internal void Apply(CelestialBody celestialBody, Transform scaledCelestialTransform, CloudsMaterial cloudsMaterial, float radius, Tools.Layer layer = Tools.Layer.Scaled)
        {
            CloudsManager.Log("Applying 2D clouds...");
            Remove();
            this.celestialBody            = celestialBody;
            this.scaledCelestialTransform = scaledCelestialTransform;
            HalfSphere hp = new HalfSphere(radius, ref CloudMaterial, CloudShader);

            CloudMesh                 = hp.GameObject;
            CloudMaterial.name        = "Clouds2D";
            this.radius               = radius;
            macroCloudMaterial.Radius = radius;
            this.cloudsMat            = cloudsMaterial;
            this.scaledLayer          = layer;

            CloudMaterial.SetMatrix(ShaderProperties._ShadowBodies_PROPERTY, Matrix4x4.zero);

            if (shadowMaterial != null)
            {
                ShadowProjectorGO                = new GameObject();
                ShadowProjector                  = ShadowProjectorGO.AddComponent <Projector>();
                ShadowProjector.nearClipPlane    = 10;
                ShadowProjector.fieldOfView      = 60;
                ShadowProjector.aspectRatio      = 1;
                ShadowProjector.orthographic     = true;
                ShadowProjector.transform.parent = celestialBody.transform;
                ShadowProjector.material         = new Material(CloudShadowShader);
                shadowMaterial.ApplyMaterialProperties(ShadowProjector.material);
            }



            Scaled = true;
        }
Ejemplo n.º 2
0
        private SceneNodeBase GetRootNode(ICamera modelCamera)
        {
            var root = new GroupNode();

            // render 'scene' to franebuffer.
            {
                int width = this.winGLCanvas1.Width, height = this.winGLCanvas1.Height;
                var rtt = new RenderToTexttureNode(width, height, modelCamera, new ColoredFramebufferProvider());
                rtt.BackgroundColor = Color.SkyBlue;
                {
                    var teapot = TeapotNode.Create();
                    teapot.RenderWireframe = false;
                    rtt.Children.Add(teapot);// rendered to framebuffer, then to texture.
                }
                root.Children.Add(rtt);
                this.rtt = rtt;
            }
            {
                var group = new GroupNode();
                // display 'scene' in rectangle.
                {
                    var node = RectangleNode.Create();
                    node.TextureSource = this.rtt;
                    node.Scale         = new vec3(1, 1, 1) * 6;
                    node.RotationAxis  = new vec3(-1, 0, 0);
                    node.RotationAngle = 90;
                    group.Children.Add(node);
                }
                const float radius = 3;
                // arcball.
                {
                    var model             = new HalfSphere(radius, 40, 40);
                    var node              = NoShadowNode.Create(model, HalfSphere.strPosition, HalfSphere.strNormal, model.Size);
                    var list              = node.RenderUnit.Methods[0].SwitchList;
                    var list1             = node.RenderUnit.Methods[1].SwitchList;
                    var polygonModeSwitch = new PolygonModeSwitch(PolygonMode.Line);
                    var offsetSwitch      = new PolygonOffsetFillSwitch();
                    list.Add(polygonModeSwitch);
                    list1.Add(polygonModeSwitch);
                    var cmd = node.RenderUnit.Methods[0].VertexArrayObjects[0].DrawCommand as DrawElementsCmd;
                    cmd.VertexCount = cmd.VertexCount / 2; // render only half a sphere.
                    group.Children.Add(node);
                }
                // lines.
                {
                    var node = LinesNode.Create(radius);
                    group.Children.Add(node);
                    this.linesNode = node;
                }
                // fan
                {
                    var node = FanNode.Create(radius);
                    group.Children.Add(node);
                    this.fanNode = node;
                }
                root.Children.Add(group);
                this.groupNode = group;
            }
            return(root);
        }
        internal void Apply(CelestialBody celestialBody, Transform scaledCelestialTransform, CloudsMaterial cloudsMaterial, string name, float radius, float arc, Tools.Layer layer = Tools.Layer.Scaled)
        {
            CloudsManager.Log("Applying 2D clouds...");
            Remove();
            this.celestialBody            = celestialBody;
            this.scaledCelestialTransform = scaledCelestialTransform;
            if (arc == 360)
            {
                HalfSphere hp = new HalfSphere(radius, ref CloudMaterial, CloudShader);
                CloudMesh = hp.GameObject;
            }
            else
            {
                UVSphere hp = new UVSphere(radius, arc, ref CloudMaterial, CloudShader);
                CloudMesh = hp.GameObject;
            }
            CloudMesh.name            = name;
            CloudMaterial.name        = "Clouds2D";
            this.radius               = radius;
            this.arc                  = arc;
            macroCloudMaterial.Radius = radius;
            this.cloudsMat            = cloudsMaterial;
            this.scaledLayer          = layer;

            CloudMaterial.SetMatrix(ShaderProperties._ShadowBodies_PROPERTY, Matrix4x4.zero);

            if (shadowMaterial != null)
            {
                ShadowProjectorGO                = new GameObject("EVE ShadowProjector");
                ShadowProjector                  = ShadowProjectorGO.AddComponent <Projector>();
                ShadowProjector.nearClipPlane    = 10;
                ShadowProjector.fieldOfView      = 60;
                ShadowProjector.aspectRatio      = 1;
                ShadowProjector.orthographic     = true;
                ShadowProjector.transform.parent = celestialBody.transform;
                ShadowProjector.material         = new Material(CloudShadowShader);
                shadowMaterial.ApplyMaterialProperties(ShadowProjector.material);

                // Workaround Unity bug (Case 841236)
                ShadowProjector.enabled = false;
                ShadowProjector.enabled = true;

                // Here create the screenSpaceShadowMaterialStuff
                screenSpaceShadowGO = new GameObject("EVE ScreenSpaceShadow");
                screenSpaceShadowGO.transform.parent = celestialBody.transform;
                screenSpaceShadow          = screenSpaceShadowGO.AddComponent <ScreenSpaceShadow>(); //can this be a single class that will handle the mesh, and meshrenderer and everything?
                screenSpaceShadow.material = new Material(ScreenSpaceCloudShadowShader);
                shadowMaterial.ApplyMaterialProperties(screenSpaceShadow.material);
                screenSpaceShadow.Init();
                screenSpaceShadowGO.SetActive(false);
                screenSpaceShadow.SetActive(false);
            }


            Scaled = true;
        }
Ejemplo n.º 4
0
        public void DrawHalfSphere(ref Vector3 position, float radius, ref Quaternion rotation, ref Color color, bool depthTest = true)
        {
            var cmd = new HalfSphere()
            {
                Position = position, Radius = radius, Rotation = rotation, Color = color
            };
            var msg = new Renderable(ref cmd);

            if (depthTest)
            {
                renderablesWithDepth.Add(msg);
                totalPrimitives.HalfSpheres++;
            }
            else
            {
                renderablesNoDepth.Add(msg);
                totalPrimitivesNoDepth.HalfSpheres++;
            }
        }
Ejemplo n.º 5
0
 public Renderable(ref HalfSphere h) : this()
 {
     Type           = RenderableType.HalfSphere;
     HalfSphereData = h;
 }