Exemplo n.º 1
0
        static void Main(string[] args)
        {
            DriverType driverType;

            if (!AskUserForDriver(out driverType))
            {
                return;
            }

            useHighLevelShaders = AskUserForHighLevelShaders(driverType);

            if (useHighLevelShaders)
            {
                useCgShaders = AskUserForCgShaders(driverType);
            }

            device = IrrlichtDevice.CreateDevice(driverType, new Dimension2Di(640, 480));
            if (device == null)
            {
                return;
            }

            VideoDriver  driver = device.VideoDriver;
            SceneManager smgr   = device.SceneManager;

            string vsFileName = null;             // filename for the vertex shader
            string psFileName = null;             // filename for the pixel shader

            switch (driverType)
            {
            case DriverType.Direct3D8:
                psFileName = "../../media/d3d8.psh";
                vsFileName = "../../media/d3d8.vsh";
                break;

            case DriverType.Direct3D9:
                if (useHighLevelShaders)
                {
                    // Cg can also handle this syntax
                    psFileName = "../../media/d3d9.hlsl";
                    vsFileName = psFileName;                             // both shaders are in the same file
                }
                else
                {
                    psFileName = "../../media/d3d9.psh";
                    vsFileName = "../../media/d3d9.vsh";
                }
                break;

            case DriverType.OpenGL:
                if (useHighLevelShaders)
                {
                    if (useCgShaders)
                    {
                        // Use HLSL syntax for Cg
                        psFileName = "../../media/d3d9.hlsl";
                        vsFileName = psFileName;                                 // both shaders are in the same file
                    }
                    else
                    {
                        psFileName = "../../media/opengl.frag";
                        vsFileName = "../../media/opengl.vert";
                    }
                }
                else
                {
                    psFileName = "../../media/opengl.psh";
                    vsFileName = "../../media/opengl.vsh";
                }
                break;
            }

            if (!driver.QueryFeature(VideoDriverFeature.PixelShader_1_1) &&
                !driver.QueryFeature(VideoDriverFeature.ARB_FragmentProgram_1))
            {
                device.Logger.Log("WARNING: Pixel shaders disabled because of missing driver/hardware support.");
            }

            if (!driver.QueryFeature(VideoDriverFeature.VertexShader_1_1) &&
                !driver.QueryFeature(VideoDriverFeature.ARB_VertexProgram_1))
            {
                device.Logger.Log("WARNING: Vertex shaders disabled because of missing driver/hardware support.");
            }

            // create materials

            GPUProgrammingServices gpu = driver.GPUProgrammingServices;
            MaterialType           newMaterialType1 = MaterialType.Solid;
            MaterialType           newMaterialType2 = MaterialType.TransparentAddColor;

            if (gpu != null)
            {
                gpu.OnSetConstants += new GPUProgrammingServices.SetConstantsHandler(gpu_OnSetConstants);

                // create the shaders depending on if the user wanted high level or low level shaders

                if (useHighLevelShaders)
                {
                    GPUShadingLanguage shadingLanguage = useCgShaders
                                                ? GPUShadingLanguage.Cg
                                                : GPUShadingLanguage.Default;

                    newMaterialType1 = gpu.AddHighLevelShaderMaterialFromFiles(
                        vsFileName, "vertexMain", VertexShaderType.VS_1_1,
                        psFileName, "pixelMain", PixelShaderType.PS_1_1,
                        MaterialType.Solid, 0, shadingLanguage);

                    newMaterialType2 = gpu.AddHighLevelShaderMaterialFromFiles(
                        vsFileName, "vertexMain", VertexShaderType.VS_1_1,
                        psFileName, "pixelMain", PixelShaderType.PS_1_1,
                        MaterialType.TransparentAddColor, 0, shadingLanguage);
                }
                else
                {
                    // create material from low level shaders (asm or arb_asm)

                    newMaterialType1 = gpu.AddShaderMaterialFromFiles(vsFileName,
                                                                      psFileName, MaterialType.Solid);

                    newMaterialType2 = gpu.AddShaderMaterialFromFiles(vsFileName,
                                                                      psFileName, MaterialType.TransparentAddColor);
                }
            }

            if ((int)newMaterialType1 == -1)
            {
                newMaterialType1 = MaterialType.Solid;
            }

            if ((int)newMaterialType2 == -1)
            {
                newMaterialType2 = MaterialType.TransparentAddColor;
            }

            // create test scene node 1, with the new created material type 1

            SceneNode node = smgr.AddCubeSceneNode(50);

            node.Position = new Vector3Df(0);
            node.SetMaterialTexture(0, driver.GetTexture("../../media/wall.bmp"));
            node.SetMaterialFlag(MaterialFlag.Lighting, false);
            node.SetMaterialType(newMaterialType1);

            smgr.AddTextSceneNode(device.GUIEnvironment.BuiltInFont, "PS & VS & EMT_SOLID", new Color(255, 255, 255), node);

            SceneNodeAnimator anim = smgr.CreateRotationAnimator(new Vector3Df(0, 0.3f, 0));

            node.AddAnimator(anim);
            anim.Drop();

            // create test scene node 2, with the new created material type 2

            node          = smgr.AddCubeSceneNode(50);
            node.Position = new Vector3Df(0, -10, 50);
            node.SetMaterialTexture(0, driver.GetTexture("../../media/wall.bmp"));
            node.SetMaterialFlag(MaterialFlag.Lighting, false);
            node.SetMaterialFlag(MaterialFlag.BlendOperation, true);
            node.SetMaterialType(newMaterialType2);

            smgr.AddTextSceneNode(device.GUIEnvironment.BuiltInFont, "PS & VS & EMT_TRANSPARENT", new Color(255, 255, 255), node);

            anim = smgr.CreateRotationAnimator(new Vector3Df(0, 0.3f, 0));
            node.AddAnimator(anim);
            anim.Drop();

            // create test scene node 3, with no shader

            node          = smgr.AddCubeSceneNode(50);
            node.Position = new Vector3Df(0, 50, 25);
            node.SetMaterialTexture(0, driver.GetTexture("../../media/wall.bmp"));
            node.SetMaterialFlag(MaterialFlag.Lighting, false);

            smgr.AddTextSceneNode(device.GUIEnvironment.BuiltInFont, "NO SHADER", new Color(255, 255, 255), node);

            // add a nice skybox

            driver.SetTextureCreationFlag(TextureCreationFlag.CreateMipMaps, false);

            SceneNode skybox = smgr.AddSkyBoxSceneNode(
                "../../media/irrlicht2_up.jpg",
                "../../media/irrlicht2_dn.jpg",
                "../../media/irrlicht2_lf.jpg",
                "../../media/irrlicht2_rt.jpg",
                "../../media/irrlicht2_ft.jpg",
                "../../media/irrlicht2_bk.jpg");

            driver.SetTextureCreationFlag(TextureCreationFlag.CreateMipMaps, true);

            // add a camera and disable the mouse cursor

            CameraSceneNode cam = smgr.AddCameraSceneNodeFPS();

            cam.Position = new Vector3Df(-100, 50, 100);
            cam.Target   = new Vector3Df(0);

            device.CursorControl.Visible = false;

            // draw everything

            int lastFPS = -1;

            while (device.Run())
            {
                if (device.WindowActive)
                {
                    driver.BeginScene(true, true, new Color(0));
                    smgr.DrawAll();
                    driver.EndScene();

                    int fps = driver.FPS;
                    if (lastFPS != fps)
                    {
                        device.SetWindowCaption(String.Format(
                                                    "Vertex and pixel shader example - Irrlicht Engine [{0}] fps: {1}",
                                                    driver.Name, fps));

                        lastFPS = fps;
                    }
                }
            }

            device.Drop();
        }
Exemplo n.º 2
0
        public Application()
        {
            _01.HelloWorld.Kinect kinect = new _01.HelloWorld.Kinect();
            mfX = mouseX = 840; mfY = mouseY = 525; mouseL = false; mouseR = false;
            //device = IrrlichtDevice.CreateDevice(
            //    DriverType.Direct3D9, new Dimension2Di(800, 600), 16, false, true, false);
            //                                                           |
            device = IrrlichtDevice.CreateDevice(                    // \|/ Fullscreen
                DriverType.Direct3D9, new Dimension2Di(1680, 1050), 32, false, true, false);

            device.SetWindowCaption("BENder3D");

            VideoDriver    driver = device.VideoDriver;
            SceneManager   smgr   = device.SceneManager;
            GUIEnvironment gui    = device.GUIEnvironment;

            device.OnEvent   += new IrrlichtDevice.EventHandler(device_OnEvent);
            smgr.AmbientLight = new Colorf(128, 128, 128, 128);
            //smgr.AddLightSceneNode(null, new Vector3Df(0, 70, 0), new Colorf(122,0,122,0), (float)10);
            MeshSceneNode box = smgr.AddCubeSceneNode(100, null, 9001, new Vector3Df(0.0f, -ballRadius * 3 / 2, 0.0f));

            box.Scale = new Vector3Df(100.0f, 0.1f, 100.0f);
            //Mesh cyl = smgr.GeometryCreator.CreateCylinderMesh(ballRadius, 50, 256);
            //Mesh sphere = smgr.GeometryCreator.CreateSphereMesh(ballRadius, 16,16);
            //MeshSceneNode t = smgr.AddSphereSceneNode(ballRadius, 32);
            //MeshSceneNode t = smgr.AddOctreeSceneNode(sphere);
            MeshSceneNode t = smgr.AddMeshSceneNode(smgr.GetMesh("pill.obj"));
            //MeshSceneNode t = smgr.AddMeshSceneNode(cyl);
            TriangleSelector triselect = smgr.CreateTriangleSelector(t.Mesh, t);

            t.TriangleSelector = triselect;
            triselect.Drop();
            //t = smgr.AddMeshSceneNode(smgr.GetMesh("../../media/sphere.x"));
            //smgr
            t.SetMaterialTexture(0, driver.GetTexture("rockwall.jpg"));
            //t.SetMaterialFlag(MaterialFlag.Lighting, true);
            t.GetMaterial(0).SpecularColor.Set(0, 0, 0);
            //t.GetMaterial(0).Lighting = true;
            t.GetMaterial(0).NormalizeNormals = false;

            /*Texture citrus = driver.AddTexture(new Dimension2Di(200, 200), "citrus.png");
             * gui.AddImage(citrus, new Vector2Di(824, 0), true);*/
            gui.AddStaticText("Hey, Listen! Press C to switch the mesh to a cylinder!\n Press S to change to a sphere, and enter to send yourself the obj file!", new Recti(0, 0, 400, 60));
            //t.AddShadowVolumeSceneNode();
            //           driver.GPUProgrammingServices.OnSetConstants += new GPUProgrammingServices.SetConstantsHandler(gpu_OnSetConstants);

            /*
             * MaterialType shaderMat = MaterialType.Solid;
             * shaderMat = driver.GPUProgrammingServices.AddHighLevelShaderMaterialFromFiles("C:/IrrlichtLime-1.4/examples/01.HelloWorld/bumpmap.hlsl", "VertexShaderFunction", VertexShaderType.VS_3_0,
             * "C:/IrrlichtLime-1.4/examples/01.HelloWorld/bumpmap.hlsl", "PixelShaderFunction", PixelShaderType.PS_3_0, MaterialType.Solid);
             *
             * t.SetMaterialType(shaderMat);
             * t.SetMaterialTexture(1, driver.GetTexture("../../media/rockwall_height.bmp"));*/

            GPUProgrammingServices gpu = driver.GPUProgrammingServices;
            MaterialType           newMaterialType1 = MaterialType.Solid;
            MaterialType           newMaterialType2 = MaterialType.TransparentAddColor;

            gpu.OnSetConstants += new GPUProgrammingServices.SetConstantsHandler(gpu_OnSetConstants);

            // create the shaders depending on if the user wanted high level or low level shaders

            newMaterialType1 = gpu.AddHighLevelShaderMaterialFromFiles(
                "d3d9.hlsl", "vertexMain", VertexShaderType.VS_1_1,
                "d3d9.hlsl", "pixelMain", PixelShaderType.PS_1_1,
                MaterialType.Solid, 0, GPUShadingLanguage.Default);
            t.SetMaterialType(newMaterialType1);
            //t.GetMaterial(0).Wireframe = true;
            //t.DebugDataVisible = DebugSceneType.Full;
            //t.AddShadowVolumeSceneNode(null, -1, false, 1000.0f);
            smgr.AddLightSceneNode(null, new Vector3Df(40, 150, -50), new Colorf(255, 255, 255, 255), 250.0f);
            //CSampleSceneNode sceneNode = new CSampleSceneNode(smgr.RootNode, smgr, 667);
            camera = smgr.AddCameraSceneNode(null, new Vector3Df(0, 50, -140), new Vector3Df(0, 5, 0));

            //camera.Target = new Vector3Df(-70, 30, -60);
            //smgr.AddCameraSceneNodeFPS(null, (float)50.0);
            Material m = new Material();

            m.Lighting = false;
            double PI        = 3.1415926f;
            float  distance  = 200.0f;
            double angle     = 180.0f;
            double angleY    = 20.0f;
            int    oldMouseX = mouseX;
            int    oldMouseY = mouseY;



            uint then          = device.Timer.Time;
            uint currentAutism = device.Timer.Time;
            bool autism        = false;

            while (device.Run())
            {
                uint  now            = device.Timer.Time;
                float frameDeltaTime = (float)(now - then) / 1000.0f;
                then = now;
                if (kinect.isTranslating && (kinect.translation.X < 30 && kinect.translation.X > -30))
                {
                    mfX -= (int)(kinect.translation.X);
                    mfY -= (int)(kinect.translation.Y);

                    Console.WriteLine(mouseX + ", " + mouseY + " ----------------- " + (int)(kinect.translation.X) + ", " + (int)(kinect.translation.Y));
                }

                kinect.resetTranslation();

                /*
                 * if (getDistance((int)mfX, (int)mfY, 512, 384) > 150)
                 * {
                 *  mfX = 512; mfY= 384;
                 * }*/


                mouseX = Math.Abs((int)mfX) % 1024;
                mouseY = Math.Abs((int)mfY) % 768;
                //mouseX = kinect.position.X;

                device.CursorControl.Position = new Vector2Di(mouseX, mouseY);

                if (!potterWheelDown && IsKeyDown(KeyCode.Up))
                {
                    potterWheelDown     = true;
                    deltaAngle          = 1.0d;
                    potterWheelActivate = !potterWheelActivate;
                }
                else if (!IsKeyDown(KeyCode.Up))
                {
                    potterWheelDown = false;
                }
                if (!leftKeyPressed && IsKeyDown(KeyCode.Left))
                {
                    leftKeyPressed = true;
                    deltaAngle    /= 2;
                }
                else if (!IsKeyDown(KeyCode.Left))
                {
                    leftKeyPressed = false;
                }
                if (!rightKeyPressed && IsKeyDown(KeyCode.Right))
                {
                    rightKeyPressed = true;
                    deltaAngle     *= 2;
                }
                else if (!IsKeyDown(KeyCode.Right))
                {
                    rightKeyPressed = false;
                }
                if (potterWheelActivate)
                {
                    angle -= 700.0f * deltaAngle * frameDeltaTime;
                }

                if (angle > 360)
                {
                    angle -= 360;
                }
                else if (angle < 0)
                {
                    angle += 360;
                }

                if (angleY > 360)
                {
                    angle -= 360;
                }
                else if (angleY < 0)
                {
                    angleY += 360;
                }
                driver.BeginScene(true, true, new Color(100, 101, 140));
                camera.Target = new Vector3Df(0, 0, 0);
                double temp = Math.Cos(angleY * PI / 180.0) * distance;
                double X    = Math.Sin(angle * PI / 180.0) * temp;
                double Y    = Math.Sin(angleY * PI / 180.0) * distance;
                double Z    = Math.Cos(angle * PI / 180.0) * temp;
                camera.Position = new Vector3Df((float)X, (float)Y, (float)Z);
                smgr.DrawAll();

                gui.DrawAll();
                driver.SetMaterial(m);
                Triangle3Df triangle = interpolateFrom2D(new Vector2Di(mouseX, mouseY));
                if (kinect.isMorphing && kinect.morphDist > 0)
                //if (IsKeyDown(KeyCode.KeyW))
                {
                    //Console.WriteLine("PRESSED KEY");
                    triangle.A *= new Vector3Df(0.5f);
                    triangle.B *= new Vector3Df(0.5f);
                    triangle.C *= new Vector3Df(0.5f);
                    if (isCyl)
                    {
                        deformCyl(t, triangle.A, new Vector3Df(.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle);
                    }
                    else
                    {
                        deformMesh(t, triangle.A, new Vector3Df(.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle);
                    }
                }
                else if (kinect.isMorphing && kinect.morphDist < 0)
                {
                    //Console.WriteLine("PRESSED KEY");
                    triangle.A *= new Vector3Df(1.5f);
                    triangle.B *= new Vector3Df(1.5f);
                    triangle.C *= new Vector3Df(1.5f);
                    if (isCyl)
                    {
                        deformCyl(t, triangle.A, new Vector3Df(-.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle);
                    }
                    else
                    {
                        deformMesh(t, triangle.A, new Vector3Df(-.5f / (potterWheelActivate ? (float)(1 / deltaAngle) : 60f)), triangle);
                    }
                }
                if (kinect.isZoom && kinect.zoomDist < 0)
                {
                    if (distance < 300.0f)
                    {
                        distance += .0625f;
                    }
                }
                if (kinect.isZoom && kinect.zoomDist > 0)
                {
                    if (distance > 150)
                    {
                        distance -= .0625f;
                    }
                }
                if (kinect.isRotating && kinect.rotation > 0)
                {
                    angle += 200 * frameDeltaTime;
                }
                if (kinect.isRotating && kinect.rotation < 0)
                {
                    angle -= 200 * frameDeltaTime;
                }

                //Change shape

                if (IsKeyDown(KeyCode.KeyA))
                {
                    IrrlichtLime.IO.WriteFile file = device.FileSystem.CreateWriteFile("./Saved.obj");
                    writeMesh(file, t.Mesh, 1);

                    mail();
                }
                if (IsKeyDown(KeyCode.KeyC))
                {
                    isCyl = true;
                    t.Remove();
                    t = smgr.AddMeshSceneNode(smgr.GetMesh("pill.obj"));
                    //MeshSceneNode t = smgr.AddMeshSceneNode(cyl);
                    triselect          = smgr.CreateTriangleSelector(t.Mesh, t);
                    t.TriangleSelector = triselect;
                    triselect.Drop();
                    //t = smgr.AddMeshSceneNode(smgr.GetMesh("../../media/sphere.x"));
                    //smgr
                    t.SetMaterialTexture(0, driver.GetTexture("rockwall.jpg"));
                    //t.SetMaterialFlag(MaterialFlag.Lighting, true);
                    t.GetMaterial(0).SpecularColor.Set(0, 0, 0);
                    //t.GetMaterial(0).Lighting = true;
                    t.GetMaterial(0).NormalizeNormals = false;
                    t.SetMaterialType(newMaterialType1);
                }
                else if (IsKeyDown(KeyCode.KeyS))
                {
                    isCyl = false;
                    t.Remove();
                    t                  = smgr.AddSphereSceneNode(ballRadius, 32);
                    triselect          = smgr.CreateTriangleSelector(t.Mesh, t);
                    t.TriangleSelector = triselect;
                    triselect.Drop();
                    //t = smgr.AddMeshSceneNode(smgr.GetMesh("../../media/sphere.x"));
                    //smgr
                    t.SetMaterialTexture(0, driver.GetTexture("rockwall.jpg"));
                    //t.SetMaterialFlag(MaterialFlag.Lighting, true);
                    t.GetMaterial(0).SpecularColor.Set(0, 0, 0);
                    //t.GetMaterial(0).Lighting = true;
                    t.GetMaterial(0).NormalizeNormals = false;
                    t.SetMaterialType(newMaterialType1);
                }
                driver.EndScene();
            }

            device.Drop();
        }