/// <summary>
        /// Reduces the alpha of the decalTriangle if it's in front of the decal position.
        /// The further it is, the lower alpha it gets.
        /// </summary>
        private static void AdjustAlphaByDistance(Vector3 normal, float decalSize, Vector3 position,
                                                  MyDecalTriangle decalTriangle)
        {
            Vector3 displacement0 = decalTriangle.Position0 - position;
            var     dot0          = Vector3.Dot(displacement0, normal) / decalSize;

            if (dot0 > 0)
            {
                float alignment0 = 1 - dot0;
                decalTriangle.Color0.W *= alignment0;
            }

            Vector3 displacement1 = decalTriangle.Position1 - position;
            var     dot1          = Vector3.Dot(displacement1, normal) / decalSize;

            if (dot1 > 0)
            {
                float alignment1 = 1 - dot1;
                decalTriangle.Color1.W *= alignment1;
            }

            Vector3 displacement2 = decalTriangle.Position2 - position;
            var     dot2          = Vector3.Dot(displacement2, normal) / decalSize;

            if (dot2 > 0)
            {
                float alignment2 = 1 - dot2;
                decalTriangle.Color2.W *= alignment2;
            }
        }
        //  Checks if buffer isn't full at 80% (or something like that). If is, we start fadeing-out first 20% triangles (or something like that). But always all triangles of a decal.
        void CheckIfBufferIsFull()
        {
            if (m_status == MyDecalsBufferState.FADING_OUT_ALL)
            {
                return;
            }
            else if (m_status == MyDecalsBufferState.FADING_OUT_ONLY_BEGINNING)
            {
                if ((MyRender.RenderTimeInMS - m_fadingOutStartTime) > MyDecalsConstants.DECALS_FADE_OUT_INTERVAL_MILISECONDS)
                {
                    //  If fading-out phase finished, we change state and remove faded-out triangles
                    for (int i = 0; i < m_fadingOutRealTriangleCount; i++)
                    {
                        MyDecalTriangle triangle = m_trianglesQueue.Dequeue();
                        triangle.Close();
                        m_freeTriangles.Push(triangle);
                    }

                    m_status = MyDecalsBufferState.READY;
                }
            }
            else
            {
                if (m_trianglesQueue.Count >= m_fadingOutStartLimit)
                {
                    //  If we get here, buffer is close to be full, so we start fade-out phase
                    m_fadingOutRealTriangleCount = GetFadingOutRealTriangleCount();
                    m_status             = MyDecalsBufferState.FADING_OUT_ONLY_BEGINNING;
                    m_fadingOutStartTime = (int)MyRender.RenderTimeInMS;
                }
            }
        }
        //  We can just erase decal triangles, because here we don't have 'free triangles stack' as voxel decals do.
        public void Clear(bool destroy = false)
        {
            while (m_trianglesQueue.Count > 0)
            {
                MyDecalTriangle triangle = m_trianglesQueue.Dequeue();
                triangle.Close();
                m_freeTriangles.Push(triangle);
            }

            if (destroy)
            {
                RenderObject = null;
            }
        }
        //  We can't just erase decal triangles. We need to push them back into 'free triangles stack'. So we do it here.
        public void Clear(bool destroy = false)
        {
            while (m_trianglesQueue.Count > 0)
            {
                MyDecalTriangle fadedoutTriangle = m_trianglesQueue.Dequeue();
                fadedoutTriangle.Close();
                m_freeTriangles.Push(fadedoutTriangle);
            }

            if (destroy)
            {
                VoxelCell = null;
            }
        }
        public void Add(MyDecalTriangle_Data triangle, int remainingTrianglesOfThisDecal, Vector3D position, float lightSize, float emissivity)
        {
            //  We can't add triangles while fading out
            //if (m_status == MyDecalsBufferState.FADING_OUT) return;

            MyDecalTriangle decalTriangle = m_freeTriangles.Pop();

            decalTriangle.Start(lightSize);
            decalTriangle.Emissivity = emissivity;
            //decalTriangle.RandomOffset = MyMwcUtils.GetRandomFloat(0.0f, MathHelper.Pi);
            decalTriangle.RandomOffset = (float)MyRender.RenderTimeInMS;
            decalTriangle.Position     = position;

            // We must repack vertex positions before copying to new triange, to avoid Z-fight.
            decalTriangle.Position0 = triangle.Vertexes.Vertex0;
            decalTriangle.Position1 = triangle.Vertexes.Vertex1;
            decalTriangle.Position2 = triangle.Vertexes.Vertex2;

            //  Texture coords
            decalTriangle.TexCoord0 = triangle.TexCoords.TexCoord0;
            decalTriangle.TexCoord1 = triangle.TexCoords.TexCoord1;
            decalTriangle.TexCoord2 = triangle.TexCoords.TexCoord2;


            //  Alpha
            decalTriangle.Color0 = triangle.Colors.Color0;
            decalTriangle.Color1 = triangle.Colors.Color1;
            decalTriangle.Color2 = triangle.Colors.Color2;

            //AdjustAlphaByDistance(normal, decalSize, position, decalTriangle);

            //  Bump mapping
            decalTriangle.Normal0 = triangle.Normals.Normal0;
            decalTriangle.Normal1 = triangle.Normals.Normal1;
            decalTriangle.Normal2 = triangle.Normals.Normal2;

            /*
             * decalTriangle.Tangent0 = triangle.Tangents.Normal0;
             * decalTriangle.Tangent1 = triangle.Tangents.Normal1;
             * decalTriangle.Tangent2 = triangle.Tangents.Normal2;
             */
            decalTriangle.RemainingTrianglesOfThisDecal = remainingTrianglesOfThisDecal;

            m_trianglesQueue.Enqueue(decalTriangle);
        }
        public void Add(MyDecalTriangle_Data triangle, int remainingTrianglesOfThisDecal, Vector3D position, float lightSize, float emissivity)
        {
            MyDecalTriangle decalTriangle = m_freeTriangles.Pop();

            decalTriangle.Start(lightSize);
            decalTriangle.Emissivity = emissivity;
            //decalTriangle.RandomOffset = MyMwcUtils.GetRandomFloat(0.0f, MathHelper.Pi);
            decalTriangle.RandomOffset = MyRender.RenderTimeInMS;
            decalTriangle.Position     = position;

            // We must repack vertex positions before copying to new triange, to avoid Z-fight.
            decalTriangle.Position0 = triangle.Vertexes.Vertex0;
            decalTriangle.Position1 = triangle.Vertexes.Vertex1;
            decalTriangle.Position2 = triangle.Vertexes.Vertex2;

            //  Texture coords
            decalTriangle.TexCoord0 = triangle.TexCoords.TexCoord0;
            decalTriangle.TexCoord1 = triangle.TexCoords.TexCoord1;
            decalTriangle.TexCoord2 = triangle.TexCoords.TexCoord2;

            //  Alpha
            decalTriangle.Color0 = triangle.Colors.Color0;
            decalTriangle.Color1 = triangle.Colors.Color1;
            decalTriangle.Color2 = triangle.Colors.Color2;

            //  Bump mapping
            decalTriangle.Normal0 = triangle.Normals.Normal0;
            decalTriangle.Normal1 = triangle.Normals.Normal1;
            decalTriangle.Normal2 = triangle.Normals.Normal2;

            /*
             * decalTriangle.Tangent0 = triangle.Tangents.Normal0;
             * decalTriangle.Tangent1 = triangle.Tangents.Normal1;
             * decalTriangle.Tangent2 = triangle.Tangents.Normal2;
             */
            decalTriangle.Draw = true;
            decalTriangle.RemainingTrianglesOfThisDecal = remainingTrianglesOfThisDecal;

            m_trianglesQueue.Enqueue(decalTriangle);
        }
Пример #7
0
        public static float UpdateDecalEmissivity(MyDecalTriangle decalTriangle, float alpha, MyRenderObject renderObject)
        {
            float emisivity = 0;
            if (decalTriangle.Emissivity > 0)
            {
                //emisivity = (float)(Math.Sin(decalTriangle.RandomOffset + decalTriangle.RandomOffset * MySandboxGame.TotalGamePlayTimeInMilliseconds / 1000.0f)) * 0.4f + 0.7f;

                // 2 seconds default, more emissive lit longer
                float stableLength = 2000 * decalTriangle.Emissivity;
                if ((MyRender.RenderTimeInMS - decalTriangle.RandomOffset) < stableLength)
                    emisivity = 1;
                else
                {
                    emisivity = (float)(500 - (MyRender.RenderTimeInMS - stableLength - decalTriangle.RandomOffset)) / 500.0f;
                    if (emisivity < 0)
                        emisivity = 0;
                }

                emisivity *= decalTriangle.Emissivity;

                if (emisivity > 0)
                {
                    Color color = MyDecalsConstants.PROJECTILE_DECAL_COLOR;

                    Vector3D position;
                    MyRenderTransformObject transformObject = renderObject as MyRenderTransformObject;
                    if (transformObject != null)
                    {
                        position = Vector3D.Transform(decalTriangle.Position, transformObject.WorldMatrix);
                    }
                    else
                        if (renderObject is MyManualCullableRenderObject)
                        {
                            position = Vector3D.Transform(decalTriangle.Position, (renderObject as MyManualCullableRenderObject).WorldMatrix);
                        }
                        else
                        {
                            position = decalTriangle.Position;
                        }

                    MyTransparentGeometry.AddPointBillboard(
                            "DecalGlare",
                            color * alpha,
                           (Vector3)position,
                           1.5f * emisivity,
                           0);                    

                    if (decalTriangle.Light != null)
                    {
                        decalTriangle.Light.Color = color;
                        decalTriangle.Light.SetPosition(position);

                        float range = Math.Max(3 * emisivity * alpha, 0.1f);
                        decalTriangle.Light.Range = range;
                    }
                }
            }

            return emisivity;
        }
Пример #8
0
        public static float UpdateDecalEmissivity(MyDecalTriangle decalTriangle, float alpha, MyRenderObject renderObject)
        {
            float emisivity = 0;

            if (decalTriangle.Emissivity > 0)
            {
                //emisivity = (float)(Math.Sin(decalTriangle.RandomOffset + decalTriangle.RandomOffset * MySandboxGame.TotalGamePlayTimeInMilliseconds / 1000.0f)) * 0.4f + 0.7f;

                // 2 seconds default, more emissive lit longer
                float stableLength = 2000 * decalTriangle.Emissivity;
                if ((MyRender.RenderTimeInMS - decalTriangle.RandomOffset) < stableLength)
                {
                    emisivity = 1;
                }
                else
                {
                    emisivity = (float)(500 - (MyRender.RenderTimeInMS - stableLength - decalTriangle.RandomOffset)) / 500.0f;
                    if (emisivity < 0)
                    {
                        emisivity = 0;
                    }
                }

                emisivity *= decalTriangle.Emissivity;

                if (emisivity > 0)
                {
                    Color color = MyDecalsConstants.PROJECTILE_DECAL_COLOR;

                    Vector3D position;
                    MyRenderTransformObject transformObject = renderObject as MyRenderTransformObject;
                    if (transformObject != null)
                    {
                        position = Vector3D.Transform(decalTriangle.Position, transformObject.WorldMatrix);
                    }
                    else
                    if (renderObject is MyManualCullableRenderObject)
                    {
                        position = Vector3D.Transform(decalTriangle.Position, (renderObject as MyManualCullableRenderObject).WorldMatrix);
                    }
                    else
                    {
                        position = decalTriangle.Position;
                    }

                    MyTransparentGeometry.AddPointBillboard(
                        "DecalGlare",
                        color * alpha,
                        (Vector3)position,
                        1.5f * emisivity,
                        0);

                    if (decalTriangle.Light != null)
                    {
                        decalTriangle.Light.Color = color;
                        decalTriangle.Light.SetPosition(position);

                        float range = Math.Max(3 * emisivity * alpha, 0.1f);
                        decalTriangle.Light.Range = range;
                    }
                }
            }

            return(emisivity);
        }