/// <summary>
        /// Render
        /// </summary>
        /// <param name="setMat">Set matrix</param>
        /// <param name="techniqueName">Technique name</param>
        /// <param name="renderDelegate">Render delegate</param>
        public void RenderCave(Material setMat,
			//auto: List<Vector3> setLightPositions,
			BaseGame.RenderDelegate renderDelegate)
        {
            // And set all the other parameters
            detailGroundDiffuseTexture.SetValue(groundDiffuseTexture.XnaTexture);
            detailGroundNormalTexture.SetValue(groundNormalTexture.XnaTexture);
            detailGroundHeightTexture.SetValue(groundHeightTexture.XnaTexture);
            detailWallDiffuseTexture.SetValue(wallDiffuseTexture.XnaTexture);
            detailWallNormalTexture.SetValue(wallNormalTexture.XnaTexture);
            detailWallHeightTexture.SetValue(wallHeightTexture.XnaTexture);

            // Set all the basic parameters.
            SetParameters(setMat);

            // Set all light positions that are close to us.
            if (LightManager.closestLightsForRendering.Count != 6)
                throw new InvalidOperationException(
                    "You must always set exactly " + LightManager.NumberOfLights +
                    " lights for the shader!");
            lightPositions.SetValue(LightManager.closestLightsForRendering.ToArray());

            // Start effect (current technique should be set)
            xnaEffect.Begin(SaveStateMode.None);
            // Start first pass
            xnaEffect.CurrentTechnique.Passes[0].Begin();

            // Render
            renderDelegate();

            // End pass and shader
            xnaEffect.CurrentTechnique.Passes[0].End();
            xnaEffect.End();
        }
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        /// <summary>
        /// Create plane renderer
        /// </summary>
        /// <param name="setPos">Set position</param>
        /// <param name="setPlane">Set plane</param>
        /// <param name="setMaterial">Set material</param>
        /// <param name="setSize">Set size</param>
        public PlaneRenderer(Vector3 setPos,
			Plane setPlane, Material setMaterial, float setSize)
        {
            pos = setPos;
            plane = setPlane;
            material = setMaterial;
            size = setSize;
        }
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        /// <summary>
        /// Set parameters, this overload sets all material parameters too.
        /// </summary>
        public virtual void SetParametersOptimized(Material setMat)
        {
            // No need to set world matrix, will be done later in mesh rendering
            // in the MeshRenderManager. All the rest is set with help of the
            // SetParametersOptimizedGeneral above.

            // Only update ambient, diffuse, specular and the textures, the rest
            // will not change for a material change in MeshRenderManager.
            ambientColor.SetValue(setMat.ambientColor.ToVector4());
            diffuseColor.SetValue(setMat.diffuseColor.ToVector4());
            specularColor.SetValue(setMat.specularColor.ToVector4());
            if (setMat.diffuseTexture != null)
                diffuseTexture.SetValue(setMat.diffuseTexture.XnaTexture);
            if (setMat.normalTexture != null)
                normalTexture.SetValue(setMat.normalTexture.XnaTexture);
        }
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        /// <summary>
        /// Set parameters, this overload sets all material parameters too.
        /// </summary>
        public virtual void SetParameters(Material setMat)
        {
            if (worldViewProj != null)
                worldViewProj.SetValue(BaseGame.WorldViewProjectionMatrix);
            if (viewProj != null)
                viewProj.SetValue(BaseGame.ViewProjectionMatrix);
            if (world != null)
                world.SetValue(BaseGame.WorldMatrix);
            if (viewInverse != null)
                viewInverse.SetValue(BaseGame.InverseViewMatrix);
            if (cameraPos != null)
                cameraPos.SetValue(BaseGame.CameraPos);
            //obs: if (lightDir != null)
            //obs: 	lightDir.SetValue(BaseGame.LightDirection);

            // Set all material properties
            if (setMat != null)
            {
                AmbientColor = setMat.ambientColor;
                DiffuseColor = setMat.diffuseColor;
                SpecularColor = setMat.specularColor;
                SpecularPower = setMat.specularPower;
                DiffuseTexture = setMat.diffuseTexture;
                NormalTexture = setMat.normalTexture;
                SpecularTexture = setMat.specularTexture;
                Time = BaseGame.TotalTime;
            } // if (setMat)
        }
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        /// <summary>
        /// Render single pass shader, little faster and simpler than
        /// Render and it just uses the current technique and renderes only
        /// the first pass (most shaders have only 1 pass anyway).
        /// Used for MeshRenderManager!
        /// </summary>
        /// <param name="renderDelegate">Render delegate</param>
        public void RenderSinglePassShader(
			Material setMat,
			//always use the LightManager! List<Vector3> setLightPositions,
			BaseGame.RenderDelegate renderDelegate)
        {
            SetParameters(setMat);

            // Set all light positions that are close to us.
            //NOTE: We are only using 6 lights for the cave itself, all the
            // static and animated models are just using 3 lights (faster).
            if (LightManager.closestLightsForRendering.Count < 3)
                throw new InvalidOperationException(
                    "You must always have at least 3 lights for the shader!");
            if (lightPositions != null)
                lightPositions.SetValue(
                    LightManager.closestLightsForRendering.GetRange(0, 3).ToArray());

            // Start effect (current technique should be set)
            xnaEffect.Begin(SaveStateMode.None);
            // Start first pass
            xnaEffect.CurrentTechnique.Passes[0].Begin();

            // Render
            renderDelegate();

            // End pass and shader
            xnaEffect.CurrentTechnique.Passes[0].End();
            xnaEffect.End();
        }
Esempio n. 6
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        /// <summary>
        /// Render
        /// </summary>
        /// <param name="setMat">Set matrix</param>
        /// <param name="techniqueName">Technique name</param>
        /// <param name="renderDelegate">Render delegate</param>
        public void RenderNoLight(Material setMat,
			string techniqueName,
			BaseGame.RenderDelegate renderDelegate)
        {
            SetParameters(setMat);

            /*will become important later in the book.
            // Can we do the requested technique?0
            // For graphic cards not supporting ps2.0, fall back to ps1.1
            if (BaseGame.CanUsePS20 == false &&
                techniqueName.EndsWith("20"))
                // Use same technique without the 20 ending!
                techniqueName = techniqueName.Substring(0, techniqueName.Length - 2);
             */

            // Start shader
            xnaEffect.CurrentTechnique = xnaEffect.Techniques[techniqueName];
            xnaEffect.Begin(SaveStateMode.None);

            // Render all passes (usually just one)
            //foreach (EffectPass pass in effect.CurrentTechnique.Passes)
            for (int num = 0; num < xnaEffect.CurrentTechnique.Passes.Count; num++)
            {
                EffectPass pass = xnaEffect.CurrentTechnique.Passes[num];

                pass.Begin();
                renderDelegate();
                pass.End();
            } // foreach (pass)

            // End shader
            xnaEffect.End();
        }
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        /*not used anymore, works fine, but we had problems at the GDC exporting
         * shader material data in 3DS Max 9 (always crashes the exporter).
         * Instead the AutoAssignMaterial method below is used.
        /// <summary>
        /// Load material information from a collada file
        /// </summary>
        /// <param name="colladaFile">Collada file xml node</param>
        private void LoadMaterial(XmlNode colladaFile)
        {
            // First get all textures, if there are none, ignore and quit.
            XmlNode texturesNode =
                XmlHelper.GetChildNode(colladaFile, "library_images");
            if (texturesNode == null)
                return;

            // Get all used texture images
            Dictionary<string, Texture> textures = new Dictionary<string, Texture>();
            foreach (XmlNode textureNode in texturesNode)
            {
                if (textureNode.Name == "image")
                {
                    string filename =
                        XmlHelper.GetChildNode(textureNode, "init_from").InnerText;
                    textures.Add(
                        XmlHelper.GetXmlAttribute(textureNode, "id"),
                        new Texture(StringHelper.ExtractFilename(filename, true)));
                } // if (texture.name)
                else
                    throw new InvalidOperationException(
                        "Unknown Node " + textureNode.Name + " found in library_images");
            } // foreach (texture)

            // Load all effects to find out the used effect in our material
            XmlNode effectsNode =
                XmlHelper.GetChildNode(colladaFile, "library_effects");
            if (effectsNode == null)
                throw new InvalidOperationException(
                    "library_effects node not found while loading Collada file " +name);

            Dictionary<string, string> effectIds = new Dictionary<string, string>();
            foreach (XmlNode effectNode in effectsNode)
            {
                XmlNode fileNode = XmlHelper.GetChildNode(effectNode, "import");
                if (fileNode == null)
                {
                    // Use "include" node instead, this one is used when we got valid
                    // techniques selected in the material (was sometimes used collada
                    // 1.4 and different versions of collada exporters than ColladaMax).
                    fileNode = XmlHelper.GetChildNode(effectNode, "include");

                    // Still null?
                    if (fileNode == null)
                        throw new InvalidOperationException(
                            "Import or include node not found in effect node, file: " +name);
                } // if (filenode)

                effectIds.Add(
                    XmlHelper.GetXmlAttribute(effectNode, "id"),
                    XmlHelper.GetXmlAttribute(fileNode, "url"));
            } // foreach (effect)

            // And finally get all material nodes, but we only support one material
            // here, we will use the first one that uses shaders and ignore the rest.
            XmlNode materialsNode =
                XmlHelper.GetChildNode(colladaFile, "library_materials");
            if (materialsNode == null)
                throw new InvalidOperationException(
                    "library_materials node not found while loading Collada file "+name);

            foreach (XmlNode materialNode in materialsNode)
            {
                if (materialNode.Name == "material")
                {
                    Material newMaterial =
                        new Material(materialNode, textures, effectIds);
                    if (material == null ||
                        newMaterial.shader != null)
                        material = newMaterial;
                } // if (materialNode.name)
                else
                    throw new InvalidOperationException("Unknown Node " +
                        materialNode.Name + " found in library_materials");
            } // foreach (material)
        } // LoadMaterial(colladaFile, TextureIDDictionary, MaterialIDDictionary)'
         */
        /// <summary>
        /// Auto assign material
        /// </summary>
        protected void AutoAssignMaterial()
        {
            // Just load the material from the name of this model
            material = new Material(
                name,
                name + "Normal",
                name + "Specular");

            // Custom material stuff for Cave (detail maps and different shader)
            // is handled in the CavePointNormalMapping class.
            // But make sure to use black for ambient, very bright yellow for
            // diffuse and white for specular.
            if (isCave)
            {
                material.ambientColor = Color.Black;
                material.diffuseColor = new Color(255, 255, 240);
                material.specularColor = Color.White;
                material.specularPower = 22;
            } // if (name)
            else if (name.Contains("Goblin") ||
                name.Contains("Orge"))
            {
                // Use a higher specular for the monsters.
                material.specularPower = 16;
                material.specularColor = new Color(180, 180, 180);
                // Increase ambient a little (better visibility of monsters)
                material.ambientColor = new Color(80, 80, 80);
            } // else if
        }
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        /// <summary>
        /// Update parameters
        /// </summary>
        public override void SetParameters(Material setMat)
        {
            // Can't set parameters if loading failed!
            if (xnaEffect == null)
                return;

            /*already set, don't change!
            shadowNearPlane = 1.0f;
            shadowFarPlane = 28;
            virtualLightDistance = 24;
            virtualVisibleRange = 23.5f;
             */
            //if (BaseGame.CanUsePS20)
            //{
                compareDepthBias = 0.0025f;// 0.0075f;//0.00025f;
                shadowMapDepthBiasValue = 0.0025f;// 0.0075f;//0.00025f;
            /*not supported anyway!} // if (BaseGame.CanUsePS20)
            else
            {
                // Ps 1.1 isn't as percise!
                compareDepthBias = 0.0025f;
                shadowMapDepthBiasValue = 0.002f;
            } // else
             */

            base.SetParameters(setMat);

            // Set all extra parameters for this shader
            depthBias.SetValue(compareDepthBias);
            shadowMapDepthBias.SetValue(shadowMapDepthBiasValue);
            shadowMapTexelSize.SetValue(
                new Vector2(texelWidth, texelHeight));
            nearPlane.SetValue(shadowNearPlane);
            farPlane.SetValue(shadowFarPlane);
        }