private void Update(EvaluationContext context) { var path = Path.GetValue(context); var mesh = ObjMesh.LoadFromFile(path); if (mesh == null) { Log.Warning($"Can't read file {path}"); return; } // Prepare sorting var sortedVertexIndices = Enumerable.Range(0, mesh.Positions.Count).ToList(); var sorting = Sorting.GetValue(context); if (sorting != (int)ObjMesh.SortDirections.Ignore) { var sortAxisIndex = _sortAxisAndDirections[sorting][0]; var sortDirection = _sortAxisAndDirections[sorting][1]; sortedVertexIndices.Sort((v1, v2) => mesh.Positions[v1][sortAxisIndex].CompareTo(mesh.Positions[v2][sortAxisIndex]) * sortDirection); } // Export var exportMode = (Modes)Mode.GetValue(context); switch (exportMode) { case Modes.AllVertices: { //var list = new StructuredList<Point>(pointCount); Log.Warning("Object mode not implemented", SymbolChildId); break; } case Modes.Vertices_ColorInOrientation: case Modes.Vertices_GrayscaleInOrientation: case Modes.Vertices_GrayscaleAsW: { if (mesh.Colors.Count == 0) { Log.Warning($"{path} doesn't contain colors definitions. You can use MeshLab to export such files.", SymbolChildId); } if (mesh.Positions.Count == 0) { Log.Warning($"{path} doesn't contain vertex definitions.", SymbolChildId); } try { _points = new StructuredList <Point>(mesh.Positions.Count); for (var vertexIndex = 0; vertexIndex < mesh.Positions.Count; vertexIndex++) { var sortedVertexIndex = sortedVertexIndices[vertexIndex]; var c = (sortedVertexIndex >= mesh.Colors.Count) ? SharpDX.Vector4.One : mesh.Colors[sortedVertexIndex]; if (exportMode == Modes.Vertices_GrayscaleAsW) { _points.TypedElements[vertexIndex] = new Point() { Position = new Vector3( mesh.Positions[sortedVertexIndex].X, mesh.Positions[sortedVertexIndex].Y, mesh.Positions[sortedVertexIndex].Z), Orientation = Quaternion.Identity, W = (c.X + c.Y + c.Z) / 3, }; } else if (exportMode == Modes.Vertices_GrayscaleInOrientation) { var gray = (c.X + c.Y + c.Z) / 3; _points.TypedElements[vertexIndex] = new Point() { Position = new Vector3( mesh.Positions[sortedVertexIndex].X, mesh.Positions[sortedVertexIndex].Y, mesh.Positions[sortedVertexIndex].Z), Orientation = new Quaternion(gray, gray, gray, 1), W = 1, }; } else { _points.TypedElements[vertexIndex] = new Point() { Position = new Vector3( mesh.Positions[sortedVertexIndex].X, mesh.Positions[sortedVertexIndex].Y, mesh.Positions[sortedVertexIndex].Z), Orientation = new Quaternion(c.X, c.Y, c.Z, c.W), W = 1 }; } } Log.Debug($"loaded {path} with and {mesh.Colors.Count} colored points"); } catch (Exception e) { Log.Error("Reading vertices failed " + e); } break; } case Modes.LinesVertices: { try { int segmentCount = 0; int vertexCount = 0; int lastVertexIndex = -1; foreach (var line in mesh.Lines) { vertexCount++; if (line.V0 != lastVertexIndex) { segmentCount++; } lastVertexIndex = line.V2; } int countIncludingSeparators = vertexCount + segmentCount * 2; _points = new StructuredList <Point>(countIncludingSeparators); var pointIndex = 0; lastVertexIndex = -1; foreach (var line in mesh.Lines) { if (pointIndex > 0 && line.V0 != lastVertexIndex) { _points.TypedElements[pointIndex++] = new Point() { Position = new Vector3( mesh.Positions[sortedVertexIndices[lastVertexIndex]].X, mesh.Positions[sortedVertexIndices[lastVertexIndex]].Y, mesh.Positions[sortedVertexIndices[lastVertexIndex]].Z), W = 1 }; _points.TypedElements[pointIndex++] = Point.Separator(); } _points.TypedElements[pointIndex++] = new Point() { Position = new Vector3( mesh.Positions[sortedVertexIndices[line.V0]].X, mesh.Positions[sortedVertexIndices[line.V0]].Y, mesh.Positions[sortedVertexIndices[line.V0]].Z), W = 1 }; lastVertexIndex = line.V2; } _points.TypedElements[pointIndex] = Point.Separator(); Log.Debug($"loaded {path} with {segmentCount} segments and {vertexCount} points"); } catch (Exception e) { Log.Error("Reading vertices failed " + e); } break; } } Points.Value = _points; }
private void Update(EvaluationContext context) { var worldToClipSpace = Matrix.Multiply(context.WorldToCamera, context.CameraToClipSpace); //Matrix worldToView = context.WorldToCamera * context.CameraProjection; //var worldToClipSpace = context.WorldToCamera //var viewToWorld = Matrix.Invert(worldToClipSpace); var brightness = Brightness.GetValue(context); var color = Color.GetValue(context); var randomizeColor = RandomizeColor.GetValue(context); var size = Size.GetValue(context); var randomizeSize = RandomizeSize.GetValue(context); var stretch = Stretch.GetValue(context); var distanceFromLight = DistanceFromLight.GetValue(context); var spread = Spread.GetValue(context); var randomizeSpread = RandomizeSpread.GetValue(context); var positionFactor = PositionFactor.GetValue(context); var randomizePosition = RandomizePosition.GetValue(context); var mixPointLightColor = MixPointLightColor.GetValue(context); var referencedLightIndex = LightIndex.GetValue(context); var innerFxZone = InnerFxZone.GetValue(context); var edgeFxZone = EdgeFxZone.GetValue(context); var zoneFxScale = FxZoneScale.GetValue(context); var zoneFxBrightness = FxZoneBrightness.GetValue(context); var matteBoxZone = MattBoxZone.GetValue(context); var rand = new Random(RandomSeed.GetValue(context)); var fxZoneMode = (ZoneFxModes)FxZoneMode.GetValue(context); var rotation = Rotation.GetValue(context); var rotationSpread = RotationSpread.GetValue(context); var rotateTowards = (Categories)RotateTowards.GetValue(context); int startLightIndex = 0; int endLightIndex = context.PointLights.Count; _tempList.Clear(); if (brightness > 0.00001f) { if (referencedLightIndex >= 0) { startLightIndex = referencedLightIndex; endLightIndex = referencedLightIndex + 1; } var aspectRatio = (float)context.RequestedResolution.Width / (float)context.RequestedResolution.Height; for (int lightIndex = startLightIndex; lightIndex < endLightIndex; lightIndex++) { var pointLight = context.PointLights.GetPointLight(lightIndex); var lightPosDx = pointLight.Position.ToSharpDxVector4(1); var posInViewDx = SharpDX.Vector4.Transform(lightPosDx, worldToClipSpace); posInViewDx /= posInViewDx.W; // Ignore light sources behind var hideFactor = posInViewDx.Z < 0 ? 0 : 1; posInViewDx /= posInViewDx.W; var lightPosInView2D = new Vector2(posInViewDx.X, posInViewDx.Y); var count = SpriteCount.GetValue(context).Clamp(0, 1000); if (count != _sprites.NumElements) { _sprites = new StructuredList <Sprite>(count); } // Render Planes for (var i = 0; i < count; ++i) { var f = count <= 1 ? 0 : ((float)i / (count - 1) - 0.5f); var positionOnLine = (float)((-distanceFromLight + f * spread * 2 + randomizeSpread * (rand.NextDouble() - 0.5) + 1)); Vector2 objectScreenPos = lightPosInView2D * positionOnLine * positionFactor + (new Vector2(1, 1) - positionFactor) * lightPosInView2D; objectScreenPos += new Vector2((float)(randomizePosition.X * (rand.NextDouble() - 0.5)), (float)(randomizePosition.Y * (rand.NextDouble() - 0.5))); var sizeWithRandom = size * (float)(1.0 + randomizeSize * (rand.NextDouble() - 0.5)) / 0.2f; var colorWithLight = new Vector4((color.X + randomizeColor.X * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.X, mixPointLightColor), (color.Y + randomizeColor.Y * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Y, mixPointLightColor), (color.Z + randomizeColor.Z * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Z, mixPointLightColor), color.W * (1 - randomizeColor.W * (float)(rand.NextDouble() * 2))); var spriteColor = Vector4.Clamp(colorWithLight, Vector4.Zero, new Vector4(100, 100, 100, 1)); var triggerPosition = fxZoneMode == ZoneFxModes.Lights ? lightPosInView2D : objectScreenPos; var d = GetDistanceToEdge(triggerPosition); var cInnerZone = MathUtils.SmootherStep(innerFxZone.Y, innerFxZone.X, 1 - d); var cEdgeZone = MathUtils.SmootherStep(edgeFxZone.X, edgeFxZone.Y, 1 - d); var cMatteBox = MathUtils.SmootherStep(matteBoxZone.Y, matteBoxZone.X, 1 - d); var totalTriggerAmount = (cInnerZone + cEdgeZone) * cMatteBox; sizeWithRandom *= (1 + zoneFxScale * totalTriggerAmount).Clamp(0, 100); var brightnessEffect = (zoneFxBrightness * totalTriggerAmount).Clamp(0, 100); spriteColor.X += brightnessEffect; spriteColor.Y += brightnessEffect; spriteColor.Z += brightnessEffect; spriteColor.W = ((spriteColor.W + brightnessEffect)).Clamp(0, 1); spriteColor.W *= cMatteBox * pointLight.Color.W; // This might actually be a good idea. Maybe we should do this later.. // Fade with incoming alpha from FlatShaders and Materials //color.W *= materialAlpha; float spriteRotation = rotation; switch (rotateTowards) { case Categories.Object: break; case Categories.Light: spriteRotation -= (float)(Math.Atan2((objectScreenPos.X - lightPosInView2D.X) * aspectRatio, objectScreenPos.Y - lightPosInView2D.Y) + MathF.PI) * (180 / MathF.PI); break; case Categories.ScreenCenter: spriteRotation -= (float)(Math.Atan2(objectScreenPos.X, objectScreenPos.Y) + MathF.PI) * 180f / MathF.PI; break; default: throw new ArgumentOutOfRangeException(); } // // Transforom UV to pick correct texture cell // if (TextureCellsRows == 0) // TextureCellsRows = 1; // // if (TextureCellsColumns == 0) // TextureCellsColumns = 1; // int row = (int)(Math.Floor(i / TextureCellsColumns) % TextureCellsRows); // int column = (int)(i % TextureCellsRows); // // var translationUV = new Vector3(1 / TextureCellsColumns * column, 1 / TextureCellsRows * row, 0); // var rotationUV = new Quaternion(); // var scaleUV = new Vector3(1 / TextureCellsColumns, 1 / TextureCellsRows, 0); // var pivotUV = new Vector3(0, 0, 0); // // var transformUV = Matrix.Transformation(pivotUV, new Quaternion(), scaleUV, pivotUV, rotationUV, translationUV); // var prevTransformUV = context.TextureMatrix; // context.TextureMatrix = transformUV * prevTransformUV; spriteColor.W *= brightness; _tempList.Add(new Sprite { PosInClipSpace = objectScreenPos, Size = sizeWithRandom * stretch * hideFactor, Color = spriteColor, RotationDeg = spriteRotation + f * rotationSpread * 180, UvMin = Vector2.Zero, UvMax = Vector2.One, }); } } } // Copy to structured array if (_tempList.Count != _sprites.NumElements) { _sprites = new StructuredList <Sprite>(_tempList.Count); } for (var spriteIndex = 0; spriteIndex < _tempList.Count; spriteIndex++) { _sprites.TypedElements[spriteIndex] = _tempList[spriteIndex]; } OutBuffer.Value = _sprites; }