Example #1
0
        public RankInfo(Code2015 game, Game parent, GameScene scene, GameState logic)
        {
            this.game = game;
            this.parent = parent;
            this.scene = scene;
            this.gameLogic = logic;
            this.renderSys = game.RenderSystem;

          

            FileLocation fl = FileSystem.Instance.Locate("nig_rank_bk.tex", GameFileLocs.GUI);
            rankBackground = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_home.tex", GameFileLocs.GUI);
            homeBackground = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_rank_color.tex", GameFileLocs.GUI);
            rankColor = UITextureManager.Instance.CreateInstance(fl);

            f6 = GameFontManager.Instance.FRuanEdged4;
            f8 = GameFontManager.Instance.FRuanEdged6;

           
            //for (int i = 0; i < gameLogic.LocalPlayerCount; i++)
                //players.Add(gameLogic.GetLocalPlayer(i));
        }
Example #2
0
        public ExitGame(Code2015 game, Game parent, GameScene scene, GameState gamelogic, NIGMenu nigMenu)
        {
            this.scene = scene;
            this.renderSys = game.RenderSystem;
            this.gameLogic = gamelogic;
            this.parent = parent;
            this.game = game;
            this.nigMenu = nigMenu;
            exitButton = new Button();

            FileLocation fl = FileSystem.Instance.Locate("nig_esc.tex", GameFileLocs.GUI);
            exitButton.Image = UITextureManager.Instance.CreateInstance(fl);
            exitButton.X = -13;
            exitButton.Y = 0;
            exitButton.Width = exitButton.Image.Width;
            exitButton.Height = exitButton.Image.Height;
            exitButton.Enabled = true;
            exitButton.IsValid = true;


            isButtonClicked = false;

            exitButton.MouseClick += ExitButton_Pressed;
            

        }
Example #3
0
 public Popup(RenderSystem rs, Texture tex, int x, int y, float duration)
 {
     this.x = x;
     this.y = y;
     this.texture = tex;
     this.duration = duration;
 }
Example #4
0
        public NIGObjective(Code2015 game, Game parent, GameScene scene, GameState gamelogic)
        {
            this.parent = parent;
            this.game = game;
            this.renderSys = game.RenderSystem;
            this.scene = scene;
            this.gameLogic = gamelogic;

            FileLocation fl = FileSystem.Instance.Locate("nig_objective_bg.tex", GameFileLocs.GUI);
            background = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_objective_btn.tex", GameFileLocs.GUI);
            okButton = new Button();
            okButton.Image = UITextureManager.Instance.CreateInstance(fl);
            okButton.X = 748;
            okButton.Y = 337; 
            okButton.Width = okButton.Image.Width;
            okButton.Height = okButton.Image.Height;
            okButton.Enabled = true;
            okButton.IsValid = true;
            okButton.MouseClick += OkButton_Click;


            fl = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI);
            overlay = UITextureManager.Instance.CreateInstance(fl);
            state = NIGDialogState.Hiding;
        }
Example #5
0
        /// <summary>
        /// Mark effect as used during this frame.
        /// </summary>
        /// <returns>True if state changed (object was not mark as used during this frame until now), otherwise false.</returns>
        public bool MarkAsUsed(RenderSystem renderSystem)
        {
            if (LastFrameUsed == renderSystem.FrameCounter)
                return false;

            LastFrameUsed = renderSystem.FrameCounter;
            return true;
        }
Example #6
0
 public Popup2(RenderSystem rs, Texture tex, int x, int y, float duration, ColorValue modColor)
 {
     this.x = x;
     this.y = y;
     this.texture = tex;
     this.duration = duration;
     this.modColor = modColor;
 }
Example #7
0
        public GaussBlurShd(RenderSystem rs)
            : base(rs)
        {
            FileLocation fl = FileSystem.Instance.Locate("blurShd.cps", FileLocateRule.Effects);
            LoadPixelShader(rs, fl);

            fl = FileSystem.Instance.Locate("postQuad.cvs", FileLocateRule.Effects);
            LoadVertexShader(rs, fl);
        }
Example #8
0
        public EdgeDetect(RenderSystem rs)
            : base(rs)
        {
            FileLocation fl = FileSystem.Instance.Locate("edge.cps", FileLocateRule.Effects);
            LoadPixelShader(rs, fl);

            fl = FileSystem.Instance.Locate("postQuad.cvs", FileLocateRule.Effects);
            LoadVertexShader(rs, fl);
        }
Example #9
0
        public DepthView(RenderSystem rs)
            : base(rs)
        {
            FileLocation fl = FileSystem.Instance.Locate("depthView.cps", FileLocateRule.Effects);
            LoadPixelShader(rs, fl);

            fl = FileSystem.Instance.Locate("postQuad.cvs", FileLocateRule.Effects);
            LoadVertexShader(rs, fl);
        }
Example #10
0
        public NIGFail(Code2015 game, Game parent, GameScene scene, GameState gamelogic)
        {
            this.parent = parent;
            this.game = game;
            this.renderSys = game.RenderSystem;
            this.scene = scene;
            this.gameLogic = gamelogic;
         
            FileLocation fl = FileSystem.Instance.Locate("nig_fail_bg.tex", GameFileLocs.GUI);
            background = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_fail_fail.tex", GameFileLocs.GUI);
            failTex = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_result_back.tex", GameFileLocs.GUI);
            backButton = new Button();
            backButton.Image = UITextureManager.Instance.CreateInstance(fl);
            backButton.X = 450;
            backButton.Y = 530;
            backButton.Width = backButton.Image.Width;
            backButton.Height = backButton.Image.Height;
            backButton.Enabled = true;
            backButton.IsValid = true;
            backButton.MouseClick += BackButton_Click;

            fl = FileSystem.Instance.Locate("nig_result_replay.tex", GameFileLocs.GUI);
            replayButton = new Button();
            replayButton.Image = UITextureManager.Instance.CreateInstance(fl);
            replayButton.X = 738;
            replayButton.Y = 512;
            replayButton.Width = replayButton.Image.Width;
            replayButton.Height = replayButton.Image.Height;
            replayButton.Enabled = true;
            replayButton.IsValid = true;
            replayButton.MouseClick += ReplayButton_Click;

            fl = FileSystem.Instance.Locate("nig_rank_bk.tex", GameFileLocs.GUI);
            rankBackground = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_home.tex", GameFileLocs.GUI);
            homeBackground = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_rank_color.tex", GameFileLocs.GUI);
            rankColor = UITextureManager.Instance.CreateInstance(fl);

            f6 = GameFontManager.Instance.FRuanEdged4;
            f8 = GameFontManager.Instance.FRuanEdged6;


            
            fl = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI);
            overlay = UITextureManager.Instance.CreateInstance(fl);
            state = NIGDialogState.Hiding;

        }
Example #11
0
        public Intro(RenderSystem rs)
        {
            for (int i = 0; i < FrameCount; i++)
            {
                FileLocation fl = FileSystem.Instance.Locate("logo" + i.ToString("D3") + ".tex", GameFileLocs.Movie);

                frames[i] = UITextureManager.Instance.CreateInstance(fl);
            }
            FileLocation fl2 = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI);
            blackBg = UITextureManager.Instance.CreateInstance(fl2);
        }
Example #12
0
        public SplashSmokes(City city, RenderSystem rs)
        {
            this.parent = city;



            emitSmokes = new Smoke[SmokeCount];

            FileLocation fl = FileSystem.Instance.Locate("smoke_light.mesh", GameFileLocs.Model);
            smokeModel = new Model(ModelManager.Instance.CreateInstance(rs, fl));
        }
Example #13
0
        public unsafe EarthBaseEffect(RenderSystem rs)
            : base(false, EarthBaseEffectFactory.Name)
        {
            this.renderSys = rs;

            FileLocation fl = FileSystem.Instance.Locate("earthbase.cvs", GameFileLocs.Effect);
            vtxShader = LoadVertexShader(renderSys, fl);

            fl = FileSystem.Instance.Locate("earthbase.cps", GameFileLocs.Effect);
            pixShader = LoadPixelShader(renderSys, fl);
        }
Example #14
0
        public unsafe CityLinkEffect(RenderSystem rs)
            : base(rs, CityLinkEffectFactory.Name, false)
        {
            this.renderSys = rs;

            FileLocation fl = FileSystem.Instance.Locate("citylink.cvs", GameFileLocs.Effect);
            vtxShader = LoadVertexShader(renderSys, fl);

            fl = FileSystem.Instance.Locate("citylink.cps", GameFileLocs.Effect);
            pixShader = LoadPixelShader(renderSys, fl);

        }
        /// <summary>
        /// Creates the render window, tells it to use our WinForms window, and enables vsync
        /// </summary>
        private static RenderWindow InitRenderWindow(Root root, RenderSystem renderSystem)
        {
            Launch.Log("[Loading] Creating RenderWindow...");

            //Ensure RenderSystem has been Initialised
            root.RenderSystem = renderSystem;

            var window = root.Initialise(true, "Ponykart");
            window.SetVisible(false);
            window.SetIcon(Resources.Icon_2);
            window.SetDeactivateOnFocusChange(false);

            return window;
        }
Example #16
0
        public VisibilityGroup(RenderSystem renderSystem)
        {
            RenderSystem = renderSystem;
            RenderObjects = new RenderObjectCollection(this);
            RenderData.Initialize(ComputeDataArrayExpectedSize);

            // Create RenderStageMask key, and keep track of number of RenderStages.Count for future resizing
            RenderStageMaskKey = RenderData.CreateStaticObjectKey<uint>(null, stageMaskMultiplier = (RenderSystem.RenderStages.Count + RenderStageMaskSizePerEntry - 1) / RenderStageMaskSizePerEntry);
            Array.Resize(ref viewRenderStageMask, stageMaskMultiplier);

            RenderSystem.RenderStages.CollectionChanged += RenderStages_CollectionChanged;
            RenderSystem.RenderStageSelectorsChanged += RenderSystem_RenderStageSelectorsChanged;
            RenderSystem.RenderFeatures.CollectionChanged += RenderFeatures_CollectionChanged;
        }
Example #17
0
 private GameFontManager(RenderSystem rs)
 {
     //f20ig1 = new GameFont("f20ig1");
     //f18g1 = new GameFont("f18g1"); 
     //f201 = new GameFont("f20i");
     ////f14 = new GameFont("f14");
     //f18 = new GameFont("f18");
     //fRuan4 = new GameFontRuan("font");
     //fRuan6 = new GameFontRuan("font_s");
     //fRuan8 = new GameFontRuan("font_ss");
     fRuanEdged4 = new GameFontRuan("font_edged");
     fRuanEdged6 = new GameFontRuan("font_edgeds");
     fRuanEdged8 = new GameFontRuan("font_edgedss");
 }
Example #18
0
        public Quest(Code2015 game, Game parent, GameScene scene, GameState gamelogic)
        {
            this.scene = scene;
            this.renderSys = game.RenderSystem;
            this.gameLogic = gamelogic;
            this.parent = parent;
            this.game = game;

            FileLocation fl = FileSystem.Instance.Locate("nig_quest.tex", GameFileLocs.GUI);
            background = UITextureManager.Instance.CreateInstance(fl);

            player = gamelogic.LocalHumanPlayer;

            fedge6 = GameFontManager.Instance.FRuanEdged8;
        }
Example #19
0
        public unsafe StandardEffect(RenderSystem rs)
            : base(rs, StandardEffectFactory.Name, false)
        {
            FileLocation fl = FileSystem.Instance.Locate("tillingmark.tex", GameFileLocs.Texture);
            noTexture = TextureManager.Instance.CreateInstance(fl);// fac.CreateTexture(1, 1, 1, TextureUsage.Static, ImagePixelFormat.A8R8G8B8);


            this.renderSys = rs;

            fl = FileSystem.Instance.Locate("standard.cvs", GameFileLocs.Effect);
            vtxShader = LoadVertexShader(renderSys, fl);

            fl = FileSystem.Instance.Locate("standard.cps", GameFileLocs.Effect);
            pixShader = LoadPixelShader(renderSys, fl);
        }
Example #20
0
        public unsafe TailEffect(RenderSystem rs)
            : base(rs,  TailEffectFactory.Name, false)
        {
            FileLocation fl = FileSystem.Instance.Locate("tillingmark.tex", GameFileLocs.Texture);
            noTexture = TextureManager.Instance.CreateInstance(fl);

            this.renderSys = rs;

            fl = FileSystem.Instance.Locate("tail.cvs", GameFileLocs.Effect);
            vtxShader = LoadVertexShader(renderSys, fl);

            fl = FileSystem.Instance.Locate("tail.cps", GameFileLocs.Effect);
            pixShader = LoadPixelShader(renderSys, fl);

        }
 public ResourceHandle<TreeBatchModel> CreateInstance(RenderSystem rs, ForestInfo info)
 {
     Resource retrived = base.Exists(TreeBatchModel.GetHashString(info));
     if (retrived == null)
     {
         TreeBatchModel mdl = new TreeBatchModel(rs, info);
         base.NotifyResourceNew(mdl);
         retrived = mdl;
     }
     else
     {
         retrived.Use();
     }
     return new ResourceHandle<TreeBatchModel>((TreeBatchModel)retrived);
 }
Example #22
0
        /// <summary>
        /// set up ogre
        /// </summary>
        public Program()
        {
            root = new Root("plugins.cfg", "", "Ogre.log");

            renderSystem = root.GetRenderSystemByName("Direct3D9 Rendering Subsystem");
            renderSystem.SetConfigOption("Full Screen", "No");
            renderSystem.SetConfigOption("Video Mode", "1920 x 1200 @ 32-bit colour");
            root.RenderSystem = renderSystem;

            SetupResources();
            window = root.Initialise(true, "shadow test");

            sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "sceneMgr");
            sceneMgr.AmbientLight = new ColourValue(0.8f, 0.8f, 0.8f);

            camera = sceneMgr.CreateCamera("cam");
            camera.Position = new Vector3(0.8f, 0.8f, 0.8f);
            camera.LookAt(new Vector3(-1, 1, -1));
            camera.SetAutoTracking(true, sceneMgr.RootSceneNode.CreateChildSceneNode(new Vector3(0, 0.4f, 0)));
            camera.NearClipDistance = 0.1f;
            camera.FarClipDistance = 2000;

            viewport = window.AddViewport(camera);
            viewport.BackgroundColour = ColourValue.Black;
            camera.AspectRatio = (float) viewport.ActualWidth / (float) viewport.ActualHeight;

            ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

            TextureManager.Singleton.DefaultNumMipmaps = 1;

            CreateThings();

            //SetupParticles();
            //SetupShadows();

            SetupInput();

            root.FrameStarted += FrameStarted;

            Console.WriteLine(
            @"

            Press 1, 2, 3, 4 to enable/disable lights, or Esc to quit.
            The red and blue textures have PSSM and self-shadowing enabled.
            The yellow one does not.
            You can also use WASDQE to move the camera around."
            );
        }
Example #23
0
        public NIGMenu(Code2015 game, Game parent, GameScene scene, GameState gamelogic)
        {
            this.parent = parent;
            this.game = game;
            this.renderSys = game.RenderSystem;
            this.scene = scene;
            this.gameLogic = gamelogic;
         
            FileLocation fl = FileSystem.Instance.Locate("nig_m_bg.tex", GameFileLocs.GUI);
            background = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI);
            overlay = UITextureManager.Instance.CreateInstance(fl);
            state = NIGDialogState.Hiding;

            fl = FileSystem.Instance.Locate("nig_m_btn_resume.tex", GameFileLocs.GUI);
            resumeButton = new Button();
            resumeButton.Image = UITextureManager.Instance.CreateInstance(fl);
            resumeButton.X = 566;
            resumeButton.Y = 211;
            resumeButton.Width = resumeButton.Image.Width;
            resumeButton.Height = resumeButton.Image.Height;
            resumeButton.Enabled = true;
            resumeButton.IsValid = true;
            resumeButton.MouseClick += ResumeButton_Click;

            fl = FileSystem.Instance.Locate("nig_m_btn_restart.tex", GameFileLocs.GUI);
            restartButton = new Button();
            restartButton.Image = UITextureManager.Instance.CreateInstance(fl);
            restartButton.X = 560;
            restartButton.Y = 276;
            restartButton.Width = restartButton.Image.Width;
            restartButton.Height = restartButton.Image.Height;
            restartButton.Enabled = true;
            restartButton.IsValid = true;
            restartButton.MouseClick += RestartButton_Click;

            fl = FileSystem.Instance.Locate("nig_m_btn_back.tex", GameFileLocs.GUI);
            exitButton = new Button();
            exitButton.Image = UITextureManager.Instance.CreateInstance(fl);
            exitButton.X = 582;
            exitButton.Y = 339;
            exitButton.Width = exitButton.Image.Width;
            exitButton.Height = exitButton.Image.Height;
            exitButton.Enabled = true;
            exitButton.IsValid = true;
            exitButton.MouseClick += ExitButton_Click;
        }
 public ResourceHandle<TerrainTexture> CreateInstance(RenderSystem rs, FileLocation rl)
 {
     Resource retrived = base.Exists(rl.Name);
     if (retrived == null)
     {
         TerrainTexture mdl = new TerrainTexture(rs, rl);
         retrived = mdl;
         base.NotifyResourceNew(mdl);
     }
     
     //else
     //{
     //    retrived.Use();
     //}
     return new ResourceHandle<TerrainTexture>((TerrainTexture)retrived);
 }
Example #25
0
        protected override void Begin(EntityWorld world, Entity entity)
        {
            RenderSystem = world.SystemManager.GetSystem<RenderSystem>();
            if (RenderSystem == null) {
                Finish();
                return;
            }

            IRenderEffects renderEffects = GetRenderEffects(world.EntityManager.GetComponent<Renderable>(entity));
            if (renderEffects == null) {
                Finish();
                return;
            }

            Begin(renderEffects);
        }
Example #26
0
        public TerrainTile(RenderSystem rs, int col, int lat)
            : base(true)
        {
            terrain0 = TerrainMeshManager.Instance.CreateInstance(rs, col, lat, 17);
            terrain0.Touch();
            //terrain1 = TerrainMeshManager.Instance.CreateInstance(rs, col, lat, 17);
            //terrain1.Touch();
            Transformation = terrain0.GetWeakResource().Transformation;
            BoundingSphere = terrain0.GetWeakResource().BoundingSphere;

            //Transformation = terrain0.GetWeakResource().Transformation;
            //BoundingSphere = terrain0.GetWeakResource().BoundingSphere;

            //terrain0.GetWeakResource().ObjectSpaceChanged += TerrainMesh_ObjectSpaceChanged;
            //terrain1.GetWeakResource().ObjectSpaceChanged += TerrainMesh_ObjectSpaceChanged;
        }
Example #27
0
        public Smokes(City city, RenderSystem rs)
        {
            this.parent = city;

           
            int smokeCount = MinSmokeCount + (int)((MaxSmokeCount - MinSmokeCount) * Randomizer.GetRandomSingle());

            emitSmokes = new Smoke[smokeCount];

            FileLocation fl = FileSystem.Instance.Locate("smoke.mesh", GameFileLocs.Model);
            smokeModel = new Model(ModelManager.Instance.CreateInstance(rs, fl));

            UpdateDirection();

            

        }
Example #28
0
        public unsafe RigidEffect(RenderSystem rs, string name, bool inst)
            : base(inst, name)
        {

            FileLocation fl = FileSystem.Instance.Locate("shadowMap.cvs", GameFileLocs.Effect);
            shdVtxShader = LoadVertexShader(rs, fl);

            fl = FileSystem.Instance.Locate("shadowMap.cps", GameFileLocs.Effect);
            shdPixShader = LoadPixelShader(rs, fl);


            fl = FileSystem.Instance.Locate("normalGen.cvs", GameFileLocs.Effect);
            nrmGenVShader = LoadVertexShader(rs, fl);


            fl = FileSystem.Instance.Locate("normalGen.cps", GameFileLocs.Effect);
            nrmGenPShader = LoadPixelShader(rs, fl);
        }
Example #29
0
        public SharedIndexData(RenderSystem rs, int terrSize)
        {
            TerrainSize = terrSize;

            ObjectFactory factory = rs.ObjectFactory;

            int primCount = MathEx.Sqr(terrSize) * 2;
            int indexCount = primCount * 3;
            indexBuffer = factory.CreateIndexBuffer(IndexBufferType.Bit32, indexCount, BufferUsage.WriteOnly);
            int[] indexArray = new int[indexCount];

            int idx = 0;
            for (int i = 0; i < terrSize - 1; i++)
            {
                int remi = i % 2;

                for (int j = 0; j < terrSize - 1; j++)
                {
                    int remj = j % 2;
                    if (remi == remj)
                    {
                        indexArray[idx++] = i * terrSize + j;
                        indexArray[idx++] = i * terrSize + (j + 1);
                        indexArray[idx++] = (i + 1) * terrSize + j;


                        indexArray[idx++] = i * terrSize + (j + 1);
                        indexArray[idx++] = (i + 1) * terrSize + (j + 1);
                        indexArray[idx++] = (i + 1) * terrSize + j;
                    }
                    else
                    {
                        indexArray[idx++] = i * terrSize + j;
                        indexArray[idx++] = (i + 1) * terrSize + (j + 1);
                        indexArray[idx++] = i * terrSize + (j + 1);

                        indexArray[idx++] = i * terrSize + j;
                        indexArray[idx++] = (i + 1) * terrSize + j;
                        indexArray[idx++] = (i + 1) * terrSize + (j + 1);
                    }
                }
            }
            indexBuffer.SetData<int>(indexArray);
        }
Example #30
0
        public CreditScreen(RenderSystem rs, Menu parent)
        {
            this.renderSys = rs;
            this.parent = parent;

            FileLocation fl = FileSystem.Instance.Locate("cursor.tex", GameFileLocs.GUI);
            cursor = UITextureManager.Instance.CreateInstance(fl);
            fl = FileSystem.Instance.Locate("credits_bg.tex", GameFileLocs.GUI);
            bg = UITextureManager.Instance.CreateInstance(fl);
            //fl = FileSystem.Instance.Locate("crd_list.tex", GameFileLocs.GUI);
            //list = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("crd_ruan.tex", GameFileLocs.GUI);
            crdRuan = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("crd_xin.tex", GameFileLocs.GUI);
            crdXin = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("crd_yb.tex", GameFileLocs.GUI);
            crdYb = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("crd_zj.tex", GameFileLocs.GUI);
            crdZj = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("crd_music.tex", GameFileLocs.GUI);
            crdMusic = UITextureManager.Instance.CreateInstance(fl);

            backBtn = new Button();
            fl = FileSystem.Instance.Locate("back_btn.tex", GameFileLocs.GUI);
            backBtn.Image = UITextureManager.Instance.CreateInstance(fl);
            backBtn.X = 1000;
            backBtn.Y = 600;
            backBtn.Width = backBtn.Image.Width;
            backBtn.Height = backBtn.Image.Height;
            backBtn.Enabled = true;
            backBtn.IsValid = true;
            backBtn.MouseClick += Back_Click;

            Reset();

            mouseHover = (NormalSoundObject)SoundManager.Instance.MakeSoundObjcet("buttonHover", null, 0);
            mouseDown = (NormalSoundObject)SoundManager.Instance.MakeSoundObjcet("buttonDown", null, 0);
        }
        protected override void InitializeCore()
        {
            base.InitializeCore();

            RenderSystem.Initialize(Context);
        }
Example #32
0
 public TreeEffectFactory(RenderSystem dev)
 {
     device = dev;
 }
Example #33
0
        public void Run()
        {
            try
            {
                // Load renderer
                renderer = RenderSystem.Load("OpenGL", debugger);

                // Create render context
                var contextDesc = new RenderContextDescriptor();
                {
                    contextDesc.VideoMode.Resolution.Width  = 800;
                    contextDesc.VideoMode.Resolution.Height = 600;
                    contextDesc.VideoMode.ColorBits         = 32;
                    contextDesc.VideoMode.DepthBits         = 24;
                    contextDesc.VideoMode.StencilBits       = 8;
                }
                context = renderer.CreateRenderContext(contextDesc);

                // Get context window
                var window = context.Surface;
                window.Shown = true;

                window.Title = $"LLGL for C# - Texturing ( {renderer.Name} )";

                // Print renderer information
                Console.WriteLine("Renderer Info:");
                var info = renderer.Info;
                {
                    Console.WriteLine($"  Renderer:         {info.RendererName}");
                    Console.WriteLine($"  Device:           {info.DeviceName}");
                    Console.WriteLine($"  Vendor:           {info.VendorName}");
                    Console.WriteLine($"  Shading Language: {info.ShadingLanguageName}");
                }

                // Create vertex buffer
                var vertexFormat = new VertexFormat();
                vertexFormat.AppendAttribute(new VertexAttribute("coord", Format.RG32Float));
                vertexFormat.AppendAttribute(new VertexAttribute("texCoord", Format.RG32Float));

                const float uvScale = 10.0f;

                var vertices = new Vertex[]
                {
                    new Vertex(-0.5f, -0.5f, 0.0f, uvScale),
                    new Vertex(-0.5f, +0.5f, 0.0f, 0.0f),
                    new Vertex(+0.5f, -0.5f, uvScale, uvScale),
                    new Vertex(+0.5f, +0.5f, uvScale, 0.0f),
                };

                var vertexBufferDesc = new BufferDescriptor();
                {
                    vertexBufferDesc.BindFlags           = BindFlags.VertexBuffer;
                    vertexBufferDesc.Size                = vertexFormat.Stride * (ulong)vertices.Length;
                    vertexBufferDesc.VertexBuffer.Format = vertexFormat;
                }
                var vertexBuffer = renderer.CreateBuffer(vertexBufferDesc, vertices);

                // Create shaders
                var vertShader = renderer.CreateShader(
                    new ShaderDescriptor(
                        type: ShaderType.Vertex,
                        sourceType: ShaderSourceType.CodeString,
                        source: @"
                            #version 330 core
                            in vec2 coord;
                            in vec2 texCoord;
                            out vec2 vTexCoord;
                            void main() {
                                gl_Position = vec4(coord, 0, 1);
                                vTexCoord = texCoord;
                            }
                        "
                        )
                    );
                var fragShader = renderer.CreateShader(
                    new ShaderDescriptor
                    (
                        type: ShaderType.Fragment,
                        sourceType: ShaderSourceType.CodeString,
                        source: @"
                            #version 330 core
                            in vec2 vTexCoord;
                            out vec4 fColor;
                            uniform sampler2D tex;
                            void main() {
                                fColor = texture(tex, vTexCoord);
                            }
                        "
                    )
                    );

                var shaderProgramDesc = new ShaderProgramDescriptor();
                {
                    shaderProgramDesc.VertexFormats.Add(vertexFormat);
                    shaderProgramDesc.VertexShader   = vertShader;
                    shaderProgramDesc.FragmentShader = fragShader;
                }
                var shaderProgram = renderer.CreateShaderProgram(shaderProgramDesc);

                if (shaderProgram.HasErrors)
                {
                    throw new Exception(shaderProgram.Report);
                }

                // Create pipeline layout
                var pipelineLayoutDesc = new PipelineLayoutDescriptor();
                {
                    pipelineLayoutDesc.Bindings.Add(
                        new BindingDescriptor(ResourceType.Texture, BindFlags.Sampled, StageFlags.FragmentStage, 0)
                        );
                    pipelineLayoutDesc.Bindings.Add(
                        new BindingDescriptor(ResourceType.Sampler, 0, StageFlags.FragmentStage, 0)
                        );
                }
                var pipelineLayout = renderer.CreatePipelineLayout(pipelineLayoutDesc);

                // Create graphics pipeline
                var pipelineDesc = new GraphicsPipelineDescriptor();
                {
                    pipelineDesc.ShaderProgram                 = shaderProgram;
                    pipelineDesc.PipelineLayout                = pipelineLayout;
                    pipelineDesc.PrimitiveTopology             = PrimitiveTopology.TriangleStrip;
                    pipelineDesc.Blend.Targets[0].BlendEnabled = true;
                }
                pipeline = renderer.CreateGraphicsPipeline(pipelineDesc);

                // Create texture
                var imageDesc = new SrcImageDescriptor <RGBA>();
                {
                    imageDesc.Format   = ImageFormat.RGBA;
                    imageDesc.DataType = DataType.UInt8;
                    imageDesc.Data     = new RGBA[4];
                    imageDesc.Data[0]  = new RGBA(255, 0, 0, 255);
                    imageDesc.Data[1]  = new RGBA(0, 255, 0, 255);
                    imageDesc.Data[2]  = new RGBA(0, 0, 0, 0);
                    imageDesc.Data[3]  = new RGBA(0, 0, 0, 0);
                }
                var textureDesc = new TextureDescriptor();
                {
                    textureDesc.Type   = TextureType.Texture2D;
                    textureDesc.Extent = new Extent3D(2, 2, 1);
                }
                var texture = renderer.CreateTexture(textureDesc, imageDesc);

                // Create sampler
                var samplerDesc = new SamplerDescriptor();
                {
                    samplerDesc.MagFilter = SamplerFilter.Nearest;
                }
                var sampler = renderer.CreateSampler(samplerDesc);

                // Create resource heap
                var resourceHeapDesc = new ResourceHeapDescriptor();
                {
                    resourceHeapDesc.PipelineLayout = pipelineLayout;
                    resourceHeapDesc.ResourceViews.Add(new ResourceViewDescriptor(texture));
                    resourceHeapDesc.ResourceViews.Add(new ResourceViewDescriptor(sampler));
                }
                var resourceHeap = renderer.CreateResourceHeap(resourceHeapDesc);

                // Get command queue
                cmdQueue  = renderer.CommandQueue;
                cmdBuffer = renderer.CreateCommandBuffer();

                cmdBuffer.SetClearColor(0.1f, 0.1f, 0.2f, 1.0f);

                // Render loop
                while (window.ProcessEvents())
                {
                    cmdBuffer.Begin();
                    {
                        cmdBuffer.SetVertexBuffer(vertexBuffer);

                        cmdBuffer.BeginRenderPass(context);
                        {
                            cmdBuffer.Clear(ClearFlags.Color);
                            cmdBuffer.SetViewport(new Viewport(0, 0, context.Resolution.Width, context.Resolution.Height));

                            cmdBuffer.SetGraphicsPipeline(pipeline);
                            cmdBuffer.SetGraphicsResourceHeap(resourceHeap);

                            cmdBuffer.Draw(4, 0);
                        }
                        cmdBuffer.EndRenderPass();
                    }
                    cmdBuffer.End();
                    cmdQueue.Submit(cmdBuffer);

                    context.Present();
                }
            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
                Console.WriteLine("press any key to continue ...");
                Console.ReadKey();
            }
            finally
            {
                RenderSystem.Unload(renderer);
            }
        }
Example #34
0
        /// <inheritdoc/>
        protected override void DrawCore(RenderDrawContext context)
        {
            if (Game != null)
            {
                // Get or create VisibilityGroup for this RenderSystem + SceneInstance
                var             sceneInstance   = SceneInstance.GetCurrent(context.RenderContext);
                VisibilityGroup visibilityGroup = null;
                if (sceneInstance != null)
                {
                    // Find if VisibilityGroup
                    foreach (var currentVisibilityGroup in sceneInstance.VisibilityGroups)
                    {
                        if (currentVisibilityGroup.RenderSystem == RenderSystem)
                        {
                            visibilityGroup = currentVisibilityGroup;
                            break;
                        }
                    }

                    // If first time, let's create and register it
                    if (visibilityGroup == null)
                    {
                        sceneInstance.VisibilityGroups.Add(visibilityGroup = new VisibilityGroup(RenderSystem));
                        initializedSceneInstances.Add(sceneInstance);
                    }

                    // Reset & cleanup
                    visibilityGroup.Reset();
                }

                using (context.RenderContext.PushTagAndRestore(SceneInstance.CurrentVisibilityGroup, visibilityGroup))
                    using (context.RenderContext.PushTagAndRestore(SceneInstance.CurrentRenderSystem, RenderSystem))
                        using (context.RenderContext.PushTagAndRestore(SceneCameraSlotCollection.Current, Cameras))
                            using (context.RenderContext.PushTagAndRestore(Current, this))
                            {
                                // Set render system
                                context.RenderContext.RenderSystem    = RenderSystem;
                                context.RenderContext.VisibilityGroup = visibilityGroup;

                                // Set start states for viewports and output (it will be used during the Collect phase)
                                var renderOutputs = new RenderOutputDescription();
                                renderOutputs.CaptureState(context.CommandList);
                                context.RenderContext.RenderOutput = renderOutputs;

                                var viewports = new ViewportState();
                                viewports.CaptureState(context.CommandList);
                                context.RenderContext.ViewportState = viewports;

                                try
                                {
                                    // Collect in the game graphics compositor: Setup features/stages, enumerate views and populates VisibilityGroup
                                    Game.Collect(context.RenderContext);

                                    // Collect in render features
                                    RenderSystem.Collect(context.RenderContext);

                                    // Collect visibile objects from each view (that were not properly collected previously)
                                    if (visibilityGroup != null)
                                    {
                                        foreach (var view in RenderSystem.Views)
                                        {
                                            visibilityGroup.TryCollect(view);
                                        }
                                    }

                                    // Extract
                                    RenderSystem.Extract(context.RenderContext);

                                    // Prepare
                                    RenderSystem.Prepare(context);

                                    // Draw using the game graphics compositor
                                    Game.Draw(context);

                                    // Flush
                                    RenderSystem.Flush(context);
                                }
                                finally
                                {
                                    // Reset render context data
                                    RenderSystem.Reset();
                                }
                            }
            }
        }
Example #35
0
 public static void Initialize(RenderSystem device)
 {
     singleton = new MaterialLibrary(device);
 }
Example #36
0
        public void Initialize()
        {
            this._renderSystem = new GLES2RenderSystem();

            Root.Instance.RenderSystems.Add("OpenGLES2", this._renderSystem);
        }
Example #37
0
        //bool isPostStarting;

        public MainMenu(Code2015 game, Menu parent)
        {
            RenderSystem rs = game.RenderSystem;

            this.game   = game;
            this.parent = parent;


            FileLocation fl = FileSystem.Instance.Locate("nmm_credits.tex", GameFileLocs.GUI);

            credits = UITextureManager.Instance.CreateInstance(fl);
            fl      = FileSystem.Instance.Locate("nmm_quit.tex", GameFileLocs.GUI);
            exit    = UITextureManager.Instance.CreateInstance(fl);
            fl      = FileSystem.Instance.Locate("nmm_help.tex", GameFileLocs.GUI);
            help    = UITextureManager.Instance.CreateInstance(fl);
            fl      = FileSystem.Instance.Locate("nmm_play.tex", GameFileLocs.GUI);
            start   = UITextureManager.Instance.CreateInstance(fl);

            fl   = FileSystem.Instance.Locate("nmm_logo.tex", GameFileLocs.GUI);
            logo = UITextureManager.Instance.CreateInstance(fl);
            //fl = FileSystem.Instance.Locate("mm_btn_credits_hover.tex", GameFileLocs.GUI);
            //credits_hover = UITextureManager.Instance.CreateInstance(fl);
            //fl = FileSystem.Instance.Locate("mm_btn_quit_hover.tex", GameFileLocs.GUI);
            //exit_hover = UITextureManager.Instance.CreateInstance(fl);
            //fl = FileSystem.Instance.Locate("mm_btn_help_hover.tex", GameFileLocs.GUI);
            //help_hover = UITextureManager.Instance.CreateInstance(fl);
            //fl = FileSystem.Instance.Locate("mm_btn_single_hover.tex", GameFileLocs.GUI);
            //start_hover = UITextureManager.Instance.CreateInstance(fl);



            fl         = FileSystem.Instance.Locate("nmm_bg.tex", GameFileLocs.GUI);
            background = UITextureManager.Instance.CreateInstance(fl);

            //fl = FileSystem.Instance.Locate("mm_start_link.tex", GameFileLocs.GUI);
            //linkbg = UITextureManager.Instance.CreateInstance(fl);

            fl       = FileSystem.Instance.Locate("nmm_roles.tex", GameFileLocs.GUI);
            rolesTex = UITextureManager.Instance.CreateInstance(fl);

            fl       = FileSystem.Instance.Locate("nmm_water.tex", GameFileLocs.GUI);
            waterTex = UITextureManager.Instance.CreateInstance(fl);

            fl         = FileSystem.Instance.Locate("nmm_border.tex", GameFileLocs.GUI);
            boarderTex = UITextureManager.Instance.CreateInstance(fl);

            fl     = FileSystem.Instance.Locate("nmm_map.tex", GameFileLocs.GUI);
            mapTex = UITextureManager.Instance.CreateInstance(fl);


            fl     = FileSystem.Instance.Locate("cursor.tex", GameFileLocs.GUI);
            cursor = UITextureManager.Instance.CreateInstance(fl);


            #region 配置按钮
            startButton         = new RoundButton();
            startButton.X       = 650;
            startButton.Y       = 170;
            startButton.Radius  = 244 / 2;
            startButton.Enabled = true;
            startButton.IsValid = true;

            startButton.MouseClick += StartButton_Click;
            startButton.MouseEnter += Button_MouseIn;
            startButton.MouseDown  += Button_DownSound;

            exitButton         = new RoundButton();
            exitButton.X       = 896;
            exitButton.Y       = 386;
            exitButton.Radius  = 106 / 2;
            exitButton.Enabled = true;
            exitButton.IsValid = true;

            exitButton.MouseClick += ExitButton_Click;
            exitButton.MouseEnter += Button_MouseIn;
            exitButton.MouseDown  += Button_DownSound;


            creditButton             = new RoundButton();
            creditButton.X           = 955;
            creditButton.Y           = 198;
            creditButton.Radius      = 138 / 2;
            creditButton.Enabled     = true;
            creditButton.IsValid     = true;
            creditButton.MouseEnter += Button_MouseIn;
            creditButton.MouseDown  += Button_DownSound;
            creditButton.MouseClick += CreditButton_Click;


            helpButton             = new RoundButton();
            helpButton.X           = 225;
            helpButton.Y           = 425;
            helpButton.Radius      = 138 / 2;
            helpButton.Enabled     = true;
            helpButton.IsValid     = true;
            helpButton.MouseEnter += Button_MouseIn;
            helpButton.MouseDown  += Button_DownSound;
            helpButton.MouseClick += HelpButton_Click;

            #endregion

            mouseHover = (NormalSoundObject)SoundManager.Instance.MakeSoundObjcet("buttonHover", null, 0);
            mouseDown  = (NormalSoundObject)SoundManager.Instance.MakeSoundObjcet("buttonDown", null, 0);
        }
Example #38
0
        public void InitializeGraphics(RenderSystem rs)
        {
            FileLocation fl = null;

            switch (Type)
            {
            case RBallType.Disease:
                fl = FileSystem.Instance.Locate("rb_virus_ball.mesh", GameFileLocs.Model);
                break;

            case RBallType.Education:
                fl = FileSystem.Instance.Locate("rb_school_ball.mesh", GameFileLocs.Model);
                break;

            case RBallType.Green:
                fl = FileSystem.Instance.Locate("rb_green_ball.mesh", GameFileLocs.Model);
                break;

            case RBallType.Health:
                fl = FileSystem.Instance.Locate("rb_hospital_ball.mesh", GameFileLocs.Model);
                break;

            case RBallType.Oil:
                fl = FileSystem.Instance.Locate("rb_oil_ball.mesh", GameFileLocs.Model);
                break;

            case RBallType.Volience:
                fl = FileSystem.Instance.Locate("rb_volient_ball.mesh", GameFileLocs.Model);
                break;
            }
            ModelL0 = new Model(ModelManager.Instance.CreateInstance(rs, fl));
            ModelL0.CurrentAnimation.Clear();

            if (Type == RBallType.Oil)
            {
                ModelL0.CurrentAnimation.Add(new NoAnimaionPlayer(Matrix.Scaling(1.6f, 1.6f, 1.6f) * Matrix.RotationX(-MathEx.PiOver2)));
            }
            else if (Type == RBallType.Volience)
            {
                ModelL0.CurrentAnimation.Add(new NoAnimaionPlayer(Matrix.Scaling(2.0f, 2.0f, 2.0f) * Matrix.RotationX(-MathEx.PiOver2)));
            }
            else if (Type == RBallType.Education)
            {
                ModelL0.CurrentAnimation.Add(new NoAnimaionPlayer(Matrix.Scaling(2.25f, 2.25f, 2.25f) * Matrix.RotationX(-MathEx.PiOver2)));
            }
            else if (Type == RBallType.Disease)
            {
                ModelL0.CurrentAnimation.Add(new NoAnimaionPlayer(Matrix.Scaling(3.75f, 3.75f, 3.75f)
                                                                  * Matrix.RotationX(-MathEx.PiOver2) * Matrix.RotationY(MathEx.PiOver2)));
            }
            else
            {
                ModelL0.CurrentAnimation.Add(new NoAnimaionPlayer(Matrix.Scaling(1.4f, 1.4f, 1.4f) * Matrix.RotationX(-MathEx.PiOver2)));
            }

            UpdateDisplayScale();

            fl       = FileSystem.Instance.Locate("rball_tail_red.mesh", GameFileLocs.Model);
            red_tail = new Model(ModelManager.Instance.CreateInstance(rs, fl));
            red_tail.CurrentAnimation.Add(new NoAnimaionPlayer(Matrix.RotationX(-MathEx.PiOver2)));

            fl         = FileSystem.Instance.Locate("rball_tail_green.mesh", GameFileLocs.Model);
            green_tail = new Model(ModelManager.Instance.CreateInstance(rs, fl));
            green_tail.CurrentAnimation.Add(new NoAnimaionPlayer(Matrix.RotationX(-MathEx.PiOver2)));

            soundObject = (Normal3DSoundObject)SoundManager.Instance.MakeSoundObjcet("rball_die", null, 1800);
        }
Example #39
0
 public abstract void Render(RenderSystem system);
Example #40
0
 public CharacterCreator(GameSystem game, RenderSystem renderer)
 {
     Game     = game;
     Renderer = renderer;
 }
Example #41
0
 public void Shutdown()
 {
     // nothing at the moment
     _renderSystem.SafeDispose();
     _renderSystem = null;
 }
Example #42
0
        public static unsafe bool UpdateMaterial(RenderSystem renderSystem, RenderThreadContext context, MaterialInfoBase materialInfo, int materialSlotIndex, RenderEffect renderEffect, ParameterCollection materialParameters)
        {
            // Check if encountered first time this frame
            if (materialInfo.LastFrameUsed == renderSystem.FrameCounter)
            {
                return(true);
            }

            // First time we use the material with a valid effect, let's update layouts
            if (materialInfo.PerMaterialLayout == null || materialInfo.PerMaterialLayout.Hash != renderEffect.Reflection.ResourceGroupDescriptions[materialSlotIndex].Hash)
            {
                var resourceGroupDescription = renderEffect.Reflection.ResourceGroupDescriptions[materialSlotIndex];
                if (resourceGroupDescription.DescriptorSetLayout == null)
                {
                    return(false);
                }

                materialInfo.PerMaterialLayout = ResourceGroupLayout.New(renderSystem.GraphicsDevice, resourceGroupDescription, renderEffect.Effect.Bytecode);

                var parameterCollectionLayout = materialInfo.ParameterCollectionLayout = new ParameterCollectionLayout();
                parameterCollectionLayout.ProcessResources(resourceGroupDescription.DescriptorSetLayout);
                materialInfo.ResourceCount = parameterCollectionLayout.ResourceCount;

                // Process material cbuffer (if any)
                if (resourceGroupDescription.ConstantBufferReflection != null)
                {
                    materialInfo.ConstantBufferReflection = resourceGroupDescription.ConstantBufferReflection;
                    parameterCollectionLayout.ProcessConstantBuffer(resourceGroupDescription.ConstantBufferReflection);
                }
                materialInfo.ParametersChanged = true;
            }

            // If the parameters collection instance changed, we need to update it
            if (materialInfo.ParametersChanged)
            {
                materialInfo.ParameterCollection.UpdateLayout(materialInfo.ParameterCollectionLayout);
                materialInfo.ParameterCollectionCopier = new ParameterCollection.Copier(materialInfo.ParameterCollection, materialParameters);
                materialInfo.ParametersChanged         = false;
            }

            // Mark this material as used during this frame
            materialInfo.LastFrameUsed = renderSystem.FrameCounter;

            // Copy back to ParameterCollection
            // TODO GRAPHICS REFACTOR directly copy to resource group?
            materialInfo.ParameterCollectionCopier.Copy();

            // Allocate resource groups
            context.ResourceGroupAllocator.PrepareResourceGroup(materialInfo.PerMaterialLayout, BufferPoolAllocationType.UsedMultipleTime, materialInfo.Resources);

            // Set resource bindings in PerMaterial resource set
            for (int resourceSlot = 0; resourceSlot < materialInfo.ResourceCount; ++resourceSlot)
            {
                materialInfo.Resources.DescriptorSet.SetValue(resourceSlot, materialInfo.ParameterCollection.ObjectValues[resourceSlot]);
            }

            // Process PerMaterial cbuffer
            if (materialInfo.ConstantBufferReflection != null)
            {
                var mappedCB = materialInfo.Resources.ConstantBuffer.Data;

                fixed(byte *dataValues = materialInfo.ParameterCollection.DataValues)
                Utilities.CopyMemory(mappedCB, (IntPtr)dataValues, materialInfo.Resources.ConstantBuffer.Size);
            }

            return(true);
        }
Example #43
0
 public RenderViewer(RenderSystem rs)
 {
     renderSys = rs;
 }
Example #44
0
        public void Init(String handle)
        {
            try
            {
                // Create root object
                mRoot = new Root();

                // Define Resources
                ConfigFile cf = new ConfigFile();
                cf.Load("./resources.cfg", "\t:=", true);
                ConfigFile.SectionIterator seci = cf.GetSectionIterator();
                String secName, typeName, archName;

                while (seci.MoveNext())
                {
                    secName = seci.CurrentKey;
                    ConfigFile.SettingsMultiMap settings = seci.Current;
                    foreach (KeyValuePair <string, string> pair in settings)
                    {
                        typeName = pair.Key;
                        archName = pair.Value;
                        ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
                    }
                }

                //Load the resources from resources.cfg and selected tab (_ConfigurationPaths)
                //LoadResourceLocations(_ConfigurationPaths);

                //example of manual add: _FileSystemPaths.Add("../../Media/models");
                foreach (string foo in _ConfigurationPaths)
                {
                    AddResourceLocation(foo);
                }



                // Setup RenderSystem
                mRSys = mRoot.GetRenderSystemByName("Direct3D9 Rendering Subsystem");
                //mRSys = mRoot.GetRenderSystemByName("OpenGL Rendering Subsystem");

                // or use "OpenGL Rendering Subsystem"
                mRoot.RenderSystem = mRSys;

                mRSys.SetConfigOption("Full Screen", "No");
                mRSys.SetConfigOption("Video Mode", "800 x 600 @ 32-bit colour");

                // Create Render Window
                mRoot.Initialise(false, "Main Ogre Window");
                NameValuePairList misc = new NameValuePairList();
                misc["externalWindowHandle"] = handle;
                misc["FSAA"] = "4";
                // misc["VSync"] = "True"; //not sure how to enable vsync to remove those warnings in Ogre.log
                mWindow = mRoot.CreateRenderWindow("Main RenderWindow", 800, 600, false, misc);

                // Init resources
                MaterialManager.Singleton.SetDefaultTextureFiltering(TextureFilterOptions.TFO_ANISOTROPIC);
                TextureManager.Singleton.DefaultNumMipmaps = 5;
                ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

                // Create a Simple Scene
                //SceneNode node = null;
                // mMgr = mRoot.CreateSceneManager(SceneType.ST_GENERIC, "SceneManager");
                mMgr = mRoot.CreateSceneManager(SceneType.ST_EXTERIOR_CLOSE, "SceneManager");

                mMgr.AmbientLight = new ColourValue(0.8f, 0.8f, 0.8f);

                mCamera = mMgr.CreateCamera("Camera");
                mWindow.AddViewport(mCamera);

                mCamera.AutoAspectRatio = true;
                mCamera.Viewport.SetClearEveryFrame(false);

                //Entity ent = mMgr.CreateEntity(displayMesh, displayMesh);

                //ent.SetMaterialName(displayMaterial);
                //node = mMgr.RootSceneNode.CreateChildSceneNode(displayMesh + "node");
                //node.AttachObject(ent);

                mCamera.Position = new Vector3(0, 0, 0);
                //mCamera.Position = new Vector3(0, 0, -400);
                mCamera.LookAt(0, 0, 1);

                //Create a single point light source
                Light light2 = mMgr.CreateLight("MainLight");
                light2.Position = new Vector3(0, 10, -25);
                light2.Type     = Light.LightTypes.LT_POINT;
                light2.SetDiffuseColour(1.0f, 1.0f, 1.0f);
                light2.SetSpecularColour(0.1f, 0.1f, 0.1f);

                mWindow.WindowMovedOrResized();

                IsInitialized = true;

                // Create the camera's top node (which will only handle position).
                cameraNode          = mMgr.RootSceneNode.CreateChildSceneNode();
                cameraNode.Position = new Vector3(0, 0, 0);

                //cameraNode = mMgr->getRootSceneNode()->createChildSceneNode();
                //cameraNode->setPosition(0, 0, 500);

                // Create the camera's yaw node as a child of camera's top node.
                cameraYawNode = cameraNode.CreateChildSceneNode();

                // Create the camera's pitch node as a child of camera's yaw node.
                cameraPitchNode = cameraYawNode.CreateChildSceneNode();

                // Create the camera's roll node as a child of camera's pitch node
                // and attach the camera to it.
                cameraRollNode = cameraPitchNode.CreateChildSceneNode();
                cameraRollNode.AttachObject(mCamera);

                mRaySceneQuery = mMgr.CreateRayQuery(new Ray());
            }
            catch (Exception ex)
            {
                Console.WriteLine("[Error,OgreForm.cs]: " + ex.Message + "," + ex.StackTrace);
            }
        }
        protected override void Destroy()
        {
            RenderSystem.Dispose();

            base.Destroy();
        }
Example #46
0
        public bool preRender(SceneManager sm, RenderSystem rsys)
        {
            bool ret = OgrePINVOKE.BillboardChain_preRender(swigCPtr, SceneManager.getCPtr(sm), RenderSystem.getCPtr(rsys));

            if (OgrePINVOKE.SWIGPendingException.Pending)
            {
                throw OgrePINVOKE.SWIGPendingException.Retrieve();
            }
            return(ret);
        }
Example #47
0
 public void Shutdown()
 {
     this._renderSystem.Dispose();
     this._renderSystem = null;
 }
Example #48
0
 public SkinnedStandardEffectFactory(RenderSystem dev)
 {
     device = dev;
 }
Example #49
0
        private bool InitRender(string wndTitle, ref GameConfigXml gameOptions)
        {
            root = Root.Singleton == null ? new Root() : Root.Singleton;
            root.FrameStarted += new FrameListener.FrameStartedHandler(frameStarted);

            log         = EngineLogManager.Instance.CreateLog("./Log/Engine.log");
            rendererLog = LogManager.Singleton.CreateLog("./Log/Mogre.log", true, true, false);
            rendererLog.SetDebugOutputEnabled(true);

            RenderSystem        rs     = null;
            IniConfigFileParser parser = new IniConfigFileParser();

            if (gameOptions == null)
            {
                gameOptions = GameConfigXml.Load("game.xml", root);
            }

            defaultRenderSystemName = gameOptions.GraphicConfig.CurrentRenderSystem;
            var renderParams = gameOptions.GraphicConfig[gameOptions.GraphicConfig.CurrentRenderSystem];

            if (!string.IsNullOrEmpty(defaultRenderSystemName))
            {
                var videModeRenderParam = renderParams.Where(o => o.Name == "Video Mode").First();
                rs = root.GetRenderSystemByName(defaultRenderSystemName);
                string strVideoMode = Regex.Match(
                    videModeRenderParam.Value,
                    "[0-9]{3,4} x [0-9]{3,4}").Value;
                VideoMode["Width"]  = strVideoMode.Split('x')[0].Trim();
                VideoMode["Height"] = strVideoMode.Split('x')[1].Trim();
            }

            var ogreConfigMap = rs.GetConfigOptions();

            if (rs != null && renderParams != null)
            {
                foreach (var kpl in renderParams)
                {
                    string renderParamKey   = kpl.Name;
                    string renderParamValue = kpl.Value;
                    //Validate the render parameter
                    if (!ogreConfigMap[renderParamKey].possibleValues.Contains(renderParamValue))
                    {
                        renderParamValue = ogreConfigMap[renderParamKey].possibleValues[0];
                    }
                    rs.SetConfigOption(renderParamKey, renderParamValue);
                }
                root.RenderSystem = rs;
            }

            renderWindow = root.Initialise(true, wndTitle);

            IntPtr hwnd;

            renderWindow.GetCustomAttribute("WINDOW", out hwnd);
            Helper.SetRenderWindowIcon(new System.Drawing.Icon(Path.Combine(Environment.CurrentDirectory, "app.ico")), hwnd);

            viewport = renderWindow.AddViewport(null);
            ColourValue cv = new ColourValue(0.5f, 0.5f, 0.5f);

            viewport.BackgroundColour = cv;

            viewport.Camera = null;

            int hWnd = 0;

            renderWindow.GetCustomAttribute("WINDOW", out hWnd);

            inputMgr        = MOIS.InputManager.CreateInputSystem((uint)hWnd);
            keyboard        = (Keyboard)inputMgr.CreateInputObject(MOIS.Type.OISKeyboard, true);
            mouse           = (Mouse)inputMgr.CreateInputObject(MOIS.Type.OISMouse, true);
            keyMouseManager = new InputKeyMouseManager();
            keyMouseManager.SomeKeyPressd += KeyMouseManager_SomeKeyPressd;

            MouseState_NativePtr mouseState = mouse.MouseState;

            mouseState.width  = viewport.ActualWidth;
            mouseState.height = viewport.ActualHeight;

            foreach (var resource in gameOptions.ResourcesConfig.Resources)
            {
                foreach (var resLoc in resource.ResourceLocs)
                {
                    ResourceGroupManager.Singleton.AddResourceLocation(resLoc, resource.Type, ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
                }
            }

            foreach (var keyMapper in gameOptions.InputConfig.Mappers)
            {
                KeyMapperManager.Instance.AddKeyMapper(keyMapper.GameKeyCode, keyMapper.GetKeyCollections());
            }

            if (!LocateSystem.Instance.IsInit)
            {
                LocateSystem.Instance.InitLocateSystem(LocateSystem.Instance.ConvertReadableStringToLocate(gameOptions.LocateConfig.CurrentLocate));
            }

            SkinManager.Instance.LoadSkin("Default.skn");

            ResourceGroupManager.Singleton.AddResourceLocation(
                string.Format("./Media/Engine/Fonts/{0}/", LocateSystem.Instance.Locate.ToString()), "FileSystem",
                "General");

            TextureManager.Singleton.DefaultNumMipmaps = 5;

            ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

            UIManager.Instance.Init("AMOFTrayMgr", renderWindow, mouse, new UIListener());


            timer = new Timer();
            timer.Reset();

            renderWindow.IsActive = true;

            this.gameOptions = gameOptions;

            log.LogMessage("Game Started!");

            return(true);
        }
Example #50
0
 public override void Render(RenderSystem system)
 {
     throw new System.NotImplementedException();
 }
Example #51
0
 public Code2015(RenderSystem rs, X.Game game)
 {
     this.renderSys = rs;
     this.game      = game;
 }
Example #52
0
 public AtmosphereEffectFactory(RenderSystem dev)
 {
     device = dev;
 }
Example #53
0
 public void UnloadWorld()
 {
     m_componentList.Clear();
     m_gizmos.ResetList();
     RenderSystem.UnloadAll();
 }
Example #54
0
 public EarthBaseEffectFactory(RenderSystem dev)
 {
     device = dev;
 }
Example #55
0
    public void SpawnBackground(Vector2 mapOriginPos, int mapWidth, int mapHeight)
    {
        if (bgTiles.Count > 0)
        {
            return;
        }

        pool         = ObjectPool.instance;
        renderSystem = RenderSystem.instance;
        if (bgHolder == null)
        {
            bgHolder      = new GameObject();
            bgHolder.name = "BGHolder";
        }
        GameObject     go = null;
        SpriteRenderer renderer;

        for (int x = -1; x < mapWidth + 1; x++)
        {
            for (int y = -1; y < mapHeight + 1; y++)
            {
                Vector2 pos = new Vector2(x, y);

                if (x == -1)
                {
                    go       = pool.GetObjectForType("BGTile", true, pos);
                    renderer = go.GetComponent <SpriteRenderer>();

                    go.transform.SetParent(bgHolder.transform);
                    if (y == -1)
                    {
                        AddBGTile(go, renderer, "WallLeftCorner");
                    }
                    else
                    {
                        AddBGTile(go, renderer, "WallLeft");
                    }
                    continue;
                }
                if (x == mapWidth)
                {
                    go       = pool.GetObjectForType("BGTile", true, pos);
                    renderer = go.GetComponent <SpriteRenderer>();

                    go.transform.SetParent(bgHolder.transform);
                    if (y == -1)
                    {
                        AddBGTile(go, renderer, "WallRightCorner");
                    }
                    else
                    {
                        AddBGTile(go, renderer, "WallRight");
                    }
                    continue;
                }
                if (y == -1)
                {
                    go       = pool.GetObjectForType("BGTile", true, pos);
                    renderer = go.GetComponent <SpriteRenderer>();
                    AddBGTile(go, renderer, "WallBottom");
                }
                else if (y == mapHeight)
                {
                    go       = pool.GetObjectForType("BGTile", true, pos);
                    renderer = go.GetComponent <SpriteRenderer>();

                    AddBGTile(go, renderer, "WallTop");
                }
            }
        }
    }
Example #56
0
        public NIGWin(Code2015 game, Game parent, GameScene scene, GameState gamelogic)
        {
            this.parent    = parent;
            this.game      = game;
            this.renderSys = game.RenderSystem;
            this.scene     = scene;
            this.gameLogic = gamelogic;

            FileLocation fl = FileSystem.Instance.Locate("nig_result_bg.tex", GameFileLocs.GUI);

            background = UITextureManager.Instance.CreateInstance(fl);

            fl      = FileSystem.Instance.Locate("bg_black.tex", GameFileLocs.GUI);
            overlay = UITextureManager.Instance.CreateInstance(fl);

            fl       = FileSystem.Instance.Locate("nig_result_clear.tex", GameFileLocs.GUI);
            clearTex = UITextureManager.Instance.CreateInstance(fl);

            fl                     = FileSystem.Instance.Locate("nig_result_back.tex", GameFileLocs.GUI);
            backButton             = new Button();
            backButton.Image       = UITextureManager.Instance.CreateInstance(fl);
            backButton.X           = 450;
            backButton.Y           = 530;
            backButton.Width       = backButton.Image.Width;
            backButton.Height      = backButton.Image.Height;
            backButton.Enabled     = true;
            backButton.IsValid     = true;
            backButton.MouseClick += BackButton_Click;

            fl                       = FileSystem.Instance.Locate("nig_result_replay.tex", GameFileLocs.GUI);
            replayButton             = new Button();
            replayButton.Image       = UITextureManager.Instance.CreateInstance(fl);
            replayButton.X           = 590;
            replayButton.Y           = 530;
            replayButton.Width       = replayButton.Image.Width;
            replayButton.Height      = replayButton.Image.Height;
            replayButton.Enabled     = true;
            replayButton.IsValid     = true;
            replayButton.MouseClick += ReplayButton_Click;

            fl                     = FileSystem.Instance.Locate("nig_result_next.tex", GameFileLocs.GUI);
            nextButton             = new Button();
            nextButton.Image       = UITextureManager.Instance.CreateInstance(fl);
            nextButton.X           = 745;
            nextButton.Y           = 528;
            nextButton.Width       = nextButton.Image.Width;
            nextButton.Height      = nextButton.Image.Height;
            nextButton.Enabled     = true;
            nextButton.IsValid     = true;
            nextButton.MouseClick += NextButton_Click;

            fl             = FileSystem.Instance.Locate("nig_rank_bk.tex", GameFileLocs.GUI);
            rankBackground = UITextureManager.Instance.CreateInstance(fl);

            fl             = FileSystem.Instance.Locate("nig_home.tex", GameFileLocs.GUI);
            homeBackground = UITextureManager.Instance.CreateInstance(fl);

            fl        = FileSystem.Instance.Locate("nig_rank_color.tex", GameFileLocs.GUI);
            rankColor = UITextureManager.Instance.CreateInstance(fl);

            f6 = GameFontManager.Instance.FRuanEdged4;
            f8 = GameFontManager.Instance.FRuanEdged6;


            state = NIGDialogState.Hiding;
        }
Example #57
0
 public void Render(RenderSystem system)
 {
     system.Render(this);
 }
Example #58
0
 public PipelinePluginContext(RenderContext renderContext, RenderSystem renderSystem)
 {
     RenderContext = renderContext;
     RenderSystem  = renderSystem;
 }
Example #59
0
 private MaterialLibrary(RenderSystem device)
 {
     this.renderSystem = device;
     this.detailedMaps = new Dictionary <string, Entry>(CaseInsensitiveStringComparer.Instance);
 }
Example #60
0
        public ObjectSelectInfo(Code2015 game, Game parent, GameScene scene, GameState gamelogic)
        {
            this.scene     = scene;
            this.renderSys = game.RenderSystem;
            this.player    = parent.HumanPlayer;
            this.gameLogic = gamelogic;
            this.parent    = parent;
            this.game      = game;


            #region Harv
            FileLocation fl = FileSystem.Instance.Locate("nig_status_harv_bk.tex", GameFileLocs.GUI);
            statusHarvBackground = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_harv_hpbar_edge.tex", GameFileLocs.GUI);
            statusHPBarBarEdge = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_harv_hpbar_value.tex", GameFileLocs.GUI);
            statusHPBarBarValue = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_harv_stbar_edge.tex", GameFileLocs.GUI);
            statusSTBarBarEdge = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_harv_stbar_value.tex", GameFileLocs.GUI);
            statusSTBarBarValue = UITextureManager.Instance.CreateInstance(fl);

            #endregion


            fl = FileSystem.Instance.Locate("nig_status_empty.tex", GameFileLocs.GUI);
            statusEmptyBackground = UITextureManager.Instance.CreateInstance(fl);


            #region Green
            fl = FileSystem.Instance.Locate("nig_status_green_bk.tex", GameFileLocs.GUI);
            statusGreenBackground = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_green_bar_edge.tex", GameFileLocs.GUI);
            statusGreenBarEdge = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_green_bar_value.tex", GameFileLocs.GUI);
            statusGreenBarValue = UITextureManager.Instance.CreateInstance(fl);
            #endregion

            #region Oil

            fl = FileSystem.Instance.Locate("nig_status_oil_bk.tex", GameFileLocs.GUI);
            statusOilBackground = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_oil_bar_edge.tex", GameFileLocs.GUI);
            statusOilBarEdge = UITextureManager.Instance.CreateInstance(fl);

            fl = FileSystem.Instance.Locate("nig_status_oil_bar_value.tex", GameFileLocs.GUI);
            statusOilBarValue = UITextureManager.Instance.CreateInstance(fl);

            #endregion

            fl                  = FileSystem.Instance.Locate("nig_harv_hp_edge.tex", GameFileLocs.GUI);
            harvHPBorader       = UITextureManager.Instance.CreateInstance(fl);
            fl                  = FileSystem.Instance.Locate("nig_harv_hp_value.tex", GameFileLocs.GUI);
            harvHPValue         = UITextureManager.Instance.CreateInstance(fl);
            fl                  = FileSystem.Instance.Locate("nig_harv_hp_bg.tex", GameFileLocs.GUI);
            harvHPBarBackground = UITextureManager.Instance.CreateInstance(fl);

            f8 = GameFontManager.Instance.FRuanEdged8;
            f6 = GameFontManager.Instance.FRuanEdged6;
        }