protected override void setupScene() { base.setupScene(); var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/", "Drone2.obj"); // add drone SSObject droneObj = new SSObjectMesh(mesh); scene.AddObject(droneObj); droneObj.renderState.lighted = true; droneObj.AmbientMatColor = new Color4(0.1f, 0.1f, 0.1f, 0.1f); droneObj.DiffuseMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.SpecularMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.EmissionMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.ShininessMatColor = 10.0f; //droneObj.EulerDegAngleOrient(-40.0f,0.0f); droneObj.Pos = new OpenTK.Vector3(0, 0, -15f); droneObj.Name = "drone 1"; // add second drone SSObject drone2Obj = new SSObjectMesh( SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/", "Drone2.obj") ); scene.AddObject(drone2Obj); drone2Obj.renderState.lighted = true; drone2Obj.AmbientMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); drone2Obj.DiffuseMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.SpecularMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); drone2Obj.EmissionMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); drone2Obj.ShininessMatColor = 10.0f; drone2Obj.EulerDegAngleOrient(-40f, 0f); drone2Obj.Pos = new OpenTK.Vector3(0f, 0f, 0f); drone2Obj.Name = "drone 2"; // setup a sun billboard object and a sun flare spriter renderer { var sunDisk = new SSMeshDisk(); var sunBillboard = new SSObjectBillboard(sunDisk, true); sunBillboard.MainColor = new Color4(1f, 1f, 0.8f, 1f); sunBillboard.Pos = new Vector3(0f, 0f, 18000f); sunBillboard.Scale = new Vector3(600f); sunBillboard.renderState.frustumCulling = false; sunBillboard.renderState.lighted = false; sunBillboard.renderState.castsShadow = false; sunDiskScene.AddObject(sunBillboard); SSTexture flareTex = SSAssetManager.GetInstance <SSTextureWithAlpha>(".", "sun_flare.png"); const float bigOffset = 0.8889f; const float smallOffset = 0.125f; RectangleF[] flareSpriteRects = { new RectangleF(0f, 0f, 1f, bigOffset), new RectangleF(0f, bigOffset, smallOffset, smallOffset), new RectangleF(smallOffset, bigOffset, smallOffset, smallOffset), new RectangleF(smallOffset * 2f, bigOffset, smallOffset, smallOffset), new RectangleF(smallOffset * 3f, bigOffset, smallOffset, smallOffset), }; float[] spriteScales = { 20f, 1f, 2f, 1f, 1f }; var sunFlare = new SimpleSunFlareMesh(sunDiskScene, sunBillboard, flareTex, flareSpriteRects, spriteScales); sunFlare.Scale = new Vector3(2f); sunFlare.renderState.lighted = false; sunFlareScene.AddObject(sunFlare); } // instanced asteroid ring //if (false) { var roidmesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("simpleasteroid", "asteroid.obj"); var ringGen = new BodiesRingGenerator( 120f, 50f, Vector3.Zero, Vector3.UnitY, 250f, 0f, (float)Math.PI * 2f, 1f, 3f, 1f, 0.5f //10f, 30f, 1f, 20f ); var ringEmitter = new SSBodiesFieldEmitter(ringGen); ringEmitter.particlesPerEmission = 10000; //ringEmitter.ParticlesPerEmission = 10; var ps = new SSParticleSystem(10000); ps.addEmitter(ringEmitter); Console.WriteLine("Packing 10k asteroids into a ring. This may take a second..."); ps.emitAll(); asteroidRingRenderer = new SSInstancedMeshRenderer(ps, roidmesh, BufferUsageHint.StaticDraw); asteroidRingRenderer.simulateOnUpdate = false; asteroidRingRenderer.depthRead = true; asteroidRingRenderer.depthWrite = true; asteroidRingRenderer.Name = "instanced asteroid renderer"; asteroidRingRenderer.renderState.castsShadow = true; asteroidRingRenderer.renderState.receivesShadows = true; scene.AddObject(asteroidRingRenderer); } // particle system test // particle systems should be drawn last (if it requires alpha blending) //if (false) { // setup an emitter var box = new ParticlesSphereGenerator(new Vector3(0f, 0f, 0f), 10f); var emitter = new SSParticlesFieldEmitter(box); //emitter.EmissionDelay = 5f; emitter.particlesPerEmission = 1; emitter.emissionInterval = 0.5f; emitter.life = 1000f; emitter.colorOffsetComponentMin = new Color4(0.5f, 0.5f, 0.5f, 1f); emitter.colorOffsetComponentMax = new Color4(1f, 1f, 1f, 1f); emitter.velocityComponentMax = new Vector3(.3f); emitter.velocityComponentMin = new Vector3(-.3f); emitter.angularVelocityMin = new Vector3(-0.5f); emitter.angularVelocityMax = new Vector3(0.5f); emitter.dragMin = 0f; emitter.dragMax = .1f; RectangleF[] uvRects = new RectangleF[18 * 6]; float tileWidth = 1f / 18f; float tileHeight = 1f / 6f; for (int r = 0; r < 6; ++r) { for (int c = 0; c < 18; ++c) { uvRects [r * 18 + c] = new RectangleF(tileWidth * (float)r, tileHeight * (float)c, tileWidth, tileHeight); } } emitter.spriteRectangles = uvRects; var periodicExplosiveForce = new SSPeriodicExplosiveForceEffector(); periodicExplosiveForce.effectInterval = 3f; periodicExplosiveForce.explosiveForceMin = 1000f; periodicExplosiveForce.explosiveForceMax = 5000f; periodicExplosiveForce.effectDelay = 5f; periodicExplosiveForce.centerMin = new Vector3(-30f, -30f, -30f); periodicExplosiveForce.centerMax = new Vector3(30f, 30f, 30f); //periodicExplosiveForce.Center = new Vector3 (10f); // make a particle system SSParticleSystem cubesPs = new SSParticleSystem(1000); cubesPs.addEmitter(emitter); cubesPs.addEffector(periodicExplosiveForce); // test a renderer var tex = SSAssetManager.GetInstance <SSTextureWithAlpha>(".", "elements.png"); var cubesRenderer = new SSInstancedMeshRenderer(cubesPs, SSTexturedNormalCube.Instance); cubesRenderer.Pos = new Vector3(0f, 0f, -30f); cubesRenderer.alphaBlendingEnabled = false; cubesRenderer.depthRead = true; cubesRenderer.depthWrite = true; cubesRenderer.Name = "cube particle renderer"; cubesRenderer.renderState.castsShadow = true; cubesRenderer.renderState.receivesShadows = true; cubesRenderer.textureMaterial = new SSTextureMaterial(null, null, tex, null); scene.AddObject(cubesRenderer); //cubesRenderer.renderState.visible = false; // test explositons //if (false) { SimpleExplosionRenderer aer = new SimpleExplosionRenderer(100); aer.Pos = cubesRenderer.Pos; scene.AddObject(aer); periodicExplosiveForce.explosionEventHandlers += (pos, force) => { aer.showExplosion(pos, force / periodicExplosiveForce.explosiveForceMin * 1.5f); }; } } }
protected override void setupScene() { base.setupScene(); var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/Drone2.obj"); // add drone SSObject droneObj = new SSObjectMesh(mesh); main3dScene.AddObject(droneObj); droneObj.renderState.lighted = true; droneObj.colorMaterial = new SSColorMaterial( new Color4(0.3f, 0.3f, 0.3f, 0.3f), // diffuse new Color4(0.1f, 0.1f, 0.1f, 0.1f), // ambient new Color4(0.3f, 0.3f, 0.3f, 0.3f), // specular new Color4(0.3f, 0.3f, 0.3f, 0.3f), // emission 10f); // shininess //droneObj.EulerDegAngleOrient(-40.0f,0.0f); droneObj.Pos = new OpenTK.Vector3(0f, 0f, -15f); droneObj.Name = "drone 1"; // add second drone SSObject drone2Obj = new SSObjectMesh( SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/Drone2.obj") ); main3dScene.AddObject(drone2Obj); drone2Obj.renderState.lighted = true; drone2Obj.colorMaterial = new SSColorMaterial( new Color4(0.3f, 0.3f, 0.3f, 0.3f), // diffuse new Color4(0.3f, 0.3f, 0.3f, 0.3f), // ambient new Color4(0.3f, 0.3f, 0.3f, 0.3f), // specular new Color4(0.3f, 0.3f, 0.3f, 0.3f), // emission 10f); // shininess drone2Obj.EulerDegAngleOrient(-40f, 0f); drone2Obj.Pos = new OpenTK.Vector3(0f, 0f, 0f); drone2Obj.Name = "drone 2"; // instanced asteroid ring //if (false) { var roidmesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("simpleasteroid/asteroid.obj"); var ringGen = new BodiesRingGenerator( 120f, 50f, Vector3.Zero, Vector3.UnitY, 250f, 0f, (float)Math.PI * 2f, 1f, 3f, 1f, 0.5f //10f, 30f, 1f, 20f ); var ringEmitter = new SSBodiesFieldEmitter(ringGen); ringEmitter.particlesPerEmission = 10000; //ringEmitter.ParticlesPerEmission = 10; var ps = new SSParticleSystemData(10000); ps.addEmitter(ringEmitter); Console.WriteLine("Packing 10k asteroids into a ring. This may take a second..."); ps.emitAll(); asteroidRingRenderer = new SSInstancedMeshRenderer(ps, roidmesh, BufferUsageHint.StaticDraw); asteroidRingRenderer.simulateOnUpdate = false; asteroidRingRenderer.Name = "instanced asteroid renderer"; asteroidRingRenderer.renderState.castsShadow = true; asteroidRingRenderer.renderState.receivesShadows = true; asteroidRingRenderer.selectable = true; asteroidRingRenderer.useBVHForIntersections = true; main3dScene.AddObject(asteroidRingRenderer); } // particle system test // particle systems should be drawn last (if it requires alpha blending) //if (false) { // setup an emitter var box = new ParticlesSphereGenerator(new Vector3(0f, 0f, 0f), 10f); var emitter = new SSParticlesFieldEmitter(box); //emitter.EmissionDelay = 5f; emitter.particlesPerEmission = 1; emitter.emissionInterval = 0.5f; emitter.life = 1000f; emitter.colorOffsetComponentMin = new Color4(0.5f, 0.5f, 0.5f, 1f); emitter.colorOffsetComponentMax = new Color4(1f, 1f, 1f, 1f); emitter.velocityComponentMax = new Vector3(.3f); emitter.velocityComponentMin = new Vector3(-.3f); emitter.angularVelocityMin = new Vector3(-0.5f); emitter.angularVelocityMax = new Vector3(0.5f); emitter.dragMin = 0f; emitter.dragMax = .1f; RectangleF[] uvRects = new RectangleF[18 * 6]; float tileWidth = 1f / 18f; float tileHeight = 1f / 6f; for (int r = 0; r < 6; ++r) { for (int c = 0; c < 18; ++c) { uvRects [r * 18 + c] = new RectangleF(tileWidth * (float)r, tileHeight * (float)c, tileWidth, tileHeight); } } emitter.spriteRectangles = uvRects; var periodicExplosiveForce = new SSPeriodicExplosiveForceEffector(); periodicExplosiveForce.effectInterval = 3f; periodicExplosiveForce.explosiveForceMin = 1000f; periodicExplosiveForce.explosiveForceMax = 5000f; periodicExplosiveForce.effectDelay = 5f; periodicExplosiveForce.centerMin = new Vector3(-30f, -30f, -30f); periodicExplosiveForce.centerMax = new Vector3(+30f, +30f, +30f); //periodicExplosiveForce.Center = new Vector3 (10f); // make a particle system SSParticleSystemData cubesPs = new SSParticleSystemData(1000); cubesPs.addEmitter(emitter); cubesPs.addEffector(periodicExplosiveForce); // test a renderer var tex = SSAssetManager.GetInstance <SSTextureWithAlpha>("elements.png"); var cubesRenderer = new SSInstancedMeshRenderer(cubesPs, SSTexturedNormalCube.Instance); cubesRenderer.Pos = new Vector3(0f, 0f, -30f); cubesRenderer.alphaBlendingEnabled = false; cubesRenderer.Name = "cube particle renderer"; cubesRenderer.renderState.castsShadow = true; cubesRenderer.renderState.receivesShadows = true; cubesRenderer.textureMaterial = new SSTextureMaterial(null, null, tex, null); cubesRenderer.selectable = true; main3dScene.AddObject(cubesRenderer); //cubesRenderer.renderState.visible = false; // test explositons //if (false) { SExplosionRenderer aer = new SExplosionRenderer(100); aer.Pos = cubesRenderer.Pos; alpha3dScene.AddObject(aer); periodicExplosiveForce.explosionEventHandlers += (pos, force) => { aer.showExplosion(pos, force / periodicExplosiveForce.explosiveForceMin * 1.5f); }; } } }
public void setupScene() { scene.BaseShader = shaderPgm; scene.FrustumCulling = true; // TODO: fix the frustum math, since it seems to be broken. scene.BeforeRenderObject += (obj, renderConfig) => { shaderPgm.Activate(); if (obj == selectedObject) { renderConfig.drawWireframeMode = WireframeMode.GLSL_SinglePass; shaderPgm.u_ShowWireframes = true; } else { renderConfig.drawWireframeMode = WireframeMode.None; shaderPgm.u_ShowWireframes = false; } }; var lightPos = new Vector3(5.0f, 40.0f, 10.0f); // 0. Add Lights var light = new SSLight(); light.Pos = lightPos; scene.AddLight(light); // 1. Add Objects SSObject triObj; scene.AddObject(triObj = new SSObjectTriangle()); triObj.Pos = lightPos; var mesh = SSAssetManager.GetInstance <SSMesh_wfOBJ> ("./drone2/", "Drone2.obj"); // add drone SSObject droneObj = new SSObjectMesh(mesh); scene.AddObject(this.activeModel = droneObj); droneObj.renderState.lighted = true; droneObj.ambientMatColor = new Color4(0.2f, 0.2f, 0.2f, 0.2f); droneObj.diffuseMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.specularMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.emissionMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.shininessMatColor = 10.0f; droneObj.EulerDegAngleOrient(-40.0f, 0.0f); droneObj.Pos = new OpenTK.Vector3(-5, 0, 0); droneObj.Name = "drone 1"; // add second drone SSObject drone2Obj = new SSObjectMesh( SSAssetManager.GetInstance <SSMesh_wfOBJ>("./drone2/", "Drone2.obj") ); scene.AddObject(drone2Obj); drone2Obj.renderState.lighted = true; drone2Obj.ambientMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); drone2Obj.diffuseMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); droneObj.specularMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); drone2Obj.emissionMatColor = new Color4(0.3f, 0.3f, 0.3f, 0.3f); drone2Obj.shininessMatColor = 10.0f; drone2Obj.Pos = new OpenTK.Vector3(20, 0, 0); drone2Obj.EulerDegAngleOrient(20.0f, 0.0f); drone2Obj.Name = "drone 2"; // last. Add Camera scene.AddObject(scene.ActiveCamera = new SSCameraThirdPerson(droneObj)); }