Modifiers.addFloat("specularEx", 0, 20, 9f);
            GuiController.Instance.Modifiers.addBoolean("showNormals", "showNormals", false);
            GuiController.Instance.Modifiers.addBoolean("showTangents", "showTangents", false);
            GuiController.Instance.Modifiers.addBoolean("showBinormals", "showBinormals", false);


            GuiController.Instance.Modifiers.addColor("mEmissive", Color.Black);
            GuiController.Instance.Modifiers.addColor("mAmbient", Color.White);
            GuiController.Instance.Modifiers.addColor("mDiffuse", Color.White);
            GuiController.Instance.Modifiers.addColor("mSpecular", Color.White);
        }