コード例 #1
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        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);
        }
コード例 #2
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		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);
		}
コード例 #3
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		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);
		}
コード例 #4
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        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);
        }
コード例 #5
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        public warp_Lightmap(warp_Scene scene)
        {
            scene.rebuild();

            light   = scene.light;
            lights  = scene.lights;
            ambient = scene.environment.ambient;

            buildSphereMap();
            rebuildLightmap();
        }
コード例 #6
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ファイル: warp_Lightmap.cs プロジェクト: VirtualReality/Libs
		public warp_Lightmap (warp_Scene scene)
		{
			scene.rebuild ();

			light = scene.light;
			lights = scene.lights;
			ambient = scene.environment.ambient;
			
			buildSphereMap ();
			rebuildLightmap ();
		}
コード例 #7
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        public void destroy()
        {
            name         = null;
            material     = null;
            matrix       = null;
            normalmatrix = null;
            parent       = null;

            fastvertex   = null;
            fasttriangle = null;
            vertexData.Clear();
            triangleData.Clear();
        }
コード例 #8
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        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);
        }
コード例 #9
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        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();
        }
コード例 #10
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		warp_FXLensFlare (warp_Scene scene) : base (scene)
		{
		}
コード例 #11
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 public void Reset()
 {
     _scene = null;
     GC.Collect();
 }
コード例 #12
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 warp_FXLensFlare(warp_Scene scene) : base(scene)
 {
 }
コード例 #13
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 public void Reset()
 {
     _scene = null;
     System.GC.Collect();
 }
コード例 #14
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ファイル: Warp3Dw.cs プロジェクト: VirtualReality/Libs
		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();
		}
コード例 #15
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ファイル: Warp3Dw.cs プロジェクト: VirtualReality/Libs
		public void Reset ()
		{
			_scene = null;
			System.GC.Collect ();
		}
コード例 #16
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ファイル: Warp3Dw.cs プロジェクト: VirtualReality/Libs
		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;
		}