Exemple #1
0
        public override void Init()
        {
            //Cargar escenario, pero inicialmente solo hacemos el parser, para separar los objetos que son solo luces y no meshes
            var scenePath = MediaDir + "Escenario\\EscenarioLuces-TgcScene.xml";
            var mediaPath = MediaDir + "Escenario\\";
            var parser    = new TgcSceneParser();
            var sceneData = parser.parseSceneFromString(File.ReadAllText(scenePath));

            //Separar modelos reales de las luces, segun layer "Lights"
            lights = new List <LightData>();
            var realMeshData = new List <TgcMeshData>();

            for (var i = 0; i < sceneData.meshesData.Length; i++)
            {
                var meshData = sceneData.meshesData[i];

                //Es una luz, no cargar mesh, solo importan sus datos
                if (meshData.layerName == "Lights")
                {
                    //Guardar datos de luz
                    var light = new LightData();
                    light.color = Color.FromArgb((int)meshData.color[0], (int)meshData.color[1],
                                                 (int)meshData.color[2]);
                    light.aabb = new TgcBoundingAxisAlignBox(TgcParserUtils.float3ArrayToVector3(meshData.pMin),
                                                             TgcParserUtils.float3ArrayToVector3(meshData.pMax));
                    light.pos = light.aabb.calculateBoxCenter();
                    lights.Add(light);
                }
                //Es un mesh real, agregar a array definitivo
                else
                {
                    realMeshData.Add(meshData);
                }
            }

            //Reemplazar array original de meshData de sceneData por el definitivo
            sceneData.meshesData = realMeshData.ToArray();

            //Ahora si cargar meshes reales
            var loader = new TgcSceneLoader();

            scene = loader.loadScene(sceneData, mediaPath);

            //Camara en 1ra persona
            Camara = new TgcFpsCamera(new Vector3(-20, 80, 450), 400f, 300f, Input);

            //Modifiers para variables de luz
            Modifiers.addBoolean("lightEnable", "lightEnable", true);
            Modifiers.addFloat("lightIntensity", 0, 150, 20);
            Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.3f);
            Modifiers.addFloat("specularEx", 0, 20, 9f);

            //Modifiers para material
            Modifiers.addColor("mEmissive", Color.Black);
            Modifiers.addColor("mAmbient", Color.White);
            Modifiers.addColor("mDiffuse", Color.White);
            Modifiers.addColor("mSpecular", Color.White);
        }
Exemple #2
0
        public SceneEditorControl(TgcSceneEditor editor)
        {
            InitializeComponent();

            this.editor    = editor;
            parser         = new TgcSceneParser();
            sceneLoader    = new TgcSceneLoader();
            pickingRay     = new TgcPickingRay();
            translateGizmo = new SceneEditorTranslateGizmo();
            helpWindow     = new SceneEditorHelpWindow();

            //openMeshDialog
            openMeshDialog = new OpenFileDialog();
            openMeshDialog.CheckFileExists = true;
            openMeshDialog.Title           = "Seleccionar malla de formato TGC";
            openMeshDialog.Filter          = "-TgcScene.xml |*-TgcScene.xml";
            openMeshDialog.Multiselect     = false;
            //openMeshDialog.InitialDirectory = GuiController.Instance.ExamplesMediaDir + "ModelosTgc\\";
            openMeshDialog.FileName = GuiController.Instance.ExamplesMediaDir + "ModelosTgc\\Box\\Box-TgcScene.xml";
            fileName.Text           = "Box-TgcScene.xml";
            meshFilePath            = openMeshDialog.FileName;

            //openHeighmapDialog
            openHeighmapDialog = new OpenFileDialog();
            openHeighmapDialog.CheckFileExists  = true;
            openHeighmapDialog.Title            = "Seleccionar Heighmap";
            openHeighmapDialog.Filter           = ".JPG|*.jpg|.JPEG|*.jpeg|.GIF|*.gif|.PNG|*.png|.BMP|*.bmp | .TGA |*.tga";
            openHeighmapDialog.Multiselect      = false;
            openHeighmapDialog.InitialDirectory = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\";

            //openHeighmapDialog
            openTextureDialog = new OpenFileDialog();
            openTextureDialog.CheckFileExists  = true;
            openTextureDialog.Title            = "Seleccionar textura de terreno";
            openTextureDialog.Filter           = ".JPG|*.jpg|.JPEG|*.jpeg|.GIF|*.gif|.PNG|*.png|.BMP|*.bmp | .TGA |*.tga";
            openTextureDialog.Multiselect      = false;
            openTextureDialog.InitialDirectory = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\";

            //saveSceneDialog
            saveSceneDialog              = new SaveFileDialog();
            saveSceneDialog.DefaultExt   = ".xml";
            saveSceneDialog.Filter       = ".XML |*.xml";
            saveSceneDialog.AddExtension = true;

            selectedMeshList = new List <SceneEditorMeshObject>();

            //Estado inicial
            currentState           = GuiState.Nothing;
            tabControl.SelectedTab = tabControl.TabPages["tabPageCreate"];

            //Camara inicial
            GuiController.Instance.FpsCamera.setCamera(new Vector3(50.406f, 185.5353f, -143.7283f), new Vector3(-92.5515f, -567.6361f, 498.3744f));
        }
Exemple #3
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;


            //Cargar textura de CubeMap para Environment Map, fijo para todos los meshes
            cubeMap = TextureLoader.FromCubeFile(d3dDevice, GuiController.Instance.ExamplesMediaDir + "Shaders\\CubeMap.dds");

            //Cargar Shader personalizado de EnvironmentMap
            effect = TgcShaders.loadEffect(GuiController.Instance.ExamplesMediaDir + "Shaders\\EnvironmentMap_Integrador2.fx");


            //Cargar escenario, pero inicialmente solo hacemos el parser, para separar los objetos que son solo luces y no meshes
            string         scenePath = GuiController.Instance.ExamplesDir + "Lights\\NormalMapRoom\\NormalMapRoom-TgcScene.xml";
            string         mediaPath = GuiController.Instance.ExamplesDir + "Lights\\NormalMapRoom\\";
            TgcSceneParser parser    = new TgcSceneParser();
            TgcSceneData   sceneData = parser.parseSceneFromString(File.ReadAllText(scenePath));

            //Separar modelos reales de las luces, segun layer "Lights"
            lights = new List <LightData>();
            List <TgcMeshData> realMeshData = new List <TgcMeshData>();

            for (int i = 0; i < sceneData.meshesData.Length; i++)
            {
                TgcMeshData meshData = sceneData.meshesData[i];

                //Es una luz, no cargar mesh, solo importan sus datos
                if (meshData.layerName == "Lights")
                {
                    //Guardar datos de luz
                    LightData light = new LightData();
                    light.color = Color.FromArgb((int)meshData.color[0], (int)meshData.color[1], (int)meshData.color[2]);
                    light.aabb  = new TgcBoundingBox(TgcParserUtils.float3ArrayToVector3(meshData.pMin), TgcParserUtils.float3ArrayToVector3(meshData.pMax));
                    light.pos   = light.aabb.calculateBoxCenter();
                    lights.Add(light);
                }
                //Es un mesh real, agregar a array definitivo
                else
                {
                    realMeshData.Add(meshData);
                }
            }

            //Reemplazar array original de meshData de sceneData por el definitivo
            sceneData.meshesData = realMeshData.ToArray();

            //Ahora si cargar meshes reales
            TgcSceneLoader loader = new TgcSceneLoader();
            TgcScene       scene  = loader.loadScene(sceneData, mediaPath);

            //Separar meshes con bumpMapping de los comunes
            List <TgcMeshBumpMapping> bumpMeshes = new List <TgcMeshBumpMapping>();

            commonMeshes = new List <TgcMesh>();
            foreach (TgcMesh mesh in scene.Meshes)
            {
                //Mesh con BumpMapping
                if (mesh.Layer == "BumpMap")
                {
                    //Por convencion de este ejemplo el NormalMap se llama igual que el DiffuseMap (y cada mesh tiene una sola)
                    string   path  = mesh.DiffuseMaps[0].FilePath;
                    string[] split = path.Split('.');
                    path = split[0] + "_NormalMap.png";

                    //Convertir TgcMesh a TgcMeshBumpMapping
                    TgcTexture         normalMap      = TgcTexture.createTexture(path);
                    TgcTexture[]       normalMapArray = new TgcTexture[] { normalMap };
                    TgcMeshBumpMapping bumpMesh       = TgcMeshBumpMapping.fromTgcMesh(mesh, normalMapArray);
                    bumpMesh.Effect    = effect;
                    bumpMesh.Technique = "ThreeLightsTechnique";
                    bumpMeshes.Add(bumpMesh);

                    //Liberar original
                    mesh.dispose();
                }
                //Mesh normal
                else
                {
                    commonMeshes.Add(mesh);
                }
            }


            //Pre-calculamos las 3 luces mas cercanas de cada mesh
            meshesWithLight = new List <MeshLightData>();
            foreach (TgcMeshBumpMapping mesh in bumpMeshes)
            {
                MeshLightData meshData = new MeshLightData();
                meshData.mesh = mesh;
                Vector3 meshCeter = mesh.BoundingBox.calculateBoxCenter();
                meshData.lights[0] = getClosestLight(meshCeter, null, null);
                meshData.lights[1] = getClosestLight(meshCeter, meshData.lights[0], null);
                meshData.lights[2] = getClosestLight(meshCeter, meshData.lights[0], meshData.lights[1]);
                meshesWithLight.Add(meshData);
            }



            //Camara en 1ra persona
            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(0, 50, 100), new Vector3(0, 50, -1));



            //Modifiers
            GuiController.Instance.Modifiers.addBoolean("lightEnable", "lightEnable", true);
            GuiController.Instance.Modifiers.addFloat("reflection", 0, 1, 0.2f);
            GuiController.Instance.Modifiers.addFloat("bumpiness", 0, 2, 1f);
            GuiController.Instance.Modifiers.addFloat("lightIntensity", 0, 150, 20);
            GuiController.Instance.Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.3f);
            GuiController.Instance.Modifiers.addFloat("specularEx", 0, 20, 9f);

            GuiController.Instance.Modifiers.addColor("mEmissive", Color.Black);
            GuiController.Instance.Modifiers.addColor("mAmbient", Color.White);
            GuiController.Instance.Modifiers.addColor("mDiffuse", Color.White);
            GuiController.Instance.Modifiers.addColor("mSpecular", Color.White);
        }
Exemple #4
0
        public override void Init()
        {
            //Cargar textura de CubeMap para Environment Map, fijo para todos los meshes
            cubeMap = TextureLoader.FromCubeFile(D3DDevice.Instance.Device,
                                                 MediaDir + "CubeMap.dds");

            //Cargar Shader personalizado de EnvironmentMap
            effect = TgcShaders.loadEffect(ShadersDir + "EnvironmentMap.fx");

            //Cargar escenario, pero inicialmente solo hacemos el parser, para separar los objetos que son solo luces y no meshes
            var scenePath = MediaDir + "NormalMapRoom\\NormalMapRoom-TgcScene.xml";
            var mediaPath = MediaDir + "NormalMapRoom\\";
            var parser    = new TgcSceneParser();
            var sceneData = parser.parseSceneFromString(File.ReadAllText(scenePath));

            //Separar modelos reales de las luces, segun layer "Lights"
            lights = new List <LightData>();
            var realMeshData = new List <TgcMeshData>();

            for (var i = 0; i < sceneData.meshesData.Length; i++)
            {
                var meshData = sceneData.meshesData[i];

                //Es una luz, no cargar mesh, solo importan sus datos
                if (meshData.layerName == "Lights")
                {
                    //Guardar datos de luz
                    var light = new LightData();
                    light.color = Color.FromArgb((int)meshData.color[0], (int)meshData.color[1],
                                                 (int)meshData.color[2]);
                    light.aabb = new TgcBoundingAxisAlignBox(TgcParserUtils.float3ArrayToVector3(meshData.pMin),
                                                             TgcParserUtils.float3ArrayToVector3(meshData.pMax));
                    light.pos = light.aabb.calculateBoxCenter();
                    lights.Add(light);
                }
                //Es un mesh real, agregar a array definitivo
                else
                {
                    realMeshData.Add(meshData);
                }
            }

            //Reemplazar array original de meshData de sceneData por el definitivo
            sceneData.meshesData = realMeshData.ToArray();

            //Ahora si cargar meshes reales
            var loader = new TgcSceneLoader();
            var scene  = loader.loadScene(sceneData, mediaPath);

            //Separar meshes con bumpMapping de los comunes
            bumpMeshes   = new List <TgcMeshBumpMapping>();
            commonMeshes = new List <TgcMesh>();
            foreach (var mesh in scene.Meshes)
            {
                //Mesh con BumpMapping
                if (mesh.Layer == "BumpMap")
                {
                    //Por convencion de este ejemplo el NormalMap se llama igual que el DiffuseMap (y cada mesh tiene una sola)
                    var path  = mesh.DiffuseMaps[0].FilePath;
                    var split = path.Split('.');
                    path = split[0] + "." + split[1] + "_NormalMap.png";

                    //Convertir TgcMesh a TgcMeshBumpMapping
                    var          normalMap      = TgcTexture.createTexture(path);
                    TgcTexture[] normalMapArray = { normalMap };
                    var          bumpMesh       = TgcMeshBumpMapping.fromTgcMesh(mesh, normalMapArray);
                    bumpMesh.Effect    = effect;
                    bumpMesh.Technique = "EnvironmentMapTechnique";
                    bumpMeshes.Add(bumpMesh);

                    //Liberar original
                    mesh.dispose();
                }
                //Mesh normal
                else
                {
                    commonMeshes.Add(mesh);
                }
            }

            //Camara en 1ra persona
            Camara = new TgcFpsCamera(new Vector3(0, 50, 100), Input);

            //Modifiers
            Modifiers.addFloat("reflection", 0, 1, 0.2f);
            Modifiers.addFloat("bumpiness", 0, 2, 1f);
            Modifiers.addFloat("lightIntensity", 0, 150, 20);
            Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.3f);
            Modifiers.addFloat("specularEx", 0, 20, 9f);

            Modifiers.addColor("mEmissive", Color.Black);
            Modifiers.addColor("mAmbient", Color.White);
            Modifiers.addColor("mDiffuse", Color.White);
            Modifiers.addColor("mSpecular", Color.White);
        }