Example #1
0
 public override void Initialise(GraphicsDevice device, ContentManager content)
 {
     level = new Q3BSPLevel(@"C:\GitHub\Monogame-tools\LibraryDemos\LibraryDemos\Data\Q3\", @"Q3\basicQ3Effect", ".jpg");
     level.LoadFromFile(@"maps\13tokay.bsp");
     level.InitializeLevel(Game1.Instance.GraphicsDevice, Game1.Instance.Content);
     camera = new QuatCamera(Game1.Instance.GraphicsDevice.Viewport);
 }
Example #2
0
        protected override void OnLoad(System.EventArgs e)
        {
            sbyte a = -100;

            Console.WriteLine(a);
            Console.WriteLine((byte)a);

            VSync = VSyncMode.On;

            float aspectRatio = ClientSize.Width / (float)(ClientSize.Height);

            currentCamera = new QuatCamera(aspectRatio);

            shader = new Shader();
            shader.CreateShader();
            Matrix4 proj = currentCamera.getProjectionMatrix();

            shader.setUniformMatrix4("projection_matrix", ref proj);
            Matrix4 view = currentCamera.getViewMatrix();

            shader.setUniformMatrix4("view_matrix", ref view);

            meshes = new Mesh[1];
            for (int i = 0; i < meshes.Length; i++)
            {
                //meshes[i] = MeshBuilder.create(scalar, (i*5)+1,true);
                meshes[i] = new Mesh();
                List <Vector3f> vert;
                List <int>      ind;
                SurfaceExtractor.extract(scalar, out vert, out ind, (i * 5) + 1, false);

                Vector3[] vertA = V2V(vert.ToArray());
                Vector3[] normA = Mesh.calcNormals(vertA, ind).ToArray();
                meshes[i].Create(vertA, normA, ind.ToArray());
            }


            GL.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Line);

            // Other state
            GL.Enable(EnableCap.DepthTest);
            GL.ClearColor(System.Drawing.Color.MidnightBlue);

            shader.Use();
        }