public MainViewModel()
        {
            // titles
            this.Title = "Simple Demo (Workitem 10043)";
            this.SubTitle = "Please switch to Viewport 2 and then back to Viewport 1";

            // camera setup
            this.Camera = new PerspectiveCamera { Position = new Point3D(3, 3, 5), LookDirection = new Vector3D(-3, -3, -5), UpDirection = new Vector3D(0, 1, 0) };

            if (this.RenderTechniquesManager != null)
            {
                // default render technique
                this.RenderTechnique = RenderTechniquesManager.RenderTechniques.Get(DefaultRenderTechniqueNames.Blinn);
            }

            // setup lighting
            this.AmbientLightColor = new Color4(0.1f, 0.1f, 0.1f, 1.0f);
            this.DirectionalLightColor = Color.White;
            this.DirectionalLightDirection = new Vector3(-2, -5, -2);

            // floor plane grid
            this.Grid = LineBuilder.GenerateGrid();
            this.GridColor = SharpDX.Color.Black;
            this.GridTransform = new Media3D.TranslateTransform3D(-5, -1, -5);

            // scene model3d
            var b1 = new MeshBuilder();
            b1.AddSphere(new Vector3(0, 0, 0), 0.5);
            b1.AddBox(new Vector3(0, 0, 0), 1, 0.5, 2, BoxFaces.All);

            var meshGeometry = b1.ToMeshGeometry3D();
            meshGeometry.Colors = new Color4Collection(meshGeometry.TextureCoordinates.Select(x => x.ToColor4()));
            this.Model = meshGeometry;

            // lines model3d
            var e1 = new LineBuilder();
            e1.AddBox(new Vector3(0, 0, 0), 1, 0.5, 2);
            this.Lines = e1.ToLineGeometry3D();

            // model trafos
            this.Model1Transform = new Media3D.TranslateTransform3D(0, 0, 0);
            this.Model2Transform = new Media3D.TranslateTransform3D(-2, 0, 0);
            this.Model3Transform = new Media3D.TranslateTransform3D(+2, 0, 0);

            // model materials
            this.RedMaterial = PhongMaterials.Red;
            this.GreenMaterial = PhongMaterials.Green;
            this.BlueMaterial = PhongMaterials.Blue;
            //var diffColor = this.RedMaterial.DiffuseColor;
            //diffColor.Alpha = 0.5f;
            //this.RedMaterial.DiffuseColor = diffColor;
        }
        public MainViewModel()
        {
            RenderTechniquesManager = new DefaultRenderTechniquesManager();
            RenderTechnique = RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.Blinn];
            EffectsManager = new DefaultEffectsManager(RenderTechniquesManager);

            this.Title = "Line Shading Demo (HelixToolkitDX)";
            this.SubTitle = null;

            // camera setup
            this.Camera = new PerspectiveCamera { Position = new Point3D(0, 5, 5), LookDirection = new Vector3D(-0, -5, -5), UpDirection = new Vector3D(0, 1, 0) };

            // setup lighting
            this.AmbientLightColor = new Color4(0.1f, 0.1f, 0.1f, 1.0f);
            this.DirectionalLightColor = Color.White;
            this.DirectionalLightDirection = new Vector3(-2, -5, -2);

            // floor plane grid
            this.Grid = LineBuilder.GenerateGrid();
            this.GridColor = SharpDX.Color.Black;
            this.GridTransform = new TranslateTransform3D(-5, -1, -5);

            // scene model3d
            var b1 = new MeshBuilder();
            b1.AddSphere(new Vector3(0, 0, 0), 0.5);
            b1.AddBox(new Vector3(0, 0, 0), 1, 0.5, 2, BoxFaces.All);
            this.Model = b1.ToMeshGeometry3D();

            // lines model3d
            var e1 = new LineBuilder();
            e1.AddBox(new Vector3(0, 0, 0), 1, 0.5, 2);
            //e1.AddLine(new Vector3(-1, 0, 0), new Vector3(1, 0, 0));
            this.Lines = e1.ToLineGeometry3D();

            // lines params
            this.LineThickness = 2;
            this.LineSmoothness = 2.0;
            this.LinesEnabled = true;
            this.GridEnabled = true;

            // model trafos
            this.Model1Transform = new TranslateTransform3D(0, 0, 0);
            this.Model2Transform = new TranslateTransform3D(-2, 0, 0);
            this.Model3Transform = new TranslateTransform3D(+2, 0, 0);

            // model materials
            this.Material1 = PhongMaterials.PolishedGold;
            this.Material2 = PhongMaterials.Copper;
            this.Material3 = PhongMaterials.Glass;
        }
        public MainViewModel()
        {
            RenderTechniquesManager = new DefaultRenderTechniquesManager();
            RenderTechnique = RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.Blinn];
            EffectsManager = new DefaultEffectsManager(RenderTechniquesManager);

            this.Title = "Manipulator Demo";
            this.SubTitle = null;

            // camera setup
            this.Camera = new OrthographicCamera { Position = new Point3D(0, 0, 5), LookDirection = new Vector3D(0, 0, -5), UpDirection = new Vector3D(0, 1, 0) };

            // setup lighting
            this.AmbientLightColor = new Color4(0.2f, 0.2f, 0.2f, 1.0f);
            this.DirectionalLightColor = Color.White;
            this.DirectionalLightDirection = new Vector3(-2, -5, -2);

            // floor plane grid
            this.Grid = LineBuilder.GenerateGrid();
            this.GridColor = SharpDX.Color.Black;
            this.GridTransform = new TranslateTransform3D(-5, -1, -5);

            // scene model3d
            var b1 = new MeshBuilder();
            b1.AddSphere(new Vector3(0, 0, 0), 0.5);
            b1.AddBox(new Vector3(0, 0, 0), 1, 0.5, 1.5, BoxFaces.All);
            this.Model = b1.ToMeshGeometry3D();

            // lines model3d
            var e1 = new LineBuilder();
            e1.AddBox(new Vector3(0, 0, 0), 1, 0.5, 1.5);
            this.Lines = e1.ToLineGeometry3D();

            // model trafos
            this.Model1Transform = CreateAnimatedTransform(new Vector3D(0, 0, 0), new Vector3D(1, 1, 1), 20);
            this.Model2Transform = new TranslateTransform3D(-3, 0, 0);
            this.Model3Transform = new TranslateTransform3D(+3, 0, 0);

            // model materials
            this.Material1 = PhongMaterials.Orange;
            this.Material2 = PhongMaterials.Orange;
            this.Material3 = PhongMaterials.Red;

            var dr = Color.DarkRed;
            Console.WriteLine(dr);
        }
Exemple #4
0
 static Sphere()
 {
     var b1 = new MeshBuilder();
     b1.AddSphere(new Vector3(0, 0, 0), 0.5);
     geometry = b1.ToMeshGeometry3D();
 }
        public MainViewModel()
        {
            RenderTechniquesManager = new DefaultRenderTechniquesManager();
            RenderTechnique = RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.Blinn];
            EffectsManager = new DefaultEffectsManager(RenderTechniquesManager);

            // ----------------------------------------------
            // titles
            this.Title = "Lighting Demo";
            this.SubTitle = "WPF & SharpDX";

            // ----------------------------------------------
            // camera setup
            this.Camera = new PerspectiveCamera { Position = new Point3D(8, 9, 7), LookDirection = new Vector3D(-5, -12, -5), UpDirection = new Vector3D(0, 1, 0) };

            // ----------------------------------------------
            // setup scene
            this.AmbientLightColor = new Color4(0.2f, 0.2f, 0.2f, 1.0f);

            this.RenderLight1 = true;
            this.RenderLight2 = true;
            this.RenderLight3 = true;
            this.RenderLight4 = true;

            this.Light1Color = (Color4)Color.White;
            this.Light2Color = (Color4)Color.Red;
            this.Light3Color = (Color4)Color.LightYellow;
            this.Light4Color = (Color4)Color.LightBlue;

            this.Light2Attenuation = new Vector3(1.0f, 0.5f, 0.10f);
            this.Light3Attenuation = new Vector3(1.0f, 0.1f, 0.05f);
            this.Light4Attenuation = new Vector3(1.0f, 0.2f, 0.0f);

            this.Light1Direction = new Vector3(0, -10, -10);
            this.Light1Transform = new TranslateTransform3D(-Light1Direction.ToVector3D());
            this.Light1DirectionTransform = CreateAnimatedTransform2(-Light1Direction.ToVector3D(), new Vector3D(0, 1, -1), 24);

            this.Light2Transform = CreateAnimatedTransform1(new Vector3D(-4, 0, 0), new Vector3D(0, 0, 1), 3);
            this.Light3Transform = CreateAnimatedTransform1(new Vector3D(0, 0, 4), new Vector3D(0, 1, 0), 5);

            this.Light4Direction = new Vector3(0, -5, 0);
            this.Light4Transform = new TranslateTransform3D(-Light4Direction.ToVector3D());
            this.Light4DirectionTransform = CreateAnimatedTransform2(-Light4Direction.ToVector3D(), new Vector3D(1, 0, 0), 12);

            // ----------------------------------------------
            // light model3d
            var sphere = new MeshBuilder();
            sphere.AddSphere(new Vector3(0, 0, 0), 0.2);
            Sphere = sphere.ToMeshGeometry3D();
            this.LightModelMaterial = new PhongMaterial
            {
                AmbientColor = Color.Gray,
                DiffuseColor = Color.Gray,
                EmissiveColor = Color.Yellow,
                SpecularColor = Color.Black,
            };

            // ----------------------------------------------
            // scene model3d
            var b1 = new MeshBuilder(true, true, true);
            b1.AddSphere(new Vector3(0.25f, 0.25f, 0.25f), 0.75, 64, 64);
            b1.AddBox(-new Vector3(0.25f, 0.25f, 0.25f), 1, 1, 1, BoxFaces.All);
            b1.AddBox(-new Vector3(5.0f, 0.0f, 0.0f), 1, 1, 1, BoxFaces.All);
            b1.AddSphere(new Vector3(5f, 0f, 0f), 0.75, 64, 64);
            b1.AddCylinder(new Vector3(0f, -3f, -5f), new Vector3(0f, 3f, -5f), 1.2, 64);

            this.Model = b1.ToMeshGeometry3D();
            this.ModelTransform = new Media3D.TranslateTransform3D(0, 0, 0);
            this.ModelMaterial = PhongMaterials.Chrome;
            //this.ModelMaterial.TextureMap = new BitmapImage(new System.Uri(@"TextureCheckerboard2.jpg", System.UriKind.RelativeOrAbsolute));
            this.ModelMaterial.NormalMap = new BitmapImage(new System.Uri(@"TextureCheckerboard2_dot3.jpg", System.UriKind.RelativeOrAbsolute));
            //odelMaterial.NormalMap = new BitmapImage(new System.Uri(@"TextureNoise1_dot3.jpg", System.UriKind.RelativeOrAbsolute));

            // ----------------------------------------------
            // floor model3d
            var b2 = new MeshBuilder(true, true, true);
            b2.AddBox(new Vector3(0.0f, -5.0f, 0.0f), 15, 0.1, 15, BoxFaces.All);
            b2.AddSphere(new Vector3(-5.0f, -5.0f, 5.0f), 4, 64, 64);
            b2.AddCone(new Vector3(6f, -9f, -6f), new Vector3(6f, -1f, -6f), 4f, true, 64);
            this.Floor = b2.ToMeshGeometry3D();
            this.FloorTransform = new Media3D.TranslateTransform3D(0, 0, 0);
            this.FloorMaterial = new PhongMaterial
            {
                AmbientColor = Color.Gray,
                DiffuseColor = new Color4(0.75f, 0.75f, 0.75f, 1.0f),
                SpecularColor = Color.White,
                SpecularShininess = 100f,
                DiffuseMap = new BitmapImage(new System.Uri(@"TextureCheckerboard2.jpg", System.UriKind.RelativeOrAbsolute)),
                NormalMap = new BitmapImage(new System.Uri(@"TextureCheckerboard2_dot3.jpg", System.UriKind.RelativeOrAbsolute)),
            };
        }
        public MainViewModel()
        {
            RenderTechniquesManager = new DefaultRenderTechniquesManager();
            RenderTechnique = RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.Blinn];
            EffectsManager = new DefaultEffectsManager(RenderTechniquesManager);

            // titles
            this.Title = "Mouse Drag Demo";
            this.SubTitle = "WPF & SharpDX";

            // camera setup
            this.Camera = new PerspectiveCamera { Position = new Point3D(0, 0, 9), LookDirection = new Vector3D(-0, -0, -9), UpDirection = new Vector3D(0, 1, 0) };

            // default render technique
            this.RenderTechnique = RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.Blinn];

            // setup lighting
            this.AmbientLightColor = new Color4(0.1f, 0.1f, 0.1f, 1.0f);
            this.DirectionalLightColor = Color.White;
            this.DirectionalLightDirection = new Vector3(-2, -5, -2);

            // floor plane grid
            this.Grid = LineBuilder.GenerateGrid(Vector3.UnitZ, -5, 5);
            this.GridColor = SharpDX.Color.Black;
            this.GridTransform = new Media3D.TranslateTransform3D(-0, -0, -0);

            // scene model3d
            var b1 = new MeshBuilder();
            b1.AddSphere(new Vector3(0, 0, 0), 0.65);
            b1.AddBox(new Vector3(0, 0, 0), 1, 1, 1);
            var meshGeometry = b1.ToMeshGeometry3D();
            meshGeometry.Colors = new Color4Collection(meshGeometry.TextureCoordinates.Select(x => x.ToColor4()));
            this.MeshGeometry = meshGeometry;
            this.Model1Instances = new List<Matrix>();
            for (int i = 0; i < 5; i++)
            {
                this.Model1Instances.Add(Matrix.Translation(0, i, 0));
            }

            // lines model3d
            var e1 = new LineBuilder();
            e1.AddBox(new Vector3(0, 0, 0), 1, 0.5, 2);
            this.Lines = e1.ToLineGeometry3D();

            // model trafos
            this.Model1Transform = new Media3D.TranslateTransform3D(0, 0, 0.0);
            this.Model2Transform = new Media3D.TranslateTransform3D(-2, 0, 0);
            this.Model3Transform = new Media3D.TranslateTransform3D(+2, 0, 0);

            // model materials
            this.RedMaterial = PhongMaterials.Red;
            this.GreenMaterial = PhongMaterials.Green;
            this.BlueMaterial = PhongMaterials.Blue;

            // ---
            this.Shape3DCollection = new ObservableCollection<Shape3D>
            {
                new Shape3D()
                {
                    Geometry = this.MeshGeometry,
                    Material = this.BlueMaterial,
                    Transform = this.Model3Transform,
                    Instances = new List<Matrix>{Matrix.Identity},
                    DragZ = false,
                },
                new Shape3D()
                {
                    Geometry = this.MeshGeometry,
                    Material = this.RedMaterial,
                    Transform = this.Model1Transform,
                    Instances = new List<Matrix>{Matrix.Identity},
                    DragZ = true,
                },
            };

            this.Element3DCollection = new ObservableCollection<Element3D>()
            {
                new DraggableGeometryModel3D()
                {
                    Geometry = this.MeshGeometry,
                    Material = this.BlueMaterial,
                    Transform = this.Model3Transform,
                },

                new DraggableGeometryModel3D()
                {
                    Geometry = this.MeshGeometry,
                    Material = this.RedMaterial,
                    Transform = this.Model1Transform,
                },
            };

            this.AddCmd = new RelayCommand((o) => AddShape());
            this.DelCmd = new RelayCommand((o) => DelShape());
        }
        public override void Attach(IRenderHost host)
        {
            /// --- attach
            this.renderTechnique = host.RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.CubeMap];
            base.Attach(host);

            /// --- get variables
            this.vertexLayout = renderHost.EffectsManager.GetLayout(this.renderTechnique);
            this.effectTechnique = effect.GetTechniqueByName(this.renderTechnique.Name);
            this.effectTransforms = new EffectTransformVariables(this.effect);

            /// -- attach cube map
            if (this.Filename != null)
            {
                /// -- attach texture
                using (var texture = Texture2D.FromFile<Texture2D>(this.Device, this.Filename))
                {
                    this.texCubeMapView = new ShaderResourceView(this.Device, texture);
                }
                this.texCubeMap = effect.GetVariableByName("texCubeMap").AsShaderResource();
                this.texCubeMap.SetResource(this.texCubeMapView);
                this.bHasCubeMap = effect.GetVariableByName("bHasCubeMap").AsScalar();
                this.bHasCubeMap.Set(true);

                /// --- set up geometry
                var sphere = new MeshBuilder(false,true,false);
                sphere.AddSphere(new Vector3(0, 0, 0));
                this.geometry = sphere.ToMeshGeometry3D();

                /// --- set up vertex buffer
                this.vertexBuffer = Device.CreateBuffer(BindFlags.VertexBuffer, CubeVertex.SizeInBytes, this.geometry.Positions.Select((x, ii) => new CubeVertex() { Position = new Vector4(x, 1f) }).ToArray());

                /// --- set up index buffer
                this.indexBuffer = Device.CreateBuffer(BindFlags.IndexBuffer, sizeof(int), geometry.Indices.Array);

                /// --- set up rasterizer states
                var rasterStateDesc = new RasterizerStateDescription()
                {
                    FillMode = FillMode.Solid,
                    CullMode = CullMode.Back,
                    IsMultisampleEnabled = true,
                    IsAntialiasedLineEnabled = true,
                    IsFrontCounterClockwise = false,
                };
                this.rasterState = new RasterizerState(this.Device, rasterStateDesc);

                /// --- set up depth stencil state
                var depthStencilDesc = new DepthStencilStateDescription()
                {
                    DepthComparison = Comparison.LessEqual,
                    DepthWriteMask = global::SharpDX.Direct3D11.DepthWriteMask.All,
                    IsDepthEnabled = true,
                };
                this.depthStencilState = new DepthStencilState(this.Device, depthStencilDesc);
            }

            /// --- flush
            this.Device.ImmediateContext.Flush();
        }