Exemple #1
0
        // RenderAFrame is called once a frame
        public override void RenderAFrame()
        {
            RC.ClearColor = new float4(0.75f, 0.75f, 0.75f, 1);

            // Clear the back buffer
            RC.Clear(ClearFlags.Color | ClearFlags.Depth);

            RC.Viewport(0, 0, Width, Height);

            var speed = Mouse.Velocity + Touch.GetVelocity(TouchPoints.Touchpoint_0);

            if (Mouse.LeftButton || Touch.GetTouchActive(TouchPoints.Touchpoint_0))
            {
                _alpha -= speed.x * 0.00001f;
                _beta  -= speed.y * 0.00001f;
            }

            // damping
            var curDamp = (float)System.Math.Exp(-0.8 * Time.DeltaTime);

            _alpha *= curDamp;
            _beta  *= curDamp;

            _zoom += Mouse.WheelVel * 0.05f;

            _scene.Children[0].GetComponentsInChildren <Transform>().ToList().ForEach(t => { if (t.Name != "TextTransform")
                                                                                             {
                                                                                                 t.Rotate(new float3(_beta, _alpha, 0));
                                                                                             }
                                                                                      });

            // Create the camera matrix and set it as the current ModelView transformation
            _offsetX += Keyboard.ADAxis * -0.4f;
            _offsetY += Keyboard.WSAxis * -0.3f;
            var mtxCam = float4x4.LookAt(0, 0, _zoom, 0, 0, 0, 0, 1, 0);
            var offset = float4x4.CreateTranslation(new float3(_offsetX, _offsetY, 0));

            RC.View = mtxCam * offset;

            _renderer.Render(RC);

            _guiDescRenderer.Render(RC);

            // Swap buffers: Show the contents of the backbuffer (containing the currently rendered frame) on the front buffer.
            Present();
        }
Exemple #2
0
        // RenderAFrame is called once a frame
        public override void RenderAFrame()
        {
            // Clear the backbuffer
            RC.Clear(ClearFlags.Color | ClearFlags.Depth);

            RC.Viewport(0, 0, Width, Height);

            //if (!rotate)
            //{
            //    _sunTransform.RotateAround(new float3(0, 0, 0), float3.UnitX, M.DegreesToRadians(20));
            //    rotate = true;
            //}

            //_sunTransform.RotateAround(new float3(0, 0, 0), float3.UnitX, M.DegreesToRadians(0.5f) * Time.DeltaTime * 50);

            var deg = (M.RadiansToDegrees(_sunTransform.Rotation.x)) - 90;

            if (deg < 0)
            {
                deg = (360 + deg);
            }

            var   normalizedDeg = (deg) / 360;
            float localLerp;

            if (normalizedDeg <= 0.5)
            {
                _backgroundColor     = _backgroundColorDay;
                localLerp            = normalizedDeg / 0.5f;
                _backgroundColor.xyz = float3.Lerp(_backgroundColorDay.xyz, _backgroundColorNight.xyz, localLerp);
            }
            else
            {
                _backgroundColor     = _backgroundColorNight;
                localLerp            = (normalizedDeg - 0.5f) / (0.5f);
                _backgroundColor.xyz = float3.Lerp(_backgroundColorNight.xyz, _backgroundColorDay.xyz, localLerp);
            }

            _campComp.BackgroundColor = _backgroundColor;

            // Mouse and keyboard movement
            if (Keyboard.LeftRightAxis != 0 || Keyboard.UpDownAxis != 0)
            {
                _keys = true;
            }

            if (Keyboard.IsKeyDown(KeyCodes.F))
            {
                _sceneRenderer.FxaaOn = !_sceneRenderer.FxaaOn;
            }

            if (Keyboard.IsKeyDown(KeyCodes.G))
            {
                _sceneRenderer.SsaoOn = !_sceneRenderer.SsaoOn;
            }

            if (Mouse.LeftButton)
            {
                _keys         = false;
                _angleVelHorz = -RotationSpeed * Mouse.XVel * DeltaTime * 0.0005f;
                _angleVelVert = -RotationSpeed * Mouse.YVel * DeltaTime * 0.0005f;
            }
            else if (Touch.GetTouchActive(TouchPoints.Touchpoint_0))
            {
                _keys = false;
                var touchVel = Touch.GetVelocity(TouchPoints.Touchpoint_0);
                _angleVelHorz = -RotationSpeed * touchVel.x * DeltaTime * 0.0005f;
                _angleVelVert = -RotationSpeed * touchVel.y * DeltaTime * 0.0005f;
            }
            else
            {
                if (_keys)
                {
                    _angleVelHorz = RotationSpeed * Keyboard.LeftRightAxis * DeltaTime;
                    _angleVelVert = RotationSpeed * Keyboard.UpDownAxis * DeltaTime;
                }
            }

            _angleHorz   -= _angleVelHorz;
            _angleVert   -= _angleVelVert;
            _angleVelHorz = 0;
            _angleVelVert = 0;

            _camTransform.FpsView(_angleHorz, _angleVert, Keyboard.WSAxis, Keyboard.ADAxis, Time.DeltaTime * 1000);

            _sceneRenderer.Render(RC);
            _guiRenderer.Render(RC);

            if (!Mouse.Desc.Contains("Android"))
            {
                _sih.CheckForInteractiveObjects(RC, Mouse.Position, Width, Height);
            }

            if (Touch.GetTouchActive(TouchPoints.Touchpoint_0) && !Touch.TwoPoint)
            {
                _sih.CheckForInteractiveObjects(RC, Touch.GetPosition(TouchPoints.Touchpoint_0), Width, Height);
            }

            // Swap buffers: Show the contents of the backbuffer (containing the currently rendered frame) on the front buffer.
            Present();
        }