Ejemplo n.º 1
0
        // Just override the mandatory create scene method
        public override void CreateScene()
        {
            // Set ambient light
            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);

            // Create a point light
            Light l = sceneMgr.CreateLight("MainLight");

            // Accept default settings: point light, white diffuse, just set position
            // NB I could attach the light to a SceneNode if I wanted it to move automatically with
            //  other objects, but I don't
            l.Position = new Vector3(20, 80, 50);

            createScalingPlane();
            createScrollingKnot();
            createWateryPlane();

            // Set up a material for the skydome
            MaterialPtr skyMat = MaterialManager.Singleton.Create("SkyMat",
                                                                  ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);

            // Perform no dynamic lighting on the sky
            skyMat.SetLightingEnabled(false);
            // Use a cloudy sky
            TextureUnitState t = skyMat.GetTechnique(0).GetPass(0).CreateTextureUnitState("clouds.jpg");

            // Scroll the clouds
            t.SetScrollAnimation(0.15f, 0f);

            // System will automatically set no depth write

            // Create a skydome
            sceneMgr.SetSkyDome(true, "SkyMat", -5, 2);
        }
Ejemplo n.º 2
0
        protected override void CreateScene()
        {
            // since whole screen is being redrawn every frame, dont bother clearing
            // option works for GL right now, uncomment to test it out.  huge fps increase
            // also, depth_write in the skybox material must be set to on
            //mainViewport.ClearEveryFrame = false;

            // set some ambient light
            scene.TargetRenderSystem.LightingEnabled = true;
            scene.AmbientLight = ColorEx.Gray;

            // create a point light (default)
            Light light = scene.CreateLight("MainLight");

            light.Position = new Vector3(20, 80, 50);

            CreateScalingPlane();
            CreateScrollingKnot();
            CreateWateryPlane();

            // set up a material for the skydome
            Material skyMaterial = scene.CreateMaterial("SkyMat");

            skyMaterial.Lighting = false;
            // use a cloudy sky
            Pass             pass         = skyMaterial.GetTechnique(0).GetPass(0);
            TextureUnitState textureLayer = pass.CreateTextureUnitState("clouds.jpg");

            // scroll the clouds
            textureLayer.SetScrollAnimation(0.15f, 0);

            // create the skydome
            scene.SetSkyDome(true, "SkyMat", -5, 2);
        }
Ejemplo n.º 3
0
        private void _ogre_OnInitialised(object sender, RoutedEventArgs e)
        {
            var sceneMgr = _ogreImage.SceneManager;

            // Set ambient light
            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);

            // Create a point light
            Light l = sceneMgr.CreateLight("MainLight");

            // Accept default settings: point light, white diffuse, just set position
            // NB I could attach the light to a SceneNode if I wanted it to move automatically with
            //  other objects, but I don't
            l.Position = new Vector3(20, 80, 50);


            // Set up a material for the skydome
            MaterialPtr skyMat = MaterialManager.Singleton.Create("SkyMat",
                                                                  ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);

            // Perform no dynamic lighting on the sky
            skyMat.SetLightingEnabled(false);
            // Use a cloudy sky
            TextureUnitState t = skyMat.GetTechnique(0).GetPass(0).CreateTextureUnitState("clouds.jpg");

            // Scroll the clouds
            t.SetScrollAnimation(0.15f, 0f);

            // System will automatically set no depth write

            // Create a skydome
            sceneMgr.SetSkyDome(true, "SkyMat", -5, 2);
            //当窗口改变大小时。会重表创建渲染窗口,这时,场景管理器中的所有结点会被销毁,所以这需重新创建。
            EsdSceneManager.Singleton.MainNode     = sceneMgr.RootSceneNode.CreateChildSceneNode("ogreNode");
            EsdSceneManager.Singleton.AddmodelNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            EsdSceneManager.Singleton.WRnode       = sceneMgr.RootSceneNode.CreateChildSceneNode("wrnode");
            inittool();
        }
Ejemplo n.º 4
0
        private void CreateProceduralTextureMods(int p, TextureUnitState t)
        {
            // Procedural mods
            // Custom - don't use mod if generating environment
            // Because I do env a different way it look horrible
            if (pass[p].texGen != ShaderTextureGen.Environment)
            {
                if (pass[p].tcModRotate != 0.0f)
                {
                    t.SetRotateAnimation(pass[p].tcModRotate);
                }

                if ((pass[p].tcModScroll[0] != 0.0f) || (pass[p].tcModScroll[1] != 0.0f))
                {
                    if (pass[p].tcModTurbOn)
                    {
                        // Turbulent scroll
                        if (pass[p].tcModScroll[0] != 0.0f)
                        {
                            t.SetTransformAnimation(TextureTransform.TranslateU, WaveformType.Sine,
                                                    pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]);
                        }
                        if (pass[p].tcModScroll[1] != 0.0f)
                        {
                            t.SetTransformAnimation(TextureTransform.TranslateV, WaveformType.Sine,
                                                    pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]);
                        }
                    }
                    else
                    {
                        // Constant scroll
                        t.SetScrollAnimation(pass[p].tcModScroll[0], pass[p].tcModScroll[1]);
                    }
                }

                if (pass[p].tcModStretchWave != ShaderWaveType.None)
                {
                    WaveformType wft = WaveformType.Sine;
                    switch (pass[p].tcModStretchWave)
                    {
                    case ShaderWaveType.Sin:
                        wft = WaveformType.Sine;
                        break;

                    case ShaderWaveType.Triangle:
                        wft = WaveformType.Triangle;
                        break;

                    case ShaderWaveType.Square:
                        wft = WaveformType.Square;
                        break;

                    case ShaderWaveType.SawTooth:
                        wft = WaveformType.Sawtooth;
                        break;

                    case ShaderWaveType.InverseSawtooth:
                        wft = WaveformType.InverseSawtooth;
                        break;
                    }

                    // Create wave-based stretcher
                    t.SetTransformAnimation(TextureTransform.ScaleU, wft, pass[p].tcModStretchParams[3],
                                            pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]);
                    t.SetTransformAnimation(TextureTransform.ScaleV, wft, pass[p].tcModStretchParams[3],
                                            pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]);
                }
            }
        }