/// <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 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); }
/// <summary> /// Initializes the engine, services and components. /// </summary> /// <param name="sender">Ignored</param> /// <param name="e">Ignored</param> void InitializeEngine(object sender, EventArgs e) { // Attach the looping events looping = new Looping(this); Engine = new TVEngine(); #if DEBUG Engine.SetDebugMode(true, true, true, false); Engine.SetDebugFile(settings.DebugFile.FullName); #else Engine.SetDebugMode(false, false, false, false); Engine.DisplayFPS(false); #endif Engine.AllowMultithreading(settings.MultiThreading); if (File.Exists(GetType().Assembly.GetName().Name + ".lic")) { Engine.SetLicenseFile(GetType().Assembly.GetName().Name + ".lic"); } // When we use doubles, we need double-precision. Engine.SetFPUPrecision(true); // Set default component update frequency value. if (settings.UpdateFrequency.Equals(0f)) { settings.UpdateFrequency = 1f / 60f; } SetMultisample(); // Create render form. settings.RenderForm = new RenderForm(); // Apply v sync option. Engine.SetVSync(settings.VSync); // Use current settings by default if none are given. screenWidth = Screen.PrimaryScreen.Bounds.Width; screenHeight = Screen.PrimaryScreen.Bounds.Height; if (settings.ScreenMode.Width == 0 || settings.ScreenMode.Height == 0) { settings.ScreenMode.Width = screenWidth; settings.ScreenMode.Height = Screen.PrimaryScreen.Bounds.Height; } if (settings.ScreenMode.Format == 0) { settings.ScreenMode.Format = screenHeight; } bool initSuccess = false; if (settings.Fullscreen) { try { initSuccess = Engine.Init3DFullscreen(settings.ScreenMode.Width, settings.ScreenMode.Height, settings.ScreenMode.Format, true, settings.VSync, CONST_TV_DEPTHBUFFERFORMAT.TV_DEPTHBUFFER_BESTBUFFER, 1, settings.RenderForm.Handle); } catch (AccessViolationException) { /* License failure */ } } else { try { // Resize windowed form and move to center screen. settings.RenderForm.Size = new System.Drawing.Size(settings.ScreenMode.Width, settings.ScreenMode.Height); settings.RenderForm.Top = (screenHeight - settings.ScreenMode.Height) / 2; settings.RenderForm.Left = (screenWidth - settings.ScreenMode.Width) / 2; initSuccess = Engine.Init3DWindowed(settings.RenderForm.Handle, true); } catch (AccessViolationException) { /* License failure */ } } // Apply auto resize. Engine.GetViewport().SetAutoResize(true); // Probably a license failure if (!initSuccess) { MessageBox.Show("Couldn't initialize engine! Exiting.", "Critical error", MessageBoxButtons.OK, MessageBoxIcon.Error); Application.Idle -= InitializeEngine; Dispose(); Application.Exit(); return; } // Initialize physics Physics.Initialize(); Physics.SetSolverModel(CONST_TV_PHYSICS_SOLVER.TV_SOLVER_ADAPTIVE); Physics.SetFrictionModel(CONST_TV_PHYSICS_FRICTION.TV_FRICTION_ADAPTIVE); Physics.SetGlobalGravity(new TV_3DVECTOR(0, -14.8f, 0)); Physics.EnableCPUOptimizations(true); // Initialize input InputEngine.Initialize(true, true); // If nothing is found, just don't hook the events if (settings.RenderForm != null) { settings.RenderForm.FormClosing += (_, __) => Exit(); //settings.RenderForm.Deactivate += (_, __) => looping.PauseLoop(); //settings.RenderForm.Activated += delegate //{ // // Silly workaround // InputEngine.ClearKeyBuffer(); // InputEngine.ForceUpdate(); // stopwatch.Reset(); // looping.ResumeLoop(); //}; } Initialize(); if (!settings.Fullscreen) { settings.RenderForm.Show(); } Application.Idle -= InitializeEngine; }
/// <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); }