public override void Render() { GL.Clear(ClearFlags); camera.SetFPSCamera(); world.Render(); Particles.Render(); Camera.Set2D(); font.Write("Particles"); Camera.Set3D(); base.Render(); }
/// <summary> /// renderoi worldin valosta päin (pelkän depthin) /// </summary> public static void SetupShadows(Renderable world, int lightNo, bool withParticles) { if (UseShadowMapping == false) { return; } if (Light.Lights.Count == 0) { Log.WriteLine("SetupShadows requires at least one light source!", false); return; } GL.Disable(EnableCap.Blend); GL.ColorMask(false, false, false, false); GL.Disable(EnableCap.CullFace); GL.PolygonOffset(1, 1); GL.Enable(EnableCap.PolygonOffsetFill); fbo.BindDepth(); fbo.BindFBO(); fbo.Clear(); // kuvakulma valosta päin GLExt.LoadMatrix(ref Light.Lights[lightNo].OrigOrientationMatrix); GLExt.Translate(-Light.Lights[lightNo].Position.X, -Light.Lights[lightNo].Position.Y, -Light.Lights[lightNo].Position.Z); SetTextureMatrix(); Frustum.CalculateFrustum(); VBO.FastRenderPass = true; depthShader.UseProgram(); world.Render(); if (withParticles) { depthShaderAlphaTest.UseProgram(); Particles.Render(); GLSLShader.UnBindShader(); } VBO.FastRenderPass = false; fbo.UnBindFBO(); GL.Disable(EnableCap.PolygonOffsetFill); GL.Enable(EnableCap.CullFace); GL.ColorMask(true, true, true, true); GLExt.LoadIdentity(); GameClass.NumOfObjects = 0; ShadowMapping.UnBindLightMask(); }
public override void Init() { Particles.DisableSoftParticles(); earth.SetParticle(Billboard.Load("earth.png", false), false, true, null); // ei läpikuultava, varjostaa explosion.SetParticle(Billboard.Load("fire.png"), true, false, new ParticleCallback(RenderParticleCallback)); // läpikuultava, ei varjosta smoke.SetParticle(Billboard.Load("smoke.png"), true, true, null); // läpikuultava, varjostaa SetupParticles(true, true, true); font = BitmapFont.Load("fonts/comic12.png"); camera.Position = new Vector3(0, 0, 150); Camera.Set3D(); base.Init(); }
public override void Init() { colorFBO = new FBO(0, 0, 2, true); // 2 colorbufferia depthFBO = new FBO(0, 0, 0, true); blurH = PostEffect.Load("blur.shader", "HORIZ"); blurH.SetParameter("size", 1f / (float)colorFBO.Width); blurV = PostEffect.Load("blur.shader", "VERT"); blurV.SetParameter("size", 1f / (float)colorFBO.Width); bloom = PostEffect.Load("bloom.shader", ""); bloom.SetParameter("size", 0.001f); Particles.EnableSoftParticles(); ShadowMapping.Create(depthFBO, "lightmask.png"); font = BitmapFont.Load("fonts/comic12.png"); skybox = Sky.Load("sky/sky2_", "jpg"); world.Add(skybox); lightImg = Billboard.Load("lightimg.png"); GLSLShader.SetShader("shadowmapping.shader", "SHADOWS"); DotScene ds = DotScene.Load("scene1/scene1.scene", scene); world.Add(scene); actors[0] = AnimatedModel.Load("ugly/ukko.mesh"); actors[0].LoadMD5Animation("act1", "ugly/ukko_action1.anim"); actors[0].LoadMD5Animation("act2", "ugly/ukko_action2.anim"); actors[0].LoadMD5Animation("act3", "ugly/ukko_action3.anim"); actors[0].LoadMD5Animation("walk", "ugly/ukko_walk.anim"); actors[0].SetAnimation("act2"); // idle anim actors[0].Position.Y = -0.5f; actors[0].Scale = new Vector3(5, 5, 5); world.Add(actors[0]); explosion = Particles.Load("explosion.particles.xml", new ParticleCallback(RenderParticleCallback)); smoke = Particles.Load("smoke.particles.xml", null); actors[0].Add(smoke); Camera.Set3D(); base.Init(); }
/// <summary> /// putsaa listat ja poista gl-datat /// </summary> public void ClearArrays() { Texture.DisposeAll(); GLSLShader.DisposeAll(); Material.DisposeAll(); Particles.DisposeAll(); Light.Lights.Clear(); Path.Paths.Clear(); world = null; world = new Renderable("World"); Node.ObjectCount = 0; for (int q = 0; q < Texture.MaxTextures; q++) { Texture.UnBind(q); } GLSLShader.UnBindShader(); GLSLShader.SetShader("default.shader", ""); GC.Collect(); GC.WaitForPendingFinalizers(); }
/// <summary> /// renderoi partikkelit, sorttaa läpinäkyvät. /// </summary> public static new void Render() { GLExt.Color4(1f, 1, 1, 1f); GLExt.PushMatrix(); GLExt.SetLighting(false); List <SortedList_Particles> slist = new List <SortedList_Particles>(); GL.Disable(EnableCap.CullFace); int c = 0; // järjestetään taulukko kauimmaisesta lähimpään. pitää rendata siinä järjestyksessä. // vain läpikuultavat pitää järjestää. täysin näkyvät renderoidaan samantien. for (int q = 0; q < ParticleGroups.Count; q++) { Particles curpar = ParticleGroups[q]; if (curpar.particles.Count <= 0) { continue; } if (VBO.FastRenderPass == true) { if (curpar.CastShadow == false) { continue; } } curpar.particles[0].partTex.Bind(0); GLExt.PushMatrix(); GLExt.MultMatrix(ref curpar.WorldMatrix); for (int w = 0; w < curpar.NumOfParticles; w++) { Particle p = curpar.particles[w]; GLExt.PushMatrix(); GLExt.Translate(p.pos.X, p.pos.Y, p.pos.Z); Matrix4 matrix = Matrix4.Identity; matrix.Row3 = GLExt.ModelViewMatrix.Row3; GLExt.ModelViewMatrix = matrix; Vector3 v = curpar.WorldMatrix.Row3.Xyz + curpar.Position + p.pos; if (Frustum.SphereInFrustum(v.X, v.Y, v.Z, 10) != 0) { if (VBO.FastRenderPass == true) // renderoi partikkeli depthbufferiin (varjostusta varten) { GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); p.partTex.RenderBillboard(); } else { c++; if (p.isTransparent == true) // listaan renderoitavaks myöhemmin { float len = (Camera.cam.Position - matrix.Row3.Xyz).LengthSquared; slist.Add(new SortedList_Particles(len, p, matrix)); } else // rendataan se nyt, ei lisätä sortattavaks { GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); GLExt.Color4(p.color.X, p.color.Y, p.color.Z, p.color.W);; if (p.callBack != null) { p.callBack(p); } p.partTex.RenderBillboard(); } } } GLExt.PopMatrix(); } GLExt.PopMatrix(); } if (VBO.FastRenderPass == false) { slist.Sort(delegate(SortedList_Particles z1, SortedList_Particles z2) { return(z2.Len.CompareTo(z1.Len)); }); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.One); // rendataan läpikuultavat GL.DepthMask(false); // ei kirjoiteta zbufferiin for (int q = 0; q < slist.Count; q++) { Particle p = slist[q].Part; if (VBO.FastRenderPass == false) { p.partTex.Bind(0); GLExt.Color4(p.color.X, p.color.Y, p.color.Z, p.color.W); if (p.callBack != null) { p.callBack(p); } } GLExt.LoadMatrix(ref slist[q].Matrix); GLExt.Scale(p.size, p.size, p.size); GLExt.RotateZ(p.zrot); p.partTex.RenderBillboard(); } GL.DepthMask(true); GL.Disable(EnableCap.Blend); } GLExt.PopMatrix(); GL.Enable(EnableCap.CullFace); GLExt.Color4(1, 1, 1, 1); GLExt.SetLighting(true); GameClass.NumOfObjects += c; }
public static Particles Load(string fileName, ParticleCallback particleCallback) { Particles part = new Particles(); part.LoadParticles(fileName, particleCallback); return part; }