예제 #1
0
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Start the device chooser
            m_deviceChooser = new CaptureDeviceChooser();

            // Show fallback-scene if we don't have a capture device
            if (m_deviceChooser.DeviceCount <= 0)
            {
                await OnStartupAsync_Fallback(targetRenderLoop);

                return;
            }

            // Get and configure the camera
            Camera3DBase camera = targetRenderLoop.Camera as PerspectiveCamera3D;

            camera.Position = new Vector3(0f, 5f, -7f);
            camera.Target   = new Vector3(0f, 0f, 0f);
            camera.UpdateCamera();

            // Open the video file
            m_videoReader = new AsyncRealtimeVideoReader(m_deviceChooser.DeviceInfos.First());
            m_videoReader.VideoReachedEnd += (sender, eArgs) =>
            {
                m_videoReader.SetCurrentPosition(TimeSpan.Zero);
            };

            // Define scene
            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Define texture and resource
                var resVideoTexture = manipulator.AddResource <VideoTextureResource>(
                    () => new VideoTextureResource(m_videoReader));
                var resVideoMaterial = manipulator.AddSimpleColoredMaterial(resVideoTexture, addToAlpha: 1f);
                var geoResource      = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(new PalletType(
                                                   palletMaterial: NamedOrGenericKey.Empty,
                                                   contentMaterial: resVideoMaterial)));

                // Add the object
                GenericObject newObject = manipulator.AddGeneric(geoResource);
                newObject.RotationEuler = new Vector3(0f, EngineMath.RAD_90DEG / 2f, 0f);
                newObject.Scaling       = new Vector3(2f, 2f, 2f);
                newObject.EnableShaderGeneratedBorder();

                // Start pallet rotating animation
                newObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, 0f, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => newObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });
        }
예제 #2
0
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                //********************************
                // Create parent object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();

                //********************************
                // Create first level childs
                GenericObject actChild = manipulator.AddGeneric(resPalletGeometry);
                actChild.Position      = new Vector3(-2f, 0f, 0f);
                actChild.Scaling       = new Vector3(0.5f, 0.5f, 0.5f);
                manipulator.AddChild(palletObject, actChild);

                actChild          = manipulator.AddGeneric(resPalletGeometry);
                actChild.Position = new Vector3(0f, 0f, 2f);
                actChild.Scaling  = new Vector3(0.5f, 0.5f, 0.5f);
                manipulator.AddChild(palletObject, actChild);

                //********************************
                // Create second level parent/child relationships
                GenericObject actSecondLevelParent = manipulator.AddGeneric(resPalletGeometry);
                actSecondLevelParent.Position      = new Vector3(3f, 0f, 0f);
                actSecondLevelParent.Scaling       = new Vector3(0.8f, 0.8f, 0.8f);
                actSecondLevelParent.Color         = Color4.BlueColor;
                actSecondLevelParent.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => actSecondLevelParent.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
                manipulator.AddChild(palletObject, actSecondLevelParent);

                GenericObject actSecondLevelChild = manipulator.AddGeneric(resPalletGeometry);
                actSecondLevelChild.Position      = new Vector3(1f, 0f, 0f);
                actSecondLevelChild.Scaling       = new Vector3(0.4f, 0.4f, 0.4f);
                manipulator.AddChild(actSecondLevelParent, actSecondLevelChild);

                actSecondLevelChild          = manipulator.AddGeneric(resPalletGeometry);
                actSecondLevelChild.Position = new Vector3(-1f, 0f, 0f);
                actSecondLevelChild.Scaling  = new Vector3(0.4f, 0.4f, 0.4f);
                manipulator.AddChild(actSecondLevelParent, actSecondLevelChild);

                actSecondLevelChild          = manipulator.AddGeneric(resPalletGeometry);
                actSecondLevelChild.Position = new Vector3(0f, 0f, 1f);
                actSecondLevelChild.Scaling  = new Vector3(0.4f, 0.4f, 0.4f);
                manipulator.AddChild(actSecondLevelParent, actSecondLevelChild);
            });

            // Configure camera
            camera.Position = new Vector3(5f, 5f, 5f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Define resources
            m_starBitmap = new StandardBitmapResource(
                new AssemblyResourceLink(
                    typeof(SeeingSharpSampleResources),
                    "Bitmaps.StarColored_128x128.png"));
            m_startBitmapShaded = new GaussianBlurEffectResource(m_starBitmap);
            m_startBitmapShaded.StandardDeviation = 4f;

            // Define 2D overlay
            Action <Graphics2D> draw2DAction = (graphics) =>
            {
                graphics.DrawBitmap(
                    m_starBitmap,
                    new Vector2(10f, 10f),
                    1f,
                    BitmapInterpolationMode.Linear);
                graphics.DrawImage(
                    m_startBitmapShaded,
                    new Vector2(150f, 10f));
            };

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Add the 2D layer to the scene
                manipulator.AddDrawingLayer(draw2DAction);

                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // 2D rendering is made here
            m_solidBrush = new SolidBrushResource(Color4.Gray);
            m_textFormat = new TextFormatResource("Arial", 36);
            m_textBrush  = new SolidBrushResource(Color4.RedColor);
            Custom2DDrawingLayer d2dDrawingLayer = new Custom2DDrawingLayer((graphics) =>
            {
                RectangleF d2dRectangle = new RectangleF(10, 10, 236, 236);
                graphics.Clear(Color4.LightBlue);
                graphics.FillRoundedRectangle(
                    d2dRectangle, 30, 30,
                    m_solidBrush);

                d2dRectangle.Inflate(-10, -10);
                graphics.DrawText("Hello Direct2D!", m_textFormat, d2dRectangle, m_textBrush);
            });

            // Build 3D scene
            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Define Direct2D texture resource
                var resD2DTexture = manipulator.AddResource <Direct2DTextureResource>(
                    () => new Direct2DTextureResource(d2dDrawingLayer, 256, 256));
                var resD2DMaterial = manipulator.AddSimpleColoredMaterial(resD2DTexture);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.PalletMaterial  = NamedOrGenericKey.Empty;
                pType.ContentMaterial = resD2DMaterial;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Define 2D overlay
            m_solidBrush = new SolidBrushResource(Color4.LightSteelBlue.ChangeAlphaTo(0.7f));
            m_textFormat = new TextFormatResource("Arial", 36);
            m_textBrush  = new SolidBrushResource(Color4.RedColor);
            Action <Graphics2D> draw2DAction = (graphics) =>
            {
                // 2D rendering is made here
                RectangleF d2dRectangle = new RectangleF(
                    10, 10,
                    graphics.ScreenSize.Width - 20,
                    graphics.ScreenSize.Height - 20);
                if (d2dRectangle.Width < 100)
                {
                    return;
                }
                if (d2dRectangle.Height < 100)
                {
                    return;
                }

                // Draw background rectangle
                graphics.FillRoundedRectangle(
                    d2dRectangle,
                    30, 30,
                    m_solidBrush);

                // Draw the text
                d2dRectangle.Inflate(-10, -10);
                d2dRectangle.Y = d2dRectangle.Y + 15f;
                graphics.DrawText("Hello Direct2D!", m_textFormat, d2dRectangle, m_textBrush);
            };

            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Add the 2D layer to the scene
                manipulator.AddDrawingLayer(draw2DAction);

                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.ContentColor    = Color4.Transparent;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }
예제 #6
0
        /// <summary>
        /// Called when the sample has to startup.
        /// </summary>
        /// <param name="targetRenderLoop">The target render loop.</param>
        public override async Task OnStartupAsync(RenderLoop targetRenderLoop)
        {
            targetRenderLoop.EnsureNotNull(nameof(targetRenderLoop));

            // Build dummy scene
            Scene        scene  = targetRenderLoop.Scene;
            Camera3DBase camera = targetRenderLoop.Camera as Camera3DBase;

            // Create all objects for animation
            List <Vector2> starLocations = new List <Vector2>();

            m_starBitmap = new StandardBitmapResource(
                new AssemblyResourceLink(
                    typeof(SeeingSharpSampleResources),
                    "Bitmaps.StarColored_128x128.png"));
            m_borderBrush = new SolidBrushResource(Color4.SteelBlue);
            Random starCreateRandomizer = new Random();

            // 2D rendering is made here
            Custom2DDrawingLayer d2dDrawingLayer = new Custom2DDrawingLayer((graphics) =>
            {
                // Draw background
                RectangleF d2dRectangle = new RectangleF(10, 10, 236, 236);
                graphics.Clear(Color4.LightBlue);

                // Dynamically create new stars
                if ((starLocations.Count < 50) &&
                    (starCreateRandomizer.Next(0, 100) <= 70))
                {
                    starLocations.Add(new Vector2(
                                          (float)starCreateRandomizer.Next(0, 256),
                                          -32f));
                }

                // Update and draw all stars
                for (int loopStar = 0; loopStar < starLocations.Count; loopStar++)
                {
                    Vector2 actLocation = starLocations[loopStar];
                    if (actLocation.Y > 270f)
                    {
                        starLocations.RemoveAt(loopStar);
                        loopStar--;
                        continue;
                    }

                    actLocation.Y           = actLocation.Y + 4f;
                    starLocations[loopStar] = actLocation;

                    graphics.DrawBitmap(
                        m_starBitmap,
                        new RectangleF(
                            actLocation.X - 16f, actLocation.Y - 16f,
                            32f, 32f),
                        0.6f,
                        BitmapInterpolationMode.Linear);
                }

                // Draw a simple border
                graphics.DrawRectangle(graphics.ScreenBounds, m_borderBrush, 2f);
            });

            // Build 3D scene
            await targetRenderLoop.Scene.ManipulateSceneAsync((manipulator) =>
            {
                // Create floor
                SampleSceneBuilder.BuildStandardFloor(
                    manipulator, Scene.DEFAULT_LAYER_NAME);

                // Define Direct2D texture resource
                var resD2DTexture = manipulator.AddResource <Direct2DTextureResource>(
                    () => new Direct2DTextureResource(d2dDrawingLayer, 256, 256));
                var resD2DMaterial = manipulator.AddSimpleColoredMaterial(resD2DTexture);

                // Create pallet geometry resource
                PalletType pType      = new PalletType();
                pType.PalletMaterial  = NamedOrGenericKey.Empty;
                pType.ContentMaterial = resD2DMaterial;
                var resPalletGeometry = manipulator.AddResource <GeometryResource>(
                    () => new GeometryResource(pType));

                // Create pallet object
                GenericObject palletObject = manipulator.AddGeneric(resPalletGeometry);
                palletObject.Color         = Color4.GreenColor;
                palletObject.EnableShaderGeneratedBorder();
                palletObject.BuildAnimationSequence()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_180DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .RotateEulerAnglesTo(new Vector3(0f, EngineMath.RAD_360DEG, 0f), TimeSpan.FromSeconds(2.0))
                .WaitFinished()
                .CallAction(() => palletObject.RotationEuler = Vector3.Zero)
                .ApplyAndRewind();
            });

            // Configure camera
            camera.Position = new Vector3(2f, 2f, 2f);
            camera.Target   = new Vector3(0f, 0.5f, 0f);
            camera.UpdateCamera();
        }