Exemplo n.º 1
0
        private void Update(EvaluationContext context)
        {
            var path = Path.GetValue(context);
            var mesh = ObjMesh.LoadFromFile(path);

            if (mesh == null)
            {
                Log.Warning($"Can't read file {path}");
                return;
            }

            // Prepare sorting
            var sortedVertexIndices = Enumerable.Range(0, mesh.Positions.Count).ToList();
            var sorting             = Sorting.GetValue(context);

            if (sorting != (int)ObjMesh.SortDirections.Ignore)
            {
                var sortAxisIndex = _sortAxisAndDirections[sorting][0];
                var sortDirection = _sortAxisAndDirections[sorting][1];
                sortedVertexIndices.Sort((v1, v2) => mesh.Positions[v1][sortAxisIndex].CompareTo(mesh.Positions[v2][sortAxisIndex]) * sortDirection);
            }

            // Export
            var exportMode = (Modes)Mode.GetValue(context);

            switch (exportMode)
            {
            case Modes.AllVertices:
            {
                //var list = new StructuredList<Point>(pointCount);
                Log.Warning("Object mode not implemented", SymbolChildId);
                break;
            }

            case Modes.Vertices_ColorInOrientation:
            case Modes.Vertices_GrayscaleInOrientation:
            case Modes.Vertices_GrayscaleAsW:
            {
                if (mesh.Colors.Count == 0)
                {
                    Log.Warning($"{path} doesn't contain colors definitions. You can use MeshLab to export such files.", SymbolChildId);
                }

                if (mesh.Positions.Count == 0)
                {
                    Log.Warning($"{path} doesn't contain vertex definitions.", SymbolChildId);
                }

                try
                {
                    _points = new StructuredList <Point>(mesh.Positions.Count);

                    for (var vertexIndex = 0; vertexIndex < mesh.Positions.Count; vertexIndex++)
                    {
                        var sortedVertexIndex = sortedVertexIndices[vertexIndex];
                        var c = (sortedVertexIndex >= mesh.Colors.Count)
                                        ? SharpDX.Vector4.One
                                        : mesh.Colors[sortedVertexIndex];

                        if (exportMode == Modes.Vertices_GrayscaleAsW)
                        {
                            _points.TypedElements[vertexIndex] = new Point()
                            {
                                Position = new Vector3(
                                    mesh.Positions[sortedVertexIndex].X,
                                    mesh.Positions[sortedVertexIndex].Y,
                                    mesh.Positions[sortedVertexIndex].Z),
                                Orientation = Quaternion.Identity,
                                W           = (c.X + c.Y + c.Z) / 3,
                            };
                        }
                        else if (exportMode == Modes.Vertices_GrayscaleInOrientation)
                        {
                            var gray = (c.X + c.Y + c.Z) / 3;
                            _points.TypedElements[vertexIndex] = new Point()
                            {
                                Position = new Vector3(
                                    mesh.Positions[sortedVertexIndex].X,
                                    mesh.Positions[sortedVertexIndex].Y,
                                    mesh.Positions[sortedVertexIndex].Z),
                                Orientation = new Quaternion(gray, gray, gray, 1),
                                W           = 1,
                            };
                        }
                        else
                        {
                            _points.TypedElements[vertexIndex] = new Point()
                            {
                                Position = new Vector3(
                                    mesh.Positions[sortedVertexIndex].X,
                                    mesh.Positions[sortedVertexIndex].Y,
                                    mesh.Positions[sortedVertexIndex].Z),
                                Orientation = new Quaternion(c.X, c.Y, c.Z, c.W),
                                W           = 1
                            };
                        }
                    }

                    Log.Debug($"loaded {path} with and {mesh.Colors.Count} colored points");
                }
                catch (Exception e)
                {
                    Log.Error("Reading vertices failed " + e);
                }

                break;
            }

            case Modes.LinesVertices:
            {
                try
                {
                    int segmentCount = 0;
                    int vertexCount  = 0;

                    int lastVertexIndex = -1;
                    foreach (var line in mesh.Lines)
                    {
                        vertexCount++;
                        if (line.V0 != lastVertexIndex)
                        {
                            segmentCount++;
                        }

                        lastVertexIndex = line.V2;
                    }

                    int countIncludingSeparators = vertexCount + segmentCount * 2;
                    _points = new StructuredList <Point>(countIncludingSeparators);

                    var pointIndex = 0;
                    lastVertexIndex = -1;
                    foreach (var line in mesh.Lines)
                    {
                        if (pointIndex > 0 && line.V0 != lastVertexIndex)
                        {
                            _points.TypedElements[pointIndex++] = new Point()
                            {
                                Position = new Vector3(
                                    mesh.Positions[sortedVertexIndices[lastVertexIndex]].X,
                                    mesh.Positions[sortedVertexIndices[lastVertexIndex]].Y,
                                    mesh.Positions[sortedVertexIndices[lastVertexIndex]].Z),
                                W = 1
                            };
                            _points.TypedElements[pointIndex++] = Point.Separator();
                        }

                        _points.TypedElements[pointIndex++] = new Point()
                        {
                            Position = new Vector3(
                                mesh.Positions[sortedVertexIndices[line.V0]].X,
                                mesh.Positions[sortedVertexIndices[line.V0]].Y,
                                mesh.Positions[sortedVertexIndices[line.V0]].Z),
                            W = 1
                        };

                        lastVertexIndex = line.V2;
                    }

                    _points.TypedElements[pointIndex] = Point.Separator();
                    Log.Debug($"loaded {path} with {segmentCount} segments and {vertexCount} points");
                }
                catch (Exception e)
                {
                    Log.Error("Reading vertices failed " + e);
                }

                break;
            }
            }

            Points.Value = _points;
        }
Exemplo n.º 2
0
        private void Update(EvaluationContext context)
        {
            var worldToClipSpace = Matrix.Multiply(context.WorldToCamera, context.CameraToClipSpace);
            //Matrix worldToView = context.WorldToCamera * context.CameraProjection;
            //var worldToClipSpace = context.WorldToCamera
            //var viewToWorld = Matrix.Invert(worldToClipSpace);

            var brightness = Brightness.GetValue(context);

            var color             = Color.GetValue(context);
            var randomizeColor    = RandomizeColor.GetValue(context);
            var size              = Size.GetValue(context);
            var randomizeSize     = RandomizeSize.GetValue(context);
            var stretch           = Stretch.GetValue(context);
            var distanceFromLight = DistanceFromLight.GetValue(context);
            var spread            = Spread.GetValue(context);
            var randomizeSpread   = RandomizeSpread.GetValue(context);
            var positionFactor    = PositionFactor.GetValue(context);
            var randomizePosition = RandomizePosition.GetValue(context);

            var mixPointLightColor = MixPointLightColor.GetValue(context);

            var referencedLightIndex = LightIndex.GetValue(context);

            var innerFxZone      = InnerFxZone.GetValue(context);
            var edgeFxZone       = EdgeFxZone.GetValue(context);
            var zoneFxScale      = FxZoneScale.GetValue(context);
            var zoneFxBrightness = FxZoneBrightness.GetValue(context);

            var matteBoxZone = MattBoxZone.GetValue(context);

            var rand       = new Random(RandomSeed.GetValue(context));
            var fxZoneMode = (ZoneFxModes)FxZoneMode.GetValue(context);

            var rotation       = Rotation.GetValue(context);
            var rotationSpread = RotationSpread.GetValue(context);

            var rotateTowards = (Categories)RotateTowards.GetValue(context);

            int startLightIndex = 0;
            int endLightIndex   = context.PointLights.Count;

            _tempList.Clear();


            if (brightness > 0.00001f)
            {
                if (referencedLightIndex >= 0)
                {
                    startLightIndex = referencedLightIndex;
                    endLightIndex   = referencedLightIndex + 1;
                }

                var aspectRatio = (float)context.RequestedResolution.Width / (float)context.RequestedResolution.Height;

                for (int lightIndex = startLightIndex; lightIndex < endLightIndex; lightIndex++)
                {
                    var pointLight = context.PointLights.GetPointLight(lightIndex);
                    var lightPosDx = pointLight.Position.ToSharpDxVector4(1);

                    var posInViewDx = SharpDX.Vector4.Transform(lightPosDx, worldToClipSpace);
                    posInViewDx /= posInViewDx.W;

                    // Ignore light sources behind
                    var hideFactor = posInViewDx.Z < 0 ? 0 : 1;

                    posInViewDx /= posInViewDx.W;
                    var lightPosInView2D = new Vector2(posInViewDx.X, posInViewDx.Y);

                    var count = SpriteCount.GetValue(context).Clamp(0, 1000);
                    if (count != _sprites.NumElements)
                    {
                        _sprites = new StructuredList <Sprite>(count);
                    }

                    // Render Planes
                    for (var i = 0; i < count; ++i)
                    {
                        var f = count <= 1 ? 0 : ((float)i / (count - 1) - 0.5f);
                        var positionOnLine = (float)((-distanceFromLight
                                                      + f * spread * 2
                                                      + randomizeSpread * (rand.NextDouble() - 0.5) + 1));

                        Vector2 objectScreenPos = lightPosInView2D * positionOnLine * positionFactor + (new Vector2(1, 1) - positionFactor) * lightPosInView2D;

                        objectScreenPos += new Vector2((float)(randomizePosition.X * (rand.NextDouble() - 0.5)),
                                                       (float)(randomizePosition.Y * (rand.NextDouble() - 0.5)));

                        var sizeWithRandom = size * (float)(1.0 + randomizeSize * (rand.NextDouble() - 0.5)) / 0.2f;

                        var colorWithLight = new Vector4((color.X + randomizeColor.X * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.X, mixPointLightColor),
                                                         (color.Y + randomizeColor.Y * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Y, mixPointLightColor),
                                                         (color.Z + randomizeColor.Z * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Z, mixPointLightColor),
                                                         color.W * (1 - randomizeColor.W * (float)(rand.NextDouble() * 2)));
                        var spriteColor = Vector4.Clamp(colorWithLight, Vector4.Zero, new Vector4(100, 100, 100, 1));

                        var triggerPosition = fxZoneMode == ZoneFxModes.Lights
                                                  ? lightPosInView2D
                                                  : objectScreenPos;

                        var d          = GetDistanceToEdge(triggerPosition);
                        var cInnerZone = MathUtils.SmootherStep(innerFxZone.Y, innerFxZone.X, 1 - d);
                        var cEdgeZone  = MathUtils.SmootherStep(edgeFxZone.X, edgeFxZone.Y, 1 - d);
                        var cMatteBox  = MathUtils.SmootherStep(matteBoxZone.Y, matteBoxZone.X, 1 - d);

                        var totalTriggerAmount = (cInnerZone + cEdgeZone) * cMatteBox;

                        sizeWithRandom *= (1 + zoneFxScale * totalTriggerAmount).Clamp(0, 100);

                        var brightnessEffect = (zoneFxBrightness * totalTriggerAmount).Clamp(0, 100);
                        spriteColor.X += brightnessEffect;
                        spriteColor.Y += brightnessEffect;
                        spriteColor.Z += brightnessEffect;
                        spriteColor.W  = ((spriteColor.W + brightnessEffect)).Clamp(0, 1);

                        spriteColor.W *= cMatteBox * pointLight.Color.W;

                        // This might actually be a good idea. Maybe we should do this later..
                        // Fade with incoming alpha from FlatShaders and Materials
                        //color.W *= materialAlpha;

                        float spriteRotation = rotation;

                        switch (rotateTowards)
                        {
                        case Categories.Object:
                            break;

                        case Categories.Light:
                            spriteRotation -=
                                (float)(Math.Atan2((objectScreenPos.X - lightPosInView2D.X) * aspectRatio, objectScreenPos.Y - lightPosInView2D.Y) +
                                        MathF.PI) * (180 / MathF.PI);
                            break;

                        case Categories.ScreenCenter:
                            spriteRotation -= (float)(Math.Atan2(objectScreenPos.X, objectScreenPos.Y) + MathF.PI) * 180f / MathF.PI;
                            break;

                        default:
                            throw new ArgumentOutOfRangeException();
                        }

                        // // Transforom UV to pick correct texture cell
                        // if (TextureCellsRows == 0)
                        //     TextureCellsRows = 1;
                        //
                        // if (TextureCellsColumns == 0)
                        //     TextureCellsColumns = 1;

                        // int row = (int)(Math.Floor(i / TextureCellsColumns) % TextureCellsRows);
                        // int column = (int)(i % TextureCellsRows);
                        //
                        // var translationUV = new Vector3(1 / TextureCellsColumns * column, 1 / TextureCellsRows * row, 0);
                        // var rotationUV = new Quaternion();
                        // var scaleUV = new Vector3(1 / TextureCellsColumns, 1 / TextureCellsRows, 0);
                        // var pivotUV = new Vector3(0, 0, 0);
                        //
                        // var transformUV = Matrix.Transformation(pivotUV, new Quaternion(), scaleUV, pivotUV, rotationUV, translationUV);
                        // var prevTransformUV = context.TextureMatrix;
                        // context.TextureMatrix = transformUV * prevTransformUV;
                        spriteColor.W *= brightness;

                        _tempList.Add(new Sprite
                        {
                            PosInClipSpace = objectScreenPos,
                            Size           = sizeWithRandom * stretch * hideFactor,
                            Color          = spriteColor,
                            RotationDeg    = spriteRotation + f * rotationSpread * 180,
                            UvMin          = Vector2.Zero,
                            UvMax          = Vector2.One,
                        });
                    }
                }
            }
            // Copy to structured array
            if (_tempList.Count != _sprites.NumElements)
            {
                _sprites = new StructuredList <Sprite>(_tempList.Count);
            }

            for (var spriteIndex = 0; spriteIndex < _tempList.Count; spriteIndex++)
            {
                _sprites.TypedElements[spriteIndex] = _tempList[spriteIndex];
            }
            OutBuffer.Value = _sprites;
        }