public override void Serialize(ContentSerializerContext context, SerializationStream stream, Model model) { var proceduralModel = new ProceduralModelDescriptor(); DataSerializerHelper.Serialize(context, stream, proceduralModel); var services = stream.Context.Tags.Get(ServiceRegistry.ServiceRegistryKey); proceduralModel.GenerateModel(services, model); }
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); }