/// <summary> /// Initializes a new instance of the <see cref="ParticleSystem"/> class. /// </summary> public ParticleSystem() { // Create the effect for the system. OpenGLAttributesEffect attributesEffect = new OpenGLAttributesEffect(); attributesEffect.LightingAttributes.Enable = false; // Add the effects. AddEffect(attributesEffect); }
/// <summary> /// Initialises a modeling scene. A modeling scene has: /// - A 'Look At' camera targetting the centre of the scene /// - Three gentle omnidirectional lights /// - A design time grid and axis. /// </summary> /// <param name="scene">The scene.</param> public static void InitialiseModelingScene(Scene scene) { //float x_largura = 10; //float y_profundidade = 9; //double distancia = Math.Sqrt((y_profundidade * y_profundidade) + (x_largura * x_largura)); // Create the 'Look At' camera var lookAtCamera = new LookAtCamera() { Position = new Vertex(-10f, -12f, 10f), Target = new Vertex(0, 0, 0), UpVector = new Vertex(0f, 0f, 1f) }; // Set the look at camera as the current camera. scene.CurrentCamera = lookAtCamera; // Add some design-time primitives. var folder = new Folder() { Name = "Design Primitives" }; folder.AddChild(new Grid()); folder.AddChild(new Axies()); scene.SceneContainer.AddChild(folder); // Create some lights. Light light1 = new Light() { Name = "Light 1", On = true, Position = new Vertex(-9, -9, 11), GLCode = OpenGL.GL_LIGHT6 }; Light light2 = new Light() { Name = "Light 2", On = true, Position = new Vertex(9, -9, 11), GLCode = OpenGL.GL_LIGHT6 }; Light light3 = new Light() { Name = "Light 3", On = true, Position = new Vertex(0, 15, 15), GLCode = OpenGL.GL_LIGHT6 }; // Add the lights. folder = new Folder() { Name = "Lights" }; folder.AddChild(light1); folder.AddChild(light2); folder.AddChild(light3); scene.SceneContainer.AddChild(folder); // Create a set of scene attributes. OpenGLAttributesEffect sceneAttributes = new OpenGLAttributesEffect() { Name = "Scene Attributes" }; // Specify the scene attributes. sceneAttributes.EnableAttributes.EnableDepthTest = true; sceneAttributes.EnableAttributes.EnableNormalize = true; sceneAttributes.EnableAttributes.EnableLighting = true; sceneAttributes.EnableAttributes.EnableTexture2D = true; sceneAttributes.EnableAttributes.EnableBlend = true; sceneAttributes.EnableAttributes.EnableAlphaTest = true; sceneAttributes.ColorBufferAttributes.BlendingSourceFactor = BlendingSourceFactor.SourceAlpha; sceneAttributes.ColorBufferAttributes.BlendingDestinationFactor = BlendingDestinationFactor.OneMinusSourceAlpha; sceneAttributes.LightingAttributes.TwoSided = true; scene.SceneContainer.AddEffect(sceneAttributes); }