public void Draw(RenderTarget target, RenderStates states) { Okno window = (Okno)target; Vec3 vX = new Vec3(-20, 0, 0); Vec3 vY = new Vec3(0, -20, 0); Vec3 vZ = new Vec3(0, 0, -20); Vec3 cameraCenter = new Vec3(target.Size.X / 2, target.Size.Y / 2, 0); Kamera sceneCamera = window.sceny.Peek().mainCamera; Position = sceneCamera.Position; Transformacja t = sceneCamera.InverseTransform * Transform; t.Translate(cameraCenter); vX = t * vX; vY = t * vY; vZ = t * vZ; Vertex[] vs = new Vertex[] { new Vertex(new Vector2f(vX.X, vX.Y), Color.Red), new Vertex(new Vector2f(cameraCenter.X, cameraCenter.Y), Color.Red), new Vertex(new Vector2f(vY.X, vY.Y), Color.Green), new Vertex(new Vector2f(cameraCenter.X, cameraCenter.Y), Color.Green), new Vertex(new Vector2f(vZ.X, vZ.Y), Color.Blue), new Vertex(new Vector2f(cameraCenter.X, cameraCenter.Y), Color.Blue), }; target.Draw(vs, PrimitiveType.Lines); }
//rysowanie trojkatow skierowanych do mnie z cieniem i przycieciem public void RenderowanieSceny(Scena scene, RenderTarget target, RenderStates states) { uint width = target.Size.X; uint height = target.Size.Y; Buffer = new float[width, height]; Bitmap = new Color[width, height]; Transformacja cameraInvMatrixAndWorld = scene.mainCamera.InverseTransform * scene.worldTransform; Transformacja matView = Transformacja.Identity.Translate(new Vec3(1, 1, 0)).Scale(new Vec3(width / 2, height / 2, 1)); float fAspectRatio = height / (float)width; float fFovRad = 1.0f / (float)Math.Tan(scene.mainCamera.Fov * 0.5f / 180.0f * Math.PI); float[,] m = new float[4, 4]; m[0, 0] = fAspectRatio * fFovRad; m[1, 1] = fFovRad; m[2, 2] = scene.mainCamera.Daleko / (scene.mainCamera.Daleko - scene.mainCamera.Blisko); m[3, 2] = (-scene.mainCamera.Daleko * scene.mainCamera.Blisko) / (scene.mainCamera.Daleko - scene.mainCamera.Blisko); m[2, 3] = 1.0f; m[3, 3] = 0.0f; Transformacja matProj = new Transformacja(m); Transformacja matProjAndView = matView * matProj; Queue <Tri> sceneTriangles = new Queue <Tri>(); foreach (Rysowalne drawable in scene.drawables) { Mesh mesh = drawable.GetMesh(); foreach (Tri tri in mesh) { sceneTriangles.Enqueue(mesh.Transform * tri); } } int c = sceneTriangles.Count; for (int i = 0; i < c; i++) { Tri t = sceneTriangles.Dequeue(); sceneTriangles.Enqueue(cameraInvMatrixAndWorld * t); } for (int i = 0; i < c; i++) { Tri t = sceneTriangles.Dequeue(); List <Tri> clt = Clipowanie(new Vec3(0, 0, scene.mainCamera.Blisko), new Vec3(0, 0, 1), t); foreach (var clippedTriangle in clt) { sceneTriangles.Enqueue(clippedTriangle); } } c = sceneTriangles.Count; for (int i = 0; i < c; i++) { Tri t = sceneTriangles.Dequeue(); if (t.NormalVector.Dot(t[0].Position) < 0) { sceneTriangles.Enqueue(t); } } c = sceneTriangles.Count; for (int i = 0; i < c; i++) { Tri t = sceneTriangles.Dequeue(); float[] Is = new float[3] { 0, 0, 0 }; Vec3 N = t.NormalVector; float kd = t.KD; float ks = t.KS; float n = t.N; foreach (ZrodloSwiatla lsrc in scene.Lampy) { Vec3 lightPos = cameraInvMatrixAndWorld * lsrc.Position; for (int j = 0; j < 3; j++) { Vec3 V = (-t[j].Position).Normal(); Vec3 L = (lightPos - t[j].Position).Normal(); Vec3 R = (-L - 2 * N.Dot(-L) * N).Normal(); float minus = (V.Dot(R) < 0) ? -1 : 1; float I = lsrc.Intensywnosc * (kd * N.Dot(L) + ks * minus * (float)Math.Pow(V.Dot(R), n)); Math.Max(I, 0); Is[j] += I; } } for (int j = 0; j < 3; j++) { Is[j] = Math.Max(Is[j], 0.2f); } Vec4 color0 = new Vec4(t[0].Color.R * Is[0], t[0].Color.G * Is[0], t[0].Color.B * Is[0], t[0].Color.A); Vec4 color1 = new Vec4(t[1].Color.R * Is[1], t[1].Color.G * Is[1], t[1].Color.B * Is[1], t[1].Color.A); Vec4 color2 = new Vec4(t[2].Color.R * Is[2], t[2].Color.G * Is[2], t[2].Color.B * Is[2], t[2].Color.A); Wierzcholek vert0 = new Wierzcholek(t[0].Position, color0); Wierzcholek vert1 = new Wierzcholek(t[1].Position, color1); Wierzcholek vert2 = new Wierzcholek(t[2].Position, color2); sceneTriangles.Enqueue(new Tri(vert0, vert1, vert2, t.KS, t.KD, t.N)); } for (int i = 0; i < c; i++) { Tri t = sceneTriangles.Dequeue(); sceneTriangles.Enqueue(matProjAndView * t); } for (int i = 0; i < c; i++) { Tri t = sceneTriangles.Dequeue(); Queue <Tri> qTris = new Queue <Tri>(); qTris.Enqueue(t); int nNewTriangles = 1; for (int p = 0; p < 4; p++) { while (nNewTriangles > 0) { Tri t2 = qTris.Dequeue(); nNewTriangles--; List <Tri> clippedTriangles = new List <Tri>(); switch (p) { case 0: clippedTriangles = Clipowanie(new Vec3(), new Vec3(0, 1, 0), t2); break; case 1: clippedTriangles = Clipowanie(new Vec3(0, height - 1, 0), new Vec3(0, -1, 0), t2); break; case 2: clippedTriangles = Clipowanie(new Vec3(), new Vec3(1, 0, 0), t2); break; case 3: clippedTriangles = Clipowanie(new Vec3(width - 1, 0, 0), new Vec3(-1, 0, 0), t2); break; } foreach (var item in clippedTriangles) { qTris.Enqueue(item); } } nNewTriangles = qTris.Count; } foreach (var item in qTris) { sceneTriangles.Enqueue(item); } } while (sceneTriangles.Count > 0) { Tri t = sceneTriangles.Dequeue(); RysujTrojkat(t, PrimitiveType.Triangles); } foreach (ZrodloSwiatla light in scene.Lampy) { Vec3 lpos = cameraInvMatrixAndWorld * light.Position; if (lpos.Z > 0) { Vec3 lPosOnScreen = matProjAndView * lpos; UstawPixel(lPosOnScreen, (Vec4)Color.White); UstawPixel(lPosOnScreen + new Vec3(0, 1), (Vec4)Color.White); UstawPixel(lPosOnScreen + new Vec3(1, 0), (Vec4)Color.White); UstawPixel(lPosOnScreen + new Vec3(1, 1), (Vec4)Color.White); } } Image img = new Image(Bitmap); Texture texture = new Texture(img); Sprite s = new Sprite(texture); target.Draw(s, states); s.Dispose(); texture.Dispose(); img.Dispose(); }