public warp_RenderPipeline(warp_Scene scene, int w, int h) { this.scene = scene; screen = new warp_Screen(w, h); zBuffer = new int[screen.width * screen.height]; rasterizer = new warp_Rasterizer(this); }
public warp_RenderPipeline (warp_Scene scene, int w, int h) { this.scene = scene; screen = new warp_Screen (w, h); zBuffer = new int[screen.width * screen.height]; rasterizer = new warp_Rasterizer (this); }
public warp_FXLensFlare (String name, warp_Scene scene, bool zBufferSensitive) : base (scene) { this.zBufferSensitive = zBufferSensitive; flareObject = new warp_Object (); flareObject.addVertex (new warp_Vector (1f, 1f, 1f)); flareObject.rebuild (); scene.addObject (name, flareObject); }
public warp_FXLensFlare(String name, warp_Scene scene, bool zBufferSensitive) : base(scene) { this.zBufferSensitive = zBufferSensitive; flareObject = new warp_Object(); flareObject.addVertex(new warp_Vector(1f, 1f, 1f)); flareObject.rebuild(); scene.addObject(name, flareObject); }
public warp_Lightmap(warp_Scene scene) { scene.rebuild(); light = scene.light; lights = scene.lights; ambient = scene.environment.ambient; buildSphereMap(); rebuildLightmap(); }
public warp_Lightmap (warp_Scene scene) { scene.rebuild (); light = scene.light; lights = scene.lights; ambient = scene.environment.ambient; buildSphereMap (); rebuildLightmap (); }
public void destroy() { name = null; material = null; matrix = null; normalmatrix = null; parent = null; fastvertex = null; fasttriangle = null; vertexData.Clear(); triangleData.Clear(); }
public bool CreateScene(int width, int height) { try { _scene = new warp_Scene(width, height); _plugins.Clear(); _models.Clear(); } catch (Exception) { Reset(); return(false); } return(true); }
public void DisplayDefaultScene() { _scene = new warp_Scene(512, 512); warp_Material crystal = new warp_Material(warp_TextureFactory.MARBLE(128, 128, .15f)); _scene.addMaterial("crystal", crystal); warp_Material c = (warp_Material)_scene.materialData ["crystal"]; c.setReflectivity(255); c.setTransparency(100); _scene.environment.setBackground(warp_TextureFactory.CHECKERBOARD(128, 128, 3, 0x000000, 0x999999)); _scene.addLight("light1", new warp_Light(new warp_Vector(0.2f, 0.2f, 1f), 0xFFFFFF, 320, 80)); _scene.addLight("light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 100, 40)); warp_Vector[] path = new warp_Vector[15]; path [0] = new warp_Vector(0.0f, 0.2f, 0); path [1] = new warp_Vector(0.13f, 0.25f, 0); path [2] = new warp_Vector(0.33f, 0.3f, 0); path [3] = new warp_Vector(0.43f, 0.6f, 0); path [4] = new warp_Vector(0.48f, 0.9f, 0); path [5] = new warp_Vector(0.5f, 0.9f, 0); path [6] = new warp_Vector(0.45f, 0.6f, 0); path [7] = new warp_Vector(0.35f, 0.3f, 0); path [8] = new warp_Vector(0.25f, 0.2f, 0); path [9] = new warp_Vector(0.1f, 0.15f, 0); path [10] = new warp_Vector(0.1f, 0.0f, 0); path [11] = new warp_Vector(0.1f, -0.5f, 0); path [12] = new warp_Vector(0.35f, -0.55f, 0); path [13] = new warp_Vector(0.4f, -0.6f, 0); path [14] = new warp_Vector(0.0f, -0.6f, 0); _scene.addObject("wineglass", warp_ObjectFactory.ROTATIONOBJECT(path, 32)); _scene.sceneobject("wineglass").setMaterial(_scene.material("crystal")); _scene.sceneobject("wineglass").scale(0.8f, 0.8f, 0.8f); _scene.sceneobject("wineglass").rotate(0.5f, 0f, 0f); _scene.render(); //Refresh(); }
warp_FXLensFlare (warp_Scene scene) : base (scene) { }
public void Reset() { _scene = null; GC.Collect(); }
warp_FXLensFlare(warp_Scene scene) : base(scene) { }
public void Reset() { _scene = null; System.GC.Collect(); }
public void DisplayDefaultScene () { _scene = new warp_Scene (512, 512); warp_Material crystal = new warp_Material (warp_TextureFactory.MARBLE (128, 128, .15f)); _scene.addMaterial ("crystal", crystal); warp_Material c = (warp_Material)_scene.materialData ["crystal"]; c.setReflectivity (255); c.setTransparency (100); _scene.environment.setBackground (warp_TextureFactory.CHECKERBOARD (128, 128, 3, 0x000000, 0x999999)); _scene.addLight ("light1", new warp_Light (new warp_Vector (0.2f, 0.2f, 1f), 0xFFFFFF, 320, 80)); _scene.addLight ("light2", new warp_Light (new warp_Vector (-1f, -1f, 1f), 0xffffff, 100, 40)); warp_Vector[] path = new warp_Vector[15]; path [0] = new warp_Vector (0.0f, 0.2f, 0); path [1] = new warp_Vector (0.13f, 0.25f, 0); path [2] = new warp_Vector (0.33f, 0.3f, 0); path [3] = new warp_Vector (0.43f, 0.6f, 0); path [4] = new warp_Vector (0.48f, 0.9f, 0); path [5] = new warp_Vector (0.5f, 0.9f, 0); path [6] = new warp_Vector (0.45f, 0.6f, 0); path [7] = new warp_Vector (0.35f, 0.3f, 0); path [8] = new warp_Vector (0.25f, 0.2f, 0); path [9] = new warp_Vector (0.1f, 0.15f, 0); path [10] = new warp_Vector (0.1f, 0.0f, 0); path [11] = new warp_Vector (0.1f, -0.5f, 0); path [12] = new warp_Vector (0.35f, -0.55f, 0); path [13] = new warp_Vector (0.4f, -0.6f, 0); path [14] = new warp_Vector (0.0f, -0.6f, 0); _scene.addObject ("wineglass", warp_ObjectFactory.ROTATIONOBJECT (path, 32)); _scene.sceneobject ("wineglass").setMaterial (_scene.material ("crystal")); _scene.sceneobject ("wineglass").scale (0.8f, 0.8f, 0.8f); _scene.sceneobject ("wineglass").rotate (0.5f, 0f, 0f); _scene.render (); //Refresh(); }
public void Reset () { _scene = null; System.GC.Collect (); }
public bool CreateScene (int width, int height) { try { _scene = new warp_Scene (width, height); _plugins.Clear (); _models.Clear (); } catch (Exception) { Reset (); return false; } return true; }