public void Quit() { WMap.LoadThreadWork = false; WMap.LoadHeightmapsThreadWork = false; // We want to quit the project, so we start by desroyng // the texture factory. TextureFactory = null; // We destroy the land and Atmos object. Land = null; Atmos = null; // Don't forget to destroy the inputengine object... InputEngine = null; // Dispose of the GFX effect class GraphicFX = null; // Then, we destroy the scene object. Scene = null; // Dispose the Globals Object Globals = null; // We finish the frenetic destroy with the TV object. TV = null; }
public void Quit() { //first of all, we close the world map manager WMap.Quit(); // We want to quit the project, so we start by desroyng // the texture factory. TextureFactory = null; // We destroy the land and Atmos object. Land = null; Atmos = null; // Don't forget to destroy the inputengine object... InputEngine = null; // Dispose of the GFX effect class GraphicFX = null; // Then, we destroy the scene object. Scene = null; // Dispose the Globals Object Globals = null; // We finish the frenetic destroy with the TV object. TV = null; }
/// <summary> /// Parameterless constructor. /// Initializes references and identifies the run mode. /// </summary> public Core() { Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US"); Application.ThreadException += new ThreadExceptionEventHandler(UIThreadException); Application.SetUnhandledExceptionMode(UnhandledExceptionMode.CatchException); AppDomain.CurrentDomain.UnhandledException += new UnhandledExceptionEventHandler(UnhandledException); ctorParams = new object[] { this }; #if DEBUG runMode = RunMode.Debug; #else runMode = RunMode.Release; #endif Atmosphere = new TVAtmosphere(); CameraFactory = new TVCameraFactory(); Globals = new TVGlobals(); InputEngine = new TVInputEngine(); InternalObjects = new TVInternalObjects(); LightEngine = new TVLightEngine(); MathLibrary = new TVMathLibrary(); Physics = new TVPhysics(); Scene = new TVScene(); Screen2DImmediate = new TVScreen2DImmediate(); Screen2DText = new TVScreen2DText(); TextureFactory = new TVTextureFactory(); MaterialFactory = new TVMaterialFactory(); GameControllers = new TVGameControllers(); DeviceInfo = new TVDeviceInfo(); GraphicEffect = new TVGraphicEffect(); }
public void Terminate() { if (TV3DEngine != null) { TV3DEngine.ReleaseAll(); } TV3DEngine = null; if (TV3DScene != null) { TV3DScene.DestroyAllMeshes(); } TV3DScene = null; if (TexFactory != null) { TexFactory.DeleteAll(); } TexFactory = null; if (Screen2DImmediate != null) { Screen2DImmediate = null; } Screen2DText = null; if (LightEngine != null) { LightEngine.DeleteAllLights(); } LightEngine = null; Gl = null; Camera = null; if (Atmosphere != null) { Atmosphere.Unload(); } Atmosphere = null; if (Input != null) { Input.UnloadDevices(); } Input = null; }
/// <summary> /// Initialise the scene /// </summary> /// <param name="window">The IWin32Window to render to. System.Windows.Forms.Form implements IWin32Window</param> /// <param name="target">The render target</param> /// <param name="resolution">The resolution to render in</param> public void Initialise(IWin32Window window, EnumRenderTarget target, Resolution resolution) { if (TV3DEngine != null) { Terminate(); } TV3DEngine = new TVEngine(); try { Engine.TV3DEngine.Init3DWindowedMode(window.Handle.ToInt32(), true); //TV3DEngine.Init3DFullscreen( 800, 600, 16, true, false, CONST_TV_DEPTHMODE.TV_DEPTHBUFFER_BESTBUFFER, 1, 0 ); _renderTarget = window; } catch (Exception e) { throw new EngineInitialisationException(e); } TV3DEngine.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); TV3DEngine.SetVSync(true); TV3DEngine.DisplayFPS = true; TV3DScene = new TVScene(); TV3DScene.SetDepthBuffer(CONST_TV_DEPTHBUFFER.TV_WBUFFER); //TV3DScene.SetRenderMode( CONST_TV_RENDERMODE.TV_LINE ); TV3DScene.SetTextureFilter(CONST_TV_TEXTUREFILTER.TV_FILTER_ANISOTROPIC); TexFactory = new TVTextureFactory(); Screen2DImmediate = new TVScreen2DImmediate(); // TODO: this hax setting is to allow for clearing part of a rendersurface // would be nice if there is a better way.... Screen2DImmediate.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_ZERO, DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE, false); Screen2DText = new TVScreen2DText(); LightEngine = new TVLightEngine(); Gl = new TVGlobals(); Camera = new TVCamera(); Atmosphere = new TVAtmosphere(); Atmosphere.Fog_SetParameters(100F, 10000F, 0.0005F); Atmosphere.Fog_Enable(true); Input = new TVInputEngine(); FontIndex = Screen2DText.TextureFont_Create("font", "Verdana", 20, true, false, false, false); }
//3D MODEL ////////// public void Init3D() { lights = new TVLightEngine(); globals = new TVGlobals(); atmosphere = new TVAtmosphere(); maths = new TVMathLibrary(); materialfactory = new TVMaterialFactory(); texturefactory = new TVTextureFactory(); tv = new TVEngine(); physics = new TVPhysics(); //Setup TV ////tv.SetDebugMode(true, true); ////tv.SetDebugFile(System.IO.Path.GetDirectoryName(Application.ExecutablePath) + "\\debugfile.txt"); tv.SetAntialiasing(true, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_2_SAMPLES); //Enter Your Beta Username And Password Here //tv.SetBetaKey("", ""); tv.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); //tv.Init3DWindowed(this.Handle, true); }
public void Init() { //bool DebugToConsole = true; // We have to create the TV object before anything else. TV = new TVEngine(); // Set the search directory of the objects, textures, ... TV.SetSearchDirectory(Application.StartupPath); // We put the debug file in the app directory //TV.SetDebugFile(Application.StartupPath + "\\WorldEngine-Debug.txt"); //TV.SetDebugMode(true, true, DebugToConsole); TV.SetDebugMode(false, false, false, false); // We initialize TV in the picture box of the form. TV.Init3DWindowed(GameHandle); // We want to see the FPS. TV.DisplayFPS(true); // We create the TVGlobals object. Globals = new TVGlobals(); // We create the input object. InputEngine = new TVInputEngine(); InputEngine.Initialize(); // New : we create the graphic object so we can add some fog. GraphicFX = new TVGraphicEffect(); // We create the scene (the world). Scene = new TVScene(); //Scene.SetViewFrustum(45, 20000); //Scene.SetViewFrustum(45, 20); // We create the atmosphere class Atmos = new TVAtmosphere(); // As said above, we need to create a new object which will // hold all the textures needed for our land. TextureFactory = new TVTextureFactory(); // We load the sky texture. TextureFactory.LoadTexture("Media\\sky\\sunset\\up.jpg", "SkyTop", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\down.jpg", "SkyBottom", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\left.jpg", "SkyLeft", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\right.jpg", "SkyRight", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\front.jpg", "SkyFront", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\back.jpg", "SkyBack", -1, -1); // We set the sky textures. Atmos.SkyBox_SetTexture(Globals.GetTex("SkyFront"), Globals.GetTex("SkyBack"), Globals.GetTex("SkyLeft"), Globals.GetTex("SkyRight"), Globals.GetTex("SkyTop"), Globals.GetTex("SkyBottom")); Atmos.SkyBox_Enable(true); // New : the land generation. This is so much fun because it's // so simple! You load a texture as a height map, the engine // does the rest. But before this, we create the land object. Land = new TVLandscape(); //Land = Scene.CreateLandscape("Land"); // Generate the height of the land from the grayscale of the image. //Land.GenerateTerrain("Media\\heightmap.jpg", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 8, 8, -1024, 0, -1024, true); //Land.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 1, 1, -128, 0, -128); // Because we don't want to have mountains with height that get to // the clouds, we adjust the height (Y) factor. //Land.SetScale(1, 0.7f, 1); // Then, we load the land texture. TextureFactory.LoadTexture("Media\\dirtandgrass.jpg", "LandTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\dirtandgrass2.jpg", "LandTexture2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); //...The splatting texture... TextureFactory.LoadTexture("Media\\grass.dds", "SplattingTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\grassa.dds", "SplattingAlphaTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // We assign a texture to that land. //Land.SetTexture(Globals.GetTex("LandTexture"), -1); //Land.SetTextureScale(3, 3, -1); // New : the sun. We have to place the sun in the world. Just like the // sky box, the sun is attached to the camera position vector. You will // never notice it until you start playing really badly with the // properties of the sun. Let's start by loading a texture for it. TextureFactory.LoadTexture("Media\\sun.jpg", "Sun", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // Then, initialize it by placing it via a vector. Atmos.Sun_SetTexture(Globals.GetTex("Sun")); Atmos.Sun_SetBillboardSize(1); Atmos.Sun_SetPosition(-1000f, 570f, 0f); Atmos.Sun_Enable(true); // New : To add extra visual effects, we add a lens flare effect. For // this, we have to load some cirles that will be used to simulate // the flare effect. TextureFactory.LoadTexture("Media\\flare1.jpg", "Flare1", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare2.jpg", "Flare2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare3.jpg", "Flare3", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare4.jpg", "Flare4", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // Initialize the lens flares. Atmos.LensFlare_SetLensNumber(4); Atmos.LensFlare_Enable(true); Atmos.LensFlare_SetLensParams(0, Globals.GetTex("Flare1"), 2 * 5f, 40, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(1, Globals.GetTex("Flare2"), 2 * 1f, 18, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(2, Globals.GetTex("Flare3"), 2 * 1.8f, 15, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(0.7f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(3, Globals.GetTex("Flare4"), 2 * 1f, 6, Globals.RGBA(1f, 0.1f, 0f, 0.5f), Globals.RGBA(0.5f, 1f, 1f, 0.5f)); // New : also for fun, we add water. We start by loading the // water tetxure... sngWaterHeight = -1; //60 TextureFactory.LoadTexture("Media\\water.bmp", "Water"); WaterMesh = Scene.CreateMeshBuilder(); WaterMesh.AddFloor(Globals.GetTex("Water"), -700, 0, (8 * 256) - 700, 8 * 256, sngWaterHeight, 1, 1, false); RenderSurf1 = Scene.CreateRenderSurface(256, 256, true); RenderSurf2 = Scene.CreateRenderSurface(256, 256, true); WPlane.Dist = -sngWaterHeight; WPlane.Normal = new TV_3DVECTOR(0, 1, 0); RenderSurf1.SetBackgroundColor(355); GraphicFX.SetWaterReflection(WaterMesh, RenderSurf1, RenderSurf2, 0, WPlane); // New : for fun, we will also add some clouds, just over the water // to give a creepy fog effect. Let's start by loading the clouds textures. TextureFactory.LoadTexture("Media\\cloud1.dds", "Clouds", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true); // Then, set the land's clouds. Atmos.Clouds_Create(1, 1024, 1024); Atmos.Clouds_SetLayerParameters(0, 300, Globals.GetTex("Clouds")); Atmos.Clouds_SetLayerAnimation(0, true, 0.01f, 0.01f); // We set the camera vectors (position and look at) and angles. sngPositionX = 0f; sngPositionY = 20f; sngPositionZ = 0f; snglookatX = 0f; snglookatY = 20f; snglookatZ = 50f; sngAngleX = 0f; sngAngleY = 0f; // We set the initial values of movement sngWalk = 0f; sngStrafe = 0f; // Set the viewing distance Scene.SetViewFrustum(60f, 900f); //"random" values, TODO : Check for better ones ? //http://www.truevision3d.com/forums/tv3d_sdk_63/about_tilemap-t3865.0.html;prev_next=prev // We pop the form over everything else. //We create the world map WMap = new WorldMap(Scene); // We start the main loop. You can't create the MainLoop by using the // toolbox buttons, nor by clicking on the form "Form1" : you have to // create it by yourself. It's not as hard as it may sound... DoLoop = true; TV.EnableProfiler(true, false); Main_Loop(); }
public void Quit() { //first of all, we close the world map manager WMap.Quit(); // We want to quit the project, so we start by desroyng // the texture factory. TextureFactory = null; // We destroy the land and Atmos object. Land = null; Atmos = null; // Don't forget to destroy the inputengine object... InputEngine = null; // Dispose of the GFX effect class GraphicFX = null; // Then, we destroy the scene object. Scene = null; // Dispose the Globals Object Globals = null; // We finish the frenetic destroy with the TV object. TV = null; }
private void Robot_Load(object sender, EventArgs e) { //Tracking //pictureBox27.Load(Application.StartupPath + "\\Resources\\image1.jpg"); /////3D lights = new TVLightEngine(); globals = new TVGlobals(); atmosphere = new TVAtmosphere(); maths = new TVMathLibrary(); materialfactory = new TVMaterialFactory(); texturefactory = new TVTextureFactory(); tv = new TVEngine(); physics = new TVPhysics(); //Setup TV tv.SetDebugMode(true, true); tv.SetDebugFile(System.IO.Path.GetDirectoryName(Application.ExecutablePath) + "\\debugfile.txt"); tv.SetAntialiasing(true, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_2_SAMPLES); //Enter Your Beta Username And Password Here //tv.SetBetaKey("", ""); tv.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); //tv.Init3DWindowed(this.Handle, true); tv.Init3DWindowed(this.pictureBox3D.Handle, true); tv.GetViewport().SetAutoResize(true); tv.DisplayFPS(true); tv.SetVSync(true); scene = new TVScene(); input = new TVInputEngine(); input.Initialize(true, true); camera = new TVCamera(); camera = scene.GetCamera(); camera.SetViewFrustum(45, 1000, 0.1f); camera.SetPosition(0, 5, -20); camera.SetLookAt(0, 3, 0); viewport = new TVViewport(); viewport = tv.CreateViewport(this.Handle, "viewport"); viewport.SetCamera(camera); viewport.SetBackgroundColor(Color.Blue.ToArgb()); bDoLoop = true; InitSound(); InitMaterials(); InitTextures(); InitFonts(); InitShaders(); InitEnvironment(); InitPhysics(); InitLandscape(); InitObjects(); InitLights(); InitPhysicsMaterials(); Init2DText(); this.Show(); this.Focus(); GameLoop(); tv = null; this.Close(); //// /3D groupComPortDefault.Enabled = false; groupComPortSettings.Enabled = false; groupTcpClientServerSettings.Enabled = false; groupTcpClientServerDefault.Enabled = false; groupDirectionAndMotion.Enabled = false; groupCameraRotation.Enabled = false; groupCameraRot2.Enabled = false; groupAdvencedSuppDevices.Enabled = false; groupJoystickInit.Enabled = false; labelCommunicationType.Text = null; labelConnectingStatus.Text = null; labelJoystickName.Text = null; SetMap(); Maps.SelectedItem = "TUKE"; //Full Screen Options op = new Options(); op = op.ReadOptionsFromFile(); this.combo_method.SelectedIndex = op.Scale; this.combo_streams.SelectedIndex = op.Streams; this.textBox1.Text = op.Text; //this.lbl_foreColor.BackColor = ColorTranslator.FromHtml(op.ForeColor); }
public void Quit() { WMap.LoadThreadWork = false; WMap.LoadHeightmapsThreadWork = false; // We want to quit the project, so we start by desroyng // the texture factory. TextureFactory = null; // We destroy the land and Atmos object. Land = null; Atmos = null; // Don't forget to destroy the inputengine object... InputEngine = null; // Dispose of the GFX effect class GraphicFX = null; // Then, we destroy the scene object. Scene = null; // Dispose the Globals Object Globals = null; // We finish the frenetic destroy with the TV object. TV = null; }
public void Init() { //bool DebugToConsole = true; // We have to create the TV object before anything else. TV = new TVEngine(); // Set the search directory of the objects, textures, ... TV.SetSearchDirectory(Application.StartupPath); // We put the debug file in the app directory //TV.SetDebugFile(Application.StartupPath + "\\WorldEngine-Debug.txt"); //TV.SetDebugMode(true, true, DebugToConsole); TV.SetDebugMode(false, false, false, false); // We initialize TV in the picture box of the form. TV.Init3DWindowed(GameHandle); // We want to see the FPS. TV.DisplayFPS(true); // We create the TVGlobals object. Globals = new TVGlobals(); // We create the input object. InputEngine = new TVInputEngine(); InputEngine.Initialize(); // New : we create the graphic object so we can add some fog. GraphicFX = new TVGraphicEffect(); // We create the scene (the world). Scene = new TVScene(); //Scene.SetViewFrustum(45, 20000); //Scene.SetViewFrustum(45, 20); // We create the atmosphere class Atmos = new TVAtmosphere(); // As said above, we need to create a new object which will // hold all the textures needed for our land. TextureFactory = new TVTextureFactory(); // We load the sky texture. TextureFactory.LoadTexture("Media\\sky\\sunset\\up.jpg", "SkyTop", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\down.jpg", "SkyBottom", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\left.jpg", "SkyLeft", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\right.jpg", "SkyRight", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\front.jpg", "SkyFront", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\back.jpg", "SkyBack", -1, -1); // We set the sky textures. Atmos.SkyBox_SetTexture(Globals.GetTex("SkyFront"), Globals.GetTex("SkyBack"), Globals.GetTex("SkyLeft"), Globals.GetTex("SkyRight"), Globals.GetTex("SkyTop"), Globals.GetTex("SkyBottom")); Atmos.SkyBox_Enable(true); // New : the land generation. This is so much fun because it's // so simple! You load a texture as a height map, the engine // does the rest. But before this, we create the land object. Land = new TVLandscape(); //Land = Scene.CreateLandscape("Land"); // Generate the height of the land from the grayscale of the image. //Land.GenerateTerrain("Media\\heightmap.jpg", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 8, 8, -1024, 0, -1024, true); //Land.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 1, 1, -128, 0, -128); // Because we don't want to have mountains with height that get to // the clouds, we adjust the height (Y) factor. //Land.SetScale(1, 0.7f, 1); // Then, we load the land texture. TextureFactory.LoadTexture("Media\\dirtandgrass.jpg", "LandTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\dirtandgrass2.jpg", "LandTexture2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); //...The splatting texture... TextureFactory.LoadTexture("Media\\grass.dds", "SplattingTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\grassa.dds", "SplattingAlphaTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // We assign a texture to that land. //Land.SetTexture(Globals.GetTex("LandTexture"), -1); //Land.SetTextureScale(3, 3, -1); // New : the sun. We have to place the sun in the world. Just like the // sky box, the sun is attached to the camera position vector. You will // never notice it until you start playing really badly with the // properties of the sun. Let's start by loading a texture for it. TextureFactory.LoadTexture("Media\\sun.jpg", "Sun", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // Then, initialize it by placing it via a vector. Atmos.Sun_SetTexture(Globals.GetTex("Sun")); Atmos.Sun_SetBillboardSize(1); Atmos.Sun_SetPosition(-1000f, 570f, 0f); Atmos.Sun_Enable(true); // New : To add extra visual effects, we add a lens flare effect. For // this, we have to load some cirles that will be used to simulate // the flare effect. TextureFactory.LoadTexture("Media\\flare1.jpg", "Flare1", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare2.jpg", "Flare2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare3.jpg", "Flare3", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare4.jpg", "Flare4", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // Initialize the lens flares. Atmos.LensFlare_SetLensNumber(4); Atmos.LensFlare_Enable(true); Atmos.LensFlare_SetLensParams(0, Globals.GetTex("Flare1"), 2 * 5f, 40, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(1, Globals.GetTex("Flare2"), 2 * 1f, 18, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(2, Globals.GetTex("Flare3"), 2 * 1.8f, 15, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(0.7f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(3, Globals.GetTex("Flare4"), 2 * 1f, 6, Globals.RGBA(1f, 0.1f, 0f, 0.5f), Globals.RGBA(0.5f, 1f, 1f, 0.5f)); // New : also for fun, we add water. We start by loading the // water tetxure... sngWaterHeight = -1; //60 TextureFactory.LoadTexture("Media\\water.bmp", "Water"); WaterMesh = Scene.CreateMeshBuilder(); WaterMesh.AddFloor(Globals.GetTex("Water"), -700, 0, (8 * 256) - 700, 8 * 256, sngWaterHeight, 1, 1, false); RenderSurf1 = Scene.CreateRenderSurface(256, 256, true); RenderSurf2 = Scene.CreateRenderSurface(256, 256, true); WPlane.Dist = -sngWaterHeight; WPlane.Normal = new TV_3DVECTOR(0, 1, 0); RenderSurf1.SetBackgroundColor(355); GraphicFX.SetWaterReflection(WaterMesh, RenderSurf1, RenderSurf2, 0, WPlane); // New : for fun, we will also add some clouds, just over the water // to give a creepy fog effect. Let's start by loading the clouds textures. TextureFactory.LoadTexture("Media\\cloud1.dds", "Clouds", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true); // Then, set the land's clouds. Atmos.Clouds_Create(1, 1024, 1024); Atmos.Clouds_SetLayerParameters(0, 300, Globals.GetTex("Clouds")); Atmos.Clouds_SetLayerAnimation(0, true, 0.01f, 0.01f); // We set the camera vectors (position and look at) and angles. sngPositionX = 0f; sngPositionY = 20f; sngPositionZ = 0f; snglookatX = 0f; snglookatY = 20f; snglookatZ = 50f; sngAngleX = 0f; sngAngleY = 0f; // We set the initial values of movement sngWalk = 0f; sngStrafe = 0f; // Set the viewing distance Scene.SetViewFrustum(60f, 900f); //"random" values, TODO : Check for better ones ? //http://www.truevision3d.com/forums/tv3d_sdk_63/about_tilemap-t3865.0.html;prev_next=prev // We pop the form over everything else. //We create the world map WMap = new WorldMap(Scene); // We start the main loop. You can't create the MainLoop by using the // toolbox buttons, nor by clicking on the form "Form1" : you have to // create it by yourself. It's not as hard as it may sound... DoLoop = true; TV.EnableProfiler(true, false); Main_Loop(); }
public void Terminate() { if(TV3DEngine != null) TV3DEngine.ReleaseAll(); TV3DEngine = null; if(TV3DScene != null) TV3DScene.DestroyAllMeshes(); TV3DScene = null; if(TexFactory != null) TexFactory.DeleteAll(); TexFactory = null; if(Screen2DImmediate != null) Screen2DImmediate = null; Screen2DText = null; if(LightEngine != null) LightEngine.DeleteAllLights(); LightEngine = null; Gl = null; Camera = null; if(Atmosphere != null) Atmosphere.Unload(); Atmosphere = null; if(Input != null) Input.UnloadDevices(); Input = null; }
/// <summary> /// Initialise the scene /// </summary> /// <param name="window">The IWin32Window to render to. System.Windows.Forms.Form implements IWin32Window</param> /// <param name="target">The render target</param> /// <param name="resolution">The resolution to render in</param> public void Initialise(IWin32Window window, EnumRenderTarget target, Resolution resolution) { if ( TV3DEngine != null ) { Terminate(); } TV3DEngine = new TVEngine(); try { Engine.TV3DEngine.Init3DWindowedMode(window.Handle.ToInt32(), true); //TV3DEngine.Init3DFullscreen( 800, 600, 16, true, false, CONST_TV_DEPTHMODE.TV_DEPTHBUFFER_BESTBUFFER, 1, 0 ); _renderTarget = window; } catch(Exception e) { throw new EngineInitialisationException(e); } TV3DEngine.SetAngleSystem( CONST_TV_ANGLE.TV_ANGLE_DEGREE ); TV3DEngine.SetVSync( true ); TV3DEngine.DisplayFPS = true; TV3DScene = new TVScene(); TV3DScene.SetDepthBuffer( CONST_TV_DEPTHBUFFER.TV_WBUFFER ); //TV3DScene.SetRenderMode( CONST_TV_RENDERMODE.TV_LINE ); TV3DScene.SetTextureFilter( CONST_TV_TEXTUREFILTER.TV_FILTER_ANISOTROPIC ); TexFactory = new TVTextureFactory(); Screen2DImmediate = new TVScreen2DImmediate(); // TODO: this hax setting is to allow for clearing part of a rendersurface // would be nice if there is a better way.... Screen2DImmediate.SETTINGS_SetBlendingMode( DxVBLibA.CONST_D3DBLEND.D3DBLEND_ZERO, DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE, false ); Screen2DText = new TVScreen2DText(); LightEngine = new TVLightEngine(); Gl = new TVGlobals(); Camera = new TVCamera(); Atmosphere = new TVAtmosphere(); Atmosphere.Fog_SetParameters( 100F, 10000F, 0.0005F ); Atmosphere.Fog_Enable( true ); Input = new TVInputEngine(); FontIndex = Screen2DText.TextureFont_Create("font", "Verdana", 20, true, false, false, false); }
private void StartEngine() { Time = new GameTime(); Components = new List<GameComponent>(); Engine = new TVEngine(); Scene = new TVScene(); Screen2D = new TVScreen2DImmediate(); Textures = new TVTextureFactory(); Text2D = new TVScreen2DText(); Globals = new TVGlobals(); Materials = new TVMaterialFactory(); Math = new TVMathLibrary(); Effects = new TVGraphicEffect(); Atmosphere = new TVAtmosphere(); Internal = new TVInternalObjects(); Light = new TVLightEngine(); Input = new TVInputEngine(); Random = new Random(); Engine.SetInternalShaderVersion(CONST_TV_SHADERMODEL.TV_SHADERMODEL_BEST); Engine.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); Engine.AllowMultithreading(true); Engine.SetFPUPrecision(true); Engine.EnableSmoothTime(false); Engine.SetDebugMode(true, true); Engine.SetDebugFile("debug.txt"); Engine.EnableProfiler(false); Engine.DisplayFPS(false); Engine.SetVSync(false); Engine.SetAntialiasing(false, CONST_TV_MULTISAMPLE_TYPE.TV_MULTISAMPLE_NONE); Engine.Init3DWindowed(Form.Handle); //Engine.Init3DFullscreen(1920, 1200, 32, true, false, CONST_TV_DEPTHBUFFERFORMAT.TV_DEPTHBUFFER_BESTBUFFER, 1, Window.Handle); Engine.GetViewport().SetAutoResize(true); Input.Initialize(true, true); Input.SetRepetitionDelay(400, 100); Textures.SetTextureMode(CONST_TV_TEXTUREMODE.TV_TEXTUREMODE_BETTER); Light.SetGlobalAmbient(0, 0, 0); }