private async void OnMainWindow_Loaded(object sender, RoutedEventArgs e)
        {
            CtrlRenderPanel.RenderLoop.ClearColor = Color4.CornflowerBlue;

            // Build scene graph
            await CtrlRenderPanel.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create pallet geometry resource
                PalletType pType = new PalletType();
                pType.ContentColor = Color4.GreenColor;
                var resPalletGeometry = manipulator.AddResource<GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .RotateEulerAnglesTo(new Vector3(0f, 0f, 0f), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                    .ApplyAndRewind();
            });

            // Configure camera
            Camera3DBase camera = CtrlRenderPanel.Camera;
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        private async void OnMainWindow_Loaded(object sender, RoutedEventArgs e)
        {
            CtrlRenderPanel.RenderLoop.ClearColor = Color4.CornflowerBlue;

            // Build scene graph
            await CtrlRenderPanel.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.GreenColor;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, 0f, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            Camera3DBase camera = CtrlRenderPanel.Camera;

            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        private async void OnMainWindow_Loaded(object sender, RoutedEventArgs e)
        {
            CtrlRenderPanel.RenderLoop.ClearColor = Color4.CornflowerBlue;

            // Build scene graph
            await CtrlRenderPanel.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Define a BACKGROUND layer and configure layer IDs 
                //  => Ensures correct render order
                SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND");
                manipulator.SetLayerOrderID(bgLayer, 0);
                manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1);

                // Add the background texture painter to the BACKGROUND layer
                var resBackgroundTexture = manipulator.AddTexture(
                    new AssemblyResourceUriBuilder(
                        "SeeingSharp.Tutorials.Introduction04",
                        true,
                        "Assets/Textures/Background.png"));
                manipulator.Add(new TexturePainter(resBackgroundTexture), bgLayer.Name);

                // Create pallet geometry resource
                PalletType pType = new PalletType();
                pType.ContentColor = Color4.GreenColor;
                var resPalletGeometry = manipulator.AddResource<GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object and add it to the scene
                //  => The DEFAULT layer is used by default
                for (int loopX = 0; loopX < 11; loopX++)
                {
                    for (int loopY = 0; loopY < 11; loopY++)
                    {
                        GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                        palletObject.Color = Color4.GreenColor;
                        palletObject.Position = new Vector3(
                            -10f + loopX * 2f,
                            -10f + loopY * 2f,
                            0f);
                        palletObject.Tag1 = $"Pallet (X={loopX}, Y={loopY})";
                        palletObject.EnableShaderGeneratedBorder();
                        palletObject.BuildAnimationSequence()
                            .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                            .WaitFinished()
                            .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                            .WaitFinished()
                            .RotateEulerAnglesTo(new Vector3(0f, 0f, 0f), TimeSpan.FromSeconds(2.0))
                            .WaitFinished()
                            .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                            .ApplyAndRewind();
                    }
                }
            });

            // Configure camera
            Camera3DBase camera = CtrlRenderPanel.Camera;
            camera.Position = new Vector3(0f, 0f, -25f);
            camera.Target = new Vector3(0f, 0f, 0f);
            camera.UpdateCamera();
        }
Exemple #4
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        public async Task Render_Skybox()
        {
            await UnitTestHelper.InitializeWithGrahicsAsync();

            using (MemoryRenderTarget memRenderTarget = new MemoryRenderTarget(1024, 1024))
            {
                memRenderTarget.ClearColor = Color4.CornflowerBlue;

                // Get and configure the camera
                PerspectiveCamera3D camera = memRenderTarget.Camera as PerspectiveCamera3D;
                camera.Position = new Vector3(-3f, -3f, -7f);
                camera.Target   = new Vector3(0f, 0f, 0f);
                camera.UpdateCamera();

                // Define scene
                await memRenderTarget.Scene.ManipulateSceneAsync((manipulator) =>
                {
                    // Create pallet geometry resource
                    PalletType pType      = new PalletType();
                    pType.ContentColor    = Color4.Transparent;
                    var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                        () => new GeometryResource(pType));

                    // Create pallet object
                    GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                    palletObject.Color         = Color4.GreenColor;
                    palletObject.EnableShaderGeneratedBorder();
                    palletObject.BuildAnimationSequence()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                    .ApplyAndRewind();

                    var resSkyboxTexture = manipulator.AddTexture(new Uri("/SeeingSharp.Tests.Rendering;component/Ressources/Textures/Skybox.dds", UriKind.Relative));

                    // Create the skybox on a new layer
                    manipulator.AddLayer("Skybox");
                    SkyboxObject skyboxObject = new SkyboxObject(resSkyboxTexture);
                    manipulator.Add(skyboxObject, "Skybox");
                });

                // Take screenshot
                GDI.Bitmap screenshot = await memRenderTarget.RenderLoop.GetScreenshotGdiAsync();

                screenshot = await memRenderTarget.RenderLoop.GetScreenshotGdiAsync();

                //screenshot.DumpToDesktop("Blub.png");

                // Calculate and check difference
                bool isNearEqual = BitmapComparison.IsNearEqual(
                    screenshot, Properties.Resources.ReferenceImage_Skybox);
                Assert.True(isNearEqual, "Difference to reference image is to big!");
            }

            // Finishing checks
            Assert.True(GraphicsCore.Current.MainLoop.RegisteredRenderLoopCount == 0, "RenderLoops where not disposed correctly!");
        }
Exemple #5
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        private async void OnMainPage_Loaded(object sender, RoutedEventArgs e)
        {
            if (m_panelPainter != null)
            {
                return;
            }

            // Attach the painter to the target render panel
            m_panelPainter = new SeeingSharpPanelPainter(this.RenderTargetPanel);
            m_panelPainter.RenderLoop.ClearColor = Color4.CornflowerBlue;

            // Build scene graph
            await m_panelPainter.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Define a BACKGROUND layer and configure layer IDs
                //  => Ensures correct render order
                SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND");
                manipulator.SetLayerOrderID(bgLayer, 0);
                manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1);

                // Add the background texture painter to the BACKGROUND layer
                var resBackgroundTexture = manipulator.AddTexture(
                    new AssemblyResourceUriBuilder(
                        "SeeingSharp.Tutorials.Introduction03",
                        true,
                        "Assets/Textures/Background.png"));
                manipulator.Add(new FullscreenTextureObject(resBackgroundTexture), bgLayer.Name);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.GreenColor;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object and add it to the scene
                //  => The DEFAULT layer is used by default
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, 0f, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            Camera3DBase camera = m_panelPainter.Camera;

            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        /// <summary>
        /// Called when the control has to load itself.
        /// </summary>
        /// <param name="sender">The sender.</param>
        /// <param name="e">The <see cref="RoutedEventArgs"/> instance containing the event data.</param>
        private async void OnLoaded(object sender, RoutedEventArgs e)
        {
            // Return here if the scene is already initialized
            if (CtrlView3D.Scene.CountObjects > 0) { return; }

            // Configure camera
            Camera3DBase camera = CtrlView3D.Camera as Camera3DBase;
            camera.Position = new Vector3(4f, 4f, 4f);
            camera.Target = new Vector3(0f, 0f, 0f);
            camera.UpdateCamera();

            // Build default scene
            await CtrlView3D.Scene.ManipulateSceneAsync((manipulator) =>
            {
                SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND");
                manipulator.SetLayerOrderID(bgLayer, 0);
                manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1);

                // Define background object
                var resBackgroundTexture = manipulator.AddTexture(new Uri(
                    "/SeeingSharp.RKKinectLounge;component/Assets/Textures/Background.png",
                    UriKind.Relative));
                manipulator.Add(new TexturePainter(resBackgroundTexture), bgLayer.Name);

                // Define floor
                FloorType floorType = new FloorType(new Vector2(3f, 3f), 0.1f);
                floorType.SetTilemap(40, 40);
                floorType.DefaultFloorMaterial = manipulator.AddSimpleColoredMaterial(new Uri(
                    "/SeeingSharp.RKKinectLounge;component/Assets/Textures/Floor.png",
                    UriKind.Relative));
                var resGeometry = manipulator.AddResource<GeometryResource>(
                    () => new GeometryResource(floorType));
                GenericObject floorObject = manipulator.AddGeneric(resGeometry);
                floorObject.IsPickingTestVisible = false;

                // Create pallet geometry resource
                PalletType pType = new PalletType();
                pType.ContentColor = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource<GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                    .ApplyAndRewind();
            });
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        /// <returns></returns>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Build scene initially if we are on first load
            if (scene.CountObjects <= 0)
            {
                await scene.ManipulateSceneAsync((manipulator) =>
                {
                    // Create floor
                    SampleSceneBuilder.BuildStandardFloor(
                        manipulator, Scene.DEFAULT_LAYER_NAME);

                    // Create pallet geometry resource
                    PalletType pType      = new PalletType();
                    pType.ContentColor    = Color4.Transparent;
                    var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                        () => new GeometryResource(pType));

                    // Create pallet object
                    GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                    palletObject.Color         = Color4.GreenColor;
                    palletObject.EnableShaderGeneratedBorder();
                    palletObject.BuildAnimationSequence()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                    .WaitFinished()
                    .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                    .ApplyAndRewind();

                    var resSkyboxTexture = manipulator.AddTexture(
                        new AssemblyResourceLink(
                            typeof(SeeingSharpSampleResources),
                            "Textures.SkyBox.dds"));

                    // Create the skybox on a new layer
                    manipulator.AddLayer("Skybox");
                    SkyboxObject skyboxObject = new SkyboxObject(resSkyboxTexture);
                    manipulator.Add(skyboxObject, "Skybox");
                });

                // Configure camera
                camera.Position = new Vector3(5f, 3f, 5f);
                camera.Target   = new Vector3(0f, 2f, 0f);
                camera.UpdateCamera();
            }
        }
Exemple #8
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        private async Task OnStartupAsync_Fallback(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Define texture and material resource
                var resTexture = manipulator.AddTexture(
                    new AssemblyResourceLink(
                        typeof(SeeingSharpSampleResources),
                        "Textures.NoCaptureDevice.png"));
                var resMaterial = manipulator.AddSimpleColoredMaterial(resTexture);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentMaterial = resMaterial;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, 0f, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
Exemple #9
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        public async Task Render_SimpleObject_StackedGeometry()
        {
            await UnitTestHelper.InitializeWithGrahicsAsync();

            using (MemoryRenderTarget memRenderTarget = new MemoryRenderTarget(1024, 1024))
            {
                memRenderTarget.ClearColor = Color4.CornflowerBlue;

                // Get and configure the camera
                PerspectiveCamera3D camera = memRenderTarget.Camera as PerspectiveCamera3D;
                camera.Position = new Vector3(0f, 5f, -7f);
                camera.Target   = new Vector3(0f, 1f, 0f);
                camera.UpdateCamera();

                await memRenderTarget.AwaitRenderAsync();

                // Define scene
                await memRenderTarget.Scene.ManipulateSceneAsync((manipulator) =>
                {
                    PalletType palType            = new PalletType();
                    palType.ContentHeight         = 0f;
                    StackedObjectType stackedType = new StackedObjectType(palType, 10);

                    NamedOrGenericKey geoResource = manipulator.AddResource <GeometryResource>(
                        () => new GeometryResource(stackedType));

                    GenericObject newObject = manipulator.AddGeneric(geoResource);
                    newObject.RotationEuler = new Vector3(0f, EngineMath.RAD_90DEG / 2f, 0f);
                    newObject.Scaling       = new Vector3(2f, 2f, 2f);
                    newObject.TrySetInitialVisibility(memRenderTarget.RenderLoop.ViewInformation, true);
                });

                // Take screenshot
                GDI.Bitmap screenshot = await memRenderTarget.RenderLoop.GetScreenshotGdiAsync();

                //screenshot.DumpToDesktop("Blub.png");

                // Calculate and check difference
                bool isNearEqual = BitmapComparison.IsNearEqual(
                    screenshot, Properties.Resources.ReferenceImage_SimpleObject_StackedGeometry);
                Assert.True(isNearEqual, "Difference to reference image is to big!");
            }

            // Finishing checks
            Assert.True(GraphicsCore.Current.MainLoop.RegisteredRenderLoopCount == 0, "RenderLoops where not disposed correctly!");
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Define texture and material resource
                var resTexture = manipulator.AddTexture(
                    new AssemblyResourceLink(
                        typeof(SeeingSharpSampleResources),
                        "Textures.SimpleTexture.png"));
                var resMaterial = manipulator.AddSimpleColoredMaterial(resTexture);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentMaterial = resMaterial;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                CustomPalletObject palletObject = new CustomPalletObject(resPalletGeometry);
                palletObject.Color = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                manipulator.Add(palletObject);
            });

            // Configure camera
            camera.Position = new Vector3(0f, 4f, -4f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
Exemple #11
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        /// <summary>
        /// A method that starts the app view.
        /// </summary>
        public void Run()
        {
            RenderLoop   targetRenderLoop = m_mainWindowPainter.RenderLoop;
            Camera3DBase camera           = targetRenderLoop.Camera;

            // Configure camera
            camera.Position = new Vector3(-5f, -5f, -5f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();

            targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Position      = new Vector3();
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            }).FireAndForget();

            targetRenderLoop.SceneComponents.Add(
                new FreeMovingCameraComponent());

            m_mainWindow.Activate();
            m_mainWindow.Dispatcher.ProcessEvents(CoreProcessEventsOption.ProcessUntilQuit);
        }
Exemple #12
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        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Build scene initially if we are on first load
            if (scene.CountObjects <= 0)
            {
                await scene.ManipulateSceneAsync((manipulator) =>
                {
                    // Create pallet geometry resource
                    PalletType pType      = new PalletType();
                    pType.ContentColor    = Color4.Transparent;
                    var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                        () => new GeometryResource(pType));

                    // Create floor
                    SampleSceneBuilder.BuildStandardFloor(
                        manipulator, Scene.DEFAULT_LAYER_NAME);

                    // Build the wall object
                    AppendWallObjectToScene(manipulator, SIDE_LENGTH);

                    // Trigger building of the pallet stack
                    BuildPalletCubes(manipulator, new NamedOrGenericKey[] { resPalletGeometry }, SIDE_LENGTH);
                });

                // Configure camera
                camera.Position = new Vector3(30f, 30f, 30f);
                camera.Target   = new Vector3(0f, 10f, 0f);
                camera.UpdateCamera();
            }
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Define 2D overlay
            m_solidBrush = new SolidBrushResource(Color4.LightSteelBlue.ChangeAlphaTo(0.7f));
            m_textFormat = new TextFormatResource("Arial", 36);
            m_textBrush  = new SolidBrushResource(Color4.RedColor);
            Action <Graphics2D> draw2DAction = (graphics) =>
            {
                // 2D rendering is made here
                RectangleF d2dRectangle = new RectangleF(
                    10, 10,
                    graphics.ScreenSize.Width - 20,
                    graphics.ScreenSize.Height - 20);
                if (d2dRectangle.Width < 100)
                {
                    return;
                }
                if (d2dRectangle.Height < 100)
                {
                    return;
                }

                // Draw background rectangle
                graphics.FillRoundedRectangle(
                    d2dRectangle,
                    30, 30,
                    m_solidBrush);

                // Draw the text
                d2dRectangle.Inflate(-10, -10);
                d2dRectangle.Y = d2dRectangle.Y + 15f;
                graphics.DrawText("Hello Direct2D!", m_textFormat, d2dRectangle, m_textBrush);
            };

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Add the 2D layer to the scene
                manipulator.AddDrawingLayer(draw2DAction);

                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // 2D rendering is made here
            m_solidBrush = new SolidBrushResource(Color4.Gray);
            m_textFormat = new TextFormatResource("Arial", 36);
            m_textBrush  = new SolidBrushResource(Color4.RedColor);
            Custom2DDrawingLayer d2dDrawingLayer = new Custom2DDrawingLayer((graphics) =>
            {
                RectangleF d2dRectangle = new RectangleF(10, 10, 236, 236);
                graphics.Clear(Color4.LightBlue);
                graphics.FillRoundedRectangle(
                    d2dRectangle, 30, 30,
                    m_solidBrush);

                d2dRectangle.Inflate(-10, -10);
                graphics.DrawText("Hello Direct2D!", m_textFormat, d2dRectangle, m_textBrush);
            });

            // Build 3D scene
            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Define Direct2D texture resource
                var resD2DTexture = manipulator.AddResource <Direct2DTextureResource>(
                    () => new Direct2DTextureResource(d2dDrawingLayer, 256, 256));
                var resD2DMaterial = manipulator.AddSimpleColoredMaterial(resD2DTexture);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.PalletMaterial  = NamedOrGenericKey.Empty;
                pType.ContentMaterial = resD2DMaterial;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        private static void AppendPalletObjectsToScene(SceneManipulator manipulator)
        {
            Util.NamedOrGenericKey resPalletGeometry;
            Util.NamedOrGenericKey resPalletGeometryRed;
            Util.NamedOrGenericKey resPalletGeometryGreen;

            // Define pallet geometry
            PalletType palletType      = new PalletType();
            PalletType palletTypeRed   = new PalletType();
            PalletType palletTypeGreen = new PalletType();

            palletTypeRed.ContentColor   = Color4.DarkRed;
            palletTypeGreen.ContentColor = Color4.DarkOliveGreen;

            // Append pallet geometry to scene
            resPalletGeometry      = manipulator.AddGeometry(palletType);
            resPalletGeometryRed   = manipulator.AddGeometry(palletTypeRed);
            resPalletGeometryGreen = manipulator.AddGeometry(palletTypeGreen);

            //Append objects to the scene
            Vector3 relocVector = new Vector3(0.5f, 0f, 0);
            List <GenericObject> standardPallets    = new List <GenericObject>();
            List <GenericObject> transparentPallets = new List <GenericObject>();

            for (int loopX = 0; loopX < 20; loopX++)
            {
                float xPos = loopX * 1.2f;
                if (loopX >= 5)
                {
                    xPos += 1f;
                }

                //White pallets
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, 0f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, 1.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometry, relocVector + new Vector3(xPos, 0f, -1.5f)));

                //Red pallets
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 5.0f)));
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 6.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 8f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 0f, 9.5f)));

                //Red pallets
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 5.0f)));
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 6.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 8f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryRed, relocVector + new Vector3(xPos, 5f, 9.5f)));

                //Red pallets
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -5.0f)));
                standardPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -6.5f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -8f)));
                transparentPallets.Add(manipulator.AddGeneric(resPalletGeometryGreen, relocVector + new Vector3(xPos, 0f, -9.5f)));
            }

            standardPallets.ForEachInEnumeration((actPallet) =>
            {
                actPallet.BorderMultiplyer = 50f;
                actPallet.BorderPart       = 0.01f;
            });
            transparentPallets.ForEachInEnumeration((actPallet) =>
            {
                actPallet.BorderMultiplyer = 50f;
                actPallet.BorderPart       = 0.01f;
                actPallet.Opacity          = 0.5f;
            });
        }
Exemple #17
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        protected override async void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            // Attach the painter to the target render panel
            m_ctrlRenderControl.RenderLoop.ClearColor = Color4.CornflowerBlue;

            // Build scene graph
            await m_ctrlRenderControl.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Define a BACKGROUND layer and configure layer IDs
                //  => Ensures correct render order
                SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND");
                manipulator.SetLayerOrderID(bgLayer, 0);
                manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1);

                // Add the background texture painter to the BACKGROUND layer
                var resBackgroundTexture = manipulator.AddTexture(
                    new AssemblyResourceUriBuilder(
                        "SeeingSharp.Tutorials.Introduction04",
                        true,
                        "Assets/Textures/Background.png"));
                manipulator.Add(new FullscreenTextureObject(resBackgroundTexture), bgLayer.Name);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.GreenColor;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object and add it to the scene
                //  => The DEFAULT layer is used by default
                for (int loopX = 0; loopX < 11; loopX++)
                {
                    for (int loopY = 0; loopY < 11; loopY++)
                    {
                        GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                        palletObject.Color         = Color4.GreenColor;
                        palletObject.Position      = new Vector3(
                            -10f + loopX * 2f,
                            -10f + loopY * 2f,
                            0f);
                        palletObject.Tag1 = $"Pallet (X={loopX}, Y={loopY})";
                        palletObject.EnableShaderGeneratedBorder();
                        palletObject.BuildAnimationSequence()
                        .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                        .WaitFinished()
                        .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, EngineMath.RAD_45DEG), TimeSpan.FromSeconds(2.0))
                        .WaitFinished()
                        .RotateEulerAnglesTo(new Vector3(0f, 0f, 0f), TimeSpan.FromSeconds(2.0))
                        .WaitFinished()
                        .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                        .ApplyAndRewind();
                    }
                }
            });

            // Configure camera
            Camera3DBase camera = m_ctrlRenderControl.Camera;

            camera.Position = new Vector3(0f, 0f, -25f);
            camera.Target   = new Vector3(0f, 0f, 0f);
            camera.UpdateCamera();
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Define resources
            m_starBitmap = new StandardBitmapResource(
                new AssemblyResourceLink(
                    typeof(SeeingSharpSampleResources),
                    "Bitmaps.StarColored_128x128.png"));
            m_startBitmapShaded = new GaussianBlurEffectResource(m_starBitmap);
            m_startBitmapShaded.StandardDeviation = 4f;

            // Define 2D overlay
            Action <Graphics2D> draw2DAction = (graphics) =>
            {
                graphics.DrawBitmap(
                    m_starBitmap,
                    new Vector2(10f, 10f),
                    1f,
                    BitmapInterpolationMode.Linear);
                graphics.DrawImage(
                    m_startBitmapShaded,
                    new Vector2(150f, 10f));
            };

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Add the 2D layer to the scene
                manipulator.AddDrawingLayer(draw2DAction);

                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
Exemple #19
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        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Create all objects for animation
            List <Vector2> starLocations = new List <Vector2>();

            m_starBitmap = new StandardBitmapResource(
                new AssemblyResourceLink(
                    typeof(SeeingSharpSampleResources),
                    "Bitmaps.StarColored_128x128.png"));
            m_borderBrush = new SolidBrushResource(Color4.SteelBlue);
            Random starCreateRandomizer = new Random();

            // 2D rendering is made here
            Custom2DDrawingLayer d2dDrawingLayer = new Custom2DDrawingLayer((graphics) =>
            {
                // Draw background
                RectangleF d2dRectangle = new RectangleF(10, 10, 236, 236);
                graphics.Clear(Color4.LightBlue);

                // Dynamically create new stars
                if ((starLocations.Count < 50) &&
                    (starCreateRandomizer.Next(0, 100) <= 70))
                {
                    starLocations.Add(new Vector2(
                                          (float)starCreateRandomizer.Next(0, 256),
                                          -32f));
                }

                // Update and draw all stars
                for (int loopStar = 0; loopStar < starLocations.Count; loopStar++)
                {
                    Vector2 actLocation = starLocations[loopStar];
                    if (actLocation.Y > 270f)
                    {
                        starLocations.RemoveAt(loopStar);
                        loopStar--;
                        continue;
                    }

                    actLocation.Y           = actLocation.Y + 4f;
                    starLocations[loopStar] = actLocation;

                    graphics.DrawBitmap(
                        m_starBitmap,
                        new RectangleF(
                            actLocation.X - 16f, actLocation.Y - 16f,
                            32f, 32f),
                        0.6f,
                        BitmapInterpolationMode.Linear);
                }

                // Draw a simple border
                graphics.DrawRectangle(graphics.ScreenBounds, m_borderBrush, 2f);
            });

            // Build 3D scene
            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Define Direct2D texture resource
                var resD2DTexture = manipulator.AddResource <Direct2DTextureResource>(
                    () => new Direct2DTextureResource(d2dDrawingLayer, 256, 256));
                var resD2DMaterial = manipulator.AddSimpleColoredMaterial(resD2DTexture);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.PalletMaterial  = NamedOrGenericKey.Empty;
                pType.ContentMaterial = resD2DMaterial;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }