Esempio n. 1
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        /// <summary>
        /// Function to build the layer that contains the sun.
        /// </summary>
        /// <param name="renderer">The 2D renderer for the application.</param>
        /// <param name="resources">The resources for the application.</param>
        /// <returns>The sprite layer that will contain the sun sprite.</returns>
        public static SpritesLayer GetSunLayer(Gorgon2D renderer, ResourceManagement resources)
        {
            GorgonSprite sunSprite = resources.Sprites["Star"];
            var          sunLayer  = new SpritesLayer(renderer)
            {
                ParallaxLevel = 2980.0f,                        // The sun is pretty far away the last I checked.
                Sprites       =
                {
                    new SpriteEntity("Sun")
                    {
                        Sprite        = sunSprite,
                        LocalPosition = new DX.Vector2(1200, -650)
                    }
                },
                PostProcessGroup = "Final Pass",
                Lights           =
                {
                    new Light
                    {
                        Attenuation        = float.MaxValue.Sqrt(),
                        Color              = GorgonColor.White,
                        SpecularPower      = 6.0f,
                        LocalLightPosition = new DX.Vector3(1200, -650, -1.0f),
                        Intensity          = 13.07f
                    }
                }
            };

            sunLayer.LoadResources();

            return(sunLayer);
        }
Esempio n. 2
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        /// <summary>Initializes a new instance of the <see cref="PlanetLayer"/> class.</summary>
        /// <param name="graphics">The graphics interface for the application.</param>
        /// <param name="resources">The resources for the application.</param>
        public PlanetLayer(GorgonGraphics graphics, ResourceManagement resources)
        {
            _graphics  = graphics;
            _resources = resources;

            _stateBuilder    = new GorgonPipelineStateBuilder(graphics);
            _drawCallBuilder = new GorgonDrawIndexCallBuilder();
        }
Esempio n. 3
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        /// <summary>
        /// Function to build the background layer representing distant stars.
        /// </summary>
        /// <param name="renderer">The 2D renderer for the application.</param>
        /// <param name="resources">The resources for the application.</param>
        /// <returns>The background layer.</returns>
        public static BgStarLayer GetBackgroundLayer(Gorgon2D renderer, ResourceManagement resources)
        {
            var backgroundLayer = new BgStarLayer(renderer)
            {
                PostProcessGroup = "Final Pass",                                        // These post process groups allow us to assign which sprite layers end up in post processing, and which are blitted immediately.
                StarsTexture     = resources.Textures["StarsNoAlpha"]
            };

            backgroundLayer.LoadResources();
            return(backgroundLayer);
        }
Esempio n. 4
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        /// <summary>
        /// Function to return the 3D layer that contains our planet.
        /// </summary>
        /// <param name="graphics">The graphics interface for the application.</param>
        /// <param name="resources">The resources for the application.</param>
        /// <returns>The 3D planet layer.</returns>
        public static PlanetLayer GetPlanetLayer(GorgonGraphics graphics, ResourceManagement resources)
        {
            // Create our planet.
            var planetLayer = new PlanetLayer(graphics, resources)
            {
                ParallaxLevel = 50,             // Kinda far away.
                Planets       =
                {
                    new Planet(new PlanetaryLayer[]
                    {
                        new PlanetaryLayer(resources.Meshes["earthSphere"])
                        {
                            Animation = resources.Animations["PlanetRotation"]
                        },
                        new PlanetaryLayer(resources.Meshes["earthCloudSphere"])
                        {
                            Animation = resources.Animations["CloudRotation"]
                        },
                    })
                    {
                        Position = new DX.Vector3(-30, -15, 4.0f)
                    }
                }
            };

            // Add an ambient light to the planet so we can see some details without a major light source.
            planetLayer.Lights.Add(new Light
            {
                Attenuation        = float.MaxValue.Sqrt(),
                Color              = GorgonColor.White,
                SpecularPower      = 0.0f,
                Intensity          = 0.3f,
                LocalLightPosition = new DX.Vector3(0, 0, -10000.0f),
                Layers             =
                {
                    planetLayer
                }
            });

            planetLayer.LoadResources();
            planetLayer.PostProcessGroup = "Final Pass";

            return(planetLayer);
        }
Esempio n. 5
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        /// <summary>
        /// Function to initialize the application.
        /// </summary>
        private static async Task InitializeAsync(FormMain window)
        {
            try
            {
                GorgonExample.ResourceBaseDirectory   = new DirectoryInfo(Settings.Default.ResourceLocation);
                GorgonExample.PlugInLocationDirectory = new DirectoryInfo(Settings.Default.PlugInLocation);

                // Load our packed file system plug in.
                window.UpdateStatus("Loading plugins...");

                IGorgonPlugInService plugIns = await Task.Run(() =>
                {
                    _assemblyCache = new GorgonMefPlugInCache(GorgonApplication.Log);
                    _assemblyCache.LoadPlugInAssemblies(GorgonExample.GetPlugInPath().FullName, "Gorgon.FileSystem.GorPack.dll");
                    return(new GorgonMefPlugInService(_assemblyCache));
                });

                window.UpdateStatus("Initializing graphics...");

                // Retrieve the list of video adapters. We can do this on a background thread because there's no interaction between other threads and the
                // underlying D3D backend yet.
                IReadOnlyList <IGorgonVideoAdapterInfo> videoDevices = await Task.Run(() => GorgonGraphics.EnumerateAdapters(log: GorgonApplication.Log));

                if (videoDevices.Count == 0)
                {
                    throw new GorgonException(GorgonResult.CannotCreate,
                                              "Gorgon requires at least a Direct3D 11.4 capable video device.\nThere is no suitable device installed on the system.");
                }

                // Find the best video device.
                _graphics = new GorgonGraphics(videoDevices.OrderByDescending(item => item.FeatureSet).First());

                _screen = new GorgonSwapChain(_graphics,
                                              window,
                                              new GorgonSwapChainInfo("Gorgon2D Space Scene Example")
                {
                    Width  = Settings.Default.Resolution.Width,
                    Height = Settings.Default.Resolution.Height,
                    Format = BufferFormat.R8G8B8A8_UNorm
                });

                // Create a secondary render target for our scene. We use 16 bit floating point for the effect fidelity.
                // We'll lock our resolution to 1920x1080 (pretty common resolution for most people).
                _mainRtv = GorgonRenderTarget2DView.CreateRenderTarget(_graphics, new GorgonTexture2DInfo("Main RTV")
                {
                    Width   = (int)_baseResolution.X,
                    Height  = (int)_baseResolution.Y,
                    Format  = BufferFormat.R16G16B16A16_Float,
                    Binding = TextureBinding.ShaderResource
                });
                _mainSrv       = _mainRtv.GetShaderResourceView();
                _mainRtvAspect = _mainRtv.Width < _mainRtv.Height ? new DX.Vector2(1, (float)_mainRtv.Height / _mainRtv.Width) : new DX.Vector2((float)_mainRtv.Width / _mainRtv.Height, 1);

                // Initialize the renderer so that we are able to draw stuff.
                _renderer = new Gorgon2D(_graphics);

                // Set up our raw input.
                _input           = new GorgonRawInput(window, GorgonApplication.Log);
                _keyboard        = new GorgonRawKeyboard();
                _keyboard.KeyUp += Keyboard_KeyUp;
                _input.RegisterDevice(_keyboard);

                GorgonExample.LoadResources(_graphics);

                // Now for the fun stuff, load our asset resources. We can load this data by mounting a directory (which I did while developing), or use a packed file.
                //
                // The resource manager will hold all the data we need for the scene. Including 3D meshes, post processing effects, etc...
                _resources = new ResourceManagement(_renderer, plugIns);
                _resources.Load(Path.Combine(GorgonExample.GetResourcePath(@"FileSystems").FullName, "SpaceScene.gorPack"));

                window.UpdateStatus("Loading resources...");
                await _resources.LoadResourcesAsync();

                SetupScene();

                // Build up a font to use for rendering any GUI text.
                _helpFont = GorgonExample.Fonts.GetFont(new GorgonFontInfo("Segoe UI", 10.0f, FontHeightMode.Points, "Segoe UI 10pt")
                {
                    OutlineSize      = 2,
                    Characters       = (Resources.Instructions + "S:1234567890x").Distinct().ToArray(),
                    FontStyle        = FontStyle.Bold,
                    AntiAliasingMode = FontAntiAliasMode.AntiAlias,
                    OutlineColor1    = GorgonColor.Black,
                    OutlineColor2    = GorgonColor.Black
                });

                _textSprite = new GorgonTextSprite(_helpFont)
                {
                    Position = new DX.Vector2(0, 64),
                    DrawMode = TextDrawMode.OutlinedGlyphs,
                    Color    = GorgonColor.YellowPure
                };

                GorgonExample.ShowStatistics = true;

                // Set the idle here. We don't want to try and render until we're done loading.
                GorgonApplication.IdleMethod = Idle;
            }
            finally
            {
                GorgonExample.EndInit();
            }
        }
Esempio n. 6
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        /// <summary>
        /// Function to retrieve the layer with our ship on it.
        /// </summary>
        /// <param name="renderer">The 2D renderer for the application.</param>
        /// <param name="resources">The resources for the application.</param>
        /// <returns>The sprite layer containing our ship.</returns>
        public static SpritesLayer GetShipLayer(Gorgon2D renderer, ResourceManagement resources)
        {
            var ship = new SpritesLayer(renderer)
            {
                DeferredLighter = resources.Effects["deferredLighting"] as Gorgon2DDeferredLightingEffect,
                Sprites         =
                {
                    new SpriteEntity("BigShip")
                    {
                        Sprite   = resources.Sprites["BigShip"],
                        Color    = GorgonColor.Gray20, // Make this a bit darker so that we can light it using per-pixel lighting.
                        Rotation = -95.0f,
                        IsLit    = true,
                        Visible  = false
                    },
                    new SpriteEntity("BigShip_Illum")
                    {
                        Sprite     = resources.Sprites["BigShip_Illum"],
                        Color      = GorgonColor.YellowPure * 0.70f,
                        Rotation   = -95.0f,
                        IsLit      = false,
                        Visible    = false,
                        BlendState = GorgonBlendState.Additive
                    },
                    new SpriteEntity("EngineGlow")
                    {
                        Sprite    = resources.Sprites["Fighter_Engine_F0"],
                        Color     = new GorgonColor(GorgonColor.CyanPure * 0.75f, 0),
                        Rotation  = -45.0f,
                        Anchor    = new DX.Vector2(0.5f, -1.5f),
                        Animation = resources.Animations["EngineGlow"]
                    },
                    new SpriteEntity("Fighter")
                    {
                        Sprite   = resources.Sprites["Fighter"],
                        Color    = GorgonColor.Gray20, // Make this a bit darker so that we can light it using per-pixel lighting.
                        Rotation = -45.0f,
                        IsLit    = true
                    }
                },
                Offset           = DX.Vector2.Zero,
                PostProcessGroup = "Final Pass",
                Lights           =
                {
                    new Light
                    {
                        Intensity       = 0.25f,
                        LightType       = LightType.Directional,
                        LightDirection  = new DX.Vector3(1.0f, 0.0f, 0.7071068f),
                        SpecularEnabled = true,
                        SpecularPower   = 128,
                        Color           = GorgonColor.White,
                    }
                }
            };

            ship.Lights[0].Layers.Add(ship);
            ship.LoadResources();

            return(ship);
        }