Пример #1
0
        public void DrawBuffer(CommandBuffer buffer, VMeshData data, ushort startVertex, Matrix4 world, Lighting light, MaterialAnimCollection mc)
        {
            if (Material == null)
            {
                return;
            }
            if (lastmc != mc)
            {
                if (mc != null)
                {
                    mc.Anims.TryGetValue(Material.Name, out ma);
                    lastmc = mc;
                }
                else
                {
                    ma = null;
                }
            }
            float z = 0;

            if (Material.Render.IsTransparent)
            {
                z = RenderHelpers.GetZ(world, Material.Render.Camera.Position, CalculateAvg(data, startVertex));
            }

            buffer.AddCommand(
                Material.Render,
                ma,
                world,
                light,
                data.VertexBuffer,
                PrimitiveTypes.TriangleList,
                startVertex + StartVertex,
                TriangleStart,
                primitiveCount,
                SortLayers.OBJECT,
                z
                );
        }
Пример #2
0
 public void DrawBuffer(CommandBuffer buffer, Matrix4 world, ref Lighting lighting, Material overrideMat = null)
 {
     if (SideMaterials.Length < 6)
     {
         return;
     }
     if (ready)
     {
         for (int i = 0; i < SideMaterials.Length; i++)
         {
             if (SideMaterials[i] != null && !SideMaterials[i].Loaded)
             {
                 SideMaterials[i].Loaded = false;
             }
         }
         for (int i = 0; i < 6; i++)
         {
             int     start, count;
             Vector3 pos;
             sphere.GetDrawParameters(faces[i], out start, out count, out pos);
             if (SideMaterials[i] == null)
             {
                 SideMaterials[i] = library.FindMaterial(CrcTool.FLModelCrc(sideMaterialNames[i]));
             }
             var mat = SideMaterials[i] ?? defaultMaterial;
             mat = overrideMat ?? mat;
             mat.Render.Camera = _camera;
             var transform = Matrix4.CreateScale(Radius) * world;
             buffer.AddCommand(
                 mat.Render,
                 null,
                 transform,
                 lighting,
                 sphere.VertexBuffer,
                 PrimitiveTypes.TriangleList,
                 0,
                 start,
                 count,
                 SortLayers.OBJECT
                 );
         }
         //Draw atmosphere
         if (SideMaterials.Length > 6 && overrideMat == null)
         {
             if (SideMaterials[6] == null)
             {
                 SideMaterials[6] = library.FindMaterial(CrcTool.FLModelCrc(sideMaterialNames[6]));
                 if (SideMaterials[6] == null)
                 {
                     return;
                 }
             }
             var mat       = (AtmosphereMaterial)SideMaterials[6].Render;
             var transform = Matrix4.CreateScale(Radius * mat.Scale) * world;
             for (int i = 0; i < 6; i++)
             {
                 int     start, count;
                 Vector3 pos;
                 sphere.GetDrawParameters(faces[i], out start, out count, out pos);
                 SideMaterials[6].Render.Camera = _camera;
                 buffer.AddCommand(
                     SideMaterials[6].Render,
                     null,
                     transform,
                     lighting,
                     sphere.VertexBuffer,
                     PrimitiveTypes.TriangleList,
                     0,
                     start,
                     count,
                     SortLayers.OBJECT,
                     RenderHelpers.GetZ(transform, _camera.Position, pos)
                     );
             }
         }
     }
     else
     {
         throw new Exception();
     }
 }
Пример #3
0
        public void DrawBeamApp(PolylineRender poly, float globalTime, NodeReference reference, ParticleEffectInstance instance, ref Matrix4x4 transform, float sparam)
        {
            //get particles!
            var beam = instance.Beams[reference.BeamIndex];
            if (beam.ParticleCount < 2) { beam.ParticleCount = 0;  return; }
            AgeComparer.Instance.Particles = instance.Pool.Particles;
            Array.Sort(beam.ParticleIndices, 0, beam.ParticleCount, AgeComparer.Instance);
            //draw
            var node_tr = GetAttachment(reference, transform);
            Texture2D tex;
            Vector2 tl, tr, bl, br;
            var res = instance.Resources;
            TextureHandler.Update(Texture, res);
            var frame = GetFrame(globalTime, sparam, ref instance.Pool.Particles[beam.ParticleIndices[0]]);
            int index = (int) Math.Floor((TextureHandler.FrameCount - 1) * frame) * 4;
            tl = TextureHandler.Coordinates[index];
            tr = TextureHandler.Coordinates[index + 1];
            bl = TextureHandler.Coordinates[index + 2];
            br = TextureHandler.Coordinates[index + 3];
            //Sorting hack kinda
            var z = RenderHelpers.GetZ(instance.Pool.Camera.Position, Vector3.Transform(Vector3.Zero, node_tr));
            for (int j = 0; j < 2; j++) //two planes
            {
                poly.StartLine(TextureHandler.Texture ?? res.WhiteTexture, BlendInfo);
                bool odd = true;
                Vector3 dir = Vector3.Zero;

                for (int i = 0; i < beam.ParticleCount; i++)
                {
                    var pos = Vector3.Transform(instance.Pool.Particles[beam.ParticleIndices[i]].Position, node_tr);
                    if (i + 1 < beam.ParticleCount) {
                        var pos2 = Vector3.Transform(instance.Pool.Particles[beam.ParticleIndices[i + 1]].Position, node_tr);
                        var forward = (pos2 - pos).Normalized();
                        var toCamera = (instance.Pool.Camera.Position - pos).Normalized();
                        var up = Vector3.Cross(toCamera, forward);
                        up.Normalize();
                        dir = up;
                        if (j == 1)
                        {
                            //Broken? Doesn't show up
                            var right = Vector3.Cross(up, forward).Normalized();
                            dir = right;
                        }
                    }
                    var time = instance.Pool.Particles[beam.ParticleIndices[i]].TimeAlive / instance.Pool.Particles[beam.ParticleIndices[i]].LifeSpan;
                    var w = Width.GetValue(sparam, time);
                    poly.AddPoint(
                        pos + (dir * w / 2),
                        pos - (dir * w / 2),
                        odd ? tl : bl,
                        odd ? tr : br,
                        new Color4(
                            Color.GetValue(sparam, time),
                            Alpha.GetValue(sparam, time)
                        )
                    );
                    odd = !odd;
                }
                poly.FinishLine(z);
            }
            beam.ParticleCount = 0;
        }
Пример #4
0
        public unsafe void DrawBeamApp(PolylineRender poly, LineBuffer points, float globalTime, NodeReference reference, ParticleEffectInstance instance, ResourceManager res, Billboards billboards, ref Matrix4 transform, float sparam)
        {
            //TODO: Cross-plane not showing
            //TODO: In some cases particles are going backwards? (Broken emitter or LineBuffer)
            //TODO: See if z sorting can be better for Polyline
            //TODO: Implement FLBeamAppearance properties
            if (points.Count() < 2)
            {
                return;
            }
            //Get only active indices, alloc on stack for 0 GC pressure
            //int* indices = stackalloc int[512];
            var indices   = new int[512];
            var particles = new Particle[512];

            for (int i = 0; i < 512; i++)
            {
                indices[i] = -1;
            }
            int ptCount = 0;

            for (int i = 0; i < points.Count(); i++)
            {
                if (points[i].Active)
                {
                    indices[ptCount++] = points[i].ParticleIndex;
                }
            }
            if (ptCount < 2)
            {
                return;
            }
            for (int i = 0; i < ptCount; i++)
            {
                particles[i] = instance.Particles[indices[i]];
            }
            for (int i = 1; i < ptCount; i++)
            {
                if (particles[i - 1].TimeAlive > particles[i].TimeAlive)
                {
                    Console.WriteLine("bad order");
                }
            }
            var       node_tr = GetAttachment(reference, transform);
            Texture2D tex;
            Vector2   tl, tr, bl, br;

            HandleTexture(res, globalTime, sparam, ref instance.Particles[indices[0]], out tex, out tl, out tr, out bl, out br);
            //Sorting hack kinda
            var z = RenderHelpers.GetZ(billboards.Camera.Position, node_tr.Transform(Vector3.Zero));

            for (int j = 0; j < 2; j++)             //two planes
            {
                poly.StartLine(tex, BlendInfo);
                bool    odd = true;
                Vector3 dir = Vector3.Zero;

                for (int i = 0; i < ptCount; i++)
                {
                    var pos = node_tr.Transform(instance.Particles[indices[i]].Position);
                    if (i + 1 < ptCount)
                    {
                        var pos2     = node_tr.Transform(instance.Particles[indices[i + 1]].Position);
                        var forward  = (pos2 - pos).Normalized();
                        var toCamera = (billboards.Camera.Position - pos).Normalized();
                        var up       = Vector3.Cross(toCamera, forward);
                        up.Normalize();
                        dir = up;
                        if (j == 1)
                        {
                            //Broken? Doesn't show up
                            var right = Vector3.Cross(up, forward).Normalized();
                            dir = right;
                        }
                    }
                    var time = instance.Particles[indices[i]].TimeAlive / instance.Particles[indices[i]].LifeSpan;
                    var w    = Width.GetValue(sparam, time);
                    poly.AddPoint(
                        pos + (dir * w / 2),
                        pos - (dir * w / 2),
                        odd ? tl : bl,
                        odd ? tr : br,
                        new Color4(
                            Color.GetValue(sparam, time),
                            Alpha.GetValue(sparam, time)
                            )
                        );
                    odd = !odd;
                }
                poly.FinishLine(z);
            }
        }