示例#1
0
        public override bool Update(LightComponent lightComponent)
        {
            var range = Math.Max(0.001f, Range);
            InvSquareRange = 1.0f / (range * range);
            var innerAngle = Math.Min(AngleInner, AngleOuter);
            var outerAngle = Math.Max(AngleInner, AngleOuter);
            AngleOuterInRadians = MathUtil.DegreesToRadians(outerAngle);
            var cosInner = (float)Math.Cos(MathUtil.DegreesToRadians(innerAngle / 2));
            var cosOuter = (float)Math.Cos(AngleOuterInRadians * 0.5f);
            LightAngleScale = 1.0f / Math.Max(0.001f, cosInner - cosOuter);
            LightAngleOffset = -cosOuter * LightAngleScale;

            LightRadiusAtTarget = (float)Math.Abs(Range * Math.Sin(AngleOuterInRadians * 0.5f));

            return true;
        }
示例#2
0
        public static async Task AnimateLight(EngineContext engineContext, int index, LightComponent lightComponent)
        {
            // Wait different time for each light
            await TaskEx.Delay(index * 20);
            var startIntensity = lightComponent.Intensity;

            // Turn light off
            var startTime = DateTime.UtcNow;
            while (true)
            {
                await engineContext.Scheduler.NextFrame();
                var elapsedTime = (DateTime.UtcNow - startTime).Seconds * 0.2f;
                if (elapsedTime > 1.0f)
                    break;
                lightComponent.Intensity = startIntensity * (1.0f - elapsedTime);
            }

            // Turn light on
       
            lightComponent.Intensity = startIntensity;
        }
示例#3
0
 public override bool Update(LightComponent lightComponent)
 {
     return true;
 }
        private LightComponentCollectionGroup GetLightGroup(RenderViewLightData renderViewData, LightComponent light)
        {
            LightComponentCollectionGroup lightGroup;

            var directLight = light.Type as IDirectLight;
            var lightGroups = renderViewData.ActiveLightGroups;

            var type = light.Type.GetType();
            if (!lightGroups.TryGetValue(type, out lightGroup))
            {
                lightGroup = new LightComponentCollectionGroup(type);
                lightGroups.Add(type, lightGroup);
            }
            return lightGroup;
        }
示例#5
0
 public override bool Update(LightComponent lightComponent)
 {
     var range = Math.Max(0.001f, Radius);
     InvSquareRadius = 1.0f / (range * range);
     return true;
 }
示例#6
0
 public bool Update(LightComponent lightComponent)
 {
     SkyMatrix = Matrix.RotationQuaternion(lightComponent.Entity.Transform.Rotation);
     SkyboxComponent = lightComponent.Entity.Get<SkyboxComponent>();
     return SkyboxComponent != null && SkyboxComponent.Skybox != null;
 }
 public LightEntry(int currentLightGroupIndex, int currentLightGroupIndexNoShadows, LightComponent light, LightShadowMapTexture shadow)
 {
     GroupIndex = currentLightGroupIndex;
     GroupIndexNoShadows = currentLightGroupIndexNoShadows;
     Light = light;
     Shadow = shadow;
 }
        private LightComponentCollectionGroup GetLightGroup(LightComponent light)
        {
            LightComponentCollectionGroup lightGroup;

            var directLight = light.Type as IDirectLight;
            var lightGroups = directLight != null && directLight.Shadow.Enabled && shadowMapRenderer != null
                ? activeLightGroupsWithShadows
                : activeLightGroups;

            var type = light.Type.GetType();
            if (!lightGroups.TryGetValue(type, out lightGroup))
            {
                lightGroup = new LightComponentCollectionGroup();
                lightGroups.Add(type, lightGroup);
            }
            return lightGroup;
        }
示例#9
0
文件: UIScript.cs 项目: cg123/xenko
 private static string GetButtonTextOnOffLight(LightComponent component)
 {
     return component.Entity.Name + ": " + (component.Enabled ? "On" : "Off");
 }
示例#10
0
文件: UIScript.cs 项目: cg123/xenko
 private static string GetButtonTextOnOffShadow(LightComponent component)
 {
     var isEnabled = component.Type is IDirectLight && ((IDirectLight)component.Type).Shadow.Enabled;
     return "Shadow: " + (isEnabled ? "On" : "Off");
 }
示例#11
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文件: UIScript.cs 项目: cg123/xenko
        // Create a button that can toggle on/off the light shadow map
        private Button CreateShadowButton(UIElement parentButton, LightComponent component)
        {
            var button = new Button
            {
                Margin = new Thickness(20, 5, 5, 5),
                Name = "Shadow Button " + component.Entity.Name,
                Opacity = component.Enabled ? 1.0f : 0.3f,
                CanBeHitByUser = component.Enabled,
                Content = new TextBlock
                {
                    Font = Font,
                    TextAlignment = TextAlignment.Right,
                    Text = GetButtonTextOnOffShadow(component),
                },
            };

            button.Click += ToggleShadowMap;

            button.DependencyProperties.Set(LightKey, component);
            parentButton.DependencyProperties.Set(ShadowButtonKey, button);

            return button;
        }
示例#12
0
文件: UIScript.cs 项目: cg123/xenko
        // Create a button that can toggle on/off the Light component
        private Button CreateLightButton(LightComponent component)
        {
            var button = new Button
            {
                Name = component.Entity.Name,
                Margin = Thickness.UniformRectangle(5),
                Content = new TextBlock
                {
                    Font = Font, 
                    TextAlignment = TextAlignment.Right,
                    Text = GetButtonTextOnOffLight(component), 
                },
            };
            button.Click += ToggleLight;
            button.DependencyProperties.Set(LightKey, component);

            return button;
        }
 /// <summary>
 /// Try to add light to this group (returns false if not possible).
 /// </summary>
 /// <param name="light"></param>
 /// <param name="shadowMapTexture"></param>
 /// <returns></returns>
 public bool AddLight(LightComponent light, LightShadowMapTexture shadowMapTexture)
 {
     Lights.Add(new LightDynamicEntry(light, shadowMapTexture));
     return true;
 }
示例#14
0
 public abstract bool Update(LightComponent lightComponent);
 public LightDynamicEntry(LightComponent light, LightShadowMapTexture shadowMapTexture)
 {
     Light = light;
     ShadowMapTexture = shadowMapTexture;
 }
示例#16
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        public void Initialize(LightComponent lightComponent, IDirectLight light, LightShadowMap shadowMap, int size, ILightShadowMapRenderer renderer)
        {
            if (lightComponent == null) throw new ArgumentNullException("lightComponent");
            if (light == null) throw new ArgumentNullException("light");
            if (shadowMap == null) throw new ArgumentNullException("shadowMap");
            if (renderer == null) throw new ArgumentNullException("renderer");
            LightComponent = lightComponent;
            Light = light;
            Shadow = shadowMap;
            Size = size;
            FilterType = Shadow.Filter == null || !Shadow.Filter.RequiresCustomBuffer() ? null : Shadow.Filter.GetType();
            Renderer = renderer;
            Atlas = null; // Reset the atlas, It will be setup after

            ShadowType = renderer.GetShadowType(Shadow);
        }