private void SetupScene() { RenderTechnique = new RenderTechnique("RenderCustom"); WhiteMaterial = new PhongMaterial { Name = "White", AmbientColor = PhongMaterials.ToColor(0.1, 0.1, 0.1, 1.0), DiffuseColor = defaultMaterialColor, SpecularColor = PhongMaterials.ToColor(0.0225, 0.0225, 0.0225, 1.0), EmissiveColor = PhongMaterials.ToColor(0.0, 0.0, 0.0, 1.0), SpecularShininess = 12.8f, }; SelectedMaterial = new PhongMaterial { Name = "White", AmbientColor = PhongMaterials.ToColor(0.1, 0.1, 0.1, 1.0), DiffuseColor = defaultSelectionColor, SpecularColor = PhongMaterials.ToColor(0.0225, 0.0225, 0.0225, 1.0), EmissiveColor = PhongMaterials.ToColor(0.0, 0.0, 0.0, 1.0), SpecularShininess = 12.8f, }; Model1Transform = new TranslateTransform3D(0, -0, 0); // camera setup Camera = new PerspectiveCamera(); SetCameraData(new CameraData()); DrawGrid(); }
public MainWindow(String[] filepath) { InitializeComponent(); Rect3D initView = new Rect3D(new Point3D(0, 0, 0), new Size3D(100, 100, 100)); ResetCameraPosition(initView); LoadModel(".\\SetupParts\\articulator2.stl"); LoadModel(".\\SetupParts\\calibratePart.stl"); for (int i = 0; i != filepath.Length; ++i) { int isload = LoadModel(filepath[i]); if (isload == 0) { MeshGeometryModel3D bones = ModelGroup.Children[2 + i] as MeshGeometryModel3D; PhongMaterial bones_material = bones.Material as PhongMaterial; bones_material.DiffuseColor = SharpDX.Color.Gray; } MessageBox.Show(filepath[i]); MessageBox.Show(isload.ToString()); } MeshGeometryModel3D model = ModelGroup.Children[1] as MeshGeometryModel3D; PhongMaterial m = model.Material as PhongMaterial; m.DiffuseColor = SharpDX.Color.Red; }
public static void Run() { // ExStart:Non_PBRtoPBRMaterial // The path to the documents directory. string MyDir = RunExamples.GetDataDir(); // initialize a new 3D scene var s = new Scene(); var box = new Box(); s.RootNode.CreateChildNode("box1", box).Material = new PhongMaterial() { DiffuseColor = new Vector3(1, 0, 1) }; GLTFSaveOptions opt = new GLTFSaveOptions(FileFormat.GLTF2); //Custom material converter to convert PhongMaterial to PbrMaterial opt.MaterialConverter = delegate(Material material) { PhongMaterial m = (PhongMaterial)material; return(new PbrMaterial() { Albedo = new Vector3(m.DiffuseColor.x, m.DiffuseColor.y, m.DiffuseColor.z) }); }; // save in GLTF 2.0 format s.Save(MyDir + "Non_PBRtoPBRMaterial_Out.gltf", opt); // ExEnd:Non_PBRtoPBRMaterial }
// INHERITED METHODS public override bool HitTest(Ray rayWS, ref List <HitTestResult> hits) { if (initMaterial == PhongMaterials.White) { initMaterial = this.phongMaterial; } var result = base.HitTest(rayWS, ref hits); if (Mouse.LeftButton == MouseButtonState.Pressed) { this.phongMaterial = result ? this.SelectionMaterial : this.PassiveMaterial; if (result) { // test property changed event of HitControl if (NrConseqHits > 0) { this.HitPointPrev = this.HitPoint; } this.HitPoint = hits[0].PointHit; AdjustForSnap(); NrConseqHits++; this.HitPointString = point3ToString(); } else { NrConseqHits = 0; this.HitPoint = new System.Windows.Media.Media3D.Point3D(); this.HitPointPrev = new System.Windows.Media.Media3D.Point3D(); this.HitPointString = "-"; } } // ActionManager.RecordModifyCallback(this, new List<DependencyProperty> { HitPointProperty, HitPointPrevProperty, NrConseqHitsProperty }); return(result); }
public static void AssignTo(this PhongMaterial material, PhongMaterial targetMaterial) { targetMaterial.AmbientColor = material.AmbientColor; targetMaterial.DiffuseAlphaMap = material.DiffuseAlphaMap; targetMaterial.DiffuseColor = material.DiffuseColor; targetMaterial.DiffuseMap = material.DiffuseMap; targetMaterial.DiffuseMapSampler = material.DiffuseMapSampler; targetMaterial.DisplacementMap = material.DisplacementMap; targetMaterial.DisplacementMapSampler = material.DisplacementMapSampler; targetMaterial.DisplacementMapScaleMask = material.DisplacementMapScaleMask; targetMaterial.EmissiveColor = material.EmissiveColor; targetMaterial.EnableTessellation = material.EnableTessellation; targetMaterial.MaxTessellationDistance = material.MaxTessellationDistance; targetMaterial.MaxDistanceTessellationFactor = material.MaxDistanceTessellationFactor; targetMaterial.MinTessellationDistance = material.MinTessellationDistance; targetMaterial.MinDistanceTessellationFactor = material.MinDistanceTessellationFactor; targetMaterial.NormalMap = material.NormalMap; targetMaterial.EmissiveMap = material.EmissiveMap; targetMaterial.SpecularColorMap = material.SpecularColorMap; targetMaterial.ReflectiveColor = material.ReflectiveColor; targetMaterial.SpecularColor = material.SpecularColor; targetMaterial.SpecularShininess = material.SpecularShininess; targetMaterial.RenderDiffuseAlphaMap = material.RenderDiffuseAlphaMap; targetMaterial.RenderDiffuseMap = material.RenderDiffuseMap; targetMaterial.RenderDisplacementMap = material.RenderDisplacementMap; targetMaterial.RenderNormalMap = material.RenderNormalMap; targetMaterial.RenderSpecularColorMap = material.RenderSpecularColorMap; targetMaterial.RenderEmissiveMap = material.RenderEmissiveMap; targetMaterial.EnableAutoTangent = material.EnableAutoTangent; targetMaterial.UVTransform = material.UVTransform; }
/// <summary> /// Makes the model visual3 d. /// </summary> /// <param name="ts">The ts.</param> /// <returns>Visual3D.</returns> private static MeshGeometryModel3D MakeModelVisual3D(TessellatedSolid ts) { var defaultMaterial = new PhongMaterial() { DiffuseColor = new SharpDX.Color4( ts.SolidColor.Rf, ts.SolidColor.Gf, ts.SolidColor.Bf, ts.SolidColor.Af) }; //if (ts.HasUniformColor) { var positions = ts.Faces.SelectMany( f => f.Vertices.Select(v => new Vector3((float)v.Coordinates[0], (float)v.Coordinates[1], (float)v.Coordinates[2]))); var normals = ts.Faces.SelectMany(f => f.Vertices.Select(v => new Vector3((float)f.Normal[0], (float)f.Normal[1], (float)f.Normal[2]))); return(new MeshGeometryModel3D { Geometry = new MeshGeometry3D { Positions = new Vector3Collection(positions), // TriangleIndices = new Int32Collection(triIndices), Normals = new Vector3Collection(normals) }, Material = defaultMaterial }); } }
static OcTreeManager() { LineBuilder b = new LineBuilder(); b.AddBox(Vector3.Zero, 1, 1, 1); CellFrame = b.ToLineGeometry3D(); EndPoint = LinesCutom.GetEndPointMarker(Vector3.Zero, (float)SNAPPOSMARKER_FACT * 0.8f); MidPoint = LinesCutom.GetMidPointMarker(Vector3.Zero, (float)SNAPPOSMARKER_FACT); IntPoint = LinesCutom.GetIntersectionMarker(Vector3.Zero, (float)SNAPPOSMARKER_FACT); ChamferedBoxMesh = MeshesCustom.GetChamferedBox(Vector3.Zero, 1f, 1f, 1f, 0.2f, 0.05f); MeshesCustom.CompressMesh(ref ChamferedBoxMesh); ChamferedBoxMesh_Normals = MeshesCustom.GetVertexNormalsAsLines(ChamferedBoxMesh, 0.15f); RedTransparent = new PhongMaterial(); RedTransparent.DiffuseColor = new Color4(0.8f, 0f, 0f, 0.25f); RedTransparent.AmbientColor = new Color4(0.6f, 0f, 0f, 1f); RedTransparent.SpecularColor = new Color4(1f, 0.75f, 0f, 1f); RedTransparent.SpecularShininess = 1; YellowTransparent = new PhongMaterial(); YellowTransparent.DiffuseColor = new Color4(1f, 0.93f, 0f, 0.5f); YellowTransparent.AmbientColor = new Color4(0.92f, 0.69f, 0f, 1f); YellowTransparent.SpecularColor = new Color4(1f, 1f, 1f, 1f); YellowTransparent.SpecularShininess = 3; }
public void Shade_WithRayCastOnInnerSphere_ExpectCorrectColor() { //arrange var outerMaterial = new PhongMaterial(new Color(0.8, 1.0, 0.6), ambience: 1.0, diffusion: 0.7, specularity: 0.2); var innerMaterial = new PhongMaterial(ambience: 1.0); var surfaces = new[] { Scene.Default .Surfaces .First() .WithMaterial(outerMaterial), Scene.Default .Surfaces .Skip(1) .First() .WithMaterial(innerMaterial) }; var scene = new Scene(surfaces, Scene.Default.LightSources); var ray = new Ray(new Point3D(0, 0, 0.75), new Vector3D(0, 0, -1)); //act var color = scene.Shade(ray); //assert Assert.AreEqual(innerMaterial.Color, color); }
public MainViewModel() { EffectsManager = new DefaultEffectsManager(); RenderTechnique = EffectsManager[DefaultRenderTechniqueNames.Blinn]; // ---------------------------------------------- // titles this.Title = "SwapChain Top Surface Rendering Demo"; this.SubTitle = "WPF & SharpDX"; // ---------------------------------------------- // camera setup this.Camera = new PerspectiveCamera { Position = new Point3D(20, 20, 20), LookDirection = new Vector3D(-20, -20, -20), UpDirection = new Vector3D(0, 1, 0) }; // ---------------------------------------------- // setup scene this.Light1Color = Colors.White; var builder = new MeshBuilder(true, false, false); builder.AddBox(new Vector3(), 40, 0.1, 40); Plane1Model = FloorModel = builder.ToMeshGeometry3D(); builder = new MeshBuilder(true, false, false); builder.AddBox(new Vector3(), 0.1, 40, 40); Plane2Model = builder.ToMeshGeometry3D(); FloorMaterial = new PhongMaterial(); FloorMaterial.DiffuseColor = new Color4(1f, 1f, 1f, 0.2f); FloorMaterial.AmbientColor = new Color4(0, 0, 0, 0); FloorMaterial.ReflectiveColor = new Color4(0, 0, 0, 0); FloorMaterial.SpecularColor = new Color4(0, 0, 0, 0); PlaneMaterial = new PhongMaterial() { DiffuseColor = new Color4(0.1f, 0.1f, 0.8f, 0.2f) }; var landerItems = Load3ds("Car.3ds").Select(x => x.Geometry as MeshGeometry3D).ToArray(); Model = MeshGeometry3D.Merge(landerItems); Model.UpdateOctree(); ModelMaterial = PhongMaterials.Bronze; var transGroup = new Media3D.Transform3DGroup(); transGroup.Children.Add(new Media3D.ScaleTransform3D(0.01, 0.01, 0.01)); transGroup.Children.Add(new Media3D.RotateTransform3D(new Media3D.AxisAngleRotation3D(new Media3D.Vector3D(1, 0, 0), -90))); transGroup.Children.Add(new Media3D.TranslateTransform3D(new Media3D.Vector3D(0, 6, 0))); ModelTransform = transGroup; Plane1Transform = new TranslateTransform3D(new Vector3D(0, 15, 0)); Plane2Transform = new TranslateTransform3D(new Vector3D(15, 0, 0)); }
public static void AddSphere(Vector3 position, double radius, PhongMaterial color, Viewport3DX viewport) { var m = GetSphere(position, radius, color); m.Attach(viewport.RenderHost); viewport.Items.Add(m); }
public static IMaterial IceMaterial() { var pm = new PhongMaterial(new double[] { 0.5, 0.9, 1.0 }, 0.05, 0.2, 0.2, 4, 0.0); pm.n = 1.01; pm.Kt = 1.18; return(pm); }
public Selector() { PhongMaterial mtl = new PhongMaterial(); Hilite = new Appearance(); mtl.Diffuse = new Col4(0.6f, 0.8f, 0.1f); Hilite.Material = mtl; Hilite.Name = "selector.hilite"; }
public static void Run() { // ExStart:AddMaterialToCube // Initialize scene object Scene scene = new Scene(); // Initialize cube node object Node cubeNode = new Node("cube"); // Call Common class create mesh using polygon builder method to set mesh instance Mesh mesh = Common.CreateMeshUsingPolygonBuilder(); // Point node to the mesh cubeNode.Entity = mesh; // Add cube to the scene scene.RootNode.ChildNodes.Add(cubeNode); // Initiallize PhongMaterial object PhongMaterial mat = new PhongMaterial(); // Initiallize Texture object Texture diffuse = new Texture(); // The path to the documents directory. string MyDir = RunExamples.GetDataDir(); // Set local file path diffuse.FileName = MyDir + "surface.dds"; // Set Texture of the material mat.SetTexture("DiffuseColor", diffuse); // Embed raw content data to FBX (only for FBX and optional) // Set file name diffuse.FileName = "embedded-texture.png"; // Set binary content diffuse.Content = File.ReadAllBytes(MyDir + "aspose-logo.jpg"); // Set color mat.SpecularColor = new Vector3(Color.Red); // Set brightness mat.Shininess = 100; // Set material property of the cube object cubeNode.Material = mat; MyDir = MyDir + RunExamples.GetOutputFilePath("MaterialToCube.fbx"); // Save 3D scene in the supported file formats scene.Save(MyDir, FileFormat.FBX7400ASCII); // ExEnd:AddMaterialToCube Console.WriteLine("\nMaterial added successfully to cube.\nFile saved at " + MyDir); }
public static void Run() { //ExStart:AddMaterialToCube // Initialize scene object Scene scene = new Scene(); // Initialize cube node object Node cubeNode = new Node("cube"); // Call Common class create mesh using polygon builder method to set mesh instance Mesh mesh = Common.CreateMeshUsingPolygonBuilder(); // Point node to the mesh cubeNode.Entity = mesh; // Add cube to the scene scene.RootNode.ChildNodes.Add(cubeNode); // Initiallize PhongMaterial object PhongMaterial mat = new PhongMaterial(); // Initiallize Texture object Texture diffuse = new Texture(); // The path to the documents directory. string MyDir = RunExamples.GetDataDir(); // Set local file path diffuse.FileName = MyDir + "surface.dds"; // Set Texture of the material mat.SetTexture("DiffuseColor", diffuse); // embed raw content data to FBX (only for FBX and optional) // set file name diffuse.FileName = "embedded-texture.png"; // set binary content diffuse.Content = File.ReadAllBytes(MyDir + "aspose-logo.jpg"); // Set color mat.SpecularColor = new Vector3(Color.Red); // Set brightness mat.Shininess = 100; // Set material property of the cube object cubeNode.Material = mat; MyDir = MyDir + RunExamples.GetOutputFilePath("MaterialToCube.fbx"); // Save 3D scene in the supported file formats scene.Save(MyDir, FileFormat.FBX7400ASCII); //ExEnd:AddMaterialToCube Console.WriteLine("\nMaterial added successfully to cube.\nFile saved at " + MyDir); }
public void Chapter_XIV_b() { var floor = new PhongMaterial(Util.FromHex("#222831")) { Reflectivity = .9f, Specular = .5f, Shininess = 300 }; var p = new Plane(Translation(0, -.25f, 0)) { Material = floor };
private void GenerateBorder() { borderMesh = new MeshBuilder(); GenerateBorderPositions(); GenerateBorderTriangleIndices(); GenerateBorderUVCoordinates(); TerrainMeshBorderGeometry3D = borderMesh.ToMeshGeometry3D(); TerrainMeshBorderMaterial = new PhongMaterial(); TerrainMeshBorderMaterial.RenderDiffuseMap = true; }
private void SetupScene() { var ptColor = (Color)SharedDictionaryManager.DynamoColorsAndBrushesDictionary["PointColor"]; defaultPointColor = new Color4(ptColor.R / 255.0f, ptColor.G / 255.0f, ptColor.B / 255.0f, ptColor.A / 255.0f); var lineColor = (Color)SharedDictionaryManager.DynamoColorsAndBrushesDictionary["EdgeColor"]; defaultLineColor = new Color4(lineColor.R / 255.0f, lineColor.G / 255.0f, lineColor.B / 255.0f, lineColor.A / 255.0f); directionalLightColor = new Color4(0.9f, 0.9f, 0.9f, 1.0f); directionalLightDirection = new Vector3(-0.5f, -1.0f, 0.0f); var matColor = (Color)SharedDictionaryManager.DynamoColorsAndBrushesDictionary["MaterialColor"]; materialColor = new Color4(matColor.R / 255.0f, matColor.G / 255.0f, matColor.B / 255.0f, matColor.A / 255.0f); RenderTechnique = Techniques.RenderDynamo; WhiteMaterial = new PhongMaterial { Name = "White", AmbientColor = PhongMaterials.ToColor(0.1, 0.1, 0.1, 1.0), DiffuseColor = materialColor, SpecularColor = PhongMaterials.ToColor(0.0225, 0.0225, 0.0225, 1.0), EmissiveColor = PhongMaterials.ToColor(0.0, 0.0, 0.0, 1.0), SpecularShininess = 12.8f, }; var selColor = (Color)SharedDictionaryManager.DynamoColorsAndBrushesDictionary["SelectionColor"]; selectionColor = new Color4(selColor.R / 255.0f, selColor.G / 255.0f, selColor.B / 255.0f, selColor.A / 255.0f); SelectedMaterial = new PhongMaterial { Name = "White", AmbientColor = PhongMaterials.ToColor(0.1, 0.1, 0.1, 1.0), DiffuseColor = selectionColor, SpecularColor = PhongMaterials.ToColor(0.0225, 0.0225, 0.0225, 1.0), EmissiveColor = PhongMaterials.ToColor(0.0, 0.0, 0.0, 1.0), SpecularShininess = 12.8f, }; Model1Transform = new TranslateTransform3D(0, -0, 0); // camera setup Camera = new PerspectiveCamera { UpDirection = new Vector3D(0, 1, 0), FarPlaneDistance = 10000000, }; ResetCamera(); DrawGrid(); }
public static Material ToMaterial(this Color color) { var material = new PhongMaterial(); material.AmbientColor = new SharpDX.Color4(1.0f); material.DiffuseColor = new SharpDX.Color4(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f); material.SpecularColor = new SharpDX.Color4(1.0f); material.SpecularShininess = 100.0f; return(material); }
public void Chapter_XI_b() { var floorMaterial = new PhongMaterial(Color.White) { IOR = Constants.GlassIOR, Reflectivity = 1f }; var skyMaterial = new PhongMaterial(Color.White) { Pattern = new RingPattern(Util.FromHex("#0092ca"), Util.FromHex("#00adb5")) }; var sky = new Plane(Translation(0, 5, 0)) { Material = skyMaterial }; var floor = new Plane { Material = floorMaterial }; var w = new World { Objects = new List <Entity> { floor, sky } }; for (var i = 0; i < 20; i++) { var rnd = new Random(); var x = (float)rnd.NextDouble(); var y = (float)rnd.NextDouble(); var z = (float)rnd.NextDouble(); var col = new Color(x, y, z); var mat = new PhongMaterial(col) { IOR = Constants.GlassIOR, Transparency = y, Reflectivity = x, Specular = z }; var s = new Sphere(Translation((x * 10f) - 5f, y, z * 10f) * Scale(y)) { Material = mat }; w.Objects.Add(s); } var l = PointLight.Default; l.Intensity *= 2f; w.Lights.Add(l); var cam = new Camera(20, 10, MathF.PI / 1.5f) { Transform = Camera.ViewTransform(Point(0f, 1f, -2f), Point(0f, 1f, 0f), Direction(0f, 1f, 0f)) }; cam.Render(w); }
private void GenerateMain() { terrainMesh = new MeshBuilder(); GenerateTerrainPositions(); GenerateTerrainTriangleIndices(); GenerateTerrainUVCoordinates(); TerrainMeshMainGeometry3D = terrainMesh.ToMeshGeometry3D(); TerrainMeshMainMaterial = new PhongMaterial(); TerrainMeshMainMaterial.RenderDiffuseMap = true; TerrainMeshTransform = new Media3D.TranslateTransform3D(0, 0, 0); }
/// <summary> /// 設定模型材質 /// </summary> public void SetBoneMaterial() { PhongMaterial material = new PhongMaterial { ReflectiveColor = SharpDX.Color.Black, AmbientColor = new SharpDX.Color(0.0f, 0.0f, 0.0f, 1.0f), EmissiveColor = SharpDX.Color.Black, SpecularColor = new SharpDX.Color(90, 90, 90, 255), SpecularShininess = 60, DiffuseColor = BoneDiffuseColor.ToColor4() }; this.Material = material; }
public void SetModelMaterial(MeshGeometryModel3D model) { PhongMaterial material = new PhongMaterial { ReflectiveColor = SharpDX.Color.Black, AmbientColor = new SharpDX.Color(0.0f, 0.0f, 0.0f, 1.0f), EmissiveColor = SharpDX.Color.Black, SpecularColor = new SharpDX.Color(90, 90, 90, 255), SpecularShininess = 60, DiffuseColor = SharpDX.Color.Blue }; model.Material = material; }
private void BuildPlanes() { PlaneGeometry = new ObservableElement3DCollection(); var builder = new MeshBuilder(true); builder.AddBox(new SharpDX.Vector3(0, 0, 0), 15, 15, 0.5); var mesh = builder.ToMesh(); var material = new PhongMaterial(); material.DiffuseColor = new SharpDX.Color4(1, 0, 0, 0.5f); var model = new MeshGeometryModel3D() { Geometry = mesh, Material = material, Transform = new Media3D.TranslateTransform3D(-15, 0, 0), IsTransparent = true, CullMode = SharpDX.Direct3D11.CullMode.Back }; PlaneGeometry.Add(model); material = new PhongMaterial(); material.DiffuseColor = new SharpDX.Color4(0, 1, 0, 0.5f); model = new MeshGeometryModel3D() { Geometry = mesh, Material = material, Transform = new Media3D.TranslateTransform3D(-20, 5, -10), IsTransparent = true, CullMode = SharpDX.Direct3D11.CullMode.Back }; PlaneGeometry.Add(model); material = new PhongMaterial(); material.DiffuseColor = new SharpDX.Color4(0, 0, 1, 0.5f); model = new MeshGeometryModel3D() { Geometry = mesh, Material = material, Transform = new Media3D.TranslateTransform3D(-25, 10, -20), IsTransparent = true, CullMode = SharpDX.Direct3D11.CullMode.Back }; PlaneGeometry.Add(model); }
public MainViewModel() { // titles Title = "Simple Demo"; SubTitle = "WPF & SharpDX"; // camera setup Camera = new PerspectiveCamera { Position = new Point3D(3, 3, 5), LookDirection = new Vector3D(-3, -3, -5), UpDirection = new Vector3D(0, 1, 0), FarPlaneDistance = 5000000 }; // default render technique RenderTechniquesManager = new DefaultRenderTechniquesManager(); RenderTechnique = RenderTechniquesManager.RenderTechniques[DefaultRenderTechniqueNames.Blinn]; EffectsManager = new DefaultEffectsManager(RenderTechniquesManager); // setup lighting AmbientLightColor = new Color4(1f, 1f, 1f, 1f); DirectionalLightColor = Color.White; DirectionalLightDirection = new Vector3(-2, -5, -2); // scene model3d var b1 = new MeshBuilder(); b1.AddSphere(new Vector3(0, 0, 0), 100000, 180, 90); var meshGeometry = b1.ToMeshGeometry3D(); meshGeometry.Colors = new Color4Collection(meshGeometry.TextureCoordinates.Select(x => x.ToColor4())); Model = meshGeometry; // model materials var uri = new System.Uri(@"Earth4k.jpg", System.UriKind.RelativeOrAbsolute); var image = new FileStream(uri.ToString(), FileMode.Open); RedMaterial = new PhongMaterial { DiffuseColor = Color.White, AmbientColor = Color.Black, ReflectiveColor = Color.Black, EmissiveColor = Color.Black, SpecularColor = Color.Black, DiffuseAlphaMap = image, }; }
private static void Main() { var origin = new Point3D(0, 0, -5); var canvasSize = 1000; var canvasDepth = 10; var scale = 7.0d / (double)canvasSize; var ambientColor = new Color(0.1, 0.1, 0.1); var rays = from x in Enumerable.Range(-canvasSize / 2, canvasSize) from y in Enumerable.Range(-canvasSize / 2, canvasSize) select(Index: (x, y), Ray: new Ray(origin, new Vector3D(x * scale, y * scale, canvasDepth, true))); var sphereColor = Color.Magenta; var sphereMaterial = new PhongMaterial(sphereColor, 0.1, 0.9, 0.9, 200.0); var sphere = new Sphere(Matrix.Shear(Dimension.X, Dimension.Y, 0.5), sphereMaterial); var lightPosition = new Point3D(-10, 10, -10); var lightColor = Color.White; var lightSource = new PointLightSource(lightPosition, lightColor); var hits = rays.AsParallel() .Select(r => (r.Index, r.Ray, Hit: sphere.Intersect(r.Ray).GetNearestHit())); var canvas = new Canvas(canvasSize, canvasSize); foreach (var hit in hits) { var xPixel = hit.Index.x + (canvasSize / 2); var yPixel = -hit.Index.y + (canvasSize / 2); if (!hit.Hit.HasValue) { canvas[xPixel, yPixel] = ambientColor; } else { var surface = hit.Hit.Value.Surface; var point = hit.Ray.GetPosition(hit.Hit.Value.Distance); var normalVector = surface.GetNormal(point); var eyeVector = -hit.Ray.Direction; canvas[xPixel, yPixel] = surface.Material.Illuminate(point, eyeVector, normalVector, lightSource); } } var filePath = $"C:\\temp\\RayVE\\SphereDrawing\\{DateTime.Now:yyyyMMdd_HHmmss}.ppm"; File.WriteAllText(filePath, canvas.ToPPM(255)); }
public static void Run() { // Initialize scene object Scene scene = new Scene(); // Initialize cube node object Node cubeNode = new Node("cube"); // Call Common class create mesh method to set mesh instance Mesh mesh = Common.CreateMesh(); // Point node to the mesh cubeNode.Entity = mesh; // Add cube to the scene scene.RootNode.ChildNodes.Add(cubeNode); // Initiallize PhongMaterial object PhongMaterial mat = new PhongMaterial(); // Initiallize Texture object Texture diffuse = new Texture(); // The path to the documents directory. string MyDir = RunExamples.GetDataDir_GeometryAndHierarchy(); // Set local file path diffuse.FileName = MyDir + "surface.dds"; // Set Texture of the material mat.SetTexture("DiffuseColor", diffuse); // Set color mat.SpecularColor = new Vector3(Color.Red); // Set brightness mat.Shininess = 100; // Set material property of the cube object cubeNode.Material = mat; MyDir = MyDir + "MaterialToCube.fbx"; // Save 3D scene in the supported file formats scene.Save(MyDir, FileFormat.FBX7400ASCII); Console.WriteLine("\nMaterial added successfully to cube.\nFile saved at " + MyDir); }
public static void Run() { // Initialize scene object Scene scene = new Scene(); // Initialize cube node object Node cubeNode = new Node("cube"); // Call Common class create mesh method to set mesh instance Mesh mesh = Common.CreateMesh(); // Point node to the mesh cubeNode.Entity = mesh; // Add cube to the scene scene.RootNode.ChildNodes.Add(cubeNode); // Initiallize PhongMaterial object PhongMaterial mat = new PhongMaterial(); // Initiallize Texture object Texture diffuse = new Texture(); // The path to the documents directory. string MyDir = RunExamples.GetDataDir_GeometryAndHierarchy(); // Set local file path diffuse.FileName = MyDir + "surface.dds"; // Set Texture of the material mat.SetTexture("DiffuseColor", diffuse); // Set color mat.SpecularColor = new Vector3(Color.Red); // Set brightness mat.Shininess = 100; // Set material property of the cube object cubeNode.Material = mat; MyDir = MyDir + "MaterialToCube.fbx"; // Save 3D scene in the supported file formats scene.Save(MyDir, FileFormat.FBX7400ASCII); Console.WriteLine("\nMaterial added successfully to cube.\nFile saved at " + MyDir); }
public void CreateScene(int width, int height, FloatColor color, bool useAntialiasing) { var renderTarget = new Framebuffer(width, height); renderTarget.Clear(color); var camera = new PerspectiveCamera(renderTarget, new Vector3(0f, 0, -10), Vector3.Forward, Vector3.Up); var objects = new List <IHittable>(); var circuitryTexture = Texture.LoadFrom(@"_Resources/Textures/circuitry-albedo.png").ToInfo(3); var sunTexture = Texture.LoadFrom(@"_Resources/Textures/sun.png").ToInfo(); var modelTexture = Texture.LoadFrom(@"_Resources/Textures/texel_density.png").ToInfo(); var crystalTexture = Texture.LoadFrom(@"_Resources/Textures/crystal.png").ToInfo(); var circuitryMaterial = new PhongMaterial(FloatColor.White, 1f, 8, 50, 0.5f, circuitryTexture); var sunMaterial = new PhongMaterial(FloatColor.White, 1f, 8, 50, 1f, sunTexture); var modelMaterial = new PhongMaterial(FloatColor.White, 1f, 8, 50, 1f, modelTexture); var crystalMaterial = new PhongMaterial(FloatColor.White, 1f, 8, 50, 1f, crystalTexture); var circuitry = new Sphere(new Vector3(2.5f, -1, 0), 0.5f, circuitryMaterial); var sun = new Sphere(new Vector3(2.5f, -2.5f, 0), 0.75f, sunMaterial); var model = Model.LoadFromFile("_Resources/Models/lowpolytree_unwrap.obj", modelMaterial, 1, Vector3.Down); var crystal = Model.LoadFromFile("_Resources/Models/crystal.obj", crystalMaterial, 3, Vector3.Left * 2); objects.Add(circuitry); objects.Add(sun); objects.Add(model); objects.Add(crystal); Scene = new Scene(objects, camera, new List <Light> { new PointLight { Position = new Vector3(1, 2f, 0), Color = FloatColor.White }, new PointLight { Position = new Vector3(-2, 2f, 0), Color = FloatColor.Red }, new PointLight { Position = new Vector3(-4, 2f, -3), Color = FloatColor.White }, new PointLight { Position = new Vector3(-2, -1f, 0), Color = FloatColor.Green }, }, FloatColor.Black); }
/* * Make the shape for the Kinect depth camera output */ protected Shape MakeCameraOutputShape(Camera cam, bool iscolor) { Shape shape = new Shape(); Appearance app = new Appearance(); PhongMaterial mtl = new PhongMaterial(new Col4(1.0f, 1.0f, 1.0f, 0.7f)); Sampler sampler = new Sampler(); TriMesh mesh = new TriMesh("position float 3, normal float 3, texcoord float 2"); Vec2 videosize = new Vec2(640, 480); Vec2 texsize = new Vec2(1024, 512); Box3 vvol = cam.ViewVol; Vec3 campos = cam.Translation; float camdist = campos.Length; // distance of camera from body float backdist = camdist + vvol.max.z / 6.0f; float h = backdist * vvol.Height / vvol.min.z; float w = h; backdist -= camdist; if (Kinect != null) { Texture tex = new Texture(); sampler.Texture = tex; if (iscolor) { tex.Name = "magicmirror.kinect.colorimage"; Kinect.ColorTexture = tex; } else { tex.Name = "magicmirror.kinect.depthimage"; Kinect.DepthTexture = tex; } } sampler.Name = "diffuse"; sampler.Set(Sampler.TEXTUREOP, Sampler.DIFFUSE); sampler.Set(Sampler.TEXCOORD, 0); app.Set(Appearance.CULLING, 1); app.Set(Appearance.LIGHTING, 1); app.Set(Appearance.TRANSPARENCY, 1); app.SetSampler(0, sampler); app.Material = mtl; app.Name = "cameraoutput"; shape.Appearance = app; GeoUtil.Rect(mesh, h * videosize.x / videosize.y, h, videosize.x / texsize.x, videosize.y / texsize.y); shape.Geometry = mesh; shape.Name = "magicmirror.kinect.camerashape"; shape.Translate(0, h / 2, -backdist); return(shape); }
static PolygonDisplay() { VolumeMat = new PhongMaterial(); VolumeMat.DiffuseColor = new Color4(1f, 1f, 1f, 0.8f); VolumeMat.AmbientColor = new Color4(0.8f, 0.8f, 0.8f, 1f); VolumeMat.EmissiveColor = new Color4(0.25f, 0.25f, 0.25f, 0f); VolumeMat.SpecularColor = new Color4(1f, 1f, 1f, 1f); VolumeMat.SpecularShininess = 3; SubpolyColors = new List <Color>(); SubpolyColors.Add(Color.Red); SubpolyColors.Add(Color.Blue); SubpolyColors.Add(Color.Orange); SubpolyColors.Add(Color.Violet); SubpolyColors.Add(Color.Yellow); SubpolyColors.Add(Color.Green); }
public SphereModel(Vector3 center, double radius, bool enableTransform = true) : base() { Center = center; Radius = radius; CreateModel(); if (enableTransform) { CreateAnimatedTransform1(DynamicTransform, center.ToVector3D(), new Media3D.Vector3D(rnd.Next(-1, 1), rnd.Next(-1, 1), rnd.Next(-1, 1)), rnd.Next(10, 100)); } var color = rnd.NextColor(); Material = new PhongMaterial() { DiffuseColor = color.ToColor4() }; }
public PhongMaterial SetMaterial(Color4 color) { HelixToolkit.Wpf.SharpDX.PhongMaterial material = new PhongMaterial(); material.ReflectiveColor = SharpDX.Color.Black; float ambient = 0.0f; material.AmbientColor = new SharpDX.Color(ambient, ambient, ambient, 1.0f); material.EmissiveColor = SharpDX.Color.Black; //這是自己發光的顏色 int specular = 90; material.SpecularColor = new SharpDX.Color(specular, specular, specular, 255); material.SpecularShininess = 60; material.DiffuseColor = color; return(material); }