Пример #1
0
        public ParticleRenderer()
        {
            // create the model, which contains the textures that represent the particles.
            components.Add(model = new DefaultParticleModel(particleArrayWidth, particleArrayHeight));

            // create the render target, which is used to write to the model
            components.Add(renderTarget = new PosColRenderTarget(particleArrayWidth, particleArrayHeight)
            {
                DrawOrder     = 1,
                IsFinalOutput = false,
                SetBuffers    = (rt) =>
                {
                    rt.SetOutput(0, model.ParticlePositionWrite);
                    rt.SetOutput(1, model.ParticleColourWrite);
                }
            });

            // Add operator(s) to renderTarget. The operators write to the render target to alter the particles.
            renderTarget.Add(operator1 = new ParticleOperator()
            {
                IsFinalOutput = true,
                TextureBinds  = () =>
                {
                    if (frameData != null)
                    {
                        frameData.GlobalTextures.SpectrumTex.Bind(TextureUnit.Texture0);
                        frameData.GlobalTextures.AudioDataTex.Bind(TextureUnit.Texture1);
                        model.ParticlePositionRead.Bind(TextureUnit.Texture2);
                        model.ParticlePositionPrevious.Bind(TextureUnit.Texture3);
                        model.ParticleColourRead.Bind(TextureUnit.Texture4);
                    }
                },
                SetShaderUniforms = (sp) =>
                {
                    if (sp != null && frameData != null)
                    {
                        sp
                        .SetUniform("time", (float)(frameData.Time))
                        .SetUniform("deltaTime", deltaTime)
                        .SetUniform("spectrumTex", 0)
                        .SetUniform("audioDataTex", 1)
                        .SetUniform("particlePosTex", 2)
                        .SetUniform("particlePosPrevTex", 3)
                        .SetUniform("particleColTex", 4)
                        .SetUniform("currentPosition", frameData.GlobalTextures.SamplePositionRelative)
                        .SetUniform("currentPositionEst", frameData.GlobalTextures.EstimatedSamplePositionRelative);
                    }
                }
            });

            // create the renderer, which renders GL_POINTS using vertices that point to texels in the model textures.
            components.Add(renderer = new ColourParticleRenderer("Particles/particles_col.vert.glsl", "Particles/particles_col.frag.glsl", particleArrayWidth, particleArrayHeight)
            {
                DrawOrder     = 2,
                IsFinalOutput = true,
                ParticlePositionTextureFunc = () => model.ParticlePositionWrite,
                ParticleColourTextureFunc   = () => model.ParticleColourWrite
            });

            ProjectionMatrix = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(60f), 16f / 9f, 0.0001f, 10f);
            ViewMatrix       = Matrix4.LookAt(new Vector3(0f, 0f, -1f), new Vector3(0f, 0f, 0f), new Vector3(0f, 1f, 0f));
            ModelMatrix      = Matrix4.Identity;
        }
Пример #2
0
        public ParticleTestBench() : base(800, 600, GraphicsMode.Default, "Particles or summin or nuttin")
        {
            VSync = VSyncMode.Off;

            Load        += ParticleTestBench_Load;
            Unload      += ParticleTestBench_Unload;
            UpdateFrame += ParticleTestBench_UpdateFrame;
            RenderFrame += ParticleTestBench_RenderFrame;
            Resize      += ParticleTestBench_Resize;

            // set default shader loader
            ShaderProgram.DefaultLoader = new OpenTKExtensions.Loaders.MultiPathFileSystemLoader(SHADERPATH);

            //OpenTK.Input.Keyboard.GetState()
            components.Add(camera = new WalkCamera()
            {
                FOV           = 75.0f,
                ZFar          = 10.0f,
                ZNear         = 0.001f,
                MovementSpeed = 0.0001f,
                LookMode      = WalkCamera.LookModeEnum.Mouse1,
                Position      = new Vector3(0f, 0f, 0f),
                EyeHeight     = 0f
            }, 1);
            components.Add(resources = new CommonResources());

            // Particle model
            components.Add(model = new MotionParticleModel(particleArrayWidth, particleArrayHeight));

            // Particle render target
            components.Add(particleRenderTarget = new PosVelColRenderTarget(particleArrayWidth, particleArrayHeight)
            {
                DrawOrder  = 1,
                SetBuffers = (rt) =>
                {
                    rt.SetOutput(0, model.ParticlePositionWrite);
                    rt.SetOutput(1, model.ParticleVelocityWrite);
                    rt.SetOutput(2, model.ParticleColourWrite);
                }
            });

            // particle operator
            particleRenderTarget.Add(new OperatorTest());

            /*
             * particleRenderTarget.Add(particleOperator = new RaymarchOperator()
             * {
             *  TextureBinds = () =>
             *  {
             *      model.ParticlePositionRead.Bind(TextureUnit.Texture0);
             *      model.ParticleVelocityRead.Bind(TextureUnit.Texture1);
             *      model.ParticleColourRead.Bind(TextureUnit.Texture2);
             *  },
             *  SetShaderUniforms = (sp) =>
             *  {
             *      sp.SetUniform("time", (float)timer.Elapsed.TotalSeconds);
             *      sp.SetUniform("particlePositionTexture", 0);
             *      sp.SetUniform("particleVelocityTexture", 1);
             *      sp.SetUniform("particleColourTexture", 2);
             *  }
             * });*/

            // Render particles
            components.Add(particleRenderer = new ColourParticleRenderer(particleArrayWidth, particleArrayHeight)
            {
                DrawOrder = 2,
                ParticlePositionTextureFunc = () => model.ParticlePositionWrite,
                ParticleColourTextureFunc   = () => model.ParticleColourWrite
            });
        }