/// <summary>
        ///     Crear flechas de debug para normales, tangentes y binormales
        /// </summary>
        private void loadDebugArrows(TgcMeshBumpMapping mesh)
        {
            //Obtener vertexBuffer
            var vertexBuffer = (TgcMeshBumpMapping.BumpMappingVertex[])mesh.D3dMesh.LockVertexBuffer(
                typeof(TgcMeshBumpMapping.BumpMappingVertex), LockFlags.ReadOnly, mesh.D3dMesh.NumberVertices);

            mesh.D3dMesh.UnlockVertexBuffer();

            for (var i = 0; i < vertexBuffer.Length; i++)
            {
                var v = vertexBuffer[i];
                normals.Add(TgcArrow.fromDirection(v.Position, v.Normal * 50, Color.Blue, Color.Yellow, 0.5f,
                                                   new Vector2(2f, 4f)));
                tangents.Add(TgcArrow.fromDirection(v.Position, v.Tangent * 50, Color.Red, Color.Yellow, 0.5f,
                                                    new Vector2(2f, 4f)));
                binormals.Add(TgcArrow.fromDirection(v.Position, v.Binormal * 50, Color.Green, Color.Yellow, 0.5f,
                                                     new Vector2(2f, 4f)));
            }
        }
        public override void Init()
        {
            //DEBUG: para probar codigo que genera un NormalMap automaticamente. Queda bastante peor que el NormalMap que ya viene hecho
            //createNormalMap(this.ShadersDir+"BumpMapping_DiffuseMap.jpg", this.ShadersDir+"NormalMap_Prueba.jpg");
            //TgcTexture normalMap = TgcTexture.createTexture(this.ShadersDir+"NormalMap_Prueba2.jpg");

            //Crear 3 paredes y un piso con textura comun y textura de normalMap
            var diffuseMap =
                TgcTexture.createTexture(MediaDir + "Texturas//BM_DiffuseMap_pared.jpg");
            var normalMap =
                TgcTexture.createTexture(MediaDir + "Texturas//BM_NormalMap.jpg");

            TgcTexture[] normalMapArray = { normalMap };

            var paredSur   = TgcBox.fromExtremes(new Vector3(-200, 0, -210), new Vector3(200, 100, -200), diffuseMap);
            var paredOeste = TgcBox.fromExtremes(new Vector3(-210, 0, -200), new Vector3(-200, 100, 200), diffuseMap);
            var paredEste  = TgcBox.fromExtremes(new Vector3(200, 0, -200), new Vector3(210, 100, 200), diffuseMap);
            var piso       = TgcBox.fromExtremes(new Vector3(-200, -1, -200), new Vector3(200, 0, 200), diffuseMap);

            //Convertir TgcBox a TgcMesh
            var m1 = paredSur.toMesh("paredSur");
            var m2 = paredOeste.toMesh("paredOeste");
            var m3 = paredEste.toMesh("paredEste");
            var m4 = piso.toMesh("piso");

            //Convertir TgcMesh a TgcMeshBumpMapping
            meshes = new List <TgcMeshBumpMapping>();
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m1, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m2, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m3, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m4, normalMapArray));

            //Borrar TgcMesh y TgcBox, ya no se usan
            paredSur.dispose();
            paredOeste.dispose();
            paredEste.dispose();
            piso.dispose();
            m1.dispose();
            m2.dispose();
            m3.dispose();
            m4.dispose();

            //Crear flechas de debug
            tangents  = new List <TgcArrow>();
            normals   = new List <TgcArrow>();
            binormals = new List <TgcArrow>();
            foreach (var mesh in meshes)
            {
                loadDebugArrows(mesh);
            }

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

            //Cargar Shader de personalizado de BumpMapping. Solo soporta meshes de tipo DiffuseMap
            effect = TgcShaders.loadEffect(ShadersDir + "BumpMapping.fx");

            //Cargar shader en meshes
            foreach (var m in meshes)
            {
                m.Effect    = effect;
                m.Technique = "BumpMappingTechnique";
            }

            //Mesh para la luz
            lightMesh = TgcBox.fromSize(new Vector3(10, 10, 10), Color.Red);
            Modifiers.addFloat("bumpiness", 0, 1, 1f);
            Modifiers.addVertex3f("lightPos", new Vector3(-200, 0, -200),
                                  new Vector3(200, 100, 200), new Vector3(0, 80, 0));
            Modifiers.addColor("lightColor", Color.White);
            Modifiers.addFloat("lightIntensity", 0, 150, 20);
            Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.3f);
            Modifiers.addFloat("specularEx", 0, 20, 9f);
            Modifiers.addBoolean("showNormals", "showNormals", false);
            Modifiers.addBoolean("showTangents", "showTangents", false);
            Modifiers.addBoolean("showBinormals", "showBinormals", false);

            Modifiers.addColor("mEmissive", Color.Black);
            Modifiers.addColor("mAmbient", Color.White);
            Modifiers.addColor("mDiffuse", Color.White);
            Modifiers.addColor("mSpecular", Color.White);
        }
Exemple #3
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        public override void Init()
        {
            //Cargar textura de CubeMap para Environment Map
            cubeMap = TextureLoader.FromCubeFile(D3DDevice.Instance.Device, MediaDir + "CubeMap.dds");

            //Crear 3 paredes y un piso con textura comun y textura de normalMap
            var diffuseMap = TgcTexture.createTexture(MediaDir + "Texturas//BM_DiffuseMap_pared.jpg");
            var normalMap  = TgcTexture.createTexture(MediaDir + "Texturas//BM_NormalMap.jpg");

            TgcTexture[] normalMapArray = { normalMap };

            var paredSur   = TgcBox.fromExtremes(new Vector3(-200, 0, -210), new Vector3(200, 100, -200), diffuseMap);
            var paredOeste = TgcBox.fromExtremes(new Vector3(-210, 0, -200), new Vector3(-200, 100, 200), diffuseMap);
            var paredEste  = TgcBox.fromExtremes(new Vector3(200, 0, -200), new Vector3(210, 100, 200), diffuseMap);
            var piso       = TgcBox.fromExtremes(new Vector3(-200, -1, -200), new Vector3(200, 0, 200), diffuseMap);

            //Convertir TgcBox a TgcMesh
            var m1 = paredSur.toMesh("paredSur");
            var m2 = paredOeste.toMesh("paredOeste");
            var m3 = paredEste.toMesh("paredEste");
            var m4 = piso.toMesh("piso");

            //Convertir TgcMesh a TgcMeshBumpMapping (se usa solo por conveniencia, pero el NormalMap de TgcMeshBumpMapping es innecesario para este ejemplo)
            meshes = new List <TgcMeshBumpMapping>();
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m1, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m2, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m3, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m4, normalMapArray));

            //Borrar TgcMesh y TgcBox, ya no se usan
            paredSur.dispose();
            paredOeste.dispose();
            paredEste.dispose();
            piso.dispose();
            m1.dispose();
            m2.dispose();
            m3.dispose();
            m4.dispose();

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

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

            //Cargar shader en meshes
            foreach (var m in meshes)
            {
                m.Effect    = effect;
                m.Technique = "SimpleEnvironmentMapTechnique";
            }

            //Mesh para la luz
            lightMesh = TgcBox.fromSize(new Vector3(10, 10, 10), Color.Red);
            Modifiers.addFloat("reflection", 0, 1, 0.35f);
            Modifiers.addVertex3f("lightPos", new Vector3(-200, 0, -200),
                                  new Vector3(200, 100, 200), new Vector3(0, 80, 0));
            Modifiers.addColor("lightColor", Color.White);
            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);
        }
Exemple #4
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        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);
        }
        public override void Init()
        {
            //Cargar textura de CubeMap para Environment Map
            cubeMap = TextureLoader.FromCubeFile(D3DDevice.Instance.Device, MediaDir + "CubeMap.dds");

            //Crear 3 paredes y un piso con textura comun y textura de normalMap
            var diffuseMap = TgcTexture.createTexture(MediaDir + "Texturas//BM_DiffuseMap_pared.jpg");
            var normalMap  = TgcTexture.createTexture(MediaDir + "Texturas//BM_NormalMap.jpg");

            TgcTexture[] normalMapArray = { normalMap };

            var paredSur = TGCBox.fromExtremes(new TGCVector3(-200, 0, -210), new TGCVector3(200, 100, -200), diffuseMap);

            paredSur.Transform = TGCMatrix.Translation(paredSur.Position);

            var paredOeste = TGCBox.fromExtremes(new TGCVector3(-210, 0, -200), new TGCVector3(-200, 100, 200), diffuseMap);

            paredOeste.Transform = TGCMatrix.Translation(paredOeste.Position);

            var paredEste = TGCBox.fromExtremes(new TGCVector3(200, 0, -200), new TGCVector3(210, 100, 200), diffuseMap);

            paredEste.Transform = TGCMatrix.Translation(paredEste.Position);

            var piso = TGCBox.fromExtremes(new TGCVector3(-200, -1, -200), new TGCVector3(200, 0, 200), diffuseMap);

            piso.Transform = TGCMatrix.Translation(piso.Position);

            //Convertir TgcBox a TgcMesh
            var m1 = paredSur.ToMesh("paredSur");
            var m2 = paredOeste.ToMesh("paredOeste");
            var m3 = paredEste.ToMesh("paredEste");
            var m4 = piso.ToMesh("piso");

            //Convertir TgcMesh a TgcMeshBumpMapping
            meshes = new List <TgcMeshBumpMapping>();
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m1, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m2, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m3, normalMapArray));
            meshes.Add(TgcMeshBumpMapping.fromTgcMesh(m4, normalMapArray));

            //Borrar TgcMesh y TgcBox, ya no se usan
            paredSur.Dispose();
            paredOeste.Dispose();
            paredEste.Dispose();
            piso.Dispose();
            m1.Dispose();
            m2.Dispose();
            m3.Dispose();
            m4.Dispose();

            //Camara en 1ra persona
            Camera = new TgcFpsCamera(new TGCVector3(200, 60, 50), Input);

            //Cargar Shader personalizado para EnviromentMap
            effect = TGCShaders.Instance.LoadEffect(ShadersDir + "EnvironmentMap.fx");

            //Cargar shader en meshes
            foreach (var m in meshes)
            {
                m.Effect    = effect;
                m.Technique = "EnvironmentMapTechnique";
            }

            //Mesh para la luz
            lightMesh = TGCBox.fromSize(new TGCVector3(10, 10, 10), Color.Red);

            reflectionModifier       = AddFloat("reflection", 0, 1, 0.35f);
            bumpinessModifier        = AddFloat("bumpiness", 0, 1, 1f);
            lightPosModifier         = AddVertex3f("lightPos", new TGCVector3(-200, 0, -200), new TGCVector3(200, 100, 200), new TGCVector3(0, 80, 0));
            lightColorModifier       = AddColor("lightColor", Color.White);
            lightIntensityModifier   = AddFloat("lightIntensity", 0, 150, 20);
            lightAttenuationModifier = AddFloat("lightAttenuation", 0.1f, 2, 0.3f);
            specularExModifier       = AddFloat("specularEx", 0, 20, 9f);

            mEmissiveModifier = AddColor("mEmissive", Color.Black);
            mAmbientModifier  = AddColor("mAmbient", Color.White);
            mDiffuseModifier  = AddColor("mDiffuse", Color.White);
            mSpecularModifier = AddColor("mSpecular", Color.White);
        }
        /// <summary>
        ///     Crear un TgcMeshBumpMapping en base a un TgcMesh y su normalMap.
        ///     Solo esta soportado un TgcMehs MeshRenderType = DiffuseMap
        /// </summary>
        public static TgcMeshBumpMapping fromTgcMesh(TgcMesh mesh, TgcTexture[] normalMaps)
        {
            if (mesh.RenderType != MeshRenderType.DIFFUSE_MAP)
            {
                throw new Exception("Solo esta soportado MeshRenderType = DiffuseMap");
            }

            //Obtener vertexBuffer original
            var origVertexBuffer = (TgcSceneLoader.DiffuseMapVertex[])mesh.D3dMesh.LockVertexBuffer(
                typeof(TgcSceneLoader.DiffuseMapVertex), LockFlags.ReadOnly, mesh.D3dMesh.NumberVertices);

            mesh.D3dMesh.UnlockVertexBuffer();

            //Crear nuevo Mesh de DirectX
            var triCount = origVertexBuffer.Length / 3;
            var d3dMesh  = new Mesh(triCount, origVertexBuffer.Length, MeshFlags.Managed, BumpMappingVertexElements,
                                    D3DDevice.Instance.Device);

            //Calcular normales recorriendo los triangulos
            var normals = new TGCVector3[origVertexBuffer.Length];

            for (var i = 0; i < normals.Length; i++)
            {
                normals[i] = TGCVector3.Empty;
            }
            for (var i = 0; i < triCount; i++)
            {
                //Los 3 vertices del triangulo
                var v1 = origVertexBuffer[i * 3];
                var v2 = origVertexBuffer[i * 3 + 1];
                var v3 = origVertexBuffer[i * 3 + 2];

                //Face-normal (left-handend)
                var a = v2.Position - v1.Position;
                var b = v3.Position - v1.Position;
                var n = TGCVector3.Cross(a, b);

                //Acumular normal del vertice segun todas sus Face-normal
                normals[i * 3]     += n;
                normals[i * 3 + 1] += n;
                normals[i * 3 + 2] += n;
            }

            //Normalizar normales
            for (var i = 0; i < normals.Length; i++)
            {
                normals[i] = TGCVector3.Normalize(normals[i]);
            }

            //Crear nuevo VertexBuffer
            using (var vb = d3dMesh.VertexBuffer)
            {
                //Iterar sobre triangulos
                var data = vb.Lock(0, 0, LockFlags.None);
                for (var i = 0; i < triCount; i++)
                {
                    //Vertices originales
                    var vOrig1 = origVertexBuffer[i * 3];
                    var vOrig2 = origVertexBuffer[i * 3 + 1];
                    var vOrig3 = origVertexBuffer[i * 3 + 2];

                    //Nuevo vertice 1
                    var v1 = new BumpMappingVertex();
                    v1.Position = vOrig1.Position;
                    v1.Color    = vOrig1.Color;
                    v1.Tu       = vOrig1.Tu;
                    v1.Tv       = vOrig1.Tv;
                    v1.Normal   = normals[i * 3];

                    //Nuevo vertice 2
                    var v2 = new BumpMappingVertex();
                    v2.Position = vOrig2.Position;
                    v2.Color    = vOrig2.Color;
                    v2.Tu       = vOrig2.Tu;
                    v2.Tv       = vOrig2.Tv;
                    v2.Normal   = normals[i * 3 + 1];

                    //Nuevo vertice 3
                    var v3 = new BumpMappingVertex();
                    v3.Position = vOrig3.Position;
                    v3.Color    = vOrig3.Color;
                    v3.Tu       = vOrig3.Tu;
                    v3.Tv       = vOrig3.Tv;
                    v3.Normal   = normals[i * 3 + 2];

                    //Calcular tangente y binormal para todo el triangulo y cargarlas en cada vertice
                    TGCVector3 tangent;
                    TGCVector3 binormal;
                    computeTangentBinormal(v1, v2, v3, out tangent, out binormal);
                    v1.Tangent  = tangent;
                    v1.Binormal = binormal;
                    v2.Tangent  = tangent;
                    v2.Binormal = binormal;
                    v3.Tangent  = tangent;
                    v3.Binormal = binormal;

                    //Cargar VertexBuffer
                    data.Write(v1);
                    data.Write(v2);
                    data.Write(v3);
                }

                vb.Unlock();
            }

            //Cargar IndexBuffer en forma plana
            using (var ib = d3dMesh.IndexBuffer)
            {
                var indices = new short[origVertexBuffer.Length];
                for (var i = 0; i < indices.Length; i++)
                {
                    indices[i] = (short)i;
                }
                ib.SetData(indices, 0, LockFlags.None);
            }

            //Clonar texturas y materials
            var diffuseMaps = new TgcTexture[mesh.DiffuseMaps.Length];
            var materials   = new Material[mesh.Materials.Length];

            for (var i = 0; i < mesh.DiffuseMaps.Length; i++)
            {
                diffuseMaps[i] = mesh.DiffuseMaps[i].Clone();
                materials[i]   = D3DDevice.DEFAULT_MATERIAL;
            }

            //Cargar attributeBuffer
            if (diffuseMaps.Length > 1)
            {
                var origAttributeBuffer = mesh.D3dMesh.LockAttributeBufferArray(LockFlags.None);
                var newAttributeBuffer  = d3dMesh.LockAttributeBufferArray(LockFlags.None);
                Array.Copy(origAttributeBuffer, newAttributeBuffer, origAttributeBuffer.Length);
                mesh.D3dMesh.UnlockAttributeBuffer();
                d3dMesh.UnlockAttributeBuffer(newAttributeBuffer);
            }

            //Crear mesh de BumpMapping Mesh
            var bumpMesh = new TgcMeshBumpMapping(d3dMesh, mesh.Name, mesh.RenderType);

            bumpMesh.diffuseMaps      = diffuseMaps;
            bumpMesh.materials        = materials;
            bumpMesh.NormalMaps       = normalMaps;
            bumpMesh.layer            = mesh.Layer;
            bumpMesh.AlphaBlendEnable = mesh.AlphaBlendEnable;
            bumpMesh.UserProperties   = mesh.UserProperties;
            bumpMesh.boundingBox      = mesh.BoundingBox.clone();
            bumpMesh.enabled          = true;

            return(bumpMesh);
        }