/// <summary> /// Loads the height data. /// </summary> private void LoadHeightData() { this.tm = new TerrainModel(); DateTime dtStart = DateTime.Now; //tm.LoadXYZFile(@"D:\BigData\SRTM Tiles Germany\srtm_38_03.xyz"); this.tm.LoadXYZFile(@"C:\Lanser\BigData\SRTM Tiles Germany\srtm_38_03.xyz"); DateTime dtStop = DateTime.Now; GMapPolygon polygon = new GMapPolygon(new List <PointLatLng> { new PointLatLng(this.tm.YMin, this.tm.XMin), new PointLatLng(this.tm.YMax, this.tm.XMin), new PointLatLng(this.tm.YMax, this.tm.XMax), new PointLatLng(this.tm.YMin, this.tm.XMax) }); this.mcMapControl.Markers.Add(polygon); MB.Information($"Time: {( dtStop - dtStart ).ToHHMMSSString()} / Points: {this.tm.PointCount}"); GC.WaitForPendingFinalizers(); GC.Collect(); }
/// <summary> /// Updates the light and ambient variables which can then be used to update the shader. /// </summary> public void UpdateVars() { switch (type) { case RenderedObjectType.Terrain: TerrainModel terrain = (TerrainModel)modelObject.model; light = ShaderIDTable.ALLOCATED_LIGHTS; renderDistance = float.MaxValue; break; case RenderedObjectType.Moby: Moby mob = (Moby)modelObject; light = Math.Max(0, Math.Min(ShaderIDTable.ALLOCATED_LIGHTS, mob.light)); ambient = mob.color; renderDistance = mob.drawDistance; break; case RenderedObjectType.Tie: Tie tie = (Tie)modelObject; light = Math.Max(0, Math.Min(ShaderIDTable.ALLOCATED_LIGHTS, tie.light)); renderDistance = float.MaxValue; break; case RenderedObjectType.Shrub: Shrub shrub = (Shrub)modelObject; light = Math.Max(0, Math.Min(ShaderIDTable.ALLOCATED_LIGHTS, shrub.light)); ambient = shrub.color; renderDistance = shrub.drawDistance; break; } }
public void Shutdown() { // Release the position object. Position = null; // Release the light object. Light = null; // Release the fps object. FPS = null; // Release the camera object. Camera = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the cpu object. CPU?.Shutdown(); CPU = null; // Release the terrain shader object. TerrainBumpMapShader?.ShutDown(); TerrainBumpMapShader = null; // Release the tree object. TerrainModel?.ShutDown(); TerrainModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
} // Always 0 public TerrainFragment(FileStream fs, TerrainHead head, byte[] tfragBlock, int num) { int offset = num * 0x30; float cullingX = ReadFloat(tfragBlock, offset + 0x00); float cullingY = ReadFloat(tfragBlock, offset + 0x04); float cullingZ = ReadFloat(tfragBlock, offset + 0x08); cullingSize = ReadFloat(tfragBlock, offset + 0x0C); off1C = ReadUshort(tfragBlock, offset + 0x1C); off1E = ReadUshort(tfragBlock, offset + 0x1E); off20 = ReadUshort(tfragBlock, offset + 0x20); off24 = ReadUint(tfragBlock, offset + 0x24); off28 = ReadUint(tfragBlock, offset + 0x28); off2C = ReadUint(tfragBlock, offset + 0x2C); model = new TerrainModel(fs, head, tfragBlock, num); modelID = model.id; modelMatrix = Matrix4.Identity; cullingCenter = new Vector3(cullingX, cullingY, cullingZ); }
private bool RenderSceneToTexture() { // Set the render target to be the render to texture. RenderTexture.SetRenderTarget(D3D.DeviceContext); // Clear the render to texture. RenderTexture.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the world, view, projection, ortho, and base view matrices from the camera and Direct3D objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix viewMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Render the terrain using the depth shader. TerrainModel.Render(D3D.DeviceContext); if (!DepthShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix)) { return(false); } // Reset the render target back to the original back buffer and not the render to texture anymore. D3D.SetBackBufferRenderTarget(); // Reset the viewport back to the original. D3D.ResetViewPort(); return(true); }
private bool Render() { // Clear the scene. D3D.BeginScene(0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the world, view, projection, ortho, and base view matrices from the camera and Direct3D objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix viewCameraMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; Matrix orthoMatrix = D3D.OrthoMatrix; // Render the terrain using the terrain shader. TerrainModel.Render(D3D.DeviceContext); if (!TerrainShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, viewCameraMatrix, projectionMatrix, Light.Direction, ColourTexture1.TextureResource, ColourTexture2.TextureResource, ColourTexture3.TextureResource, ColourTexture4.TextureResource, AlphaTexture1.TextureResource, NormalTexture1.TextureResource, NormalTexture2.TextureResource)) { return(false); } // Present the rendered scene to the screen. D3D.EndScene(); return(true); }
public TerrainEngine(TerrainModel terrainModel) { this.terrainModel = terrainModel; requestedLayerPosition = 0; TerrainSize = 512; FlattenTerrain(); }
protected override void Initialize() { // TODO: Add your initialization logic here player = new Player(); objects.Add(player); world = new World(); ballModel = new BallModel(); gameState = new MyGameState(); gameState.CameraMatrix = Matrix.CreateTranslation((_graphics.PreferredBackBufferWidth / 2) - (Player.PlayerSpriteSize / 2), 0, 0); gameState.WorldSize = WorldSize; terrainModel = new TerrainModel(); for (int i = -20; i < 20; i++) { TerrainTile t = new TerrainTile(terrainModel, i, r.Next() % 4); objects.Add(t); } base.Initialize(); }
IEnumerator DoThings() { Vector3[] initialVerts = new Vector3[_verticies.Length]; while (true) { Vector3[] newVerts = Grid2D.CreateVertices(GridSizeX, GridSizeY, cellSize.x, cellSize.y); float time = 0; float lerpTimeLength = 1f; TerrainModel.JumbleVertz(newVerts, _terrainModel.jumbleAmount); float t = 0; System.Array.Copy(_verticies, initialVerts, _verticies.Length); do { time += Time.deltaTime; t = time / lerpTimeLength; for (int i = 0; i < newVerts.Length; ++i) { _verticies[i] = Vector3.Lerp(initialVerts[i], newVerts[i], t); } Render.DrawVerts(_meshFilter.mesh, _verticies, _tris, _uvs); yield return(null); } while (time <= lerpTimeLength); Render.DrawVerts(_meshFilter.mesh, newVerts, _tris, _uvs); yield return(new WaitForSeconds(2.0f)); } }
private static double GetElevation(TerrainModel model, double x, double y) { double colWidth = (model.Right - model.Left) / (model.Width - 1); int col = (int)((x - model.Left) / colWidth); double rowWidth = (model.Top - model.Bottom) / (model.Height - 1); int row = (int)(model.Height - 1 - (y - model.Bottom) / rowWidth); if (row == model.Height - 1) { row--; } if (col == model.Width - 1) { col--; } double lbElevation = model.Data[model.Width * row + col]; double ltElevation = model.Data[model.Width * (row + 1) + col]; double rtElevation = model.Data[model.Width * (row + 1) + col + 1]; double rbElevation = model.Data[model.Width * row + col + 1]; double u = (x - model.Left) / colWidth - col; double v = model.Height - 1 - (y - model.Bottom) / rowWidth - row; return((1 - u) * (1 - v) * lbElevation + (1 - u) * v * ltElevation + u * (1 - v) * rbElevation + u * v * rtElevation); }
void createterrain(int height = 5) { ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(GraphicFactory, "..\\Content\\Textures\\hmap", new Vector3(0, -30, 0), Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 3, 3, height); ///Create the Model using the Terrain Object. Here we pass the textures used TerrainModel stm = new TerrainModel(GraphicFactory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass"); stm.SetTexture("..\\Content\\Textures\\Terraingrass", TextureType.DIFFUSE); ForwardXNABasicShader shader = new ForwardXNABasicShader(); ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself obj = new IObject(fmaterial, stm, to); ///Add to the world this.World.AddObject(obj); ///light =p shader.BasicEffect.EnableDefaultLighting(); shader.BasicEffect.SpecularPower = 250; shader.BasicEffect.PreferPerPixelLighting = true; //Fog =P shader.BasicEffect.FogEnabled = true; shader.BasicEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey shader.BasicEffect.FogStart = 30; shader.BasicEffect.FogEnd = 300; }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(factory, "..\\Content\\Textures\\Untitled", Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 1, 1, 10); ///Create the Model using the Terrain Object. Here we pass the textures used, in our case we are using MultiTextured Terrain so we pass lots of textures TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass"); stm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE); ///Create the shader ///In this sample we passed lots of textures, each one describe a level in the terrain, the ground is the sand and grass. the hills are rocks and the "mountains" are snow ///They are interpolated in the shader, you can control how using the shader parameters exposed in the DeferredTerrainShader ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, stm, to); ///Add to the world this.World.AddObject(obj); shader.BasicEffect.EnableDefaultLighting(); CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo.Viewport); this.World.CameraManager.AddCamera(cam); }
/// <summary> /// Calculates the texture for the specified model. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="mesh"> /// The mesh. /// </param> public override void Calculate(TerrainModel model, MeshGeometry3D mesh) { var normals = MeshGeometryHelper.CalculateNormals(mesh); var texcoords = new PointCollection(); var up = new Vector3D(0, 0, 1); for (int i = 0; i < normals.Count; i++) { double slope = Math.Acos(Vector3D.DotProduct(normals[i], up)) * 180 / Math.PI; double u = slope / 40; if (u > 1) { u = 1; } if (u < 0) { u = 0; } texcoords.Add(new Point(u, u)); } this.TextureCoordinates = texcoords; this.Material = MaterialHelper.CreateMaterial(this.Brush); }
private bool RenderRefractionToTexture() { // Setup a clipping plane based on the height of the water to clip everything above it to create a refraction. Vector4 clipPlane = new Vector4(0.0f, -1.0f, 0.0f, WaterModel.WaterHeight + 0.1f); // Set the render target to be the refraction render to texture. RefractionTexture.SetRenderTarget(D3D.DeviceContext); // Clear the refraction render to texture. RefractionTexture.ClearRenderTarget(D3D.DeviceContext, 0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the matrices from the camera and d3d objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix viewMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; // Render the terrain using the reflection shader and the refraction clip plane to produce the refraction effect. TerrainModel.Render(D3D.DeviceContext); if (!ReflectionShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, viewMatrix, projectionMatrix, TerrainModel.ColorTexture.TextureResource, TerrainModel.NormalMapTexture.TextureResource, Light.DiffuseColour, Light.Direction, 2.0f, clipPlane)) { return(false); } // Reset the render target back to the original back buffer and not the render to texture anymore. D3D.SetBackBufferRenderTarget(); // Reset the viewport back to the original. D3D.ResetViewPort(); return(true); }
private void InitLogic() { TerrainModel = new TerrainModel(); TerrainEngine = new TerrainEngine(TerrainModel); ViewportCamera = new ViewportCamera(); Viewport = new Viewport(TerrainEngine, ViewportCamera, TerrainModel); LayerManager = new LayerManager(TerrainEngine); TerrainEngine.InitLogic(LayerManager, this); }
public void Shutdown() { // Release the position object. Position = null; // Release the light object. Light = null; // Release the fps object. FPS = null; // Release the camera object. Camera = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the cpu object. CPU?.Shutdown(); CPU = null; // Release the water shader object. WaterShader?.ShutDown(); WaterShader = null; // Release the water object. WaterModel?.ShutDown(); WaterModel = null; // Release the reflection shader object. ReflectionShader?.ShutDown(); ReflectionShader = null; // Release the reflection render to texture object. ReflectionTexture?.Shutdown(); ReflectionTexture = null; // Release the refraction render to texture object. RefractionTexture?.Shutdown(); RefractionTexture = null; // Release the sky plane shader object. SkyPlaneShader?.ShutDown(); SkyPlaneShader = null; // Release the sky plane object. SkyPlane?.ShurDown(); SkyPlane = null; // Release the sky dome shader object. SkyDomeShader?.ShutDown(); SkyDomeShader = null; // Release the sky dome object. SkyDome?.ShutDown(); SkyDome = null; // Release the terrain shader object. TerrainShader?.ShutDown(); TerrainShader = null; // Release the tree object. TerrainModel?.ShutDown(); TerrainModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public CustomTerrain(TerrainModel terrainModel) { this.ID = terrainModel.terrainID; this.name = terrainModel.terrainName; this.population = terrainModel.population; this.gold = terrainModel.gold; this.food = terrainModel.food; this.description = terrainModel.description; this.tile = Resources.Load <Tile>(terrainModel.tilePath) as Tile; }
public CustomTerrain(TerrainModel terrainModel) { this.ID = terrainModel.terrainID; this.name = terrainModel.terrainName; this.initialPopulation = terrainModel.initialPopulation; this.initalGold = terrainModel.initalGold; this.growPopulation = terrainModel.growPopulation; this.growGold = terrainModel.growGold; this.description = terrainModel.description; this.tile = Resources.Load <Tile>(terrainModel.tilePath) as Tile; }
public void LoadData(double[] elevations, int width, double left, double right, double top, double bottom) { _model = new TerrainModel(); _data = elevations.ToArray(); _model.Width = width; _model.Height = elevations.Length / _model.Width; _model.Left = left; _model.Right = right; _model.Top = top; _model.Bottom = bottom; }
private void ReadSettings(TerrainModel tModel) { _verticies = tModel.vertices; _tris = tModel.tris; _uvs = tModel.uvs; GridSizeX = tModel.GridSizeX; GridSizeY = tModel.GridSizeY; cellSize = tModel.cellSize; jumbleAmount = tModel.jumbleAmount; _meshFilter = tModel.meshFilter; }
private bool RenderGraphics() { // Clear the scene. D3D.BeginScene(0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. Camera.Render(); // Get the world, view, projection, and ortho matrices from the camera and Direct3D objects. Matrix worldMatrix = D3D.WorldMatrix; Matrix cameraViewMatrix = Camera.ViewMatrix; Matrix projectionMatrix = D3D.ProjectionMatrix; Matrix orthoD3DMatrix = D3D.OrthoMatrix; // Render the terrain buffers. TerrainModel.Render(D3D.DeviceContext); // Render the model using the color shader. if (!TerrainShader.Render(D3D.DeviceContext, TerrainModel.IndexCount, worldMatrix, cameraViewMatrix, projectionMatrix, Light.AmbientColor, Light.DiffuseColour, Light.Direction, TerrainModel.Texture.TextureResource)) { return(false); } // Turn off the Z buffer to begin all 2D rendering. D3D.TurnZBufferOff(); // Render the mini map. if (!MiniMap.Render(D3D.DeviceContext, worldMatrix, orthoD3DMatrix, TextureShader)) { return(false); } // Turn on the alpha blending before rendering the text. D3D.TurnOnAlphaBlending(); // Render the text user interface elements. if (!Text.Render(D3D.DeviceContext, worldMatrix, orthoD3DMatrix)) { return(false); } // Turn off alpha blending after rendering the text. D3D.TurnOffAlphaBlending(); // Turn the Z buffer back on now that all 2D rendering has completed. D3D.TurnZBufferOn(); // Present the rendered scene to the screen. D3D.EndScene(); return(true); }
public Viewport(TerrainEngine terrainSettings, ViewportCamera viewportCamera, TerrainModel terrainModel) { this.terrainModel = terrainModel; EffectsManager = new DefaultEffectsManager(); this.terrainEngine = terrainSettings; this.viewportCamera = viewportCamera; InitProperties(); InitCommands(); InitModel(); InitDefaultViewportSettings(); ChangeViewMode(0); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); Picking picking = new Picking(this); this.AddScreenUpdateable(picking); perlim = factory.CreateTexture2DPerlinNoise(512, 512, 0.03f, 3f, 0.5f, 1); to = new TerrainObject(factory, perlim, Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 2, 2); //TerrainObject to = new TerrainObject(factory,"..\\Content\\Textures\\Untitled",Vector3.Zero,Matrix.Identity,MaterialDescription.DefaultBepuMaterial(),2,1); TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass", "..\\Content\\Textures\\rock", "..\\Content\\Textures\\sand", "..\\Content\\Textures\\snow"); DeferredTerrainShader shader = new DeferredTerrainShader(TerrainType.MULTITEXTURE); DeferredMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, stm, to); this.World.AddObject(obj3); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true, GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); ///O PICKING FUNCIONA APENAS COM OBJETOS QUE TENHAM CORPO FISICO REAL !!! ///OS GHOST E OS DUMMY NUNCA SERAO SELECIONADOS ///Para ser informado a todo frame sobre as colisoes do raio, basta utilizar o outro construtor picking.OnPickedLeftButton += new OnPicked(onPick); }
public override void Calculate(TerrainModel model, MeshGeometry3D mesh) { base.TextureCoordinates = new PointCollection(mesh.Positions .Select(p => { double x = p.X + model.Offset.X; double y = p.Y + model.Offset.Y; double u = (GetElevation(model, x, y) - model.MinimumZ) / (model.MaximumZ - model.MinimumZ); u = u > 1 ? 1 : u < 0 ? 0 : u; return(new Point(u, u)); })); base.Material = MaterialHelper.CreateMaterial(Brush); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(factory, "..\\Content\\Textures\\Untitled", Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 2, 1); ///Create the Model using the Terrain Object. Here we pass the textures used, in our case we are using MultiTextured Terrain so we pass lots of textures TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass", "..\\Content\\Textures\\rock", "..\\Content\\Textures\\sand", "..\\Content\\Textures\\snow"); ///Create the shader ///In this sample we passed lots of textures, each one describe a level in the terrain, the ground is the sand and grass. the hills are rocks and the "mountains" are snow ///They are interpolated in the shader, you can control how using the shader parameters exposed in the DeferredTerrainShader DeferredTerrainShader shader = new DeferredTerrainShader(TerrainType.MULTITEXTURE); ///the classic material DeferredMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, stm, to); this.World.AddObject(obj3); lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
void Awake() { InitializeModel(); //int resolution = 256; //Texture2D texture = new Texture2D(resolution, resolution, TextureFormat.RGB24, true); //texture.name = "Procedural Texture"; //GetComponent<MeshRenderer>().material.mainTexture = texture; //Render.FillTexture(resolution, texture); TerrainModel.JumbleVertz(_verticies, jumbleAmount); Render.DrawVerts(_meshFilter.mesh, _verticies, _tris, _uvs); StartCoroutine(DoThings()); }
private void OnShowTerrainModel(TerrainModel terrainModel) { if (!terrainModel) { _currentTerrainModelType = null; _animationProgress = 1f; return; } Type modelType = terrainModel.GetType(); if (_currentTerrainModelType != modelType) { _currentTerrainModelType = modelType; _animationProgress = 0f; _startPosition = transform.localPosition; } }
/// <summary> /// Calculates the texture of the specified model. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="mesh"> /// The mesh. /// </param> public override void Calculate(TerrainModel model, MeshGeometry3D mesh) { var normals = MeshGeometryHelper.CalculateNormals(mesh); var texcoords = new PointCollection(); for (int i = 0; i < normals.Count; i++) { double slopedir = Math.Atan2(normals[i].Y, normals[i].X) * 180 / Math.PI; if (slopedir < 0) { slopedir += 360; } double u = slopedir / 360; texcoords.Add(new Point(u, u)); } this.TextureCoordinates = texcoords; this.Material = MaterialHelper.CreateMaterial(this.Brush); }
public void Shutdown() { // Release the position object. Position = null; // Release the light object. Light = null; // Release the fps object. FPS = null; // Release the camera object. Camera = null; // Release the depth shader object. DepthShader?.ShutDown(); DepthShader = null; // Release the render to texture object. RenderTexture?.Shutdown(); RenderTexture = null; // Release the texture shader object. TextureShader?.ShutDown(); TextureShader = null; // Release the debug window bitmap object. DebugWindow?.Shutdown(); DebugWindow = null; // Release the text object. Text?.Shutdown(); Text = null; // Release the cpu object. CPU?.Shutdown(); CPU = null; // Release the terrain shader object. TerrainShader?.ShutDown(); TerrainShader = null; // Release the tree object. TerrainModel?.ShutDown(); TerrainModel = null; // Release the input object. Input?.Shutdown(); Input = null; // Release the Direct3D object. D3D?.ShutDown(); D3D = null; }
public uint off_2C; // Always 0 public TerrainFragment(FileStream fs, TerrainHead head, byte[] tfragBlock, int num) { int offset = num * 0x30; off_00 = ReadFloat(tfragBlock, offset + 0x00); off_04 = ReadFloat(tfragBlock, offset + 0x04); off_08 = ReadFloat(tfragBlock, offset + 0x08); off_0C = ReadFloat(tfragBlock, offset + 0x0C); off_1C = ReadUshort(tfragBlock, offset + 0x1C); off_1E = ReadUshort(tfragBlock, offset + 0x1E); off_20 = ReadUshort(tfragBlock, offset + 0x20); off_24 = ReadUint(tfragBlock, offset + 0x24); off_28 = ReadUint(tfragBlock, offset + 0x28); off_2C = ReadUint(tfragBlock, offset + 0x2C); model = new TerrainModel(fs, head, tfragBlock, num); modelMatrix = Matrix4.Identity; }
/// <summary> /// 根据地图规模,阵营数量和地形字典初始化地图数据 /// </summary> public void InitialMap() { Map = new Land[MapSize.Height, MapSize.Width]; if (terrianDic != null) { terrianDic.Clear(); } //地形表 Dictionary <int, TerrainModel> terrainModelDic = GameDataSet.Instance.terrainModelDic; //地图大小-地形数量表 Terrain_MapModel curTerrain_Map = GameDataSet.Instance.terrain_MapModelDic[MapSize.Height]; List <Terrain_MapModel.Pair> terrainID_AmountList = curTerrain_Map.terrainID_AmountList; foreach (Terrain_MapModel.Pair ID_Amount in terrainID_AmountList) { int terrainID = ID_Amount.key; TerrainModel model = terrainModelDic[terrainID]; terrianDic.Add(new CustomTerrain(model), ID_Amount.value); Debug.Log(string.Format("{0}号地形,有{1}个", model.terrainName, ID_Amount.value)); } }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); TerrainObject to = new TerrainObject(factory, "..\\Content\\Textures\\Untitled", Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 2, 1); TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass", "..\\Content\\Textures\\rock", "..\\Content\\Textures\\sand", "..\\Content\\Textures\\snow"); DeferredTerrainShader shader = new DeferredTerrainShader(TerrainType.MULTITEXTURE); DeferredMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, stm, to); this.World.AddObject(obj3); LightThrowBepu lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true, GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Calculates the texture of the specified model. /// </summary> /// <param name="model"> /// The model. /// </param> /// <param name="mesh"> /// The mesh. /// </param> public virtual void Calculate(TerrainModel model, MeshGeometry3D mesh) { }
/// <summary> /// Updates the model. /// </summary> private void UpdateModel() { var r = new TerrainModel(); r.Load(this.Source); // r.Texture = new SlopeDirectionTexture(0); r.Texture = new SlopeTexture(8); // r.Texture = new MapTexture(@"D:\tmp\CraterLake.png") { Left = r.Left, Right = r.Right, Top = r.Top, Bottom = r.Bottom }; this.visualChild.Content = r.CreateModel(2); }
protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Overlay component, used to draw the pause menu and game over menu overlayComponent = new OverlayComponent(Game, spriteBatch); Game.Components.Add(overlayComponent); projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 0.1f, 50000); directionalLight = new DirectionalLight( new Vector3(-1.25f, -2f, 5.0f), // Direction new Vector3(.1f, .1f, .1f),//new Vector3(.15f, .14f, .29f), // Ambient new Vector3(.46f, .33f, .75f)); // Diffuse Game.AddService(typeof(DirectionalLight), directionalLight); #region Level terrain generation int heightMapSize = terrainSegmentsCount * terrainSegmentSize + 1; float halfHeightMapSize = heightMapSize / 2f; HeightMap heightmapGenerator = new HeightMap(heightMapSize); var heightMap = heightmapGenerator.Generate(); var roadMap = new float[heightMapSize, heightMapSize]; raceTrack = new RaceTrack(heightMapSize, terrainScale); navMesh = new NavMesh(GraphicsDevice, raceTrack.Curve, //1500, roadWidth, terrainScale); 750, roadWidth, terrainScale); Vector3 lastPosition = raceTrack.Curve.GetPoint(.01f) / terrainScale; for (float t = 0; t < 1; t += .0002f) { var e = raceTrack.Curve.GetPoint(t) / terrainScale; for (float j = -roadFalloff; j <= roadFalloff; j++) { var pos = e + j * Vector3.Normalize(Vector3.Cross(lastPosition - e, Vector3.Up)); // Indices int x = (int)(pos.X + halfHeightMapSize), z = (int)(pos.Z + halfHeightMapSize); float height = e.Y; if (Math.Abs(j) <= roadWidth) { heightMap[x, z] = height; roadMap[x, z] = 1; } else { float amount = (Math.Abs(j) - roadWidth) / (roadFalloff - roadWidth); heightMap[x, z] = MathHelper.Lerp(height, heightMap[x, z], amount); roadMap[x, z] = amount / 10f; } } lastPosition = e; } heightmapGenerator.Smoothen(); heightmapGenerator.Perturb(30f); for (int i = 0; i < 5; i++) { heightmapGenerator.Smoothen(); } terrainEffect = content.Load<Effect>(@"Effects\TerrainShading"); //terrainEffect.Parameters["TextureMap0"].SetValue(content.Load<Texture2D>(@"Terrain\sand")); #region TEXTURE RENDERING //var unprocessedGrassTexture = content.Load<Texture2D>(@"Terrain\grass"); //var grassTexture = new RenderTarget2D(GraphicsDevice, unprocessedGrassTexture.Width, unprocessedGrassTexture.Height); //GraphicsDevice.SetRenderTarget(grassTexture); //spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); //spriteBatch.Draw(unprocessedGrassTexture, new Rectangle(0, 0, unprocessedGrassTexture.Width, unprocessedGrassTexture.Height), Color.White); //spriteBatch.Draw(content.Load<Texture2D>(@"Particles\fire"), new Rectangle(0, 0, unprocessedGrassTexture.Width, unprocessedGrassTexture.Height), Color.White); //spriteBatch.End(); //GraphicsDevice.SetRenderTarget(null); //terrainEffect.Parameters["TextureMap1"].SetValue(grassTexture); #endregion terrainEffect.Parameters["TextureMap0"].SetValue(content.Load<Texture2D>(@"Terrain\road")); terrainEffect.Parameters["TextureMap1"].SetValue(content.Load<Texture2D>(@"Terrain\grass")); terrainEffect.Parameters["TextureMap2"].SetValue(content.Load<Texture2D>(@"Terrain\rock")); terrainEffect.Parameters["TextureMap3"].SetValue(content.Load<Texture2D>(@"Terrain\snow")); terrainEffect.Parameters["RoadNormalMap"].SetValue(content.Load<Texture2D>(@"Terrain\road_n")); terrainEffect.Parameters["Projection"].SetValue(projectionMatrix); // Creates a terrainmodel around Vector3.Zero terrainSegments = new TerrainModel[terrainSegmentsCount, terrainSegmentsCount]; float terrainStart = -.5f * heightMapSize; for (int z = 0; z < terrainSegmentsCount; z++) { for (int x = 0; x < terrainSegmentsCount; x++) { terrainSegments[x, z] = new TerrainModel(GraphicsDevice, terrainSegmentSize, terrainSegmentsCount, terrainStart, x * terrainSegmentSize, z * terrainSegmentSize, terrainScale, heightMap, roadMap, terrainEffect, directionalLight); } } #endregion #region Car Car = MakeCar(); gameInstance.AddService(typeof(Car), Car); Player localPlayer = gameInstance.GetService<ServerClient>().LocalPlayer; gameInstance.GetService<CarControlComponent>().Cars[localPlayer] = Car; gameInstance.AddService(typeof(Player), localPlayer); #endregion #region Lights // Load model to represent our lightsources var pointLightModel = content.Load<Model>(@"Models\light"); //spotLightModel = content.Load<Model>(@"Models\Cone"); Vector3 pointLightOffset = new Vector3(0, 250, 0); var cr = new CurveRasterization(raceTrack.Curve, 50); float colorOffset = 0f; foreach (var point in cr.Points) { Random r = UniversalRandom.GetInstance(); Vector3 color = new Vector3(0f,0f,0f); PointLight pl = new PointLight(point.Position + pointLightOffset + Vector3.Transform(50 * Vector3.Up, Matrix.CreateRotationZ(MathHelper.TwoPi * (float)UniversalRandom.GetInstance().NextDouble())), color, 450) { Model = pointLightModel, ColorTimeOffset = colorOffset }; pointLights.Add(pl); GraphicalObjects.Add(pl); colorOffset += 100 / cr.Points.Count; } #endregion dustEmitter = new ParticleEmitter(dustSystem, 150, Car.Position); #region SkySphere skyBoxModel = content.Load<Model>(@"Models/skybox"); skyBoxEffect = content.Load<Effect>(@"Effects/SkyBox"); skyMap = new TextureCube(GraphicsDevice, 2048, false, SurfaceFormat.Color); string[] cubemapfaces = { @"SkyBoxes/PurpleSky/skybox_right1", @"SkyBoxes/PurpleSky/skybox_left2", @"SkyBoxes/PurpleSky/skybox_top3", @"SkyBoxes/PurpleSky/skybox_bottom4", @"SkyBoxes/PurpleSky/skybox_front5", @"SkyBoxes/PurpleSky/skybox_back6_2" }; //cubeMap = new TextureCube(GraphicsDevice, 1024, false, SurfaceFormat.Color); //string[] cubemapfaces = { // @"SkyBoxes/StormyDays/stormydays_ft", // @"SkyBoxes/StormyDays/stormydays_bk", // @"SkyBoxes/StormyDays/stormydays_up", // @"SkyBoxes/StormyDays/stormydays_dn", // @"SkyBoxes/StormyDays/stormydays_rt", // @"SkyBoxes/StormyDays/stormydays_lf" //}; //cubeMap = new TextureCube(GraphicsDevice, 1024, false, SurfaceFormat.Color); //string[] cubemapfaces = { // @"SkyBoxes/Miramar/miramar_ft", // @"SkyBoxes/Miramar/miramar_bk", // @"SkyBoxes/Miramar/miramar_up", // @"SkyBoxes/Miramar/miramar_dn", // @"SkyBoxes/Miramar/miramar_rt", // @"SkyBoxes/Miramar/miramar_lf" //}; for (int i = 0; i < cubemapfaces.Length; i++) LoadCubemapFace(skyMap, cubemapfaces[i], (CubeMapFace)i); skyBoxEffect.Parameters["SkyboxTexture"].SetValue(skyMap); foreach (var mesh in skyBoxModel.Meshes) foreach (var part in mesh.MeshParts) part.Effect = skyBoxEffect; #endregion #region Weather thunderBoltGenerator = new ThunderBoltGenerator(gameInstance, thunderParticleSystem); gameInstance.Components.Add(thunderBoltGenerator); #endregion #region GameObjects OakTree.LoadMaterial(content); BirchTree.LoadMaterial(content); Stone.LoadMaterial(content); int numObjects = 75; for (int i = 0; i < numObjects; i++) { var t = navMesh.triangles[UniversalRandom.GetInstance().Next(navMesh.triangles.Length)]; float v = (float)UniversalRandom.GetInstance().NextDouble(); //float u = (float) (UniversalRandom.GetInstance().NextDouble() - 1/2f); //if (u < 0) // u -= .5f; //else // u += 1.5f; float u = 0; if (UniversalRandom.GetInstance().NextDouble() <= .5) u = -.5f - .3f * (float)(-UniversalRandom.GetInstance().NextDouble()); else u = (float)(1.5f + .3f * UniversalRandom.GetInstance().NextDouble()); var pos = (t.vertices[0] + u * t.ab + v * t.ac) / terrainScale; //var treePos = new Vector3(-halfHeightMapSize + (float)UniversalRandom.GetInstance().NextDouble() * (heightMapSize-50), 0, // -halfHeightMapSize + (float)UniversalRandom.GetInstance().NextDouble() * (heightMapSize-50)); float X = pos.X + heightMapSize / 2f, Z = pos.Z +heightMapSize / 2f; float Xlerp = X % 1f, Zlerp = Z % 1f; int x0 = (int)X, z0 = (int)Z, x1 = x0 + 1, z1 = z0 + 1; float height; float k; if (Xlerp + Zlerp > 1) { float h1 = MathHelper.Lerp(heightMap[x0, z1], heightMap[x1, z1], Xlerp); float h2 = MathHelper.Lerp(heightMap[x1, z0], heightMap[x1, z1], Zlerp); k = h2 / h1; height = MathHelper.Lerp(h1, h2, .5f); } else { float h1 = MathHelper.Lerp(heightMap[x0, z0], heightMap[x1, z0], Xlerp), h2 = MathHelper.Lerp(heightMap[x0, z0], heightMap[x0, z1], Zlerp); k = h2 / h1; height = MathHelper.Lerp(h1, h2, .5f); } pos.Y = height - 0.002f; if (k > 1.02 ) continue; GameObject obj; switch(UniversalRandom.GetInstance().Next(0, 3)) { case 0: obj = new OakTree(gameInstance); obj.Scale = 3 + 3 * (float)UniversalRandom.GetInstance().NextDouble(); FireflyCandidates.Add(obj); break; case 1: obj = new BirchTree(gameInstance); obj.Scale = 3 + 3 * (float)UniversalRandom.GetInstance().NextDouble(); FireflyCandidates.Add(obj); break; default: obj = new Stone(gameInstance); obj.Scale = 0.5f + (float)(.25 * UniversalRandom.GetInstance().NextDouble()); break; } obj.Position = terrainScale * pos; obj.Rotation = new Vector3(0, MathHelper.Lerp(0, MathHelper.Pi * 2, (float)UniversalRandom.GetInstance().NextDouble()), 0); GraphicalObjects.Add(obj); ShadowCasterObjects.Add(obj); } for (int i = 0; i < FireflyCandidates.Count; i+=5) { ParticleEmitter emitter = new ParticleEmitter(fireflySystem, 80, FireflyCandidates[i].Position); emitter.Origin = FireflyCandidates[i].Position + Vector3.Up * 500; fireflyEmitter.Add(emitter); } #endregion //foreach (GameObject obj in GraphicalObjects) //{ // pointLights.Add(new PointLight(obj.Position + Vector3.Up * 500, new Vector3(0.7f, 0.7f, 0.7f), 450) // { // Model = pointLightModel // }); //} //GraphicalObjects.AddRange(pointLights); //List<FireObject> list = new List<FireObject>(); //foreach (PointLight p in pointLights) //{ // FireObject obj = new FireObject(gameInstance, content, p.Position, p.Position + Vector3.Up * 10); // list.Add(obj); //} //pointLights.AddRange(list); //GraphicalObjects.AddRange(list); #region Cameras var input = gameInstance.GetService<InputComponent>(); gameInstance.GetService<CameraComponent>().AddCamera(new DebugCamera(new Vector3(-11800, 3000, -8200), input)); Camera c; gameInstance.GetService<CameraComponent>().AddCamera(c = new ThirdPersonCamera(Car, input)); gameInstance.GetService<CameraComponent>().CurrentCamera = c; #endregion #region DynamicEnvironment // TODO: CARMOVE environmentCubeMap = new RenderTargetCube(this.GraphicsDevice, 256, true, SurfaceFormat.Color, DepthFormat.Depth16); Car.EnvironmentMap = skyMap; #endregion #region PostProcess postProcessingComponent = new PostProcessingComponent(Game); Game.Components.Add(postProcessingComponent); postProcessTexture = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, true, SurfaceFormat.Color, DepthFormat.Depth24); #endregion // Adding a prelighingrenderer as a service prelightingRenderer = new PrelightingRenderer(GraphicsDevice, content); Game.AddService(typeof(PrelightingRenderer), prelightingRenderer); #region ShadowMapEffect shadowMapEffect = content.Load<Effect>(@"Effects\ShadowMap"); #endregion #region Gameplay Trigger Manager (with sample) /// <summary> /// Gets the triggermanager /// Add new PositionTrigger /// Hook up to listener => when hit, use the thunderBoltGenerator and spawn a flash /// Adds it to triggers. /// </summary> //var triggerManager = gameInstance.GetService<TriggerManager>(); //int noOfCheckpoints = 10; //for (int i = 0; i < noOfCheckpoints; i++) //{ // var trigger = new PositionTrigger(raceTrack.CurveRasterization, (int)(((float)i / noOfCheckpoints) * raceTrack.CurveRasterization.Points.Count), true, true); // string cp = "Checkpoint " + i; // trigger.Triggered += (sender, e) => // { // Console.WriteLine(cp); // }; // triggerManager.Triggers.Add("checkpoint"+i, trigger); //} #endregion #region Game Mode if (gameInstance.GetService<ServerClient>().connected) { foreach (var player in gameInstance.GetService<ServerClient>().Players.Values) { gameInstance.GetService<CarControlComponent>().AddCar(player, null, this); } var carList = gameInstance.GetService<CarControlComponent>().Cars.OrderBy(pc => pc.Key.ID).Select(pc => pc.Value).ToList(); SetCarsAtStart(carList); } int cp = 6; if (gameModeChoice == GameModeChoice.SimpleRace) this.mode = new SimpleRaceMode(gameInstance, 3, cp, raceTrack, Car); else if (gameModeChoice == GameModeChoice.Multiplayer) this.mode = new MultiplayerRaceMode(gameInstance, 3, cp, raceTrack, Car); else throw new Exception("Stop choosing weird game modes"); gameInstance.AddService(typeof(GameplayMode), mode); #endregion #region Checkpoint lights for (int i=0; i<cp; i++) { var point = raceTrack.GetCurveRasterization(cp).Points[i]; var pl = new CheckpointLight(point.Position + 500 * Vector3.Up) { Model = pointLightModel }; pointLights.Add(pl); GraphicalObjects.Add(pl); #region Fire int halfnumberoffire = 5; for (int o = -halfnumberoffire + 1; o < halfnumberoffire; o++) { Vector3 side = Vector3.Cross(Vector3.Normalize(raceTrack.Curve.GetPoint((i) / (float)cp + .001f) - point.Position), Vector3.Up); var fire = new FireObject(content, fireSystem, fireSmokeSystem, point.Position + side * 100 * o - Vector3.Up * 400 + Vector3.Up * 650 * (float)Math.Cos(o/(float)halfnumberoffire), Vector3.Up * 10); pointLights.Add(fire); GraphicalObjects.Add(fire); } #endregion } #endregion #region BackgroundSound loopSoundManager.AddNewSound("forestambient"); #endregion prelightingRenderer.GameObjects = GraphicalObjects; init = true; }