Esempio n. 1
0
        private void SetupBasicEffect(BasicEffect effect,
                                      CCamera camera,
                                      C3DRenderable model,
                                      Scene scene,
                                      CTransform transform,
                                      ModelMesh mesh,
                                      Matrix anim,
                                      Matrix boneTransform,
                                      LightingConfig config)
        {
            // TODO: we want the same lighting everywhere so no cheating with this ;) (other shaders dont have this)
            effect.EnableDefaultLighting();

            effect.PreferPerPixelLighting = true;
            effect.VertexColorEnabled     = model.enableVertexColor;
            effect.LightingEnabled        = true;
            effect.AmbientLightColor      = config.AmbientColor;

            effect.DirectionalLight0.Enabled       = true;
            effect.DirectionalLight0.Direction     = config.Direction;
            effect.DirectionalLight0.DiffuseColor  = config.DiffuseColor;
            effect.DirectionalLight0.SpecularColor = config.SpecularColor * model.specular;

            effect.DirectionalLight1.Enabled       = true;
            effect.DirectionalLight1.DiffuseColor  = config.DiffuseColor * 0.7f;
            effect.DirectionalLight1.SpecularColor = config.SpecularColor * model.specular;

            effect.DirectionalLight2.Enabled       = true;
            effect.DirectionalLight2.DiffuseColor  = config.DiffuseColor * 0.5f;
            effect.DirectionalLight2.SpecularColor = config.SpecularColor * model.specular;

            effect.SpecularPower = 100;

            effect.FogEnabled = config.FogEnabled;
            effect.FogStart   = config.FogStart;
            effect.FogEnd     = config.FogEnd;
            effect.FogColor   = config.ClearColor;

            effect.Projection = camera.Projection;
            effect.View       = camera.View;
            effect.World      = boneTransform * anim * transform.Frame;
        }
Esempio n. 2
0
        public void DrawScene(CCamera camera, int excludeEid = -1)
        {
            // TODO: Clean code below up, hard to read.

            Game1.Inst.GraphicsDevice.Clear(new Color(Game1.Inst.Scene.LightConfig.ClearColor));

            Game1.Inst.GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            foreach (CTransform transformComponent in Game1.Inst.Scene.GetComponents <CTransform>().Values)
            {
                transformComponent.Frame = Matrix.CreateScale(transformComponent.Scale) *
                                           transformComponent.Rotation *
                                           Matrix.CreateTranslation(transformComponent.Position);
            }

            var numDraws1 = 0;
            var numDraws  = 0;

            var device   = Game1.Inst.GraphicsDevice;
            var scene    = Game1.Inst.Scene;
            var frustrum = camera.Frustum;

            foreach (var component in scene.GetComponents <C3DRenderable>())
            {
                numDraws1++;
                var key = component.Key;

                if (key == excludeEid)
                {
                    // TODO: This is originally a hack to simplify rendering of environment maps.
                    continue;
                }

                C3DRenderable model = (C3DRenderable)component.Value;
                if (model.model == null)
                {
                    continue;                      // TODO: <- Should be an error, not silent fail?
                }
                CTransform transform = (CTransform)scene.GetComponentFromEntity <CTransform>(key);

                Matrix[] bones = new Matrix[model.model.Bones.Count];
                model.model.CopyAbsoluteBoneTransformsTo(bones);

                var anim = Matrix.Identity;
                if (model.animFn != null)
                {
                    anim = model.animFn(mT);
                }

                if (Game1.Inst.Scene.EntityHasComponent <CPlayer>(key))
                {
                    var cp = (CPlayer)Game1.Inst.Scene.GetComponentFromEntity <CPlayer>(key);
                    if (cp.HitId > 0)
                    {
                        var playerData = (CHit)Game1.Inst.Scene.GetComponentFromEntity <CHit>(cp.HitId);
                        if (playerData.IsAttacking)
                        {
                            bones[1] *= Matrix.CreateTranslation(0.0f, 0.5f, 0f);
                            bones[1] *= Matrix.CreateRotationX(2 * (float)Math.Sin(-playerData.AnimationProgress));
                            bones[1] *= Matrix.CreateTranslation(0.0f, -0.5f, 0f);
                        }
                    }
                }

                for (int k = 0; k < model.model.Meshes.Count; k++)
                {
                    var    mesh = model.model.Meshes[k];
                    string tag  = model.model.Tag as string;
                    // TODO: This is a really ugly hack. :-(
                    if (tag != "Heightmap")
                    {
                        if (frustrum.Contains(mesh.BoundingSphere.Transform(transform.Frame)) ==
                            ContainmentType.Disjoint)
                        {
                            break;
                        }
                    }

                    Effect lastEffect = null;
                    for (var i = 0; i < mesh.MeshParts.Count; i++)
                    {
                        var part = mesh.MeshParts[i];

                        if (part.PrimitiveCount == 0)
                        {
                            continue;
                        }

                        MaterialShader mat = null;

                        if (model.materials != null)
                        {
                            model.materials.TryGetValue(i, out mat);
                        }

                        var effect = mat?.mEffect ?? part.Effect;

                        if (lastEffect != effect)
                        {
                            if (mat != null)
                            {
                                mat.CamPos   = camera.Position;
                                mat.Model    = bones[mesh.ParentBone.Index] * anim * transform.Frame;
                                mat.View     = camera.View;
                                mat.Proj     = camera.Projection;
                                mat.FogStart = Game1.Inst.Scene.LightConfig.FogStart;
                                mat.FogEnd   = Game1.Inst.Scene.LightConfig.FogEnd;
                                mat.FogColor = Game1.Inst.Scene.LightConfig.ClearColor;
                                mat.Prerender();
                            }
                            else
                            {
                                SetupBasicEffect((BasicEffect)effect,
                                                 camera,
                                                 model,
                                                 scene,
                                                 transform,
                                                 mesh,
                                                 anim,
                                                 bones[mesh.ParentBone.Index],
                                                 Game1.Inst.Scene.LightConfig);
                            }

                            lastEffect = effect;
                        }

                        device.SetVertexBuffer(part.VertexBuffer);
                        device.Indices = part.IndexBuffer;

                        for (var j = 0; j < effect.CurrentTechnique.Passes.Count; j++)
                        {
                            effect.CurrentTechnique.Passes[j].Apply();

                            numDraws++;
                            device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                                                         part.VertexOffset,
                                                         0,
                                                         part.NumVertices,
                                                         part.StartIndex,
                                                         part.PrimitiveCount);
                        }
                    }
                }
            }

            //--------------------
            // Billboards
            //--------------------

            device.SetVertexBuffer(mBillboardVbo);
            device.Indices = mBillboardIbo;

            var bbMat = mBillboardMat;
            var pass0 = bbMat.mEffect.CurrentTechnique.Passes[0];

            bbMat.CamPos   = camera.Position;
            bbMat.Proj     = camera.Projection;
            bbMat.View     = camera.View;
            bbMat.FogStart = scene.LightConfig.FogStart;
            bbMat.FogEnd   = scene.LightConfig.FogEnd;
            bbMat.FogColor = scene.LightConfig.ClearColor;

            var camPos = camera.Position;
            var o      = camPos - camera.Target;

            o.Normalize();
            o *= 2.0f;

            foreach (var e in scene.GetComponents <CBillboard>())
            {
                var bb    = (CBillboard)e.Value;
                var bbRot = Matrix.CreateBillboard(bb.Pos, camPos + o, Vector3.Up, null);

                bbMat.Tex   = bb.Tex;
                bbMat.Model = Matrix.CreateScale(bb.Scale) * bbRot;
                bbMat.Prerender();
                pass0.Apply();

                device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, 4, 0, 2);
            }

            foreach (var component in scene.GetComponents <CWater>())
            {
                var model = (C3DRenderable)component.Value;
                var key   = component.Key;

                if (key == excludeEid)
                {
                    // TODO: This is originally a hack to simplify rendering of environment maps.
                    continue;
                }
                CTransform transform = (CTransform)scene.GetComponentFromEntity <CTransform>(key);

                Matrix[] bones = new Matrix[model.model.Bones.Count];
                model.model.CopyAbsoluteBoneTransformsTo(bones);
                foreach (var mesh in model.model.Meshes)
                {
                    foreach (ModelMeshPart part in mesh.MeshParts)
                    {
                        Matrix world = mesh.ParentBone.Transform * transform.Frame;

                        part.Effect.Parameters["World"].SetValue(world);
                        part.Effect.Parameters["View"].SetValue(camera.View);
                        part.Effect.Parameters["Projection"].SetValue(camera.Projection);
                        part.Effect.Parameters["CameraPosition"].SetValue(camera.Position);
                        part.Effect.Parameters["Time"].SetValue(mT);

                        foreach (var pass in part.Effect.CurrentTechnique.Passes)
                        {
                            pass.Apply();
                        }

                        mesh.Draw();
                    }
                }
            }

            // -
        }
Esempio n. 3
0
        private void createEnvMapping()
        {
            C3DRenderable model     = null;
            CTransform    transform = null;

            foreach (var component in Game1.Inst.Scene.GetComponents <C3DRenderable>())
            {
                var key = component.Key;
                model = (C3DRenderable)component.Value;
                if (model.effect == null)
                {
                    continue;
                }
                transform = (CTransform)Game1.Inst.Scene.GetComponentFromEntity <CTransform>(key);
            }
            RenderTarget2D renderTarget = new RenderTarget2D(Game1.Inst.GraphicsDevice, 256, 256);

            Game1.Inst.GraphicsDevice.Clear(Color.Black);
            Matrix view = Matrix.Identity;

            for (int i = 0; i < 6; i++)
            {
                // render the scene to all cubemap faces
                CubeMapFace cubeMapFace = (CubeMapFace)i;

                switch (cubeMapFace)
                {
                case CubeMapFace.NegativeX:
                {
                    view = Matrix.CreateLookAt(transform.Position, Vector3.Left, Vector3.Up);
                    break;
                }

                case CubeMapFace.NegativeY:
                {
                    view = Matrix.CreateLookAt(transform.Position, Vector3.Down, Vector3.Forward);
                    break;
                }

                case CubeMapFace.NegativeZ:
                {
                    view = Matrix.CreateLookAt(transform.Position, Vector3.Backward, Vector3.Up);
                    break;
                }

                case CubeMapFace.PositiveX:
                {
                    view = Matrix.CreateLookAt(transform.Position, Vector3.Right, Vector3.Up);
                    break;
                }

                case CubeMapFace.PositiveY:
                {
                    view = Matrix.CreateLookAt(transform.Position, Vector3.Up, Vector3.Backward);
                    break;
                }

                case CubeMapFace.PositiveZ:
                {
                    view = Matrix.CreateLookAt(transform.Position, Vector3.Forward, Vector3.Up);
                    break;
                }
                }

                // Set the cubemap render target, using the selected face
                Game1.Inst.GraphicsDevice.SetRenderTarget(renderTarget);
                Game1.Inst.GraphicsDevice.Clear(Color.White);
                drawNormal(view);
                //skysystem.DrawOnRequest(view);

                Color[] colordata = new Color[256 * 256];
                renderTarget.GetData(colordata);
                model.environmentMap.SetData((CubeMapFace)i, colordata);
                //DEBUG
                Stream stream = File.Create("test" + i + ".jpg");
                renderTarget.SaveAsJpeg(stream, 256, 256);
                stream.Dispose();
                // restore our matrix after changing during the cube map rendering
                //view = Matrix.CreateLookAt(new Vector3(0, 0, 0), Vector3.Zero, Vector3.Up);
            }
            Game1.Inst.GraphicsDevice.SetRenderTarget(null);
        }
Esempio n. 4
0
        public void drawNormal(Matrix view)
        {
            Game1.Inst.GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            int counter = 0;

            foreach (CCamera camera in Game1.Inst.Scene.GetComponents <CCamera>().Values)
            {
                foreach (var component in Game1.Inst.Scene.GetComponents <C3DRenderable>())
                {
                    var           key   = component.Key;
                    C3DRenderable model = (C3DRenderable)component.Value;
                    if (model.model == null)
                    {
                        continue;
                    }
                    CTransform transform = (CTransform)Game1.Inst.Scene.GetComponentFromEntity <CTransform>(key);

                    var objectWorld = transform.ObjectWorld;

                    foreach (ModelMesh modelMesh in model.model.Meshes)
                    {
                        {
                            if (model.effect != null)
                            {
                                if (view.Equals(Matrix.Identity))
                                {
                                    view = camera.View;
                                }
                                foreach (ModelMeshPart part in modelMesh.MeshParts)
                                {
                                    part.Effect = model.effect;
                                    part.Effect.Parameters["World"].SetValue(modelMesh.ParentBone.Transform * objectWorld * world);
                                    part.Effect.Parameters["View"].SetValue(view);
                                    part.Effect.Parameters["Projection"].SetValue(camera.Projection);
                                    part.Effect.Parameters["AmbientColor"].SetValue(Color.White.ToVector3());
                                    part.Effect.Parameters["AmbientIntensity"].SetValue(0.1f);
                                    part.Effect.Parameters["LightDirection"].SetValue(new Vector3(0, 1f, 0));
                                    part.Effect.Parameters["SpecularPower"].SetValue(400f);
                                    part.Effect.Parameters["SpecularColor"].SetValue(Color.Gray.ToVector3());
                                    part.Effect.Parameters["SpecularIntensity"].SetValue(3.0f);
                                    part.Effect.Parameters["ViewVector"].SetValue(viewVector);
                                    part.Effect.Parameters["ModelTexture"].SetValue(model.texture);
                                    part.Effect.Parameters["BumpConstant"].SetValue(1f);
                                    part.Effect.Parameters["NormalMap"].SetValue(model.normalMap);
                                    part.Effect.Parameters["EnvTexture"].SetValue(model.environmentMap);
                                }
                                modelMesh.Draw();
                            }
                            if (model.effect == null)
                            {
                                foreach (BasicEffect effect in modelMesh.Effects)
                                {
                                    effect.World      = modelMesh.ParentBone.Transform * objectWorld * world;
                                    effect.View       = camera.View;
                                    effect.Projection = camera.Projection;

                                    effect.EnableDefaultLighting();
                                    effect.LightingEnabled = true;

                                    effect.DirectionalLight0.DiffuseColor  = new Vector3(1f, 1f, 1f);
                                    effect.DirectionalLight0.Direction     = new Vector3(-0.5f, 1f, -3.5f);
                                    effect.DirectionalLight0.SpecularColor = new Vector3(-0.1f, -0.1f, -0.1f);

                                    foreach (EffectPass p in effect.CurrentTechnique.Passes)
                                    {
                                        p.Apply();
                                        modelMesh.Draw();
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        public void DrawScene(CCamera camera, int excludeEid = -1)
        {
            // TODO: Clean code below up, hard to read.

            foreach (CTransform transformComponent in Game1.Inst.Scene.GetComponents <CTransform>().Values)
            {
                transformComponent.Frame = Matrix.CreateScale(transformComponent.Scale) *
                                           transformComponent.Rotation *
                                           Matrix.CreateTranslation(transformComponent.Position);
            }

            int counter = 0;

            foreach (var component in Game1.Inst.Scene.GetComponents <C3DRenderable>())
            {
                var key = component.Key;

                if (key == excludeEid)
                {
                    // TODO: This is originally a hack to simplify rendering of environment maps.
                    continue;
                }

                C3DRenderable model = (C3DRenderable)component.Value;
                if (model.model == null)
                {
                    continue;                      // TODO: <- Should be an error, not silent fail?
                }
                CTransform transform = (CTransform)Game1.Inst.Scene.GetComponentFromEntity <CTransform>(key);

                foreach (var mesh in model.model.Meshes)
                {
                    if (camera.Frustum.Contains(mesh.BoundingSphere.Transform(transform.Frame)) == ContainmentType.Disjoint)
                    {
                        continue;
                    }

                    // TODO: This might bug out with multiple mesh parts.
                    if (model.material != null)
                    {
                        model.material.Model = mesh.ParentBone.Transform * transform.Frame;
                        model.material.View  = camera.View;
                        model.material.Proj  = camera.Projection;
                        model.material.Prerender();
                        model.material.mEffect.Parameters["BumpPower"].SetValue(bump);
                        model.material.mEffect.Parameters["FogColor"].SetValue(new Vector4(0.4f, 0.7f, 1.0f, 1.0f));
                        model.material.mEffect.Parameters["FogStart"].SetValue(20.0f);
                        model.material.mEffect.Parameters["FogEnd"].SetValue(200.0f);
                        model.material.mEffect.Parameters["LightDir"].SetValue(lightDir);
                        var device = Game1.Inst.GraphicsDevice;

                        for (var i = 0; i < mesh.MeshParts.Count; i++)
                        {
                            var part   = mesh.MeshParts[i];
                            var effect = model.material.mEffect;

                            device.SetVertexBuffer(part.VertexBuffer);
                            device.Indices = part.IndexBuffer;

                            for (var j = 0; j < effect.CurrentTechnique.Passes.Count; j++)
                            {
                                effect.CurrentTechnique.Passes[j].Apply();
                                device.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                                                             part.VertexOffset,
                                                             0,
                                                             part.NumVertices,
                                                             part.StartIndex,
                                                             part.PrimitiveCount);
                            }
                        }
                    }
                    else
                    {
                        foreach (BasicEffect effect in mesh.Effects)
                        {
                            //effect.EnableDefaultLighting();
                            effect.LightingEnabled           = true;
                            effect.DirectionalLight0.Enabled = true;
                            //effect.AmbientLightColor = new Vector3(1f, 1f, 1f);

                            effect.DirectionalLight0.DiffuseColor = new Vector3(0.3f, 0.3f, 0.3f);
                            effect.DirectionalLight0.Direction    = lightDir;
                            //effect.SpecularColor = new Vector3(1, 1, 1);
                            effect.SpecularPower = 100;
                            effect.DirectionalLight0.SpecularColor = new Vector3(1f, 1f, 1f);
                            effect.PreferPerPixelLighting          = true;
                            effect.FogEnabled = true;
                            effect.FogStart   = 20.0f;
                            effect.FogEnd     = 200.0f;
                            effect.FogColor   = new Vector3(0.4f, 0.7f, 1.0f);
                            effect.Projection = camera.Projection;
                            effect.View       = camera.View;
                            effect.World      = mesh.ParentBone.Transform * transform.Frame;
                        }

                        mesh.Draw();
                    }
                }
            }
        }