Пример #1
0
        public void DisplayDefaultScene()
        {
            _scene = new warp_Scene(512, 512);

            warp_Material crystal = new warp_Material(warp_TextureFactory.MARBLE(128, 128, .15f));

            _scene.addMaterial("crystal", crystal);

            warp_Material c = (warp_Material)_scene.materialData ["crystal"];

            c.setReflectivity(255);
            c.setTransparency(100);

            _scene.environment.setBackground(warp_TextureFactory.CHECKERBOARD(128, 128, 3, 0x000000, 0x999999));

            _scene.addLight("light1", new warp_Light(new warp_Vector(0.2f, 0.2f, 1f), 0xFFFFFF, 320, 80));
            _scene.addLight("light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 100, 40));

            warp_Vector[] path = new warp_Vector[15];

            path [0]  = new warp_Vector(0.0f, 0.2f, 0);
            path [1]  = new warp_Vector(0.13f, 0.25f, 0);
            path [2]  = new warp_Vector(0.33f, 0.3f, 0);
            path [3]  = new warp_Vector(0.43f, 0.6f, 0);
            path [4]  = new warp_Vector(0.48f, 0.9f, 0);
            path [5]  = new warp_Vector(0.5f, 0.9f, 0);
            path [6]  = new warp_Vector(0.45f, 0.6f, 0);
            path [7]  = new warp_Vector(0.35f, 0.3f, 0);
            path [8]  = new warp_Vector(0.25f, 0.2f, 0);
            path [9]  = new warp_Vector(0.1f, 0.15f, 0);
            path [10] = new warp_Vector(0.1f, 0.0f, 0);
            path [11] = new warp_Vector(0.1f, -0.5f, 0);
            path [12] = new warp_Vector(0.35f, -0.55f, 0);
            path [13] = new warp_Vector(0.4f, -0.6f, 0);
            path [14] = new warp_Vector(0.0f, -0.6f, 0);

            _scene.addObject("wineglass", warp_ObjectFactory.ROTATIONOBJECT(path, 32));
            _scene.sceneobject("wineglass").setMaterial(_scene.material("crystal"));

            _scene.sceneobject("wineglass").scale(0.8f, 0.8f, 0.8f);
            _scene.sceneobject("wineglass").rotate(0.5f, 0f, 0f);

            _scene.render();

            //Refresh();
        }
Пример #2
0
        public bool SetReflectivity(string name, int r)
        {
            if (_scene == null)
            {
                return(false);
            }

            warp_Material material = (warp_Material)_scene.materialData [name];

            if (material == null)
            {
                return(false);
            }

            material.setReflectivity(r);

            return(true);
        }
        warp_Object CreateTerrain (WarpRenderer renderer, bool textureTerrain)
        {
            ITerrainChannel terrain = m_scene.RequestModuleInterface<ITerrainChannel> ();

            float diffX = 1.0f; //(float) m_scene.RegionInfo.RegionSizeX/(float) Constants.RegionSize;
            float diffY = 1.0f; //(float) m_scene.RegionInfo.RegionSizeY/(float) Constants.RegionSize;
            int newRsX = m_scene.RegionInfo.RegionSizeX / (int)diffX;
            int newRsY = m_scene.RegionInfo.RegionSizeY / (int)diffY;

            warp_Object obj = new warp_Object (newRsX * newRsY, ((newRsX - 1) * (newRsY - 1) * 2));

            for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diffY) {
                for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diffX) {
                    float t_height = terrain [(int)x, (int)y];
                    float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;

                    //clamp to eliminate artifacts
                    t_height = Utils.Clamp (t_height, waterHeight - 0.5f, waterHeight + 0.5f);
                    if (t_height < 0.0f) t_height = 0.0f;

                    warp_Vector pos = ConvertVector (x / diffX, y / diffY, t_height);
                    obj.addVertex (
                        new warp_Vertex (pos,
                                        x / m_scene.RegionInfo.RegionSizeX,
                                        (m_scene.RegionInfo.RegionSizeY - y) / (m_scene.RegionInfo.RegionSizeY)));
                }
            }

            const float normal_map_reduction = 2.0f; //2.0f-2.5f is the sweet spot

            for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diffY) {
                for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diffX) {
                    float newX = x / diffX;
                    float newY = y / diffY;

                    if (newX < newRsX - 1 && newY < newRsY - 1) {
                        int v = (int)(newY * newRsX + newX);

                        // Normal
                        Vector3 v1 = new Vector3 (newX, newY, (terrain [(int)x, (int)y]) / normal_map_reduction);
                        Vector3 v2 = new Vector3 (newX + 1, newY,
                                                 (terrain [(int)x + 1, (int)y]) / normal_map_reduction);
                        Vector3 v3 = new Vector3 (newX, newY + 1,
                                                 (terrain [(int)x, (int)(y + 1)]) / normal_map_reduction);
                        warp_Vector norm = ConvertVector (SurfaceNormal (v1, v2, v3));
                        norm = norm.reverse ();
                        obj.vertex (v).n = norm;

                        // Triangle 1
                        obj.addTriangle (
                            v,
                            v + 1,
                            v + newRsX);

                        // Triangle 2
                        obj.addTriangle (
                            v + newRsX + 1,
                            v + newRsX,
                            v + 1);
                    }
                }
            }

            renderer.Scene.addObject ("Terrain", obj);
            renderer.Scene.sceneobject ("Terrain").setPos (0.0f, 0.0f, 0.0f);

            UUID [] textureIDs = new UUID [4];
            float [] startHeights = new float [4];
            float [] heightRanges = new float [4];

            RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;

            textureIDs [0] = regionInfo.TerrainTexture1;
            textureIDs [1] = regionInfo.TerrainTexture2;
            textureIDs [2] = regionInfo.TerrainTexture3;
            textureIDs [3] = regionInfo.TerrainTexture4;

            startHeights [0] = (float)regionInfo.Elevation1SW;
            startHeights [1] = (float)regionInfo.Elevation1NW;
            startHeights [2] = (float)regionInfo.Elevation1SE;
            startHeights [3] = (float)regionInfo.Elevation1NE;

            heightRanges [0] = (float)regionInfo.Elevation2SW;
            heightRanges [1] = (float)regionInfo.Elevation2NW;
            heightRanges [2] = (float)regionInfo.Elevation2SE;
            heightRanges [3] = (float)regionInfo.Elevation2NE;

            uint globalX, globalY;
            Utils.LongToUInts (m_scene.RegionInfo.RegionHandle, out globalX, out globalY);

            Bitmap image = TerrainSplat.Splat (terrain, textureIDs, startHeights, heightRanges,
                                              new Vector3d (globalX, globalY, 0.0), m_scene.AssetService, textureTerrain);
            warp_Texture texture = new warp_Texture (image);
            warp_Material material = new warp_Material (texture);
            material.setReflectivity (0); // reduces tile seams a bit thanks lkalif
            renderer.Scene.addMaterial ("TerrainColor", material);
            renderer.SetObjectMaterial ("Terrain", "TerrainColor");

            image.Dispose ();

            return obj;
        }