private async void Page_Loaded(object sender, RoutedEventArgs e) { WriteableBitmap bmp = new WriteableBitmap(640, 480); frontBuffer.Source = bmp; cameraMode = CameraMode.Static; shadingMode = ShadingMode.Flat; reflectionMode = ReflectionMode.Blin; device = new Device(bmp, shadingMode, reflectionMode); SetStaticCamera(); var carLoaded = await device.LoadJSONFileAsync("ms-appx:///Assets/car6.babylon"); var donutLoaded = await device.LoadJSONFileAsync("ms-appx:///Assets/torus.babylon"); car = carLoaded[0]; donut = donutLoaded[0]; meshes = new Mesh[] { car, donut }; Time = 0; CompositionTarget.Rendering += CompositionTarget_Rendering; }
public PlacedTetraStick(TetraStick tetraStick, Coords location, Orientation orientation, ReflectionMode reflectionMode) { TetraStick = tetraStick; Location = location; Orientation = orientation; ReflectionMode = reflectionMode; _lazyWidth = new Lazy<int>(CalculateWidth); _lazyHeight = new Lazy<int>(CalculateHeight); _lazyInteriorJunctionPoints = new Lazy<IImmutableList<Coords>>(CalculateInteriorJunctionPoints); _lazyLines = new Lazy<IEnumerable<IImmutableList<Coords>>>(CalculateLines); }
public Device(WriteableBitmap bmp, ShadingMode sMode, ReflectionMode rMode) { this.bmp = bmp; screenWidth = bmp.PixelWidth; ScreenHeight = bmp.PixelHeight; backBuffer = new byte[screenWidth * ScreenHeight * 4]; zBuffer = new double[screenWidth * ScreenHeight]; lockBuffer = new object[screenWidth * ScreenHeight]; shadingMode = sMode; reflectionMode = rMode; for (var i = 0; i < lockBuffer.Length; i++) { lockBuffer[i] = new object(); } }
public override void Render(StringBuilder sb) { AddProperty("DEF", DEF); AddProperty("Name", Name); AddProperty("skyBox", SkyBox); AddProperty("groundColor", Vector3.ToString(GroundColor)); AddProperty("skyColor", Vector3.ToString(SkyColor)); AddProperty("slm:lightingColor", LightingColor); if (LightingMode != LightingMode.NotSet) { AddProperty("slm:lightingSource", LightingMode.ToString()); } if (ReflectionMode != ReflectionMode.NotSet) { AddProperty("slm:reflectionMode", ReflectionMode.ToString()); } base.Render(sb); }
public void CopyCurrentSettings() { sun = RenderSettings.sun; switch (RenderSettings.ambientMode) { case UnityEngine.Rendering.AmbientMode.Skybox: ambientMode = AmbientMode.Skybox; //makes sure the skybox gets set correctly if (skyboxes.Contains(RenderSettings.skybox)) { for (int i = 0; i < skyboxes.Count; i++) { if (skyboxes[i].Equals(RenderSettings.skybox)) { currentSkybox = i; break; } } RenderSettings.skybox = skyboxes[currentSkybox]; } else { skyboxes.Add(RenderSettings.skybox); currentSkybox = skyboxes.Count - 1; } skyBoxColor = RenderSettings.skybox.GetColor("_Tint"); skyboxIntensityMultiplier = RenderSettings.ambientIntensity; break; case UnityEngine.Rendering.AmbientMode.Flat: RenderSettings.skybox = null; ambientMode = AmbientMode.Color; ambientColor = RenderSettings.ambientSkyColor; break; case UnityEngine.Rendering.AmbientMode.Trilight: RenderSettings.skybox = null; ambientMode = AmbientMode.Gradient; skyColor = RenderSettings.ambientSkyColor; equatorColor = RenderSettings.ambientEquatorColor; groundColor = RenderSettings.ambientGroundColor; break; } switch (RenderSettings.defaultReflectionMode) { case DefaultReflectionMode.Skybox: reflectionMode = ReflectionMode.Skybox; reflectionResolution = (ReflectionResolution)RenderSettings.defaultReflectionResolution; reflectionIntensity = RenderSettings.reflectionIntensity; reflectionBounces = RenderSettings.reflectionBounces; break; case DefaultReflectionMode.Custom: reflectionMode = ReflectionMode.Custom; reflectionCubeMap = RenderSettings.customReflection; reflectionIntensity = RenderSettings.reflectionIntensity; reflectionBounces = RenderSettings.reflectionBounces; break; } cameraBackground = mainCamera.backgroundColor; }
static void Main(string[] args) { Texture offscreenColorTexture = null; Texture offscreenDepthTexture = null; Filament.RenderTarget offscreenRenderTarget = null; View offscreenView = null; Scene offscreenScene = null; Camera offscreenCamera = null; int lightEntity = -1; Material meshMaterial = null; MaterialInstance meshMatInstance = null; Mesh monkeyMesh = null; int reflectedMonkey = -1; Matrix4x4 transform = Matrix4x4.Identity; int quadEntity = -1; Vector3 quadCenter = Vector3.Zero; Vector3 quadNormal = Vector3.Zero; VertexBuffer quadVb = null; IndexBuffer quadIb = null; Material quadMaterial = null; MaterialInstance quadMatInstance = null; ReflectionMode mode = ReflectionMode.Camera; var app = new Application( new WindowConfig() { Title = "rendertarget", }, new ApplicationConfig() ); app.Setup = (engine, view, scene) => { var tcm = engine.TransformManager; var rcm = engine.RenderableManager; var vp = view.Viewport; var resourceData = new SampleDataLoader(); var monkeyData = new MonkeyDataLoader(); // Instantiate offscreen render target. offscreenScene = engine.CreateScene(); offscreenView = engine.CreateView(); offscreenView.Scene = offscreenScene; offscreenView.PostProcessingEnabled = false; offscreenColorTexture = TextureBuilder.Create() .WithWidth(vp.Width) .WithHeight(vp.Height) .WithLevels(1) .WithUsage(TextureUsage.ColorAttachment | TextureUsage.Sampleable) .WithFormat(TextureFormat.Rgba8) .Build(engine); offscreenDepthTexture = TextureBuilder.Create() .WithWidth(vp.Width) .WithHeight(vp.Height) .WithLevels(1) .WithUsage(TextureUsage.DepthAttachment) .WithFormat(TextureFormat.Depth24) .Build(engine); offscreenRenderTarget = RenderTargetBuilder.Create() .WithTexture(AttachmentPoint.Color, offscreenColorTexture) .WithTexture(AttachmentPoint.Depth, offscreenDepthTexture) .Build(engine); offscreenView.RenderTarget = offscreenRenderTarget; offscreenView.Viewport = new Viewport(0, 0, vp.Width, vp.Height); offscreenCamera = engine.CreateCamera(EntityManager.Create()); offscreenView.Camera = offscreenCamera; app.AddOffscreenView(offscreenView); // Position and orient the mirror in an interesting way. var c = quadCenter = new Vector3(-2, 0, -5); var n = quadNormal = Vector3.Normalize(new Vector3(1, 0, 2)); var u = Vector3.Normalize(Vector3.Cross(quadNormal, new Vector3(0, 1, 0))); var v = Vector3.Cross(n, u); u = 1.5f * u; v = 1.5f * v; Vertex[] kQuadVertices = { new() { Position = c - u - v, Uv = new Vector2(1, 0) }, new() { Position = c + u - v, Uv = new Vector2(0, 0) }, new() { Position = c - u + v, Uv = new Vector2(1, 1) }, new() { Position = c + u + v, Uv = new Vector2(0, 1) }, }; var vbo = new byte[20 * 4]; MemoryStream vboStream = new MemoryStream(vbo); BinaryWriter vboWriter = new BinaryWriter(vboStream); vboWriter.Write(kQuadVertices[0].Position.X); vboWriter.Write(kQuadVertices[0].Position.Y); vboWriter.Write(kQuadVertices[0].Position.Z); vboWriter.Write(kQuadVertices[0].Uv.X); vboWriter.Write(kQuadVertices[0].Uv.Y); vboWriter.Write(kQuadVertices[1].Position.X); vboWriter.Write(kQuadVertices[1].Position.Y); vboWriter.Write(kQuadVertices[1].Position.Z); vboWriter.Write(kQuadVertices[1].Uv.X); vboWriter.Write(kQuadVertices[1].Uv.Y); vboWriter.Write(kQuadVertices[2].Position.X); vboWriter.Write(kQuadVertices[2].Position.Y); vboWriter.Write(kQuadVertices[2].Position.Z); vboWriter.Write(kQuadVertices[2].Uv.X); vboWriter.Write(kQuadVertices[2].Uv.Y); vboWriter.Write(kQuadVertices[3].Position.X); vboWriter.Write(kQuadVertices[3].Position.Y); vboWriter.Write(kQuadVertices[3].Position.Z); vboWriter.Write(kQuadVertices[3].Uv.X); vboWriter.Write(kQuadVertices[3].Uv.Y); // Create quad vertex buffer. quadVb = VertexBufferBuilder.Create() .WithVertexCount(4) .WithBufferCount(1) .WithAttribute(VertexAttribute.Position, 0, ElementType.Float3, 0, 20) .WithAttribute(VertexAttribute.Uv0, 0, ElementType.Float2, 12, 20) .Build(engine); quadVb.SetBufferAt(engine, 0, vbo); // Create quad index buffer. var kQuadIndices = new ushort[] { 0, 1, 2, 3, 2, 1 }; quadIb = IndexBufferBuilder.Create() .WithIndexCount(6) .WithBufferType(IndexType.UShort) .Build(engine); quadIb.SetBuffer(engine, kQuadIndices); // Create quad material and renderable. quadMaterial = MaterialBuilder.Create() .WithPackage(resourceData.LoadMirror()) .Build(engine); quadMatInstance = quadMaterial.CreateInstance(); var sampler = new TextureSampler(SamplerMinFilter.Linear, SamplerMagFilter.Linear); quadMatInstance.SetParameter("albedo", offscreenColorTexture, sampler); quadEntity = EntityManager.Create(); RenderableBuilder.Create() .WithBoundingBox( new Box( new Vector3(-1, -1, -1), new Vector3(1, 1, 1) ) ) .WithMaterial(0, quadMatInstance) .WithGeometry(0, PrimitiveType.Triangles, quadVb, quadIb, 0, 6) .WithCulling(false) .WithReceiveShadows(false) .WithCastShadows(false) .Build(engine, quadEntity); scene.AddEntity(quadEntity); // Instantiate mesh material. meshMaterial = MaterialBuilder.Create() .WithPackage(resourceData.LoadAiDefaultMat()) .Build(engine); var mi = meshMatInstance = meshMaterial.CreateInstance(); mi.SetParameter("baseColor", RgbType.Linear, new Color(0.8f, 1.0f, 1.0f)); mi.SetParameter("metallic", 0.0f); mi.SetParameter("roughness", 0.4f); mi.SetParameter("reflectance", 0.5f); // Add monkey into the scene. monkeyMesh = MeshReader.LoadFromBuffer(engine, monkeyData.LoadSuzanne(), mi); var ti = tcm.GetInstance(monkeyMesh.Renderable); transform = Matrix4x4.CreateTranslation(0, 0, -4) * tcm.GetWorldTransform(ti); rcm.SetCastShadows(rcm.GetInstance(monkeyMesh.Renderable), false); scene.AddEntity(monkeyMesh.Renderable); // Create a reflected monkey, which is used only for ReflectionMode::RENDERABLES. reflectedMonkey = EntityManager.Create(); RenderableBuilder.Create() .WithBoundingBox( new Box( new Vector3(-2, -2, -2), new Vector3(2, 2, 2) ) ) .WithMaterial(0, mi) .WithGeometry(0, PrimitiveType.Triangles, monkeyMesh.VertexBuffer, monkeyMesh.IndexBuffer) .WithReceiveShadows(true) .WithCastShadows(false) .Build(engine, reflectedMonkey); mode = SetReflectionMode(offscreenScene, offscreenView, reflectedMonkey, monkeyMesh, ReflectionMode.Camera); // Add light source to both scenes. // NOTE: this is slightly wrong when the reflection mode is RENDERABLES. lightEntity = EntityManager.Create(); LightBuilder.Create(LightType.Sun) .WithColor(Color.ToLinearAccurate(new sRGBColor(0.98f, 0.92f, 0.89f))) .WithIntensity(110000) .WithDirection(new Vector3(0.7f, -1, -0.8f)) .WithSunAngularRadius(1.9f) .WithCastShadows(false) .Build(engine, lightEntity); scene.AddEntity(lightEntity); offscreenScene.AddEntity(lightEntity); };