/// <overloads> /// <summary> /// Initializes a new instance of the <see cref="TerrainRoadLayer"/> class. /// </summary> /// </overloads> /// /// <summary> /// Initializes a new instance of the <see cref="TerrainRoadLayer"/> class with the default /// material. /// </summary> /// <param name="graphicService">The graphic service.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="graphicService"/> is <see langword="null"/>. /// </exception> public TerrainRoadLayer(IGraphicsService graphicService) { if (graphicService == null) { throw new ArgumentNullException("graphicService"); } var effect = graphicService.Content.Load <Effect>("DigitalRune/Terrain/TerrainRoadLayer"); Material = new Material { { "Detail", new EffectBinding(graphicService, effect, null, EffectParameterHint.Material) } }; FadeOutStart = int.MaxValue; FadeOutEnd = int.MaxValue; TileSize = 1; DiffuseColor = new Vector3(1, 1, 1); SpecularColor = new Vector3(1, 1, 1); SpecularPower = 10; Alpha = 1; DiffuseTexture = graphicService.GetDefaultTexture2DWhite(); SpecularTexture = graphicService.GetDefaultTexture2DBlack(); NormalTexture = graphicService.GetDefaultNormalTexture(); HeightTextureScale = 1; HeightTexture = graphicService.GetDefaultTexture2DBlack(); RoadLength = 1; }
/// <overloads> /// <summary> /// Initializes a new instance of the <see cref="TerrainDecalLayer"/> class. /// </summary> /// </overloads> /// /// <summary> /// Initializes a new instance of the <see cref="TerrainDecalLayer"/> class with the default /// material. /// </summary> /// <param name="graphicService">The graphic service.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="graphicService"/> is <see langword="null"/>. /// </exception> public TerrainDecalLayer(IGraphicsService graphicService) { if (graphicService == null) { throw new ArgumentNullException("graphicService"); } // Use a down orientation per default. Pose = new Pose(Matrix.CreateRotationX(-ConstantsF.PiOver2)); var effect = graphicService.Content.Load <Effect>("DigitalRune/Terrain/TerrainDecalLayer"); Material = new Material { { "Detail", new EffectBinding(graphicService, effect, null, EffectParameterHint.Material) } }; FadeOutStart = int.MaxValue; FadeOutEnd = int.MaxValue; Width = 1; Height = 1; DiffuseColor = new Vector3(1, 1, 1); SpecularColor = new Vector3(1, 1, 1); SpecularPower = 10; Alpha = 1; DiffuseTexture = graphicService.GetDefaultTexture2DWhite(); SpecularTexture = graphicService.GetDefaultTexture2DBlack(); NormalTexture = graphicService.GetDefaultNormalTexture(); HeightTextureScale = 1; HeightTexture = graphicService.GetDefaultTexture2DBlack(); UpdateAabb(); }
public void DefaultTextures() { Assert.AreEqual(_graphicsService0.GetDefaultTexture2DBlack(), _graphicsService0.GetDefaultTexture2DBlack()); Assert.AreNotEqual(_graphicsService0.GetDefaultTexture2DBlack(), _graphicsService1.GetDefaultTexture2DBlack()); var t = _graphicsService1.GetDefaultTexture2DWhite(); _graphicsDevice1.Dispose(); // Note: Since the graphics device is also disposed and re-created when the game is // moved between screens - we must not auto-dispose our textures. //Assert.IsTrue(t.IsDisposed); }
/// <overloads> /// <summary> /// Initializes a new instance of the <see cref="TerrainMaterialLayer"/> class. /// </summary> /// </overloads> /// /// <summary> /// Initializes a new instance of the <see cref="TerrainMaterialLayer"/> class with the default /// material. /// </summary> /// <param name="graphicService">The graphic service.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="graphicService"/> is <see langword="null"/>. /// </exception> public TerrainMaterialLayer(IGraphicsService graphicService) { if (graphicService == null) { throw new ArgumentNullException("graphicService"); } var effect = graphicService.Content.Load <Effect>("DigitalRune/Terrain/TerrainMaterialLayer"); Material = new Material { { "Detail", new EffectBinding(graphicService, effect, null, EffectParameterHint.Material) } }; FadeOutStart = int.MaxValue; FadeOutEnd = int.MaxValue; TileSize = 1; DiffuseColor = new Vector3(1, 1, 1); SpecularColor = new Vector3(1, 1, 1); SpecularPower = 10; Alpha = 1; DiffuseTexture = graphicService.GetDefaultTexture2DWhite(); SpecularTexture = graphicService.GetDefaultTexture2DBlack(); NormalTexture = graphicService.GetDefaultNormalTexture(); HeightTextureScale = 1; HeightTextureBias = 0; HeightTexture = graphicService.GetDefaultTexture2DBlack(); TriplanarTightening = -1; TintStrength = 1; TintTexture = graphicService.GetDefaultTexture2DWhite(); BlendThreshold = 0.5f; BlendRange = 1f; BlendHeightInfluence = 0; BlendNoiseInfluence = 0; BlendTextureChannel = 0; BlendTexture = graphicService.GetDefaultTexture2DWhite(); NoiseTileSize = 1; TerrainHeightMin = -1e20f; TerrainHeightMax = +1e20f; TerrainHeightBlendRange = 1f; TerrainSlopeMin = -ConstantsF.Pi; TerrainSlopeMax = ConstantsF.Pi; TerrainSlopeBlendRange = MathHelper.ToRadians(10); }
//-------------------------------------------------------------- #region Methods //-------------------------------------------------------------- /// <summary> /// Computes the intersection of <see cref="MeshNode"/>s. /// </summary> /// <param name="meshNodePairs"> /// A collection of <see cref="MeshNode"/> pairs.The renderer computes the intersection volume /// of each pair. /// </param> /// <param name="color">The diffuse color used for the intersection.</param> /// <param name="alpha">The opacity of the intersection.</param> /// <param name="maxConvexity"> /// The maximum convexity of the submeshes. A convex mesh has a convexity of 1. A concave mesh /// has a convexity greater than 1. Convexity is the number of layers required for depth peeling /// (= the number of front face layers when looking at the object). /// </param> /// <param name="context">The render context.</param> /// <remarks> /// <para> /// This method renders an off-screen image (color and depth) of the intersection volume. This /// operation destroys the currently set render target and depth/stencil buffer. /// </para> /// </remarks> /// <exception cref="ObjectDisposedException"> /// The <see cref="IntersectionRenderer"/> has already been disposed. /// </exception> /// <exception cref="ArgumentNullException"> /// <paramref name="meshNodePairs"/> or <see cref="context"/> is /// <see langword="null"/>. /// </exception> /// <exception cref="ArgumentOutOfRangeException"> /// The convexity must be greater than 0. /// </exception> /// <exception cref="GraphicsException"> /// Invalid render context: Graphics service is not set. /// </exception> /// <exception cref="GraphicsException"> /// Invalid render context: Wrong graphics device. /// </exception> /// <exception cref="GraphicsException"> /// Invalid render context: Scene is not set. /// </exception> /// <exception cref="GraphicsException"> /// Invalid render context: Camera node needs to be set in render context. /// </exception> public void ComputeIntersection(IEnumerable <Pair <MeshNode> > meshNodePairs, Vector3F color, float alpha, float maxConvexity, RenderContext context) { if (_isDisposed) { throw new ObjectDisposedException("IntersectionRenderer has already been disposed."); } if (meshNodePairs == null) { throw new ArgumentNullException("meshNodePairs"); } if (maxConvexity < 1) { throw new ArgumentOutOfRangeException("maxConvexity", "The max convexity must be greater than 0."); } if (context == null) { throw new ArgumentNullException("context"); } if (context.GraphicsService == null) { throw new GraphicsException("Invalid render context: Graphics service is not set."); } if (_graphicsService != context.GraphicsService) { throw new GraphicsException("Invalid render context: Wrong graphics service."); } if (context.CameraNode == null) { throw new GraphicsException("Camera node needs to be set in render context."); } if (context.Scene == null) { throw new GraphicsException("A scene needs to be set in the render context."); } // Create 2 ordered pairs for each unordered pair. _pairs.Clear(); foreach (var pair in meshNodePairs) { if (pair.First == null || pair.Second == null) { continue; } // Frustum culling. if (!context.Scene.HaveContact(pair.First, context.CameraNode)) { continue; } if (!context.Scene.HaveContact(pair.Second, context.CameraNode)) { continue; } _pairs.Add(new Pair <MeshNode, MeshNode>(pair.First, pair.Second)); _pairs.Add(new Pair <MeshNode, MeshNode>(pair.Second, pair.First)); } var renderTargetPool = _graphicsService.RenderTargetPool; if (_pairs.Count == 0) { renderTargetPool.Recycle(_intersectionImage); _intersectionImage = null; return; } // Color and alpha are applied in RenderIntersection(). _color = color; _alpha = alpha; var graphicsDevice = _graphicsService.GraphicsDevice; // Save original render states. var originalBlendState = graphicsDevice.BlendState; var originalDepthStencilState = graphicsDevice.DepthStencilState; var originalRasterizerState = graphicsDevice.RasterizerState; var originalScissorRectangle = graphicsDevice.ScissorRectangle; // Get offscreen render targets. var viewport = context.Viewport; viewport.X = 0; viewport.Y = 0; viewport.Width = (int)(viewport.Width / DownsampleFactor); viewport.Height = (int)(viewport.Height / DownsampleFactor); var renderTargetFormat = new RenderTargetFormat(viewport.Width, viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); // Try to reuse any existing render targets. // (Usually they are recycled in RenderIntersection()). var currentScene = _intersectionImage; if (currentScene == null || !renderTargetFormat.IsCompatibleWith(currentScene)) { currentScene.SafeDispose(); currentScene = renderTargetPool.Obtain2D(renderTargetFormat); } var lastScene = renderTargetPool.Obtain2D(renderTargetFormat); // Set shared effect parameters. var cameraNode = context.CameraNode; var view = (Matrix)cameraNode.View; var projection = cameraNode.Camera.Projection; var near = projection.Near; var far = projection.Far; _parameterViewportSize.SetValue(new Vector2(viewport.Width, viewport.Height)); // The DepthEpsilon has to be tuned if depth peeling does not work because // of numerical problems equality z comparisons. _parameterCameraParameters.SetValue(new Vector3(near, far - near, 0.0000001f)); _parameterView.SetValue(view); _parameterProjection.SetValue((Matrix)projection); var defaultTexture = _graphicsService.GetDefaultTexture2DBlack(); // Handle all pairs. bool isFirstPass = true; while (true) { // Find a mesh node A and all mesh nodes to which it needs to be clipped. MeshNode meshNodeA = null; _partners.Clear(); for (int i = 0; i < _pairs.Count; i++) { var pair = _pairs[i]; if (pair.First == null) { continue; } if (meshNodeA == null) { meshNodeA = pair.First; } if (pair.First == meshNodeA) { _partners.Add(pair.Second); // Remove this pair. _pairs[i] = new Pair <MeshNode, MeshNode>(); } } // Abort if we have handled all pairs. if (meshNodeA == null) { break; } var worldTransformA = (Matrix)(meshNodeA.PoseWorld * Matrix44F.CreateScale(meshNodeA.ScaleWorld)); if (EnableScissorTest) { // Scissor rectangle of A. var scissorA = GraphicsHelper.GetScissorRectangle(context.CameraNode, viewport, meshNodeA); // Union of scissor rectangles of partners. Rectangle partnerRectangle = GraphicsHelper.GetScissorRectangle(context.CameraNode, viewport, _partners[0]); for (int i = 1; i < _partners.Count; i++) { var a = GraphicsHelper.GetScissorRectangle(context.CameraNode, viewport, _partners[i]); partnerRectangle = Rectangle.Union(partnerRectangle, a); } // Use intersection of A and partners. graphicsDevice.ScissorRectangle = Rectangle.Intersect(scissorA, partnerRectangle); // We store the union of all scissor rectangles for use in RenderIntersection(). if (isFirstPass) { _totalScissorRectangle = graphicsDevice.ScissorRectangle; } else { _totalScissorRectangle = Rectangle.Union(_totalScissorRectangle, graphicsDevice.ScissorRectangle); } } // Depth peeling of A. for (int layer = 0; layer < maxConvexity; layer++) { // Set and clear render target. graphicsDevice.SetRenderTarget(currentScene); graphicsDevice.Clear(new Color(1, 1, 1, 0)); // RGB = "a large depth", A = "empty area" // Render a depth layer of A. graphicsDevice.DepthStencilState = DepthStencilStateWriteLess; graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.RasterizerState = EnableScissorTest ? CullCounterClockwiseScissor : RasterizerState.CullCounterClockwise; _parameterWorld.SetValue(worldTransformA); _parameterTexture.SetValue((layer == 0) ? defaultTexture : lastScene); _passPeel.Apply(); foreach (var submesh in meshNodeA.Mesh.Submeshes) { submesh.Draw(); } // Render partners to set stencil. graphicsDevice.DepthStencilState = DepthStencilStateOnePassStencilFail; graphicsDevice.BlendState = BlendStateNoWrite; graphicsDevice.RasterizerState = EnableScissorTest ? CullNoneScissor : RasterizerState.CullNone; foreach (var partner in _partners) { _parameterWorld.SetValue((Matrix)(partner.PoseWorld * Matrix44F.CreateScale(partner.ScaleWorld))); _passMark.Apply(); foreach (var submesh in partner.Mesh.Submeshes) { submesh.Draw(); } } // Clear depth buffer. Leave stencil buffer unchanged. graphicsDevice.Clear(ClearOptions.DepthBuffer, new Color(0, 1, 0), 1, 0); // Render A to compute lighting. graphicsDevice.DepthStencilState = DepthStencilStateStencilNotEqual0; graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.RasterizerState = EnableScissorTest ? CullCounterClockwiseScissor : RasterizerState.CullCounterClockwise; _parameterWorld.SetValue(worldTransformA); _passDraw.Apply(); foreach (var submesh in meshNodeA.Mesh.Submeshes) { submesh.Draw(); } // Combine last intersection image with current. if (!isFirstPass) { graphicsDevice.DepthStencilState = DepthStencilState.DepthRead; graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.RasterizerState = EnableScissorTest ? CullNoneScissor : RasterizerState.CullNone; _parameterTexture.SetValue(lastScene); _passCombine.Apply(); graphicsDevice.DrawFullScreenQuad(); } isFirstPass = false; // ----- Swap render targets. MathHelper.Swap(ref lastScene, ref currentScene); } } // Store final images for RenderIntersection. _intersectionImage = lastScene; // Scale scissor rectangle back to full-screen resolution. if (DownsampleFactor > 1) { _totalScissorRectangle.X = (int)(_totalScissorRectangle.X * DownsampleFactor); _totalScissorRectangle.Y = (int)(_totalScissorRectangle.Y * DownsampleFactor); _totalScissorRectangle.Width = (int)(_totalScissorRectangle.Width * DownsampleFactor); _totalScissorRectangle.Height = (int)(_totalScissorRectangle.Height * DownsampleFactor); } // Restore original render state. graphicsDevice.BlendState = originalBlendState ?? BlendState.Opaque; graphicsDevice.DepthStencilState = originalDepthStencilState ?? DepthStencilState.Default; graphicsDevice.RasterizerState = originalRasterizerState ?? RasterizerState.CullCounterClockwise; graphicsDevice.ScissorRectangle = originalScissorRectangle; renderTargetPool.Recycle(currentScene); _partners.Clear(); _pairs.Clear(); }
//-------------------------------------------------------------- /// <overloads> /// <summary> /// Initializes a new instance of the <see cref="TerrainRoadLayer"/> class. /// </summary> /// </overloads> /// /// <summary> /// Initializes a new instance of the <see cref="TerrainRoadLayer"/> class with the default /// material. /// </summary> /// <param name="graphicService">The graphic service.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="graphicService"/> is <see langword="null"/>. /// </exception> public TerrainRoadLayer(IGraphicsService graphicService) { if (graphicService == null) throw new ArgumentNullException("graphicService"); var effect = graphicService.Content.Load<Effect>("DigitalRune/Terrain/TerrainRoadLayer"); Material = new Material { { "Detail", new EffectBinding(graphicService, effect, null, EffectParameterHint.Material) } }; FadeOutStart = int.MaxValue; FadeOutEnd = int.MaxValue; TileSize = 1; DiffuseColor = new Vector3F(1, 1, 1); SpecularColor = new Vector3F(1, 1, 1); SpecularPower = 10; Alpha = 1; DiffuseTexture = graphicService.GetDefaultTexture2DWhite(); SpecularTexture = graphicService.GetDefaultTexture2DBlack(); NormalTexture = graphicService.GetDefaultNormalTexture(); HeightTextureScale = 1; HeightTexture = graphicService.GetDefaultTexture2DBlack(); RoadLength = 1; }
//-------------------------------------------------------------- /// <overloads> /// <summary> /// Initializes a new instance of the <see cref="TerrainMaterialLayer"/> class. /// </summary> /// </overloads> /// /// <summary> /// Initializes a new instance of the <see cref="TerrainMaterialLayer"/> class with the default /// material. /// </summary> /// <param name="graphicService">The graphic service.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="graphicService"/> is <see langword="null"/>. /// </exception> public TerrainMaterialLayer(IGraphicsService graphicService) { if (graphicService == null) throw new ArgumentNullException("graphicService"); var effect = graphicService.Content.Load<Effect>("DigitalRune/Terrain/TerrainMaterialLayer"); Material = new Material { { "Detail", new EffectBinding(graphicService, effect, null, EffectParameterHint.Material) } }; FadeOutStart = int.MaxValue; FadeOutEnd = int.MaxValue; TileSize = 1; DiffuseColor = new Vector3F(1, 1, 1); SpecularColor = new Vector3F(1, 1, 1); SpecularPower = 10; Alpha = 1; DiffuseTexture = graphicService.GetDefaultTexture2DWhite(); SpecularTexture = graphicService.GetDefaultTexture2DBlack(); NormalTexture = graphicService.GetDefaultNormalTexture(); HeightTextureScale = 1; HeightTextureBias = 0; HeightTexture = graphicService.GetDefaultTexture2DBlack(); TriplanarTightening = -1; TintStrength = 1; TintTexture = graphicService.GetDefaultTexture2DWhite(); BlendThreshold = 0.5f; BlendRange = 1f; BlendHeightInfluence = 0; BlendNoiseInfluence = 0; BlendTextureChannel = 0; BlendTexture = graphicService.GetDefaultTexture2DWhite(); NoiseTileSize = 1; TerrainHeightMin = -1e20f; TerrainHeightMax = +1e20f; TerrainHeightBlendRange = 1f; TerrainSlopeMin = -ConstantsF.Pi; TerrainSlopeMax = ConstantsF.Pi; TerrainSlopeBlendRange = MathHelper.ToRadians(10); }
//-------------------------------------------------------------- /// <overloads> /// <summary> /// Initializes a new instance of the <see cref="TerrainDecalLayer"/> class. /// </summary> /// </overloads> /// /// <summary> /// Initializes a new instance of the <see cref="TerrainDecalLayer"/> class with the default /// material. /// </summary> /// <param name="graphicService">The graphic service.</param> /// <exception cref="ArgumentNullException"> /// <paramref name="graphicService"/> is <see langword="null"/>. /// </exception> public TerrainDecalLayer(IGraphicsService graphicService) { if (graphicService == null) throw new ArgumentNullException("graphicService"); // Use a down orientation per default. Pose = new Pose(Matrix33F.CreateRotationX(-ConstantsF.PiOver2)); var effect = graphicService.Content.Load<Effect>("DigitalRune/Terrain/TerrainDecalLayer"); Material = new Material { { "Detail", new EffectBinding(graphicService, effect, null, EffectParameterHint.Material) } }; FadeOutStart = int.MaxValue; FadeOutEnd = int.MaxValue; Width = 1; Height = 1; DiffuseColor = new Vector3F(1, 1, 1); SpecularColor = new Vector3F(1, 1, 1); SpecularPower = 10; Alpha = 1; DiffuseTexture = graphicService.GetDefaultTexture2DWhite(); SpecularTexture = graphicService.GetDefaultTexture2DBlack(); NormalTexture = graphicService.GetDefaultNormalTexture(); HeightTextureScale = 1; HeightTexture = graphicService.GetDefaultTexture2DBlack(); UpdateAabb(); }