Наследование: EffectBase
Пример #1
0
    public static void EndGame(PieceColor won)
    {
        PieceController[] controllers = GameObject.FindObjectsOfType <PieceController>();

        for (int i = 0; i < controllers.Length; i++)
        {
            Glow glow = controllers[i].gameObject.GetComponent <Glow>();
            PlaceholderManager pcm = controllers[i].transform.parent.GetComponent <PlaceholderManager>();

            Destroy(glow);

            if (pcm != null)
            {
                Destroy(pcm);
            }

            Destroy(controllers[i]);
        }

        string color = won == PieceColor.Red ? "Красный" : "Белый";

        instance.winText.text = color + " победил!";

        instance.winText.transform.parent.gameObject.SetActive(true);

        instance.StartCoroutine(FadeColor(instance.winText, instance.winText.color));

        for (int i = 0; i < instance.image.Length; i++)
        {
            instance.StartCoroutine(FadeColor(instance.image[i], instance.image[i].color));
        }
    }
Пример #2
0
        internal A.EffectList ToEffectList()
        {
            var el = new A.EffectList();

            if (Glow.HasGlow)
            {
                el.Glow = Glow.ToGlow();
            }

            if (Shadow.IsInnerShadow != null)
            {
                if (Shadow.IsInnerShadow.Value)
                {
                    el.InnerShadow = Shadow.ToInnerShadow();
                }
                else
                {
                    el.OuterShadow = Shadow.ToOuterShadow();
                }
            }

            if (Reflection.HasReflection)
            {
                el.Reflection = Reflection.ToReflection();
            }

            if (SoftEdge.HasSoftEdge)
            {
                el.SoftEdge = SoftEdge.ToSoftEdge();
            }

            return(el);
        }
Пример #3
0
    private void Start()
    {
        _glow = GetComponentInChildren <Glow>();
        _rndr = GetComponent <SpriteRenderer>();

        StartCoroutine(nameof(CoSwitchLoop));
    }
Пример #4
0
        /// <summary>Gets the current intensity glow intensity, using the glow attenuation factor</summary>
        /// <param name="Vertices">The verticies to which the glow is to be applied</param>
        /// <param name="Face">The face which these vertices make up</param>
        /// <param name="GlowAttenuationData">The current glow attenuation</param>
        /// <param name="CameraX">The X-position of the camera</param>
        /// <param name="CameraY">The Y-position of the camera</param>
        /// <param name="CameraZ">The Z-position of the camera</param>
        /// <returns></returns>
        private static double GetDistanceFactor(VertexTemplate[] Vertices, ref MeshFace Face, ushort GlowAttenuationData, double CameraX, double CameraY, double CameraZ)
        {
            if (Face.Vertices.Length == 0)
            {
                return(1.0);
            }
            GlowAttenuationMode mode;
            double halfdistance;

            Glow.SplitAttenuationData(GlowAttenuationData, out mode, out halfdistance);
            int    i  = (int)Face.Vertices[0].Index;
            double dx = Vertices[i].Coordinates.X - CameraX;
            double dy = Vertices[i].Coordinates.Y - CameraY;
            double dz = Vertices[i].Coordinates.Z - CameraZ;

            switch (mode)
            {
            case GlowAttenuationMode.DivisionExponent2:
            {
                double t = dx * dx + dy * dy + dz * dz;
                return(t / (t + halfdistance * halfdistance));
            }

            case GlowAttenuationMode.DivisionExponent4:
            {
                double t = dx * dx + dy * dy + dz * dz;
                t            *= t;
                halfdistance *= halfdistance;
                return(t / (t + halfdistance * halfdistance));
            }

            default:
                return(1.0);
            }
        }
Пример #5
0
        // /////////////
        // GLOW THREAD//
        // /////////////

        public static void GlowCall()
        {
            var Glow = new Glow();

            var GlowThread = new Thread(Glow.Run);

            GlowThread.Start();
        }
 private static void ESPThread()
 {
     while (true)
     {
         Glow.Render();
         Thread.Sleep(1);
     }
 }
Пример #7
0
 void Start()
 {
     timeLeftInInterval = INTERVAL;
     dtMsg         = 0.0f;
     glow          = new Glow(gameObject.GetComponent <Renderer>());
     _messageTimes = new List <DateTime>();
     size          = transform.localScale.x;
     targetSize    = size;
 }
 private void UserControl_MouseEnter(object sender, MouseEventArgs e)
 {
     //rootBorder.RenderTransform.BeginAnimation(TranslateTransform.YProperty, scaleUp);
     //rootBorder.Effect.BeginAnimation(DropShadowEffect.BlurRadiusProperty, moveUp);
     Glow.BeginAnimation(OpacityProperty,
                         new DoubleAnimation(1, TimeSpan.FromMilliseconds(50))
     {
         EasingFunction = new QuadraticEase()
     });
 }
Пример #9
0
	public void SetGlow(Glow glow)
	{
		if(this.glow != null)
		{
			Destroy(this.glow.gameObject);
			this.glow = null;
		}

		this.glow = tileController.GetComponentInChildren<Glow>();
		this.glow.transform.localPosition = Vector3.zero;
	}
Пример #10
0
        internal SLEffectList Clone()
        {
            var el = new SLEffectList(listThemeColors);

            el.Glow       = Glow.Clone();
            el.Shadow     = Shadow.Clone();
            el.Reflection = Reflection.Clone();
            el.SoftEdge   = SoftEdge.Clone();

            return(el);
        }
Пример #11
0
    IEnumerator UnfadeToNormal(GameObject road)
    {
        yield return(new WaitForSeconds(2f));

        Glow glow = GetRoadFromAngle(transform.rotation.eulerAngles.y).GetComponent <Glow> ();

        if (glow.GetColor() == commandColor)
        {
            glow.SetColor(glow.originalColor);
            Roads.Remove(road);
        }
    }
Пример #12
0
 void Start()
 {
     startingPosition = transform.localPosition;
     inventory        = GameObject.FindObjectOfType <Inventory>();
     player           = FindObjectOfType <GvrHead>();
     glow             = GetComponent <Glow> ();
     displayCanvas    = FindObjectOfType <DisplayCanvas> ();
     if (glow == null)
     {
         glow = GetComponentInChildren <Glow> ();
     }
 }
Пример #13
0
 void Start()
 {
     startingPosition = transform.localPosition;
     inventory        = GameObject.FindObjectOfType <Inventory>();
     player           = FindObjectOfType <GvrHead>();
     healthManagement = FindObjectOfType <HealthManagement> ();
     glow             = GetComponent <Glow> ();
     if (glow == null)
     {
         glow = GetComponentInChildren <Glow> ();
     }
 }
Пример #14
0
        public FixedPointLight(Rectangle tileRectangle, bool isShaky, Color color, float? scale, float glowIntensity)
        {
            this.IsShaky = isShaky;
            this.Color = color;

            if (scale.HasValue)
                Size = (int)(DefaultSize * scale);

            SetPosition(tileRectangle);
            this.GlowIntensity = glowIntensity;
            Glow = new Glow(this);

            LightHere = true;
        }
Пример #15
0
        public static void Attach(System.Diagnostics.Process process, bool isInjected = false)
        {
            if (_isAttached)
            {
                return;
            }

            if (isInjected)
            {
                Memory = new LocalProcessMemory(process);
            }
            else
            {
                Memory = new ExternalProcessMemory(process);
            }

            Thread.Sleep(2000);

            Renderer   = new Renderer(process);
            ClientBase = Memory.GetModule("client.dll").BaseAddress;
            EngineBase = Memory.GetModule("engine.dll").BaseAddress;
            Offsets.Initialize();
            ClientState = Memory.Read <int>(EngineBase + Offsets.ClientState.Base);
            Objects     = new ObjectManager(ClientBase + Offsets.Misc.EntityList);

            Box           = new Box();
            HeadHelper    = new HeadHelper();
            SkinChanger   = new SkinChanger();
            ControlRecoil = new Rcs();
            TriggerBot    = new TriggerBot();
            KeyUtils      = new KeyUtils();
            BunnyJump     = new BunnyJump();
            SoundEsp      = new SoundEsp();
            Radar         = new Radar();
            NoFlash       = new NoFlash();
            AutoPistol    = new AutoPistol();
            Glow          = new Glow();
            AimAssist     = new AimAssist();

            var enginePtr = Memory.Read <IntPtr>(EngineBase + Offsets.ClientState.Base);

            if (enginePtr == IntPtr.Zero)
            {
                throw new Exception("Couldn't find Engine Ptr - are you sure your offsets are up to date?");
            }

            Client      = new GameClient(enginePtr);
            _isAttached = true;
        }
Пример #16
0
    public Glow CreateGlow(Vector3 pos, int maxParticles, Color color)
    {
        Transform parent = container.Find("Fx");

        GameObject obj = (GameObject)Instantiate(glowPrefab);

        obj.transform.SetParent(parent, false);
        obj.name = "Glow";

        Glow glow = obj.GetComponent <Glow>();

        glow.Init(pos, maxParticles, color);

        return(glow);
    }
Пример #17
0
        public DynamicPointLight(Entity source, float? scale, bool isShaky, Color? color, float glowIntensity)
        {
            if (scale.HasValue)
                Size = (int)(DefaultSize * scale);

            if (color.HasValue)
                this.Color = color.Value;

            this.GlowIntensity = glowIntensity;
            this.IsShaky = isShaky;

            SetPosition(source.GetCollRectangle());
            Glow = new Glow(this);
            this.source = source;

            LightHere = true;
        }
Пример #18
0
        /// <summary>
        /// Set a predefined glow matching the preset types in Excel
        /// </summary>
        /// <param name="glowType">The preset type</param>
        public void SetPresetGlow(ePresetExcelGlowType glowType)
        {
            Glow.Delete();
            if (glowType == ePresetExcelGlowType.None)
            {
                return;
            }

            var glowTypeString = glowType.ToString();
            var font           = glowTypeString.Substring(0, glowTypeString.IndexOf('_'));
            var schemeColor    = (eSchemeColor)Enum.Parse(typeof(eSchemeColor), font);

            Glow.Color.SetSchemeColor(schemeColor);
            Glow.Color.Transforms.AddAlpha(40);
            Glow.Color.Transforms.AddSaturationModulation(175);
            Glow.Radius = int.Parse(glowTypeString.Substring(font.Length + 1, glowTypeString.Length - font.Length - 3));
        }
Пример #19
0
 public override int GetHashCode()
 {
     return
         (RGBA.GetHashCode() ^
          RepeatU.GetHashCode() ^
          RepeatV.GetHashCode() ^
          OffsetU.GetHashCode() ^
          OffsetV.GetHashCode() ^
          Rotation.GetHashCode() ^
          Glow.GetHashCode() ^
          Bump.GetHashCode() ^
          Shiny.GetHashCode() ^
          Fullbright.GetHashCode() ^
          MediaFlags.GetHashCode() ^
          TexMapType.GetHashCode() ^
          TextureID.GetHashCode());
 }
Пример #20
0
            Glow readGlow(BinaryReader reader)
            {
                Glow newGlow   = new Glow();
                var  glowCount = reader.ReadByte();

                newGlow.glowData = new List <GlowData>();

                for (var i = 0; i < glowCount; i++)
                {
                    GlowData newGlowData = new GlowData();
                    newGlowData.position   = reader.ReadSingle();
                    newGlowData.materialID = reader.ReadUInt16();

                    newGlow.glowData.Add(newGlowData);
                }

                return(newGlow);
            }
        private void UserControl_MouseLeave(object sender, MouseEventArgs e)
        {
            //if (_animDown)
            //{

            //    rootBorder.RenderTransform.BeginAnimation(TranslateTransform.YProperty, scaleDown);
            //    rootBorder.Effect.BeginAnimation(DropShadowEffect.BlurRadiusProperty, moveDown);
            //}
            //else
            //{
            //    rootBorder.RenderTransform = new TranslateTransform(0, 0);
            //    (rootBorder.Effect as DropShadowEffect).BlurRadius = 3;
            //}
            Glow.BeginAnimation(OpacityProperty,
                                new DoubleAnimation(0, TimeSpan.FromMilliseconds(250))
            {
                EasingFunction = new QuadraticEase()
            });
        }
Пример #22
0
    // Use this for initialization
    void Start()
    {
        fleche = Instantiate(flechePrefab).GetComponentInChildren <Glow>();
        fleche.LinkedPerson            = this;
        fleche.transform.parent.parent = transform;
        points = new Glow[numPoints];
        for (int i = 0; i < numPoints; i++)
        {
            points[i] = Instantiate(pointPrefab).GetComponent <Glow>();
            points[i].transform.parent = transform;
            points[i].LinkedPerson     = this;
        }

        splineIndex = getClosestSplineIndex();

        if (splineIndex % 2 == 0)
        {
            CameFromLeft = true;
        }
    }
Пример #23
0
        public void RenderFace(Shader Shader, ObjectState State, MeshFace Face, Matrix4D modelMatrix, Matrix4D modelViewMatrix, bool IsDebugTouchMode = false)
        {
            if (State.Prototype.Mesh.Vertices.Length < 1)
            {
                return;
            }

            MeshMaterial      material = State.Prototype.Mesh.Materials[Face.Material];
            VertexArrayObject VAO      = (VertexArrayObject)State.Prototype.Mesh.VAO;

            if (lastVAO != VAO.handle)
            {
                VAO.Bind();
                lastVAO = VAO.handle;
            }

            if (!OptionBackFaceCulling || (Face.Flags & MeshFace.Face2Mask) != 0)
            {
                GL.Disable(EnableCap.CullFace);
            }
            else if (OptionBackFaceCulling)
            {
                if ((Face.Flags & MeshFace.Face2Mask) == 0)
                {
                    GL.Enable(EnableCap.CullFace);
                }
            }

            // matrix

            Shader.SetCurrentModelViewMatrix(modelViewMatrix);
            Shader.SetCurrentTextureMatrix(State.TextureTranslation);

            if (OptionWireFrame || IsDebugTouchMode)
            {
                if (material.Color != lastColor)
                {
                    Shader.SetMaterialAmbient(material.Color);
                    lastColor = material.Color;
                }
                Shader.SetOpacity(1.0f);
                Shader.SetBrightness(1.0f);
                VAO.Draw(PrimitiveType.LineLoop, Face.IboStartIndex, Face.Vertices.Length);
                return;
            }

            // lighting
            if (OptionLighting)
            {
                if (material.Color != lastColor)
                {
                    Shader.SetMaterialAmbient(material.Color);
                    Shader.SetMaterialDiffuse(material.Color);
                    Shader.SetMaterialSpecular(material.Color);
                    //TODO: Ambient and specular colors are not set by any current parsers
                }

                if ((material.Flags & MeshMaterial.EmissiveColorMask) != 0)
                {
                    Shader.SetMaterialEmission(material.EmissiveColor);
                    Shader.SetMaterialEmissive(true);
                }
                else
                {
                    Shader.SetMaterialEmissive(false);
                }

                Shader.SetMaterialShininess(1.0f);
            }
            else
            {
                if (material.Color != lastColor)
                {
                    Shader.SetMaterialAmbient(material.Color);
                }
                //As lighting is disabled, the face cannot be emitting light....
                Shader.SetMaterialEmissive(false);
            }

            lastColor = material.Color;
            PrimitiveType DrawMode;

            switch (Face.Flags & MeshFace.FaceTypeMask)
            {
            case MeshFace.FaceTypeTriangles:
                DrawMode = PrimitiveType.Triangles;
                break;

            case MeshFace.FaceTypeTriangleStrip:
                DrawMode = PrimitiveType.TriangleStrip;
                break;

            case MeshFace.FaceTypeQuads:
                DrawMode = PrimitiveType.Quads;
                break;

            case MeshFace.FaceTypeQuadStrip:
                DrawMode = PrimitiveType.QuadStrip;
                break;

            default:
                DrawMode = PrimitiveType.Polygon;
                break;
            }

            // daytime polygon
            {
                // texture
                if (material.DaytimeTexture != null && currentHost.LoadTexture(material.DaytimeTexture, (OpenGlTextureWrapMode)material.WrapMode))
                {
                    Shader.SetIsTexture(true);
                    if (LastBoundTexture != material.DaytimeTexture.OpenGlTextures[(int)material.WrapMode])
                    {
                        GL.BindTexture(TextureTarget.Texture2D,
                                       material.DaytimeTexture.OpenGlTextures[(int)material.WrapMode].Name);
                        LastBoundTexture = material.DaytimeTexture.OpenGlTextures[(int)material.WrapMode];
                    }
                }
                else
                {
                    Shader.SetIsTexture(false);
                }

                // Calculate the brightness of the poly to render
                float factor;
                if (material.BlendMode == MeshMaterialBlendMode.Additive)
                {
                    //Additive blending- Full brightness
                    factor = 1.0f;
                    GL.Enable(EnableCap.Blend);
                    GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
                    Shader.SetIsFog(false);
                }
                else if ((material.Flags & MeshMaterial.EmissiveColorMask) != 0)
                {
                    //As material is emitting light, it must be at full brightness
                    factor = 1.0f;
                }
                else if (material.NighttimeTexture == null || material.NighttimeTexture == material.DaytimeTexture)
                {
                    //No nighttime texture or both are identical- Darken the polygon to match the light conditions
                    float blend = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;
                    if (blend > 1.0f)
                    {
                        blend = 1.0f;
                    }

                    factor = 1.0f - 0.7f * blend;
                }
                else
                {
                    //Valid nighttime texture- Blend the two textures by DNB at max brightness
                    factor = 1.0f;
                }
                Shader.SetBrightness(factor);

                float alphaFactor;
                GlowAttenuationMode mode = GlowAttenuationMode.None;
                if (material.GlowAttenuationData != 0)
                {
                    alphaFactor = (float)Glow.GetDistanceFactor(modelMatrix, State.Prototype.Mesh.Vertices, ref Face, material.GlowAttenuationData, out mode);
                }
                else
                {
                    alphaFactor = 1.0f;
                }

                if (material.BlendMode == MeshMaterialBlendMode.Additive)
                {
                    Shader.SetMaterialAdditive(1 + (int)mode);
                }
                else
                {
                    Shader.SetMaterialAdditive(0);
                }

                Shader.SetOpacity(inv255 * material.Color.A * alphaFactor);

                // render polygon
                VAO.Draw(DrawMode, Face.IboStartIndex, Face.Vertices.Length);
            }

            // nighttime polygon
            if (material.NighttimeTexture != null && material.NighttimeTexture != material.DaytimeTexture && currentHost.LoadTexture(material.NighttimeTexture, (OpenGlTextureWrapMode)material.WrapMode))
            {
                // texture
                Shader.SetIsTexture(true);
                if (LastBoundTexture != material.NighttimeTexture.OpenGlTextures[(int)material.WrapMode])
                {
                    GL.BindTexture(TextureTarget.Texture2D, material.NighttimeTexture.OpenGlTextures[(int)material.WrapMode].Name);
                    LastBoundTexture = material.NighttimeTexture.OpenGlTextures[(int)material.WrapMode];
                }


                GL.Enable(EnableCap.Blend);

                // alpha test
                GL.Enable(EnableCap.AlphaTest);
                GL.AlphaFunc(AlphaFunction.Greater, 0.0f);

                // blend mode
                float alphaFactor;
                if (material.GlowAttenuationData != 0)
                {
                    alphaFactor = (float)Glow.GetDistanceFactor(modelMatrix, State.Prototype.Mesh.Vertices, ref Face, material.GlowAttenuationData);
                    float blend = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;
                    if (blend > 1.0f)
                    {
                        blend = 1.0f;
                    }

                    alphaFactor *= blend;
                }
                else
                {
                    alphaFactor = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;
                    if (alphaFactor > 1.0f)
                    {
                        alphaFactor = 1.0f;
                    }
                }

                Shader.SetOpacity(inv255 * material.Color.A * alphaFactor);

                // render polygon
                VAO.Draw(DrawMode, Face.IboStartIndex, Face.Vertices.Length);
                RestoreBlendFunc();
                RestoreAlphaFunc();
            }


            // normals
            if (OptionNormals)
            {
                Shader.SetIsTexture(false);
                Shader.SetBrightness(1.0f);
                Shader.SetOpacity(1.0f);
                VertexArrayObject NormalsVAO = (VertexArrayObject)State.Prototype.Mesh.NormalsVAO;
                NormalsVAO.Bind();
                lastVAO = NormalsVAO.handle;
                NormalsVAO.Draw(PrimitiveType.Lines, Face.NormalsIboStartIndex, Face.Vertices.Length * 2);
            }

            // finalize
            if (material.BlendMode == MeshMaterialBlendMode.Additive)
            {
                RestoreBlendFunc();
                Shader.SetIsFog(OptionFog);
            }
        }
Пример #24
0
        public void RenderFace(Shader Shader, ObjectState State, MeshFace Face, Vector3 EyePosition, bool IsDebugTouchMode = false)
        {
            if (State.Prototype.Mesh.Vertices.Length < 1)
            {
                return;
            }

            VertexTemplate[]  vertices   = State.Prototype.Mesh.Vertices;
            MeshMaterial      material   = State.Prototype.Mesh.Materials[Face.Material];
            VertexArrayObject VAO        = (VertexArrayObject)State.Prototype.Mesh.VAO;
            VertexArrayObject NormalsVAO = (VertexArrayObject)State.Prototype.Mesh.NormalsVAO;

            if (!OptionBackFaceCulling || (Face.Flags & MeshFace.Face2Mask) != 0)
            {
                GL.Disable(EnableCap.CullFace);
            }
            else if (OptionBackFaceCulling)
            {
                if ((Face.Flags & MeshFace.Face2Mask) == 0)
                {
                    GL.Enable(EnableCap.CullFace);
                }
            }

            // matrix
            Matrix4D modelMatrix     = State.Scale * State.Rotate * State.Translation * Matrix4D.CreateTranslation(-EyePosition);
            Matrix4D modelViewMatrix = modelMatrix * CurrentViewMatrix;

            Shader.SetCurrentProjectionMatrix(CurrentProjectionMatrix);
            Shader.SetCurrentModelViewMatrix(modelViewMatrix);
            Shader.SetCurrentNormalMatrix(Matrix4D.Transpose(Matrix4D.Invert(modelViewMatrix)));
            Shader.SetCurrentTextureMatrix(State.TextureTranslation);

            if (OptionWireFrame || IsDebugTouchMode)
            {
                VAO.Bind();
                VAO.Draw(Shader.VertexLayout, PrimitiveType.LineLoop, Face.IboStartIndex, Face.Vertices.Length);
                VAO.UnBind();
                return;
            }

            // lighting
            if (material.NighttimeTexture == null)
            {
                if (OptionLighting)
                {
                    Shader.SetIsLight(true);
                    Shader.SetLightPosition(new Vector3(Lighting.OptionLightPosition.X, Lighting.OptionLightPosition.Y, -Lighting.OptionLightPosition.Z));
                    Shader.SetLightAmbient(new Color4(Lighting.OptionAmbientColor.R, Lighting.OptionAmbientColor.G, Lighting.OptionAmbientColor.B, 255));
                    Shader.SetLightDiffuse(new Color4(Lighting.OptionDiffuseColor.R, Lighting.OptionDiffuseColor.G, Lighting.OptionDiffuseColor.B, 255));
                    Shader.SetLightSpecular(new Color4(Lighting.OptionSpecularColor.R, Lighting.OptionSpecularColor.G, Lighting.OptionSpecularColor.B, 255));
                    Shader.SetMaterialAmbient(new Color4(material.Color.R, material.Color.G, material.Color.B, material.Color.A));                      // TODO
                    Shader.SetMaterialDiffuse(new Color4(material.Color.R, material.Color.G, material.Color.B, material.Color.A));
                    Shader.SetMaterialSpecular(new Color4(material.Color.R, material.Color.G, material.Color.B, material.Color.A));                     // TODO

                    if ((material.Flags & MeshMaterial.EmissiveColorMask) != 0)
                    {
                        Shader.SetMaterialEmission(new Color4(material.EmissiveColor.R, material.EmissiveColor.G, material.EmissiveColor.B, 255));
                    }
                    else
                    {
                        Shader.SetMaterialEmission(new Color4(0.0f, 0.0f, 0.0f, 1.0f));
                    }

                    Shader.SetMaterialShininess(1.0f);

                    Lighting.OptionLightingResultingAmount = (Lighting.OptionAmbientColor.R + Lighting.OptionAmbientColor.G + Lighting.OptionAmbientColor.B) / 480.0f;

                    if (Lighting.OptionLightingResultingAmount > 1.0f)
                    {
                        Lighting.OptionLightingResultingAmount = 1.0f;
                    }
                }
                else
                {
                    Shader.SetMaterialAmbient(new Color4(material.Color.R, material.Color.G, material.Color.B, material.Color.A));                      // TODO
                }
            }
            else
            {
                Shader.SetMaterialAmbient(new Color4(material.Color.R, material.Color.G, material.Color.B, material.Color.A));                  // TODO
            }

            // fog
            if (OptionFog)
            {
                Shader.SetIsFog(true);
                Shader.SetFogStart(Fog.Start);
                Shader.SetFogEnd(Fog.End);
                Shader.SetFogColor(new Color4(Fog.Color.R, Fog.Color.G, Fog.Color.B, 255));
            }

            PrimitiveType DrawMode;

            switch (Face.Flags & MeshFace.FaceTypeMask)
            {
            case MeshFace.FaceTypeTriangles:
                DrawMode = PrimitiveType.Triangles;
                break;

            case MeshFace.FaceTypeTriangleStrip:
                DrawMode = PrimitiveType.TriangleStrip;
                break;

            case MeshFace.FaceTypeQuads:
                DrawMode = PrimitiveType.Quads;
                break;

            case MeshFace.FaceTypeQuadStrip:
                DrawMode = PrimitiveType.QuadStrip;
                break;

            default:
                DrawMode = PrimitiveType.Polygon;
                break;
            }

            // daytime polygon
            {
                // texture
                if (material.DaytimeTexture != null)
                {
                    if (currentHost.LoadTexture(material.DaytimeTexture, (OpenGlTextureWrapMode)material.WrapMode))
                    {
                        GL.Enable(EnableCap.Texture2D);
                        Shader.SetIsTexture(true);
                        Shader.SetTexture(0);
                        GL.BindTexture(TextureTarget.Texture2D, material.DaytimeTexture.OpenGlTextures[(int)material.WrapMode].Name);
                    }
                }

                // blend mode
                float factor;
                if (material.BlendMode == MeshMaterialBlendMode.Additive)
                {
                    factor = 1.0f;
                    GL.Enable(EnableCap.Blend);
                    GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
                    Shader.SetIsFog(false);
                }
                else if (material.NighttimeTexture == null)
                {
                    float blend = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;

                    if (blend > 1.0f)
                    {
                        blend = 1.0f;
                    }

                    factor = 1.0f - 0.7f * blend;
                }
                else
                {
                    factor = 1.0f;
                }
                Shader.SetBrightness(factor);

                float alphaFactor;
                if (material.GlowAttenuationData != 0)
                {
                    alphaFactor = (float)Glow.GetDistanceFactor(modelMatrix, vertices, ref Face, material.GlowAttenuationData);
                }
                else
                {
                    alphaFactor = 1.0f;
                }
                Shader.SetOpacity(inv255 * material.Color.A * alphaFactor);

                // render polygon
                VAO.Bind();
                VAO.Draw(Shader.VertexLayout, DrawMode, Face.IboStartIndex, Face.Vertices.Length);
                VAO.UnBind();

                GL.BindTexture(TextureTarget.Texture2D, 0);
            }

            // nighttime polygon
            if (material.NighttimeTexture != null && currentHost.LoadTexture(material.NighttimeTexture, (OpenGlTextureWrapMode)material.WrapMode))
            {
                // texture
                GL.Enable(EnableCap.Texture2D);
                Shader.SetIsTexture(true);
                Shader.SetTexture(0);
                GL.BindTexture(TextureTarget.Texture2D, material.NighttimeTexture.OpenGlTextures[(int)material.WrapMode].Name);

                GL.Enable(EnableCap.Blend);

                // alpha test
                GL.Enable(EnableCap.AlphaTest);
                GL.AlphaFunc(AlphaFunction.Greater, 0.0f);

                // blend mode
                float alphaFactor;
                if (material.GlowAttenuationData != 0)
                {
                    alphaFactor = (float)Glow.GetDistanceFactor(modelMatrix, vertices, ref Face, material.GlowAttenuationData);
                    float blend = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;
                    if (blend > 1.0f)
                    {
                        blend = 1.0f;
                    }

                    alphaFactor *= blend;
                }
                else
                {
                    alphaFactor = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;
                    if (alphaFactor > 1.0f)
                    {
                        alphaFactor = 1.0f;
                    }
                }

                Shader.SetOpacity(alphaFactor);

                // render polygon
                VAO.Bind();
                VAO.Draw(Shader.VertexLayout, DrawMode, Face.IboStartIndex, Face.Vertices.Length);
                VAO.UnBind();

                GL.BindTexture(TextureTarget.Texture2D, 0);

                RestoreBlendFunc();
                RestoreAlphaFunc();
            }

            GL.Disable(EnableCap.Texture2D);

            // normals
            if (OptionNormals)
            {
                Shader.SetIsTexture(false);
                Shader.SetBrightness(1.0f);
                Shader.SetOpacity(1.0f);

                NormalsVAO.Bind();
                NormalsVAO.Draw(Shader.VertexLayout, PrimitiveType.Lines, Face.NormalsIboStartIndex, Face.Vertices.Length * 2);
                NormalsVAO.UnBind();
            }

            // finalize
            if (material.BlendMode == MeshMaterialBlendMode.Additive)
            {
                RestoreBlendFunc();
            }
        }
Пример #25
0
        private void ParseSignalCommand(string Command, string[] Arguments, int Index, Encoding Encoding, Expression Expression, ref RouteData Data, bool PreviewOnly)
        {
            switch (Command)
            {
            case "signal":
                if (!PreviewOnly)
                {
                    if (Arguments.Length < 1)
                    {
                        Plugin.CurrentHost.AddMessage(MessageType.Error, false, Command + " is expected to have between 1 and 2 arguments at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                    }
                    else
                    {
                        if (Arguments[0].EndsWith(".animated", StringComparison.OrdinalIgnoreCase))
                        {
                            if (Path.ContainsInvalidChars(Arguments[0]))
                            {
                                Plugin.CurrentHost.AddMessage(MessageType.Error, false, "AnimatedObjectFile contains illegal characters in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                            }
                            else
                            {
                                if (Arguments.Length > 1)
                                {
                                    Plugin.CurrentHost.AddMessage(MessageType.Warning, false, Command + " is expected to have exactly 1 argument when using animated objects at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                }

                                string f = Path.CombineFile(ObjectPath, Arguments[0]);
                                if (!System.IO.File.Exists(f))
                                {
                                    Plugin.CurrentHost.AddMessage(MessageType.Error, true, "SignalFileWithoutExtension " + f + " not found in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                }
                                else
                                {
                                    UnifiedObject obj;
                                    Plugin.CurrentHost.LoadObject(f, Encoding, out obj);
                                    if (obj is AnimatedObjectCollection)
                                    {
                                        AnimatedObjectSignalData Signal = new AnimatedObjectSignalData(obj);
                                        Data.Signals[Index] = Signal;
                                    }
                                    else
                                    {
                                        Plugin.CurrentHost.AddMessage(MessageType.Error, true, "GlowFileWithoutExtension " + f + " is not a valid animated object in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                    }
                                }
                            }
                        }
                        else
                        {
                            if (Path.ContainsInvalidChars(Arguments[0]))
                            {
                                Plugin.CurrentHost.AddMessage(MessageType.Error, false, "SignalFileWithoutExtension contains illegal characters in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                            }
                            else
                            {
                                if (Arguments.Length > 2)
                                {
                                    Plugin.CurrentHost.AddMessage(MessageType.Warning, false, Command + " is expected to have between 1 and 2 arguments at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                }

                                string f = Arguments[0];
                                try
                                {
                                    if (!LocateObject(ref f, ObjectPath))
                                    {
                                        string testPath = Path.CombineFile(ObjectPath, f);

                                        if (Plugin.CurrentHost.DetermineStaticObjectExtension(ref testPath))
                                        {
                                            f = testPath;
                                        }
                                        else
                                        {
                                            Plugin.CurrentHost.AddMessage(MessageType.Error, false, "SignalFileWithoutExtension does not exist in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                            break;
                                        }
                                    }
                                }
                                catch
                                {
                                    //NYCT-1 line has a comment containing SIGNAL, which is then misinterpreted by the parser here
                                    //Really needs commenting fixing, rather than hacks like this.....
                                    Plugin.CurrentHost.AddMessage(MessageType.Error, false, "SignalFileWithoutExtension does not contain a valid path in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                    break;
                                }

                                Bve4SignalData Signal = new Bve4SignalData
                                {
                                    BaseObject = LoadStaticObject(f, Encoding, false),
                                    GlowObject = null
                                };
                                string Folder = System.IO.Path.GetDirectoryName(f);
                                if (!System.IO.Directory.Exists(Folder))
                                {
                                    Plugin.CurrentHost.AddMessage(MessageType.Error, true, "The folder " + Folder + " could not be found in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                }
                                else
                                {
                                    Signal.SignalTextures = LoadAllTextures(f, false);
                                    Signal.GlowTextures   = new OpenBveApi.Textures.Texture[] { };
                                    if (Arguments.Length >= 2 && Arguments[1].Length != 0)
                                    {
                                        if (Path.ContainsInvalidChars(Arguments[1]))
                                        {
                                            Plugin.CurrentHost.AddMessage(MessageType.Error, false, "GlowFileWithoutExtension contains illegal characters in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                        }
                                        else
                                        {
                                            f = Arguments[1];
                                            bool glowFileFound = false;
                                            if (!System.IO.File.Exists(f) && System.IO.Path.HasExtension(f))
                                            {
                                                string ext = System.IO.Path.GetExtension(f);

                                                if (Plugin.CurrentHost.SupportedStaticObjectExtensions.Contains(ext.ToLowerInvariant()))
                                                {
                                                    Plugin.CurrentHost.AddMessage(MessageType.Warning, false, "GlowFileWithoutExtension should not supply a file extension in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                                    f             = Path.CombineFile(ObjectPath, f);
                                                    glowFileFound = true;
                                                }
                                                else if (Plugin.CurrentHost.SupportedAnimatedObjectExtensions.Contains(ext.ToLowerInvariant()))
                                                {
                                                    Plugin.CurrentHost.AddMessage(MessageType.Error, false, "GlowFileWithoutExtension must be a static object in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                                }
                                                else
                                                {
                                                    Plugin.CurrentHost.AddMessage(MessageType.Error, false, "GlowFileWithoutExtension is invalid in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                                }
                                            }

                                            if (!System.IO.File.Exists(f) && !System.IO.Path.HasExtension(f))
                                            {
                                                string testPath = Path.CombineFile(ObjectPath, f);

                                                if (Plugin.CurrentHost.DetermineStaticObjectExtension(ref testPath))
                                                {
                                                    f             = testPath;
                                                    glowFileFound = true;
                                                }
                                                else
                                                {
                                                    Plugin.CurrentHost.AddMessage(MessageType.Error, false, "GlowFileWithoutExtension does not exist in " + Command + " at line " + Expression.Line.ToString(Culture) + ", column " + Expression.Column.ToString(Culture) + " in file " + Expression.File);
                                                    break;
                                                }
                                            }

                                            if (glowFileFound)
                                            {
                                                Plugin.CurrentHost.LoadStaticObject(f, Encoding, false, out Signal.GlowObject);
                                                if (Signal.GlowObject != null)
                                                {
                                                    Signal.GlowTextures = LoadAllTextures(f, true);
                                                    for (int p = 0; p < Signal.GlowObject.Mesh.Materials.Length; p++)
                                                    {
                                                        Signal.GlowObject.Mesh.Materials[p].BlendMode           = MeshMaterialBlendMode.Additive;
                                                        Signal.GlowObject.Mesh.Materials[p].GlowAttenuationData = Glow.GetAttenuationData(200.0, GlowAttenuationMode.DivisionExponent4);
                                                    }
                                                }
                                            }
                                        }
                                    }

                                    Data.Signals.Add(Index, Signal);
                                }
                            }
                        }
                    }
                }

                break;
            }
        }
Пример #26
0
        static void Main(string[] args)
        {
            Console.Title = "ExternalBase.C0re";

            if (!Memory.StartProcess())
            {
                Environment.Exit(0);
            }

            ClientPointer = Memory.DllImageAddress("client.dll");
            EnginePointer = Memory.DllImageAddress("engine.dll");

            DLLImports.SetHook();

            for (var i = 0; i < 64; i++)
            {
                Arrays.Entity[i] = new Entity();
            }

            Console.WriteLine(@"  _______  _______  _______  _______ ");
            Console.WriteLine(@" (  ____ \(  __   )(  ____ )(  ____ \");
            Console.WriteLine(@" | (    \/| (  )  || (    )|| (    \/");
            Console.WriteLine(@" | |      | | /   || (____)|| (__    ");
            Console.WriteLine(@" | |      | (/ /) ||     __)|  __)   ");
            Console.WriteLine(@" | |      |   / | || (\ (   | (      ");
            Console.WriteLine(@" | (____/\|  (__) || ) \ \__| (____/\");
            Console.WriteLine(@" (_______/(_______)|/   \__/(_______/");
            Console.WriteLine(@"");
            Console.ForegroundColor = ConsoleColor.Green;

            AdressReader AdressReader     = new AdressReader();
            Thread       DataReaderThread = new Thread(AdressReader.ReadData);

            DataReaderThread.Start();
            Console.WriteLine("Thread: 'AdressReader' started.");

            Glow   Glow       = new Glow();
            Thread GlowThread = new Thread(Glow.GlowESP);

            GlowThread.Start();
            Console.WriteLine("Thread: 'Glow-ESP' started.");

            Triggerbot Triggerbot       = new Triggerbot();
            Thread     TriggerbotThread = new Thread(Triggerbot.Trigger);

            TriggerbotThread.Start();
            Console.WriteLine("Thread: 'Triggerbot' started.");

            Misc   Misc       = new Misc();
            Thread MiscThread = new Thread(Misc.Miscellaneous);

            MiscThread.Start();
            Console.WriteLine("Thread: 'Misc' started.");

            SkinChanger SkinChanger       = new SkinChanger();
            Thread      SkinChangerThread = new Thread(SkinChanger.IterateThroughWeapons);

            SkinChangerThread.Start();
            Console.WriteLine("Thread: 'SkinChanger' started.");

            Application.Run();
        }
Пример #27
0
 private IEnumerator FadeGlowInOut(Glow glow, float timeDelay, bool shouldStartOver)
 {
     return new <FadeGlowInOut>c__Iterator1D2 { timeDelay = timeDelay, glow = glow, shouldStartOver = shouldStartOver, <$>timeDelay = timeDelay, <$>glow = glow, <$>shouldStartOver = shouldStartOver, <>f__this = this };
 }
Пример #28
0
 DEFINE_STANDARD_OP(Glow, GLOW)
Пример #29
0
        private void TickEntityHints()
        {
            if (CameraMode is ThirdPersonSpectateCamera)
            {
                DeleteHint();

                return;
            }

            IEntityHint hint   = IsLookingAtHintableEntity(MAX_HINT_DISTANCE);
            Entity      target = hint as Entity;

            if (hint == null)
            {
                IUse use = IsLookingAtUsableEntity(87.5f);

                if (use == null || !use.IsUsable(this))
                {
                    DeleteHint();

                    return;
                }

                target = use as Entity;
            }
            else if (!hint.CanHint(this))
            {
                DeleteHint();

                return;
            }

            if (target != null && target == _currentTarget)
            {
                if (hint != null)
                {
                    hint.HintTick(this);

                    if (IsClient)
                    {
                        _currentHintPanel.UpdateHintPanel(hint.TextOnTick);
                    }
                }
                else if (target is DoorEntity doorEntity)
                {
                    if (IsClient)
                    {
                        TranslationData translationData;

                        if (doorEntity.State == DoorEntity.DoorState.Closed)
                        {
                            translationData = new("DOOR.OPEN");
                        }
                        else
                        {
                            translationData = new("DOOR.CLOSE");
                        }

                        if (doorEntity.Locked)
                        {
                            translationData = new("DOOR.LOCKED");

                            if (_currentHintPanel is GlyphHint glyphHint && glyphHint.Data[0].InputButtons.Contains(InputButton.Use))
                            {
                                glyphHint.Data[0].InputButtons.Remove(InputButton.Use);
                            }
                        }
                        else if (_currentHintPanel is GlyphHint glyphHint && !glyphHint.Data[0].InputButtons.Contains(InputButton.Use))
                        {
                            glyphHint.Data[0].InputButtons.Add(InputButton.Use);
                        }

                        _currentHintPanel.UpdateHintPanel(translationData);
                    }
                }

                return;
            }

            DeleteHint();

            if (IsClient)
            {
                if ((hint == null || hint.ShowGlow) && target is ModelEntity model && model.IsValid())
                {
                    Glow glow = model.Components.GetOrCreate <Glow>();
                    glow.Color  = Color.White; // TODO: Let's let people change this in their settings.
                    glow.Active = true;
                }

                if (hint != null)
                {
                    _currentHintPanel        = hint.DisplayHint(this);
                    _currentHintPanel.Parent = HintDisplay.Instance;
                    _currentHintPanel.Enabled(true);
                }
                else if (target != null)
                {
                    TranslationData    translationData = new("ENTITY.USE", new TranslationData($"ENTITY.{Utils.GetLibraryName(target.GetType()).ToUpper()}"));
                    List <InputButton> inputButtons    = new()
                    {
                        InputButton.Use
                    };

                    if (target is DoorEntity doorEntity)
                    {
                        translationData = doorEntity.State == DoorEntity.DoorState.Open ? new("DOOR.CLOSE") : new("DOOR.OPEN");

                        if (doorEntity.Locked)
                        {
                            translationData = new("DOOR.LOCKED");
                            inputButtons.Clear();
                        }
                    }

                    _currentHintPanel = new GlyphHint(new GlyphHintData[] { new(translationData, inputButtons.ToArray()) })
Пример #30
0
        static void PrintFFmpegOverlayEffectsCommand()
        {
            const double firstBeatAudioPos = 16.483;             //Different as this is using the synced & edited video
            const double beatInterval      = 0.46875;
            const int    barLength         = 4;

            var beats = new BeatPositioner(
                firstBeat: firstBeatAudioPos,
                interval: beatInterval,
                barLength: barLength
                );

            const string mainFolder = @"C:\Users\Alex\Pictures\Meme Templates\Meme Making\Mum Headbanging";

            var GlowWhiteCircle                = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-white.png")));
            var GlowLargeWhiteCircle           = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-white-2x.png")));
            var GlowTransparentRedCircle       = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-red-opacity130.png")));
            var GlowTransparentBlueCircle      = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-blue-opacity130.png")));
            var GlowTransparentGreenCircle     = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-green-opacity130.png")));
            var GlowTransparentYellowCircle    = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-yellow-opacity170.png")));
            var GlowTransparentPurpleCircle    = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-purple-opacity150.png")));
            var GlowTransparentOrangeCircle    = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-orange-opacity170.png")));
            var GlowTransparentLightblueCircle = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-lightblue-opacity180.png")));
            var GlowTransparentDarkgreenCircle = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-darkgreen-opacity170.png")));

            var GlowRedCircle       = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-red.png")));
            var GlowBlueCircle      = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-blue.png")));
            var GlowGreenCircle     = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-green.png")));
            var GlowYellowCircle    = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-yellow.png")));
            var GlowPurpleCircle    = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-purple.png")));
            var GlowOrangeCircle    = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-orange.png")));
            var GlowLightblueCircle = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-lightblue.png")));
            var GlowDarkgreenCircle = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-darkgreen.png")));

            var GlowSemitransparentWhiteRectangle = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-white-rectangle-opacity230.png")));
            var GlowTransparentWhiteRectangle     = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-circlular-white-rectangle-opacity200.png")));

            //var GlowDiamond = new GlowType(new FileInfo(Path.Combine(mainFolder, "glow-diamond-white.png")));

            //	colorMixer: new FFmpegColorChannelMixer(
            //		redPart: (1, 1, 1, 0),
            //		greenPart: (0, 0, 0, 0),
            //		bluePart: (0, 0, 0, 0),
            //		alphaPart: (0, 0, 0, 0.5)
            //	),

            //Note:
            //  1 third of a beat = 0.15625
            //  To prevent a continuous overlap in the section with repeated beats 1 third of a beat apart,
            //  set the synth beat glow durations to, at most, 0.156 seconds (in total, ie. fade in + fade out)
            //Note:
            //  If a fade in or out time is zero - even just one, not both - the fade doesn't show at all.
            //  I've modified Glow() to handle this.
            Glow fullBeatEven            = new Glow(GlowSemitransparentWhiteRectangle, 0.001, 0.2, x: 0.5, y: 0.5);
            Glow fullBeatOdd             = new Glow(GlowSemitransparentWhiteRectangle, 0.001, 0.2, x: 0.5, y: 0.5);
            Glow leftSynthBeatRed        = new Glow(GlowRedCircle, 0.001, 0.15, x: 0, y: 0);
            Glow leftSynthBeatBlue       = new Glow(GlowBlueCircle, 0.001, 0.15, x: 0, y: 0);
            Glow leftSynthBeatGreen      = new Glow(GlowGreenCircle, 0.001, 0.15, x: 0, y: 0);
            Glow leftSynthBeatYellow     = new Glow(GlowYellowCircle, 0.001, 0.15, x: 0, y: 0);
            Glow leftSynthBeatPurple     = new Glow(GlowPurpleCircle, 0.001, 0.15, x: 0, y: 0);
            Glow leftSynthBeatOrange     = new Glow(GlowOrangeCircle, 0.001, 0.15, x: 0, y: 0);
            Glow leftSynthBeatLightblue  = new Glow(GlowLightblueCircle, 0.001, 0.15, x: 0, y: 0);
            Glow leftSynthBeatDarkgreen  = new Glow(GlowDarkgreenCircle, 0.001, 0.15, x: 0, y: 0);
            Glow rightSynthBeatRed       = new Glow(GlowRedCircle, 0.001, 0.15, x: 1, y: 0);
            Glow rightSynthBeatBlue      = new Glow(GlowBlueCircle, 0.001, 0.15, x: 1, y: 0);
            Glow rightSynthBeatGreen     = new Glow(GlowGreenCircle, 0.001, 0.15, x: 1, y: 0);
            Glow rightSynthBeatYellow    = new Glow(GlowYellowCircle, 0.001, 0.15, x: 1, y: 0);
            Glow rightSynthBeatPurple    = new Glow(GlowPurpleCircle, 0.001, 0.15, x: 1, y: 0);
            Glow rightSynthBeatOrange    = new Glow(GlowOrangeCircle, 0.001, 0.15, x: 1, y: 0);
            Glow rightSynthBeatLightblue = new Glow(GlowLightblueCircle, 0.001, 0.15, x: 1, y: 0);
            Glow rightSynthBeatDarkgreen = new Glow(GlowDarkgreenCircle, 0.001, 0.15, x: 1, y: 0);



            var taggedBeats = new BeatTagSequence(
                beatPositioner: beats,
                firstBeatTags: ImmutableList.Create <object>(fullBeatEven, leftSynthBeatRed, rightSynthBeatRed)
                )
                              .SkipByBeats(2.5 / 3.0).TagAndAdd(leftSynthBeatBlue)
                              .SkipByBeats(0.25 / 3.0).TagAndAdd(rightSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatGreen)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatBlue)
                              //Prev: duhh, drrruhh du du duhh
                              //Next: duhh, duh boof, duh boof, duh boof, duh boof
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatYellow, rightSynthBeatYellow)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatPurple)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(rightSynthBeatGreen)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(rightSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd)
                              //Prev: duhh, duh boof, duh boof, duh boof, duh boof
                              //Next: duh duhh, drrruh du du duhh du du duhh
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatLightblue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, rightSynthBeatLightblue)
                              .SkipByBeats(2.5 / 3.0).TagAndAdd(leftSynthBeatGreen)
                              .SkipByBeats(0.25 / 3.0).TagAndAdd(rightSynthBeatGreen)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatPurple)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatPurple)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatPurple)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatPurple)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatGreen)
                              //Prev: duh duhh, drrruh du du duhh du du duhh
                              //Next: duhh, boof, duh duhh, duh duhh--
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed, rightSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatYellow, rightSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatGreen, rightSynthBeatGreen)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatYellow, rightSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatGreen, rightSynthBeatGreen)
                              //Prev: duhh, boof, duh duhh, duh duhh--
                              //Next: --duh duhh, drrruh du du duhh
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatYellow, rightSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatGreen, rightSynthBeatGreen)
                              .SkipByBeats(2.5 / 3.0).TagAndAdd(leftSynthBeatRed)
                              .SkipByBeats(0.25 / 3.0).TagAndAdd(rightSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed)
                              //Prev: --duh duhh, drrruh du du duhh
                              //Next: duhh, duh boof, duh boof, duh boof, duh boof
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatLightblue, rightSynthBeatLightblue)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatPurple)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatGreen)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd)
                              //Prev: duhh, duh boof, duh boof, duh boof, duh boof
                              //Next: duh duhh, drrruh du du duhh du du duhh
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed, rightSynthBeatRed)
                              .SkipByBeats(2.5 / 3.0).TagAndAdd(leftSynthBeatLightblue)
                              .SkipByBeats(0.25 / 3.0).TagAndAdd(rightSynthBeatLightblue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatLightblue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatPurple)
                              //Prev: duh duhh, drrruh du du duhh du du duhh
                              //Next: duhh, boof, duh duhh, duh duhh, duh-- (iighiahhh iighiahhh iighiahhh iighiahhh iighiahhh)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed.With(fadeOutTime: 0.6), rightSynthBeatRed.With(fadeOutTime: 0.6))
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatRed.With(fadeOutTime: 0.6), rightSynthBeatRed.With(fadeOutTime: 0.6))
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatRed) //looks better with  //leave these out for extra emphasis of the other beats
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed.With(fadeOutTime: 0.6), rightSynthBeatRed.With(fadeOutTime: 0.6))
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatRed) //looks better with  //leave these out for extra emphasis of the other beats
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatRed.With(fadeOutTime: 0.6), rightSynthBeatRed.With(fadeOutTime: 0.6))
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatRed) //looks better with //leave these out for extra emphasis of the other beats
                                                                                                     //Prev: duhh, boof, duh duhh, duh duhh, duh (iighiahhh iighiahhh iighiahhh iighiahhh iighiahhh)
                                                                                                     //Next: duhh du du duhh du du duhh du du duhh du du (#1)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              //Prev: duhh du du duhh du du duhh du du duhh du du (#1)
                              //Next: duhh du du duhh du du duhh du du duhh du du (#2)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatOrange)
                              //Prev: duhh du du duhh du du duhh du du duhh du du (#2)
                              //Next: duhh du du duhh du du duhh du du duhh du du (#3)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatGreen)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatGreen)
                              //Prev: duhh du du duhh du du duhh du du duhh du du (#3)
                              //Next: duhh du du duhh du du duhh du du duhh du du (#4)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(rightSynthBeatRed)
                              //Prev: duhh du du duhh du du duhh du du duhh du du (#4)
                              //Next: duhh du du duhh du du duhh du du duhh du du (#5)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatLightblue, rightSynthBeatLightblue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatBlue, rightSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatBlue, rightSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatYellow, rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange, rightSynthBeatOrange)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatOrange, rightSynthBeatOrange)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatGreen, rightSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatDarkgreen, rightSynthBeatDarkgreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatDarkgreen, rightSynthBeatDarkgreen)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatRed, rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatRed)
                              //Prev: duhh du du duhh du du duhh du du duhh du du (#5)
                              //Next: duhh du du duhh du du duhh du du duhh du du (#6)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatBlue, rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatYellow, rightSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatBlue, rightSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatYellow, rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatYellow, rightSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed, rightSynthBeatPurple)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatPurple, rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatPurple)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatLightblue, rightSynthBeatGreen)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatGreen, rightSynthBeatLightblue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatLightblue, rightSynthBeatGreen)
                              //Prev: duhh du du duhh du du duhh du du duhh du du (#6)
                              //Next: duhh du du duhh du du duhh, duhh du du duhh, duhh boof, mu fa, sa boof, duh BOOF.
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatRed, leftSynthBeatRed, rightSynthBeatPurple, rightSynthBeatPurple)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatPurple, rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatPurple, rightSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatYellow, rightSynthBeatRed)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatYellow)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatRed, rightSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatYellow, rightSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd, leftSynthBeatBlue, rightSynthBeatPurple)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatPurple, rightSynthBeatBlue)
                              .SkipByBeats(1.0 / 3.0).TagAndAdd(leftSynthBeatPurple, rightSynthBeatBlue)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatBlue, rightSynthBeatPurple)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatRed, leftSynthBeatRed, rightSynthBeatRed, rightSynthBeatRed)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(fullBeatEven, leftSynthBeatLightblue, rightSynthBeatGreen)    //mu
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatEven, leftSynthBeatGreen, rightSynthBeatLightblue) //fa
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(fullBeatEven, leftSynthBeatLightblue, rightSynthBeatGreen)    //sa
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(fullBeatOdd)
                              .SkipByBeats(2.0 / 3.0).TagAndAdd(leftSynthBeatYellow, rightSynthBeatYellow)
                              .SkipToBeat(Beat.NextBeat).TagAndAdd(
                fullBeatEven,
                leftSynthBeatRed.With(fadeOutTime: 0.6),
                rightSynthBeatRed.With(fadeOutTime: 0.6),
                leftSynthBeatRed.With(fadeOutTime: 0.6),
                rightSynthBeatRed.With(fadeOutTime: 0.6),
                leftSynthBeatYellow.With(fadeOutTime: 0.6),
                rightSynthBeatPurple.With(fadeOutTime: 0.6)
                );

            //Prev: duhh du du duhh du du duhh, duhh du du duhh, duhh boof, mu fa, sa boof, duh BOOF.

            Console.WriteLine("Tagged beat timings:");
            Console.WriteLine();

            foreach (var b in taggedBeats.TaggedBeats)
            {
                Console.WriteLine(beats.BeatToTime(b.Beat).ToString(".0000") + " [" + string.Join(", ", b.Tags) + "]");
            }

            Console.WriteLine();
            Console.WriteLine("FFmpeg input:");
            Console.WriteLine();

            Console.WriteLine(
                //	GlowOverlayCommandBuilder.BuildFFmpegCommand(
                //		inputVideo: new FFmpegInput(
                //			new FileInfo(
                //				Path.Combine(mainFolder, "Meme Video 1.2.1.mp4")
                //			)
                //		),
                //		outputFile: new FFOutput(
                //			new FileInfo(
                //				Path.Combine(mainFolder, "Meme Video 5.3 - " + DateTime.Now.ToString("yyyy-MM-dd HH-mm-ss") + ".mp4")
                //			)
                //		),
                //		taggedBeats: taggedBeats.TaggedBeats,
                //		beatPositioner: beats
                //	).ToString()
                //	StaggeredGlowOverlayCommandBuilder.BuildBatchCommand(
                //		inputVideo: new FFmpegInput(
                //			new FileInfo(
                //				Path.Combine(mainFolder, "Meme Video 1.2.1.mp4")
                //			)
                //		),
                //		outputFile: new FFOutput(
                //			new FileInfo(
                //				Path.Combine(mainFolder, "Meme Video 5.3 - " + DateTime.Now.ToString("yyyy-MM-dd HH-mm-ss") + ".mp4")
                //			)
                //		),
                //		taggedBeats: taggedBeats.TaggedBeats,
                //		beatPositioner: beats,
                //		approxGlowsPerStage: 2
                //	)
                CuttingGlowOverlayCommandBuilder.BuildBatchCommand(
                    inputVideo: new FFmpegInput(
                        new FileInfo(
                            Path.Combine(mainFolder, "Meme Video 1.2.1.mp4")
                            )
                        ),
                    outputFile: new FFmpegOutput(
                        new FileInfo(
                            Path.Combine(mainFolder, "Meme Video 5.3 - " + DateTime.Now.ToString("yyyy-MM-dd HH-mm-ss") + ".mp4")
                            )
                        ),
                    taggedBeats: taggedBeats.TaggedBeats,
                    beatPositioner: beats,
                    approxGlowsPerCut: 7,
                    approxGlowsPerSubstage: 5
                    )
                );



            Console.ReadLine();
        }
Пример #31
0
        public void RenderFaceImmediateMode(ObjectState State, MeshFace Face, bool IsDebugTouchMode = false)
        {
            if (State.Prototype.Mesh.Vertices.Length < 1)
            {
                return;
            }

            VertexTemplate[] vertices = State.Prototype.Mesh.Vertices;
            MeshMaterial     material = State.Prototype.Mesh.Materials[Face.Material];

            if (!OptionBackFaceCulling || (Face.Flags & MeshFace.Face2Mask) != 0)
            {
                GL.Disable(EnableCap.CullFace);
            }
            else if (OptionBackFaceCulling)
            {
                if ((Face.Flags & MeshFace.Face2Mask) == 0)
                {
                    GL.Enable(EnableCap.CullFace);
                }
            }
            Matrix4D modelMatrix = State.ModelMatrix * Camera.TranslationMatrix;

            // matrix
            unsafe
            {
                GL.MatrixMode(MatrixMode.Projection);
                GL.PushMatrix();
                fixed(double *matrixPointer = &CurrentProjectionMatrix.Row0.X)
                {
                    GL.LoadMatrix(matrixPointer);
                }

                GL.MatrixMode(MatrixMode.Modelview);
                GL.PushMatrix();
                fixed(double *matrixPointer = &CurrentViewMatrix.Row0.X)
                {
                    GL.LoadMatrix(matrixPointer);
                }

                double *matrixPointer2 = &modelMatrix.Row0.X;
                {
                    GL.MultMatrix(matrixPointer2);
                }

                GL.MatrixMode(MatrixMode.Texture);
                GL.PushMatrix();
                fixed(double *matrixPointer = &State.TextureTranslation.Row0.X)
                {
                    GL.LoadMatrix(matrixPointer);
                }
            }


            if (OptionWireFrame)
            {
                GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);
            }

            // lighting
            if (material.NighttimeTexture == null)
            {
                if (OptionLighting)
                {
                    GL.Enable(EnableCap.Lighting);
                }
            }

            if ((material.Flags & MeshMaterial.EmissiveColorMask) != 0)
            {
                GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new Color4(material.EmissiveColor.R, material.EmissiveColor.G, material.EmissiveColor.B, 255));
            }
            else
            {
                GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new Color4(0.0f, 0.0f, 0.0f, 1.0f));
            }

            // fog
            if (OptionFog)
            {
                GL.Enable(EnableCap.Fog);
            }

            PrimitiveType DrawMode;

            switch (Face.Flags & MeshFace.FaceTypeMask)
            {
            case MeshFace.FaceTypeTriangles:
                DrawMode = PrimitiveType.Triangles;
                break;

            case MeshFace.FaceTypeTriangleStrip:
                DrawMode = PrimitiveType.TriangleStrip;
                break;

            case MeshFace.FaceTypeQuads:
                DrawMode = PrimitiveType.Quads;
                break;

            case MeshFace.FaceTypeQuadStrip:
                DrawMode = PrimitiveType.QuadStrip;
                break;

            default:
                DrawMode = PrimitiveType.Polygon;
                break;
            }

            // daytime polygon
            {
                // texture
                if (material.DaytimeTexture != null)
                {
                    if (currentHost.LoadTexture(material.DaytimeTexture, (OpenGlTextureWrapMode)material.WrapMode))
                    {
                        GL.Enable(EnableCap.Texture2D);
                        if (LastBoundTexture != material.DaytimeTexture.OpenGlTextures[(int)material.WrapMode])
                        {
                            GL.BindTexture(TextureTarget.Texture2D, material.DaytimeTexture.OpenGlTextures[(int)material.WrapMode].Name);
                            LastBoundTexture = material.DaytimeTexture.OpenGlTextures[(int)material.WrapMode];
                        }
                    }
                }

                // blend mode
                float factor;
                if (material.BlendMode == MeshMaterialBlendMode.Additive)
                {
                    factor = 1.0f;
                    GL.Enable(EnableCap.Blend);
                    GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
                    GL.Disable(EnableCap.Fog);
                }
                else if (material.NighttimeTexture == null)
                {
                    float blend = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;

                    if (blend > 1.0f)
                    {
                        blend = 1.0f;
                    }

                    factor = 1.0f - 0.7f * blend;
                }
                else
                {
                    factor = 1.0f;
                }

                float alphaFactor;
                if (material.GlowAttenuationData != 0)
                {
                    alphaFactor = (float)Glow.GetDistanceFactor(modelMatrix, vertices, ref Face, material.GlowAttenuationData);
                }
                else
                {
                    alphaFactor = 1.0f;
                }

                GL.Begin(DrawMode);

                if (OptionWireFrame)
                {
                    GL.Color4(inv255 * material.Color.R * factor, inv255 * material.Color.G * factor, inv255 * material.Color.B * factor, 1.0f);
                }
                else
                {
                    GL.Color4(inv255 * material.Color.R * factor, inv255 * material.Color.G * factor, inv255 * material.Color.B * factor, inv255 * material.Color.A * alphaFactor);
                }

                for (int i = 0; i < Face.Vertices.Length; i++)
                {
                    GL.Normal3(Face.Vertices[i].Normal.X, Face.Vertices[i].Normal.Y, -Face.Vertices[i].Normal.Z);
                    GL.TexCoord2(vertices[Face.Vertices[i].Index].TextureCoordinates.X, vertices[Face.Vertices[i].Index].TextureCoordinates.Y);

                    if (vertices[Face.Vertices[i].Index] is ColoredVertex)
                    {
                        ColoredVertex v = (ColoredVertex)vertices[Face.Vertices[i].Index];
                        GL.Color3(v.Color.R, v.Color.G, v.Color.B);
                    }

                    GL.Vertex3(vertices[Face.Vertices[i].Index].Coordinates.X, vertices[Face.Vertices[i].Index].Coordinates.Y, -vertices[Face.Vertices[i].Index].Coordinates.Z);
                }
                GL.End();
            }

            // nighttime polygon
            if (material.NighttimeTexture != null && currentHost.LoadTexture(material.NighttimeTexture, (OpenGlTextureWrapMode)material.WrapMode))
            {
                // texture
                GL.Enable(EnableCap.Texture2D);
                if (LastBoundTexture != material.NighttimeTexture.OpenGlTextures[(int)material.WrapMode])
                {
                    GL.BindTexture(TextureTarget.Texture2D, material.NighttimeTexture.OpenGlTextures[(int)material.WrapMode].Name);
                    LastBoundTexture = material.NighttimeTexture.OpenGlTextures[(int)material.WrapMode];
                }

                GL.Enable(EnableCap.Blend);

                // alpha test
                GL.Enable(EnableCap.AlphaTest);
                GL.AlphaFunc(AlphaFunction.Greater, 0.0f);

                // blend mode
                float alphaFactor;
                if (material.GlowAttenuationData != 0)
                {
                    alphaFactor = (float)Glow.GetDistanceFactor(modelMatrix, vertices, ref Face, material.GlowAttenuationData);
                    float blend = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;
                    if (blend > 1.0f)
                    {
                        blend = 1.0f;
                    }

                    alphaFactor *= blend;
                }
                else
                {
                    alphaFactor = inv255 * material.DaytimeNighttimeBlend + 1.0f - Lighting.OptionLightingResultingAmount;
                    if (alphaFactor > 1.0f)
                    {
                        alphaFactor = 1.0f;
                    }
                }

                GL.Begin(DrawMode);

                if (OptionWireFrame)
                {
                    GL.Color4(inv255 * material.Color.R, inv255 * material.Color.G, inv255 * material.Color.B, 1.0f);
                }
                else
                {
                    GL.Color4(inv255 * material.Color.R, inv255 * material.Color.G, inv255 * material.Color.B, inv255 * material.Color.A * alphaFactor);
                }

                for (int i = 0; i < Face.Vertices.Length; i++)
                {
                    GL.Normal3(Face.Vertices[i].Normal.X, Face.Vertices[i].Normal.Y, -Face.Vertices[i].Normal.Z);
                    GL.TexCoord2(vertices[Face.Vertices[i].Index].TextureCoordinates.X, vertices[Face.Vertices[i].Index].TextureCoordinates.Y);

                    if (vertices[Face.Vertices[i].Index] is ColoredVertex)
                    {
                        ColoredVertex v = (ColoredVertex)vertices[Face.Vertices[i].Index];
                        GL.Color3(v.Color.R, v.Color.G, v.Color.B);
                    }

                    GL.Vertex3(vertices[Face.Vertices[i].Index].Coordinates.X, vertices[Face.Vertices[i].Index].Coordinates.Y, -vertices[Face.Vertices[i].Index].Coordinates.Z);
                }

                GL.End();
                RestoreBlendFunc();
                RestoreAlphaFunc();
            }

            GL.Disable(EnableCap.Texture2D);

            // normals
            if (OptionNormals)
            {
                for (int i = 0; i < Face.Vertices.Length; i++)
                {
                    GL.Begin(PrimitiveType.Lines);
                    GL.Color4(new Color4(material.Color.R, material.Color.G, material.Color.B, 255));
                    GL.Vertex3(vertices[Face.Vertices[i].Index].Coordinates.X, vertices[Face.Vertices[i].Index].Coordinates.Y, -vertices[Face.Vertices[i].Index].Coordinates.Z);
                    GL.Vertex3(vertices[Face.Vertices[i].Index].Coordinates.X + Face.Vertices[i].Normal.X, vertices[Face.Vertices[i].Index].Coordinates.Y + +Face.Vertices[i].Normal.Z, -(vertices[Face.Vertices[i].Index].Coordinates.Z + Face.Vertices[i].Normal.Z));
                    GL.End();
                }
            }

            // finalize
            if (OptionWireFrame)
            {
                GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill);
            }

            if (material.BlendMode == MeshMaterialBlendMode.Additive)
            {
                RestoreBlendFunc();
            }

            GL.PopMatrix();

            GL.MatrixMode(MatrixMode.Modelview);
            GL.PopMatrix();

            GL.MatrixMode(MatrixMode.Projection);
            GL.PopMatrix();
        }
Пример #32
0
        private static void RenderFace(ref MeshMaterial Material, VertexTemplate[] Vertices, OpenGlTextureWrapMode wrap, ref MeshFace Face, Vector3 Camera, bool IsDebugTouchMode = false)
        {
            // texture
            if (Material.DaytimeTexture != null)
            {
                if (Textures.LoadTexture(Material.DaytimeTexture, wrap))
                {
                    if (!TexturingEnabled)
                    {
                        GL.Enable(EnableCap.Texture2D);
                        TexturingEnabled = true;
                    }
                    if (Material.DaytimeTexture.OpenGlTextures[(int)wrap] != LastBoundTexture)
                    {
                        GL.BindTexture(TextureTarget.Texture2D, Material.DaytimeTexture.OpenGlTextures[(int)wrap].Name);
                        LastBoundTexture = Material.DaytimeTexture.OpenGlTextures[(int)wrap];
                    }
                }
                else
                {
                    if (TexturingEnabled)
                    {
                        GL.Disable(EnableCap.Texture2D);
                        TexturingEnabled = false;
                        LastBoundTexture = null;
                    }
                }
            }
            else
            {
                if (TexturingEnabled)
                {
                    GL.Disable(EnableCap.Texture2D);
                    TexturingEnabled = false;
                    LastBoundTexture = null;
                }
            }
            // blend mode
            float factor;

            if (Material.BlendMode == MeshMaterialBlendMode.Additive)
            {
                factor = 1.0f;
                if (!BlendEnabled)
                {
                    GL.Enable(EnableCap.Blend);
                }

                GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.One);
                if (FogEnabled)
                {
                    GL.Disable(EnableCap.Fog);
                }
            }
            else if (Material.NighttimeTexture == null)
            {
                float blend = inv255 * (float)Material.DaytimeNighttimeBlend + 1.0f - OptionLightingResultingAmount;
                if (blend > 1.0f)
                {
                    blend = 1.0f;
                }

                factor = 1.0f - 0.7f * blend;
            }
            else
            {
                factor = 1.0f;
            }
            if (Material.NighttimeTexture != null)
            {
                if (LightingEnabled)
                {
                    GL.Disable(EnableCap.Lighting);
                    LightingEnabled = false;
                }
            }
            else
            {
                if (OptionLighting & !LightingEnabled)
                {
                    GL.Enable(EnableCap.Lighting);
                    LightingEnabled = true;
                }
            }
            // render daytime polygon
            int FaceType = Face.Flags & MeshFace.FaceTypeMask;

            if (!IsDebugTouchMode)
            {
                switch (FaceType)
                {
                case MeshFace.FaceTypeTriangles:
                    GL.Begin(PrimitiveType.Triangles);
                    break;

                case MeshFace.FaceTypeTriangleStrip:
                    GL.Begin(PrimitiveType.TriangleStrip);
                    break;

                case MeshFace.FaceTypeQuads:
                    GL.Begin(PrimitiveType.Quads);
                    break;

                case MeshFace.FaceTypeQuadStrip:
                    GL.Begin(PrimitiveType.QuadStrip);
                    break;

                default:
                    GL.Begin(PrimitiveType.Polygon);
                    break;
                }
            }
            else
            {
                GL.Begin(PrimitiveType.LineLoop);
            }
            if (Material.GlowAttenuationData != 0)
            {
                float alphafactor = (float)Glow.GetDistanceFactor(Vertices, ref Face, Material.GlowAttenuationData, World.AbsoluteCameraPosition);
                if (OptionWireframe)
                {
                    GL.Color4(inv255 * (float)Material.Color.R * factor, inv255 * Material.Color.G * factor, inv255 * (float)Material.Color.B * factor, 1.0f);
                }
                else
                {
                    GL.Color4(inv255 * (float)Material.Color.R * factor, inv255 * Material.Color.G * factor, inv255 * (float)Material.Color.B * factor, inv255 * (float)Material.Color.A * alphafactor);
                }
            }
            else
            {
                if (OptionWireframe)
                {
                    GL.Color4(inv255 * (float)Material.Color.R * factor, inv255 * Material.Color.G * factor, inv255 * (float)Material.Color.B * factor, 1.0f);
                }
                else
                {
                    GL.Color4(inv255 * (float)Material.Color.R * factor, inv255 * Material.Color.G * factor, inv255 * (float)Material.Color.B * factor, inv255 * (float)Material.Color.A);
                }
            }
            if ((Material.Flags & MeshMaterial.EmissiveColorMask) != 0)
            {
                GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new float[] { inv255 *(float)Material.EmissiveColor.R, inv255 * (float)Material.EmissiveColor.G, inv255 * (float)Material.EmissiveColor.B, 1.0f });
            }
            else
            {
                GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
            }
            if (Material.DaytimeTexture != null)
            {
                if (LightingEnabled)
                {
                    for (int j = 0; j < Face.Vertices.Length; j++)
                    {
                        GL.Normal3(Face.Vertices[j].Normal.X, Face.Vertices[j].Normal.Y, Face.Vertices[j].Normal.Z);
                        GL.TexCoord2(Vertices[Face.Vertices[j].Index].TextureCoordinates.X, Vertices[Face.Vertices[j].Index].TextureCoordinates.Y);
                        if (Vertices[Face.Vertices[j].Index] is ColoredVertex)
                        {
                            ColoredVertex v = (ColoredVertex)Vertices[Face.Vertices[j].Index];
                            GL.Color3(v.Color.R, v.Color.G, v.Color.B);
                        }
                        GL.Vertex3((float)(Vertices[Face.Vertices[j].Index].Coordinates.X - Camera.X), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Y - Camera.Y), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Z - Camera.Z));
                    }
                }
                else
                {
                    for (int j = 0; j < Face.Vertices.Length; j++)
                    {
                        GL.TexCoord2(Vertices[Face.Vertices[j].Index].TextureCoordinates.X, Vertices[Face.Vertices[j].Index].TextureCoordinates.Y);
                        if (Vertices[Face.Vertices[j].Index] is ColoredVertex)
                        {
                            ColoredVertex v = (ColoredVertex)Vertices[Face.Vertices[j].Index];
                            GL.Color3(v.Color.R, v.Color.G, v.Color.B);
                        }
                        GL.Vertex3((float)(Vertices[Face.Vertices[j].Index].Coordinates.X - Camera.X), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Y - Camera.Y), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Z - Camera.Z));
                    }
                }
            }
            else
            {
                if (LightingEnabled)
                {
                    for (int j = 0; j < Face.Vertices.Length; j++)
                    {
                        GL.Normal3(Face.Vertices[j].Normal.X, Face.Vertices[j].Normal.Y, Face.Vertices[j].Normal.Z);
                        if (Vertices[Face.Vertices[j].Index] is ColoredVertex)
                        {
                            ColoredVertex v = (ColoredVertex)Vertices[Face.Vertices[j].Index];
                            GL.Color3(v.Color.R, v.Color.G, v.Color.B);
                        }
                        GL.Vertex3((float)(Vertices[Face.Vertices[j].Index].Coordinates.X - Camera.X), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Y - Camera.Y), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Z - Camera.Z));
                    }
                }
                else
                {
                    for (int j = 0; j < Face.Vertices.Length; j++)
                    {
                        if (Vertices[Face.Vertices[j].Index] is ColoredVertex)
                        {
                            ColoredVertex v = (ColoredVertex)Vertices[Face.Vertices[j].Index];
                            GL.Color3(v.Color.R, v.Color.G, v.Color.B);
                        }
                        GL.Vertex3((float)(Vertices[Face.Vertices[j].Index].Coordinates.X - Camera.X), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Y - Camera.Y), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Z - Camera.Z));
                    }
                }
            }
            GL.End();
            // render nighttime polygon
            if (Material.NighttimeTexture != null && Textures.LoadTexture(Material.NighttimeTexture, wrap))
            {
                if (!TexturingEnabled)
                {
                    GL.Enable(EnableCap.Texture2D);
                    TexturingEnabled = true;
                }
                if (!BlendEnabled)
                {
                    GL.Enable(EnableCap.Blend);
                }
                GL.BindTexture(TextureTarget.Texture2D, Material.NighttimeTexture.OpenGlTextures[(int)wrap].Name);
                LastBoundTexture = null;
                GL.AlphaFunc(AlphaFunction.Greater, 0.0f);
                GL.Enable(EnableCap.AlphaTest);
                switch (FaceType)
                {
                case MeshFace.FaceTypeTriangles:
                    GL.Begin(PrimitiveType.Triangles);
                    break;

                case MeshFace.FaceTypeTriangleStrip:
                    GL.Begin(PrimitiveType.TriangleStrip);
                    break;

                case MeshFace.FaceTypeQuads:
                    GL.Begin(PrimitiveType.Quads);
                    break;

                case MeshFace.FaceTypeQuadStrip:
                    GL.Begin(PrimitiveType.QuadStrip);
                    break;

                default:
                    GL.Begin(PrimitiveType.Polygon);
                    break;
                }
                float alphafactor;
                if (Material.GlowAttenuationData != 0)
                {
                    alphafactor = (float)Glow.GetDistanceFactor(Vertices, ref Face, Material.GlowAttenuationData, Camera);
                    float blend = inv255 * (float)Material.DaytimeNighttimeBlend + 1.0f - OptionLightingResultingAmount;
                    if (blend > 1.0f)
                    {
                        blend = 1.0f;
                    }

                    alphafactor *= blend;
                }
                else
                {
                    alphafactor = inv255 * (float)Material.DaytimeNighttimeBlend + 1.0f - OptionLightingResultingAmount;
                    if (alphafactor > 1.0f)
                    {
                        alphafactor = 1.0f;
                    }
                }
                if (OptionWireframe)
                {
                    GL.Color4(inv255 * (float)Material.Color.R * factor, inv255 * Material.Color.G * factor, inv255 * (float)Material.Color.B * factor, 1.0f);
                }
                else
                {
                    GL.Color4(inv255 * (float)Material.Color.R * factor, inv255 * Material.Color.G * factor, inv255 * (float)Material.Color.B * factor, inv255 * (float)Material.Color.A * alphafactor);
                }

                if ((Material.Flags & MeshMaterial.EmissiveColorMask) != 0)
                {
                    GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new float[] { inv255 *(float)Material.EmissiveColor.R, inv255 * (float)Material.EmissiveColor.G, inv255 * (float)Material.EmissiveColor.B, 1.0f });
                }
                else
                {
                    GL.Material(MaterialFace.FrontAndBack, MaterialParameter.Emission, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
                }
                for (int j = 0; j < Face.Vertices.Length; j++)
                {
                    GL.TexCoord2(Vertices[Face.Vertices[j].Index].TextureCoordinates.X, Vertices[Face.Vertices[j].Index].TextureCoordinates.Y);
                    if (Vertices[Face.Vertices[j].Index] is ColoredVertex)
                    {
                        ColoredVertex v = (ColoredVertex)Vertices[Face.Vertices[j].Index];
                        GL.Color3(v.Color.R, v.Color.G, v.Color.B);
                    }
                    GL.Vertex3((float)(Vertices[Face.Vertices[j].Index].Coordinates.X - Camera.X), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Y - Camera.Y), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Z - Camera.Z));
                }
                GL.End();
                RestoreAlphaFunc();
                if (!BlendEnabled)
                {
                    GL.Disable(EnableCap.Blend);
                }
            }
            // normals
            if (OptionNormals)
            {
                if (TexturingEnabled)
                {
                    GL.Disable(EnableCap.Texture2D);
                    TexturingEnabled = false;
                }
                for (int j = 0; j < Face.Vertices.Length; j++)
                {
                    GL.Begin(PrimitiveType.Lines);
                    GL.Color4(inv255 * (float)Material.Color.R, inv255 * (float)Material.Color.G, inv255 * (float)Material.Color.B, 1.0f);
                    GL.Vertex3((float)(Vertices[Face.Vertices[j].Index].Coordinates.X - Camera.X), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Y - Camera.Y), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Z - Camera.Z));
                    GL.Vertex3((float)(Vertices[Face.Vertices[j].Index].Coordinates.X + Face.Vertices[j].Normal.X - Camera.X), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Y + Face.Vertices[j].Normal.Y - Camera.Y), (float)(Vertices[Face.Vertices[j].Index].Coordinates.Z + Face.Vertices[j].Normal.Z - Camera.Z));
                    GL.End();
                }
            }
            // finalize
            if (Material.BlendMode == MeshMaterialBlendMode.Additive)
            {
                GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
                if (!BlendEnabled)
                {
                    GL.Disable(EnableCap.Blend);
                }

                if (FogEnabled)
                {
                    GL.Enable(EnableCap.Fog);
                }
            }
        }