private static T CreateEffect <T>(Device device) where T : EffectBase11
        {
            const string fxFieldName = "FxFileName";
            var          t           = typeof(T);
            var          fxFieldInfo = t.GetField(fxFieldName, BindingFlags.Static | BindingFlags.NonPublic);
            var          fileName    = (string)fxFieldInfo.GetValue(null);

            fileName = NoireConfiguration.GetFullResourcePath(fileName);
            var constructor = t.GetConstructor(new[] { typeof(Device), typeof(string) });

            try {
                var r      = constructor.Invoke(new object[] { device, fileName });
                var effect = r as T;
                effect?.Compile();
                return(effect);
            } catch (FileNotFoundException ex) {
                Debug.WriteLine(ex.Message);
                return(null);
            }
        }
Пример #2
0
        private void UpdateBufferedSettings()
        {
            _settings = _bufferedSettings.Clone();

            if (IsInitialized)
            {
                _fire.Visible = _settings.ParticleFlameVisible;
                _rain.Visible = _settings.ParticleRainVisible;

                var skybox = D3DApp11.I.Skybox;
                switch (_settings.SkyboxType)
                {
                case SkyboxType.None:
                    skybox.CubeMapSRV = null;
                    break;

                case SkyboxType.Desert:
                    skybox.CubeMapSRV = TextureManager11.Instance.QuickCreateCubeMap("desert");
                    break;

                case SkyboxType.Snowfield:
                    skybox.CubeMapSRV = TextureManager11.Instance.QuickCreateCubeMap("snowfield");
                    break;

                case SkyboxType.Factory:
                    skybox.CubeMapSRV = TextureManager11.Instance.QuickCreateCubeMap("factory");
                    break;

                default:
                    skybox.CubeMapSRV = null;
                    break;
                }

                var    textureManager = TextureManager11.Instance;
                string mat;
                switch (_settings.MaterialType)
                {
                case MaterialType.None:
                    mat = null;
                    break;

                case MaterialType.Copper:
                    mat = "copper";
                    break;

                case MaterialType.StainlessSteel:
                    mat = "s_steel";
                    break;

                case MaterialType.Aluminium:
                    mat = "aluminium";
                    break;

                case MaterialType.Plywood:
                    mat = "plywood";
                    break;

                default:
                    mat = null;
                    break;
                }
                if (mat != null)
                {
                    _cylinderModel.DiffuseMapSRV[0] = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath($"textures/material/{mat}_Base_Color.png"));
                    _cylinderModel.NormalMapSRV[0]  = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath($"textures/material/{mat}_Normal.png"));
                }
                else
                {
                    _cylinderModel.DiffuseMapSRV[0] = null;
                    _cylinderModel.NormalMapSRV[0]  = null;
                }
            }
        }
Пример #3
0
        private void BuildShapeGeometryBuffers(Device device)
        {
            var textureManager = TextureManager11.Instance;

            _boxModel = BasicModel.CreateBox(device, 1, 1, 1);
            _boxModel.Materials[0] = new Material {
                Ambient  = Color.White,
                Diffuse  = Color.White,
                Specular = new Color(0.8f, 0.8f, 0.8f, 16.0f),
                Reflect  = Color.Black
            };
            _boxModel.DiffuseMapSRV[0] = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath("textures/bricks.dds"));
            //_boxModel.DiffuseMapSRV[0] = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath("textures/metal.jpg"));
            _boxModel.NormalMapSRV[0] = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath("textures/bricks_nmap.png"));

            _gridModel = BasicModel.CreateGrid(device, 80, 120, 40, 60);
            _gridModel.Materials[0] = new Material {
                Ambient  = new Color(0.8f, 0.8f, 0.8f),
                Diffuse  = new Color(0.8f, 0.8f, 0.8f),
                Specular = new Color(0.8f, 0.8f, 0.8f, 16.0f),
                Reflect  = Color.Black
            };
            _gridModel.DiffuseMapSRV[0] = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath("textures/floor.dds"));
            _gridModel.NormalMapSRV[0]  = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath("textures/floor_nmap.png"));

            _sphereModel = BasicModel.CreateSphere(device, 0.5f, 20, 20);
            _sphereModel.Materials[0] = new Material {
                Ambient  = new Color(0.6f, 0.8f, 0.9f),
                Diffuse  = new Color(0.6f, 0.8f, 0.9f),
                Specular = new Color(0.9f, 0.9f, 0.9f, 16.0f),
                Reflect  = new Color(0.4f, 0.4f, 0.4f)
            };
            _cylinderModel = BasicModel.CreateCylinder(device, 0.5f, 0.3f, 3.0f, 20, 20);
            _cylinderModel.Materials[0] = new Material {
                Ambient = Color.White,
                Diffuse = Color.White,
                //Specular = new Color(0.3f, 0.3f, 0.3f, 16.0f), // plywood
                //Specular = new Color(0.8f, 0.8f, 0.8f, 16.0f), // metal, stone
                Specular = new Color(0.6f, 0.6f, 0.6f, 16.0f), // leather
                Reflect  = Color.Black
            };
            _cylinderModel.DiffuseMapSRV[0] = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath("textures/material/copper_Base_Color.png"));
            _cylinderModel.NormalMapSRV[0]  = textureManager.CreateTexture(NoireConfiguration.GetFullResourcePath("textures/material/copper_Normal.png"));

            for (var i = 0; i < 5; i++)
            {
                _cylinders[i * 2] = new BasicModelInstance(_cylinderModel)
                {
                    World        = Matrix.Translation(-5.0f, 1.5f, -10.0f + i * 5.0f),
                    TexTransform = Matrix.Scaling(1, 2, 1)
                };
                _cylinders[i * 2 + 1] = new BasicModelInstance(_cylinderModel)
                {
                    World        = Matrix.Translation(5.0f, 1.5f, -10.0f + i * 5.0f),
                    TexTransform = Matrix.Scaling(1, 2, 1)
                };

                _spheres[i * 2] = new BasicModelInstance(_sphereModel)
                {
                    World = Matrix.Translation(-5.0f, 3.5f, -10.0f + i * 5.0f)
                };
                _spheres[i * 2 + 1] = new BasicModelInstance(_sphereModel)
                {
                    World = Matrix.Translation(5.0f, 3.5f, -10.0f + i * 5.0f)
                };
            }

            _grid = new BasicModelInstance(_gridModel)
            {
                TexTransform = Matrix.Scaling(32, 40, 1),
                World        = Matrix.Identity
            };

            _box = new BasicModelInstance(_boxModel)
            {
                TexTransform = Matrix.Scaling(2, 1, 1),
                World        = Matrix.Scaling(3.0f, 1.0f, 3.0f) * Matrix.Translation(0, 0.5f, 0)
            };

            // MIC
            const string decelFileDir = @"C:\Users\MIC\Documents\3dsMax\export";
            var          decelFile    = Path.Combine(decelFileDir, "decel.3ds");

            _decelModel    = BasicModel.Create(device, TextureManager11.Instance, decelFile, decelFileDir);
            _decelWorld    = Matrix.Scaling(8f) * Matrix.Translation(0, 0.6f, 5); // * Matrix.RotationX(MathUtil.DegreesToRadians(-90f));
            _decelInstance = new BasicModelInstance(_decelModel)
            {
                TexTransform = Matrix.Identity,
                World        = _decelWorld
            };

            const string barbFileDir = @"C:\Users\MIC\Desktop\models\barb01";
            var          barbFile    = Path.Combine(barbFileDir, "barb01.3ds");

            _barbModel    = BasicModel.Create(device, TextureManager11.Instance, barbFile, barbFileDir);
            _barbWorld    = Matrix.Scaling(0.003f) * Matrix.Translation(0, 1, 0.3f);
            _barbInstance = new BasicModelInstance(_barbModel)
            {
                TexTransform = Matrix.Identity,
                World        = _barbWorld
            };

            const string truckFileDir = @"C:\Users\MIC\Desktop\m4\ea55";
            var          truckFile    = Path.Combine(truckFileDir, "mic.3ds");

            _truckModel    = BasicModel.Create(device, TextureManager11.Instance, truckFile, truckFileDir);
            _truckWorld    = Matrix.Scaling(0.003f) * Matrix.Translation(0, 8, 2) * Matrix.RotationX(MathUtil.DegreesToRadians(-90f));
            _truckInstance = new BasicModelInstance(_truckModel)
            {
                TexTransform = Matrix.Identity,
                World        = _truckWorld
            };

            const string tireFileDir = @"C:\Users\MIC\Desktop\models\tire02";
            var          tireFile    = Path.Combine(tireFileDir, "tire02.3ds");

            _tireModel    = BasicModel.Create(device, TextureManager11.Instance, tireFile, tireFileDir);
            _tireWorld    = Matrix.Scaling(0.003f) * Matrix.Translation(0, 4, 1) * Matrix.RotationX(MathUtil.DegreesToRadians(-90f));
            _tireInstance = new BasicModelInstance(_tireModel)
            {
                TexTransform = Matrix.Identity,
                World        = _tireWorld
            };
        }
Пример #4
0
        protected override void InitializeInternal()
        {
            base.InitializeInternal();

            _lightRotationAngle = 0;

            _sceneBounds = new BoundingSphere(new Vector3(), MathF.Sqrt(40 * 40 + 60 * 60));

            _dirLights = new[] {
                new DirectionalLight {
                    Ambient   = new Color(0.2f, 0.2f, 0.2f),
                    Diffuse   = new Color(0.7f, 0.7f, 0.7f),
                    Specular  = new Color(0.8f, 0.8f, 0.8f),
                    Direction = new Vector3(-0.57735f, -0.57735f, 0.57735f)
                },
                new DirectionalLight {
                    Ambient   = new Color(0, 0, 0),
                    Diffuse   = new Color(0.4f, 0.4f, 0.4f),
                    Specular  = new Color(0.2f, 0.2f, 0.2f),
                    Direction = new Vector3(-0.707f, -0.707f, 0)
                },
                new DirectionalLight {
                    Ambient   = new Color(0, 0, 0),
                    Diffuse   = new Color(0.2f, 0.2f, 0.2f),
                    Specular  = new Color(0.2f, 0.2f, 0.2f),
                    Direction = new Vector3(0, 0, -1)
                }
            };

            _originalLightDirs = _dirLights.Select(l => l.Direction).ToArray();

            var device = D3DApp11.I.D3DDevice;

            _shadowMap = new ShadowMap(device, ShadowMapSize, ShadowMapSize);

            BuildShapeGeometryBuffers(device);
            BuildScreenQuadGeometryBuffers(device);

            var context = D3DApp11.I.ImmediateContext;

            _randomTex = TextureLoader.CreateRandomTexture1D(device);

            _flareTexSRV = TextureLoader.CreateTexture2DArray(device, context, new[] { NoireConfiguration.GetFullResourcePath("textures/flare0.png") });
            _fire        = new ParticleSource(RootContainer, this, device, EffectManager11.Instance.GetEffect <FireParticleEffect11>(), _flareTexSRV, _randomTex, 500);
            _fire.Initialize();
            _fire.Visible = _settings.ParticleFlameVisible;
            ChildComponents.Add(_fire);

            _rainTexSRV = TextureLoader.CreateTexture2DArray(device, context, new[] { NoireConfiguration.GetFullResourcePath("textures/raindrop.png") });
            _rain       = new ParticleSource(RootContainer, this, device, EffectManager11.Instance.GetEffect <RainParticleEffect11>(), _rainTexSRV, _randomTex, 10000);
            _rain.Initialize();
            _rain.Visible = _settings.ParticleRainVisible;
            ChildComponents.Add(_rain);

            var basicFx           = EffectManager11.Instance.GetEffect <BasicEffect11>();
            var normalMapFx       = EffectManager11.Instance.GetEffect <NormalMapEffect11>();
            var displacementMapFx = EffectManager11.Instance.GetEffect <DisplacementMapEffect11>();

            InitializeTechniqueTable(basicFx, normalMapFx, displacementMapFx);
        }
Пример #5
0
 public ShaderResourceView QuickCreateCubeMap(string name)
 {
     return(CreateCubemap(NoireConfiguration.GetFullResourcePath($"textures/cubemap/{name}.dds")));
 }