Esempio n. 1
0
        public SLaserBeamMiddleObject(SLaser laser,
                                      int beamId,
                                      SSScene cameraScene,
                                      SSTexture middleBackgroundTexture,
                                      SSTexture middleOverlayTexture,
                                      SSTexture inteferenceTexture)
        {
            this._laser       = laser;
            this._beamId      = beamId;
            this._cameraScene = cameraScene;

            this.renderState.castsShadow     = false;
            this.renderState.receivesShadows = false;
            this.renderState.depthTest       = true;
            this.renderState.depthWrite      = false;
            this.renderState.alphaBlendingOn = true;
            //this.renderState.alphaBlendingOn = false;

            renderState.blendFactorSrcRGB  = renderState.blendFactorSrcAlpha = BlendingFactorSrc.SrcAlpha;
            renderState.blendFactorDestRGB = renderState.blendFactorDestAlpha = BlendingFactorDest.One;

            // reset all mat colors. emission will be controlled during rendering
            this.colorMaterial = new SSColorMaterial(Color4Helper.Zero);

            this.middleBackgroundSprite = middleBackgroundTexture;
            this.middleOverlayTexture   = middleOverlayTexture;
            this.interferenceTexture    = inteferenceTexture;

            // initialize non-changing vertex data
            _initMiddleMesh();
            _initInterferenceVertices();

            // force an update to make sure we are not rendering (very noticable) bogus
            Update(0f);
        }
        public SLaserBurnParticlesObject(SSObject burningObject, int particleCapacity = 100, SSTexture texture = null)
            : base(new SLaserBurnParticleSystem (particleCapacity), 
                   SSTexturedQuad.doubleFaceInstance, _defaultUsageHint)
        {
            _burningObject = burningObject;
            if (_burningObject != null) {
                // do this now because render may never get called otherwise due to frustum culling
                // and world mat will never get updated and never rendered
                this.worldMat = _burningObject.worldMat;
            }

            renderState.castsShadow = false;
            renderState.receivesShadows = false;
            renderState.doBillboarding = false;
            renderState.depthTest = true;
            renderState.depthWrite = false;
            renderState.lighted = false;

            renderState.alphaBlendingOn = true;
            renderState.blendFactorSrcRGB = renderState.blendFactorSrcAlpha = BlendingFactorSrc.SrcAlpha;
            renderState.blendFactorDestRGB = renderState.blendFactorDestAlpha = BlendingFactorDest.One;

            // bypass frustum culling so camera updates are sent to activate particle emission
            renderState.frustumCulling = false;

            base.selectable = false;
            base.simulateOnUpdate = false;
            base.simulateOnRender = false;

            base.colorMaterial = SSColorMaterial.pureAmbient;

            base.textureMaterial = new SSTextureMaterial(null, null, texture, null);
        }
        public SSInstancedSpriteRenderer(
            SSScene cameraScene3d,
            SSInstancesData instanceData,
            SSTexture tex = null
            )
            : base(instanceData,
                   SSTexturedQuad.DoubleFaceInstance,
                   BufferUsageHint.StreamDraw)
        {
            base.renderState.castsShadow     = false;
            base.renderState.receivesShadows = false;
            base.renderState.depthTest       = false;
            base.renderState.depthWrite      = false;
            base.renderState.lighted         = false;
            base.AmbientMatColor             = new Color4(1f, 1f, 1f, 1f);
            base.DiffuseMatColor             = new Color4(0f, 0f, 0f, 0f);
            base.EmissionMatColor            = new Color4(0f, 0f, 0f, 0f);
            base.SpecularMatColor            = new Color4(0f, 0f, 0f, 0f);
            base.ShininessMatColor           = 0f;
            base.selectable = false;
            if (tex != null)
            {
                base.textureMaterial = new SSTextureMaterial(tex);
            }

            this.cameraScene3d = cameraScene3d;
        }
        public SExplosionRenderManager(int particleCapacity = 500, SSTexture texture = null)
            : base(new SExplosionSystem(particleCapacity),
                   SSTexturedQuad.DoubleFaceInstance,
                   _defaultUsageHint
                   )
        {
            renderState.castsShadow     = false;
            renderState.receivesShadows = false;
            renderState.doBillboarding  = false;
            renderState.alphaBlendingOn = true;
            //renderState.depthTest = true;
            renderState.depthTest  = true;
            renderState.depthWrite = false;
            renderState.lighted    = false;

            simulateOnUpdate = true;
            Name             = "simple expolsion renderer";

            base.AmbientMatColor   = new Color4(1f, 1f, 1f, 1f);
            base.DiffuseMatColor   = new Color4(0f, 0f, 0f, 0f);
            base.EmissionMatColor  = new Color4(0f, 0f, 0f, 0f);
            base.SpecularMatColor  = new Color4(0f, 0f, 0f, 0f);
            base.ShininessMatColor = 0f;

            var tex = texture ?? SExplosionSystem.getDefaultTexture();

            textureMaterial = new SSTextureMaterial(null, null, tex, null);
        }
        public SLaserBurnParticlesObject(int particleCapacity = 100, SSTexture texture = null)
            : base(new SLaserBurnParticleSystem (particleCapacity), 
                   SSTexturedQuad.DoubleFaceInstance, _defaultUsageHint)
        {
            renderState.castsShadow = false;
            renderState.receivesShadows = false;
            renderState.doBillboarding = false;
            renderState.depthTest = true;
            renderState.depthWrite = false;
            renderState.lighted = false;

            renderState.alphaBlendingOn = true;
            renderState.blendFactorSrc = BlendingFactorSrc.SrcAlpha;
            renderState.blendFactorDest = BlendingFactorDest.One;

            // bypass frustum culling so camera updates are sent to activate particle emission
            renderState.frustumCulling = false;

            base.selectable = false;
            base.simulateOnUpdate = true;

            base.AmbientMatColor = new Color4 (1f, 1f, 1f, 1f);
            base.DiffuseMatColor = new Color4 (0f, 0f, 0f, 0f);
            base.EmissionMatColor = new Color4(0f, 0f, 0f, 0f);
            base.SpecularMatColor = new Color4 (0f, 0f, 0f, 0f);
            base.ShininessMatColor = 0f;

            base.textureMaterial = new SSTextureMaterial(null, null, texture, null);
        }
        public SExplosionRenderManager(int particleCapacity = 500, SSTexture texture = null)
            : base(new SExplosionSystem(particleCapacity),
				   SSTexturedQuad.DoubleFaceInstance,
				   _defaultUsageHint)
        {
            renderState.castsShadow = false;
            renderState.receivesShadows = false;
            renderState.doBillboarding = false;
            renderState.alphaBlendingOn = true;
            //renderState.depthTest = true;
            renderState.depthTest = true;
            renderState.depthWrite = false;
            renderState.lighted = false;

            simulateOnUpdate = true;
            Name = "simple expolsion renderer";

            base.AmbientMatColor = new Color4 (1f, 1f, 1f, 1f);
            base.DiffuseMatColor = new Color4 (0f, 0f, 0f, 0f);
            base.EmissionMatColor = new Color4(0f, 0f, 0f, 0f);
            base.SpecularMatColor = new Color4 (0f, 0f, 0f, 0f);
            base.ShininessMatColor = 0f;

            var tex = texture ?? SExplosionSystem.getDefaultTexture();
            textureMaterial = new SSTextureMaterial(null, null, tex, null);
        }
 public SimpleSunFlareMesh(SSScene sunScene,
                           SSObjectBillboard sun,
                           SSTexture texture,
                           RectangleF[] spriteRects,
                           Vector2[] spriteScales = null)
 {
     init(sunScene, sun, texture, spriteRects, spriteScales);
 }
Esempio n. 8
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 public SimpleSunFlareMesh(SSScene sunScene,
                          SSObjectBillboard sun,
                          SSTexture texture,
                          RectangleF[] spriteRects,
                          Vector2[] spriteScales = null)
 {
     init(sunScene, sun, texture, spriteRects, spriteScales);
 }
        private void init(SSScene sunScene,
                          SSObjectBillboard sun,
                          SSTexture texture,
                          RectangleF[] spriteRects,
                          Vector2[] spriteScales)
        {
            base.textureMaterial = new SSTextureMaterial(texture);
            this.sunBillboard    = sun;
            this.sunScene        = sunScene;
            this.numElements     = spriteRects.Length;
            if (spriteScales == null)
            {
                spriteScales = new Vector2[numElements];
                for (int i = 0; i < numElements; ++i)
                {
                    spriteScales [i] = new Vector2(1f);
                }
            }
            else
            {
                if (spriteScales.Length != numElements)
                {
                    throw new Exception("texture coordinate array size does not match that of sprite scale array");
                    spriteScales = new Vector2[numElements];
                    for (int i = 0; i < numElements; ++i)
                    {
                        spriteScales [i] = new Vector2(1f);
                    }
                }
            }
            this.spriteScales = spriteScales;

            UInt16[] indices = new UInt16[numElements * 6];
            for (int i = 0; i < numElements; ++i)
            {
                int baseLoc = i * 6;
                int baseVal = i * 4;
                indices [baseLoc]     = (UInt16)baseVal;
                indices [baseLoc + 1] = (UInt16)(baseVal + 2);
                indices [baseLoc + 2] = (UInt16)(baseVal + 1);
                indices [baseLoc + 3] = (UInt16)baseVal;
                indices [baseLoc + 4] = (UInt16)(baseVal + 3);
                indices [baseLoc + 5] = (UInt16)(baseVal + 2);
            }
            Mesh = new SSIndexedMesh <SSVertex_PosTex> (null, indices);

            vertices = new SSVertex_PosTex[numElements * 4];
            for (int r = 0; r < spriteRects.Length; ++r)
            {
                RectangleF rect    = spriteRects [r];
                int        baseIdx = r * 4;
                vertices [baseIdx]     = new SSVertex_PosTex(0f, 0f, 0f, rect.Left, rect.Bottom);
                vertices [baseIdx + 1] = new SSVertex_PosTex(0f, 0f, 0f, rect.Right, rect.Bottom);
                vertices [baseIdx + 2] = new SSVertex_PosTex(0f, 0f, 0f, rect.Right, rect.Top);
                vertices [baseIdx + 3] = new SSVertex_PosTex(0f, 0f, 0f, rect.Left, rect.Top);
            }
        }
Esempio n. 10
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 public SimpleSunFlareMesh(SSScene sunScene,
                         SSObjectBillboard sun,
                         SSTexture texture,
                         RectangleF[] spriteRects,
                         float[] spriteScales)
 {
     Vector2[] spriteScalesV2 = new Vector2[spriteScales.Length];
     for (int i = 0; i < spriteScalesV2.Length; ++i) {
         spriteScalesV2 [i] = new Vector2 (spriteScales [i]);
     }
     init(sunScene, sun, texture, spriteRects, spriteScalesV2);
 }
 public SimpleSunFlareMesh(SSScene sunScene,
                           SSObjectBillboard sun,
                           SSTexture texture,
                           RectangleF[] spriteRects,
                           float[] spriteScales)
 {
     Vector2[] spriteScalesV2 = new Vector2[spriteScales.Length];
     for (int i = 0; i < spriteScalesV2.Length; ++i)
     {
         spriteScalesV2 [i] = new Vector2(spriteScales [i]);
     }
     init(sunScene, sun, texture, spriteRects, spriteScalesV2);
 }
Esempio n. 12
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        public SSSunFlareRenderer(SSScene camera3dScene, SSObjectOcclusionQueuery sunDiskObj,
            SSTexture texture = null)
            : base(camera3dScene, 
                new SInstancedSpriteData(Math.Max(SSunFlareUpdater.defaultRects.Length, 
                                                  SSunFlareUpdater.defaultSpriteScales.Length)),
                texture ?? defaultTexture())
        {
            this.renderState.alphaBlendingOn = true;
            this.renderState.blendFactorSrc = BlendingFactorSrc.SrcAlpha;
            this.renderState.blendFactorDest = BlendingFactorDest.OneMinusSrcAlpha;

            addUpdater(new SSunFlareUpdater (camera3dScene, sunDiskObj));
        }
Esempio n. 13
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        public SSSunFlareRenderer(SSScene camera3dScene, SSObjectOcclusionQueuery sunDiskObj,
                                  SSTexture texture = null)
            : base(camera3dScene,
                   new SInstancedSpriteData(Math.Max(SSunFlareUpdater.defaultRects.Length,
                                                     SSunFlareUpdater.defaultSpriteScales.Length)),
                   texture ?? defaultTexture())
        {
            this.renderState.alphaBlendingOn = true;
            this.renderState.blendFactorSrc  = BlendingFactorSrc.SrcAlpha;
            this.renderState.blendFactorDest = BlendingFactorDest.OneMinusSrcAlpha;

            addUpdater(new SSunFlareUpdater(camera3dScene, sunDiskObj));
        }
Esempio n. 14
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        public SSkyboxRenderer(SSTexture[] textures = null)
        {
            this.renderState.depthTest = true;
            this.renderState.depthWrite = false;
            this.renderState.lighted = false;
            this.renderState.frustumCulling = false;
            this.renderState.noShader = true;

            this.textures = new SSTexture[(int)Face.NumFaces];
            for (int i = 0; i < (int)Face.NumFaces; ++i) {
                SSTexture tex = (textures != null) ? textures [i] : null;
                tex = tex ?? SSAssetManager.GetInstance<SSTexture>(defaultTextures [i]);
                this.textures [i] = tex;
            }
        }
Esempio n. 15
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        public SSkyboxRenderer(SSTexture[] textures = null)
        {
            this.renderState.depthTest      = true;
            this.renderState.lighted        = false;
            this.renderState.frustumCulling = false;
            this.renderState.noShader       = true;

            this.textures = new SSTexture[(int)Face.NumFaces];
            for (int i = 0; i < (int)Face.NumFaces; ++i)
            {
                SSTexture tex = (textures != null) ? textures [i] : null;
                tex = tex ?? SSAssetManager.GetInstance <SSTexture>(defaultTextures [i]);
                this.textures [i] = tex;
            }
        }
Esempio n. 16
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 public SSInstancedSpriteRenderer(
     SSScene cameraScene3d,
     SSInstancesData instanceData,
     SSTexture tex = null
     )
     : base(instanceData,
            SSTexturedQuad.doubleFaceInstance,
            BufferUsageHint.StreamDraw)
 {
     base.renderState.castsShadow     = false;
     base.renderState.receivesShadows = false;
     base.renderState.depthTest       = false;
     base.renderState.depthWrite      = false;
     base.renderState.lighted         = false;
     base.colorMaterial = SSColorMaterial.pureAmbient;
     base.selectable    = false;
     if (tex != null)
     {
         base.textureMaterial = new SSTextureMaterial(tex);
     }
     this.cameraScene3d = cameraScene3d;
 }
        public SLaserBeamMiddleObject(SLaser laser,
									   int beamId,
									   SSScene cameraScene,
								       SSTexture middleBackgroundTexture,
									   SSTexture middleOverlayTexture,
                                       SSTexture inteferenceTexture)
        {
            this._laser = laser;
            this._beamId = beamId;
            this._cameraScene = cameraScene;

            this.renderState.castsShadow = false;
            this.renderState.receivesShadows = false;
            this.renderState.depthTest = true;
            this.renderState.depthWrite = false;
            this.renderState.alphaBlendingOn = true;
            //this.renderState.alphaBlendingOn = false;
            this.renderState.blendFactorSrc = BlendingFactorSrc.SrcAlpha;
            this.renderState.blendFactorDest = BlendingFactorDest.One;

            // reset all mat colors. emission will be controlled during rendering
            this.AmbientMatColor = new Color4(0f, 0f, 0f, 0f);
            this.DiffuseMatColor = new Color4(0f, 0f, 0f, 0f);
            this.SpecularMatColor = new Color4(0f, 0f, 0f, 0f);
            this.EmissionMatColor = new Color4(0f, 0f, 0f, 0f);

            this.middleBackgroundSprite = middleBackgroundTexture;
            this.middleOverlayTexture = middleOverlayTexture;
            this.interferenceTexture = inteferenceTexture;

            // initialize non-changing vertex data
            _initMiddleMesh ();
            _initInterferenceVertices ();

            // force an update to make sure we are not rendering (very noticable) bogus
            Update(0f);
        }
        public SLaserBurnParticlesObject(SSObject burningObject, int particleCapacity = 100, SSTexture texture = null)
            : base(new SLaserBurnParticleSystem(particleCapacity),
                   SSTexturedQuad.DoubleFaceInstance, _defaultUsageHint)
        {
            _burningObject = burningObject;
            if (_burningObject != null)
            {
                // do this now because render may never get called otherwise due to frustum culling
                // and world mat will never get updated and never rendered
                this.worldMat = _burningObject.worldMat;
            }

            renderState.castsShadow     = false;
            renderState.receivesShadows = false;
            renderState.doBillboarding  = false;
            renderState.depthTest       = true;
            renderState.depthWrite      = false;
            renderState.lighted         = false;

            renderState.alphaBlendingOn = true;
            renderState.blendFactorSrc  = BlendingFactorSrc.SrcAlpha;
            renderState.blendFactorDest = BlendingFactorDest.One;

            // bypass frustum culling so camera updates are sent to activate particle emission
            renderState.frustumCulling = false;

            base.selectable       = false;
            base.simulateOnUpdate = false;
            base.simulateOnRender = false;

            base.colorMaterial = SSColorMaterial.pureAmbient;

            base.textureMaterial = new SSTextureMaterial(null, null, texture, null);
        }
Esempio n. 19
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        protected override void setupScene()
        {
            base.setupScene();

            var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/", "Drone2.obj");

            // add drone
            SSObject droneObj = new SSObjectMesh(mesh);

            scene.AddObject(droneObj);
            droneObj.renderState.lighted = true;
            droneObj.AmbientMatColor     = new Color4(0.1f, 0.1f, 0.1f, 0.1f);
            droneObj.DiffuseMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.SpecularMatColor    = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.EmissionMatColor    = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.ShininessMatColor   = 10.0f;
            //droneObj.EulerDegAngleOrient(-40.0f,0.0f);
            droneObj.Pos  = new OpenTK.Vector3(0, 0, -15f);
            droneObj.Name = "drone 1";

            // add second drone

            SSObject drone2Obj = new SSObjectMesh(
                SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/", "Drone2.obj")
                );

            scene.AddObject(drone2Obj);
            drone2Obj.renderState.lighted = true;
            drone2Obj.AmbientMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.DiffuseMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            droneObj.SpecularMatColor     = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.EmissionMatColor    = new Color4(0.3f, 0.3f, 0.3f, 0.3f);
            drone2Obj.ShininessMatColor   = 10.0f;
            drone2Obj.EulerDegAngleOrient(-40f, 0f);
            drone2Obj.Pos  = new OpenTK.Vector3(0f, 0f, 0f);
            drone2Obj.Name = "drone 2";

            // setup a sun billboard object and a sun flare spriter renderer
            {
                var sunDisk      = new SSMeshDisk();
                var sunBillboard = new SSObjectBillboard(sunDisk, true);
                sunBillboard.MainColor = new Color4(1f, 1f, 0.8f, 1f);
                sunBillboard.Pos       = new Vector3(0f, 0f, 18000f);
                sunBillboard.Scale     = new Vector3(600f);
                sunBillboard.renderState.frustumCulling = false;
                sunBillboard.renderState.lighted        = false;
                sunBillboard.renderState.castsShadow    = false;
                sunDiskScene.AddObject(sunBillboard);

                SSTexture    flareTex         = SSAssetManager.GetInstance <SSTextureWithAlpha>(".", "sun_flare.png");
                const float  bigOffset        = 0.8889f;
                const float  smallOffset      = 0.125f;
                RectangleF[] flareSpriteRects =
                {
                    new RectangleF(0f,                      0f,          1f, bigOffset),
                    new RectangleF(0f,               bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset,      bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset * 2f, bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset * 3f, bigOffset, smallOffset, smallOffset),
                };
                float[] spriteScales = { 20f, 1f, 2f, 1f, 1f };
                var     sunFlare     = new SimpleSunFlareMesh(sunDiskScene, sunBillboard, flareTex,
                                                              flareSpriteRects, spriteScales);
                sunFlare.Scale = new Vector3(2f);
                sunFlare.renderState.lighted = false;
                sunFlareScene.AddObject(sunFlare);
            }

            // instanced asteroid ring
            //if (false)
            {
                var roidmesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("simpleasteroid", "asteroid.obj");
                var ringGen  = new BodiesRingGenerator(
                    120f, 50f,
                    Vector3.Zero, Vector3.UnitY, 250f,
                    0f, (float)Math.PI * 2f,
                    1f, 3f, 1f, 0.5f
                    //10f, 30f, 1f, 20f
                    );

                var ringEmitter = new SSBodiesFieldEmitter(ringGen);
                ringEmitter.particlesPerEmission = 10000;
                //ringEmitter.ParticlesPerEmission = 10;

                var ps = new SSParticleSystem(10000);
                ps.addEmitter(ringEmitter);
                Console.WriteLine("Packing 10k asteroids into a ring. This may take a second...");
                ps.emitAll();
                asteroidRingRenderer = new SSInstancedMeshRenderer(ps, roidmesh, BufferUsageHint.StaticDraw);
                asteroidRingRenderer.simulateOnUpdate            = false;
                asteroidRingRenderer.depthRead                   = true;
                asteroidRingRenderer.depthWrite                  = true;
                asteroidRingRenderer.Name                        = "instanced asteroid renderer";
                asteroidRingRenderer.renderState.castsShadow     = true;
                asteroidRingRenderer.renderState.receivesShadows = true;
                scene.AddObject(asteroidRingRenderer);
            }

            // particle system test
            // particle systems should be drawn last (if it requires alpha blending)
            //if (false)
            {
                // setup an emitter
                var box     = new ParticlesSphereGenerator(new Vector3(0f, 0f, 0f), 10f);
                var emitter = new SSParticlesFieldEmitter(box);
                //emitter.EmissionDelay = 5f;
                emitter.particlesPerEmission = 1;
                emitter.emissionInterval     = 0.5f;
                emitter.life = 1000f;
                emitter.colorOffsetComponentMin = new Color4(0.5f, 0.5f, 0.5f, 1f);
                emitter.colorOffsetComponentMax = new Color4(1f, 1f, 1f, 1f);
                emitter.velocityComponentMax    = new Vector3(.3f);
                emitter.velocityComponentMin    = new Vector3(-.3f);
                emitter.angularVelocityMin      = new Vector3(-0.5f);
                emitter.angularVelocityMax      = new Vector3(0.5f);
                emitter.dragMin = 0f;
                emitter.dragMax = .1f;
                RectangleF[] uvRects    = new RectangleF[18 * 6];
                float        tileWidth  = 1f / 18f;
                float        tileHeight = 1f / 6f;
                for (int r = 0; r < 6; ++r)
                {
                    for (int c = 0; c < 18; ++c)
                    {
                        uvRects [r * 18 + c] = new RectangleF(tileWidth * (float)r,
                                                              tileHeight * (float)c,
                                                              tileWidth,
                                                              tileHeight);
                    }
                }
                emitter.spriteRectangles = uvRects;

                var periodicExplosiveForce = new SSPeriodicExplosiveForceEffector();
                periodicExplosiveForce.effectInterval    = 3f;
                periodicExplosiveForce.explosiveForceMin = 1000f;
                periodicExplosiveForce.explosiveForceMax = 5000f;
                periodicExplosiveForce.effectDelay       = 5f;
                periodicExplosiveForce.centerMin         = new Vector3(-30f, -30f, -30f);
                periodicExplosiveForce.centerMax         = new Vector3(30f, 30f, 30f);
                //periodicExplosiveForce.Center = new Vector3 (10f);

                // make a particle system
                SSParticleSystem cubesPs = new SSParticleSystem(1000);
                cubesPs.addEmitter(emitter);
                cubesPs.addEffector(periodicExplosiveForce);

                // test a renderer
                var tex           = SSAssetManager.GetInstance <SSTextureWithAlpha>(".", "elements.png");
                var cubesRenderer = new SSInstancedMeshRenderer(cubesPs, SSTexturedNormalCube.Instance);
                cubesRenderer.Pos = new Vector3(0f, 0f, -30f);
                cubesRenderer.alphaBlendingEnabled = false;
                cubesRenderer.depthRead            = true;
                cubesRenderer.depthWrite           = true;
                cubesRenderer.Name = "cube particle renderer";
                cubesRenderer.renderState.castsShadow     = true;
                cubesRenderer.renderState.receivesShadows = true;
                cubesRenderer.textureMaterial             = new SSTextureMaterial(null, null, tex, null);
                scene.AddObject(cubesRenderer);
                //cubesRenderer.renderState.visible = false;

                // test explositons
                //if (false)
                {
                    SimpleExplosionRenderer aer = new SimpleExplosionRenderer(100);
                    aer.Pos = cubesRenderer.Pos;
                    scene.AddObject(aer);

                    periodicExplosiveForce.explosionEventHandlers += (pos, force) => {
                        aer.showExplosion(pos, force / periodicExplosiveForce.explosiveForceMin * 1.5f);
                    };
                }
            }
        }
        public SLaserBurnParticlesObject(SSObject burningObject, int particleCapacity = 100, SSTexture texture = null)
            : base(new SLaserBurnParticleSystem(particleCapacity),
                   SSTexturedQuad.DoubleFaceInstance, _defaultUsageHint)
        {
            _burningObject = burningObject;

            renderState.castsShadow     = false;
            renderState.receivesShadows = false;
            renderState.doBillboarding  = false;
            renderState.depthTest       = true;
            renderState.depthWrite      = false;
            renderState.lighted         = false;

            renderState.alphaBlendingOn = true;
            renderState.blendFactorSrc  = BlendingFactorSrc.SrcAlpha;
            renderState.blendFactorDest = BlendingFactorDest.One;

            // bypass frustum culling so camera updates are sent to activate particle emission
            renderState.frustumCulling = false;

            base.selectable       = false;
            base.simulateOnUpdate = false;
            base.simulateOnRender = false;

            base.AmbientMatColor   = new Color4(1f, 1f, 1f, 1f);
            base.DiffuseMatColor   = new Color4(0f, 0f, 0f, 0f);
            base.EmissionMatColor  = new Color4(0f, 0f, 0f, 0f);
            base.SpecularMatColor  = new Color4(0f, 0f, 0f, 0f);
            base.ShininessMatColor = 0f;

            base.textureMaterial = new SSTextureMaterial(null, null, texture, null);
        }
Esempio n. 21
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        private void init(SSScene sunScene,
                          SSObjectBillboard sun,
                          SSTexture texture,
                          RectangleF[] spriteRects,
                          Vector2[] spriteScales)
        {
            base.textureMaterial = new SSTextureMaterial (texture);
            this.sunBillboard = sun;
            this.sunScene = sunScene;
            this.numElements = spriteRects.Length;
            if (spriteScales == null) {
                spriteScales = new Vector2[numElements];
                for (int i = 0; i < numElements; ++i) {
                    spriteScales [i] = new Vector2(1f);
                }
            } else {
                if (spriteScales.Length != numElements) {
                    throw new Exception ("texture coordinate array size does not match that of sprite scale array");
                    spriteScales = new Vector2[numElements];
                    for (int i = 0; i < numElements; ++i) {
                        spriteScales [i] = new Vector2(1f);
                    }
                }
            }
            this.spriteScales = spriteScales;

            UInt16[] indices = new UInt16[numElements*6];
            for (int i = 0; i < numElements; ++i) {
                int baseLoc = i * 6;
                int baseVal = i * 4;
                indices [baseLoc] = (UInt16)baseVal;
                indices [baseLoc + 1] = (UInt16)(baseVal + 2);
                indices [baseLoc + 2] = (UInt16)(baseVal + 1);
                indices [baseLoc + 3] = (UInt16)baseVal;
                indices [baseLoc + 4] = (UInt16)(baseVal + 3);
                indices [baseLoc + 5] = (UInt16)(baseVal + 2);
            }
            Mesh = new SSIndexedMesh<SSVertex_PosTex> (null, indices);

            vertices = new SSVertex_PosTex[numElements * 4];
            for (int r = 0; r < spriteRects.Length; ++r) {
                RectangleF rect = spriteRects [r];
                int baseIdx = r * 4;
                vertices [baseIdx]   = new SSVertex_PosTex (0f, 0f, 0f, rect.Left, rect.Bottom);
                vertices [baseIdx+1] = new SSVertex_PosTex (0f, 0f, 0f, rect.Right, rect.Bottom);
                vertices [baseIdx+2] = new SSVertex_PosTex (0f, 0f, 0f, rect.Right, rect.Top);
                vertices [baseIdx+3] = new SSVertex_PosTex (0f, 0f, 0f, rect.Left, rect.Top);
            }
        }
Esempio n. 22
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        protected override void setupScene()
        {
            base.setupScene();

            // checkerboard floor
                        #if true
            {
                SSTexture   tex          = SSAssetManager.GetInstance <SSTexture> (".", "checkerboard.png");
                const float tileSz       = 4f;
                const int   gridSz       = 10;
                var         tileVertices = new SSVertex_PosNormTex[SSTexturedNormalQuad.c_doubleFaceVertices.Length];
                SSTexturedNormalQuad.c_doubleFaceVertices.CopyTo(tileVertices, 0);
                for (int v = 0; v < tileVertices.Length; ++v)
                {
                    tileVertices[v].TexCoord *= (float)gridSz;
                }

                var quadMesh = new SSVertexMesh <SSVertex_PosNormTex>(tileVertices);
                quadMesh.textureMaterial = new SSTextureMaterial(tex);
                var tileObj = new SSObjectMesh(quadMesh);
                tileObj.Name       = "Tiles";
                tileObj.selectable = false;
                tileObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, (float)Math.PI / 2f));
                tileObj.Scale = new Vector3(tileSz * gridSz);
                //tileObj.boundingSphere = new SSObjectSphere(0f);
                main3dScene.AddObject(tileObj);
            }
                        #endif

            // skeleton mesh test
                        #if true
            {
                SSSkeletalAnimation animIdle
                    = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>("./boneman", "boneman_idle.md5anim");
                SSSkeletalAnimation animRunning
                    = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>("./boneman", "boneman_running.md5anim");
                SSSkeletalAnimation animAttack
                    = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>("./boneman", "boneman_attack.md5anim");

                SSSkeletalMesh[] meshes
                    = SSAssetManager.GetInstance <SSSkeletalMeshMD5[]>("./boneman", "boneman.md5mesh");
                var tex = SSAssetManager.GetInstance <SSTexture>("./boneman", "skin.png");
                foreach (var skeliMesh in meshes)
                {
                                #if true
                    var renderMesh0 = new SSSkeletalRenderMesh(skeliMesh);
                    var obj0        = new SSObjectMesh(renderMesh0);
                    obj0.MainColor = Color4.DarkGray;
                    obj0.Name      = "grey bones (bind pose)";
                    obj0.Pos       = new Vector3(-18f, 0f, -18f);
                    obj0.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj0);

                    tracker0 = new SSSimpleObjectTrackingJoint(obj0);
                    tracker0.jointPositionLocal           = animIdle.computeJointFrame(11, 0).position;
                    tracker0.neutralViewOrientationLocal  = animIdle.computeJointFrame(11, 0).orientation;
                    tracker0.neutralViewDirectionBindPose = Vector3.UnitY;
                    tracker0.neutralViewUpBindPose        = Vector3.UnitZ;
                    renderMesh0.addCustomizedJoint(11, tracker0);
                                #endif

                                #if true
                    var renderMesh1 = new SSSkeletalRenderMesh(skeliMesh);
                    var obj1        = new SSObjectMesh(renderMesh1);
                    obj1.MainColor = Color4.DarkRed;
                    obj1.Name      = "red bones (running loop)";
                    obj1.Pos       = new Vector3(6f, 0f, -12f);
                    obj1.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj1);

                    renderMesh1.playAnimationLoop(animRunning, 0f);
                                #endif

                                #if true
                    var renderMesh2 = new SSSkeletalRenderMesh(skeliMesh);
                    renderMesh2.playAnimationLoop(animIdle, 0f, "all");
                    renderMesh2.playAnimationLoop(animRunning, 0f, "LeftClavicle", "RightClavicle");
                    var obj2 = new SSObjectMesh(renderMesh2);
                    obj2.MainColor = Color.Green;
                    obj2.Name      = "green bones (idle + running loop mixed)";
                    obj2.Pos       = new Vector3(0f, 0f, -12f);
                    obj2.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj2);
                                #endif

                                #if true
                    var renderMesh3 = new SSSkeletalRenderMesh(skeliMesh);
                    renderMesh3.playAnimationLoop(animIdle, 0f, "all");
                    var obj3 = new SSObjectMesh(renderMesh3);
                    obj3.MainColor = Color.DarkCyan;
                    obj3.Name      = "blue bones (idle loop)";
                    obj3.Pos       = new Vector3(-6f, 0f, -12f);
                    obj3.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj3);
                                #endif

                    // state machines setup for skeletal render mesh 4 and 5
                    var skeletonWalkDescr = new SSAnimationStateMachine();
                    skeletonWalkDescr.addState("idle", animIdle, true);
                    skeletonWalkDescr.addState("running1", animRunning);
                    skeletonWalkDescr.addState("running2", animRunning);
                    skeletonWalkDescr.addAnimationEndsTransition("idle", "running1", 0.3f);
                    skeletonWalkDescr.addAnimationEndsTransition("running1", "running2", 0f);
                    skeletonWalkDescr.addAnimationEndsTransition("running2", "idle", 0.3f);

                    var skeletonAttackDescr = new SSAnimationStateMachine();
                    skeletonAttackDescr.addState("inactive", null, true);
                    skeletonAttackDescr.addState("attack", animAttack);
                    skeletonAttackDescr.addStateTransition(null, "attack", 0.5f);
                    skeletonAttackDescr.addAnimationEndsTransition("attack", "inactive", 0.5f);

                                #if true
                    // state machine test (in slow motion)
                    var renderMesh4 = new SSSkeletalRenderMesh(skeliMesh);
                    renderMesh4.timeScale = 0.25f;

                    var obj4 = new SSObjectMesh(renderMesh4);
                    obj4.MainColor = Color.DarkMagenta;
                    obj4.Name      = "magenta bones (looping idle/walk; interactive attack; slowmo)";
                    obj4.Pos       = new Vector3(-12f, 0f, 0f);
                    obj4.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    main3dScene.AddObject(obj4);

                    var renderMesh4WallSm = renderMesh4.addStateMachine(skeletonWalkDescr, "all");
                    renderMesh4AttackSm = renderMesh4.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");

                    tracker4 = new SSSimpleObjectTrackingJoint(obj4);
                    tracker4.jointPositionLocal           = animRunning.computeJointFrame(11, 0).position;
                    tracker4.neutralViewOrientationLocal  = animRunning.computeJointFrame(11, 0).orientation;
                    tracker4.neutralViewDirectionBindPose = Vector3.UnitY;
                    renderMesh4.addCustomizedJoint(11, tracker4);
                                #endif

                                #if true
                    // another mesh, using the same state machine but running at normal speed
                    var renderMesh5       = new SSSkeletalRenderMesh(skeliMesh);
                    var renderMesh5WalkSm = renderMesh5.addStateMachine(skeletonWalkDescr, "all");
                    renderMesh5AttackSm = renderMesh5.addStateMachine(skeletonAttackDescr, "LeftClavicle", "RightClavicle");
                    var obj5 = new SSObjectMesh(renderMesh5);
                    obj5.Name = "orange bones (looping idle/walk, interactive attack + parametric neck rotation)";
                    obj5.Pos  = new Vector3(12f, 0f, 0f);
                    obj5.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                    obj5.MainColor = Color4.DarkOrange;
                    main3dScene.AddObject(obj5);

                    renderMesh5NeckJoint = new SSPolarJoint();
                    renderMesh5NeckJoint.positionOffset = new Vector3(0f, 0.75f, 0f);
                    renderMesh5.addCustomizedJoint("UpperNek", renderMesh5NeckJoint);
                                #endif
                }
            }
                        #endif

                        #if true
            // bob mesh test
            {
                var bobMeshes = SSAssetManager.GetInstance <SSSkeletalMeshMD5[]>(
                    "./bob_lamp/", "bob_lamp_update.md5mesh");
                var bobAnim = SSAssetManager.GetInstance <SSSkeletalAnimationMD5>(
                    "./bob_lamp/", "bob_lamp_update.md5anim");
                var bobRender = new SSSkeletalRenderMesh(bobMeshes);
                bobRender.playAnimationLoop(bobAnim, 0f);
                bobRender.alphaBlendingEnabled = true;
                bobRender.timeScale            = 0.5f;
                var bobObj = new SSObjectMesh(bobRender);
                bobObj.Name = "Bob";
                bobObj.Pos  = new Vector3(10f, 0f, 10f);
                bobObj.Orient(Quaternion.FromAxisAngle(Vector3.UnitX, -(float)Math.PI / 2f));
                alpha3dScene.AddObject(bobObj);
            }
                        #endif
        }
Esempio n. 23
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        protected virtual void setupScene()
        {
            scene            = new SSScene(mainShader, pssmShader, instancingShader, instancingPssmShader);
            sunDiskScene     = new SSScene();
            sunFlareScene    = new SSScene();
            hudScene         = new SSScene();
            environmentScene = new SSScene();

            scene.renderConfig.frustumCulling = true;              // TODO: fix the frustum math, since it seems to be broken.
            scene.BeforeRenderObject         += beforeRenderObjectHandler;

            // 0. Add Lights
            var light = new SSDirectionalLight(LightName.Light0);

            light.Direction = new Vector3(0f, 0f, -1f);
                        #if true
            if (OpenTKHelper.areFramebuffersSupported())
            {
                if (scene.renderConfig.pssmShader != null && scene.renderConfig.instancePssmShader != null)
                {
                    light.ShadowMap = new SSParallelSplitShadowMap(TextureUnit.Texture7);
                }
                else
                {
                    light.ShadowMap = new SSSimpleShadowMap(TextureUnit.Texture7);
                }
            }
            if (!light.ShadowMap.IsValid)
            {
                light.ShadowMap = null;
            }
                        #endif
            scene.AddLight(light);

                        #if true
            var smapDebug = new SSObjectHUDQuad(light.ShadowMap.TextureID);
            smapDebug.Scale = new Vector3(0.3f);
            smapDebug.Pos   = new Vector3(50f, 200, 0f);
            hudScene.AddObject(smapDebug);
                        #endif

            // setup a sun billboard object and a sun flare spriter renderer
            {
                var sunDisk      = new SSMeshDisk();
                var sunBillboard = new SSObjectBillboard(sunDisk, true);
                sunBillboard.MainColor = new Color4(1f, 1f, 0.8f, 1f);
                sunBillboard.Pos       = new Vector3(0f, 0f, 18000f);
                sunBillboard.Scale     = new Vector3(600f);
                sunBillboard.renderState.frustumCulling = false;
                sunBillboard.renderState.lighted        = false;
                sunBillboard.renderState.castsShadow    = false;
                sunDiskScene.AddObject(sunBillboard);

                SSTexture    flareTex         = SSAssetManager.GetInstance <SSTextureWithAlpha>(".", "sun_flare.png");
                const float  bigOffset        = 0.8889f;
                const float  smallOffset      = 0.125f;
                RectangleF[] flareSpriteRects =
                {
                    new RectangleF(0f,                      0f,          1f, bigOffset),
                    new RectangleF(0f,               bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset,      bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset * 2f, bigOffset, smallOffset, smallOffset),
                    new RectangleF(smallOffset * 3f, bigOffset, smallOffset, smallOffset),
                };
                float[] spriteScales = { 20f, 1f, 2f, 1f, 1f };
                var     sunFlare     = new SimpleSunFlareMesh(sunDiskScene, sunBillboard, flareTex,
                                                              flareSpriteRects, spriteScales);
                sunFlare.Scale = new Vector3(2f);
                sunFlare.renderState.lighted = false;
                sunFlareScene.AddObject(sunFlare);
            }
        }