Example #1
0
        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;
        }
Example #2
0
        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;
        }
Example #3
0
 public void Delete()
 {
     if (_mesh != null)
     {
         _mesh.DeleteAll();
         _mesh = null;
     }
 }
Example #4
0
        public override void Load()
        {
            IDDiff = Game.Textures.LoadTexture("Landscape/texture.dds", "LandTexture", 2048, 2048);
            IDMat = Game.Materials.CreateLightMaterial(1, 1, 1, 1, 0.25f, 1, "LandLightMaterial");

            land = Game.Scene.CreateLandscape("Land");
            land.GenerateTerrain("Landscape/landHM.png", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_BEST, 8, 8, -0, 0, -0);
            land.SetCullMode(CONST_TV_CULLING.TV_DOUBLESIDED);
            land.ExpandTexture(Game.Globals.GetTex("LandTexture"), 0, 0, 8, 8);
            land.SetMaterial(IDMat);
            land.SetTexture(IDDiff);
            land.SetPosition(-0, 0, -0);
            land.EnableLOD(true);
        }
Example #5
0
        public MapTile(TilePosition TilePosition)
        {
            this.TilePosition = TilePosition;
            // We create the tile
            Landscape = GlobalVars.GameEngine.Scene.CreateLandscape("Land" + TilePosition.TileX + ";" + TilePosition.TileZ);
            Landscape.GenerateTerrain(null, CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, TileSize, TileSize, TilePosition.TileX * 256 * TileSize, 0, TilePosition.TileZ * 256 * TileSize);
            //Landscape.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, TileSize, TileSize, TilePosition.TileX * 256 * TileSize, 0, TilePosition.TileZ * 256 * TileSize);
            //Landscape.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, TileSize, TileSize, TilePosition.TileX * 256 + (TileSize - 1) * 256, 0, TilePosition.TileZ * 256 + (TileSize - 1) * 256);

            //Latest :
            //Landscape.EnableLOD(true, 100, CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_ULTRA_LOW, 0, true);
            Landscape.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            Landscape.SetCollisionEnable(false);
            System.Diagnostics.Debug.WriteLine("  Create landscape X:" + TilePosition.TileX * TileSize * 256 + "; Y:0; Z:" + TilePosition.TileZ * TileSize * 256 + "!");
        }
Example #6
0
        public MapTile(TilePosition TilePosition)
        {
            this.TilePosition = TilePosition;
            // We create the tile
            Landscape = GlobalVars.GameEngine.Scene.CreateLandscape("Land" + TilePosition.TileX + ";" + TilePosition.TileZ);
            Landscape.GenerateTerrain(null, CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, TileSize, TileSize, TilePosition.TileX * 256 * TileSize, 0, TilePosition.TileZ * 256 * TileSize);
            //Landscape.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, TileSize, TileSize, TilePosition.TileX * 256 * TileSize, 0, TilePosition.TileZ * 256 * TileSize);
            //Landscape.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, TileSize, TileSize, TilePosition.TileX * 256 + (TileSize - 1) * 256, 0, TilePosition.TileZ * 256 + (TileSize - 1) * 256);

            //Latest :
            //Landscape.EnableLOD(true, 100, CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_ULTRA_LOW, 0, true);
            Landscape.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            Landscape.SetCollisionEnable(false);
            System.Diagnostics.Debug.WriteLine("  Create landscape X:" + TilePosition.TileX * TileSize * 256 + "; Y:0; Z:" + TilePosition.TileZ * TileSize * 256 + "!");
        }
Example #7
0
        public Landscape(ICore core)
            : base(core)
        {
            this.core        = core;
            landTextureIdx   = -1;
            heightTextureIdx = -1;

            landTextureIdx = Helpers.GetTextureFromResource(core, Resources.defaultTexture);

            land = core.Scene.CreateLandscape();
            land.GenerateTerrain(Helpers.GetTextureSourceFromResource(core, Resources.defaultHeight), CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, 8, 8, 0, 0, 0);
            land.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            land.ExpandTexture(landTextureIdx, 0, 0, 8, 8);

            mesh = core.Scene.CreateMeshBuilder();

            Name     = "Landscape";
            UniqueId = land.GetName();
        }
Example #8
0
        public Landscape(ICore core)
            : base(core)
        {
            this.core = core;
            landTextureIdx = -1;
            heightTextureIdx = -1;

            landTextureIdx = Helpers.GetTextureFromResource(core, Resources.defaultTexture);

            land = core.Scene.CreateLandscape();
            land.GenerateTerrain(Helpers.GetTextureSourceFromResource(core, Resources.defaultHeight), CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, 8, 8, 0, 0, 0);
            land.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            land.ExpandTexture(landTextureIdx, 0, 0, 8, 8);

            mesh = core.Scene.CreateMeshBuilder();

            Name = "Landscape";
            UniqueId = land.GetName();
        }
Example #9
0
        private void SetTexture()
        {
            if (!string.IsNullOrEmpty(landTexture))
            {
                landTextureIdx      = core.TextureFactory.LoadTexture(landTexture);
                LandTextureFileName = GetPath(landTexture);
            }

            if (!string.IsNullOrEmpty(heightTexture))
            {
                heightTextureIdx      = core.TextureFactory.LoadTexture(heightTexture);
                HeightTextureFileName = GetPath(heightTexture);
            }

            core.Scene.DestroyAllLandscapes();
            land = core.Scene.CreateLandscape();
            land.GenerateTerrain(heightTexture, CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, 8, 8, 0, 0, 0);
            land.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            land.ExpandTexture(landTextureIdx, 0, 0, 8, 8);
            land.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
        }
Example #10
0
        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();
        }
Example #11
0
        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;
        }
Example #12
0
        private void InitLandscape()
        {
            Land = scene.CreateLandscape("Land");

            Land.SetAffineLevel(CONST_TV_LANDSCAPE_AFFINE.TV_AFFINE_LOW);
            int twidth = (64 * 8) / 256;
            int theight = (64 * 8) / 256;

            Land.GenerateTerrain(@"Heightmaps\heightmap.bmp", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, twidth/2, theight/2, 0, 0, 0, true);

            Land.SetTexture(globals.GetTex("Grass"));
            Land.SetMaterial(matLand);
            Land.SetTextureScale(0.3f, 0.3f);
            Land.SetPosition(-((twidth * 256) / 2) + 120, 0, -((theight * 256) / 2) + 120);
            pbLand = physics.CreateStaticTerrainBody(Land);
        }
Example #13
0
        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;
        }
Example #14
0
        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();
        }
Example #15
0
        private void SetTexture()
        {
            if (!string.IsNullOrEmpty(landTexture))
            {
                landTextureIdx = core.TextureFactory.LoadTexture(landTexture);
                LandTextureFileName = GetPath(landTexture);
            }

            if (!string.IsNullOrEmpty(heightTexture))
            {
                heightTextureIdx = core.TextureFactory.LoadTexture(heightTexture);
                HeightTextureFileName = GetPath(heightTexture);
            }

            core.Scene.DestroyAllLandscapes();
            land = core.Scene.CreateLandscape();
            land.GenerateTerrain(heightTexture, CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_HIGH, 8, 8, 0, 0, 0);
            land.SetCullMode(CONST_TV_CULLING.TV_BACK_CULL);
            land.ExpandTexture(landTextureIdx, 0, 0, 8, 8);
            land.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_MANAGED);
        }