public override void Init() { VSync = false; SetWindowSize(1280, 720); // Start the application in demo mode? demoMode = true; #region MeshImports _Geo = new Geometry(); _Geo.LoadAsset("Assets/Cube.obj.model"); //_Geo.LoadAsset("Assets/Cube_quads.obj.model"); //_Geo.LoadAsset("Assets/Sphere.obj.model"); //_Geo.LoadAsset("Assets/Sphere_quads.obj.model"); //_Geo.LoadAsset("Assets/SharedCorners.obj.model"); //_Geo.LoadAsset("Assets/Cylinder.obj.model"); //_Geo.LoadAsset("Assets/Cylinder_quads.obj.model"); //_Geo.LoadAsset("Assets/SharedCorners_pro.obj.model"); //_Geo.LoadAsset("Assets/Teapot.obj.model"); #endregion MeshImports // Set the smoothing angle for the edge based vertex normal calculation // Feel free to test around. _Geo._SmoothingAngle = 89.0; // The shader colors here are not supposed to be changed. They don't have an effect. If you want to change the shaders // then please change the values in the ShaderChanger() method. These ones are just for declaration. #region Shaders #region TextureShader _msDiffuse = Shaders.GetDiffuseTextureShader(RC); _vLightShaderParam = _msDiffuse.GetShaderParam("texture1"); //ImageData imgData = RC.LoadImage("Assets/Cube_Mat_uv.jpg"); ImageData imgData = RC.LoadImage("Assets/world_map.jpg"); //ImageData imgData = RC.LoadImage("Assets/Teapot_Texture.jpg"); // Due to copyright reasons, this file will not be delivered with the project. //ImageData imgData = RC.LoadImage("Assets/Hellknight.jpg"); _tex = RC.CreateTexture(imgData); #endregion TextureShader #region ColorShader _spColor = Shaders.GetDiffuseColorShader(RC); _colorParam = _spColor.GetShaderParam("color"); RC.SetShader(_spColor); RC.SetShaderParam(_colorParam, new float4(0f, 0f, 0f, 1f)); #endregion ColorShader #region LightPos RC.SetLightActive(0, 0f); RC.SetLightAmbient(0, new float4(0.0f, 0.0f, 0.0f, 1.0f)); RC.SetLightDiffuse(0, new float4(1.0f, 1.0f, 1.0f, 1.0f)); RC.SetLightDirection(0, new float3(0.0f, -1.0f, 0.0f)); RC.SetLightActive(1, 0f); RC.SetLightAmbient(1, new float4(0.0f, 0.0f, 0.0f, 1.0f)); RC.SetLightDiffuse(1, new float4(0.5f, 0.5f, 0.5f, 1.0f)); RC.SetLightDirection(1, new float3(1.0f, 0.0f, 0.0f)); #endregion LightPos #endregion // Convert the loaded lfg model to a fusee mesh the first time. _lfgmesh = _Geo.ToMesh(); RC.ClearColor = new float4(0.2f, 0.2f, 0.2f, 1f); // For Benchmarking only. _ShaderType = 1; runDemoAnimation = true; _Geo._DoCalcVertexNormals = true; }
public override void Init() { // Set ToonShaderEffect _shaderEffect.AttachToContext(RC); // Setup GUI // GUIHandler _guiHandler = new GUIHandler(); _guiHandler.AttachToContext(RC); // font + text _guiFontCabin18 = RC.LoadFont("Assets/Cabin.ttf", 18); _guiFontCabin24 = RC.LoadFont("Assets/Cabin.ttf", 24); _guiText = new GUIText("FUSEE Shader Demo", _guiFontCabin24, 30, Height - 30) { TextColor = new float4(1, 1, 1, 1) }; _guiHandler.Add(_guiText); // image _guiImage = new GUIImage("Assets/repbg.jpg", 0, 0, -5, Width, Height); _guiHandler.Add(_guiImage); _borderImage = new GUIImage("Assets/redbg.png", 0, 0, -4, 230, 32); //_guiHandler.Add(_borderImage); //* Menu1: Select Shader _panelSelectShader = new GUIPanel("Select Shader", _guiFontCabin24, 10, 10, 230, 230); _panelSelectShader.ChildElements.Add(_borderImage); _guiHandler.Add(_panelSelectShader); //** Possible Shader Buttons _btnDiffuseColorShader = new GUIButton("Diffuse Color", _guiFontCabin18, 25, 40, 180, 25); _btnTextureShader = new GUIButton("Texture Only", _guiFontCabin18, 25, 70, 180, 25); _btnDiffuseTextureShader = new GUIButton("Diffuse Texture", _guiFontCabin18, 25, 100, 180, 25); _btnDiffuseBumpTextureShader = new GUIButton("Diffuse Bump Texture", _guiFontCabin18, 25, 130, 180, 25); _btnSpecularTexture = new GUIButton("Specular Texture", _guiFontCabin18, 25, 160, 180, 25); _btnToon = new GUIButton("Toon", _guiFontCabin18, 25, 190, 180, 25); //*** Add Handlers _btnDiffuseColorShader.OnGUIButtonDown += OnMenuButtonDown; _btnDiffuseColorShader.OnGUIButtonUp += OnMenuButtonUp; _btnDiffuseColorShader.OnGUIButtonEnter += OnMenuButtonEnter; _btnDiffuseColorShader.OnGUIButtonLeave += OnMenuButtonLeave; _btnTextureShader.OnGUIButtonDown += OnMenuButtonDown; _btnTextureShader.OnGUIButtonUp += OnMenuButtonUp; _btnTextureShader.OnGUIButtonEnter += OnMenuButtonEnter; _btnTextureShader.OnGUIButtonLeave += OnMenuButtonLeave; _btnDiffuseTextureShader.OnGUIButtonDown += OnMenuButtonDown; _btnDiffuseTextureShader.OnGUIButtonUp += OnMenuButtonUp; _btnDiffuseTextureShader.OnGUIButtonEnter += OnMenuButtonEnter; _btnDiffuseTextureShader.OnGUIButtonLeave += OnMenuButtonLeave; _btnDiffuseBumpTextureShader.OnGUIButtonDown += OnMenuButtonDown; _btnDiffuseBumpTextureShader.OnGUIButtonUp += OnMenuButtonUp; _btnDiffuseBumpTextureShader.OnGUIButtonEnter += OnMenuButtonEnter; _btnDiffuseBumpTextureShader.OnGUIButtonLeave += OnMenuButtonLeave; _btnSpecularTexture.OnGUIButtonDown += OnMenuButtonDown; _btnSpecularTexture.OnGUIButtonUp += OnMenuButtonUp; _btnSpecularTexture.OnGUIButtonEnter += OnMenuButtonEnter; _btnSpecularTexture.OnGUIButtonLeave += OnMenuButtonLeave; _btnToon.OnGUIButtonDown += OnMenuButtonDown; _btnToon.OnGUIButtonUp += OnMenuButtonUp; _btnToon.OnGUIButtonEnter += OnMenuButtonEnter; _btnToon.OnGUIButtonLeave += OnMenuButtonLeave; //**** Add Buttons to Panel _panelSelectShader.ChildElements.Add(_btnDiffuseColorShader); _panelSelectShader.ChildElements.Add(_btnTextureShader); _panelSelectShader.ChildElements.Add(_btnDiffuseTextureShader); _panelSelectShader.ChildElements.Add(_btnDiffuseBumpTextureShader); _panelSelectShader.ChildElements.Add(_btnSpecularTexture); _panelSelectShader.ChildElements.Add(_btnToon); //* Menu3: Select Mesh _panelSelectMesh = new GUIPanel("Select Mesh", _guiFontCabin24, 270, 10, 230, 130); _panelSelectMesh.ChildElements.Add(_borderImage); _guiHandler.Add(_panelSelectMesh); //** Possible Meshes _btnCube = new GUIButton("Cube", _guiFontCabin18, 25, 40, 180, 25); _btnSphere = new GUIButton("Sphere", _guiFontCabin18, 25, 70, 180, 25); _btnTeapot = new GUIButton("Teapot", _guiFontCabin18, 25, 100, 180, 25); _panelSelectMesh.ChildElements.Add(_btnCube); _panelSelectMesh.ChildElements.Add(_btnSphere); _panelSelectMesh.ChildElements.Add(_btnTeapot); //** Add handlers _btnCube.OnGUIButtonDown += OnMenuButtonDown; _btnCube.OnGUIButtonUp += OnMenuButtonUp; _btnCube.OnGUIButtonEnter += OnMenuButtonEnter; _btnCube.OnGUIButtonLeave += OnMenuButtonLeave; _btnSphere.OnGUIButtonDown += OnMenuButtonDown; _btnSphere.OnGUIButtonUp += OnMenuButtonUp; _btnSphere.OnGUIButtonEnter += OnMenuButtonEnter; _btnSphere.OnGUIButtonLeave += OnMenuButtonLeave; _btnTeapot.OnGUIButtonDown += OnMenuButtonDown; _btnTeapot.OnGUIButtonUp += OnMenuButtonUp; _btnTeapot.OnGUIButtonEnter += OnMenuButtonEnter; _btnTeapot.OnGUIButtonLeave += OnMenuButtonLeave; //* Menu2: Light Settings _panelLightSettings = new GUIPanel("Light Settings", _guiFontCabin24, 530, 10, 230, 130); _panelLightSettings.ChildElements.Add(_borderImage); _guiHandler.Add(_panelLightSettings); //** Possible Light Settings _btnDirectionalLight = new GUIButton("Directional Light", _guiFontCabin18, 25, 40, 180, 25); _btnPointLight = new GUIButton("Point Light", _guiFontCabin18, 25, 70, 180, 25); _btnSpotLight = new GUIButton("Spot Light", _guiFontCabin18, 25, 100, 180, 25); _panelLightSettings.ChildElements.Add(_btnDirectionalLight); _panelLightSettings.ChildElements.Add(_btnPointLight); _panelLightSettings.ChildElements.Add(_btnSpotLight); //*** Add Handlers _btnDirectionalLight.OnGUIButtonDown += OnMenuButtonDown; _btnDirectionalLight.OnGUIButtonUp += OnMenuButtonUp; _btnDirectionalLight.OnGUIButtonEnter += OnMenuButtonEnter; _btnDirectionalLight.OnGUIButtonLeave += OnMenuButtonLeave; _btnPointLight.OnGUIButtonDown += OnMenuButtonDown; _btnPointLight.OnGUIButtonUp += OnMenuButtonUp; _btnPointLight.OnGUIButtonEnter += OnMenuButtonEnter; _btnPointLight.OnGUIButtonLeave += OnMenuButtonLeave; _btnSpotLight.OnGUIButtonDown += OnMenuButtonDown; _btnSpotLight.OnGUIButtonUp += OnMenuButtonUp; _btnSpotLight.OnGUIButtonEnter += OnMenuButtonEnter; _btnSpotLight.OnGUIButtonLeave += OnMenuButtonLeave; // Setup 3D Scene // Load Images and Assign iTextures var imgTexture = RC.LoadImage("Assets/crateTexture.jpg"); var imgBumpTexture = RC.LoadImage("Assets/crateNormal.jpg"); _texCube = RC.CreateTexture(imgTexture); _texBumpCube = RC.CreateTexture(imgBumpTexture); imgTexture = RC.LoadImage("Assets/earthTexture.jpg"); imgBumpTexture = RC.LoadImage("Assets/earthNormal.jpg"); _texSphere = RC.CreateTexture(imgTexture); _texBumpSphere = RC.CreateTexture(imgBumpTexture); imgTexture = RC.LoadImage("Assets/porcelainTexture.png"); imgBumpTexture = RC.LoadImage("Assets/normalRust.jpg"); _texTeapot = RC.CreateTexture(imgTexture); _texBumpTeapot = RC.CreateTexture(imgBumpTexture); _currentTexture = _texCube; _currentBumpTexture = _texBumpCube; // Load Meshes _meshCube = MeshReader.LoadMesh(@"Assets/Cube.obj.model"); _meshSphere = MeshReader.LoadMesh(@"Assets/Sphere.obj.model"); _meshTeapot = MeshReader.LoadMesh(@"Assets/Teapot.obj.model"); // Set current Mesh and Update GUI _currentMesh = _meshCube; _btnCube.ButtonColor = ColorHighlightedButton; // Setup Shaderprograms and Update GUI _shaderDiffuseColor = Shaders.GetDiffuseColorShader(RC); _shaderDiffuseTexture = Shaders.GetDiffuseTextureShader(RC); _shaderTexture = Shaders.GetTextureShader(RC); _shaderDiffuseBumpTexture = Shaders.GetBumpDiffuseShader(RC); _shaderSpecularTexture = Shaders.GetSpecularShader(RC); _btnDiffuseColorShader.ButtonColor = ColorHighlightedButton; _currentShader = _shaderDiffuseColor; RC.SetShader(_shaderDiffuseColor); // Setup ShaderParams _paramColor = _shaderDiffuseColor.GetShaderParam("color"); // Setup Light and Update GUI RC.SetLightActive(0, 1); RC.SetLightPosition(0, new float3(5.0f, 0.0f, -2.0f)); RC.SetLightAmbient(0, new float4(0.2f, 0.2f, 0.2f, 1.0f)); RC.SetLightSpecular(0, new float4(0.1f, 0.1f, 0.1f, 1.0f)); RC.SetLightDiffuse(0, new float4(0.8f, 0.8f, 0.8f, 1.0f)); RC.SetLightDirection(0, new float3(-1.0f, 0.0f, 0.0f)); RC.SetLightSpotAngle(0, 10); _btnDirectionalLight.ButtonColor = ColorHighlightedButton; }