示例#1
0
        //Will throw null if in constructor since when that's called we most likely have not yet set the render system provider...maybe
        //rethink that?
        private void Init()
        {
            if (_pass1RS == null)
            {
                _pass1RS               = _defaultPass1RS = new RasterizerState();
                _pass1RS.Cull          = CullMode.Front;
                _pass1RS.VertexWinding = VertexWinding.CounterClockwise;
                _pass1RS.BindRenderState();
            }

            if (_pass1DSS == null)
            {
                _pass1DSS = DepthStencilState.DepthWriteOff;
            }

            if (_pass2RS == null)
            {
                _pass2RS = RasterizerState.CullBackClockwiseFront;
            }
        }
示例#2
0
        private void SetMaterialRenderStates(Material material, Assimp.Material assimpMat)
        {
            if (assimpMat.HasTwoSided && assimpMat.HasWireFrame)
            {
                // material.SetRenderState(RasterizerState.CullNoneWireframe);
            }
            else if (assimpMat.HasWireFrame)
            {
                if (m_wireframeOneSidedRS == null)
                {
                    m_wireframeOneSidedRS      = new RasterizerState();
                    m_wireframeOneSidedRS.Fill = FillMode.WireFrame;
                    m_wireframeOneSidedRS.BindRenderState();
                }
                // material.SetRenderState(m_wireframeOneSidedRS);
            }
            else if (assimpMat.HasTwoSided)
            {
                if (m_twoSidedRS == null)
                {
                    m_twoSidedRS      = new RasterizerState();
                    m_twoSidedRS.Cull = CullMode.None;
                    m_twoSidedRS.BindRenderState();
                }
                //  material.SetRenderState(m_twoSidedRS);
            }

            if (assimpMat.HasBlendMode)
            {
                if (assimpMat.BlendMode == Assimp.BlendMode.Additive)
                {
                    //  material.SetRenderState(BlendState.AdditiveBlend);
                }
                else
                {
                    //  material.SetRenderState(BlendState.AlphaBlendNonPremultiplied);
                }
            }
        }
示例#3
0
        protected override void LoadContent()
        {
            ClearColor = Color.Black;
            shadowMap  = new RenderTarget2D(1024, 1024, false, SurfaceFormat.Single, DepthFormat.Depth24Stencil8);
            blurRT     = new RenderTarget2D(1024, 1024, false, SurfaceFormat.Single, DepthFormat.None);
            blurEffect = ContentManager.Load <Effect>("Shaders//GaussianBlur.fx");

            ModelLoaderParameters mlp = new ModelLoaderParameters();

            mlp.NormalGeneration   = NormalGeneration.Smooth;
            mlp.SwapWindingOrder   = true;
            mlp.PreferLitMaterials = true;

            rs      = new RasterizerState();
            rs.Cull = CullMode.Front;
            rs.BindRenderState();

            // mesh = new Sphere("Sphere", 50, 50, 20);
            mesh = ContentManager.Load <Mesh>("Models//statue.tebo");
            mesh.ComputeTangentBasis();
            Material mat = ContentManager.Load <Material>("LitBasicTexture.tem").Clone();

            mat.SetParameter("DiffuseMap", ContentManager.Load <Texture2D>("Textures//statue_diff.dds"));
            mat.SetParameter("NormalMap", ContentManager.Load <Texture2D>("Textures//statue_norm.dds"));
            mat.SetParameter("MatSpecular", new Vector3(.3f, .3f, .3f));
            mesh.SetMaterial(mat);

            Quad q = new Quad("Floor", 800, 800);

            q.Rotation    = Quaternion.FromAngleAxis(MathHelper.ToRadians(-90), Vector3.UnitX);
            q.Translation = new Vector3(0, -70, 0);
            q.Material    = ContentManager.Load <Material>("Materials//LitBasicTextureShadow.tem").Clone();
            q.Material.SetParameter("DiffuseMap", ContentManager.Load <Texture2D>("Textures//statue_diff.dds"));
            receiverMat = q.Material;
            receiverMat.SetParameter("MatSpecular", new Vector3(.3f, .3f, .3f));
            // mesh.SetMaterial(receiverMat);

            InputLayer.RegisterTrigger(new InputTrigger(new KeyPressedCondition(Keys.Enter, false), new InputAction(delegate(GameTime time) {
                receive = !receive;
                if (receive)
                {
                    mesh.SetMaterial(receiverMat);
                }
                else
                {
                    mesh.SetMaterial(mat);
                }
            })));
            InputLayer.RegisterTrigger(new InputTrigger(new KeyPressedCondition(Keys.C, false), new InputAction(delegate(GameTime time) {
                cullFront = !cullFront;
            })));

            DataBuffer <Vector2> texCoords = q.MeshData.TextureCoordinates;

            texCoords.Position = 0;
            texCoords.Set(new Vector2(0, 0));
            texCoords.Set(new Vector2(4, 0));
            texCoords.Set(new Vector2(4, 4));
            texCoords.Set(new Vector2(0, 4));
            q.MeshData.UpdateVertexData <Vector2>(VertexSemantic.TextureCoordinate, texCoords);
            RootNode.AddChild(q);

            sl = new SpotLight(new Vector3(100, 200, 10), new Vector3(-100, -200, -10), 5, 15);
            RootNode.RemoveAllLights();
            RootNode.AddLight(sl);
            RootNode.AddChild(mesh);


            shadowMat = new Material("ShadowMat");
            shadowMat.LoadEffect(ContentManager.Load <Effect>("Shaders//ShadowMapEffect.fx"));
            shadowMat.SetEngineParameter("LightWVP", Tesla.Core.EngineValue.WorldViewProjection);
            lightCam = new Camera();

            batch             = new SpriteBatch();
            dss               = new DepthStencilState();
            dss.DepthFunction = ComparisonFunction.LessEqual;
            dss.BindRenderState();

            float texOffsets = 0.5f + (0.5f / (float)shadowMap.Width);

            texMat = new Matrix(0.5f, 0.0f, 0.0f, 0.0f,
                                0.0f, -0.5f, 0.0f, 0.0f,
                                0.0f, 0.0f, 1.0f, 0.0f,
                                texOffsets, texOffsets, 0.0f, 1.0f);
            rtnode             = new Node("Node");
            rtnode.Translation = sl.Position;
            Node parent = new Node("Parent");

            parent.AddChild(rtnode);
            RootNode.AddChild(parent);
            parent.AddController(new Tesla.Scene.Extension.RotateController(Vector3.UnitY, 25));
        }
示例#4
0
        /// <summary>
        /// Creates the default render states.
        /// </summary>
        private static void CreateDefaultRenderStates()
        {
            //*********************//
            //* Rasterizer States *//
            //*********************//

            RasterizerState cullNone = new RasterizerState();

            cullNone.Cull          = CullMode.None;
            cullNone.VertexWinding = VertexWinding.Clockwise;
            cullNone.BindRenderState();
            RasterizerState.CullNone = cullNone;

            RasterizerState cullBackCW = new RasterizerState();

            cullBackCW.Cull          = CullMode.Back;
            cullBackCW.VertexWinding = VertexWinding.Clockwise;
            cullBackCW.BindRenderState();
            RasterizerState.CullBackClockwiseFront = cullBackCW;

            RasterizerState cullBackCCW = new RasterizerState();

            cullBackCCW.Cull          = CullMode.Back;
            cullBackCCW.VertexWinding = VertexWinding.CounterClockwise;
            cullBackCCW.BindRenderState();
            RasterizerState.CullBackCounterClockwiseFront = cullBackCCW;

            RasterizerState cullNoneWireframe = new RasterizerState();

            cullNoneWireframe.Cull          = CullMode.None;
            cullNoneWireframe.Fill          = FillMode.WireFrame;
            cullNoneWireframe.VertexWinding = VertexWinding.Clockwise;
            cullNoneWireframe.BindRenderState();
            RasterizerState.CullNoneWireframe = cullNoneWireframe;

            //****************//
            //* Blend States *//
            //****************//
            BlendState opaque = new BlendState();

            opaque.SetBlendEnable(0, false);
            opaque.BindRenderState();
            BlendState.Opaque = opaque;

            BlendState pmAlphaBlend = new BlendState();

            pmAlphaBlend.AlphaSourceBlend      = Blend.One;
            pmAlphaBlend.AlphaDestinationBlend = Blend.InverseSourceAlpha;
            pmAlphaBlend.ColorSourceBlend      = Blend.One;
            pmAlphaBlend.ColorDestinationBlend = Blend.InverseSourceAlpha;
            pmAlphaBlend.BindRenderState();
            BlendState.AlphaBlendPremultiplied = pmAlphaBlend;

            BlendState npmAlphaBlend = new BlendState();

            npmAlphaBlend.AlphaSourceBlend      = Blend.SourceAlpha;
            npmAlphaBlend.AlphaDestinationBlend = Blend.InverseSourceAlpha;
            npmAlphaBlend.ColorSourceBlend      = Blend.SourceAlpha;
            npmAlphaBlend.ColorDestinationBlend = Blend.InverseSourceAlpha;
            npmAlphaBlend.BindRenderState();
            BlendState.AlphaBlendNonPremultiplied = npmAlphaBlend;

            BlendState additive = new BlendState();

            additive.AlphaSourceBlend      = Blend.SourceAlpha;
            additive.AlphaDestinationBlend = Blend.One;
            additive.ColorSourceBlend      = Blend.SourceAlpha;
            additive.ColorDestinationBlend = Blend.One;
            additive.BindRenderState();
            BlendState.AdditiveBlend = additive;

            //***********************//
            //* DepthStencil States *//
            //***********************//
            DepthStencilState none = new DepthStencilState();

            none.DepthEnable      = false;
            none.DepthWriteEnable = false;
            none.BindRenderState();
            DepthStencilState.None = none;

            DepthStencilState depthWriteOff = new DepthStencilState();

            depthWriteOff.DepthEnable      = true;
            depthWriteOff.DepthWriteEnable = false;
            depthWriteOff.BindRenderState();
            DepthStencilState.DepthWriteOff = depthWriteOff;

            DepthStencilState def = new DepthStencilState();

            def.DepthEnable      = true;
            def.DepthWriteEnable = true;
            def.BindRenderState();
            DepthStencilState.Default = def;


            //******************//
            //* Sampler States *//
            //******************//
            SamplerState pw = new SamplerState();

            pw.Filter   = TextureFilter.Point;
            pw.AddressU = pw.AddressV = pw.AddressW = TextureAddressMode.Wrap;
            pw.BindRenderState();
            SamplerState.PointWrap = pw;

            SamplerState pc = new SamplerState();

            pc.Filter   = TextureFilter.Point;
            pc.AddressU = pc.AddressV = pc.AddressW = TextureAddressMode.Clamp;
            pc.BindRenderState();
            SamplerState.PointClamp = pc;

            SamplerState lw = new SamplerState();

            lw.Filter   = TextureFilter.Linear;
            lw.AddressU = lw.AddressV = lw.AddressW = TextureAddressMode.Wrap;
            lw.BindRenderState();
            SamplerState.LinearWrap = lw;

            SamplerState lc = new SamplerState();

            lc.Filter   = TextureFilter.Linear;
            lc.AddressU = lc.AddressV = lc.AddressW = TextureAddressMode.Clamp;
            lc.BindRenderState();
            SamplerState.LinearClamp = lc;

            SamplerState aw = new SamplerState();

            aw.Filter   = TextureFilter.Anisotropic;
            aw.AddressU = aw.AddressV = aw.AddressW = TextureAddressMode.Wrap;
            aw.BindRenderState();
            SamplerState.AnisotropicWrap = aw;

            SamplerState ac = new SamplerState();

            ac.Filter   = TextureFilter.Anisotropic;
            ac.AddressU = ac.AddressV = ac.AddressW = TextureAddressMode.Clamp;
            ac.BindRenderState();
            SamplerState.AnisotropicClamp = ac;
        }