Ejemplo n.º 1
0
        public static GameObject CreateWFCPreview(Vector3 position, string folderName, bool attachDebugRenderer = true,
                                                  OutputCallback outputCallback = null)
        {
            //Ground
            Mesh       mesh = MeshLoader.FileToMesh("assets/models/cube_flat.obj");
            GameObject obj  = new GameObject(position, "WFCPreview");

            obj.AddComponent(new WFCMapGenerator(folderName, outputCallback));
            if (attachDebugRenderer)
            {
                obj.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, mesh,
                                                              TextureLoader.FileToTexture("assets/textures/TEST.png"), 1));
            }

            obj.Scale = new Vector3(5, 5, 5);
            return(obj);
        }
Ejemplo n.º 2
0
        protected override void InitializeScene()
        {
            Mesh bgBox = MeshLoader.FileToMesh("models/cube_flat.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UIRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            dbg.AddCommand("lookat", cmd_LookAtAudioSource);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(25, 1, 25);
            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                         TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            GameEngine.Instance.CurrentScene.Add(bgObj);

            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Translate(new Vector3(0, 4, 0));
            _camLookCommandComponent = new LookAtComponent();

            c.AddComponent(_camLookCommandComponent);

            _sourceCube = new GameObject(Vector3.UnitZ * -5, "Audio Source");

            Mesh sourceCube             = MeshLoader.FileToMesh("models/cube_flat.obj");
            AudioSourceComponent source = new AudioSourceComponent();

            _sourceCube.AddComponent(source);
            _sourceCube.AddComponent(new RotateAroundComponent());
            _sourceCube.AddComponent(new MeshRendererComponent(shader, sourceCube,
                                                               TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            if (!AudioLoader.TryLoad("sounds/test_mono_16.wav", out AudioFile clip))
            {
                Console.ReadLine();
            }

            source.Clip    = clip;
            source.Looping = true;
            source.Play();
            GameEngine.Instance.CurrentScene.Add(_sourceCube);

            AudioListener listener = new AudioListener();

            c.AddComponent(listener);
            GameEngine.Instance.CurrentScene.Add(c);
            GameEngine.Instance.CurrentScene.SetCamera(c);
        }
Ejemplo n.º 3
0
        public static GameObject[] CreatePlayer(Vector3 position, BasicCamera cam)
        {
            Mesh mouseTargetModel = MeshLoader.FileToMesh("assets/models/sphere_smooth.obj");


            GameObject mouseTarget = new GameObject(Vector3.UnitY * -3, "BG");

            mouseTarget.Scale = new Vector3(1, 1, 1);
            mouseTarget.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, mouseTargetModel,
                                                                  Prefabs.White, 1));

            Mesh playerModel = MeshLoader.FileToMesh("assets/models/sphere_smooth.obj");
            Mesh headModel   = MeshLoader.FileToMesh("assets/models/cube_flat.obj");
            Mesh bullet      = MeshLoader.FileToMesh("assets/models/cube_flat.obj");


            GameObject player  = new GameObject(new Vector3(0, 10, 0), "Player");
            GameObject playerH = new GameObject(new Vector3(0, 10, 0), "PlayerHead");
            GameObject lightS  = new GameObject(Vector3.UnitY * 2f, "Light");

            playerH.Add(lightS);
            lightS.AddComponent(new LightComponent()
            {
                AmbientContribution = 0f
            });
            lightS.LocalPosition = Vector3.UnitY * 14f;



            //Movement for camera
            OffsetConstraint cameraController = new OffsetConstraint {
                Damping = 0, MoveSpeed = 2
            };

            cameraController.Attach(player, new Vector3(0, 15, 5));
            cam.AddComponent(cameraController);

            //Rotation for Player Head depending on mouse position
            cam.AddComponent(new CameraRaycaster(mouseTarget, playerH));

            //Movement for Player Head
            OffsetConstraint connection = new OffsetConstraint()
            {
                Damping   = 0,  //Directly over the moving collider, no inertia
                MoveSpeed = 20, //Even less inertia by moving faster in general
            };

            connection.Attach(player, Vector3.UnitY * 1);
            playerH.AddComponent(connection);
            playerH.Scale = new Vector3(0.6f);
            playerH.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, headModel,
                                                              TextureLoader.FileToTexture("assets/textures/playerHead.png"), 1));


            //Player Setup
            Collider collider = new Collider(new Sphere(Vector3.Zero, 1, 10), LayerManager.NameToLayer("physics"));

            collider.PhysicsCollider.PositionUpdateMode = PositionUpdateMode.Continuous;
            collider.PhysicsCollider.Material           = new Material(1.5f, 1.5f, 0);
            collider.PhysicsCollider.LinearDamping      = 0.99f;

            player.AddComponent(collider);


            player.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, playerModel,
                                                             TextureGenerator.GetPlayerTexture(), 1));

            AudioSourceComponent source = new AudioSourceComponent();

            AudioLoader.TryLoad("assets/audio/ShootSound.wav", out ShootSound);
            AudioLoader.TryLoad("assets/audio/ShootSound2.wav", out ShootSound2);
            AudioLoader.TryLoad("assets/audio/SpawnSound.wav", out SpawnSound);
            AudioLoader.TryLoad("assets/audio/JumpSound.wav", out JumpSound);
            source.Clip = SpawnSound;
            source.Play();
            source.UpdatePosition = false;
            source.Gain           = 0.5f;
            player.AddComponent(source);

            player.AddComponent(new PlayerController(playerH, bullet,
                                                     TextureLoader.ColorToTexture(Color.Red), DefaultFilepaths.DefaultLitShader, 650, false, source));
            player.LocalPosition = position;


            GameObject playerUI = new GameObject("PlayerHUD");

            playerUI.AddComponent(new PlayerHUD());


            return(new[] { player, playerH, playerUI });
        }
Ejemplo n.º 4
0
        protected override void InitializeScene()
        {
            creator       = BufferCreator.CreateWithBuiltInTypes();
            iset          = FLInstructionSet.CreateWithBuiltInTypes(CLAPI.MainThread, "assets/kernel/");
            checkPipeline = FLProgramCheckBuilder.CreateDefaultCheckBuilder(iset, creator);
            parser        = new FLParser(iset, creator);
            checkPipeline.Attach(parser, true);
            Mesh plane = MeshLoader.FileToMesh("assets/models/plane.obj");

            Texture texQuad   = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureQuad");
            Texture texSphere = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureSphere");

            GameObject objSphere = new GameObject(new Vector3(1, 1, 0), "SphereDisplay");

            LitMeshRendererComponent sphereLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                              Prefabs.Sphere,
                                                                              texSphere, 1);

            objSphere.AddComponent(sphereLmr);
            sphereLmr.Textures = new[]
            { sphereLmr.Textures[0], DefaultFilepaths.DefaultTexture };

            objSphere.AddComponent(new RotatingComponent());

            GameObject objQuad = new GameObject(new Vector3(-1, 1, 0), "QuadDisplay");
            LitMeshRendererComponent quadLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, plane,
                                                                            texQuad, 1);

            objQuad.AddComponent(quadLmr);
            quadLmr.Textures = new[]
            { quadLmr.Textures[0], DefaultFilepaths.DefaultTexture };

            objQuad.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(45));

            GameObject sourceCube = new GameObject(new Vector3(0, 10, 10), "Light Source");

            sourceCube.AddComponent(new LightComponent());
            sourceCube.AddComponent(new RotateAroundComponent {
                Slow = 0.15f
            });
            sourceCube.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                                 TextureLoader.ColorToTexture(Color.White), 1));

            GameObject uiText = new GameObject(new Vector3(0), "UIText");

            uiText.AddComponent(new FlGeneratorComponent(new List <LitMeshRendererComponent>
            {
                sphereLmr, quadLmr
            },
                                                         512,
                                                         512, true));

            Add(sourceCube);
            Add(uiText);
            Add(DebugConsoleComponent.CreateConsole());
            Add(objSphere);
            Add(objQuad);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG")
            {
                Scale = new Vector3(25, 1, 25)
            };


            bgObj.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                            GenerateGroundTexture(), 1));
            Add(bgObj);


            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            EngineConfig.LoadConfig("assets/configs/camera_fldemo.xml", ref mc);


            Add(mainCamera);
            SetCamera(mainCamera);

            GameObject camContainer = new GameObject("CamContainer");

            BasicCamera inPicCam =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            inPicCam.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(0));
            inPicCam.Translate(new Vector3(0, 2, 4));
            inPicCam.AddComponent(new RotateAroundComponent());
            GameObject zeroPoint = new GameObject("Zero");

            Add(zeroPoint);
            LookAtComponent comp = new LookAtComponent();

            comp.SetTarget(zeroPoint);
            inPicCam.AddComponent(comp);
            Add(inPicCam);


            splitCam = new RenderTarget(inPicCam, 1, Color.FromArgb(0, 0, 0, 0))
            {
                MergeType = RenderTargetMergeType.Additive,
                ViewPort  = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f),
                                          (int)(GameEngine.Instance.Height * 0.3f))
            };

            Add(camContainer);
            GameEngine.Instance.AddRenderTarget(splitCam);
        }
Ejemplo n.º 5
0
        protected override void InitializeScene()
        {
            Mesh sphere = MeshLoader.FileToMesh("models/sphere_smooth.obj");
            Mesh plane  = MeshLoader.FileToMesh("models/plane.obj");
            Mesh bgBox  = MeshLoader.FileToMesh("models/cube_flat.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UITextRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            GameObject objSphere = new GameObject(new Vector3(1, 1, 0), "SphereDisplay");

            objSphere.AddComponent(new MeshRendererComponent(shader, sphere,
                                                             TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            objSphere.AddComponent(new RotatingComponent());

            GameObject objQuad = new GameObject(new Vector3(-1, 1, 0), "QuadDisplay");

            objQuad.AddComponent(new MeshRendererComponent(shader, plane,
                                                           TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            objQuad.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(90));

            GameObject uiText = new GameObject(new Vector3(0), "UIText");

            uiText.AddComponent(new FLGeneratorComponent(new List <MeshRendererComponent>
            {
                objSphere.GetComponent <MeshRendererComponent>(), objQuad.GetComponent <MeshRendererComponent>()
            },
                                                         512,
                                                         512));


            GameEngine.Instance.CurrentScene.Add(uiText);
            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);
            GameEngine.Instance.CurrentScene.Add(objSphere);
            GameEngine.Instance.CurrentScene.Add(objQuad);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(25, 1, 25);

            Texture bgTex = TextureLoader.FileToTexture("textures/ground4k.png");

            //BufferOperations.GetRegion<byte>(buf, new int3(), )


            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox, bgTex, 1));
            GameEngine.Instance.CurrentScene.Add(bgObj);


            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            EngineConfig.LoadConfig("configs/camera_fldemo.xml", ref mc);


            GameEngine.Instance.CurrentScene.Add(mainCamera);
            GameEngine.Instance.CurrentScene.SetCamera(mainCamera);

            GameObject camContainer = new GameObject("CamContainer");

            BasicCamera inPicCam =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            inPicCam.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(0));
            inPicCam.Translate(new Vector3(0, 2, 4));
            inPicCam.AddComponent(new RotateAroundComponent());
            GameObject zeroPoint = new GameObject("Zero");

            GameEngine.Instance.CurrentScene.Add(zeroPoint);
            LookAtComponent comp = new LookAtComponent();

            comp.SetTarget(zeroPoint);
            inPicCam.AddComponent(comp);
            GameEngine.Instance.CurrentScene.Add(inPicCam);


            splitCam = new RenderTarget(inPicCam, 1, new Color(0, 0, 0, 0))
            {
                MergeType = RenderTargetMergeType.Additive,
                ViewPort  = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f),
                                          (int)(GameEngine.Instance.Height * 0.3f))
            };

            GameEngine.Instance.CurrentScene.Add(camContainer);
            GameEngine.Instance.AddRenderTarget(splitCam);
        }
Ejemplo n.º 6
0
        protected override void InitializeScene()
        {
            Texture test = TextureLoader.FileToTexture("textures/ground4k.png");


            int rayLayer     = LayerManager.RegisterLayer("raycast", new Layer(1, 2));
            int hybLayer     = LayerManager.RegisterLayer("hybrid", new Layer(1, 1 | 2));
            int physicsLayer = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            LayerManager.DisableCollisions(rayLayer, physicsLayer);

            Mesh bgBox  = MeshLoader.FileToMesh("models/cube_flat.obj");
            Mesh box    = MeshLoader.FileToMesh("models/cube_flat.obj");
            Mesh sphere = MeshLoader.FileToMesh("models/sphere_smooth.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UIRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            PhysicsDemoComponent phys = new PhysicsDemoComponent();

            GameEngine.Instance.CurrentScene.AddComponent(phys); //Adding Physics Component to world.


            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(250, 1, 250);
            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                         TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            Collider groundCol = new Collider(new Box(Vector3.Zero, 500, 1, 500), hybLayer);

            bgObj.AddComponent(groundCol);
            GameEngine.Instance.CurrentScene.Add(bgObj);

            GameObject boxO = new GameObject(Vector3.UnitY * 3, "Box");

            boxO.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                        TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            boxO.AddComponent(new Collider(new Box(Vector3.Zero, 1, 1, 1), physicsLayer));
            boxO.Translate(new Vector3(55, 0, 35));
            GameEngine.Instance.CurrentScene.Add(boxO);


            GameObject mouseTarget = new GameObject(Vector3.UnitY * -3, "BG");

            mouseTarget.Scale = new Vector3(1, 1, 1);
            mouseTarget.AddComponent(new MeshRendererComponent(shader, sphere,
                                                               TextureLoader.FileToTexture("textures/ground4k.png"), 1));

            GameEngine.Instance.CurrentScene.Add(mouseTarget);


            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(-25));
            c.Translate(new Vector3(1, 30, 45));
            c.AddComponent(new CameraRaycaster(mouseTarget, 3, boxO));
            GameEngine.Instance.CurrentScene.Add(c);
            GameEngine.Instance.CurrentScene.SetCamera(c);
        }