コード例 #1
0
        public override void Rasterize()
        {
            var tile = new DungeonTile {
                TileType = PirateCaveTemplate.ShallowWater
            };

            Rasterizer.Clear(tile);
        }
コード例 #2
0
ファイル: TextPrinter.cs プロジェクト: treytomes/ASCIIWorld2
        public void Clear()
        {
            if (_disposed)
            {
                throw new ObjectDisposedException(this.GetType().ToString());
            }

            TextOutput.Clear();
            Rasterizer.Clear();
        }
コード例 #3
0
    private void Render()
    {
        // Clear
        m_Rasterizer.Clear(ClearMask.COLOR | ClearMask.DEPTH);

        // View
        m_Rasterizer.SetView(m_Camera.transform.worldToLocalMatrix);

        // Projection
        if (m_Camera.orthographic)
        {
            Matrix4x4 orthographicProjection = m_Rasterizer.Orthographic(m_Camera.nearClipPlane, m_Camera.farClipPlane, m_Camera.orthographicSize * 2, m_Camera.aspect);
            m_Rasterizer.SetProjection(orthographicProjection);
        }
        else
        {
            Matrix4x4 perspectiveProjection = m_Rasterizer.Perspective(m_Camera.nearClipPlane, m_Camera.farClipPlane, m_Camera.fieldOfView, m_Camera.aspect);
            m_Rasterizer.SetProjection(perspectiveProjection);
        }

        Global.ambientColor = new Color(0.212f, 0.227f, 0.259f);
        // 使用Blinn Phong Shader
        m_Rasterizer.SetShader(m_BlinnPhongShader);
        m_BlinnPhongShader.viewPos = m_Camera.transform.position;

        foreach (var model in m_Models)
        {
            // Blinn Phong光照模型需要的参数
            m_BlinnPhongShader.albedoMap = model.modelProperty.albedo;
            m_BlinnPhongShader.normalMap = model.modelProperty.normal;
            m_BlinnPhongShader.ka        = model.modelProperty.ka;
            m_BlinnPhongShader.kd        = model.modelProperty.kd;
            m_BlinnPhongShader.ks        = model.modelProperty.ks;

            m_Rasterizer.BindVertexBuffer(model.vertexBufferHandle);
            m_Rasterizer.BindIndexBuffer(model.indexBufferHandle);
            m_Rasterizer.SetModel(model.mesh.transform.localToWorldMatrix);
            m_Rasterizer.DrawElements(PrimitiveType.TRIANGLES);
        }
    }
コード例 #4
0
ファイル: Terrain.cs プロジェクト: BlackRayquaza/MMOE
        static TerrainTile[,] CreateTerrain(int seed, PolygonMap map)
        {
            Rasterizer<TerrainTile> rasterizer = new Rasterizer<TerrainTile>(Size, Size);
            //Set all to ocean
            rasterizer.Clear(new TerrainTile()
            {
                PolygonId = -1,
                Elevation = 0,
                Moisture = 1,
                TileId = TileTypes.DeepWater,
                TileObj = null
            });
            //Render lands poly
            foreach (var poly in map.Polygons.Where(_ => !_.IsWater))
            {
                uint color = 0x00ffffff;
                color |= (uint)(poly.DistanceToCoast * 255) << 24;
                rasterizer.FillPolygon(
                    poly.Nodes.SelectMany(_ =>
                    {
                        return new[]{ (_.X + 1) / 2 * Size,
                                      (_.Y + 1) / 2 * Size};
                    }).Concat(new[]{ (poly.Nodes[0].X + 1) / 2 * Size,
                                     (poly.Nodes[0].Y + 1) / 2 * Size}).ToArray(),
                    new TerrainTile()
                    {
                        PolygonId = poly.Id,
                        Elevation = (float)poly.DistanceToCoast,
                        Moisture = -1,
                        TileId = TileTypes.Grass,
                        TileObj = null
                    });
            }
            MapFeatures fea = new MapFeatures(map, seed);
            //Render roads
            var roads = fea.GenerateRoads();
            foreach (var i in roads)
            {
                rasterizer.DrawClosedCurve(i.SelectMany(_ => new[] {
                    (_.X + 1) / 2 * Size, (_.Y + 1) / 2 * Size }).ToArray(),
                    1, t =>
                    {
                        t.TileId = TileTypes.Road;
                        return t;
                    }, 3);
            }
            //Render waters poly
            foreach (var poly in map.Polygons.Where(_ => _.IsWater))
            {
                var tile = new TerrainTile()
                {
                    PolygonId = poly.Id,
                    Elevation = (float)poly.DistanceToCoast,
                    TileObj = null
                };
                if (poly.IsCoast)
                {
                    tile.TileId = TileTypes.MovingWater;
                    tile.Moisture = 0;
                }
                else
                {
                    tile.TileId = TileTypes.DeepWater;
                    tile.Moisture = 1;
                }
                rasterizer.FillPolygon(
                    poly.Nodes.SelectMany(_ =>
                    {
                        return new[]{ (_.X + 1) / 2 * Size,
                                      (_.Y + 1) / 2 * Size};
                    }).Concat(new[]{ (poly.Nodes[0].X + 1) / 2 * Size,
                                     (poly.Nodes[0].Y + 1) / 2 * Size}).ToArray(), tile);
            }
            //Render rivers
            var rivers = fea.GenerateRivers();
            Dictionary<Tuple<MapNode, MapNode>, int> edges = new Dictionary<Tuple<MapNode, MapNode>, int>();
            foreach (var i in rivers)
            {
                for (int j = 1; j < i.Length; j++)
                {
                    Tuple<MapNode, MapNode> edge = new Tuple<MapNode, MapNode>(i[j - 1], i[j]);
                    int count;
                    if (edges.TryGetValue(edge, out count))
                        count++;
                    else
                        count = 1;
                    edges[edge] = count;
                }
            }
            foreach (var i in edges)
            {
                i.Key.Item1.IsWater = true;
                i.Key.Item1.RiverValue = i.Value + 1;
                i.Key.Item2.IsWater = true;
                i.Key.Item2.RiverValue = i.Value + 1;
                rasterizer.DrawLineBresenham(
                    (i.Key.Item1.X + 1) / 2 * Size, (i.Key.Item1.Y + 1) / 2 * Size,
                    (i.Key.Item2.X + 1) / 2 * Size, (i.Key.Item2.Y + 1) / 2 * Size,
                    t =>
                    {
                        t.TileId = TileTypes.Water;
                        t.Elevation = (float)(i.Key.Item1.DistanceToCoast + i.Key.Item2.DistanceToCoast) / 2;
                        t.Moisture = 1;
                        return t;
                    }, 3 * Math.Min(2, i.Value));
            }

            return rasterizer.Buffer;
        }