/// <summary> /// Builds the standard scene. /// </summary> /// <param name="newScene">The scenegraph to be updated.</param> /// <param name="newCamera">The camera to be updated.</param> public static void BuildStandardFloor(SceneManipulator manipulator, string sceneLayer) { SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND"); manipulator.SetLayerOrderID(bgLayer, 0); manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1); ResourceLink sourceBackgroundTexture = new AssemblyResourceLink( typeof(SeeingSharpSampleResources), "Textures.Background.dds"); ResourceLink sourceTileTexture = new AssemblyResourceLink( typeof(SeeingSharpSampleResources), "Textures.Floor.dds"); var resBackgroundTexture = manipulator.AddTexture(sourceBackgroundTexture); manipulator.Add(new FullscreenTextureObject(resBackgroundTexture), bgLayer.Name); // Define textures and materials var resTileTexture = manipulator.AddResource(() => new StandardTextureResource(sourceTileTexture)); var resTileMaterial = manipulator.AddResource(() => new SimpleColoredMaterialResource(resTileTexture)); // Define floor geometry FloorType floorType = new FloorType(new Vector2(4f, 4f), 0f); floorType.BottomMaterial = resTileMaterial; floorType.DefaultFloorMaterial = resTileMaterial; floorType.SideMaterial = resTileMaterial; floorType.SetTilemap(25, 25); // Add floor to scene var resFloorGeometry = manipulator.AddResource((() => new GeometryResource(floorType))); var floorObject = manipulator.AddGeneric(resFloorGeometry, sceneLayer); }
/// <summary> /// Builds a floor to the given scene. /// </summary> protected void BuildStandardFloor(SceneManipulator manipulator, string sceneLayer) { var bgLayer = manipulator.AddLayer("BACKGROUND"); manipulator.SetLayerOrderId(bgLayer, 0); manipulator.SetLayerOrderId(Scene.DEFAULT_LAYER_NAME, 1); ResourceLink sourceBackgroundTexture = new AssemblyResourceLink( typeof(SampleBase), "Assets.Background.dds"); ResourceLink sourceTileTexture = new AssemblyResourceLink( typeof(SampleBase), "Assets.Floor.dds"); var resBackgroundTexture = manipulator.AddTextureResource(sourceBackgroundTexture); manipulator.AddObject(new FullscreenTexture(resBackgroundTexture), bgLayer.Name); // Define textures and materials var resTileTexture = manipulator.AddResource(device => new StandardTextureResource(sourceTileTexture)); var resTileMaterial = manipulator.AddResource(device => new StandardMaterialResource(resTileTexture)); // Define floor geometry var floorType = new FloorGeometryFactory(new Vector2(4f, 4f)); floorType.SetTilemap(25, 25); // AddObject floor to scene var resFloorGeometry = manipulator.AddResource(device => new GeometryResource(floorType)); manipulator.AddMeshObject(resFloorGeometry, sceneLayer, resTileMaterial); }
/// <summary> /// Adds a new texture resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="textureSourceHighQuality">The source of the texture in high quality.</param> /// <param name="textureSourceLowQuality">The texture in low quality.</param> public static NamedOrGenericKey AddTextureResource( this SceneManipulator sceneManipulator, ResourceLink textureSourceHighQuality, ResourceLink textureSourceLowQuality) { return sceneManipulator.AddResource(_ => new StandardTextureResource(textureSourceHighQuality, textureSourceLowQuality)); }
/// <summary> /// Adds a new simple colored material resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="textureSourceHighQuality">The source of the texture which should be loaded.</param> /// <param name="textureSourceLowQuality">The source of the texture with low quality.</param> public static NamedOrGenericKey AddStandardMaterialResource( this SceneManipulator sceneManipulator, ResourceLink textureSourceHighQuality, ResourceLink textureSourceLowQuality) { var resTexture = sceneManipulator.AddTextureResource(textureSourceHighQuality, textureSourceLowQuality); return sceneManipulator.AddResource(_ => new StandardMaterialResource(resTexture)); }
/// <summary> /// Adds a new simple colored material resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="textureSourceHighQuality">The source of the texture which should be loaded.</param> /// <param name="textureSourceLowQuality">The source of the texture with low quality.</param> public static NamedOrGenericKey AddSimpleColoredMaterial( this SceneManipulator sceneManipulator, ResourceLink textureSourceHighQuality, ResourceLink textureSourceLowQuality) { NamedOrGenericKey resTexture = sceneManipulator.AddTexture(textureSourceHighQuality, textureSourceLowQuality); return(sceneManipulator.AddResource <SimpleColoredMaterialResource>(() => new SimpleColoredMaterialResource(resTexture))); }
/// <summary> /// Attaches this component to a scene. /// Be careful, this method gets called from a background thread of seeing#! /// It may also be called from multiple scenes in parallel or simply withoud previous Detach call. /// </summary> /// <param name="manipulator">The manipulator of the scene we attach to.</param> /// <param name="correspondingView">The view which attached this component.</param> protected override PerSceneContext Attach(SceneManipulator manipulator, ViewInformation correspondingView) { PerSceneContext context = new PerSceneContext(); switch (m_gradientDirection) { case GradientDirection.LeftToRight: context.BrushResource = new LinearGradientBrushResource( new System.Numerics.Vector2(0f, 0f), new System.Numerics.Vector2(m_textureWidth, 0f), new GradientStop[] { new GradientStop(m_colorStart, 0f), new GradientStop(m_colorEnd, 1f) }); break; case GradientDirection.TopToBottom: context.BrushResource = new LinearGradientBrushResource( new System.Numerics.Vector2(0f, 0f), new System.Numerics.Vector2(0f, m_textureHeight), new GradientStop[] { new GradientStop(m_colorStart, 0f), new GradientStop(m_colorEnd, 1f) }); break; case GradientDirection.Directional: context.BrushResource = new LinearGradientBrushResource( new System.Numerics.Vector2(0f, 0f), new System.Numerics.Vector2(m_textureWidth, m_textureHeight), new GradientStop[] { new GradientStop(m_colorStart, 0f), new GradientStop(m_colorEnd, 1f) }); break; } // Create the background layer if not available already base.CreateLayerIfNotAvailable(manipulator); // Create and add the background context.BackgroundTextureKey = manipulator.AddResource( () => new Direct2DSingleRenderTextureResource(context.BrushResource, m_textureWidth, m_textureHeight)); context.BackgroundPainter = new FullscreenTextureObject(context.BackgroundTextureKey); context.BackgroundPainter.Scaling = 1.1f; manipulator.Add(context.BackgroundPainter, DEFAULT_LAYER); return(context); }
/// <summary> /// Adds a new simple colored material resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="textureKey">The resource key of the texture to be used.</param> /// <param name="clipFactor">Pixel are clipped up to an alpha value defined by this Clipfactor within the pixel shader.</param> /// <param name="maxClipDistance">The maximum distance on which to apply pixel clipping (defined by ClipFactor property).</param> /// <param name="adjustTextureCoordinates">Interpolate texture coordinate based on xy-scaling.</param> /// <param name="addToAlpha">Needed for video rendering (Frames from the MF SourceReader have alpha always to zero).</param> public static NamedOrGenericKey AddSimpleColoredMaterial( this SceneManipulator sceneManipulator, NamedOrGenericKey textureKey, float clipFactor = 0f, float maxClipDistance = 1000f, bool adjustTextureCoordinates = false, float addToAlpha = 0f) { return(sceneManipulator.AddResource <SimpleColoredMaterialResource>( () => new SimpleColoredMaterialResource(textureKey) { AdjustTextureCoordinates = adjustTextureCoordinates, MaxClipDistance = maxClipDistance, ClipFactor = clipFactor, AddToAlpha = addToAlpha })); }
protected override Mesh CreateMesh(SceneManipulator manipulator, SampleSettings sampleSettings, NamedOrGenericKey resMaterial) { var castedSettings = (GeosphereSampleSettings)sampleSettings; var resGeometry = manipulator.AddResource( device => new GeometryResource( new GeosphereGeometryFactory { CountSubdivisions = castedSettings.CountSubdivisions, Radius = castedSettings.Radius })); var result = new Mesh(resGeometry, resMaterial); result.Position = new Vector3(0f, 0.5f + castedSettings.Radius, 0f); return(result); }
protected override Mesh CreateMesh(SceneManipulator manipulator, SampleSettings sampleSettings, NamedOrGenericKey resMaterial) { var castedSettings = (PyramidSampleSettings)sampleSettings; var resGeometry = manipulator.AddResource( device => new GeometryResource( new PyramidGeometryFactory { Width = castedSettings.Width, Height = castedSettings.Height })); var result = new Mesh(resGeometry, resMaterial); result.Position = new Vector3(0f, 0.5f + castedSettings.Height / 2f, 0f); return(result); }
protected override Mesh CreateMesh(SceneManipulator manipulator, SampleSettings sampleSettings, NamedOrGenericKey resMaterial) { var castedSettings = (CylinderSampleSettings)sampleSettings; var resGeometry = manipulator.AddResource( device => new GeometryResource( new CylinderGeometryFactory { Radius = castedSettings.Radius, Height = castedSettings.Height, CountOfSegments = castedSettings.CountOfSegments })); var result = new Mesh(resGeometry, resMaterial); result.Position = new Vector3(0f, 0.5f, 0f); return(result); }
protected override Mesh CreateMesh(SceneManipulator manipulator, SampleSettings sampleSettings, NamedOrGenericKey resMaterial) { var castedSettings = (TorusSampleSettings)sampleSettings; var resGeometry = manipulator.AddResource( device => new GeometryResource( new TorusGeometryFactory() { TDiv = castedSettings.TDiv, PDiv = castedSettings.PDiv, TorusRadius = castedSettings.TorusRadius, TubeRadius = castedSettings.TubeRadius, })); var result = new Mesh(resGeometry, resMaterial); result.Position = new Vector3(0f, 0.5f + castedSettings.TubeRadius + castedSettings.TorusRadius, 0f); return(result); }
/// <summary> /// Adds a new simple colored material resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="textureKey">The resource key of the texture to be used.</param> /// <param name="clipFactor">Pixel are clipped up to an alpha value defined by this clipping factor within the pixel shader.</param> /// <param name="maxClipDistance">The maximum distance on which to apply pixel clipping (defined by ClipFactor property).</param> /// <param name="adjustTextureCoordinates">Interpolate texture coordinate based on xy-scaling.</param> /// <param name="addToAlpha">Needed for video rendering (Frames from the MF SourceReader have alpha always to zero).</param> /// <param name="materialDiffuseColor">The fixed diffuse color for this material.</param> /// <param name="useVertexColors">Set this to false to use the material's diffuse color.</param> /// <param name="enableShaderGeneratedBorder">Enable drawing of borders which are generated by the pixel shader?</param> public static NamedOrGenericKey AddStandardMaterialResource( this SceneManipulator sceneManipulator, NamedOrGenericKey textureKey = default, float clipFactor = 0f, float maxClipDistance = 1000f, bool adjustTextureCoordinates = false, float addToAlpha = 0f, Color4 materialDiffuseColor = default, bool useVertexColors = true, bool enableShaderGeneratedBorder = false) { return sceneManipulator.AddResource( _ => new StandardMaterialResource(textureKey, enableShaderGeneratedBorder) { AdjustTextureCoordinates = adjustTextureCoordinates, MaxClipDistance = maxClipDistance, ClipFactor = clipFactor, AddToAlpha = addToAlpha, MaterialDiffuseColor = materialDiffuseColor, UseVertexColors = useVertexColors }); }
/// <summary> /// Adds a new geometry resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="vertexStructure">The structures which define the geometry.</param> public static NamedOrGenericKey AddGeometry(this SceneManipulator sceneManipulator, VertexStructure vertexStructure) { return(sceneManipulator.AddResource <GeometryResource>(() => new GeometryResource(vertexStructure))); }
/// <summary> /// Adds a new simple colored material resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> public static NamedOrGenericKey AddStandardMaterialResource(this SceneManipulator sceneManipulator) { return sceneManipulator.AddResource(_ => new StandardMaterialResource()); }
/// <summary> /// Adds a new geometry resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="objectType">The geometry to be loaded.</param> public static NamedOrGenericKey AddGeometry(this SceneManipulator sceneManipulator, ObjectType objectType) { return(sceneManipulator.AddResource <GeometryResource>(() => new GeometryResource(objectType))); }
/// <summary> /// Adds a new geometry resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="objectType">The geometry to be loaded.</param> public static NamedOrGenericKey AddGeometryResource(this SceneManipulator sceneManipulator, GeometryFactory objectType) { return sceneManipulator.AddResource(_ => new GeometryResource(objectType)); }
/// <summary> /// Adds a new geometry resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="geometry">The geometry.</param> public static NamedOrGenericKey AddGeometryResource(this SceneManipulator sceneManipulator, Geometry geometry) { return sceneManipulator.AddResource(_ => new GeometryResource(geometry)); }
/// <summary> /// This method is called after the scene was created. /// Be carefull: This method run's in 3D-Engines update thread. /// </summary> /// <param name="manipulator">The manipulator.</param> private void OnBodyScene_Initialize(SceneManipulator manipulator) { SceneLayer bgLayer = manipulator.AddLayer("BACKGROUND"); manipulator.SetLayerOrderID(bgLayer, 0); manipulator.SetLayerOrderID(Scene.DEFAULT_LAYER_NAME, 1); ResourceLink sourceWallTexture = new Uri( "/SeeingSharp.ModelViewer;component/Resources/Textures/Background.png", UriKind.Relative); var resBackgroundTexture = manipulator.AddTexture(sourceWallTexture); manipulator.Add(new TexturePainter(resBackgroundTexture), bgLayer.Name); FloorType floorType = new FloorType(new Vector2(3f, 3f), 0.1f); floorType.SetTilemap(40, 40); floorType.DefaultFloorMaterial = manipulator.AddSimpleColoredMaterial(new Uri( "/SeeingSharp.ModelViewer;component/Resources/Textures/Floor.png", UriKind.Relative)); var resGeometry = manipulator.AddResource<GeometryResource>(() => new GeometryResource(floorType)); GenericObject floorObject = manipulator.AddGeneric(resGeometry); floorObject.IsPickingTestVisible = false; }
/// <summary> /// Adds a new texture resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> /// <param name="textureSource">The source of the texture.</param> public static NamedOrGenericKey AddTexture(this SceneManipulator sceneManipulator, ResourceLink textureSource) { return(sceneManipulator.AddResource <StandardTextureResource>(() => new StandardTextureResource(textureSource))); }
/// <summary> /// Adds a new simple colored material resource to the scene. /// </summary> /// <param name="sceneManipulator">The manipulator of the scene.</param> public static NamedOrGenericKey AddSimpleColoredMaterial(this SceneManipulator sceneManipulator) { return(sceneManipulator.AddResource <SimpleColoredMaterialResource>(() => new SimpleColoredMaterialResource())); }