Esempio n. 1
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    void SetUp()
    {
        tri  = GetComponent <TriangleBuffer>();
        vert = GetComponent <VertBuffer>();

        values = new float[dimensions * dimensions * dimensions * 8];

        for (int i = 0; i < dimensions * dimensions * dimensions; i++)
        {
            values[i * 8 + 0] = 1000;
            values[i * 8 + 1] = 1000;
            values[i * 8 + 2] = 1000;
            values[i * 8 + 3] = 1000;
            values[i * 8 + 4] = 1000;
            values[i * 8 + 5] = 1000;
            values[i * 8 + 6] = 1000;
            values[i * 8 + 7] = 1000;
        }

        vertCount    = dimensions * dimensions * dimensions;
        numGroups    = (vertCount + (numThreads - 1)) / numThreads;
        k_depth      = calcShader.FindKernel("GetDepth");
        k_normal     = calcShader.FindKernel("GetNormal");
        k_finalDepth = calcShader.FindKernel("GetFinalDist");

        calculated        = false;
        normalsCalculated = false;
    }
    // Use this for initialization
    void Start()
    {
        if (vertBuffer == null)
        {
            vertBuffer = gameObject.GetComponent <VertBuffer>();
        }
        if (triBuffer == null)
        {
            triBuffer = gameObject.GetComponent <TriangleBuffer>();
        }

        print(distBetweenHairs);

        fullVertCount = totalHairs * numVertsPerHair;

        material = new Material(material);

        numGroups = (fullVertCount + (numThreads - 1)) / numThreads;

        _kernelCollision  = collisionShader.FindKernel("CSMain");
        _kernelConstraint = constraintShader.FindKernel("CSMain");

        CreateBuffers();

        Reset();
    }
Esempio n. 3
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    // Use this for initialization
    void Start()
    {
        if (vertBuffer == null)
        {
            vertBuffer = gameObject.GetComponent <VertBuffer>();
        }
        if (triBuffer == null)
        {
            triBuffer = gameObject.GetComponent <TriangleBuffer>();
        }

        if (cloneVertBuffer == null)
        {
            cloneVertBuffer = toClone.GetComponent <VertBuffer>();
        }
        if (cloneTriBuffer == null)
        {
            cloneTriBuffer = toClone.GetComponent <TriangleBuffer>();
        }

        material = new Material(material);

        numGroups = (numberMeshes + (numThreads - 1)) / numThreads;

        _kernel = physics.FindKernel("CSMain");

        CreateBuffers();
    }
Esempio n. 4
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    // Use this for initialization
    void Start()
    {
        if (vertBuffer == null)
        {
            vertBuffer = gameObject.GetComponent <VertBuffer>();
        }
        if (triBuffer == null)
        {
            triBuffer = gameObject.GetComponent <TriangleBuffer>();
        }

        print(distBetweenHairs);
        transformValues = new float[16];

        fullVertCount = totalHairs * numVertsPerHair;

        material = new Material(material);

        numGroups = (fullVertCount + (numThreads - 1)) / numThreads;

        outBuffer = new ComputeBuffer(numThreads, 4 * sizeof(float));
        outFloats = new float[numThreads * 4];

        finalBuffer = new ComputeBuffer(1, 4 * sizeof(float));
        finalFloats = new float[4];


        _kernelCollision  = collisionShader.FindKernel("CSMain");
        _kernelConstraint = constraintShader.FindKernel("CSMain");

        CreateBuffers();

        Reset();
    }
 /// \exception Ogre::InvalidParametersException Input triangle buffer must not be null
 public SpherifyModifier setInputTriangleBuffer(TriangleBuffer inputTriangleBuffer) {
     if (inputTriangleBuffer == null)
         OGRE_EXCEPT("Ogre::Exception::ERR_INVALIDPARAMS", "Input triangle buffer must not be null",
                   "Procedural::SpherifyModifier::setInputTriangleBuffer(Procedural::TriangleBuffer*)");
     ;
     mInputTriangleBuffer = inputTriangleBuffer;
     return this;
 }
Esempio n. 6
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        private void DrawBlockBottom(TriangleBuffer buffer, WorldTextureAtlas.TextureEntry textureEntry, float x, float y, float z, float highlight)
        {
            buffer.Triangle(0, 1, 3);
            buffer.Triangle(3, 1, 2);

            buffer.VertexFloat(x - 0.5f, y - 0.5f, z + 0.5f); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex();
            buffer.VertexFloat(x - 0.5f, y - 0.5f, z - 0.5f); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex();
            buffer.VertexFloat(x + 0.5f, y - 0.5f, z - 0.5f); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex();
            buffer.VertexFloat(x + 0.5f, y - 0.5f, z + 0.5f); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexColorBytes(0.33f, 0.33f, 0.33f, highlight); buffer.EndVertex();
        }
Esempio n. 7
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        private void RenderChunk(TriangleBuffer buffer, Chunk chunk)
        {
            var   offset  = chunk.Pos - new BlockPos(0, 0, 0);
            float xOffset = offset.X + 0.5f;
            float yOffset = offset.Y + 0.5f;
            float zOffset = offset.Z + 0.5f;

            for (int y = GeometryConstants.ChunkSize - 1; y >= 0; --y)
            {
                for (int x = 0; x < GeometryConstants.ChunkSize; ++x)
                {
                    for (int z = 0; z < GeometryConstants.ChunkSize; ++z)
                    {
                        ushort material = chunk[x, y, z];
                        if (material != 0)
                        {
                            var textureEntry = _textureAtlas.GetTextureEntry(material);

                            float x1 = x + xOffset, y1 = y + yOffset, z1 = z + zOffset;

                            if (x == 0 || chunk[x - 1, y, z] == 0)
                            {
                                DrawBlockLeft(buffer, textureEntry, x1, y1, z1, 0);
                            }
                            if (x == GeometryConstants.ChunkSize - 1 || chunk[x + 1, y, z] == 0)
                            {
                                DrawBlockRight(buffer, textureEntry, x1, y1, z1, 0);
                            }
                            if (y == 0 || chunk[x, y - 1, z] == 0)
                            {
                                DrawBlockBottom(buffer, textureEntry, x1, y1, z1, 0);
                            }
                            if (y == GeometryConstants.ChunkSize - 1 || chunk[x, y + 1, z] == 0)
                            {
                                DrawBlockTop(buffer, textureEntry, x1, y1, z1, 0);
                            }
                            if (z == 0 || chunk[x, y, z - 1] == 0)
                            {
                                DrawBlockBack(buffer, textureEntry, x1, y1, z1, 0);
                            }
                            if (z == GeometryConstants.ChunkSize - 1 || chunk[x, y, z + 1] == 0)
                            {
                                DrawBlockFront(buffer, textureEntry, x1, y1, z1, 0);
                            }
                        }
                    }
                }
            }
        }
Esempio n. 8
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        public override float AddSingleResult(LocalRayResult rayResult, bool normalInWorldSpace)
        {
            var meshObject = rayResult.CollisionObject.CollisionShape as BvhTriangleMeshShape;

            if (meshObject == null)
            {
                return(base.AddSingleResult(rayResult, normalInWorldSpace));
            }
            ;

            var triangleBuffer = new TriangleBuffer( );

            meshObject.PerformRaycast(triangleBuffer, RayFromWorld, RayToWorld);

            var   rayFromWorld     = RayFromWorld;
            var   rayTarget        = RayToWorld - rayFromWorld;
            float closestFrontFace = 1f;

            for (int i = 0; i < triangleBuffer.NumTriangles; i++)
            {
                var triangle = triangleBuffer.GetTriangle(i);

                var edge1  = triangle.vertex1 - triangle.vertex0;
                var edge2  = triangle.vertex2 - triangle.vertex0;
                var normal = Vector3.Cross(edge1, edge2);

                var dot = _ccw ? Vector3.Dot(rayTarget, normal) : -Vector3.Dot(normal, rayTarget);
                if (dot > 0)
                {
                    continue;
                }

                float t;
                if (TriangleRayIntersection.Test(triangle.vertex0, triangle.vertex1, triangle.vertex2,
                                                 rayFromWorld, rayTarget, out t))
                {
                    closestFrontFace = closestFrontFace < t ? closestFrontFace : t;
                }
            }
            rayResult.HitFraction = closestFrontFace;
            if (closestFrontFace < ClosestHitFraction)
            {
                base.AddSingleResult(rayResult, normalInWorldSpace);
            }
            return(closestFrontFace);
        }
Esempio n. 9
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        private void DrawEntity(TriangleBuffer buffer, float x, float y, float z, float xRadius, float height)
        {
            var textureEntry = _textureAtlas.GetTextureEntry(0);

            buffer.Triangle(0, 1, 3);
            buffer.Triangle(3, 1, 2);
            buffer.VertexFloat(x - xRadius, y, z + xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexByte(217, 217, 217, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y, z + xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexByte(217, 217, 217, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y + height, z + xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexByte(217, 217, 217, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y + height, z + xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexByte(217, 217, 217, 0); buffer.EndVertex();

            buffer.Triangle(0, 1, 3);
            buffer.Triangle(3, 1, 2);
            buffer.VertexFloat(x + xRadius, y, z + xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y, z - xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y + height, z - xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y + height, z + xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();

            buffer.Triangle(0, 1, 3);
            buffer.Triangle(3, 1, 2);
            buffer.VertexFloat(x + xRadius, y, z - xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y, z - xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y + height, z - xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y + height, z - xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();

            buffer.Triangle(0, 1, 3);
            buffer.Triangle(3, 1, 2);
            buffer.VertexFloat(x - xRadius, y, z - xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y, z + xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y + height, z + xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y + height, z - xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();

            buffer.Triangle(0, 1, 3);
            buffer.Triangle(3, 1, 2);
            buffer.VertexFloat(x - xRadius, y, z + xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y, z - xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y, z - xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y, z + xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexByte(178, 204, 230, 0); buffer.EndVertex();

            buffer.Triangle(0, 1, 3);
            buffer.Triangle(3, 1, 2);
            buffer.VertexFloat(x - xRadius, y + height, z + xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y0); buffer.VertexByte(255, 255, 255, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y + height, z + xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y0); buffer.VertexByte(255, 255, 255, 0); buffer.EndVertex();
            buffer.VertexFloat(x + xRadius, y + height, z - xRadius); buffer.VertexUInt16(textureEntry.X1, textureEntry.Y1); buffer.VertexByte(255, 255, 255, 0); buffer.EndVertex();
            buffer.VertexFloat(x - xRadius, y + height, z - xRadius); buffer.VertexUInt16(textureEntry.X0, textureEntry.Y1); buffer.VertexByte(255, 255, 255, 0); buffer.EndVertex();
        }
Esempio n. 10
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    // Use this for initialization
    public override void BeforeCreateBuffer()
    {
        structSize = 1 + 16 + 2 + 3 + 3 + 3;

        if (vertBuffer == null)
        {
            vertBuffer = gameObject.GetComponent <VertBuffer>();
        }
        if (triBuffer == null)
        {
            triBuffer = gameObject.GetComponent <TriangleBuffer>();
        }

        if (cloneVertBuffer == null)
        {
            cloneVertBuffer = toClone.GetComponent <VertBuffer>();
        }
        if (cloneTriBuffer == null)
        {
            cloneTriBuffer = toClone.GetComponent <TriangleBuffer>();
        }
    }
Esempio n. 11
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        private void RenderBlocks(GameClient gameClient)
        {
            GL.UseProgram(_cubeShader.Value.Id);

            GL.UniformMatrix4(0, false, ref _projectionMatrix);
            GL.UniformMatrix4(4, false, ref _modelViewMatrix);

            var cameraChunkPos = (ChunkPos)gameClient.PositionData.Placement.Pos;

            var offset = (gameClient.PositionData.Placement.Pos - EntityPos.Origin) + new EntityOffset(0, gameClient.PhysicsValues.PlayerEyeHeight, 0);

            int chunkUpdates = 0;

            ChunkPos.IterateOutwards(
                cameraChunkPos,
                ChunkViewRadiusXZ,
                ChunkViewRadiusY,
                chunkPos =>
            {
                ChunkBufferEntry entry;
                _chunkBuffers.TryGetValue(chunkPos, out entry);

                /* Don't let nearby entries expire. */
                if (entry != null)
                {
                    entry.LastAccess = _currentFrameTime;
                }

                if (!IsInViewingFrustum(gameClient, offset, chunkPos))
                {
                    return;
                }

                var chunk = gameClient.World.PeekChunk(chunkPos);
                if (chunk != null && chunk.HasData)
                {
                    if (entry == null)
                    {
                        entry = new ChunkBufferEntry {
                            LastAccess = _currentFrameTime
                        };
                        _chunkBuffers[chunkPos] = entry;
                    }

                    if (entry.ContentHash != chunk.ContentHash)
                    {
                        if (chunkUpdates < 5 && entry.TriangleTask != null && entry.TriangleTask.IsCompleted)
                        {
                            var triangles = entry.TriangleTask.Result;

                            if (entry.TriangleTaskContentHash == chunk.ContentHash)
                            {
                                ++chunkUpdates;
                                if (entry.VertexArray == null)
                                {
                                    entry.VertexArray = new VertexArray(_cubeVertexSpecification);
                                }
                                entry.VertexArray.SetData(triangles, BufferUsageHint.StaticDraw);
                                entry.ContentHash = chunk.ContentHash;
                            }

                            triangles.Dispose();
                            entry.TriangleTask            = null;
                            entry.TriangleTaskContentHash = 0;
                        }

                        if (entry.ContentHash != chunk.ContentHash && entry.TriangleTask == null)
                        {
                            var triangleBuffer = new TriangleBuffer(_cubeVertexSpecification);

                            var localChunk                = chunk;
                            entry.TriangleTask            = Task.Run(() => { RenderChunk(triangleBuffer, localChunk); return(triangleBuffer); });
                            entry.TriangleTaskContentHash = chunk.ContentHash;
                        }
                    }

                    entry.VertexArray?.Draw();
                }
            });

            GL.UseProgram(0);

            RemoveExpiredChunks();
        }
 public BoxUVModifier setInputTriangleBuffer(TriangleBuffer inputTriangleBuffer) {
     mInputTriangleBuffer = inputTriangleBuffer;
     return this;
 }
Esempio n. 13
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 public static void VertexColorBytes(this TriangleBuffer buffer, float r, float g, float b, float a)
 {
     buffer.VertexByte(GetColorByte(r), GetColorByte(g), GetColorByte(b), GetColorByte(a));
 }
Esempio n. 14
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            public override float AddSingleResult(LocalRayResult rayResult, bool normalInWorldSpace)
            {
                var collisionObject = rayResult.CollisionObject;

                if (collisionObject == null)
                {
                    return(base.AddSingleResult(rayResult, normalInWorldSpace));
                }

                var meshShape = collisionObject.CollisionShape as BvhTriangleMeshShape;

                if (meshShape == null)
                {
                    return(base.AddSingleResult(rayResult, normalInWorldSpace));
                }

                var meshObject = rayResult.CollisionObject.CollisionShape as BvhTriangleMeshShape;

                if (meshObject == null)
                {
                    return(base.AddSingleResult(rayResult, normalInWorldSpace));
                }

                var rayFromWorld = RayFromWorld;
                var rayDirection = RayToWorld - rayFromWorld;

                var triangleBuffer = new TriangleBuffer( );

                meshShape.PerformRaycast(triangleBuffer, RayFromWorld, RayToWorld);

                float closestFrontFace = 1000f;

                for (int i = 0; i < triangleBuffer.NumTriangles; i++)
                {
                    var triangle = triangleBuffer.GetTriangle(i);


                    var triangleIndex = triangle.triangleIndex * 3;
                    var info          = meshShape.MeshInterface as InfoTriangleIndexVertexArray;
                    var part          = info?.IndexedMeshArray[triangle.partId];
                    if (part == null)
                    {
                        continue;
                    }

                    var edge1  = triangle.vertex1 - triangle.vertex0;
                    var edge2  = triangle.vertex2 - triangle.vertex0;
                    var normal = Vector3.Cross(edge1, edge2);

                    var dot = Vector3.Dot(normal, rayDirection);
                    if (dot > 0)
                    {
                        continue;
                    }

                    float t;
                    if (TriangleRayIntersection.Test(triangle.vertex0, triangle.vertex1, triangle.vertex2,
                                                     rayFromWorld, rayDirection, out t))
                    {
                        if (!(closestFrontFace < t))
                        {
                            GLDebug.QueueTriangleDraw(ref triangle.vertex0, ref triangle.vertex1, ref triangle.vertex2);
                            closestFrontFace = t;
                        }
                    }
                    else
                    {
                        continue;
                    }

                    var bitangent = info.SurfaceInfo[triangle.partId].Bitangents[
                        part.TriangleIndices[triangleIndex]];
                    var tangent = Vector3.Cross(bitangent, normal);



                    HitSurfaceTangent   = tangent.Normalized();
                    HitSurfaceNormal    = normal.Normalized();
                    HitSurfaceBitangent = bitangent.Normalized();
                }
                rayResult.HitFraction = closestFrontFace;
                if (closestFrontFace < ClosestHitFraction)
                {
                    base.AddSingleResult(rayResult, normalInWorldSpace);
                }
                return(closestFrontFace);
            }
 public BoxUVModifier() {
     mInputTriangleBuffer = null;
     mMappingType = MappingType.MT_FULL;
     mBoxSize = Vector3.UNIT_SCALE;
     mBoxCenter = Vector3.ZERO;
 }
 public SpherifyModifier() {
     mInputTriangleBuffer = null;
     mCenter = Vector3.ZERO;
     mRadius = 1f;
 }
 public CalculateNormalsModifier setInputTriangleBuffer(TriangleBuffer inputTriangleBuffer) {
     mInputTriangleBuffer = inputTriangleBuffer;
     return this;
 }
 /// Sets the input Triangle Buffer
 public ShowNormalsGenerator setTriangleBuffer(TriangleBuffer triangleBuffer) {
     mTriangleBuffer = triangleBuffer;
     return this;
 }
 public HemisphereUVModifier setInputTriangleBuffer(TriangleBuffer inputTriangleBuffer) {
     mInputTriangleBuffer = inputTriangleBuffer;
     return this;
 }
Esempio n. 20
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 internal RenderTriangleBuffer(TriangleBuffer triangleBuffer)
 {
     _triangleBuffer = triangleBuffer;
 }
 public PlaneUVModifier() {
     mPlaneNormal = Vector3.UNIT_Y;
     mPlaneCenter = Vector3.ZERO;
     mPlaneSize = Vector2.UNIT_SCALE;
     mInputTriangleBuffer = null;
 }
 public UnweldVerticesModifier setInputTriangleBuffer(TriangleBuffer inputTriangleBuffer) {
     mInputTriangleBuffer = inputTriangleBuffer;
     return this;
 }
Esempio n. 23
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 public ReloadTriangleBuffer(TriangleBuffer triangleBuffer)
 {
     _triangleBuffer = triangleBuffer;
 }
 public CylinderUVModifier() {
     mInputTriangleBuffer = null;
     mRadius = 1.0f;
     mHeight = 1.0f;
 }
 public SphereUVModifier() {
     mInputTriangleBuffer = null;
 }
Esempio n. 26
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 private void WriteVector(TriangleBuffer buffer, float x, float y)
 {
     buffer.VertexFloat(x * _xScale + _xOffset, y * _yScale + _yOffset);
 }
 public HemisphereUVModifier() {
     mInputTriangleBuffer = null;
     mTextureRectangleTop = new Mogre.RealRect(0, 0, 1, 1);
     mTextureRectangleBottom = new Mogre.RealRect(0, 0, 1, 1);
 }
 public ShowNormalsGenerator() {
     mTriangleBuffer = null;
     mSize = 1.0f;
     mVisualStyle = VisualStyle.VS_LINE;
 }