Exemplo n.º 1
0
        ///<summary>
        ///    Internal implementation of <see cref="HardwareBuffer.Lock"/>.
        ///</summary>
        protected override PixelBox LockImpl(BasicBox lockBox, BufferLocking options)
        {
            _lockedBox = lockBox;
            // Set extents and format
            var rval        = new PixelBox(lockBox, Format);
            var sizeInBytes = PixelUtil.GetMemorySize(lockBox.Width, lockBox.Height, lockBox.Depth,
                                                      XnaHelper.Convert(surface.Format));

            if (_bufferBytes == null || _bufferBytes.Length != sizeInBytes)
            {
                _bufferBytes = new byte[sizeInBytes];
#if !SILVERLIGHT
                if (surface != null)
                {
                    surface.GetData(mipLevel, XnaHelper.ToRectangle(lockBox), _bufferBytes, 0, _bufferBytes.Length);
                }
                else if (cube != null)
                {
                    cube.GetData(face, mipLevel, XnaHelper.ToRectangle(lockBox), _bufferBytes, 0, _bufferBytes.Length);
                }
                else
                {
                    volume.GetData(mipLevel, lockBox.Left, lockBox.Top, lockBox.Right, lockBox.Bottom,
                                   lockBox.Front, lockBox.Back, _bufferBytes, 0, _bufferBytes.Length);
                }
#endif
            }

            rval.Data = BufferBase.Wrap(_bufferBytes);

            return(rval);
        }
Exemplo n.º 2
0
        private static Texture2D GetTexture2D(GraphicsDevice graphicsDevice, TextureCube textureCube, CubeMapFace cubeMapFace)
        {
            // Unfortunately, we cannot treat the TextureCube as Texture2D[] in XNA.
            // We could try to copy all faces into a 3x2 Texture2D, but this is problematic:
            //  - Extracting DXT compressed faces is difficult.
            //  - Additional texel border required for correct texture filtering at edges.
            //  + The skybox could be rendered with a single draw call.
            //
            // --> Manually convert TextureCube to Texture2D[6] and store array in Tag.

            var faces = textureCube.Tag as Texture2D[];

            if (faces == null || faces.Length != 6)
            {
                if (textureCube.Tag != null)
                {
                    throw new GraphicsException("The SkyboxRenderer (Reach profile) needs to store information in Tag property of the skybox texture, but the Tag property is already in use.");
                }

                faces = new Texture2D[6];
                var size = textureCube.Size;

                int numberOfBytes;
                switch (textureCube.Format)
                {
                case SurfaceFormat.Color:
                    numberOfBytes = size * size * 4;
                    break;

                case SurfaceFormat.Dxt1:
                    numberOfBytes = size * size / 2;
                    break;

                default:
                    throw new GraphicsException("The SkyboxRenderer (Reach profile) only supports the following surface formats: Color, Dxt1.");
                }

                var face = new byte[numberOfBytes];
                for (int i = 0; i < 6; i++)
                {
                    var texture2D = new Texture2D(graphicsDevice, size, size, false, textureCube.Format);
                    textureCube.GetData((CubeMapFace)i, face);
                    texture2D.SetData(face);
                    faces[i] = texture2D;
                }

                textureCube.Tag        = faces;
                textureCube.Disposing += OnTextureCubeDisposing;
            }

            return(faces[(int)cubeMapFace]);
        }
Exemplo n.º 3
0
        } // Lerp

        #endregion

        #region Generate Spherical Harmonic from CubeMap

        /// <summary>
        /// Generate a spherical harmonic from the faces of a cubemap, treating each pixel as a light source and averaging the result.
        /// </summary>
        public static SphericalHarmonicL2 GenerateSphericalHarmonicFromCubeMap(TextureCube cubeMap)
        {
            SphericalHarmonicL2 sh = new SphericalHarmonicL2();

            // Extract the 6 faces of the cubemap.
            for (int face = 0; face < 6; face++)
            {
                CubeMapFace faceId = (CubeMapFace)face;

                // Get the transformation for this face,
                Matrix cubeFaceMatrix;
                switch (faceId)
                {
                case CubeMapFace.PositiveX:
                    cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(1, 0, 0), new Vector3(0, 1, 0));
                    break;

                case CubeMapFace.NegativeX:
                    cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(-1, 0, 0), new Vector3(0, 1, 0));
                    break;

                case CubeMapFace.PositiveY:
                    cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 1, 0), new Vector3(0, 0, 1));
                    break;

                case CubeMapFace.NegativeY:
                    cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, -1, 0), new Vector3(0, 0, -1));
                    break;

                case CubeMapFace.PositiveZ:
                    cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), new Vector3(0, 1, 0));
                    break;

                case CubeMapFace.NegativeZ:
                    cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 0, 1), new Vector3(0, 1, 0));
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
                Color[] colorArray = new Color[cubeMap.Size * cubeMap.Size];
                cubeMap.GetData(faceId, colorArray);

                // Extract the spherical harmonic for this face and accumulate it.
                sh += ExtractSphericalHarmonicForCubeFace(cubeFaceMatrix, colorArray, cubeMap.Size);
            }

            //average out over the sphere
            return(sh.GetWeightedAverageLightInputFromSphere());
        } // GenerateSphericalHarmonicFromCubeMap
        public void ShouldSetAndGetData(int size)
        {
            var dataSize    = size * size;
            var textureCube = new TextureCube(gd, size, false, SurfaceFormat.Color);

            for (var i = 0; i < 6; i++)
            {
                var savedData = new Color[dataSize];
                for (var index = 0; index < dataSize; index++)
                {
                    savedData[index] = new Color(index + i, index + i, index + i);
                }
                textureCube.SetData((CubeMapFace)i, savedData);

                var readData = new Color[dataSize];
                textureCube.GetData((CubeMapFace)i, readData);

                Assert.AreEqual(savedData, readData);
            }

            textureCube.Dispose();
        }
Exemplo n.º 5
0
        public SkySphere(ContentManager content, GraphicsDevice graphcisDevice, TextureCube Texture, float scale)
        {
            //model = new Object(content.Load<Model>("skysphere_mesh"), Vector3.Zero, Vector3.Zero, new Vector3(100000),GraphicsDevice);
            /*model = new Object(new Vector3(1000), "Models\\SkySphereMesh");
            model.Scale = 0.5f;*/
            model = new Object(new Vector3(0, 0, 0), "Models\\SphereHighPoly");// "Models\\SkySphereMesh");//Model Model, Vector3 Position, Vector3 Rotation,Vector3 Scale,
            //model.Scale = 1000;
            //model.Scale = 10000;
            model.Scale = scale;

            TextureCube = Texture;
            Color[] c = new Color[TextureCube.Size * TextureCube.Size];
            TextureCube.GetData<Color>(CubeMapFace.PositiveZ, c);

            effect = content.Load<Effect>("SkySphereEffect");
            effect.Parameters["CubeMap"].SetValue(Texture);
            //effect = content.Load<Effect>("SkySphere");
            //effect.Parameters["SkyboxTexture"].SetValue(Texture);

            model.SetModelEffect(effect, false);
            this.graphics = graphcisDevice;
        }
Exemplo n.º 6
0
        public void ShouldSetAndGetData(int size)
        {
            Game.DrawWith += (sender, e) =>
            {
                var dataSize = size * size;
                var textureCube = new TextureCube(Game.GraphicsDevice, size, false, SurfaceFormat.Color);

                for (var i = 0; i < 6; i++)
                {
                    var savedData = new Color[dataSize];
                    for (var index = 0; index < dataSize; index++)
                        savedData[index] = new Color(index + i, index + i, index + i);
                    textureCube.SetData((CubeMapFace) i, savedData);

                    var readData = new Color[dataSize];
                    textureCube.GetData((CubeMapFace) i, readData);

                    Assert.AreEqual(savedData, readData);
                }
            };
            Game.Run();
        }
Exemplo n.º 7
0
        public void ShouldSetAndGetData(int size)
        {
            Game.DrawWith += (sender, e) =>
            {
                var dataSize    = size * size;
                var textureCube = new TextureCube(Game.GraphicsDevice, size, false, SurfaceFormat.Color);

                for (var i = 0; i < 6; i++)
                {
                    var savedData = new Color[dataSize];
                    for (var index = 0; index < dataSize; index++)
                    {
                        savedData[index] = new Color(index + i, index + i, index + i);
                    }
                    textureCube.SetData((CubeMapFace)i, savedData);

                    var readData = new Color[dataSize];
                    textureCube.GetData((CubeMapFace)i, readData);

                    Assert.AreEqual(savedData, readData);
                }
            };
            Game.Run();
        }
Exemplo n.º 8
0
        private static Texture2D GetTexture2D(GraphicsDevice graphicsDevice, TextureCube textureCube, CubeMapFace cubeMapFace)
        {
            // Unfortunately, we cannot treat the TextureCube as Texture2D[] in XNA.
              // We could try to copy all faces into a 3x2 Texture2D, but this is problematic:
              //  - Extracting DXT compressed faces is difficult.
              //  - Additional texel border required for correct texture filtering at edges.
              //  + The skybox could be rendered with a single draw call.
              //
              // --> Manually convert TextureCube to Texture2D[6] and store array in Tag.

              var faces = textureCube.Tag as Texture2D[];
              if (faces == null || faces.Length != 6)
              {
            if (textureCube.Tag != null)
              throw new GraphicsException("The SkyboxRenderer (Reach profile) needs to store information in Tag property of the skybox texture, but the Tag property is already in use.");

            faces = new Texture2D[6];
            var size = textureCube.Size;

            int numberOfBytes;
            switch (textureCube.Format)
            {
              case SurfaceFormat.Color:
            numberOfBytes = size * size * 4;
            break;
              case SurfaceFormat.Dxt1:
            numberOfBytes = size * size / 2;
            break;
              default:
            throw new GraphicsException("The SkyboxRenderer (Reach profile) only supports the following surface formats: Color, Dxt1.");
            }

            var face = new byte[numberOfBytes];
            for (int i = 0; i < 6; i++)
            {
              var texture2D = new Texture2D(graphicsDevice, size, size, false, textureCube.Format);
              textureCube.GetData((CubeMapFace)i, face);
              texture2D.SetData(face);
              faces[i] = texture2D;
            }

            textureCube.Tag = faces;
            textureCube.Disposing += OnTextureCubeDisposing;
              }

              return faces[(int)cubeMapFace];
        }
        } // Lerp

        #endregion

        #region Generate Spherical Harmonic from CubeMap

        /// <summary>
        /// Generate a spherical harmonic from the faces of a cubemap, treating each pixel as a light source and averaging the result.
        /// </summary>
        public static SphericalHarmonicL2 GenerateSphericalHarmonicFromCubeMap(TextureCube cubeMap)
        {
            SphericalHarmonicL2 sh = new SphericalHarmonicL2();

            // Extract the 6 faces of the cubemap.
            for (int face = 0; face < 6; face++)
            {
                CubeMapFace faceId = (CubeMapFace)face;

                // Get the transformation for this face,
                Matrix cubeFaceMatrix;
                switch (faceId)
                {
                    case CubeMapFace.PositiveX:
                        cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(1, 0, 0), new Vector3(0, 1, 0));
                        break;
                    case CubeMapFace.NegativeX:
                        cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(-1, 0, 0), new Vector3(0, 1, 0));
                        break;
                    case CubeMapFace.PositiveY:
                        cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 1, 0), new Vector3(0, 0, 1));
                        break;
                    case CubeMapFace.NegativeY:
                        cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, -1, 0), new Vector3(0, 0, -1));
                        break;
                    case CubeMapFace.PositiveZ:
                        cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), new Vector3(0, 1, 0));
                        break;
                    case CubeMapFace.NegativeZ:
                        cubeFaceMatrix = Matrix.CreateLookAt(Vector3.Zero, new Vector3(0, 0, 1), new Vector3(0, 1, 0));
                        break;
                    default:
                        throw new ArgumentOutOfRangeException();
                }
                Color[] colorArray = new Color[cubeMap.Size * cubeMap.Size];
                cubeMap.GetData(faceId, colorArray);

                // Extract the spherical harmonic for this face and accumulate it.
                sh += ExtractSphericalHarmonicForCubeFace(cubeFaceMatrix, colorArray, cubeMap.Size);
            }

            //average out over the sphere
            return sh.GetWeightedAverageLightInputFromSphere();
        } // GenerateSphericalHarmonicFromCubeMap