public override void RenderFrame(GraphicsPipeline3D pipeline, MoleculeRenderingScheme scheme, bool alphaPass) { Matrix wvp = pipeline.WorldMatrix * pipeline.ViewMatrix * pipeline.ProjectionMatrix; effect.SetValue("worldViewProj", wvp); // do passes effect.Technique = technique; effect.Begin(FX.None); effect.BeginPass(0); // render everything from the scheme scheme.RenderAtoms(false, false); scheme.RenderBonds(false, false); effect.EndPass(); effect.End(); }
public void SetScheme(MoleculeRenderingScheme scheme, CompleteOutputDescription coDesc) { latestCoDesc = new CompleteOutputDescription(coDesc); sceneManger.SetScheme(scheme); sceneManger.SetOutputDesc(coDesc); scheme.device = device; // build preview via thread if (generatorThread.ThreadState == ThreadState.Running) { // abort thread generatorThread.Abort(); generatorThread.Join(); } generatorThread = new Thread(GeneratePreviewProcess); generatorThread.Start(); wantPreview = true; }
// public abstract bool DesiredGeomDataFields(out DataFields[] fields, bool exclusive); public abstract void RenderFrame(GraphicsPipeline3D pipeline, MoleculeRenderingScheme scheme, bool alphaPass);
public override void RenderFrame(GraphicsPipeline3D pipeline, MoleculeRenderingScheme scheme, bool alphaPass) { Surface rt0 = device.GetRenderTarget(0); Surface ds0 = device.DepthStencilSurface; // draw shadow to rt1 and ds1 rt1 = new Texture(device, 1024, 1024, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default); Surface ds1 = device.CreateDepthStencilSurface(1024, 1024, DepthFormat.D16, MultiSampleType.None, 0, true); device.SetRenderTarget(0, rt1.GetSurfaceLevel(0)); device.DepthStencilSurface = ds1; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1, 0); effect.Technique = renderShadow; // calc projection needed for scene float radius = scheme.SceneRadius + 0.3f; Vector3 lightDir = new Vector3(-0.3f, -1, 0); float distance = (float)(radius / Math.Tan(Math.PI / 4)) * 2; Vector3 lightPos = (-lightDir * distance) + scheme.SceneOrigin; Matrix lightProj = Matrix.PerspectiveFovLH((float)(Math.PI / 4), (float)rt0.Description.Width / (float)rt0.Description.Height, distance - radius, distance + radius); Matrix lightView = Matrix.LookAtLH(lightPos, scheme.SceneOrigin, new Vector3(0, 1, 0)); Matrix lightViewProjectionMatrix = /*Matrix.Invert(pipeline.WorldMatrix * pipeline.ViewMatrix) **/ lightView * lightProj; effect.SetValue("xWorldViewProjection", pipeline.WorldMatrix * pipeline.ViewMatrix * pipeline.ProjectionMatrix); effect.SetValue("xWorld", Matrix.Identity); effect.SetValue("xMaxDepth", distance + radius); effect.SetValue("xLightPos", new Vector4(lightPos.X, lightPos.Y, lightPos.Z, 1)); effect.SetValue("xLightDir", new Vector4(lightDir.X, lightDir.Y, lightDir.Z, 1)); effect.SetValue("xLightWorldViewProjection", lightViewProjectionMatrix); effect.SetValue("g_fCosTheta", (float)Math.PI / 4); Matrix iv = Matrix.Invert(pipeline.WorldMatrix * pipeline.ViewMatrix); effect.SetValue("viewInverse", iv); /*effect.SetValue("g_mWorldView", lightView); * effect.SetValue("g_mProj", lightProj);*/ //device.Clear(ClearFlags.ZBuffer, 0x000000ff, 1, 0); //device.RenderState.CullMode = Cull.Clockwise; device.RenderState.ZBufferEnable = true; effect.Begin(FX.None); effect.BeginPass(0); // render everything from the scheme scheme.RenderAtoms(false, true); //scheme.RenderBonds(false, true); /*CustomVertex.PositionNormal[] floor = new CustomVertex.PositionNormal[4]; * floor[0] = new CustomVertex.PositionNormal(new Vector3(6, -3, 6), new Vector3(0, 1, 0)); * floor[2] = new CustomVertex.PositionNormal(new Vector3(-6, -3, 6), new Vector3(0, 1, 0)); * floor[1] = new CustomVertex.PositionNormal(new Vector3(6, -3, -6), new Vector3(0, 1, 0)); * floor[3] = new CustomVertex.PositionNormal(new Vector3(-6, -3, -6), new Vector3(0, 1, 0));*/ /*device.VertexFormat = CustomVertex.PositionNormal.Format; * device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 2, floor);*/ effect.EndPass(); effect.End(); device.SetRenderTarget(0, rt0); device.DepthStencilSurface = ds0; // render scene mapped with shadow //device.RenderState.CullMode = Cull.CounterClockwise; effect.Technique = renderScene; effect.SetValue("xShadowMap", rt1); /*effect.SetValue("xWorld", pipeline.WorldMatrix); * effect.SetValue("xLightWorldViewProjection", pipeline.WorldMatrix * lightViewProjectionMatrix);*/ /*effect.SetValue("g_mWorldView", pipeline.WorldMatrix * pipeline.ViewMatrix); * effect.SetValue("g_mProj", pipeline.ProjectionMatrix); * effect.SetValue("g_mViewToLightProj", lightViewProjectionMatrix); * effect.SetValue("g_vLightPos", new Vector4(lightPos.X, lightPos.Y, lightPos.Z, 1)); * effect.SetValue("g_vLightDir", new Vector4(lightDir.X, lightDir.Y, lightDir.Z, 1)); * effect.SetValue("g_fCosTheta", (float)Math.PI / 4);*/ effect.Begin(FX.None); effect.BeginPass(0); // render everything from the scheme scheme.RenderAtoms(false, true); if (scheme.LightBonds) { scheme.RenderBonds(false, false); } // draw floor /*device.VertexFormat = CustomVertex.PositionNormal.Format; * device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 2, floor);*/ effect.EndPass(); effect.End(); effect.Technique = renderLines; effect.Begin(FX.None); effect.BeginPass(0); scheme.RenderBonds(false, true); effect.EndPass(); effect.End(); //TextureLoader.Save("c:/shadow.dds", ImageFileFormat.Dds, rt1); rt1.Dispose(); ds1.Dispose(); }
public override void RenderFrame(GraphicsPipeline3D pipeline, MoleculeRenderingScheme scheme, bool alphaPass) { Effect cEffect; if (lod == 0) { cEffect = effect1; } else if (lod == 1) { cEffect = effect2; } else { return; } Matrix wvp = pipeline.WorldMatrix * pipeline.ViewMatrix * pipeline.ProjectionMatrix; Matrix iv = Matrix.Invert(pipeline.ViewMatrix); cEffect.SetValue("worldViewProj", wvp); cEffect.SetValue("viewInverse", iv); cEffect.SetValue("worldInverseTranspose", Matrix.TransposeMatrix(iv)); cEffect.SetValue("shininess", 3); cEffect.SetValue("diffuseTexture", testTexture); if (alphaPass) { cEffect.Technique = alphaTechnique; cEffect.Begin(FX.None); cEffect.BeginPass(0); scheme.RenderAtoms(false, false); cEffect.EndPass(); cEffect.End(); } else { // do light passes cEffect.Technique = technique; cEffect.Begin(FX.None); cEffect.BeginPass(0); //effect.SetValue("diffuseTexture", texture); foreach (NuGenSVisualLib.Rendering.Lighting.Light light in setup.lights) { if (!light.Enabled) { continue; } if (light is DirectionalLight) { DirectionalLight dLight = (DirectionalLight)light; cEffect.SetValue("lightDir", new Vector4(dLight.Direction.X, dLight.Direction.Y, dLight.Direction.Z, 1.0f)); cEffect.SetValue("lightColor", ColorValue.FromColor(dLight.Clr)); // render everything from the scheme scheme.RenderAtoms(false, false); if (scheme.LightBonds) { scheme.RenderBonds(false, false); } } } cEffect.EndPass(); cEffect.End(); } //if (!scheme.LightBonds) //{ // effect.Technique = lineTechnique; // effect.Begin(FX.None); // effect.BeginPass(0); // scheme.RenderBonds(); // effect.EndPass(); // effect.End(); //} //device.SetTexture(0, null); }
public void SetScheme(MoleculeRenderingScheme scheme) { this.scheme = scheme; }