// is called on startup
        public override void Init()
        {
            RC.ClearColor = new float4(0.1f, 0.1f, 0.5f, 1);

            // IMPORTANT: You are supposed to use either one SetWindowSize() or VideoWall(). You can't use both.
            // It's possible to resize a window to fit on a video wall or display.
            // Here are some different variants how to use this functionality. Uncomment to test.
            //SetWindowSize(800, 600);
            SetWindowSize(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height/9 * 2, true, 0, 0);
            //SetWindowSize(Screen.PrimaryScreen.Bounds.Width/9 * 2, Screen.PrimaryScreen.Bounds.Height, true, 0, 0);
            //SetWindowSize(640, 480, false, Screen.PrimaryScreen.Bounds.Width/2 - 640/2, Screen.PrimaryScreen.Bounds.Height/2 - 480/2);
            // IMPORTANT: For video Walls or projector matrices it's possible to let the system do the magic by
            // giving it the number of monitors/projectors per axis and specify some border information.
            // This only works in pseudo-fullscreen mode a.k.a borderless fullscreen-window.
            //VideoWall(0, 0, true, false);

            // This is the old method. More than this could not be done directly in a project code(?)
            //Width = 640;
            //Height = 480;

            // Initialize an ui.
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            // Create a new element.
            GUIElement element = new GUIImage("Assets/image.png", 0, 0, -10, 320, 130);

            // Add the element to the gui.
            _guiHandler.Add(element);

            // Add something to render.
            _cube = new Cube();
            _spcolor = MoreShaders.GetDiffuseColorShader(RC);
            _colorParam = _spcolor.GetShaderParam("color");
        }
        // is called on startup
        public override void Init()
        {
            //TestSerialize();
            //TestDeserialize();

            // GUI initialization
            _zVal = 500;
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink = new GUIButton(6, 6, 157, 87);
            _guiFuseeLink.ButtonColor = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor = new float4(0, 0.6f, 0.2f, 1);
            _guiFuseeLink.BorderWidth = 0;
            _guiFuseeLink.OnGUIButtonDown += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);

            _guiFuseeLogo = new GUIImage("Assets/FuseeLogo150.png", 10, 10, -5, 150, 80);
            _guiHandler.Add(_guiFuseeLogo);

            _guiLatoBlack = RC.LoadFont("Assets/Lato-Black.ttf", 14);
            _guiSubText = new GUIText("FUSEE 3D Scene Viewer", _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);

            // Scene loading
            SceneContainer scene;
            var ser = new Serializer();
            using (var file = File.OpenRead(@"Assets/Model.fus"))
            {
                scene = ser.Deserialize(file, null, typeof(SceneContainer)) as SceneContainer;
            }
            _sr = new SceneRenderer(scene, "Assets");
            AdjustModelScaleOffset();
            _guiSubText.Text = "FUSEE 3D Scene";
            if (scene.Header.CreatedBy != null || scene.Header.CreationDate != null)
            {
                _guiSubText.Text += " created";
                if (scene.Header.CreatedBy != null)
                {
                    _guiSubText.Text += " by " + scene.Header.CreatedBy;
                }
                if (scene.Header.CreationDate != null)
                {
                    _guiSubText.Text += " on " + scene.Header.CreationDate;
                }
            }

            _subtextWidth = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);

            _sColor = MoreShaders.GetDiffuseColorShader(RC);
            RC.SetShader(_sColor);
            _colorParam = _sColor.GetShaderParam("color");
            RC.SetShaderParam(_colorParam, new float4(1, 1, 1, 1));
            RC.ClearColor = new float4(1, 1, 1, 1);
        }
Beispiel #3
0
        // Konstruktor
        public GUIRender(RenderContext rc, BeeTheGame thisGame)
        {
            RC = rc;
            _game = thisGame;
            //GUIHandler an den Kontext anhaengen
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(rc);

            //Bilder einbinden
            _guiImageDummy = new GUIImage("Assets/dummy.png", 0, 0, 0, 5, 5);
            _guiImageBarText = new GUIImage("Assets/nectarCollected.png", 10, 10, -1, 153, 23);

            _guiImageStartBack = new GUIImage("Assets/background.png", 0, 0, 0, System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width, (System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height/9)*2);
            _guiImageGameHelp = new GUIImage("Assets/gameHelp.png", 0, 0, 0, System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width, (System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height/9)*2);
            _guiImageStartBee = new GUIImage("Assets/beePlaceholder.png", 200, 30, 1, 130, 118);
            _guiImageStartPlay = new GUIImage("Assets/play.png", (System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width/2 - 300/2), 0, 2, 300, (System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height/9)*2);

            _guiImageHelpButton = new GUIImage("Assets/helpButton.png", 10, 10, 2, 41, 50);
            _guiImageHelpOne = new GUIImage("Assets/helpOne.png", 100, 10, 1, 300, 129);
            _guiImageHelpTwo = new GUIImage("Assets/helpTwo.png", 950, 20, 1, 300, 130);

            //Text
            _guiFontArial24 = RC.LoadFont("Assets/arial.ttf", 16);
            _guiArial24 = new GUIText("Score: ", _guiFontArial24, 1200, 25);
            _guiArial24.TextColor = new float4(1, 1, 1, 1);

            //Button
            _guiButtonPlay = new GUIButton((System.Windows.Forms.Screen.PrimaryScreen.Bounds.Width/2 - 300/2), 0, 3, 300, (System.Windows.Forms.Screen.PrimaryScreen.Bounds.Height/9)*2);

            _guiButtonPlay.ButtonColor = new float4(0, 0, 0, 0);
            _guiButtonPlay.BorderColor = new float4(0, 0, 0, 1);
            _guiButtonPlay.BorderWidth = 0;

            _guiButtonHelp = new GUIButton(10, 10, 1, 50, 50);
            //Buttonfarbe setzen
            _guiButtonHelp.ButtonColor = new float4(0, 0, 0, 0);
            _guiButtonHelp.BorderColor = new float4(0, 0, 0, 1);
            _guiButtonHelp.BorderWidth = 0;

            //an den Handler anhaengen
            _guiHandler.Add(_guiImageDummy);
            _guiHandler.Add(_guiImageBarText);

            _guiImagePause = new GUIImage("Assets/gamePaused.png", 350, 40, 0, 500, 100);
        }
        /// <summary>
        /// Attaches the object to a specific <see cref="RenderContext"/> object.
        /// </summary>
        /// <param name="rc">The <see cref="RenderContext"/> object to be used.</param>
        public void AttachToContext(RenderContext rc)
        {
            _rc = rc;
            _clearColor = rc.ClearColor;

            var imgData = _rc.CreateImage(_screenWidth, _screenHeight, "black");
            _contentLTex = _rc.CreateTexture(imgData);
            _contentRTex = _rc.CreateTexture(imgData);

            // initialize shader and image
            switch (_activeMode)
            {
                case Stereo3DMode.Oculus:
                    _guiLImage = new GUIImage(null, 0, 0, _screenWidth/2, _screenHeight);
                    _guiLImage.AttachToContext(rc);
                    _guiLImage.Refresh();

                    _guiRImage = new GUIImage(null, _screenWidth/2, 0, _screenWidth/2, _screenHeight);
                    _guiRImage.AttachToContext(rc);
                    _guiRImage.Refresh();

                    _shaderProgram = _rc.CreateShader(OculusVs, OculusPs);
                    _shaderTexture = _shaderProgram.GetShaderParam("vTexture");

                    _lensCenterParam = _shaderProgram.GetShaderParam("LensCenter");
                    _screenCenterParam = _shaderProgram.GetShaderParam("ScreenCenter");
                    _scaleParam = _shaderProgram.GetShaderParam("Scale");
                    _scaleInParam = _shaderProgram.GetShaderParam("ScaleIn");
                    _hdmWarpParam = _shaderProgram.GetShaderParam("HmdWarpParam");

                    break;

                case Stereo3DMode.Anaglyph:
                    _shaderProgram = _rc.CreateShader(AnaglyphVs, AnaglyphPs);
                    _shaderTexture = _shaderProgram.GetShaderParam("vTexture");

                    _guiLImage = new GUIImage(null, 0, 0, _screenWidth, _screenHeight);
                    _guiLImage.AttachToContext(rc);
                    _guiLImage.Refresh();

                    break;
            }
        }
Beispiel #5
0
 public void addNectar(int _punktePos)
 {
     //Nektar Icons anzeigen wenn Punkte erhoeht werden
     _guiImageContainerArray[_punktePos-1] = new GUIImage("Assets/honeycombContainer.png", 155+(_punktePos*20), 10, 0, 20, 20);
     _guiHandler.Add(_guiImageContainerArray[_punktePos-1]);
 }
        public override void Init()
        {
            // is called on startup
            Width = 616;
            Height = 688;

            // 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("Spot all seven differences!", _guiFontCabin24, 310, 35);
            _guiText.TextColor = new float4(1, 1, 1, 1);

            _guiHandler.Add(_guiText);

            // image
            _guiImage = new GUIImage("Assets/spot_the_diff.png", 0, 0, -5, 600, 650);
            _guiHandler.Add(_guiImage);

            // buttons / rectangles
            _guiUDiffs = new GUIButton[7];
            _guiBDiffs = new GUIButton[7];

            _guiUDiffs[0] = new GUIButton(240, 3, 40, 40);
            _guiBDiffs[0] = new GUIButton(240, 328, 40, 40);

            _guiUDiffs[1] = new GUIButton(3, 270, 40, 40);
            _guiBDiffs[1] = new GUIButton(3, 595, 40, 40);

            _guiUDiffs[2] = new GUIButton(220, 255, 40, 40);
            _guiBDiffs[2] = new GUIButton(220, 580, 40, 40);

            _guiUDiffs[3] = new GUIButton(325, 170, 40, 40);
            _guiBDiffs[3] = new GUIButton(325, 495, 40, 40);

            _guiUDiffs[4] = new GUIButton(265, 110, 40, 40);
            _guiBDiffs[4] = new GUIButton(265, 435, 40, 40);

            _guiUDiffs[5] = new GUIButton(490, 215, 40, 40);
            _guiBDiffs[5] = new GUIButton(490, 540, 40, 40);

            _guiUDiffs[6] = new GUIButton(495, 280, 40, 40);
            _guiBDiffs[6] = new GUIButton(495, 605, 40, 40);

            for (int i = 0; i < 7; i++)
            {
                _guiUDiffs[i].ButtonColor = new float4(0, 0, 0, 0);
                _guiBDiffs[i].ButtonColor = new float4(0, 0, 0, 0);

                _guiUDiffs[i].BorderColor = new float4(0, 0, 0, 1);
                _guiBDiffs[i].BorderColor = new float4(0, 0, 0, 1);

                _guiUDiffs[i].BorderWidth = 0;
                _guiBDiffs[i].BorderWidth = 0;

                _guiUDiffs[i].Tag = _guiBDiffs[i];
                _guiBDiffs[i].Tag = _guiUDiffs[i];

                _guiBDiffs[i].OnGUIButtonDown += OnDiffButtonDown;
                _guiUDiffs[i].OnGUIButtonDown += OnDiffButtonDown;

                _guiHandler.Add(_guiUDiffs[i]);
                _guiHandler.Add(_guiBDiffs[i]);
            }

            // panel
            _guiPanel = new GUIPanel("Menu", _guiFontCabin18, 10, 10, 150, 110);
            _guiHandler.Add(_guiPanel);

            // reset button
            _guiResetButton = new GUIButton("Reset", _guiFontCabin18, 25, 40, 100, 25);

            _guiResetButton.OnGUIButtonDown += OnMenuButtonDown;
            _guiResetButton.OnGUIButtonUp += OnMenuButtonUp;
            _guiResetButton.OnGUIButtonEnter += OnMenuButtonEnter;
            _guiResetButton.OnGUIButtonLeave += OnMenuButtonLeave;

            _guiPanel.ChildElements.Add(_guiResetButton);

            // solve button
            _guiSolveButton = new GUIButton("Solve", _guiFontCabin18, 25, 70, 100, 25);

            _guiSolveButton.OnGUIButtonDown += OnMenuButtonDown;
            _guiSolveButton.OnGUIButtonUp += OnMenuButtonUp;
            _guiSolveButton.OnGUIButtonEnter += OnMenuButtonEnter;
            _guiSolveButton.OnGUIButtonLeave += OnMenuButtonLeave;

            _guiPanel.ChildElements.Add(_guiSolveButton);
        }
        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 = MoreShaders.GetDiffuseColorShader(RC);
            _shaderDiffuseTexture = MoreShaders.GetDiffuseTextureShader(RC);
            _shaderTexture = MoreShaders.GetSkyboxShader(RC);
            _shaderDiffuseBumpTexture = MoreShaders.GetBumpDiffuseShader(RC);
            _shaderSpecularTexture = MoreShaders.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;
        }
 private void OnbtnHighscore(GUIButton sender, Fusee.Engine.MouseEventArgs mea)
 {
     PlayerDataDb[] playerData = new PlayerDataDb[5];
     if (nameInput.Text.Length <= 0)
     {
         nameInput.Text = "Anonymous";
     }
     playername = nameInput.Text;
     // _gameHandler.DbConnection.Insert(playername, _points, endlevel); //Übergebe Daten an DB
      _hsYpos = 50;  //Schleifenvariable um die Einträge zeilenweise untereinander zu setzen
        //  playerData = _gameHandler.DbConnection.ShowFirstFiveHighScore(); //Hole Daten von DB
      foreach (PlayerDataDb data in playerData) // Setze Strings aus Datenbank in Zeilen untereinander
      {
          _guiHandler.Add(new GUIText("Name: "+data.Name, _guiFontCabin12, 120, _hsYpos, -1, new float4(1, 1, 1, 1))); // oder highscoreHandler???
          _guiHandler.Add(new GUIText("                                      Level: "+data.Level.ToString(), _guiFontCabin12, 120, _hsYpos, -1, new float4(1, 1, 1, 1))); // oder highscoreHandler???
          _guiHandler.Add(new GUIText("                                                           Points: "+data.Score.ToString(), _guiFontCabin12, 120, _hsYpos, -1, new float4(1, 1, 1, 1))); // oder highscoreHandler???
          _hsYpos = _hsYpos + 20;
      }
      int _brettposition = 38; //Schleifenvariable um die Bretter zeilenweise untereinander zu setzen
      for (int i = 0; i < 5; i++)
      {
          _highscoreBretter[i] = new GUIImage("Assets/Holz.png", 115, _brettposition, -2, 300, 15); //Bretterbilder anlegen
          _guiHandler.Add(_highscoreBretter[i]); // oder highscoreHandler???
          _brettposition = _brettposition + 20;
      }
 }
        // Alle 10 Tomaten einmalig hinmalen
        public void DrawMunition()
        {
            int tomatoposition = 10;

            for (int i = 0; i < 10; i++)
            {
                var height = _rCanvas.Height;
                 _guiImageTomato[i]=new GUIImage("Assets/tomateAmmoTexture.png", tomatoposition, height - 50, -1, 40, 40);
                _guiHandler.Add(_guiImageTomato[i]);
                tomatoposition = tomatoposition + 40;
            }
        }