Exemplo n.º 1
0
        private static Matrix ComputeProjViewMatrix(Size clientSize)
        {
            var verticalFov = (float)Math.PI / 4;
            var aspect      = clientSize.Width / (float)clientSize.Height;
            var proj        = MatrixCM.PerspectiveFovRH(verticalFov, aspect, 500.0f, 3000.0f);
            var view        = MatrixCM.ViewLookAtRH(cameraTarget + cameraOffset, cameraTarget, cameraUp);

            return(proj * view);
        }
        public static Canvas3DDebugMultiCanvasHost CreateAndShowCanvas(Size size)
        {
            var           sceneQueue       = new ConcurrentQueue <IScene>();
            var           scenes           = new List <IScene>();
            var           activeSceneIndex = -1;
            GraphicsLoop  graphicsLoop     = null;
            IPresetsStore presets          = null;
            var           initLatch        = new ManualResetEvent(false);
            var           thread           = new Thread(() => {
                graphicsLoop = GraphicsLoop.CreateWithNewWindow(size, InitFlags.EnableDebugStats);
                presets      = graphicsLoop.Presets;
                initLatch.Set();

                var rotation = 80 * Math.PI / 180.0;
                var lookat   = new DoubleVector3(0, 0, 0);
                //var lookat = new DoubleVector3(0, 0, 0);

                // originally offset -10, -100, 70)
                //var offset = new DoubleVector3(-100, 100, 200) * 7;// DoubleVector3.FromRadiusAngleAroundXAxis(400, rotation) + new DoubleVector3(100, -50, -100);
//            var offset = new DoubleVector3(-10, -100, 70) * 30;// DoubleVector3.FromRadiusAngleAroundXAxis(400, rotation) + new DoubleVector3(100, -50, -100);
//            var offset = new DoubleVector3(-10, -100, 30) * 30;// DoubleVector3.FromRadiusAngleAroundXAxis(400, rotation) + new DoubleVector3(100, -50, -100);
                var offset = new DoubleVector3(0, -30, 200) * 5;                 // DoubleVector3.FromRadiusAngleAroundXAxis(400, rotation) + new DoubleVector3(100, -50, -100);
                var up     = new DoubleVector3(-1, 0, 0).Cross(offset).ToUnit(); //DoubleVector3.FromRadiusAngleAroundXAxis(1, rotation - Math.PI / 2);
                Console.WriteLine(offset);

                IScene lastScene = null;
                while (graphicsLoop.IsRunning(out var renderer, out var input))
                {
                    while (sceneQueue.TryDequeue(out var res))
                    {
                        res.SetCamera(Vector3.Zero, Matrix.Identity);
                        scenes.Add(res);
                        if (activeSceneIndex == scenes.Count - 2)
                        {
                            activeSceneIndex = scenes.Count - 1;
                        }
                    }

                    var scene = activeSceneIndex == -1 ? new Scene() : scenes[activeSceneIndex];
                    lock (scene) {
                        var view        = MatrixCM.ViewLookAtRH(ToV3(lookat + offset), ToV3(lookat), ToV3(up));
                        var verticalFov = 105.0f * (float)Math.PI / 180.0f;
                        var aspect      = size.Width / (float)size.Height;
                        var proj        = MatrixCM.PerspectiveFovRH(verticalFov, aspect, 1.0f, 10000.0f);

                        void DrawAxes(Matrix transform, float scale = 1.0f)
                        {
                            float length    = 1.0f * scale;
                            float thickness = 0.06f * scale;
                            scene.AddRenderable(
                                graphicsLoop.Presets.UnitCube,
                                transform * MatrixCM.Translation(length / 2, 0, 0) * MatrixCM.Scaling(length, thickness, thickness),
                                new MaterialDescription {
                                Resources  = { BaseColor = Color.Red },
                                Properties = { Metallic = 0.0f, Roughness = 0.04f },
                            });
                            scene.AddRenderable(
                                graphicsLoop.Presets.UnitCube,
                                transform * MatrixCM.Translation(0, length / 2, 0) * MatrixCM.Scaling(thickness, length, thickness),
                                new MaterialDescription {
                                Resources  = { BaseColor = Color.Lime },
                                Properties = { Metallic = 0.0f, Roughness = 0.04f },
                            });
                            scene.AddRenderable(
                                graphicsLoop.Presets.UnitCube,
                                transform * MatrixCM.Translation(0, 0, length / 2) * MatrixCM.Scaling(thickness, thickness, length),
                                new MaterialDescription {
                                Resources  = { BaseColor = Color.Blue },
                                Properties = { Metallic = 0.0f, Roughness = 0.04f },
                            });
                        }

                        if (scene != lastScene)
                        {
                            lastScene = scene;

                            scene.SetCamera(ToV3(lookat + offset), Matrix.Multiply(proj, view));
                            scene.AddSpotlight(
                                ToV3(lookat + offset * 3),
                                ToV3(lookat),
                                ToV3(up),
                                (float)Math.PI * 0.49f,
                                Color.White,
                                100f,
                                100000.0f,
                                1, 1, 1000);
                            //DrawAxes(Matrix.Identity, 200);
                            DrawAxes(MatrixCM.Translation((float)lookat.X, (float)lookat.Y, (float)lookat.Z), 200);
                            //scene.AddRenderable(
                            //   graphicsLoop.Presets.UnitCube,
                            //   MatrixCM.Translation(1200, 500, 0) * MatrixCM.Scaling(100.0f),
                            //   new MaterialDescription {
                            //      Resources = { BaseColor = Color.White },
                            //      Properties = { Metallic = 0.0f, Roughness = 0.04f },
                            //   });
                        }
                        renderer.RenderScene(scene.ExportSnapshot());
                    }
                }
            });

            thread.SetApartmentState(ApartmentState.STA);
            thread.Start();
            initLatch.WaitOne();
            return(new Canvas3DDebugMultiCanvasHost(sceneQueue, graphicsLoop.GraphicsFacade, presets));
        }
Exemplo n.º 3
0
        private static void Render(Scene scene, IRenderContext renderer)
        {
            scene.SetCamera(cameraTarget + cameraOffset, ComputeProjViewMatrix(graphicsLoop.Form.ClientSize));

            scene.AddRenderable(
                graphicsLoop.Presets.UnitCube,
                Matrix.Identity,
                SomewhatRough,
                SDXColor.White);

            var terrainOverlayNetwork = game.TerrainService.CompileSnapshot().OverlayNetworkManager.CompileTerrainOverlayNetwork(0);

            foreach (var node in terrainOverlayNetwork.TerrainNodes)
            {
                if (!lgvMeshesByLgvGuid.TryGetValue(node.LocalGeometryView.Guid, out var mesh))
                {
                    VertexPositionNormalColorTexture[] F(Triangle3 triangle) => triangle.Points.Map(
                        p => new VertexPositionNormalColorTexture(
                            new SDXVector3((float)p.X, (float)p.Y, 0),
                            -SDXVector3.UnitZ,
                            SDXColor.White,
                            new SDXVector2(0, 0)));

                    var triangleList = node.LocalGeometryView.Triangulation.Islands
                                       .SelectMany(i => i.Triangles)
                                       .SelectMany(triangle => F(triangle).Concat(F(triangle).Reverse()))
                                       .ToArray();

                    mesh = graphicsLoop.GraphicsFacade.CreateMesh(triangleList);
                    lgvMeshesByLgvGuid.Add(node.LocalGeometryView.Guid, mesh);
                }

                scene.AddRenderable(
                    mesh,
                    ConvertSystemNumericsToSharpDX(Matrix4x4.Transpose(node.SectorNodeDescription.WorldTransform)),
                    SomewhatRough,
                    SDXColor.White);
            }

            if (terrainOverlayNetwork.TryFindTerrainOverlayNode(baddie.MovementComponent.WorldPosition, out var n))
            {
                debugCanvas.DrawCrossSectorVisibilityPolygon(n, baddie.MovementComponent.LocalPositionIv2);
            }
            else
            {
                Console.WriteLine("Err, can't find pos?");
            }

            debugCanvas.Transform = Matrix4x4.Identity;
            debugCanvas.DrawLineStrip(fred, StrokeStyle.RedThick5Solid);

            scene.AddRenderable(
                graphicsLoop.Presets.UnitSphere,
                MatrixCM.Translation(player.MovementComponent.WorldPosition.ToSharpDX()) * MatrixCM.Scaling(player.MovementComponent.BaseRadius * 2),
                SomewhatRough,
                SDXColor.Lime);

            scene.AddRenderable(
                graphicsLoop.Presets.UnitSphere,
                MatrixCM.Translation(baddie.MovementComponent.WorldPosition.ToSharpDX()) * MatrixCM.Scaling(baddie.MovementComponent.BaseRadius * 2),
                SomewhatRough,
                SDXColor.Red);

            foreach (var rock in rocks)
            {
                scene.AddRenderable(
                    graphicsLoop.Presets.UnitSphere,
                    MatrixCM.Translation(rock.MovementComponent.WorldPosition.ToSharpDX()) * MatrixCM.Scaling(rock.MovementComponent.BaseRadius * 2),
                    SomewhatRough,
                    SDXColor.Brown);
            }

            debugCanvas.DrawEntityPaths(game.EntityService);

            var snapshot = scene.ExportSnapshot();

            renderer.RenderScene(snapshot);
            snapshot.ReleaseReference();
        }