public override bool Draw() { if (base.Draw()) { if (mesh != null && material != null) { if (Engine.DrawShadow) { mesh.DrawPhong(material.Texture, Engine.CurrentLevel.Light, Engine.CurrentLevel.Light.Color, material.Shines, Engine.CurrentLevel.shadowMap); } else { mesh.DrawPhong(material.Texture, Engine.CurrentLevel.Light, Engine.CurrentLevel.Light.Color); } } return(Visible); } return(Visible); }
static void Main(string[] args) { Window window = new Window(1024, 768, "Aiv.Fast3D Perspective Test", false, 24, 0); window.SetDefaultOrthographicSize(10); //Window window = new Window("Aiv.Fast3D Perspective Test", 24, 4); window.EnableDepthTest(); //window.CullBackFaces(); window.SetCursor(false); PerspectiveCamera camera = new PerspectiveCamera(new Vector3(0, 6, 30), new Vector3(-10, 180, 0), 60, 0.01f, 1000); Texture crate = new Texture("Assets/crate.jpg"); Texture floorTexture = new Texture("Assets/floor.jpg"); floorTexture.SetRepeatX(); floorTexture.SetRepeatY(); Texture stormTrooperTexture = new Texture("Assets/Stormtrooper.png"); stormTrooperTexture.SetRepeatX(); stormTrooperTexture.SetRepeatY(); Cube cube = new Cube(); Cube floor = new Cube(); floor.Scale3 = new Vector3(150, 50f, 150); floor.Position3 = new Vector3(0, -25, 0); // tiling texture for (int i = 0; i < floor.uv.Length; i++) { floor.uv[i] *= 10; } floor.UpdateUV(); Mesh3 stormTrooper = ObjLoader.Load("Assets/Stormtrooper.obj", Vector3.One)[0]; //stormTrooper.RegenerateNormals(); Pyramid pyramid = new Pyramid(); Texture logoAiv = new Texture("Assets/LogoAIV.png"); Sprite logo = new Sprite(1 * logoAiv.Ratio, 1); Camera hudCamera = new Camera(); logo.Camera = hudCamera; float lightRotation = -30; DepthTexture shadowTexture = new DepthTexture(4096, 4096, 24); Sprite shadow = new Sprite(5, 5); shadow.Camera = hudCamera; float shadow_left = -30; float shadow_right = 30; float shadow_bottom = -30; float shadow_top = 30; float shadow_near = -30; float shadow_far = 30; DirectionalLight directionalLight = new DirectionalLight(Utils.EulerRotationToDirection(new Vector3(lightRotation, 180, 0))); directionalLight.SetShadowProjection(shadow_left, shadow_right, shadow_bottom, shadow_top, shadow_near, shadow_far); //directionalLight.Color = new Vector3(0.5f, 1, 0.5f); float crateRotation = 0; Mesh3[] botMesh = FbxLoader.Load("Assets/running.fbx", new Vector3(0.02f, 0.02f, 0.02f)); SkeletalAnimation[] animations = FbxLoader.LoadAnimations("Assets/running.fbx", new Vector3(0.02f, 0.02f, 0.02f)); int numFrames = 0; Mesh3 movingTrooper = ObjLoader.Load("Assets/Stormtrooper.obj", Vector3.One)[0]; movingTrooper.Position3 = new Vector3(0, 0, 2); foreach (SkeletalAnimation animation in animations) { Console.WriteLine(animation.Name); foreach (string subject in animation.KeyFrames.Keys) { Console.WriteLine(subject); int currentFrames = 0; foreach (SkeletalAnimation.KeyFrame frame in animation.KeyFrames[subject]) { Console.WriteLine(frame.Time + " " + frame.Position + " " + frame.Rotation + " " + frame.Scale); currentFrames++; } if (currentFrames > numFrames) { numFrames = currentFrames; } } } float neckRotation = 0; int animationIndex = 0; float animationTimer = 1f / animations[0].Fps; movingTrooper.SetParent(cube); Mesh3[] tank = ObjLoader.Load("Assets/T34.obj", Vector3.One); Texture tankDiffuse = new Texture("Assets/T-34.png"); Texture tankSpecular = new Texture("Assets/T-34_S.png"); //window.AddPostProcessingEffect(new DepthViewer()); window.AddPostProcessingEffect(new Fog()); //window.AddPostProcessingEffect(new Sobel()); Vector3 pyramidRotation = Vector3.Zero; PostProcessingEffect fxaa = window.AddPostProcessingEffect(new FXAA()); Plane plane = new Plane(); Vector3 shadowOffset = new Vector3(0, 0, 0.22f); Sphere sphere = new Sphere(); Texture world = new Texture("Assets/world.jpg"); while (window.IsOpened) { if (window.GetKey(KeyCode.Esc)) { break; } if (window.GetKey(KeyCode.W)) { camera.Position3 += camera.Forward * 10 * window.deltaTime; } if (window.GetKey(KeyCode.S)) { camera.Position3 += -camera.Forward * 10 * window.deltaTime; } if (window.GetKey(KeyCode.D)) { camera.Position3 += camera.Right * 10 * window.deltaTime; } if (window.GetKey(KeyCode.A)) { camera.Position3 += -camera.Right * 10 * window.deltaTime; } if (window.GetKey(KeyCode.Up)) { camera.Position3 += camera.Up * 10 * window.deltaTime; } if (window.GetKey(KeyCode.Down)) { camera.Position3 += -camera.Up * 10 * window.deltaTime; } if (window.HasFocus) { // currently broken, the mouse is too flaky //float yaw = MouseX(window) * (90 + 45f); //float pitch = MouseY(window) * 90f; //camera.EulerRotation3 += new Vector3(pitch, yaw, 0) * window.deltaTime; } if (window.GetKey(KeyCode.Right)) { camera.EulerRotation3 += new Vector3(0, 90 + 45, 0) * window.deltaTime; } if (window.GetKey(KeyCode.Left)) { camera.EulerRotation3 -= new Vector3(0, 90 + 45, 0) * window.deltaTime; } if (window.GetKey(KeyCode.P)) { camera.EulerRotation3 += new Vector3(90 + 45, 0, 0) * window.deltaTime; } if (window.GetKey(KeyCode.L)) { camera.EulerRotation3 -= new Vector3(90 + 45, 0, 0) * window.deltaTime; } //fxaa.enabled = window.GetKey(KeyCode.X); if (window.GetKey(KeyCode.Num1)) { shadowOffset += Vector3.UnitX * 2 * window.deltaTime; Console.WriteLine(shadowOffset); } if (window.GetKey(KeyCode.Num2)) { shadowOffset -= Vector3.UnitX * 2 * window.deltaTime; Console.WriteLine(shadowOffset); } if (window.GetKey(KeyCode.Num3)) { shadowOffset += Vector3.UnitY * 2 * window.deltaTime; Console.WriteLine(shadowOffset); } if (window.GetKey(KeyCode.Num4)) { shadowOffset -= Vector3.UnitY * 2 * window.deltaTime; Console.WriteLine(shadowOffset); } if (window.GetKey(KeyCode.Num5)) { shadowOffset += Vector3.UnitZ * 0.2f * window.deltaTime; Console.WriteLine(shadowOffset); } if (window.GetKey(KeyCode.Num6)) { shadowOffset -= Vector3.UnitZ * 2 * window.deltaTime; Console.WriteLine(shadowOffset); } directionalLight.SetShadowProjection(shadow_left, shadow_right, shadow_bottom, shadow_top, shadow_near, shadow_far); animationTimer -= window.deltaTime; if (animationTimer <= 0) { animationIndex++; if (animationIndex >= numFrames) { animationIndex = 0; } animationTimer = 1f / animations[0].Fps; } foreach (string subject in animations[0].KeyFrames.Keys) { if (botMesh[0].HasBone(subject)) { Mesh3.Bone bone = botMesh[0].GetBone(subject); if (animationIndex < animations[0].KeyFrames[subject].Count) { //bone.Position = animations[0].KeyFrames[subject][animationIndex].Position; //bone.Rotation = animations[0].KeyFrames[subject][animationIndex].Rotation; } } } pyramidRotation += new Vector3(0, 10, 0) * window.deltaTime; neckRotation += window.deltaTime; string boneName = "mixamorig:Neck"; if (botMesh[0].HasBone(boneName)) { Mesh3.Bone bone = botMesh[0].GetBone(boneName); bone.Rotation = Quaternion.FromEulerAngles(new Vector3(0, (float)Math.Sin(neckRotation) / 2, 0)); } if (botMesh[1].HasBone(boneName)) { Mesh3.Bone bone = botMesh[1].GetBone(boneName); bone.Rotation = Quaternion.FromEulerAngles(new Vector3(0, (float)Math.Sin(neckRotation) / 2, 0)); } crateRotation += 30 * window.deltaTime; //lightRotation += 10 * window.deltaTime; //directionalLight.UpdateDirection(Utils.EulerRotationToDirection(new Vector3(lightRotation, 180, 0))); window.DisableCullFaces(); // draw shadow map texture window.RenderTo(shadowTexture); window.CullFrontFaces(); floor.DrawShadowMap(directionalLight); pyramid.Scale3 = new Vector3(1, 2, 1); pyramid.EulerRotation3 = pyramidRotation; pyramid.Position3 = new Vector3(-6, 2, 10) + shadowOffset; pyramid.DrawShadowMap(directionalLight); pyramid.Scale3 = new Vector3(1, 2, 1); pyramid.Rotation3 = Vector3.Zero; pyramid.Position3 = new Vector3(-30, 2, 10) + shadowOffset; pyramid.DrawShadowMap(directionalLight); botMesh[0].Position3 = new Vector3(6, 0, 10) + shadowOffset; botMesh[0].DrawShadowMap(directionalLight); botMesh[1].Position3 = new Vector3(6, 0, 10) + shadowOffset; botMesh[1].DrawShadowMap(directionalLight); stormTrooper.Position3 = new Vector3(0, 0, 5) + shadowOffset; stormTrooper.Rotation3 = Vector3.Zero; stormTrooper.DrawShadowMap(directionalLight); stormTrooper.Position3 = new Vector3(-5, 0, 5) + shadowOffset; stormTrooper.Rotation3 = Vector3.Zero; stormTrooper.DrawShadowMap(directionalLight); stormTrooper.Position3 = new Vector3(7, 0, 5) + shadowOffset; stormTrooper.Rotation3 = Utils.LookAt((camera.Position3 - stormTrooper.Position3).Normalized()); stormTrooper.DrawShadowMap(directionalLight); cube.EulerRotation3 = new Vector3(0, crateRotation, 0); cube.Position3 = new Vector3(0, 7, 0) + shadowOffset; cube.DrawShadowMap(directionalLight); cube.EulerRotation3 = Vector3.Zero; cube.Position3 = new Vector3(5, 1, 5) + shadowOffset; cube.DrawShadowMap(directionalLight); foreach (Mesh3 item in tank) { item.Position3 = new Vector3(-10, 0, 20) + shadowOffset; item.DrawShadowMap(directionalLight); } window.DisableCullFaces(); window.RenderTo(null); window.CullBackFaces(); //window.DisableCullFaces(); floor.DrawPhong(floorTexture, directionalLight, new Vector3(0.5f, 0.5f, 0.5f), 0, shadowTexture); pyramid.Scale3 = new Vector3(1, 2, 1); pyramid.EulerRotation3 = pyramidRotation; pyramid.Position3 = new Vector3(-6, 2, 10); pyramid.DrawGouraud(new Vector4(1, 0, 0, 1), directionalLight, shadowTexture); pyramid.Scale3 = new Vector3(1, 2, 1); pyramid.EulerRotation3 = Vector3.Zero; pyramid.Position3 = new Vector3(-30, 2, 10); pyramid.DrawGouraud(new Vector4(1, 1, 0, 1), directionalLight, shadowTexture); botMesh[0].Position3 = new Vector3(6, 0, 10); botMesh[0].DrawGouraud(new Vector4(0, 0.8f, 1, 1), directionalLight, shadowTexture, 0.01f); botMesh[1].Position3 = new Vector3(6, 0, 10); botMesh[1].DrawGouraud(new Vector4(1, 0, 0, 1), directionalLight, shadowTexture, 0.01f); stormTrooper.Position3 = new Vector3(0, 0, 5); stormTrooper.Rotation3 = Vector3.Zero; stormTrooper.DrawGouraud(stormTrooperTexture, directionalLight, shadowTexture); stormTrooper.Position3 = new Vector3(-5, 0, 5); stormTrooper.Rotation3 = Vector3.Zero; stormTrooper.DrawPhong(stormTrooperTexture, directionalLight, new Vector3(0, 0.1f, 0), 0.75f, shadowTexture); stormTrooper.Position3 = new Vector3(7, 0, 5); stormTrooper.Rotation3 = Utils.LookAt((camera.Position3 - stormTrooper.Position3).Normalized()); stormTrooper.DrawCel(stormTrooperTexture, directionalLight, new Vector3(0, 0.1f, 0), 0.75f, shadowTexture); //cube.DrawColor(new Vector4(1, 0, 0, 1)); cube.EulerRotation3 = new Vector3(0, crateRotation, 0); cube.Position3 = new Vector3(0, 7, 0); cube.DrawTexture(crate); if (window.GetKey(KeyCode.Space)) { movingTrooper.Position3 += movingTrooper.Forward * window.deltaTime * 2; } if (window.GetKey(KeyCode.G)) { movingTrooper.EulerRotation3 += new Vector3(0, 90, 0) * window.deltaTime; } if (window.GetKey(KeyCode.H)) { movingTrooper.EulerRotation3 -= new Vector3(0, 90, 0) * window.deltaTime; } movingTrooper.DrawGouraud(new Vector4(1, 0, 0, 1), directionalLight); cube.EulerRotation3 = Vector3.Zero; cube.Position3 = new Vector3(5, 1, 5); cube.DrawGouraud(new Vector4(0, 0, 1, 1), directionalLight, shadowTexture); foreach (Mesh3 item in tank) { item.Position3 = new Vector3(-10, 0, 20); item.DrawPhong(tankDiffuse, directionalLight, new Vector3(0.1f, 0.1f, 0.1f), tankSpecular); } plane.Position3 = new Vector3(-13, 5, 0); plane.EulerRotation3 += Vector3.UnitY * 30 * window.deltaTime; plane.DrawColor(new Vector4(1, 1, 0, 1)); sphere.Position3 = new Vector3(-5, 2, 20); sphere.EulerRotation3 += Vector3.UnitY * 10 * window.deltaTime; sphere.Scale3 = new Vector3(3); sphere.DrawPhong(world, directionalLight, new Vector3(0.2f, 0.2f, 0.2f)); //sphere.DrawColor(new Vector4(1, 0, 0, 1)); logo.DrawTexture(logoAiv); shadow.DrawTexture(shadowTexture); // this ensure postprocessing works window.DisableCullFaces(); plane.Position3 = new Vector3(-10, 5, 0); plane.EulerRotation3 += Vector3.UnitY * 30 * window.deltaTime; plane.DrawColor(new Vector4(0, 1, 1, 1)); window.Update(); } }