Esempio n. 1
0
        private ICanvasImage CreateLighting()
        {
            var heightMap = new LuminanceToAlphaEffect
            {
                Source = bitmapTiger
            };

            var distantDiffuseEffect = new DistantDiffuseEffect
            {
                Source = heightMap,
                HeightMapScale = 2
            };

            var distantSpecularEffect = new DistantSpecularEffect
            {
                Source = heightMap,
                SpecularExponent = 16
            };

            var pointDiffuseEffect = new PointDiffuseEffect
            {
                Source = heightMap,
                HeightMapScale = 2
            };

            var pointSpecularEffect = new PointSpecularEffect
            {
                Source = heightMap,
                SpecularExponent = 16
            };

            var spotDiffuseEffect = new SpotDiffuseEffect
            {
                Source = heightMap,
                HeightMapScale = 2,
                LimitingConeAngle = 0.25f,
                LightTarget = new Vector3(bitmapTiger.Size.ToVector2(), 0) / 2
            };

            var spotSpecularEffect = new SpotSpecularEffect
            {
                Source = heightMap,
                SpecularExponent = 16,
                LimitingConeAngle = 0.25f,
                LightTarget = new Vector3(bitmapTiger.Size.ToVector2(), 0) / 2
            };

            // Lay out all the different light types in a grid.
            var xgap = (float)bitmapTiger.Size.Width * 1.1f;
            var ygap = (float)bitmapTiger.Size.Height * 1.1f;

            var compositeEffect = new CompositeEffect
            {
                Sources =
                {
                    AddTextOverlay(distantDiffuseEffect,  -xgap, -ygap),
                    AddTextOverlay(distantSpecularEffect, -xgap,  0),
                    AddTextOverlay(pointDiffuseEffect,    -0,    -ygap),
                    AddTextOverlay(pointSpecularEffect,   -0,     0),
                    AddTextOverlay(spotDiffuseEffect,      xgap, -ygap),
                    AddTextOverlay(spotSpecularEffect,     xgap,  0),

                    CombineDiffuseAndSpecular(distantDiffuseEffect, distantSpecularEffect, -xgap, ygap),
                    CombineDiffuseAndSpecular(pointDiffuseEffect,   pointSpecularEffect,    0,    ygap),
                    CombineDiffuseAndSpecular(spotDiffuseEffect,    spotSpecularEffect,     xgap, ygap),
                }
            };

            ICanvasImage finalEffect = compositeEffect;

            // Check the screen size, and scale down our output if the screen is too small to fit the whole thing as-is.
            var xScaleFactor = (float)canvas.ActualWidth / 750;
            var yScaleFactor = (float)canvas.ActualHeight / 500;

            var scaleFactor = Math.Min(xScaleFactor, yScaleFactor);

            if (scaleFactor < 1)
            {
                finalEffect = new Transform2DEffect
                {
                    Source = compositeEffect,
                    TransformMatrix = Matrix3x2.CreateScale(scaleFactor, bitmapTiger.Size.ToVector2() / 2)
                };
            }

            // Animation changes the light directions.
            animationFunction = elapsedTime =>
            {
                distantDiffuseEffect.Azimuth = 
                distantSpecularEffect.Azimuth = elapsedTime % ((float)Math.PI * 2);

                distantDiffuseEffect.Elevation =
                distantSpecularEffect.Elevation = (float)Math.PI / 4 + (float)Math.Sin(elapsedTime / 2) * (float)Math.PI / 8;

                pointDiffuseEffect.LightPosition = 
                pointSpecularEffect.LightPosition =
                spotDiffuseEffect.LightPosition =
                spotSpecularEffect.LightPosition = new Vector3((float)Math.Cos(elapsedTime), (float)Math.Sin(elapsedTime), 1) * 100;
            };

            return finalEffect;
        }
Esempio n. 2
0
        private ICanvasImage CreateLighting()
        {
            var heightMap = new LuminanceToAlphaEffect
            {
                Source = bitmapTiger
            };

            var distantDiffuseEffect = new DistantDiffuseEffect
            {
                Source         = heightMap,
                HeightMapScale = 2
            };

            var distantSpecularEffect = new DistantSpecularEffect
            {
                Source           = heightMap,
                SpecularExponent = 16
            };

            var pointDiffuseEffect = new PointDiffuseEffect
            {
                Source         = heightMap,
                HeightMapScale = 2
            };

            var pointSpecularEffect = new PointSpecularEffect
            {
                Source           = heightMap,
                SpecularExponent = 16
            };

            var spotDiffuseEffect = new SpotDiffuseEffect
            {
                Source            = heightMap,
                HeightMapScale    = 2,
                LimitingConeAngle = 0.25f,
                LightTarget       = new Vector3(bitmapTiger.Size.ToVector2(), 0) / 2
            };

            var spotSpecularEffect = new SpotSpecularEffect
            {
                Source            = heightMap,
                SpecularExponent  = 16,
                LimitingConeAngle = 0.25f,
                LightTarget       = new Vector3(bitmapTiger.Size.ToVector2(), 0) / 2
            };

            // Lay out all the different light types in a grid.
            var xgap = (float)bitmapTiger.Size.Width * 1.1f;
            var ygap = (float)bitmapTiger.Size.Height * 1.1f;

            var compositeEffect = new CompositeEffect
            {
                Sources =
                {
                    AddTextOverlay(distantDiffuseEffect,                            -xgap, -ygap),
                    AddTextOverlay(distantSpecularEffect,                           -xgap,     0),
                    AddTextOverlay(pointDiffuseEffect,                                 -0, -ygap),
                    AddTextOverlay(pointSpecularEffect,                                -0,     0),
                    AddTextOverlay(spotDiffuseEffect,               xgap,                  -ygap),
                    AddTextOverlay(spotSpecularEffect,              xgap,                      0),

                    CombineDiffuseAndSpecular(distantDiffuseEffect, distantSpecularEffect,  -xgap,ygap),
                    CombineDiffuseAndSpecular(pointDiffuseEffect,   pointSpecularEffect,        0,ygap),
                    CombineDiffuseAndSpecular(spotDiffuseEffect,    spotSpecularEffect,    xgap,  ygap),
                }
            };

            ICanvasImage finalEffect = compositeEffect;

            // Check the screen size, and scale down our output if the screen is too small to fit the whole thing as-is.
            var xScaleFactor = (float)canvas.ActualWidth / 750;
            var yScaleFactor = (float)canvas.ActualHeight / 500;

            var scaleFactor = Math.Min(xScaleFactor, yScaleFactor);

            if (scaleFactor < 1)
            {
                finalEffect = new Transform2DEffect
                {
                    Source          = compositeEffect,
                    TransformMatrix = Matrix3x2.CreateScale(scaleFactor, bitmapTiger.Size.ToVector2() / 2)
                };
            }

            // Animation changes the light directions.
            animationFunction = elapsedTime =>
            {
                distantDiffuseEffect.Azimuth      =
                    distantSpecularEffect.Azimuth = elapsedTime % ((float)Math.PI * 2);

                distantDiffuseEffect.Elevation      =
                    distantSpecularEffect.Elevation = (float)Math.PI / 4 + (float)Math.Sin(elapsedTime / 2) * (float)Math.PI / 8;

                pointDiffuseEffect.LightPosition             =
                    pointSpecularEffect.LightPosition        =
                        spotDiffuseEffect.LightPosition      =
                            spotSpecularEffect.LightPosition = new Vector3((float)Math.Cos(elapsedTime), (float)Math.Sin(elapsedTime), 1) * 100;
            };

            return(finalEffect);
        }