Machine.cs
namespace Silverlight3dApp
{
public class Machine
{
public const string CARCOLOR = "CARCOLOR";
public const string RIMCOLOR = "RIMCOLOR";
static readonly GraphicsDevice ResourceDevice = GraphicsDeviceManager.Current.GraphicsDevice;
Model wallModel;
Model model;
Matrix[] boneTransforms;
Matrix[] wallBoneTransforms;
public Vector3 SpecularColor { get; set; }
public float AspectRatio { get; set; }
public float CurrentEnvMap { get; set; }
public float CurrentSpecular { get; set; }
public float CurrentFresnel { get; set; }
public Dictionary<string,Color> ChangeColors { get; set; }
public Dictionary<string,BoneProperty> BoneProperties { get; set; }
UserControl page = new UserControl();
Texture2D _texture;
VertexPositionNormalTexture[] _vertices;
/// <summary>
/// Loads the model.
/// </summary>
public void Load(ContentManager content)
{
model = content.Load<Model>("Car");
boneTransforms = new Matrix[model.Bones.Count];
wallModel = content.Load<Model>("Car");
wallBoneTransforms = new Matrix[wallModel.Bones.Count];
AspectRatio = 1f;
SpecularColor = new Vector3(1f, 1f, 1f);
CurrentEnvMap = 1;
CurrentSpecular = 1;
CurrentFresnel = 0;
ChangeColors = new Dictionary<string, Color>();
BoneProperties = ContentUtils.ParseCarList(Resource1.Car);
_vertices = Polyhedron.CreateVertices(Polyhedra.CubeCorners, Polyhedra.CubeFaces);
_texture = content.Load<Texture2D>("studio");
}
/// <summary>
/// Draws the tank model, using the current animation settings.
/// </summary>
public void Draw(GraphicsDevice device, Matrix world, Matrix view, Matrix projection, TimeSpan totolTime)
{
model.CopyAbsoluteBoneTransformsTo(boneTransforms);
wallModel.CopyAbsoluteBoneTransformsTo(wallBoneTransforms);
Matrix view0 = Matrix.CreateLookAt(new Vector3(-1, 1000, 0),
new Vector3(0, 0, 0),
Vector3.Up);
Matrix scale0 = Matrix.CreateScale(4f,8f,8f);
ModelMesh mesh0 = wallModel.Meshes["suuri"];
foreach (EnvironmentMapEffect effect in mesh0.Effects)
{
effect.EnvironmentMapAmount = 0.2f;//CurrentEnvMap;
effect.EnvironmentMapSpecular = SpecularColor * 0.8f;//CurrentSpecular;
effect.FresnelFactor = CurrentFresnel;
effect.Texture = _texture;
effect.View = view0;
effect.Projection = projection;
effect.World = wallBoneTransforms[mesh0.ParentBone.Index] * scale0;
effect.EnableDefaultLighting();
}
mesh0.Draw();
// Draw the model.
foreach (ModelMesh mesh in model.Meshes)
{
//BoneProperty prop = BoneProperties[model.Bones[i].Name];
Color color = Color.FromNonPremultiplied(0, 0, 0, 255);
bool envMap = false;
BoneProperty prop = null;
if (BoneProperties.ContainsKey(mesh.ParentBone.Name))
{
prop = BoneProperties[mesh.ParentBone.Name];
color = prop.TextureColor;
envMap = prop.EnvironmentMapEnabled;
if (!string.IsNullOrEmpty(prop.ChangeColorKey) && ChangeColors != null
&& ChangeColors.ContainsKey(prop.ChangeColorKey))
{
color = ChangeColors[prop.ChangeColorKey];
}
}
foreach (EnvironmentMapEffect effect in mesh.Effects)
{
if (envMap)
{
effect.EnvironmentMapAmount = 0.2f;//CurrentEnvMap;
effect.EnvironmentMapSpecular = SpecularColor * 0.8f;//CurrentSpecular;
effect.FresnelFactor = CurrentFresnel;
}
else
{
effect.EnvironmentMapAmount = 0.0f;//CurrentEnvMap;
effect.EnvironmentMapSpecular = SpecularColor * 0.1f;//CurrentSpecular;
effect.FresnelFactor = CurrentFresnel;
}
Texture2D texture = new Texture2D(device, 1, 1, false, SurfaceFormat.Color);
texture.SetData<Color>(new Color[1] { color });
effect.Texture = texture;
effect.View = view;
effect.Projection = projection;
effect.World = boneTransforms[mesh.ParentBone.Index];
effect.EnableDefaultLighting();
}
mesh.Draw();
}
//model.Draw(world, view, projection);
}
internal VertexShader CompileVertexShader(GraphicsDevice device, Uri shaderUri)
{
VertexShader result;
Stream vertexShaderStream = Application.GetResourceStream(shaderUri).Stream;
result = VertexShader.FromStream(device, vertexShaderStream);
return result;
}
internal PixelShader CompilePixelShader(GraphicsDevice device, Uri shaderUri)
{
PixelShader result;
Stream vertexShaderStream = Application.GetResourceStream(shaderUri).Stream;
result = PixelShader.FromStream(device, vertexShaderStream);
return result;
}
void InitEffect(GraphicsDevice device, string assemblyName, string vertexRootName, string pixelRootName)
{
// Uri
string vertexRootUri = string.Format(@"/{0};component/{1}.vs", assemblyName, vertexRootName);
string pixelRootUri = string.Format(@"/{0};component/{1}.ps", assemblyName, pixelRootName);
// Shaders
Stream vertexShaderStream = Application.GetResourceStream(new Uri(vertexRootUri, UriKind.Relative)).Stream;
Stream pixelShaderStream = Application.GetResourceStream(new Uri(pixelRootUri, UriKind.Relative)).Stream;
//_vertexShader = CompileVertexShader(device, new Uri(vertexRootUri, UriKind.Relative));
//_pixelShader = CompilePixelShader(device, new Uri(pixelRootUri, UriKind.Relative));
vertexShaderStream.Dispose();
pixelShaderStream.Dispose();
// Assembly codes
//ExtractConstantsRegisters(vertexRootUri + ".constants", false);
//ExtractConstantsRegisters(pixelRootUri + ".constants", true);
}
}
}
Car.Xml resources
<?xml version="1.0" encoding="utf-8" ?>
<root>
<item Name="suuri" TextureColor="200,200,200" EnvironmentMapEnabled="true" />
<item Name="mashin" ChangeColorKey="CARCOLOR" TextureColor="255,0,0" EnvironmentMapEnabled="true" />
<item Name="dugui_1" TextureColor="30,30,30" EnvironmentMapEnabled="false"/>
<item Name="dugui_2" TextureColor="30,30,30" EnvironmentMapEnabled="false"/>
<item Name="dugui_3" TextureColor="30,30,30" EnvironmentMapEnabled="false"/>
<item Name="dugui_4" TextureColor="30,30,30" EnvironmentMapEnabled="false"/>
<item Name="obud_1" ChangeColorKey="RIMCOLOR" TextureColor="250,250,250" EnvironmentMapEnabled="true"/>
<item Name="obud_2" ChangeColorKey="RIMCOLOR" TextureColor="250,250,250" EnvironmentMapEnabled="true" />
<item Name="obud_3" ChangeColorKey="RIMCOLOR" TextureColor="250,250,250" EnvironmentMapEnabled="true" />
<item Name="obud_4" ChangeColorKey="RIMCOLOR" TextureColor="250,250,250" EnvironmentMapEnabled="true" />
<item Name="urd_tsonh" TextureColor="0,0,0" EnvironmentMapEnabled="true" />
<item Name="hoid_tsonh" TextureColor="0,0,0" EnvironmentMapEnabled="true" />
</root>
Images
it is not use Shader Compiler,
good simple
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