protected override void CreateSceneGraph(ComponentManifest manifest) { EffectApplication defaultMaterial = new EffectApplication(EffectRegistry.SkyboxFx, RenderStatePresets.Skybox); defaultMaterial.AddParamSetter(new SkyboxWvpParamSetter()); defaultMaterial.AddParamSetter(new EnvironmentMapParamSetter()); SceneGraph = new RawGeometryNode(GeneratedGeometry.Sphere, defaultMaterial); ((GeometryNode)SceneGraph).AddMaterial(TraversalContext.MaterialFlags.ShadowMap, null); }
protected override void BuildSphereAndGeometryNodes(ComponentManifest manifest, SceneNode parent) { Vector4 specColor = (Vector4)(manifest.Properties[ManifestKeys.MAT_SPEC_COLOR]); Effect.Parameters[EffectRegistry.MATERIAL_SPECULAR_COLOR_PARAM_NAME].SetValue(specColor); Effect.Parameters[EffectRegistry.TEXTURE_PARAM_NAME].SetValue(mTexture); float brightness = 1.0f; if (manifest.Properties.ContainsKey(ManifestKeys.BRIGHTNESS)) { brightness = (float)(manifest.Properties[ManifestKeys.BRIGHTNESS]); } Effect.Parameters[EffectRegistry.BRIGHTNESS_PARAM_NAME].SetValue(brightness); float contrast = 1.0f; if (manifest.Properties.ContainsKey(ManifestKeys.CONTRAST)) { contrast = (float)(manifest.Properties[ManifestKeys.CONTRAST]); } Effect.Parameters[EffectRegistry.CONTRAST_PARAM_NAME].SetValue(contrast); // First, add the effect's params to the EffectRegistry so the ParamSetter can retrieve them. EffectRegistry.Add(Effect, RenderOptions.RequiresHDRLighting | RenderOptions.RequiresShadowMap); // Create the default material EffectApplication defaultMaterial = new EffectApplication(Effect, RenderStatePresets.Default); defaultMaterial.AddParamSetter(new CommonParamSetter()); defaultMaterial.AddParamSetter(new HDRLightParamSetter()); defaultMaterial.AddParamSetter(new FogParamSetter()); defaultMaterial.AddParamSetter(new ShadowParamSetter()); RawGeometryNode geometry = null; ExplicitBoundingSphereNode meshBound = null; switch ((Shape)(manifest.Properties[ManifestKeys.SHAPE])) { case Shape.Box: geometry = new RawGeometryNode(GeneratedGeometry.Box, defaultMaterial); meshBound = new ExplicitBoundingSphereNode(GeneratedGeometry.BoxBound); break; case Shape.Sphere: geometry = new RawGeometryNode(GeneratedGeometry.Sphere, defaultMaterial); meshBound = new ExplicitBoundingSphereNode(GeneratedGeometry.SphereBound); break; } parent.AddChild(meshBound); meshBound.AddChild(geometry); // Create the ShadowMap material // Default to CastsShadow = true if (!manifest.Properties.ContainsKey(ManifestKeys.CASTS_SHADOW) || (bool)(manifest.Properties[ManifestKeys.CASTS_SHADOW])) { EffectApplication depthOnlyMaterial; depthOnlyMaterial = new EffectApplication(EffectRegistry.DepthOnlyFx, RenderStatePresets.Default); depthOnlyMaterial.AddParamSetter(new WorldViewProjParamSetter()); geometry.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, depthOnlyMaterial); } else { geometry.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, null); } // If the GeometryNode requires additional materials, they would need to be added here. }
protected override void BuildSphereAndGeometryNodes(ComponentManifest manifest, SceneNode parent) { Vector4 specColor = (Vector4)(manifest.Properties[ManifestKeys.MAT_SPEC_COLOR]); Effect.Parameters[EffectRegistry.MATERIAL_SPECULAR_COLOR_PARAM_NAME].SetValue(specColor); Effect.Parameters[EffectRegistry.TEXTURE_PARAM_NAME].SetValue(mTexture); float brightness = 1.0f; if (manifest.Properties.ContainsKey(ManifestKeys.BRIGHTNESS)) brightness = (float)(manifest.Properties[ManifestKeys.BRIGHTNESS]); Effect.Parameters[EffectRegistry.BRIGHTNESS_PARAM_NAME].SetValue(brightness); float contrast = 1.0f; if (manifest.Properties.ContainsKey(ManifestKeys.CONTRAST)) contrast = (float)(manifest.Properties[ManifestKeys.CONTRAST]); Effect.Parameters[EffectRegistry.CONTRAST_PARAM_NAME].SetValue(contrast); // First, add the effect's params to the EffectRegistry so the ParamSetter can retrieve them. EffectRegistry.Add(Effect, RenderOptions.RequiresHDRLighting | RenderOptions.RequiresShadowMap); // Create the default material EffectApplication defaultMaterial = new EffectApplication(Effect, RenderStatePresets.Default); defaultMaterial.AddParamSetter(new CommonParamSetter()); defaultMaterial.AddParamSetter(new HDRLightParamSetter()); defaultMaterial.AddParamSetter(new FogParamSetter()); defaultMaterial.AddParamSetter(new ShadowParamSetter()); RawGeometryNode geometry = null; ExplicitBoundingSphereNode meshBound = null; switch ((Shape)(manifest.Properties[ManifestKeys.SHAPE])) { case Shape.Box: geometry = new RawGeometryNode(GeneratedGeometry.Box, defaultMaterial); meshBound = new ExplicitBoundingSphereNode(GeneratedGeometry.BoxBound); break; case Shape.Sphere: geometry = new RawGeometryNode(GeneratedGeometry.Sphere, defaultMaterial); meshBound = new ExplicitBoundingSphereNode(GeneratedGeometry.SphereBound); break; } parent.AddChild(meshBound); meshBound.AddChild(geometry); // Create the ShadowMap material // Default to CastsShadow = true if (!manifest.Properties.ContainsKey(ManifestKeys.CASTS_SHADOW) || (bool)(manifest.Properties[ManifestKeys.CASTS_SHADOW])) { EffectApplication depthOnlyMaterial; depthOnlyMaterial = new EffectApplication(EffectRegistry.DepthOnlyFx, RenderStatePresets.Default); depthOnlyMaterial.AddParamSetter(new WorldViewProjParamSetter()); geometry.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, depthOnlyMaterial); } else { geometry.AddMaterial(TraversalContext.MaterialFlags.ShadowMap, null); } // If the GeometryNode requires additional materials, they would need to be added here. }