Ejemplo n.º 1
0
        public SSInstancedMeshRenderer(SSInstancesData ps,
                                       BufferUsageHint hint = BufferUsageHint.StreamDraw)
        {
            instanceData            = ps;
            _posBuffer              = new SSAttributeBuffer <SSAttributeVec3> (hint);
            _orientationXYBuffer    = new SSAttributeBuffer <SSAttributeVec2> (hint);
            _orientationZBuffer     = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _masterScaleBuffer      = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _componentScaleXYBuffer = new SSAttributeBuffer <SSAttributeVec2> (hint);
            _componentScaleZBuffer  = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _colorBuffer            = new SSAttributeBuffer <SSAttributeColor> (hint);

            //m_spriteIndexBuffer = new SSAttributeBuffer<SSAttributeByte> (hint);
            _spriteOffsetUBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteOffsetVBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteSizeUBuffer   = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteSizeVBuffer   = new SSAttributeBuffer <SSAttributeFloat> (hint);

            // Fixes flicker issues for particles with "fighting" view depth values
            this.renderState.depthFunc = DepthFunction.Lequal;

            // In many situations selecting instances is computationally intensive.
            // Turn it off and let users customize
            this.selectable = false;
        }
Ejemplo n.º 2
0
        protected override void _initAttributeBuffers(BufferUsageHint hint)
        {
            hint = BufferUsageHint.DynamicDraw;

            _posBuffer             = new SSAttributeBuffer <SSAttributeVec3> (hint);
            _cylAxesBuffer         = new SSAttributeBuffer <SSAttributeVec3> (hint);
            _prevJointBuffer       = new SSAttributeBuffer <SSAttributeVec3> (hint);
            _nextJointBuffer       = new SSAttributeBuffer <SSAttributeVec3> (hint);
            _widthsBuffer          = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _lengthsBuffer         = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _colorBuffer           = new SSAttributeBuffer <SSAttributeColor> (hint);
            _innerColorBuffer      = new SSAttributeBuffer <SSAttributeColor> (hint);
            _innerColorRatioBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _outerColorRatioBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
        }
Ejemplo n.º 3
0
        // TODO interface or abstract classify
        protected virtual void _initAttributeBuffers(BufferUsageHint hint)
        {
            _posBuffer              = new SSAttributeBuffer <SSAttributeVec3> (hint);
            _orientationXYBuffer    = new SSAttributeBuffer <SSAttributeVec2> (hint);
            _orientationZBuffer     = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _masterScaleBuffer      = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _componentScaleXYBuffer = new SSAttributeBuffer <SSAttributeVec2> (hint);
            _componentScaleZBuffer  = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _colorBuffer            = new SSAttributeBuffer <SSAttributeColor> (hint);

            //m_spriteIndexBuffer = new SSAttributeBuffer<SSAttributeByte> (hint);
            _spriteOffsetUBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteOffsetVBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteSizeUBuffer   = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteSizeVBuffer   = new SSAttributeBuffer <SSAttributeFloat> (hint);
        }
        public SSInstancedMeshRenderer(SSParticleSystem ps,
                                       BufferUsageHint hint = BufferUsageHint.StreamDraw)
        {
            particleSystem          = ps;
            _posBuffer              = new SSAttributeBuffer <SSAttributeVec3> (hint);
            _orientationXYBuffer    = new SSAttributeBuffer <SSAttributeVec2> (hint);
            _orientationZBuffer     = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _masterScaleBuffer      = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _componentScaleXYBuffer = new SSAttributeBuffer <SSAttributeVec2> (hint);
            _componentScaleZBuffer  = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _colorBuffer            = new SSAttributeBuffer <SSAttributeColor> (hint);

            //m_spriteIndexBuffer = new SSAttributeBuffer<SSAttributeByte> (hint);
            _spriteOffsetUBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteOffsetVBuffer = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteSizeUBuffer   = new SSAttributeBuffer <SSAttributeFloat> (hint);
            _spriteSizeVBuffer   = new SSAttributeBuffer <SSAttributeFloat> (hint);
        }