Exemplo n.º 1
0
func loadMapToNode(model *editorModels.NodeModel) chan MapLoadUpdate {

	out := make(chan MapLoadUpdate)
	geomsLoaded := 0

	var updateNode func(srcModel *editorModels.NodeModel, destNode *renderer.Node)
	updateNode = func(srcModel *editorModels.NodeModel, destNode *renderer.Node) {
		srcModel.SetNode(destNode)
		if srcModel.Geometry != nil {
			geometry, material, err := assets.ImportObjCached(*srcModel.Geometry)
			if err == nil {
				destNode.Material = material
				destNode.Add(geometry)
			}
			geomsLoaded++
			out <- MapLoadUpdate{nil, geomsLoaded}
		}
		destNode.SetScale(srcModel.Scale)
		destNode.SetTranslation(srcModel.Translation)
		destNode.SetOrientation(srcModel.Orientation)
		if srcModel.Reference != nil {
			if refModel, _ := findNodeById(*srcModel.Reference, model); refModel != nil {
				for _, childModel := range refModel.Children {
					refNode := childModel.GetNode()
					if refNode != nil {
						destNode.Add(refNode)
					}
				}
			}
		}
		for _, childModel := range srcModel.Children {
			newNode := renderer.NewNode()
			destNode.Add(newNode)
			updateNode(childModel, newNode)
		}
	}

	node := renderer.NewNode()
	go func() {
		updateNode(model, node)
		out <- MapLoadUpdate{node, geomsLoaded}
	}()
	return out
}
Exemplo n.º 2
0
func setupScene(gameEngine engine.Engine, shader *renderer.Shader) {
	camera := gameEngine.Camera()

	transparentNode := renderer.NewNode()
	gameEngine.AddSpatialTransparent(transparentNode)
	transparentNode.RendererParams = &renderer.RendererParams{
		DepthTest:    true,
		Unlit:        true,
		Transparency: renderer.EMISSIVE,
	}

	// Sky cubemap
	skyImg, err := assets.ImportImage("TestAssets/cloudSky.jpg")
	if err == nil {
		skyImg = imaging.AdjustBrightness(skyImg, -30)
		skyImg = imaging.AdjustContrast(skyImg, 30)
		geom := renderer.CreateSkyBox()
		geom.Transform(mgl32.Scale3D(10000, 10000, 10000))
		skyNode := renderer.NewNode()
		skyNode.SetOrientation(mgl32.QuatRotate(1.57, mgl32.Vec3{0, 1, 0}))
		skyNode.Material = renderer.NewMaterial(renderer.NewTexture("diffuseMap", skyImg, false))
		skyNode.RendererParams = renderer.NewRendererParams()
		skyNode.RendererParams.CullBackface = false
		skyNode.RendererParams.Unlit = true
		skyNode.Add(geom)
		gameEngine.AddSpatial(skyNode)
		// create an environmentMap using the skybox texture
		envCubeMap := renderer.NewCubemap("environmentMap", skyImg, true)
		gameEngine.DefaultCubeMap(envCubeMap)
	}

	// load scene objs
	objs := []string{
		"TestAssets/wellScene/floor.obj",
		"TestAssets/wellScene/frame1.obj",
		"TestAssets/wellScene/frame2.obj",
		"TestAssets/wellScene/well.obj",
		"TestAssets/wellScene/torches.obj",
	}
	for _, objFile := range objs {
		if geom, mat, err := assets.ImportObjCached(objFile); err == nil {
			sceneNode := renderer.NewNode()
			sceneNode.Add(geom)
			sceneNode.Material = mat
			sceneNode.RendererParams = renderer.NewRendererParams()
			sceneNode.RendererParams.CullBackface = false
			gameEngine.AddSpatial(sceneNode)
		}
	}

	for i := 0; i < 2; i++ {
		torchLocation := mgl32.Vec3{0.86, 1.76, 1.05}
		if i == 1 {
			torchLocation = mgl32.Vec3{0.86, 1.76, -1.05}
		}

		fire := fireParticles()
		spark := sparkParticles()
		torchParticles := effects.NewParticleGroup(camera, fire, spark)
		torchParticles.SetTranslation(torchLocation)
		transparentNode.Add(torchParticles)
		gameEngine.AddUpdatable(torchParticles)

		light := renderer.NewLight(renderer.POINT)
		light.SetTranslation(torchLocation.Add(mgl32.Vec3{0, 0.05, 0}))
		gameEngine.AddLight(light)

		var x float64
		gameEngine.AddUpdatable(engine.UpdatableFunc(func(dt float64) {
			x += dt
			mag := float32(math.Abs(0.6*math.Sin(3*x)+0.3*math.Sin(4*x)+0.15*math.Sin(7*x)+0.1*math.Sin(15*x))) + 0.5
			mag *= 0.05
			light.Color = [3]float32{1 * mag, 0.6 * mag, 0.4 * mag}
		}))
	}
}