Exemplo n.º 1
0
 public SimpleSunFlareMesh(SSScene sunScene,
                          SSObjectBillboard sun,
                          SSTexture texture,
                          RectangleF[] spriteRects,
                          Vector2[] spriteScales = null)
 {
     init(sunScene, sun, texture, spriteRects, spriteScales);
 }
 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);
            }
        }
Exemplo n.º 4
0
 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);
 }
Exemplo n.º 6
0
        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);
                    };
                }
            }
        }
Exemplo n.º 7
0
        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);
            }
        }
Exemplo n.º 8
0
        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);
            }
        }