Exemplo n.º 1
0
        public void EnableRendering(Vector3 origin)
        {
            Vector3[] lineColors;
            int[]     lineIndicies;

            bboxShader = ShaderCompiler.BuildDefaultShader();
            bboxShader.Link();

            lineColors   = null;
            lineIndicies = null;

            lines(LineColor, 12, out lineColors, out lineIndicies);

            _geo                 = new Box.BoxGeometry();
            _pack                = new PackedGeometry();
            _pack.Coloring       = true;
            _pack._indices       = _geo.Indices;
            _pack._coords        = _geo.Vertices;
            _pack.color          = X3DTypeConverters.Vec3ToFloatArray(lineColors);
            _pack._colorIndicies = lineIndicies;
            _pack.restartIndex   = -1;
            _pack.Interleave();
            _handle = _pack.CreateHandle();

            renderingEnabled = _handle.HasGeometry;

            InitBoundaryPoints(origin);
        }
Exemplo n.º 2
0
        public void IncludeComposedShader(ComposedShader shader)
        {
            shader.Link();
            shader.Use();

            CurrentShader = shader;

            RefreshDefaultUniforms(shader);

            if (shader.IsTessellator)
            {
                RefreshTessUniforms(shader);
            }

            ComposedShaders.Add(shader);
        }
Exemplo n.º 3
0
        public override void PreRenderOnce(RenderingContext rc)
        {
            base.PreRenderOnce(rc);

            if (typeof(Text).IsInstanceOfType(geometry))
            {
                // 2D Text Shader, used to apply transparancy. Since alpha blending didnt work transparent background
                IncludeDefaultShader(ColorReplaceShader.vertexShaderSource,
                                     ColorReplaceShader.fragmentShaderSource);
            }
            else if (typeof(Sphere).IsInstanceOfType(geometry))
            {
                // TESSELLATION
                IncludeTesselationShaders(TriangleTessShader.tessControlShader,
                                          TriangleTessShader.tessEvalShader,
                                          TriangleTessShader.geometryShaderSource);

                //CurrentShader.SetFieldValue("spherical", 1);
            }
            else
            {
                CurrentShader = ShaderCompiler.BuildDefaultShader();
            }

            if (ComposedShaders.Any())
            {
                CurrentShader = ComposedShaders.First();
            }

            CurrentShader.Link();
            CurrentShader.Use();

            CollectMaterials();
            RefreshDefaultUniforms();

            Geometry(rc);
        }
Exemplo n.º 4
0
        public override void Load()
        {
            base.Load();

            int            i;
            int            a, b;
            PackedGeometry _pack;

            cubeHandle  = GeometryHandle.Zero;
            innerHandle = GeometryHandle.Zero;
            outerHandle = GeometryHandle.Zero;

            generateCube = !(string.IsNullOrEmpty(frontUrl) || string.IsNullOrEmpty(backUrl) ||
                             string.IsNullOrEmpty(topUrl) || string.IsNullOrEmpty(bottomUrl) ||
                             string.IsNullOrEmpty(leftUrl) || string.IsNullOrEmpty(rightUrl));

            //TODO: replace cube sides that arent available with transparent sides

            generateSkyAndGround = !(string.IsNullOrEmpty(groundColor) || string.IsNullOrEmpty(skyColor) ||
                                     string.IsNullOrEmpty(groundAngle) || string.IsNullOrEmpty(skyAngle));


            // TODO: later render both skydome and skybox together
            // Alpha values in skybox should provide a way to see through to skydome.
            // Skycolor sphere should be slightly larger than groundcolor hemisphere
            // and finally skybox should fit and be smaller than groundcolor hemisphere.

            if (generateSkyAndGround)
            {
                // Sphere
                // interpolate colors from groundColor and skyColor over hemispheres using specified sky and ground angles
                this.groundColors = X3DTypeConverters.MFVec3f(groundColor);
                this.groundAngles = X3DTypeConverters.Floats(groundAngle);
                this.skyColors    = X3DTypeConverters.MFVec3f(skyColor);
                this.skyAngles    = X3DTypeConverters.Floats(skyAngle);

                // Assign colors with matching angles
                colors = new Vector3[groundColors.Length + skyColors.Length];
                for (i = 0; i < skyColors.Length; i++)
                {
                    colors[i] = skyColors[i];
                }
                for (i = skyColors.Length; i < skyColors.Length + groundColors.Length; i++)
                {
                    colors[i] = groundColors[i - skyColors.Length];
                }
                angles    = new float[groundAngles.Length + skyAngles.Length + 2];
                angles[0] = 0;
                for (i = 0; i < skyAngles.Length; i++)
                {
                    angles[i + 1] = skyAngles[i];
                }
                angles[skyAngles.Length + 1] = 0;
                for (i = 0; i < groundAngles.Length; i++)
                {
                    angles[i + skyAngles.Length + 2] = 1.5f + groundAngles[i];
                }



                groundDivisor = (1.0f / groundColors.Length) * (float)Math.PI; // how many colors divided over 90 degrees (lower hemisphere)
                skyDivisor    = (1.0f / groundColors.Length) * (float)Math.PI; // how many colors divided over 90 degrees (upper hemisphere)

                // SKYDOME
                // outer sphere (sky)

                scaleSky     = Vector3.One * 6.0f;                                             // slightly bigger than ground hemisphere
                _shaderOuter = ShaderCompiler.ApplyShader(BackgroundShader.vertexShaderSource, // Make use of the BackgroundShader for Skydome Linear Interpolation
                                                          BackgroundShader.fragmentShaderSource);
                _shaderOuter.Link();

                List <Vertex> geometryOuterSphere = BuildSphereGeometryQuads(60, Vector3.Zero, 1.0f);
                Buffering.BufferShaderGeometry(geometryOuterSphere, out outerHandle.vbo4, out outerHandle.NumVerticies4);

                min = Vector3.Zero;
                max = Vector3.Zero;
                BoundingBox.CalculateBoundingBox(geometryOuterSphere, out max, out min);
                bboxOuter = max - min;

                // inner hemisphere (ground)

                //scaleGround = Vector3.One * 5.6f;
                //_shaderInner = ShaderCompiler.ApplyShader(BackgroundShader.vertexShaderSource,
                //                                 BackgroundShader.fragmentShaderSource);
                //_shaderInner.Link();

                //List<Vertex> geometryInnerHemisphere = BuildHemisphereGeometryQuads(60, new Vector3(0, 0.0f,0), 1.0f, false);
                //Buffering.BufferShaderGeometry(geometryInnerHemisphere, out innerHandle.vbo4, out innerHandle.NumVerticies4);

                //min = Vector3.Zero;
                //max = Vector3.Zero;
                //BoundingBox.CalculateBoundingBox(geometryInnerHemisphere, out max, out min);
                //bboxInner = max - min;


                skydomeTexture = MakeSkydomeTexture();
            }

            if (generateCube)
            {
                tex_cube = createCubeMapFromURIs();

                // SKYBOX
                // innermost skybox

                scaleCube = Vector3.One * 3.1f;

                _shaderInnerCube = ShaderCompiler.ApplyShader(CubeMapBackgroundShader.vertexShaderSource,
                                                              CubeMapBackgroundShader.fragmentShaderSource);
                _shaderInnerCube.Link();

                _pack           = new PackedGeometry();
                _pack._indices  = _cube.Indices;
                _pack._coords   = _cube.Vertices;
                _pack.Texturing = true;
                //_pack._colorIndicies = _boxGeometry.Colors;
                _pack._texCoords   = _cube.Texcoords;
                _pack.restartIndex = -1;

                _pack.Interleave();

                // BUFFER GEOMETRY
                cubeHandle = _pack.CreateHandle();
            }
        }