Exemplo n.º 1
0
Arquivo: Tree.cs Projeto: lvarvel/aura
        internal TreeBranch(float c_length, float angleClamp, float dropOff, int number,
            Vector3 normal, Vector3 position, int depthCounter, Billboard b, TreeBranch parent, Tree root)
        {
            List<Vector3> points = new List<Vector3>();
            Position = position;
            Parent = parent;
            Root = root;
            for (int i = 0; i < number; ++i)
            {
                if (depthCounter > 0)
                    points.Add(getNext(c_length, angleClamp, normal) + position);
                else
                    points.Add(getNext(c_length, angleClamp, normal) * 0.5f + position);
            }

            if (depthCounter > 0)
            {
                foreach(Vector3 point in points)
                {
                    Children.Add(new TreeBranch(c_length * dropOff, angleClamp, dropOff, number,
                        (point - position).normalize(), point, depthCounter-1, b, this, root));
                }
            }
            else
            {
                foreach(Vector3 leaf in points)
                {
                    Children.Add(new TreeLeaf(leaf, b, this, root));
                }
            }
        }
Exemplo n.º 2
0
Arquivo: Tree.cs Projeto: lvarvel/aura
 internal TreeLeaf(Vector3 position, Billboard b, TreeBranch parent, Tree root)
 {
     Position = position;
     leaf = b;
     Parent = parent;
     Root = root;
 }
Exemplo n.º 3
0
        /// <summary>
        /// Initializes the engine
        /// </summary>
        internal void Prime()
        {
            #region Initialize SDL
            if (Sdl.SDL_Init(Sdl.SDL_INIT_VIDEO) != 0) throw new AuraEngineException("SDL failure: " + Sdl.SDL_GetError());
            Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_DOUBLEBUFFER, 1);

            screen = Sdl.SDL_SetVideoMode(x, y, 16, Sdl.SDL_OPENGL | Sdl.SDL_DOUBLEBUF);
            if (screen == IntPtr.Zero) throw new AuraEngineException("Unable to set video mode: " + Sdl.SDL_GetError());
            Sdl.SDL_WM_SetCaption(windowName,windowName);
            #endregion

            #region Initialize openGL
            Gl.glViewport(0, 0, x, y);
            Gl.glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
            Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
            Sdl.SDL_GL_SetAttribute(Sdl.SDL_GL_DEPTH_SIZE, 16);
            Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY);
            Gl.glEnableClientState(Gl.GL_NORMAL_ARRAY);
            //Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY);
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glShadeModel(Gl.GL_SMOOTH);
            Gl.glEnable(Gl.GL_TEXTURE_2D);
            Gl.glAlphaFunc(Gl.GL_GREATER, .016f);
            Gl.glEnable(Gl.GL_ALPHA_TEST);
            #endregion

            #region Initialize ilut
            Il.ilInit();
            Ilu.iluInit();
            Ilut.ilutInit();
            Ilu.iluImageParameter(Ilu.ILU_PLACEMENT, Ilu.ILU_UPPER_LEFT);
            Ilut.ilutRenderer(Ilut.ILUT_OPENGL);
            #endregion

            CameraManager.SetCamera("Default", new Camera(new Vector3(10, 10, 10), new Vector3(0, 0, 0)));

            #region Set up explosion
            mrExplody = new Explosion(new Vector3(0, 0, 0), 5.0f, 5.0f);
            #endregion

            #region DEBUG
            //DEBUG: LIGHTING (BROKEN)
            LightManager.LightingEnabled = true;
            Texture t = TextureImporter.Instance.ImportContent("Data/grass.jpg");
            Texture leaf = TextureImporter.Instance.ImportContent("Data/leaf.png");
            Material lmaterial = new Material(new Color4(.1f, .1f, .1f, .1f), new Color4(.1f,0,0), new Color4(.1f,.1f,.1f), .1f);
            Light l = new Light(lmaterial, false);
            l.position = new Vector3(0,15,5);
            LightManager.Lights.Add(l);
            m = new Model(ObjImporter.Instance.ImportContent("Data/plane.obj"), t);
            m.scale = 2f;

            Billboard particleBillboard = new Billboard(TextureImporter.Instance.ImportContent("Data/particle.png"), BillboardLockType.Spherical, 0.2f);
            particleBillboard.Dimention = new Vector2(.1f, .1f);

            /* Create the particle systems for the core of the explosion */

            List<ParticleSystem> fireParticleSystems = new List<ParticleSystem>();
            Flames = new ParticleSystem(
                10f,  // 5... um.... units.
                particleBillboard,   //Using particle.png as the texture
                .5f, //scale = 1/2
                new Color4InterpolationHandler(FunctionAssets.LinearInterpolation),  //Linear Interpolation for color
                new ColorRange(new Color4(1, 1, 0, 1), new Color4(1, 0, 0, .3f)),   // Yellow to Red
                new FloatInterpolationHandler(FunctionAssets.LinearInterpolation),  //Linear Interpolation for speed
                new Range(1.0f, 0.0f));
            Flames.Count = 500;
            fireParticleSystems.Add(Flames);         //Speed from 1.0 to 0.0

            Fire = new EmitterBase(1, //75 umm... MS?
                fireParticleSystems, //This should be self-explanatory
                DirectionalClamp.ZeroClamp, //Nothing in the Negative Y
                Util.r.Next(), //Seed the RNG
                false);  //Repeat!

            Tree.flames = Flames;

            //Debug: Particles

            b = new Billboard(leaf, BillboardLockType.Spherical, 0.2f);
            b.Dimention = new Vector2(.1f, .1f);
            PointVisualization v = new PointVisualization();

            ps = new ParticleSystem(300, b, 0.15f, FunctionAssets.LinearInterpolation, new ColorRange(new Color4(1, 1, 1)), FunctionAssets.LinearInterpolation, new Range(.1f));
            ps.Count = 5;
            for (int i = 0; i < 20; ++i)
            {
                Vector3 rand = new Vector3((float)(Util.r.NextDouble() * Util.r.NextSign() * 8), 0, (float)(Util.r.NextDouble() * Util.r.NextSign() * 8));
                tree = new Tree(rand, 3.0f, 1.5f, .3f, 3, 3, b);
                Forest.Add(tree);
            }
            ParticleSystem[] tps = { ps };
            //e = new EmitterBase(1, tps, DirectionalClamp.ZeroClamp, null, true);
            #endregion
        }