Example #1
0
        public void Draw(CommandBuffer buffer, ICamera camera, Texture texture, Color4 color, Matrix4x4 world, bool inside)
        {
            if (texture == null)
            {
                lastIndex = currentIndex;
                return;
            }
            var z           = RenderHelpers.GetZ(world, camera.Position, Vector3.Zero);
            var worldHandle = buffer.WorldBuffer.SubmitMatrix(ref world);

            buffer.AddCommand(
                shader,
                shaderDelegate,
                resetDelegate,
                worldHandle,
                new RenderUserData()
            {
                Color = color, Camera = camera, Texture = texture
            },
                vbo,
                PrimitiveTypes.TriangleList,
                0,
                lastIndex,
                (currentIndex - lastIndex) / 3,
                true,
                inside ? SortLayers.NEBULA_INSIDE : SortLayers.NEBULA_NORMAL,
                z
                );
            lastIndex = currentIndex;
        }
Example #2
0
        public override void Draw(ICamera camera, CommandBuffer commands, SystemLighting lights, NebulaRenderer nr)
        {
            if (sysr == null)
            {
                return;
            }
            float z = RenderHelpers.GetZ(Matrix4.Identity, camera.Position, pos);

            if (z > 900000)             // Reduce artefacts from fast Z-sort calculation. This'll probably cause issues somewhere else
            {
                z = 900000;
            }
            var dist_scale = nr != null ? nr.Nebula.SunBurnthroughScale : 1;             // TODO: Modify this based on nebula burn-through.
            var alpha      = nr != null ? nr.Nebula.SunBurnthroughIntensity : 1;
            var glow_scale = dist_scale * Sun.GlowScale;

            if (Sun.CenterSprite != null)
            {
                var center_scale = dist_scale * Sun.CenterScale;
                DrawRadial(
                    (Texture2D)sysr.Game.ResourceManager.FindTexture(Sun.CenterSprite),
                    new Vector3(pos),
                    new Vector2(Sun.Radius, Sun.Radius) * center_scale,
                    new Color4(Sun.CenterColorInner, 1),
                    new Color4(Sun.CenterColorOuter, alpha),
                    0,
                    z
                    );
            }
            DrawRadial(
                (Texture2D)sysr.Game.ResourceManager.FindTexture(Sun.GlowSprite),
                new Vector3(pos),
                new Vector2(Sun.Radius, Sun.Radius) * glow_scale,
                new Color4(Sun.GlowColorInner, 0),
                new Color4(Sun.GlowColorOuter, alpha),
                0,
                z + 108f
                );
            if (Sun.SpinesSprite != null && nr == null)
            {
                double current_angle = 0;
                double delta_angle   = (2 * Math.PI) / Sun.Spines.Count;
                var    spinetex      = (Texture2D)sysr.Game.ResourceManager.FindTexture(Sun.SpinesSprite);
                for (int i = 0; i < Sun.Spines.Count; i++)
                {
                    var s = Sun.Spines[i];
                    current_angle += delta_angle;
                    DrawSpine(
                        spinetex,
                        pos,
                        new Vector2(Sun.Radius, Sun.Radius) * Sun.SpinesScale * new Vector2(s.WidthScale / s.LengthScale, s.LengthScale),
                        s.InnerColor,
                        s.OuterColor,
                        s.Alpha,
                        (float)current_angle,
                        z + 1112f + (2f * i)
                        );
                }
            }
        }
 public override void Draw(ICamera camera, CommandBuffer commands, SystemLighting lights, NebulaRenderer nr)
 {
     if (Model != null)
     {
         Model.Update(camera, TimeSpan.FromSeconds(sysr.Game.TotalTime), sysr.ResourceManager);
         foreach (var part in Model.AllParts)
         {
             if (part.Mesh == null)
             {
                 continue;
             }
             if (!part.Active)
             {
                 continue;
             }
             var w      = part.LocalTransform * World;
             var center = Vector3.Transform(part.Mesh.Center, w);
             var lvl    = GetLevel(part, center, camera.Position);
             if (lvl == -1)
             {
                 continue;
             }
             var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, part.GetRadius(), nr,
                                                      LitAmbient, LitDynamic, NoFog);
             var r = part.GetRadius() + lighting.FogRange.Y;
             if (lighting.FogMode != FogModes.Linear ||
                 Vector3.DistanceSquared(camera.Position, center) <= (r * r))
             {
                 part.Mesh.DrawBuffer(lvl, sysr.ResourceManager, commands, w, ref lighting, Model.MaterialAnims);
             }
         }
     }
 }
Example #4
0
        void DrawPuffRing(bool inside, CommandBuffer buffer)
        {
            /* Skip rendering puff rings */
            if (!inside)
            {
                Vector3 sz;
                if (Nebula.Zone.Shape is ZoneEllipsoid)
                {
                    sz = ((ZoneEllipsoid)Nebula.Zone.Shape).Size / 2; //we want radius instead of diameter
                }
                else if (Nebula.Zone.Shape is ZoneSphere)
                {
                    sz = new Vector3(((ZoneSphere)Nebula.Zone.Shape).Radius);
                }
                else
                {
                    return;
                }
                var bitRadius = Nebula.ExteriorBitRadius * (1 + Nebula.ExteriorBitRandomVariation);
                var szR       = Math.Max(sz.X, Math.Max(sz.Y, sz.Z));
                var sph       = new BoundingSphere(Nebula.Zone.Position, (szR + bitRadius) * 1.2f);
                if (camera.Frustum.Contains(sph) == ContainmentType.Disjoint)
                {
                    return;
                }
            }
            /* Actually Render */
            var       sd      = 1 - MathHelper.Clamp(Nebula.Zone.Shape.ScaledDistance(camera.Position), 0f, 1f);
            var       factor  = MathHelper.Clamp(sd / Nebula.Zone.EdgeFraction, 0, 1);
            int       idx     = GetPuffsIdx();
            string    lastTex = null;
            Texture2D tex     = null;
            var       sh      = GetPuffShader();

            _puffringsh.SetView(camera);
            _puffringsh.SetViewProjection(camera);
            for (int i = 0; i < Exterior.Count; i++)
            {
                var p = Exterior[i];
                if (p.Texture == null)
                {
                    lastTex = null;
                    tex     = resman.NullTexture;
                }
                else if (lastTex != p.Texture)
                {
                    tex     = (Texture2D)resman.FindTexture(p.Texture);
                    lastTex = p.Texture;
                }
                buffer.AddCommand(sh, puffSetup, puffCleanup, Matrix4x4.Identity,
                                  new RenderUserData()
                {
                    Texture = tex, Float = factor
                }, sysr.StaticBillboards.VertexBuffer,
                                  PrimitiveTypes.TriangleList, idx, 2, true, inside ? SortLayers.NEBULA_INSIDE : SortLayers.NEBULA_NORMAL,
                                  RenderHelpers.GetZ(camera.Position, p.Position));
                idx += 6;
            }
        }
Example #5
0
        public void DrawBuffer(int level, ResourceManager res, CommandBuffer buffer, Matrix4x4 world, ref Lighting lights, MaterialAnimCollection mc, Material overrideMat = null)
        {
            if (Levels == null || Levels.Length <= level)
            {
                return;
            }
            var l = Levels[level];

            if (l == null)
            {
                return;
            }
            WorldMatrixHandle wm = buffer.WorldBuffer.SubmitMatrix(ref world);

            for (int i = 0; i < l.Length; i++)
            {
                var          dc  = l[i];
                MaterialAnim ma  = null;
                Material     mat = overrideMat;
                if (mat == null)
                {
                    mat = dc.GetMaterial(res);
                    if (mat != null)
                    {
                        ma = dc.GetMaterialAnim(mc);
                    }
                    else
                    {
                        mat = res.DefaultMaterial;
                    }
                }
                float z = 0;
                if (mat.Render.IsTransparent)
                {
                    z = RenderHelpers.GetZ(world, mat.Render.Camera.Position, Center);
                }
                WorldMatrixHandle worldHandle = wm;
                if (dc.HasScale)
                {
                    Matrix4x4 tr = dc.Scale * world;
                    worldHandle = buffer.WorldBuffer.SubmitMatrix(ref tr);
                }

                buffer.AddCommand(mat.Render,
                                  ma,
                                  worldHandle,
                                  lights,
                                  dc.Buffer,
                                  PrimitiveTypes.TriangleList,
                                  dc.BaseVertex,
                                  dc.StartIndex,
                                  dc.PrimitiveCount,
                                  SortLayers.OBJECT,
                                  z
                                  );
            }
        }
Example #6
0
 void UpdateStarsphere()
 {
     for (int i = 0; i < starSphereObjects.Length; i++)
     {
         Renderer.StarSphereWorlds[i] = starSphereObjects[i].Rotate * Matrix4x4.CreateTranslation(starSphereObjects[i].Translate);
         var ldynamic = (starSphereObjects[i].Entity.ObjectFlags & ThnObjectFlags.LitDynamic) == ThnObjectFlags.LitDynamic;
         var lambient = (starSphereObjects[i].Entity.ObjectFlags & ThnObjectFlags.LitAmbient) == ThnObjectFlags.LitAmbient;
         var nofog = starSphereObjects[i].Entity.NoFog;
         Renderer.StarSphereLightings[i] = RenderHelpers.ApplyLights(Renderer.SystemLighting,
             starSphereObjects[i].Entity.LightGroup, Vector3.Zero, float.MaxValue, null,
             lambient, ldynamic, nofog);
     }
 }
Example #7
0
        public void DrawRectAppearance(
            Texture2D texture,
            Vector3 Position,
            Vector2 size,
            Color4 color,
            Vector2 topleft,
            Vector2 topright,
            Vector2 bottomleft,
            Vector2 bottomright,
            Vector3 normal,
            float angle,
            int layer,
            BlendMode blend = BlendMode.Normal
            )
        {
            var up       = normal;
            var toCamera = (camera.Position - Position).Normalized();
            var right    = Vector3.Cross(toCamera, up);

            up.Normalize();
            right.Normalize();
            rendat[billboardCount] = new RenderData(
                texture,
                blend,
                RenderKind.Basic,
                (ushort)vertexCountBasic
                );
            //construct points then billboard them?
            CreateBillboard(
                Position,
                size,
                color,
                angle,
                topleft,
                topright,
                bottomleft,
                bottomright,
                right,
                up
                );
            var z = RenderHelpers.GetZ(camera.Position, Position);

            buffer.AddCommand(
                this,
                rendat[billboardCount].GetHashCode(),
                billboardCount,
                layer,
                z
                );
            billboardCount++;
        }
Example #8
0
        public void DrawPerspective(
            Texture2D texture,
            Vector3 Position,
            Vector2 size,
            Color4 color,
            Vector2 topleft,
            Vector2 topright,
            Vector2 bottomleft,
            Vector2 bottomright,
            Vector3 normal,
            float angle,
            int layer,
            BlendMode blend = BlendMode.Normal
            )
        {
            var right = Vector3.Cross(normal, Vector3.UnitY);
            var up    = Vector3.Cross(right, normal);

            up.Normalize();
            right.Normalize();
            rendat[billboardCount] = new RenderData(
                texture,
                blend,
                (ushort)vertexCount
                );
            CreateBillboard(
                Position,
                size,
                color,
                angle,
                topleft,
                topright,
                bottomleft,
                bottomright,
                right,
                up
                );
            var z = RenderHelpers.GetZ(camera.Position, Position);

            buffer.AddCommand(
                this,
                rendat[billboardCount].GetHashCode(),
                billboardCount,
                layer,
                z
                );
            billboardCount++;
        }
Example #9
0
        public void Draw(
            Texture2D texture,
            Vector3 Position,
            Vector2 size,
            Color4 color,
            Vector2 topleft,
            Vector2 topright,
            Vector2 bottomleft,
            Vector2 bottomright,
            float angle,
            int layer,
            BlendMode blend = BlendMode.Normal
            )
        {
            rendat[billboardCount] = new RenderData(
                texture,
                blend,
                RenderKind.Basic,
                (ushort)vertexCountBasic
                );
            CreateBillboard(
                Position,
                size,
                color,
                angle,
                topleft,
                topright,
                bottomleft,
                bottomright
                );
            var z = RenderHelpers.GetZ(camera.Position, Position);

            buffer.AddCommand(
                this,
                rendat[billboardCount].GetHashCode(),
                billboardCount,
                layer,
                z
                );
            billboardCount++;
        }
Example #10
0
        public void DrawTri(
            Texture2D texture,
            Vector3 Position,
            float radius,
            Color4 color,
            Vector2 texa,
            Vector2 texb,
            Vector2 texc,
            float angle,
            int layer,
            BlendMode blend = BlendMode.Normal
            )
        {
            rendat[billboardCount] = RenderData.CreateTri(
                texture,
                blend,
                (ushort)vertexCount
                );
            CreateTriBillboard(
                Position,
                radius,
                color,
                angle,
                texa,
                texb,
                texc,
                camera.View.GetRight(),
                camera.View.GetUp()
                );
            var z = RenderHelpers.GetZ(camera.Position, Position);

            buffer.AddCommand(
                this,
                rendat[billboardCount].GetHashCode(),
                billboardCount,
                layer,
                z
                );
            billboardCount++;
        }
Example #11
0
        public void DrawCustomShader(
            Shader shader,
            ShaderAction setup,
            RenderUserData userData,
            Vector3 Position,
            Vector2 size,
            Color4 color,
            Vector2 topleft,
            Vector2 topright,
            Vector2 bottomleft,
            Vector2 bottomright,
            float angle,
            int layer,
            float z = float.NegativeInfinity
            )
        {
            currentTexture = null;
            int vc = vertexCount;

            CreateBillboard(
                Position,
                size,
                color,
                angle,
                topleft,
                topright,
                bottomleft,
                bottomright
                );
            buffer.AddCommand(
                this,
                shader,
                setup,
                userData,
                vc,
                layer,
                float.IsNegativeInfinity(z) ? RenderHelpers.GetZ(Matrix4.Identity, camera.Position, Position) : z
                );
        }
        public override void Draw(ICamera camera, CommandBuffer commands, SystemLighting lights, NebulaRenderer nr)
        {
            Skeleton.GetTransforms(transform,
                                   out var headTransform,
                                   out var leftTransform,
                                   out var rightTransform
                                   );
            Skeleton.UploadBoneData(commands.BonesBuffer);
            var lighting = RenderHelpers.ApplyLights(
                lights, LightGroup,
                Vector3.Transform(Vector3.Zero, transform), RADIUS, nr,
                LitAmbient, LitDynamic, NoFog
                );

            Skeleton.Body.SetSkinning(Skeleton.BodySkinning);
            Skeleton.Body.Update(camera, 0.0, 0.0);
            Skeleton.Body.DrawBuffer(commands, transform, ref lighting);
            if (Skeleton.Head != null)
            {
                Skeleton.Head.SetSkinning(Skeleton.HeadSkinning);
                Skeleton.Head.Update(camera, 0.0, 0.0);
                Skeleton.Head.DrawBuffer(commands, headTransform, ref lighting);
            }
            if (Skeleton.LeftHand != null)
            {
                Skeleton.LeftHand.SetSkinning(Skeleton.LeftHandSkinning);
                Skeleton.LeftHand.Update(camera, 0.0, 0.0);
                Skeleton.LeftHand.DrawBuffer(commands, leftTransform, ref lighting);
            }
            if (Skeleton.RightHand != null)
            {
                Skeleton.RightHand.SetSkinning(Skeleton.RightHandSkinning);
                Skeleton.RightHand.Update(camera, 0.0, 0.0);
                Skeleton.RightHand.DrawBuffer(commands, rightTransform, ref lighting);
            }
        }
        public void Draw(ResourceManager res, SystemLighting lighting, CommandBuffer buffer, NebulaRenderer nr)
        {
            //Null check
            if (_camera == null)
            {
                return;
            }
            //Asteroids!
            if (Vector3.DistanceSquared(cameraPos, field.Zone.Position) <= renderDistSq)
            {
                float fadeNear = field.FillDist - 100f;
                float fadeFar  = field.FillDist;
                if (field.Cube.Count > 0)
                {
                    if (cubeCount == -1)
                    {
                        return;
                    }
                    asteroidsTask.Wait();
                    for (int i = 0; i < cubeDrawCalls.Count; i++)
                    {
                        cubeDrawCalls[i].Material.Update(_camera);
                    }
                    var lt = RenderHelpers.ApplyLights(lighting, 0, cameraPos, field.FillDist, nr);

                    if (lt.FogMode == FogModes.Linear)
                    {
                        lastFog = lt.FogRange.Y;
                    }
                    else
                    {
                        lastFog = float.MaxValue;
                    }
                    int fadeCount = 0;
                    int regCount  = 0;
                    for (int j = 0; j < cubeCount; j++)
                    {
                        var center = cubes[j].pos;
                        var z      = RenderHelpers.GetZ(cameraPos, center);
                        for (int i = 0; i < cubeDrawCalls.Count; i++)
                        {
                            var dc = cubeDrawCalls[i];
                            if ((Vector3.Distance(center, cameraPos) + cubeRadius) < fadeNear)
                            {
                                buffer.AddCommand(
                                    dc.Material.Render,
                                    null,
                                    buffer.WorldBuffer.SubmitMatrix(ref cubes[j].tr),
                                    lt,
                                    cube_vbo,
                                    PrimitiveTypes.TriangleList,
                                    0,
                                    dc.StartIndex,
                                    dc.Count / 3,
                                    SortLayers.OBJECT
                                    );
                                regCount++;
                            }
                            else
                            {
                                buffer.AddCommandFade(
                                    dc.Material.Render,
                                    buffer.WorldBuffer.SubmitMatrix(ref cubes[j].tr),
                                    lt,
                                    cube_vbo,
                                    PrimitiveTypes.TriangleList,
                                    dc.StartIndex,
                                    dc.Count / 3,
                                    SortLayers.OBJECT,
                                    new Vector2(fadeNear, fadeFar),
                                    z
                                    );
                                fadeCount++;
                            }
                        }
                    }
                }
                if (field.BillboardCount != -1)
                {
                    var cameraLights = RenderHelpers.ApplyLights(lighting, 0, cameraPos, 1, nr);
                    if (billboardTex == null || billboardTex.IsDisposed)
                    {
                        billboardTex = (Texture2D)res.FindTexture(field.BillboardShape.Texture);
                    }
                    billboardTask.Wait();
                    for (int i = 0; i < billboardCount; i++)
                    {
                        var alpha = BillboardAlpha(Vector3.Distance(calculatedBillboards[i].Position, cameraPos));
                        if (alpha <= 0)
                        {
                            continue;
                        }
                        var coords = billboardCoords [calculatedBillboards [i].Texture];
                        sys.Billboards.DrawTri(
                            billboardTex,
                            calculatedBillboards [i].Position,
                            calculatedBillboards[i].Size,
                            new Color4(field.BillboardTint * cameraLights.Ambient, alpha),
                            coords[0], coords[2], coords[1],
                            0,
                            SortLayers.OBJECT
                            );
                    }
                }
            }
            //Band is last
            if (renderBand)
            {
                if (!_camera.Frustum.Intersects(new BoundingSphere(field.Zone.Position, lightingRadius)))
                {
                    return;
                }
                var tex        = (Texture2D)res.FindTexture(field.Band.Shape);
                var bandHandle = buffer.WorldBuffer.SubmitMatrix(ref bandTransform);
                for (int i = 0; i < SIDES; i++)
                {
                    var p      = bandCylinder.GetSidePosition(i);
                    var zcoord = RenderHelpers.GetZ(bandTransform, cameraPos, p);
                    p = Vector3.Transform(p, bandTransform);
                    var lt = RenderHelpers.ApplyLights(lighting, 0, p, lightingRadius, nr);
                    if (lt.FogMode != FogModes.Linear || Vector3.DistanceSquared(cameraPos, p) <= (lightingRadius + lt.FogRange.Y) * (lightingRadius + lt.FogRange.Y))
                    {
                        buffer.AddCommand(
                            bandShader.Shader,
                            bandShaderDelegate,
                            bandShaderCleanup,
                            bandHandle,
                            lt,
                            new RenderUserData()
                        {
                            Float   = field.Band.TextureAspect,
                            Color   = field.Band.ColorShift,
                            Camera  = _camera,
                            Texture = tex,
                        },
                            bandCylinder.VertexBuffer,
                            PrimitiveTypes.TriangleList,
                            0,
                            i * 6,
                            2,
                            true,
                            SortLayers.OBJECT,
                            zcoord
                            );
                    }
                }
            }
        }
Example #14
0
        public void DrawPerspective(
            Texture2D texture,
            Vector3 pos,
            Matrix4 world,
            Vector2 size,
            Color4 color,
            Vector2 topleft,
            Vector2 topright,
            Vector2 bottomleft,
            Vector2 bottomright,
            Vector3 normal,
            float angle,
            int layer,
            BlendMode blend = BlendMode.Normal
            )
        {
            var upref = Vector3.UnitY;

            if ((Vector3.UnitY - normal).Length < float.Epsilon)
            {
                upref = Vector3.UnitZ;
            }
            var srcright = Vector3.Cross(normal, upref);
            var srcup    = Vector3.Cross(srcright, normal);

            srcup.Normalize();
            srcright.Normalize();
            Vector3 up, right;

            if (Math.Abs(angle) < float.Epsilon)
            {
                up    = srcup;
                right = srcright;
            }
            else
            {
                var s = (float)Math.Sin(angle);
                var c = (float)Math.Cos(angle);
                up    = c * srcright - s * srcup;
                right = s * srcright + c * srcup;
            }
            rendat[billboardCount] = new RenderData(
                texture,
                blend,
                RenderKind.Rect,
                (ushort)vertexCountRect
                );
            //
            var sz = 0.5f * size;

            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos - right * sz.X - up * sz.Y, world
                    ),
                color,
                bottomleft
                );
            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos + right * sz.X - up * sz.Y, world
                    ),
                color,
                topleft
                );
            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos - right * sz.X + up * sz.Y, world
                    ),
                color,
                bottomright
                );
            verticesRect[vertexCountRect++] = new VertexPositionColorTexture(
                VectorMath.Transform(
                    pos + right * sz.X + up * sz.Y, world
                    ),
                color,
                topright
                );
            //
            var z = RenderHelpers.GetZ(camera.Position, pos);

            buffer.AddCommand(
                this,
                rendat[billboardCount].GetHashCode(),
                billboardCount,
                layer,
                z
                );
            billboardCount++;
        }
Example #15
0
        public override void Draw(ICamera camera, CommandBuffer commands, SystemLighting lights, NebulaRenderer nr)
        {
            if (sysr == null || vertices == null)
            {
                return;
            }
            float z = RenderHelpers.GetZ(Matrix4x4.Identity, camera.Position, pos);

            if (z > 900000) // Reduce artefacts from fast Z-sort calculation. This'll probably cause issues somewhere else
            {
                z = 900000;
            }
            var dist_scale = nr != null ? nr.Nebula.SunBurnthroughScale : 1;
            var alpha      = nr != null ? nr.Nebula.SunBurnthroughIntensity : 1;

            if (radialShader == null)
            {
                radialShader = ShaderCache.Get("sun.vs", "sun_radial.frag");
                radialTex0   = radialShader.Shader.GetLocation("tex0");
                radialSize   = radialShader.Shader.GetLocation("SizeMultiplier");
                radialAlpha  = radialShader.Shader.GetLocation("outerAlpha");
            }
            if (spineShader == null)
            {
                spineShader = ShaderCache.Get("sun.vs", "sun_spine.frag");
                spineTex0   = spineShader.Shader.GetLocation("tex0");
                spineSize   = spineShader.Shader.GetLocation("SizeMultiplier");
            }
            radialShader.SetViewProjection(camera);
            radialShader.SetView(camera);
            spineShader.SetViewProjection(camera);
            spineShader.SetView(camera);

            int idx = sysr.StaticBillboards.DoVertices(ref ID, vertices);

            if (Sun.CenterSprite != null)
            {
                //draw center
                var cr = (Texture2D)sysr.ResourceManager.FindTexture(Sun.CenterSprite);
                commands.AddCommand(radialShader.Shader, RadialSetup, Cleanup, commands.WorldBuffer.Identity,
                                    new RenderUserData()
                {
                    Float = 0, Color = new Color4(dist_scale, alpha, 0, 0), Texture = cr
                }, sysr.StaticBillboards.VertexBuffer, PrimitiveTypes.TriangleList,
                                    idx, 2, true, SortLayers.SUN, z);
                //next
                idx += 6;
            }
            //draw glow
            var gr = (Texture2D)sysr.ResourceManager.FindTexture(Sun.GlowSprite);

            commands.AddCommand(radialShader.Shader, RadialSetup, Cleanup, commands.WorldBuffer.Identity,
                                new RenderUserData()
            {
                Float = 1, Color = new Color4(dist_scale, alpha, 0, 0), Texture = gr
            }, sysr.StaticBillboards.VertexBuffer, PrimitiveTypes.TriangleList,
                                idx, 2, true, SortLayers.SUN, z + 108f);
            //next
            idx += 6;
            //draw spines
            if (Sun.SpinesSprite != null && nr == null)
            {
                var spinetex = (Texture2D)sysr.ResourceManager.FindTexture(Sun.SpinesSprite);
                commands.AddCommand(spineShader.Shader, SpineSetup, Cleanup, commands.WorldBuffer.Identity,
                                    new RenderUserData()
                {
                    Texture = spinetex
                }, sysr.StaticBillboards.VertexBuffer, PrimitiveTypes.TriangleList,
                                    idx, 2 * Sun.Spines.Count, true, SortLayers.SUN, z + 1112f);
            }
        }
Example #16
0
 public override void Draw(ICamera camera, CommandBuffer commands, SystemLighting lights, NebulaRenderer nr)
 {
     Init();
     if (Dfm != null)
     {
         Dfm.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         var center = VectorMath.Transform(Vector3.Zero, World);
         //var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, 20, nr, LitAmbient, LitDynamic, NoFog);
         Dfm.DrawBuffer(commands, World, ref Lighting.Empty);
     }
     if (Model != null)
     {
         if (Model.Levels.Length > 0)
         {
             Model.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
             var center = VectorMath.Transform(Model.Levels[0].Center, World);
             var lvl    = GetLevel(Model, center, camera.Position);
             if (lvl == null)
             {
                 return;
             }
             var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, Model.Levels[0].Radius, nr, LitAmbient, LitDynamic, NoFog);
             var r        = Model.Levels [0].Radius + lighting.FogRange.Y;
             if (lighting.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, center) <= (r * r))
             {
                 Model.DrawBufferLevel(lvl, commands, World, ref lighting);
             }
         }
     }
     else if (Cmp != null)
     {
         Cmp.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         foreach (Part p in Cmp.Parts)
         {
             var     model = p.Model;
             Matrix4 w     = World;
             if (p.Construct != null)
             {
                 w = p.Construct.Transform * World;
             }
             if (model.Levels.Length > 0)
             {
                 var center = VectorMath.Transform(model.Levels[0].Center, w);
                 var lvl    = GetLevel(model, center, camera.Position);
                 if (lvl == null)
                 {
                     continue;
                 }
                 var bsphere = new BoundingSphere(
                     center,
                     model.Levels[0].Radius
                     );
                 if (camera.Frustum.Intersects(bsphere))
                 {
                     var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, model.Levels[0].Radius, nr, LitAmbient, LitDynamic, NoFog);
                     var r        = model.Levels [0].Radius + lighting.FogRange.Y;
                     if (lighting.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, center) <= (r * r))
                     {
                         model.DrawBufferLevel(lvl, commands, w, ref lighting);
                     }
                 }
             }
         }
     }
     else if (CmpParts != null)
     {
         _parentCmp.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         foreach (Part p in CmpParts)
         {
             p.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
             var     model = p.Model;
             Matrix4 w     = World;
             if (p.Construct != null)
             {
                 w = p.Construct.Transform * World;
             }
             if (model.Levels.Length > 0)
             {
                 var center = VectorMath.Transform(model.Levels[0].Center, w);
                 var lvl    = GetLevel(model, center, camera.Position);
                 if (lvl == null)
                 {
                     continue;
                 }
                 var bsphere = new BoundingSphere(
                     center,
                     model.Levels[0].Radius
                     );
                 if (camera.Frustum.Intersects(bsphere))
                 {
                     var lighting = RenderHelpers.ApplyLights(lights, LightGroup, center, model.Levels[0].Radius, nr, LitAmbient, LitDynamic, NoFog);
                     var r        = model.Levels[0].Radius + lighting.FogRange.Y;
                     if (lighting.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, center) <= (r * r))
                     {
                         model.DrawBufferLevel(lvl, commands, w, ref lighting);
                     }
                 }
             }
         }
     }
     else if (Sph != null)
     {
         Sph.Update(camera, TimeSpan.Zero, TimeSpan.FromSeconds(sysr.Game.TotalTime));
         var l = RenderHelpers.ApplyLights(lights, LightGroup, pos, Sph.Radius, nr, LitAmbient, LitDynamic, NoFog);
         var r = Sph.Radius + l.FogRange.Y;
         if (l.FogMode != FogModes.Linear || VectorMath.DistanceSquared(camera.Position, pos) <= (r * r))
         {
             Sph.DrawBuffer(commands, World, ref l);
         }
     }
 }
Example #17
0
        public void Draw(ResourceManager res, SystemLighting lighting, CommandBuffer buffer, NebulaRenderer nr)
        {
            //Null check
            if (_camera == null)
            {
                return;
            }
            //Asteroids!
            if (VectorMath.DistanceSquared(cameraPos, field.Zone.Position) <= renderDistSq)
            {
                float fadeNear = field.FillDist * 0.9f;
                float fadeFar  = field.FillDist;
                if (field.Cube.Count > 0)
                {
                    if (cubeCount == -1)
                    {
                        return;
                    }
                    for (int i = 0; i < cubeDrawCalls.Count; i++)
                    {
                        cubeDrawCalls[i].Material.Update(_camera);
                    }
                    var lt = RenderHelpers.ApplyLights(lighting, 0, cameraPos, field.FillDist, nr);
                    while (!_asteroidsCalculated)
                    {
                    }
                    for (int j = 0; j < cubeCount; j++)
                    {
                        var center = cubes[j].pos;
                        var z      = RenderHelpers.GetZ(cameraPos, center);
                        for (int i = 0; i < cubeDrawCalls.Count; i++)
                        {
                            var dc = cubeDrawCalls[i];
                            if (VectorMath.DistanceSquared(center, cameraPos) < (fadeNear * fadeNear))
                            { //TODO: Accurately determine whether or not a cube has fading
                            }
                            buffer.AddCommandFade(
                                dc.Material.Render,
                                cubes[j].tr,
                                lt,
                                cube_vbo,
                                PrimitiveTypes.TriangleList,
                                dc.StartIndex,
                                dc.Count / 3,
                                SortLayers.OBJECT,
                                new Vector2(fadeNear, fadeFar),
                                z
                                );
                        }
                    }
                }
                if (field.BillboardCount != -1 || false)
                {
                    var cameraLights = RenderHelpers.ApplyLights(lighting, 0, cameraPos, 1, nr);
                    if (billboardTex == null || billboardTex.IsDisposed)
                    {
                        billboardTex = (Texture2D)res.FindTexture(field.BillboardShape.Texture);
                    }

                    for (int i = 0; i < astbillboards.Length; i++)
                    {
                        if (!astbillboards [i].Inited)
                        {
                            astbillboards [i].Spawn(this);
                        }
                        var d = VectorMath.DistanceSquared(cameraPos, astbillboards [i].Position);
                        if (d < (field.BillboardDistance * field.BillboardDistance) || d > (field.FillDist * field.FillDist))
                        {
                            astbillboards [i].Spawn(this);
                        }
                        if (astbillboards [i].Visible)
                        {
                            var alpha  = 1f;
                            var coords = billboardCoords [astbillboards [i].Texture];
                            sys.Game.Billboards.DrawTri(
                                billboardTex,
                                astbillboards [i].Position,
                                astbillboards[i].Size,
                                new Color4(field.BillboardTint * cameraLights.Ambient.Rgb, alpha),
                                coords[0], coords[2], coords[1],
                                0,
                                SortLayers.OBJECT
                                );
                        }
                    }
                }
            }

            //Band is last
            if (renderBand)
            {
                if (!_camera.Frustum.Intersects(new BoundingSphere(field.Zone.Position, lightingRadius)))
                {
                    return;
                }
                var tex = (Texture2D)res.FindTexture(field.Band.Shape);
                for (int i = 0; i < SIDES; i++)
                {
                    var p      = bandCylinder.GetSidePosition(i);
                    var zcoord = RenderHelpers.GetZ(bandTransform, cameraPos, p);
                    p = bandTransform.Transform(p);
                    var lt = RenderHelpers.ApplyLights(lighting, 0, p, lightingRadius, nr);
                    if (lt.FogMode != FogModes.Linear || VectorMath.DistanceSquared(cameraPos, p) <= (lightingRadius + lt.FogRange.Y) * (lightingRadius + lt.FogRange.Y))
                    {
                        buffer.AddCommand(
                            bandShader.Shader,
                            bandShaderDelegate,
                            bandShaderCleanup,
                            bandTransform,
                            lt,
                            new RenderUserData()
                        {
                            Float   = field.Band.TextureAspect,
                            Color   = field.Band.ColorShift,
                            Camera  = _camera,
                            Texture = tex,
                            Matrix2 = bandNormal
                        },
                            bandCylinder.VertexBuffer,
                            PrimitiveTypes.TriangleList,
                            0,
                            i * 6,
                            2,
                            true,
                            SortLayers.OBJECT,
                            zcoord
                            );
                    }
                }
            }
        }