Example #1
0
        /// <summary>
        /// Looks up shortcut references to our effect parameters.
        /// </summary>
        void CacheEffectParameters(EnvironmentMapEffect cloneSource)
        {
            textureParam                = Parameters["Texture"];
            environmentMapParam         = Parameters["EnvironmentMap"];
            environmentMapAmountParam   = Parameters["EnvironmentMapAmount"];
            environmentMapSpecularParam = Parameters["EnvironmentMapSpecular"];
            fresnelFactorParam          = Parameters["FresnelFactor"];
            diffuseColorParam           = Parameters["DiffuseColor"];
            emissiveColorParam          = Parameters["EmissiveColor"];
            eyePositionParam            = Parameters["EyePosition"];
            fogColorParam               = Parameters["FogColor"];
            fogVectorParam              = Parameters["FogVector"];
            worldParam = Parameters["World"];
            worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
            worldViewProjParam         = Parameters["WorldViewProj"];

            light0 = new DirectionalLight(Parameters["DirLight0Direction"],
                                          Parameters["DirLight0DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light0 : null);

            light1 = new DirectionalLight(Parameters["DirLight1Direction"],
                                          Parameters["DirLight1DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light1 : null);

            light2 = new DirectionalLight(Parameters["DirLight2Direction"],
                                          Parameters["DirLight2DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light2 : null);
        }
 /// <summary>
 /// Initializes this instance.
 /// </summary>
 /// <param name="ginfo"></param>
 /// <param name="factory"></param>
 /// <param name="obj"></param>
 public override void Initialize(GraphicInfo ginfo, GraphicFactory factory, IObject obj)
 {
     effect = factory.GetEnvironmentMapEffect();
     if(enableLightining)
         effect.EnableDefaultLighting();
     effect.EnvironmentMapAmount = amountDiffuse;    
     base.Initialize(ginfo,factory,obj);            
 }
        private static void ApplyMaterial(EnvironmentMapEffect effect, Material material)
        {
            effect.DiffuseColor = material.DiffuseColor;
            effect.EmissiveColor = material.EmissiveColor;

            if (material.Texture.IsNotNull() && effect.Texture.IsNull())
                effect.Texture = material.Texture;
        }
Example #4
0
 protected EnvironmentMapEffect(EnvironmentMapEffect cloneSource)
     : base((Effect)cloneSource)
 {
     this.CacheEffectParameters(cloneSource);
     this.fogEnabled        = cloneSource.fogEnabled;
     this.fresnelEnabled    = cloneSource.fresnelEnabled;
     this.specularEnabled   = cloneSource.specularEnabled;
     this.world             = cloneSource.world;
     this.view              = cloneSource.view;
     this.projection        = cloneSource.projection;
     this.diffuseColor      = cloneSource.diffuseColor;
     this.emissiveColor     = cloneSource.emissiveColor;
     this.ambientLightColor = cloneSource.ambientLightColor;
     this.alpha             = cloneSource.alpha;
     this.fogStart          = cloneSource.fogStart;
     this.fogEnd            = cloneSource.fogEnd;
 }
Example #5
0
 private void CacheEffectParameters(EnvironmentMapEffect cloneSource)
 {
     this.textureParam                = this.Parameters["Texture"];
     this.environmentMapParam         = this.Parameters["EnvironmentMap"];
     this.environmentMapAmountParam   = this.Parameters["EnvironmentMapAmount"];
     this.environmentMapSpecularParam = this.Parameters["EnvironmentMapSpecular"];
     this.fresnelFactorParam          = this.Parameters["FresnelFactor"];
     this.diffuseColorParam           = this.Parameters["DiffuseColor"];
     this.emissiveColorParam          = this.Parameters["EmissiveColor"];
     this.eyePositionParam            = this.Parameters["EyePosition"];
     this.fogColorParam               = this.Parameters["FogColor"];
     this.fogVectorParam              = this.Parameters["FogVector"];
     this.worldParam = this.Parameters["World"];
     this.worldInverseTransposeParam = this.Parameters["WorldInverseTranspose"];
     this.worldViewProjParam         = this.Parameters["WorldViewProj"];
     this.light0 = new DirectionalLight(this.Parameters["DirLight0Direction"], this.Parameters["DirLight0DiffuseColor"], (EffectParameter)null, cloneSource != null ? cloneSource.light0 : (DirectionalLight)null);
     this.light1 = new DirectionalLight(this.Parameters["DirLight1Direction"], this.Parameters["DirLight1DiffuseColor"], (EffectParameter)null, cloneSource != null ? cloneSource.light1 : (DirectionalLight)null);
     this.light2 = new DirectionalLight(this.Parameters["DirLight2Direction"], this.Parameters["DirLight2DiffuseColor"], (EffectParameter)null, cloneSource != null ? cloneSource.light2 : (DirectionalLight)null);
 }
Example #6
0
        /// <summary>
        /// Creates a new EnvironmentMapEffect by cloning parameter settings from an existing instance.
        /// </summary>
        protected EnvironmentMapEffect(EnvironmentMapEffect cloneSource)
            : base(cloneSource)
        {
            CacheEffectParameters(cloneSource);

            fogEnabled      = cloneSource.fogEnabled;
            fresnelEnabled  = cloneSource.fresnelEnabled;
            specularEnabled = cloneSource.specularEnabled;

            world      = cloneSource.world;
            view       = cloneSource.view;
            projection = cloneSource.projection;

            diffuseColor      = cloneSource.diffuseColor;
            emissiveColor     = cloneSource.emissiveColor;
            ambientLightColor = cloneSource.ambientLightColor;

            alpha = cloneSource.alpha;

            fogStart = cloneSource.fogStart;
            fogEnd   = cloneSource.fogEnd;
        }
        public override void LoadContent()
        {
            base.LoadContent();

            // To hacked for now
            if (!_environmentTextureLoaded && _environmentTextureNames != null)
            {
                // Detect the texture size if it doesn't specified
                if (_environmentTextureSize == 0)
                {
                    Texture2D firstTexture = YnG.Content.Load<Texture2D>(_environmentTextureNames[0]);
                    _environmentTextureSize = Math.Min(firstTexture.Width, firstTexture.Height);
                }

                // Create the environment texture
                _environmentTexture = new TextureCube(YnG.GraphicsDevice, _environmentTextureSize, _enableTextureMipmap, SurfaceFormat.Color);

                Texture2D texture = null;   // Temp texture
                Color[] textureData;        // Temp textureData array
                string[] tempTextureNames = new string[6];

                // If the texture array has not a size of 6, we replace empty texture by the latest
                int nbTextures = _environmentTextureNames.Length;

                for (int i = 0; i < 6; i++)
                {
                    if (i < nbTextures) // Texture
                        tempTextureNames[i] = _environmentTextureNames[i];
                    else // Copied texture
                        tempTextureNames[i] = _environmentTextureNames[nbTextures - 1];

                    // Load the texture and add it to the TextureCube
                    texture = YnG.Content.Load<Texture2D>(tempTextureNames[i]);
                    textureData = new Color[texture.Width * texture.Height];
                    texture.GetData<Color>(textureData);
                    _environmentTexture.SetData<Color>((CubeMapFace)i, textureData);
                }
                
                // Update the texture names array
                _environmentTextureNames = tempTextureNames;
                _environmentTextureLoaded = true;

                // If the first texture is null we create a dummy texture with the same size of environment texture
                if (_texture == null)
                {
                    _texture = YnGraphics.CreateTexture(Color.White, _environmentTextureSize, _environmentTextureSize);
                    _textureLoaded = true;
                }
            }

            if (!_effectLoaded)
            {
                _effect = new EnvironmentMapEffect(YnG.GraphicsDevice);
				_effectLoaded = true;
            }
        }
Example #8
0
 private void CacheEffectParameters(EnvironmentMapEffect cloneSource)
 {
   this.textureParam = this.Parameters["Texture"];
   this.environmentMapParam = this.Parameters["EnvironmentMap"];
   this.environmentMapAmountParam = this.Parameters["EnvironmentMapAmount"];
   this.environmentMapSpecularParam = this.Parameters["EnvironmentMapSpecular"];
   this.fresnelFactorParam = this.Parameters["FresnelFactor"];
   this.diffuseColorParam = this.Parameters["DiffuseColor"];
   this.emissiveColorParam = this.Parameters["EmissiveColor"];
   this.eyePositionParam = this.Parameters["EyePosition"];
   this.fogColorParam = this.Parameters["FogColor"];
   this.fogVectorParam = this.Parameters["FogVector"];
   this.worldParam = this.Parameters["World"];
   this.worldInverseTransposeParam = this.Parameters["WorldInverseTranspose"];
   this.worldViewProjParam = this.Parameters["WorldViewProj"];
   this.light0 = new DirectionalLight(this.Parameters["DirLight0Direction"], this.Parameters["DirLight0DiffuseColor"], (EffectParameter) null, cloneSource != null ? cloneSource.light0 : (DirectionalLight) null);
   this.light1 = new DirectionalLight(this.Parameters["DirLight1Direction"], this.Parameters["DirLight1DiffuseColor"], (EffectParameter) null, cloneSource != null ? cloneSource.light1 : (DirectionalLight) null);
   this.light2 = new DirectionalLight(this.Parameters["DirLight2Direction"], this.Parameters["DirLight2DiffuseColor"], (EffectParameter) null, cloneSource != null ? cloneSource.light2 : (DirectionalLight) null);
 }
Example #9
0
 protected EnvironmentMapEffect(EnvironmentMapEffect cloneSource)
   : base((Effect) cloneSource)
 {
   this.CacheEffectParameters(cloneSource);
   this.fogEnabled = cloneSource.fogEnabled;
   this.fresnelEnabled = cloneSource.fresnelEnabled;
   this.specularEnabled = cloneSource.specularEnabled;
   this.world = cloneSource.world;
   this.view = cloneSource.view;
   this.projection = cloneSource.projection;
   this.diffuseColor = cloneSource.diffuseColor;
   this.emissiveColor = cloneSource.emissiveColor;
   this.ambientLightColor = cloneSource.ambientLightColor;
   this.alpha = cloneSource.alpha;
   this.fogStart = cloneSource.fogStart;
   this.fogEnd = cloneSource.fogEnd;
 }
        /// <summary>
        /// Prepare a BasicEffect for rendering
        /// </summary>
        /// <param name="effect"></param>
        protected void PrepareEffect(EnvironmentMapEffect effect)
        {
            // Apply the texture if we have one and it differs from the active texture
            if (effect.Texture != ObjectTexture && ObjectTexture != null) effect.Texture = ObjectTexture;

            // Set the color and alpha
            effect.DiffuseColor = ObjectColor.ToVector3();
            effect.EmissiveColor = EmissiveColor.ToVector3();
            effect.Alpha = (float)ObjectColor.A / 255.0f;

            // Set other effect properties
            // Do we have a valid texture?
            if (effect.Texture != null)
            {
                // Yes, so apply the other environment map properties as normal
                effect.EnvironmentMapAmount = EnvironmentMapAmount;
                effect.EnvironmentMapSpecular = EnvironmentMapSpecular.ToVector3();
                effect.FresnelFactor = FresnelFactor;
            }
            else
            {
                // No, so make the object completely reflective.
                // Any texture set by other objects will remain but will be entirely hidden by the environment map
                effect.EnvironmentMapAmount = 1.0f;
                effect.EnvironmentMapSpecular = Vector3.Zero;
                effect.FresnelFactor = 0.0f;
            }

            // Apply the transformation matrix
            effect.World = Transformation;

            // Now the effect is ready for the derived class to actually draw the object
        }
Example #11
0
        /// <summary>
        /// Looks up shortcut references to our effect parameters.
        /// </summary>
        void CacheEffectParameters(EnvironmentMapEffect cloneSource)
        {
            textureParam                = Parameters["Texture"];
            environmentMapParam         = Parameters["EnvironmentMap"];
            environmentMapAmountParam   = Parameters["EnvironmentMapAmount"];
            environmentMapSpecularParam = Parameters["EnvironmentMapSpecular"];
            fresnelFactorParam          = Parameters["FresnelFactor"];
            diffuseColorParam           = Parameters["DiffuseColor"];
            emissiveColorParam          = Parameters["EmissiveColor"];
            eyePositionParam            = Parameters["EyePosition"];
            fogColorParam               = Parameters["FogColor"];
            fogVectorParam              = Parameters["FogVector"];
            worldParam                  = Parameters["World"];
            worldInverseTransposeParam  = Parameters["WorldInverseTranspose"];
            worldViewProjParam          = Parameters["WorldViewProj"];

            light0 = new DirectionalLight(Parameters["DirLight0Direction"],
                                          Parameters["DirLight0DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light0 : null);

            light1 = new DirectionalLight(Parameters["DirLight1Direction"],
                                          Parameters["DirLight1DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light1 : null);

            light2 = new DirectionalLight(Parameters["DirLight2Direction"],
                                          Parameters["DirLight2DiffuseColor"],
                                          null,
                                          (cloneSource != null) ? cloneSource.light2 : null);
        }
Example #12
0
        /// <summary>
        /// Creates a new EnvironmentMapEffect by cloning parameter settings from an existing instance.
        /// </summary>
        protected EnvironmentMapEffect(EnvironmentMapEffect cloneSource)
            : base(cloneSource)
        {
            CacheEffectParameters(cloneSource);

            fogEnabled = cloneSource.fogEnabled;
            fresnelEnabled = cloneSource.fresnelEnabled;
            specularEnabled = cloneSource.specularEnabled;

            world = cloneSource.world;
            view = cloneSource.view;
            projection = cloneSource.projection;

            diffuseColor = cloneSource.diffuseColor;
            emissiveColor = cloneSource.emissiveColor;
            ambientLightColor = cloneSource.ambientLightColor;

            alpha = cloneSource.alpha;

            fogStart = cloneSource.fogStart;
            fogEnd = cloneSource.fogEnd;
        }
Example #13
0
        public override void Load()
        {
            base.Load();

            #if DEBUG
            Engine.Core.Graphics.Utils.BoundingSphereRenderer.InitializeGraphics(Scene.GraphicsDevice, Id);
            Engine.Core.Graphics.Utils.TrianglesRenderer.InitializeGraphics(Scene.GraphicsDevice, Triangles, Id);
            #endif

            _effect = new EnvironmentMapEffect(Scene.GraphicsDevice);
            _environment = Scene.Content.Load<TextureCube>(_environmentTextureAssetName);
        }
Example #14
0
        private DefaultShaderType DetermineEffect( bool createNewEffect, Effect effectToTest )
        {
            #region Determine precendence between effects
            float skinningPrecedence = mPrecedenceTable["SkinnedEffect"];
            float dualTexturePrecedence = mPrecedenceTable["DualTextureEffect"];
            float environmentMappingPrecedence = mPrecedenceTable["EnvironmentMapEffect"];
            float basicEffectPrecedence = mPrecedenceTable["BasicEffect"];
            #endregion

            #region Determining the possible types of Effect

            #region Check for key information for determining possible effect types
            Texture2D tex = Texture2;
            Matrix[] transforms = BoneTransforms;
#if !MONOGAME
            TextureCube cube = CubeMap;
#endif
            if (tex == null)
            {
                dualTexturePrecedence = float.MinValue;
            }

#if !MONOGAME
            if (cube == null)
            {
                environmentMappingPrecedence = float.MinValue;
            }
#endif

            if (transforms == null)
            {
                skinningPrecedence = float.MinValue;
            }
            #endregion
                

            // Three possible outcomes. If its a lower precedence than any
            // of it's competitors, it will lose out.
            // If it's greater than the others, it will win,
            // If it's equal to one another, well in technical terms, we guess.
            // ...
            // WELCOME TO IF STATEMENT HELL
#if !MONOGAME
            #region Skinning Shader determination... Don't look. Ever.
            //... I said don't look. Sigh
            if( skinningPrecedence >= environmentMappingPrecedence )
            {
                if( skinningPrecedence >= dualTexturePrecedence )
                {
                    if( skinningPrecedence > basicEffectPrecedence )
                    {
                        if( createNewEffect )
                        {
                            // Create a skinning shader
                            mSkinnedEffect = new SkinnedEffect( FlatRedBallServices.GraphicsDevice );
                            SetSkinningEffectParameters();
                        }

                        return DefaultShaderType.Skinned;
                    }
                }
            }
            #endregion

            #region Environment Mapping Determination
            if( environmentMappingPrecedence >= dualTexturePrecedence )
            {
                if( environmentMappingPrecedence >= basicEffectPrecedence )
                {
                    if( createNewEffect )
                    {
                        // Create Environment map
                        mEnvironmentMapEffect = new EnvironmentMapEffect(FlatRedBallServices.GraphicsDevice);
                        SetEnvironmentMapEffectParameters();
                    }
                    return DefaultShaderType.EnvironmentMapped;
                }
            }
            #endregion

            #region Dual Texture determination
            if( dualTexturePrecedence >= basicEffectPrecedence )
            {
                // Create Dual Texture
                if( createNewEffect )
                {
                    mDualTextureEffect = new DualTextureEffect( FlatRedBallServices.GraphicsDevice );
                    SetDualTextureEffectParameters();
                }
                return DefaultShaderType.DualTexture;
            }
            #endregion
#endif

            #region Basic Shader determination
             // Create a basic Shader
            if( createNewEffect )
            {
                mBasicEffect = new BasicEffect(FlatRedBallServices.GraphicsDevice);
                SetBasicEffectParameters();
            }

            return DefaultShaderType.Basic;

            #endregion
        #endregion
        }
Example #15
0
        public GenericEffect( Effect effectToAssimilate )
            :this()
        {
            /*
            DefaultShaderType type = DetermineEffect( false, effectToAssimilate );
            if( type == DefaultShaderType.Basic )
            {
                mBasicEffect = (BasicEffect)effectToAssimilate;
            }
            else if( type == DefaultShaderType.DualTexture )
            {
                mDualTextureEffect = (DualTextureEffect)effectToAssimilate;
            }
            else if( type == DefaultShaderType.EnvironmentMapped )
            {
                mEnvironmentMapEffect = (EnvironmentMapEffect)effectToAssimilate;
            }
            else if( type == DefaultShaderType.Skinned )
            {
                mSkinnedEffect = (SkinnedEffect)effectToAssimilate;
            }
            */
            if ( effectToAssimilate is BasicEffect )
            {
                mBasicEffect = effectToAssimilate as BasicEffect;
            }
            else if (effectToAssimilate is AlphaTestEffect)
            {
                mAlphaTestEffect = effectToAssimilate as AlphaTestEffect;
            }
#if !MONOGAME

            else if (effectToAssimilate is DualTextureEffect)
            {
                mDualTextureEffect = effectToAssimilate as DualTextureEffect;
            }
            else if (effectToAssimilate is EnvironmentMapEffect)
            {
                mEnvironmentMapEffect = effectToAssimilate as EnvironmentMapEffect;
            }
            else if (effectToAssimilate is SkinnedEffect)
            {
                mSkinnedEffect = effectToAssimilate as SkinnedEffect;
            }
#endif
        }
Example #16
0
        public GenericEffect( DefaultShaderType type )
            :this()
        {
            if( type != DefaultShaderType.Determine )
            {
                if( type == DefaultShaderType.Basic )
                {
                    mBasicEffect = new BasicEffect( FlatRedBallServices.GraphicsDevice );
                }

                else if (type == DefaultShaderType.AlphaTest)
                {
                    mAlphaTestEffect = new AlphaTestEffect(FlatRedBallServices.GraphicsDevice);
                }

                else if (type == DefaultShaderType.DualTexture)
                {
#if MONOGAME
                    throw new NotImplementedException();
#else
                    mDualTextureEffect = new DualTextureEffect(FlatRedBallServices.GraphicsDevice);
#endif
                }

                else if (type == DefaultShaderType.EnvironmentMapped)
                {
#if MONOGAME
                    throw new NotImplementedException();
#else
                    mEnvironmentMapEffect = new EnvironmentMapEffect(FlatRedBallServices.GraphicsDevice);
#endif
                }

                else if (type == DefaultShaderType.Skinned)
                {
#if MONOGAME
                    throw new NotImplementedException();
#else
                    mSkinnedEffect = new SkinnedEffect(FlatRedBallServices.GraphicsDevice);
#endif
                }
            }
        }