public bool Update() { if (!ModelComponent.Enabled || ModelComponent.ModelViewHierarchy == null || ModelComponent.Model == null) { return false; } var newModel = ModelComponent.Model; if (previousModel != newModel) { // When changing the model, we need to regenerate the render meshes for(int i = 0; i < RenderMeshesPerEffectSlot.Count; i++) { // TODO: We should dispose render mehses here, but need to check exactly how // Changing a struct so make a copy first (TODO: Replace with ref locals when released) var renderMeshes = RenderMeshesPerEffectSlot[i]; renderMeshes.Clear(); RenderMeshesPerEffectSlot[i] = renderMeshes; } previousModel = newModel; } return true; }
protected override async Task LoadContent() { await base.LoadContent(); font = Asset.Load<SpriteFont>("Font"); teapot = Asset.Load<Model>("Teapot"); batch = new SpriteBatch(GraphicsDevice); BuildUI(); spriteComponent = new SpriteComponent { SpriteProvider = new SpriteFromSheet { Sheet = Asset.Load<SpriteSheet>("SpriteSheet") } }; modelComponent = new ModelComponent { Model = teapot }; modelComponent2 = new ModelComponent { Model = teapot }; modelComponent3 = new ModelComponent { Model = teapot }; entity = new Entity { spriteComponent, modelComponent }; entity2 = new Entity { modelComponent2 }; entity3 = new Entity { modelComponent3 }; SceneSystem.SceneInstance.Scene.Entities.Add(entity); SceneSystem.SceneInstance.Scene.Entities.Add(entity2); SceneSystem.SceneInstance.Scene.Entities.Add(entity3); if (Input.Accelerometer.IsSupported) Input.Accelerometer.IsEnabled = true; if (Input.Compass.IsSupported) Input.Compass.IsEnabled = true; if (Input.Gyroscope.IsSupported) Input.Gyroscope.IsEnabled = true; if (Input.UserAcceleration.IsSupported) Input.UserAcceleration.IsEnabled = true; if (Input.Gravity.IsSupported) Input.Gravity.IsEnabled = true; if (Input.Orientation.IsSupported) Input.Orientation.IsEnabled = true; ChangeScene(0); }
protected override async Task LoadContent() { await base.LoadContent(); Window.AllowUserResizing = true; // Instantiate a scene with a single entity and model component var scene = new Scene(); // Create a cube entity cubeEntity = new Entity(); // Create a procedural model with a diffuse material var model = new Model(); var material = Material.New( new MaterialDescriptor { Attributes = { Diffuse = new MaterialDiffuseMapFeature(new ComputeColor(Color.White)), DiffuseModel = new MaterialDiffuseLambertModelFeature() } }); model.Materials.Add(material); cubeEntity.Add(new ModelComponent(model)); var modelDescriptor = new ProceduralModelDescriptor(new CubeProceduralModel()); modelDescriptor.GenerateModel(Services, model); // Add the cube to the scene scene.AddChild(cubeEntity); // Create a camera entity and add it to the scene var cameraEntity = new Entity { new CameraComponent() }; cameraEntity.Transform.Position = new Vector3(0, 0, 5); scene.AddChild(cameraEntity); // Create a light var lightEntity = new Entity() { new LightComponent() }; lightEntity.Transform.Position = new Vector3(0, 0, 1); lightEntity.Transform.Rotation = Quaternion.RotationY(MathUtil.DegreesToRadians(45)); scene.AddChild(lightEntity); // Create a graphics compositor var compositor = new SceneGraphicsCompositorLayers(); bool isLDR = false; if (isLDR) { compositor.Master.Renderers.Add(new ClearRenderFrameRenderer()); compositor.Master.Renderers.Add(new SceneCameraRenderer() {}); } else { var layer = new SceneGraphicsLayer(); var renderHDROutput = new LocalRenderFrameProvider { Descriptor = { Format = RenderFrameFormat.HDR, DepthFormat = RenderFrameDepthFormat.Shared} }; layer.Output = renderHDROutput; layer.Renderers.Add(new ClearRenderFrameRenderer()); layer.Renderers.Add(new SceneCameraRenderer()); compositor.Layers.Add(layer); compositor.Master.Renderers.Add(new SceneEffectRenderer() { Effect = new PostProcessingEffects() }); } compositor.Cameras.Add(cameraEntity.Get<CameraComponent>()); SceneSystem.SceneInstance = new SceneInstance(Services, scene); // Use this graphics compositor scene.Settings.GraphicsCompositor = compositor; // Create a scene instance SceneSystem.SceneInstance = new SceneInstance(Services, scene); }
public void Initialize(Model model) { Initialize(model.Hierarchy != null ? model.Hierarchy.Nodes : null); nodeTransformations[0].Flags &= ~ModelNodeFlags.EnableTransform; }
/// <summary> /// Initializes a new instance of the <see cref="ModelViewHierarchyUpdater"/> class. /// </summary> /// <param name="model">The model.</param> public ModelViewHierarchyUpdater(Model model) { if (model == null) throw new ArgumentNullException("model"); Initialize(model); }
/// <summary> /// Create a clone with its own ParameterCollection. /// It allows reuse of a single Model for multiple ModelComponent. /// </summary> public Model Instantiate() { var result = new Model(); if (Children != null) { result.Children = new List<Model>(); foreach (var child in Children) { result.Children.Add(child.Instantiate()); } } foreach (var mesh in Meshes) { var meshCopy = new Mesh(mesh); result.Meshes.Add(meshCopy); } result.Hierarchy = Hierarchy; result.BoundingBox = BoundingBox; return result; }
// Temporarily removed //[DataMemberConvert] //public ParameterCollection Parameters //{ // get { return parameters; } //} /// <summary> /// Adds the specified model view (for collection initializers). /// </summary> /// <param name="model">The model view.</param> public void Add(Model model) { children.Add(model); }
public void Generate(IServiceRegistry services, Model model) { if (services == null) throw new ArgumentNullException("services"); if (model == null) throw new ArgumentNullException("model"); var graphicsDevice = services.GetSafeServiceAs<IGraphicsDeviceService>().GraphicsDevice; var data = this.CreatePrimitiveMeshData(); if (data.Vertices.Length == 0) { throw new InvalidOperationException("Invalid GeometricPrimitive [{0}]. Expecting non-zero Vertices array"); } var boundingBox = BoundingBox.Empty; for (int i = 0; i < data.Vertices.Length; i++) BoundingBox.Merge(ref boundingBox, ref data.Vertices[i].Position, out boundingBox); BoundingSphere boundingSphere; unsafe { fixed (void* verticesPtr = data.Vertices) BoundingSphere.FromPoints((IntPtr)verticesPtr, 0, data.Vertices.Length, VertexPositionNormalTexture.Size, out boundingSphere); } var originalLayout = data.Vertices[0].GetLayout(); // Generate Tangent/BiNormal vectors var resultWithTangentBiNormal = VertexHelper.GenerateTangentBinormal(originalLayout, data.Vertices, data.Indices); // Generate Multitexcoords var result = VertexHelper.GenerateMultiTextureCoordinates(resultWithTangentBiNormal); var meshDraw = new MeshDraw(); var layout = result.Layout; var vertexBuffer = result.VertexBuffer; var indices = data.Indices; if (indices.Length < 0xFFFF) { var indicesShort = new ushort[indices.Length]; for (int i = 0; i < indicesShort.Length; i++) { indicesShort[i] = (ushort)indices[i]; } meshDraw.IndexBuffer = new IndexBufferBinding(Buffer.Index.New(graphicsDevice, indicesShort).RecreateWith(indicesShort), false, indices.Length); } else { if (graphicsDevice.Features.Profile <= GraphicsProfile.Level_9_3) { throw new InvalidOperationException("Cannot generate more than 65535 indices on feature level HW <= 9.3"); } meshDraw.IndexBuffer = new IndexBufferBinding(Buffer.Index.New(graphicsDevice, indices).RecreateWith(indices), true, indices.Length); } meshDraw.VertexBuffers = new[] { new VertexBufferBinding(Buffer.New(graphicsDevice, vertexBuffer, BufferFlags.VertexBuffer).RecreateWith(vertexBuffer), layout, data.Vertices.Length) }; meshDraw.DrawCount = indices.Length; meshDraw.PrimitiveType = PrimitiveType.TriangleList; var mesh = new Mesh { Draw = meshDraw, BoundingBox = boundingBox, BoundingSphere = boundingSphere }; model.BoundingBox = boundingBox; model.BoundingSphere = boundingSphere; model.Add(mesh); if (MaterialInstance != null && MaterialInstance.Material != null) { model.Materials.Add(MaterialInstance); } }