protected override async Task LoadContent() { await base.LoadContent(); graphicsCompositor = new SceneGraphicsCompositorLayers { Master = { Renderers = { new ClearRenderFrameRenderer { Color = Color.Green, Name = "Clear frame" }, new SceneCameraRenderer { Mode = new CameraRendererModeForward { Name = "Camera renderer" }, FixedAspectRatio = 3.0f, ForceAspectRatio = true } } } }; Scene = new Scene { Settings = { GraphicsCompositor = graphicsCompositor } }; Texture png; using (var pngStream = ContentManager.FileProvider.OpenStream("PngImage", VirtualFileMode.Open, VirtualFileAccess.Read)) using (var pngImage = Image.Load(pngStream, GraphicsDevice.ColorSpace == ColorSpace.Linear)) png = Texture.New(GraphicsDevice, pngImage); var plane = new Entity { new BackgroundComponent { Texture = png } }; Scene.Entities.Add(plane); SceneSystem.SceneInstance = new SceneInstance(Services, Scene); }
/// <summary> /// Create an instance of the game test /// </summary> public UITestGameBase() { StopOnFrameCount = -1; graphicsCompositor = new SceneGraphicsCompositorLayers { Cameras = { Camera.Get<CameraComponent>() }, Master = { Renderers = { new ClearRenderFrameRenderer { Color = Color.Green, Name = "Clear frame" }, new SceneDelegateRenderer(SpecificDrawBeforeUI) { Name = "Delegate before main UI" }, new SceneCameraRenderer { Mode = SceneCameraRenderer }, } } }; Scene = new Scene { Settings = { GraphicsCompositor = graphicsCompositor } }; Scene.Entities.Add(UIRoot); Scene.Entities.Add(Camera); Camera.Transform.Position = new Vector3(0, 0, 1000); UIComponent.IsFullScreen = true; UIComponent.VirtualResolution = new Vector3(1000, 500, 500); UIComponent.VirtualResolutionMode = VirtualResolutionMode.FixedWidthFixedHeight; }
/// <summary> /// Initializes a new instance of the <see cref="SceneInstance" /> class. /// </summary> /// <param name="services">The services.</param> /// <param name="sceneEntityRoot">The scene entity root.</param> /// <param name="enableScripting">if set to <c>true</c> [enable scripting].</param> /// <exception cref="System.ArgumentNullException">services /// or /// sceneEntityRoot</exception> public SceneInstance(IServiceRegistry services, Scene sceneEntityRoot, ExecutionMode executionMode = ExecutionMode.Runtime) : base(services) { if (services == null) throw new ArgumentNullException("services"); ExecutionMode = executionMode; Scene = sceneEntityRoot; RendererTypes = new EntityComponentRendererTypeCollection(); ComponentTypeAdded += EntitySystemOnComponentTypeAdded; Load(); }
/// <summary> /// Initializes a new instance of the <see cref="SceneInstance" /> class. /// </summary> /// <param name="services">The services.</param> /// <param name="sceneEntityRoot">The scene entity root.</param> /// <param name="enableScripting">if set to <c>true</c> [enable scripting].</param> /// <exception cref="System.ArgumentNullException">services /// or /// sceneEntityRoot</exception> public SceneInstance(IServiceRegistry services, Scene sceneEntityRoot, ExecutionMode executionMode = ExecutionMode.Runtime) : base(services) { if (services == null) throw new ArgumentNullException("services"); ExecutionMode = executionMode; VisibilityGroups = new TrackingCollection<VisibilityGroup>(); VisibilityGroups.CollectionChanged += VisibilityGroups_CollectionChanged; Scene = sceneEntityRoot; Load(); }
private Button CreateButton(string text, int textSize, int columnId, Scene targetScene) { var button = new Button { Name = text, HorizontalAlignment = HorizontalAlignment.Center, Content = new TextBlock { Text = text, Font = Font, TextSize = textSize, TextColor = new Color(200, 200, 200, 255), VerticalAlignment = VerticalAlignment.Center }, BackgroundColor = new Color(new Vector4(0.2f, 0.2f, 0.2f, 0.2f)), }; button.SetGridColumn(columnId); button.Click += (sender, args) => { SceneSystem.SceneInstance.Scene = targetScene; Cancel(); }; return button; }
private void SetupScene() { graphicsCompositor = new SceneGraphicsCompositorLayers { Cameras = { Camera.Get<CameraComponent>() }, Master = { Renderers = { new ClearRenderFrameRenderer { Color = Color.Green, Name = "Clear frame" }, //new SceneCameraRenderer { Mode = new CameraRendererModeForward { Name = "Camera renderer", ModelEffect = "XenkoForwardShadingEffect" } }, new SceneCameraRenderer { Mode = new CameraRendererModeForward { Name = "Camera renderer" } }, } } }; Scene = new Scene { Settings = { GraphicsCompositor = graphicsCompositor } }; Scene.Entities.Add(Camera); //var ambientLight = new Entity { new LightComponent { Type = new LightAmbient { Color = new ColorRgbProvider(Color.White) }, Intensity = 1 } }; ////var ambientLight = new Entity { new LightComponent { Type = new LightDirectional { Color = new ColorRgbProvider(Color.White) }, Intensity = 1 } }; ////ambientLight.Transform.RotationEulerXYZ = new Vector3(0.0f, (float) Math.PI, 0.0f); //Scene.Entities.Add(ambientLight); var directionalLight = new Entity { new LightComponent { Type = new LightDirectional { Color = new ColorRgbProvider(Color.White), Shadow = { Enabled = true } }, Intensity = 1 }, }; directionalLight.Transform.Rotation = Quaternion.RotationY(MathUtil.PiOverTwo * 0.2f); Scene.Entities.Add(directionalLight); //var pointLight1 = new Entity { new LightComponent() { Type = new LightPoint { Color = new ColorRgbProvider(Color.Red), Radius = 100.0f, Shadow = { Enabled = false } }, Intensity = 1.0f } }; //pointLight1.Transform.Position.X = 5.0f; //Scene.Entities.Add(pointLight1); //var directionalLight2 = new Entity { new LightComponent { Type = new LightSpot { Range = 25, Color = new ColorRgbProvider(Color.White), Shadow = { Enabled = false } }, Intensity = 20 }, }; //directionalLight2.Transform.Position = Vector3.UnitX * 40; //directionalLight2.Transform.Rotation = Quaternion.RotationY(MathUtil.PiOverTwo); //Scene.Entities.Add(directionalLight2); var rand = new Random(); for (int i = 0; i < 512; ++i) { var pointLight1 = new Entity { new LightComponent() { Type = i % 2 == 0 ? (ILight)new LightPoint { Color = new ColorRgbProvider(new Color((float)rand.NextDouble(), (float)rand.NextDouble(), (float)rand.NextDouble(), 1.0f)), Radius = 2.0f, Shadow = { Enabled = false }, } : new LightSpot { Color = new ColorRgbProvider(new Color((float)rand.NextDouble(), (float)rand.NextDouble(), (float)rand.NextDouble(), 1.0f)), Range = 4.0f, Shadow = { Enabled = false }, }, Intensity = 10.0f } }; pointLight1.Transform.Position = new Vector3( (float)rand.NextDouble() * 20.0f - 10.0f, (float)rand.NextDouble() * 20.0f - 10.0f, (float)rand.NextDouble() * 20.0f - 10.0f ); Scene.Entities.Add(pointLight1); } SceneSystem.SceneInstance = new SceneInstance(Services, Scene); camera = new TestCamera(); CameraComponent = camera.Camera; Script.Add(camera); }
private void CreatePipeline() { const int TargetWidth = 800; const int TargetHeight = 480; // Create render targets textures = new [] { Texture.New2D(GraphicsDevice, TargetWidth, TargetHeight, PixelFormat.R8G8B8A8_UNorm, TextureFlags.RenderTarget | TextureFlags.ShaderResource), Texture.New2D(GraphicsDevice, TargetWidth, TargetHeight, PixelFormat.R8G8B8A8_UNorm, TextureFlags.RenderTarget | TextureFlags.ShaderResource), Texture.New2D(GraphicsDevice, TargetWidth, TargetHeight, PixelFormat.R8G8B8A8_UNorm, TextureFlags.RenderTarget | TextureFlags.ShaderResource) }; var depthBuffer = Texture.New2D(GraphicsDevice, TargetWidth, TargetHeight, PixelFormat.D24_UNorm_S8_UInt, TextureFlags.DepthStencil); var multipleRenderFrames = new DirectRenderFrameProvider(RenderFrame.FromTexture(textures, depthBuffer)); // Setup the default rendering pipeline scene = new Scene { Settings = { GraphicsCompositor = new SceneGraphicsCompositorLayers { Cameras = { mainCamera.Get<CameraComponent>() }, Master = { Renderers = { new ClearRenderFrameRenderer { Color = Color.Lavender, Output = multipleRenderFrames }, new SceneCameraRenderer { Mode = new CameraRendererModeForward { ModelEffect = "MultipleRenderTargetsEffect" }, Output = multipleRenderFrames}, new ClearRenderFrameRenderer { Output = new MasterRenderFrameProvider() }, new SceneDelegateRenderer(DisplayGBuffer) { Name = "DisplayGBuffer" }, } } } } }; SceneSystem.SceneInstance = new SceneInstance(Services, scene); }
/// <summary> /// Initializes a new instance of the <see cref="ChildSceneComponent"/> class. /// </summary> /// <param name="scene">The scene.</param> public ChildSceneComponent(Scene scene) { Scene = scene; }
protected override async Task LoadContent() { await base.LoadContent(); Window.AllowUserResizing = true; await base.LoadContent(); Window.AllowUserResizing = true; arial16 = Content.Load<SpriteFont>("DynamicFonts/Arial16"); // Instantiate a scene with a single entity and model component var scene = new Scene(); // Fixed size scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(0, 0, 4))); scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(-2, 1, 0))); scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(2, 2, -2))); scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(0, 1, 0))); scene.Entities.Add(GetUIEntity(arial16, true, new Vector3(0, 2, -2))); scene.Entities.Add(GetUIEntity(arial16, false, new Vector3(0, -0.3f, 4))); scene.Entities.Add(GetUIEntity(arial16, false, new Vector3(-2, 0, 0))); scene.Entities.Add(GetUIEntity(arial16, false, new Vector3(2, 1, -2))); // Create a camera entity and add it to the scene var cameraEntity = new Entity { new CameraComponent() }; cameraEntity.Transform.Position = new Vector3(0, 0, 5); scene.Entities.Add(cameraEntity); // Create a graphics compositor var compositor = new SceneGraphicsCompositorLayers(); bool isLDR = true; if (isLDR) { compositor.Master.Renderers.Add(new ClearRenderFrameRenderer()); compositor.Master.Renderers.Add(new SceneCameraRenderer() { }); } else { var layer = new SceneGraphicsLayer(); var renderHDROutput = new LocalRenderFrameProvider { Descriptor = { Format = RenderFrameFormat.HDR, DepthFormat = RenderFrameDepthFormat.Shared } }; layer.Output = renderHDROutput; layer.Renderers.Add(new ClearRenderFrameRenderer()); layer.Renderers.Add(new SceneCameraRenderer()); compositor.Layers.Add(layer); compositor.Master.Renderers.Add(new SceneEffectRenderer() { Effect = new PostProcessingEffects() }); } compositor.Cameras.Add(cameraEntity.Get<CameraComponent>()); // Use this graphics compositor scene.Settings.GraphicsCompositor = compositor; // Create a scene instance SceneSystem.SceneInstance = new SceneInstance(Services, scene); }
public void RemoveDebugEntity(Scene scene) { if (DebugEntity == null) return; scene.Entities.Remove(DebugEntity); DebugEntity = null; }
private void Load() { previousScene = Scene; RendererTypes.Clear(); OnSceneChanged(); // If Scene is null, early exit if (Scene == null) { return; } // Add Loaded entities foreach (var entity in Scene.Entities) Add(entity); // Listen to future changes in Scene.Entities Scene.Entities.CollectionChanged += Entities_CollectionChanged; // TODO: RendererTypes could be done outside this instance. HandleRendererTypes(); }
public void AddDebugEntity(Scene scene) { if (DebugEntity != null) return; var entity = Data?.PhysicsComponent?.DebugShapeRendering?.CreateDebugEntity(this); DebugEntity = entity; if (DebugEntity != null) { scene.Entities.Add(entity); } }
private void Load() { previousScene = Scene; RendererTypes.Clear(); OnSceneChanged(); // If Scene is null, early exit if (Scene == null) { return; } // Initialize processors AddProcessor(new HierarchicalProcessor()); // Order: -1000 - Important to pre-register this processor AddProcessor(new TransformProcessor()); // Order: -100 AddProcessor(new CameraProcessor()); // Order: -10 - By default, as a scene without a camera is not really possible foreach (var entity in Scene.Entities) Add(entity); // Listen to future changes in Scene.Entities scene.Entities.CollectionChanged += Entities_CollectionChanged; // TODO: RendererTypes could be done outside this instance. HandleRendererTypes(); }
private void Load() { previousScene = Scene; OnSceneChanged(); // If Scene is null, early exit if (Scene == null) { return; } // Add Loaded entities foreach (var entity in Scene.Entities) Add(entity); // Listen to future changes in Scene.Entities Scene.Entities.CollectionChanged += Entities_CollectionChanged; HandleRendererTypes(); }
protected override void Destroy() { Reset(); // TODO: Dispose of Scene, graphics compositor...etc. // Currently in Destroy(), not sure if we should clear that list on Reset() as well? VisibilityGroups.Clear(); if (scene != null) { scene.ReleaseInternal(); scene = null; } base.Destroy(); }
protected void PerformDrawTest(Action<Game, RenderDrawContext, RenderFrame> drawTestAction, GraphicsProfile? profileOverride = null, string subTestName = null, bool takeSnapshot = true) { // create the game instance var typeGame = GetType(); var game = (GameTestBase)Activator.CreateInstance(typeGame); if (profileOverride.HasValue) game.GraphicsDeviceManager.PreferredGraphicsProfile = new[] { profileOverride.Value }; // register the tests. game.FrameGameSystem.IsUnitTestFeeding = true; var testName = TestContext.CurrentContext.Test.FullName+subTestName; if (takeSnapshot) game.FrameGameSystem.TakeScreenshot(null, testName); // add the render callback var graphicsCompositor = new SceneGraphicsCompositorLayers { Master = { Renderers = { new ClearRenderFrameRenderer { Color = Color.Green, Name = "Clear frame" }, new SceneDelegateRenderer((context, frame) => drawTestAction(game, context, frame)), } } }; var scene = new Scene { Settings = { GraphicsCompositor = graphicsCompositor } }; game.SceneSystem.SceneInstance = new SceneInstance(Services, scene); RunGameTest(game); }
protected override async Task LoadContent() { await base.LoadContent(); Window.AllowUserResizing = true; // Instantiate a scene with a single entity and model component var scene = new Scene(); // Create a cube entity cubeEntity = new Entity(); // Create a procedural model with a diffuse material var model = new Model(); var material = Material.New(GraphicsDevice, new MaterialDescriptor { Attributes = { Diffuse = new MaterialDiffuseMapFeature(new ComputeColor(Color.White)), DiffuseModel = new MaterialDiffuseLambertModelFeature() } }); model.Materials.Add(material); cubeEntity.Add(new ModelComponent(model)); var modelDescriptor = new ProceduralModelDescriptor(new CubeProceduralModel()); modelDescriptor.GenerateModel(Services, model); // Add the cube to the scene scene.Entities.Add(cubeEntity); // Create a camera entity and add it to the scene var cameraEntity = new Entity { new CameraComponent() }; cameraEntity.Transform.Position = new Vector3(0, 0, 5); scene.Entities.Add(cameraEntity); // Create a light var lightEntity = new Entity() { new LightComponent() }; lightEntity.Transform.Position = new Vector3(0, 0, 1); lightEntity.Transform.Rotation = Quaternion.RotationY(MathUtil.DegreesToRadians(45)); scene.Entities.Add(lightEntity); // Create a graphics compositor var compositor = new SceneGraphicsCompositorLayers(); bool isLDR = false; if (isLDR) { compositor.Master.Renderers.Add(new ClearRenderFrameRenderer()); compositor.Master.Renderers.Add(new SceneCameraRenderer() {}); } else { var layer = new SceneGraphicsLayer(); var renderHDROutput = new LocalRenderFrameProvider { Descriptor = { Format = RenderFrameFormat.HDR, DepthFormat = RenderFrameDepthFormat.Shared} }; layer.Output = renderHDROutput; layer.Renderers.Add(new ClearRenderFrameRenderer()); layer.Renderers.Add(new SceneCameraRenderer()); compositor.Layers.Add(layer); compositor.Master.Renderers.Add(new SceneEffectRenderer() { Effect = new PostProcessingEffects() }); } compositor.Cameras.Add(cameraEntity.Get<CameraComponent>()); SceneSystem.SceneInstance = new SceneInstance(Services, scene); // Use this graphics compositor scene.Settings.GraphicsCompositor = compositor; // Create a scene instance SceneSystem.SceneInstance = new SceneInstance(Services, scene); }
public void AddDebugEntity(Scene scene, bool alwaysAddOffset = false) { if (DebugEntity != null) return; var entity = Data?.PhysicsComponent?.DebugShapeRendering?.CreateDebugEntity(this, alwaysAddOffset); DebugEntity = entity; if (DebugEntity == null) return; scene.Entities.Add(entity); }