Example #1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="manager"></param>
        /// <param name="after_image"></param>
        public static void RenderAfterImage(JOBJManager manager, float frame, AfterImageDesc after_image)
        {
            if (manager.Animation == null)
            {
                return;
            }

            // process previous keys
            AfterImageKey[] keys = new AfterImageKey[3];

            for (int i = 0; i < keys.Length; i++)
            {
                manager.Frame = frame - i;
                manager.UpdateNoRender();

                var bone = manager.GetWorldTransform(after_image.Bone);

                keys[i] = new AfterImageKey()
                {
                    pos = bone.ExtractTranslation(),
                    rot = bone.ExtractRotation()
                };
            }


            // calculate point positions
            var top = new Vector3(after_image.Top, 0, 0);
            var bot = new Vector3(after_image.Bottom, 0, 0);

            Vector3[] points_top    = new Vector3[keys.Length];
            Vector3[] points_bottom = new Vector3[keys.Length];
            for (int i = 0; i < keys.Length; i++)
            {
                points_top[i]    = keys[i].Transform(top);
                points_bottom[i] = keys[i].Transform(bot);
            }

            float   term1      = 1 / (keys[0].pos - keys[1].pos).Length;
            float   term2      = 1 / (keys[1].pos - keys[2].pos).Length;
            Vector3 tan_bottom =
                new Vector3(
                    CalculateTangent(term1, term2, points_bottom[0].X, points_bottom[1].X, points_bottom[2].X),
                    CalculateTangent(term1, term2, points_bottom[0].Y, points_bottom[1].Y, points_bottom[2].Y),
                    CalculateTangent(term1, term2, points_bottom[0].Z, points_bottom[1].Z, points_bottom[2].Z));
            Vector3 tan_top =
                new Vector3(
                    CalculateTangent(term1, term2, points_top[0].X, points_top[1].X, points_top[2].X),
                    CalculateTangent(term1, term2, points_top[0].Y, points_top[1].Y, points_top[2].Y),
                    CalculateTangent(term1, term2, points_top[0].Z, points_top[1].Z, points_top[2].Z));


            // render sword trail
            GL.PushAttrib(AttribMask.AllAttribBits);
            GL.Disable(EnableCap.CullFace);
            GL.Disable(EnableCap.DepthTest);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);

            // draw strips interpolated
            GL.Begin(PrimitiveType.TriangleStrip);

            int   slices        = 10;
            float total_indices = (keys.Length - 1) * slices;
            float index         = total_indices;

            for (int s = 0; s < keys.Length - 1; s++)
            {
                float length = (keys[s].pos - keys[s + 1].pos).Length;

                for (float i = 0; i < length; i += length / slices)
                {
                    float alpha = index / total_indices;

                    GL.Color4(after_image.Color1.X, after_image.Color1.Y, after_image.Color1.Z, alpha);
                    GL.Vertex3(Herp(1 / length, i, points_top[s], points_top[s + 1], tan_top));

                    GL.Color4(after_image.Color2.X, after_image.Color2.Y, after_image.Color2.Z, alpha);
                    GL.Vertex3(Herp(1 / length, i, points_bottom[s], points_bottom[s + 1], tan_bottom));

                    index--;
                }
                tan_bottom *= -1;
                tan_top    *= -1;
            }

            /*
             * GL.Color3(after_image.Color1);
             * GL.Vertex3(keys[0].Transform(top));
             * GL.Color3(after_image.Color2);
             * GL.Vertex3(keys[0].Transform(bot));
             *
             * GL.Color3(after_image.Color1);
             * GL.Vertex3(keys[1].Transform(top));
             * GL.Color3(after_image.Color2);
             * GL.Vertex3(keys[1].Transform(bot));
             *
             * GL.Color3(after_image.Color1);
             * GL.Vertex3(keys[2].Transform(top));
             * GL.Color3(after_image.Color2);
             * GL.Vertex3(keys[2].Transform(bot));
             */

            GL.End();

            GL.PopAttrib();
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="manager"></param>
        /// <param name="after_image"></param>
        public static void RenderAfterImage(JOBJManager manager, float frame, AfterImageDesc after_image)
        {
            if (manager.Animation == null)
            {
                return;
            }

            // process previous keys
            AfterImageKey[] keys = new AfterImageKey[3];

            for (int i = 0; i < keys.Length; i++)
            {
                manager.Frame = frame - i;
                manager.UpdateNoRender();

                var bone = manager.GetWorldTransform(after_image.Bone);

                keys[i] = new AfterImageKey()
                {
                    pos = bone.ExtractTranslation(),
                    rot = bone.ExtractRotation()
                };
            }

            //// render sword trail
            GL.PushAttrib(AttribMask.AllAttribBits);
            GL.Disable(EnableCap.CullFace);
            GL.Disable(EnableCap.DepthTest);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);

            // draw strips interpolated
            GL.Begin(PrimitiveType.TriangleStrip);

            var top = new Vector3(after_image.Top, 0, 0);
            var bot = new Vector3(after_image.Bottom, 0, 0);

            int   slices        = 10;
            float total_indices = (keys.Length - 1) * slices;
            float index         = total_indices;

            for (int s = 0; s < keys.Length - 1; s++)
            {
                var key1 = keys[s];
                var key2 = keys[s + 1];

                float length = (keys[s].pos - keys[s + 1].pos).Length;

                for (float i = 0; i < length; i += length / slices)
                {
                    float alpha = index / total_indices;
                    index--;

                    float blend = i / length;

                    // lerp angle
                    var rot = Quaternion.Slerp(key1.rot, key2.rot, blend);
                    var pos = Vector3.Lerp(key1.pos, key2.pos, blend);
                    var mat = Matrix4.CreateFromQuaternion(rot) * Matrix4.CreateTranslation(pos);

                    var start_top = Vector3.TransformPosition(top, mat);
                    var start_bot = Vector3.TransformPosition(bot, mat);

                    GL.Color4(after_image.Color1.X, after_image.Color1.Y, after_image.Color1.Z, alpha);
                    GL.Vertex3(start_top);

                    GL.Color4(after_image.Color2.X, after_image.Color2.Y, after_image.Color2.Z, alpha);
                    GL.Vertex3(start_bot);
                }
            }

            GL.End();

            GL.PopAttrib();
        }