Example #1
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox1\\";

            //Crear SkyBox 
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0,0,0);
            skyBox.Size = new Vector3(1000, 1000, 1000);

            //Configurar color
            //skyBox.Color = Color.OrangeRed;

            //Configurar las texturas para cada una de las 6 caras
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "phobos_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "phobos_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "phobos_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "phobos_rt.jpg");

            //Hay veces es necesario invertir las texturas Front y Back si se pasa de un sistema RightHanded a uno LeftHanded
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "phobos_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "phobos_ft.jpg");

            

            //Actualizar todos los valores para crear el SkyBox
            skyBox.updateValues();

            GuiController.Instance.FpsCamera.Enable = true;
        }
Example #2
0
 public PirateSkyBox()
 {
     skyBox = new TgcSkyBox();
     skyBox.Center = new Vector3(0, 2000, 0);
     skyBox.Size = new Vector3(10000, 5000, 10000);
     cargarTexturas();
     estaLloviendo = false;
     skyBox.SkyEpsilon = 9f; //para que no se noten las aristas del box
     skyBox.updateValues();
 }
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //Crear SkyBox
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 500, 0);
            skyBox.Size = new Vector3(10000, 10000, 10000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lostatseaday_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lostatseaday_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lostatseaday_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lostatseaday_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lostatseaday_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lostatseaday_ft.jpg");
            skyBox.updateValues();


            //Cargar escenario de Isla
            TgcSceneLoader loader = new TgcSceneLoader();
            TgcScene scene = loader.loadSceneFromFile(GuiController.Instance.ExamplesDir + "Optimizacion\\Isla\\Isla-TgcScene.xml");

            //Separar el Terreno del resto de los objetos
            List<TgcMesh> list1 = new List<TgcMesh>();
            scene.separeteMeshList(new string[] { "Terreno" }, out list1, out objetosIsla);
            terreno = list1[0];

            //Crear grilla
            grilla = new GrillaRegular();
            grilla.create(objetosIsla, scene.BoundingBox);
            grilla.createDebugMeshes();


            //Camara en 1ra persona
            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(1500, 800, 0), new Vector3(0, 0, -1));
            GuiController.Instance.FpsCamera.MovementSpeed = 500f;
            GuiController.Instance.FpsCamera.JumpSpeed = 500f;

            GuiController.Instance.Modifiers.addBoolean("showGrid", "Show Grid", false);
            GuiController.Instance.Modifiers.addBoolean("showTerrain", "Show Terrain", true);
        }
Example #4
0
        public void init()
        {
            skybox = new TgcSkyBox();
            skybox.Center = new Vector3(0, 0, 0);
            skybox.Size = new Vector3(10000, 10000, 10000);
            string texturesPath = EjemploAlumno.media() + "Texturas\\Skybox\\";
               /* skybox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "up.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "dn.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "rt.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lf.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "ft.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "bk.jpg");
            * */
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "up.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "dn.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "bk.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "ft.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "rt.jpg");
            skybox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lf.jpg");

            skybox.updateValues();
            skybox.AlphaBlendEnable = true;
        }
        public override void init()
        {
            Microsoft.DirectX.Direct3D.Device d3dDevice = GuiController.Instance.D3dDevice;

            //Cargar escenario específico para este ejemplo
            TgcSceneLoader loader = new TgcSceneLoader();
            escenario = loader.loadSceneFromFile(GuiController.Instance.ExamplesDir + "\\Collision\\SphereCollision\\PatioDeJuegos\\PatioDeJuegos-TgcScene.xml");

            //Cargar personaje con animaciones
            TgcSkeletalLoader skeletalLoader = new TgcSkeletalLoader();
            personaje = skeletalLoader.loadMeshAndAnimationsFromFile(
                GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\Robot\\" + "Robot-TgcSkeletalMesh.xml",
                GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\Robot\\",
                new string[] {
                    GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\Robot\\" + "Caminando-TgcSkeletalAnim.xml",
                    GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\Robot\\" + "Parado-TgcSkeletalAnim.xml",
                });

            //Le cambiamos la textura para diferenciarlo un poco
            personaje.changeDiffuseMaps(new TgcTexture[] { TgcTexture.createTexture(d3dDevice, GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\Robot\\Textures\\" + "uvwGreen.jpg") });

            //Configurar animacion inicial
            personaje.playAnimation("Parado", true);
            //Escalarlo porque es muy grande
            personaje.Position = new Vector3(0,500,-100);
            //Rotarlo 180° porque esta mirando para el otro lado
            personaje.rotateY(Geometry.DegreeToRadian(180f));

            //BoundingSphere que va a usar el personaje
            personaje.AutoUpdateBoundingBox = false;
            characterSphere = new TgcBoundingSphere(personaje.BoundingBox.calculateBoxCenter(), personaje.BoundingBox.calculateBoxRadius());

            //Almacenar volumenes de colision del escenario
            objetosColisionables.Clear();
            foreach (TgcMesh mesh in escenario.Meshes)
            {
                objetosColisionables.Add(mesh.BoundingBox);
            }

            //Crear linea para mostrar la direccion del movimiento del personaje
            directionArrow = new TgcArrow();
            directionArrow.BodyColor = Color.Red;
            directionArrow.HeadColor = Color.Green;
            directionArrow.Thickness = 1;
            directionArrow.HeadSize = new Vector2(10, 20);

            //Crear manejador de colisiones
            collisionManager = new SphereCollisionManager();
            collisionManager.GravityEnabled = true;

            //Configurar camara en Tercer Persona
            GuiController.Instance.ThirdPersonCamera.Enable = true;
            GuiController.Instance.ThirdPersonCamera.setCamera(personaje.Position, 100, -400);
            GuiController.Instance.ThirdPersonCamera.TargetDisplacement = new Vector3(0, 100, 0);

            //Crear SkyBox
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 0, 0);
            skyBox.Size = new Vector3(10000, 10000, 10000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox3\\";
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "Up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "Down.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "Left.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "Right.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "Back.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "Front.jpg");
            skyBox.updateValues();

            //Modifier para ver BoundingBox
            GuiController.Instance.Modifiers.addBoolean("showBoundingBox", "Bouding Box", true);

            //Modifiers para desplazamiento del personaje
            GuiController.Instance.Modifiers.addFloat("VelocidadCaminar", 0, 100, 16);
            GuiController.Instance.Modifiers.addFloat("VelocidadRotacion", 1f, 360f, 150f);
            GuiController.Instance.Modifiers.addBoolean("HabilitarGravedad", "Habilitar Gravedad", true);
            GuiController.Instance.Modifiers.addVertex3f("Gravedad", new Vector3(-50, -50, -50), new Vector3(50, 50, 50), new Vector3(0, -10, 0));
            GuiController.Instance.Modifiers.addFloat("SlideFactor", 1f, 2f, 1.3f);

            GuiController.Instance.UserVars.addVar("Movement");
        }
Example #6
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;
            GuiController.Instance.CustomRenderEnabled = true;

            MyMediaDir = GuiController.Instance.ExamplesDir + "Shaders\\WorkshopShaders\\Media\\";
            MyShaderDir = GuiController.Instance.ExamplesDir + "Shaders\\WorkshopShaders\\Shaders\\";

            circuito = new F1Circuit();

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "TerrainTexture2.jpg",
                    20, 0.1f, new Vector3(0, -125, 0));
            terrain.loadTexture( GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "TerrainTexture2.jpg");

            //Crear SkyBox
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 500, 0);
            skyBox.Size = new Vector3(10000, 10000, 10000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lostatseaday_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lostatseaday_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lostatseaday_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lostatseaday_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lostatseaday_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lostatseaday_ft.jpg");
            skyBox.updateValues();

            TgcSceneLoader loader = new TgcSceneLoader();
            TgcScene scene = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Meshes\\Vehiculos\\Auto\\Auto-TgcScene.xml");
            car = scene.Meshes[0];
            car.AutoTransformEnable = false;

            //Cargar Shader personalizado
            string compilationErrors;
            effect = Effect.FromFile(GuiController.Instance.D3dDevice,MyShaderDir + "OutRun.fx",
                null, null, ShaderFlags.PreferFlowControl, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }
            //Configurar Technique dentro del shader
            effect.Technique = "DefaultTechnique";

            //Configurar FPS Camara
            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.MovementSpeed = 250f;
            GuiController.Instance.FpsCamera.JumpSpeed = 50f;
            //GuiController.Instance.FpsCamera.setCamera(new Vector3(315.451f, 40, -464.28490f), new Vector3(316.1626f, 40, -463.6029f));

            reset_pos();

            // para capturar el mouse
            Control focusWindows = GuiController.Instance.D3dDevice.CreationParameters.FocusWindow;
            mouseCenter = focusWindows.PointToScreen(new Point(focusWindows.Width / 2,focusWindows.Height / 2));
            mouseCaptured = true;
            Cursor.Hide();

            // stencil
            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth,
                                                                         d3dDevice.PresentationParameters.BackBufferHeight,
                                                                         DepthFormat.D24S8,
                                                                         MultiSampleType.None,
                                                                         0,
                                                                         true);

            // inicializo el render target
            g_pRenderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                    , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                        Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget2 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                    , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                        Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget3 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                    , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                        Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget4 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                    , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                        Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget5 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                    , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                        Format.X8R8G8B8, Pool.Default);

            // Resolucion de pantalla
            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            CustomVertex.PositionTextured[] vertices = new CustomVertex.PositionTextured[]
            {
                new CustomVertex.PositionTextured( -1, 1, 1, 0,0),
                new CustomVertex.PositionTextured(1,  1, 1, 1,0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0,1),
                new CustomVertex.PositionTextured(1,-1, 1, 1,1)
            };
            //vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured),
                    4, d3dDevice, Usage.Dynamic | Usage.WriteOnly,
                        CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);
        }
Example #7
0
        public override void init()
        {
            //Device de DirectX para crear primitivas
            d3dDevice = GuiController.Instance.D3dDevice;
            TgcSceneLoader loader = new TgcSceneLoader();
            
            //cargamos los meshes de los barcos
            barcoJugador = new BarcoJugador(new Vector3(0, 0, 0), this, GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Meshes\\Vehiculos\\Canoa\\Canoa-TgcScene.xml");
            barcoIA = new BarcoIA(new Vector3(200, 0, 0), this, GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Meshes\\Vehiculos\\Canoa\\Canoa-TgcScene.xml");

            string shaderFolder = GuiController.Instance.AlumnoEjemplosMediaDir +"\\shaders";
            time = 0;

            scaleXZ = 20f;
            scaleY = 1.3f;

            //cargamos el efecto que le vamos a aplicar a los meshes
            effect = TgcShaders.loadEffect(shaderFolder + "\\shaderLoco.fx");

            heightmap = GuiController.Instance.AlumnoEjemplosMediaDir + "Heightmap\\" + "heightmap500.jpg";
            textura = GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Textures\\Liquidos" + "\\water_flow.jpg";

            //cargamos el terreno
            terreno = new TgcSimpleTerrain();
            terreno.loadHeightmap(heightmap, scaleXZ, scaleY, new Vector3(0, 0, 0));
            terreno.loadTexture(textura);
            terreno.Effect = effect;
            terreno.Technique = "LightScene";


            // Creo SkyBox
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";
            string skyboxFolder = GuiController.Instance.AlumnoEjemplosMediaDir + "skybox\\";

            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 0, 0);
            skyBox.Size = new Vector3(8000, 8000, 8000);
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, skyboxFolder + "skyboxArriba.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, skyboxFolder + "skyboxAbajo.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, skyboxFolder + "skybox2.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, skyboxFolder + "skybox2.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, skyboxFolder + "skybox1.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, skyboxFolder + "skybox2.jpg");
            skyBox.SkyEpsilon = 50f;
            skyBox.updateValues();
            
            barcoJugador.setEnemy(barcoIA);
            barcoJugador.setEffect(effect);
            barcoJugador.setTechnique("HeightScene");

            barcoIA.setEnemy(barcoJugador);
            barcoIA.setEffect(effect);
            barcoIA.setTechnique("HeightScene");

            barcoJugador.cargarCaniones();
            barcoIA.cargarCaniones();

            mediaAlturaBarco = barcoJugador.BoundingBox().calculateAxisRadius().Y;
            effect.SetValue("mediaAlturaBarco", mediaAlturaBarco);

            GuiController.Instance.Modifiers.addFloat("alturaOlas", 5f, 30f, 10f);
            GuiController.Instance.Modifiers.addFloat("frecuenciaOlas", 50f, 300f, 100f);
            GuiController.Instance.Modifiers.addBoolean("mostrar_lluvia", "Mostrar Lluvia", false);

       
            vecAux = new Vector3(0, 0, 0);
            ortogonal = new Vector3(0, 0, 0);

            sol = new Sol(effect); 
            planoSubyacente = new Plano();
            normalPlano = new Vector3(0, 0, 0);

            terminar = false;

            nube = new Nube(1000);

            
            //Centrar camara rotacional respecto a la canoa
            GuiController.Instance.ThirdPersonCamera.Enable = true;
            GuiController.Instance.ThirdPersonCamera.setCamera(barcoJugador.posicion(), 500, 600);
            GuiController.Instance.ThirdPersonCamera.updateCamera();
                        
        }
Example #8
0
        public void activar(float elapsedTime,TgcText2d textGanaste, TgcText2d textGanaste2,TgcText2d textoContadorTiempo,TgcText2d textoMejorTiempo,TgcMesh piramid, TgcSkyBox skyBox, bool terminoJuego,TgcSprite tablero,TgcText2d textFPS)
        {
            Device device = GuiController.Instance.D3dDevice;
            Control panel3d = GuiController.Instance.Panel3d;
            float aspectRatio = (float)panel3d.Width / (float)panel3d.Height;
            time += elapsedTime;

            // animo la pos del avion
            if (!terminoJuego)
            {
                g_LightPos = motorcycle.Position + 2f*(new Vector3(100, 60, 0));
                g_LightDir = motorcycle.Position + (new Vector3(0, 0, 0)) - g_LightPos;
                g_LightDir.Normalize();
            }
            // Shadow maps:
            device.EndScene();      // termino el thread anterior

            GuiController.Instance.RotCamera.CameraCenter = new Vector3(0, 0, 0);
            GuiController.Instance.RotCamera.CameraDistance = 100;
            GuiController.Instance.RotCamera.RotationSpeed = 2f;
            GuiController.Instance.CurrentCamera.updateCamera();
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);

            //Genero el shadow map
            RenderShadowMap();

            device.BeginScene();
            // dibujo la escena pp dicha
            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
            RenderScene(false);
            if (terminoJuego)
            {
                textGanaste.render();
                textGanaste2.render();
            }

            GuiController.Instance.Drawer2D.beginDrawSprite();
            //Dibujar sprite (si hubiese mas, deberian ir todos aquí)
            tablero.render();
            //Finalizar el dibujado de Sprites
            GuiController.Instance.Drawer2D.endDrawSprite();

            textFPS.Text = "            FPS: " + HighResolutionTimer.Instance.FramesPerSecond.ToString();
            textFPS.render();

            textoContadorTiempo.render();
            textoMejorTiempo.render();
            piramid.render();
            renderEscena(elapsedTime);
            device.Transform.Projection =
                Matrix.PerspectiveFovLH(Geometry.DegreeToRadian(45.0f),
                TgcD3dDevice.aspectRatio, 1f, 20000f);

            skyBox.render();
        }
Example #9
0
 public void inicializarSkybox(String texturesPath)
 {
     skyBox = new TgcSkyBox();
     skyBox.Center = new Vector3(0, 1000, -6000);
     skyBox.Size = new Vector3(10000, 15000, 25000);
     skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "top.jpg");
     skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "down.jpg");
     skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "right.jpg");
     skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "left.jpg");
     skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "back.jpg");
     skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "front.jpg");
     skyBox.SkyEpsilon = (0.5f);
     skyBox.updateValues();
 }
        public override void init()
        {
            Microsoft.DirectX.Direct3D.Device d3dDevice = GuiController.Instance.D3dDevice;

            //Cargar escenario específico para este ejemplo. Este escenario tiene dos layers: objetos normales y objetos con colisión a nivel de triángulo.
            //La colisión a nivel de triángulos es costosa. Solo debe utilizarse para objetos puntuales (como el piso). Y es recomendable dividirlo en varios
            //meshes (y no hacer un único piso que ocupe todo el escenario)
            TgcSceneLoader loader = new TgcSceneLoader();
            escenario = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "\\MeshCreator\\Scenes\\Mountains\\Mountains-TgcScene.xml");

            //Cargar personaje con animaciones
            TgcSkeletalLoader skeletalLoader = new TgcSkeletalLoader();
            personaje = skeletalLoader.loadMeshAndAnimationsFromFile(
                GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\" + "BasicHuman-TgcSkeletalMesh.xml",
                new string[] {
                    GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\Animations\\" + "Walk-TgcSkeletalAnim.xml",
                    GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\Animations\\" + "StandBy-TgcSkeletalAnim.xml",
                    GuiController.Instance.ExamplesMediaDir + "SkeletalAnimations\\BasicHuman\\Animations\\" + "Jump-TgcSkeletalAnim.xml"
                });

            //Configurar animacion inicial
            personaje.playAnimation("StandBy", true);
            //Escalarlo porque es muy grande
            personaje.Position = new Vector3(0,1000,-150);
            //Rotarlo 180° porque esta mirando para el otro lado
            personaje.rotateY(Geometry.DegreeToRadian(180f));

            //BoundingSphere que va a usar el personaje
            personaje.AutoUpdateBoundingBox = false;
            characterElipsoid = new TgcElipsoid(personaje.BoundingBox.calculateBoxCenter() + new Vector3(0, 0, 0), new Vector3(12, 28, 12));
            jumping = false;

            //Almacenar volumenes de colision del escenario
            objetosColisionables.Clear();
            foreach (TgcMesh mesh in escenario.Meshes)
            {
                //Los objetos del layer "TriangleCollision" son colisiones a nivel de triangulo
                if (mesh.Layer == "TriangleCollision")
                {
                    objetosColisionables.Add(TriangleMeshCollider.fromMesh(mesh));
                }
                //El resto de los objetos son colisiones de BoundingBox. Las colisiones a nivel de triangulo son muy costosas asi que deben utilizarse solo
                //donde es extremadamente necesario (por ejemplo en el piso). El resto se simplifica con un BoundingBox
                else
                {
                    objetosColisionables.Add(BoundingBoxCollider.fromBoundingBox(mesh.BoundingBox));
                }
            }

            //Crear manejador de colisiones
            collisionManager = new ElipsoidCollisionManager();
            collisionManager.GravityEnabled = true;

            //Crear linea para mostrar la direccion del movimiento del personaje
            directionArrow = new TgcArrow();
            directionArrow.BodyColor = Color.Red;
            directionArrow.HeadColor = Color.Green;
            directionArrow.Thickness = 0.4f;
            directionArrow.HeadSize = new Vector2(5, 10);

            //Linea para normal de colision
            collisionNormalArrow = new TgcArrow();
            collisionNormalArrow.BodyColor = Color.Blue;
            collisionNormalArrow.HeadColor = Color.Yellow;
            collisionNormalArrow.Thickness = 0.4f;
            collisionNormalArrow.HeadSize = new Vector2(2, 5);

            //Caja para marcar punto de colision
            collisionPoint = TgcBox.fromSize(new Vector3(4, 4, 4), Color.Red);

            //Configurar camara en Tercer Persona
            GuiController.Instance.ThirdPersonCamera.Enable = true;
            GuiController.Instance.ThirdPersonCamera.setCamera(personaje.Position, 20, -120);
            GuiController.Instance.ThirdPersonCamera.TargetDisplacement = new Vector3(0, 45, 0);

            //Crear SkyBox
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 0, 0);
            skyBox.Size = new Vector3(10000, 10000, 10000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox3\\";
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "Up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "Down.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "Left.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "Right.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "Back.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "Front.jpg");
            skyBox.updateValues();

            //Modifier para ver BoundingBox
            GuiController.Instance.Modifiers.addBoolean("Collisions", "Collisions", true);
            GuiController.Instance.Modifiers.addBoolean("showBoundingBox", "Bouding Box", true);

            //Modifiers para desplazamiento del personaje
            GuiController.Instance.Modifiers.addFloat("VelocidadCaminar", 0, 20, 2);
            GuiController.Instance.Modifiers.addFloat("VelocidadRotacion", 1f, 360f, 150f);
            GuiController.Instance.Modifiers.addBoolean("HabilitarGravedad", "Habilitar Gravedad", true);
            GuiController.Instance.Modifiers.addVertex3f("Gravedad", new Vector3(-50, -50, -50), new Vector3(50, 50, 50), new Vector3(0, -4, 0));
            GuiController.Instance.Modifiers.addFloat("SlideFactor", 0f, 2f, 1f);
            GuiController.Instance.Modifiers.addFloat("Pendiente", 0f, 1f, 0.72f);
            GuiController.Instance.Modifiers.addFloat("VelocidadSalto", 0f, 50f, 10f);
            GuiController.Instance.Modifiers.addFloat("TiempoSalto", 0f, 2f, 0.5f);

            GuiController.Instance.UserVars.addVar("Movement");
        }
Example #11
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //Crear loader
            TgcSceneLoader loader = new TgcSceneLoader();


            // ------------------------------------------------------------
            // Creo el Heightmap para el terreno:
            terrain = new MySimpleTerrain();
            terrain.loadHeightmap(GuiController.Instance.ExamplesDir
                    + "Shaders\\WorkshopShaders\\Media\\Heighmaps\\" + "Heightmap3.jpg", 100f, 1f, new Vector3(0, 0, 0));
            terrain.loadTexture(GuiController.Instance.ExamplesDir
                    + "Shaders\\WorkshopShaders\\Media\\Heighmaps\\" + "TerrainTexture3.jpg");

            // ------------------------------------------------------------
            // Crear SkyBox:
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 0, 0);
            skyBox.Size = new Vector3(8000, 8000, 8000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox1\\";
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "phobos_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "phobos_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "phobos_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "phobos_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "phobos_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "phobos_ft.jpg");
            skyBox.SkyEpsilon = 50f;
            skyBox.updateValues();

            // ------------------------------------------------------------
            //Cargar los mesh:
            scene = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir
                            + "MeshCreator\\Meshes\\Vehiculos\\TanqueFuturistaRuedas\\TanqueFuturistaRuedas-TgcScene.xml");
            mesh = scene.Meshes[0];
            
            scene2 = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir
                            + "MeshCreator\\Meshes\\Vegetacion\\Palmera\\Palmera-TgcScene.xml");
            palmera = scene2.Meshes[0];
            
            scene3 = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir
                            + "MeshCreator\\Meshes\\Vehiculos\\Canoa\\Canoa-TgcScene.xml");
            canoa = scene3.Meshes[0];

            scene4 = loader.loadSceneFromFile(GuiController.Instance.ExamplesDir
                            + "Shaders\\WorkshopShaders\\Media\\Piso\\Agua-TgcScene.xml");
            piso = scene4.Meshes[0];

            mesh.Scale = new Vector3(0.5f, 0.5f, 0.5f);
            mesh.Position = new Vector3(0f, 0f, 0f);
            mesh.AutoTransformEnable = false;
            Vector3 size = mesh.BoundingBox.calculateSize();
            largo_tanque = Math.Abs(size.Z);
            alto_tanque = Math.Abs(size.Y) * mesh.Scale.Y;
            vel_tanque = 10;
            an_tanque = 0;
            canoa.Scale = new Vector3(1f, 1f, 1f);
            canoa.Position = new Vector3(3000f, 550f, 0f);
            canoa.AutoTransformEnable = false;
            dir_canoa = new Vector3(0, 0, 1);
            nivel_mar = 135f;
            piso.Scale = new Vector3(25f, 1f, 25f);
            piso.Position = new Vector3(0f, nivel_mar, 0f);

            size = palmera.BoundingBox.calculateSize();
            float alto_palmera = Math.Abs(size.Y);
            cant_palmeras = 0;
            int i;
            bosque = new List<TgcMesh>();
            float[] r = { 1850f, 2100f, 2300f, 1800f };
            for (i = 0; i < 4; i++)
                for (int j = 0; j < 15; j++)
                {
                    TgcMesh instance = palmera.createMeshInstance(palmera.Name + i);
                    instance.Scale = new Vector3(0.5f, 1.5f, 0.5f);
                    float x = r[i] * (float)Math.Cos(Geometry.DegreeToRadian(100 + 10.0f * j));
                    float z = r[i] * (float)Math.Sin(Geometry.DegreeToRadian(100 + 10.0f * j));
                    instance.Position = new Vector3(x, terrain.CalcularAltura(x, z) /*+ alto_palmera / 2 * instance.Scale.Y*/, z);
                    bosque.Add(instance);
                    ++cant_palmeras;
                }

            // segunda parte: la isla del medio
            // estas no entran en el env. map (porque se supone que el env. map esta lejos
            // del pto de vista del observador y estas palmeras estan en el medio del lago)
            float[] r2 = { 200f, 350f, 400f, 477f };
            for (i = 0; i < 4; i++)
                for (int j = 0; j < 5; j++)
                {
                    TgcMesh instance = palmera.createMeshInstance(palmera.Name + i);
                    instance.Scale = new Vector3(0.5f, 1f + j/5f*0.33f, 0.5f);
                    float x = r2[i] * (float)Math.Cos(Geometry.DegreeToRadian(25.0f * j));
                    float z = r2[i] * (float)Math.Sin(Geometry.DegreeToRadian(25.0f * j));
                    instance.Position = new Vector3(x, terrain.CalcularAltura(x, z) /*+ alto_palmera / 2 * instance.Scale.Y*/ , z);
                    bosque.Add(instance);
                }

            GuiController.Instance.RotCamera.CameraDistance = 300;
            GuiController.Instance.RotCamera.RotationSpeed = 1.5f;

            // Arreglo las normales del tanque 
            /*int[] adj = new int[mesh.D3dMesh.NumberFaces * 3];
            mesh.D3dMesh.GenerateAdjacency(0, adj);
            mesh.D3dMesh.ComputeNormals(adj);
             */

            g_pCubeMapAgua = null;

            //Cargar Shader personalizado
            effect = TgcShaders.loadEffect(GuiController.Instance.ExamplesDir + "Shaders\\WorkshopShaders\\Shaders\\Demo.fx");

            // le asigno el efecto a las mallas 
            mesh.Effect = effect;
            mesh.Technique = "RenderScene";
            piso.Effect = effect;
            piso.Technique = "RenderScene";
            palmera.Effect = effect;
            palmera.Technique = "RenderScene";
            canoa.Effect = effect;
            canoa.Technique = "RenderScene";

            //--------------------------------------------------------------------------------------
            // Creo el shadowmap. 
            // Format.R32F
            // Format.X8R8G8B8
            g_pShadowMap = new Texture(d3dDevice, SHADOWMAP_SIZE, SHADOWMAP_SIZE,
                                        1, Usage.RenderTarget, Format.R32F,
                                        Pool.Default);

            // tengo que crear un stencilbuffer para el shadowmap manualmente
            // para asegurarme que tenga la el mismo tamaño que el shadowmap, y que no tenga 
            // multisample, etc etc.
            g_pDSShadow = d3dDevice.CreateDepthStencilSurface(SHADOWMAP_SIZE,
                                                             SHADOWMAP_SIZE,
                                                             DepthFormat.D24S8,
                                                             MultiSampleType.None,
                                                             0,
                                                             true);
            // por ultimo necesito una matriz de proyeccion para el shadowmap, ya 
            // que voy a dibujar desde el pto de vista de la luz.
            // El angulo tiene que ser mayor a 45 para que la sombra no falle en los extremos del cono de luz
            // de hecho, un valor mayor a 90 todavia es mejor, porque hasta con 90 grados es muy dificil
            // lograr que los objetos del borde generen sombras
            Control panel3d = GuiController.Instance.Panel3d;
            float aspectRatio = (float)panel3d.Width / (float)panel3d.Height;
            g_mShadowProj = Matrix.PerspectiveFovLH(Geometry.DegreeToRadian(130.0f),
                aspectRatio, near_plane, far_plane);
            d3dDevice.Transform.Projection =
                Matrix.PerspectiveFovLH(Geometry.DegreeToRadian(45.0f),
                aspectRatio, near_plane, far_plane);

            alfa_sol = 1.7f;
            //alfa_sol = 0;

            //--------------------------------------------------------------------------------------
            //Centrar camara rotacional respecto a este mesh
            camara_rot = false;
            GuiController.Instance.RotCamera.targetObject(mesh.BoundingBox);
            LookFrom = new Vector3(0, 400, 2000);
            LookAt = new Vector3(0,200,0);


            // inicio unos segundos de preview
            timer_preview = 50;

            arrow = new TgcArrow();
            arrow.Thickness = 1f;
            arrow.HeadSize = new Vector2(2f, 2f);
            arrow.BodyColor = Color.Blue;

            ant_vista = tipo_vista = 0;
            View1 = new Viewport();
            View1.X = 0;
            View1.Y = 0;
            View1.Width = panel3d.Width;
            View1.Height = panel3d.Height/2;
            View1.MinZ = 0;
            View1.MaxZ = 1;
            View2 = new Viewport();
            View2.X = 0;
            View2.Y = View1.Height;
            View2.Width = panel3d.Width;
            View2.Height = panel3d.Height / 2;
            View2.MinZ = 0;
            View2.MaxZ = 1;
            
            ViewF = d3dDevice.Viewport;

        }
Example #12
0
        public void inicializarTerreno()
        {
            //Crear SkyBox
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 500, 0);
            skyBox.Size = new Vector3(20000, 20000, 20000);
            string texturesPath = GuiController.Instance.AlumnoEjemplosMediaDir;//GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox4\\";
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "//FullMoon//up.png");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "//FullMoon//down.png");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "//FullMoon//right.png");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "//FullMoon//left.png");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "//FullMoon//front.png");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "//FullMoon//back.png");
            skyBox.SkyEpsilon = 50f;
            skyBox.updateValues();

            TgcBox tb = TgcBox.fromSize(skyBox.Center, skyBox.Size);
            bbSkyBox = tb.BoundingBox.clone();

            //Crear piso
            TgcTexture pisoTexture = TgcTexture.createTexture(d3dDevice, GuiController.Instance.AlumnoEjemplosMediaDir + "\\pasto2.jpg");
            piso = TgcBox.fromSize(new Vector3(0, 0, 0), new Vector3(20000, 0, 20000), pisoTexture);
            piso.UVTiling = new Vector2(50, 50);
            piso.updateValues();

            //crear terreno
            terreno = new TgcSimpleTerrain();
            terreno.loadHeightmap(GuiController.Instance.ExamplesMediaDir + "Heighmaps\\Heightmap1.jpg", 350f, 1.6f,new Vector3(0f,0f,0f));
            terreno.loadTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "\\pasto2.jpg");
        }
Example #13
0
        public PlayScene()
        {
            string mediaDir = GuiController.Instance.AlumnoEjemplosMediaDir;
            string examplesMediaDir = GuiController.Instance.ExamplesMediaDir;

            TgcTexture pisoTexture = TgcTexture.createTexture(GuiController.Instance.D3dDevice,
                 mediaDir + "CEGA\\Textures\\Grass.jpg");

            suelo = TgcBox.fromSize(new Vector3(1300, 0, 1300), new Vector3(2800, 0, 2800), pisoTexture);

            heightMap = new SimpleTerrain();

            heightMap.loadHeightmap(GuiController.Instance.AlumnoEjemplosMediaDir + "CEGA\\Heightmap\\" + "hmap4.jpg", 26, 0.4f, new Vector3(52, 0, 48));
            heightMap.loadTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "CEGA\\Textures\\" + "Pasto2.jpg");

            treeWindEffect = TgcShaders.loadEffect(
                GuiController.Instance.AlumnoEjemplosMediaDir + "CEGA\\Shaders\\TreeWind.fx");

            TgcSceneLoader loader = new TgcSceneLoader();
            TgcScene scene = loader.loadSceneFromFile(mediaDir + "CEGA\\Pino-TgcScene.xml");
            TgcMesh pinoOriginal = scene.Meshes[0];

            scene = loader.loadSceneFromFile(mediaDir + "CEGA\\BarrilPolvora-TgcScene.xml");
            TgcMesh barrilOriginal = scene.Meshes[0];

            scene = loader.loadSceneFromFile(mediaDir + "CEGA\\Pasto3-TgcScene.xml");
            pastoOriginal = scene.Meshes[0];

            //Crear varias instancias del modelo original, pero sin volver a cargar el modelo entero cada vez, hace 23*23 = 529 pinos
            int rows = 22;
            int cols = 22;

            Random RandomPlayScene = new Random(10);

            int offset = RandomPlayScene.Next(100);

            otrosObjetos = new List<TgcMesh>();

            for (int i = 1; i <= rows; i++)
            {
                for (int j = 1; j <= cols; j++)
                {
                    //Randomeo el proximo offset, de esta forma nunca vamos a tener 2 escenarios iguales, si queremos evitar que se superpongan cosas hay que fijarse acá.
                    //Si les parece que quedan muy concentrados en el origen podemos separarlo en 2 For (o en 4) para que no se peguen tanto cuando i=1 y j=1.

                    offset = RandomPlayScene.Next(50, 150);
                    scale = RandomPlayScene.Next(10, 30);

                    //Me fijo que quede dentro de los limites del mapa

                    if (i * offset > 2600 || j * offset > 2600)
                        offset = RandomPlayScene.Next(10, 100);

                    //Crear instancia de modelo
                    //  Barriles
                    if (i == 21)
                    {
                        TgcMesh BarrilInstance = barrilOriginal.createMeshInstance(barrilOriginal.Name + i + j);
                        BarrilInstance.move(j * offset, 0, i * offset);
                        BarrilInstance.AlphaBlendEnable = true;
                        BarrilInstance.Scale = new Vector3(0.09f, 0.09f, 0.09f);

                        // gana algunos fps
                        BarrilInstance.AutoTransformEnable = false;
                        BarrilInstance.Transform =
                            Matrix.Scaling(BarrilInstance.Scale) *
                            Matrix.Translation(BarrilInstance.Position);

                        BarrilInstance.UserProperties = new Dictionary<string, string>();
                        BarrilInstance.UserProperties["colisionable"] = "";

                        otrosObjetos.Add(BarrilInstance);
                    }

                    //  Pinos
                    //

                    TgcMesh instance = pinoOriginal.createMeshInstance(pinoOriginal.Name + i + "_" + j);

                    instance.AlphaBlendEnable = true;
                    instance.Position = new Vector3(i * offset, 0, j * offset);
                    instance.Scale = new Vector3(0.05f * (scale), 0.05f * (scale), 0.05f * (scale));

                    // gana algunos fps
                    instance.AutoTransformEnable = false;
                    instance.Transform =
                        Matrix.Scaling(instance.Scale) *
                        Matrix.Translation(instance.Position);

                    instance.UserProperties = new Dictionary<string, string>();
                    instance.UserProperties["colisionable"] = "";

                    //Modifico el BB del arbol para que sea solo el tronco
                    instance.AutoUpdateBoundingBox = false;
                    instance.BoundingBox.scaleTranslate(instance.Position, new Vector3(0.0012f * instance.BoundingBox.calculateSize().X, 0.0016f * instance.BoundingBox.calculateSize().Y, 0.0012f * instance.BoundingBox.calculateSize().Z));
                    //Effecto de Viento (Shader);
                    instance.Effect = treeWindEffect;
                    instance.Technique = "SimpleWindTree";
                    //Agrego a la coleccion
                    otrosObjetos.Add(instance);

                    //  Bancos de Pasto

                    if ( j == 20)
                    generarBancoPasto(otrosObjetos, new Vector3(j * offset, 0, i * offset), RandomPlayScene);

                }

            }

            //Sky Box

            string texturesPath = mediaDir + "CEGA\\Skyboxes\\SkyBox4\\";

            //Creo el SkyBox
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(1300, 250, 1300);
            skyBox.Size = new Vector3(4000, 1500, 4000);

            //Cargo las texturas de las caras, (algunas no tienen "down" así que uso TOP, por que igual no se debería ver en nuestro caso)
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "top.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "top.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "left.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "right.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "front.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "back.jpg");

            //Actualizar todos los valores para crear el SkyBox
            skyBox.updateValues();

            sound_WindLong = new TgcStaticSound();
            sound_WindLong.loadSound(mediaDir + @"CEGA\Sound\viento_largo.wav", -2000);

            sound_WindMedium = new TgcStaticSound();
            sound_WindMedium.loadSound(mediaDir + @"CEGA\Sound\viento_medio.wav", -2000);

            sound_WindLeaves = new TgcStaticSound();
            sound_WindLeaves.loadSound(examplesMediaDir + @"\Sound\viento en arbustos.wav", -2000);

            sound_music = new TgcStaticSound();
            sound_music.loadSound(mediaDir + @"CEGA\Sound\rabbia.wav", -2000);
            sound_music.play(true);

            //Crear Grilla
            grilla = new GrillaRegular();
            grilla.create(otrosObjetos, heightMap.BoundingBox);
            grilla.createDebugMeshes();
        }
Example #14
0
        private void crearNivel2()
        {
            //El segundo nivel quedó a medio hacer, la idea era tener un nivel por personaje
            TgcBox piso;

            TgcSimpleTerrain terrain;
            string currentHeightmap;
            string currentTexture;
            float currentScaleXZ;
            float currentScaleY;

            //Path de Heightmap default del terreno y Modifier para cambiarla
            currentHeightmap = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "Heightmap2.jpg";

            //Modifiers para variar escala del mapa
            currentScaleXZ = 20f;
            currentScaleY = 1.3f;

            //Path de Textura default del terreno y Modifier para cambiarla
            currentTexture = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "TerrainTexture2.jpg";

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(50, -120, 50));
            terrain.loadTexture(currentTexture);

            TgcTexture textura = TgcTexture.createTexture(GuiController.Instance.D3dDevice, GuiController.Instance.AlumnoEjemplosMediaDir + "LosBorbotones\\escenario\\pista3.jpg");
            piso = TgcBox.fromSize(new Vector3(0, 0, 0), new Vector3(15000, 0, 5000), textura); //es un cubo plano con una textura (foto de la pista)

            cielo = new TgcSkyBox();
            cielo.Center = new Vector3(0, 500, 0);
            cielo.Size = new Vector3(20000, 5000, 20000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lostatseaday_up.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lostatseaday_dn.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lostatseaday_lf.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lostatseaday_rt.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lostatseaday_bk.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lostatseaday_ft.jpg");
            cielo.updateValues();

            cajas.Add(piso);

            terrenos.Add(terrain);
        }
Example #15
0
        private void crearNivel1(  )
        {
            //Construcción del escenario del nivel 1
            int cantVueltas = 1;    //este nivel va tener una vuelta para que se pueda ganar
            TgcBox piso;

            // ----- PÉRGOLA ----- //
            TgcSimpleTerrain terrain;
            string currentHeightmap;
            string currentTexture;
            float currentScaleXZ;
            float currentScaleY;

            //Path de Heightmap default del terreno y Modifier para cambiarla
            currentHeightmap = Shared.mediaPath + "\\otros\\heighmap.jpg";
            currentScaleXZ = 12f;
            currentScaleY = 2.2f;
            currentTexture = Shared.mediaPath + "\\otros\\block02.png";

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, -300));
            terrain.loadTexture(currentTexture);

            //elementos.Add(hongo);
            List<TgcScene> arboles = EjemploAlumno.getInstance().getArboles();
            float separacionEntreArboles = 0f;
            float inclinacionFila = 0f;
            foreach (TgcScene escenaArbol in arboles)
            {
                TgcMesh arbol = escenaArbol.Meshes[0];
                arbol.Position= new Vector3(600+separacionEntreArboles, 0, 2400+inclinacionFila);
                arbol.Scale = new Vector3(23f, 23f,23f);
                elementos.Add(arbol);
                separacionEntreArboles += 500f;
                inclinacionFila += 60f;
            }

            TgcTexture textura = TgcTexture.createTexture(GuiController.Instance.D3dDevice, GuiController.Instance.AlumnoEjemplosMediaDir + "LosBorbotones\\escenario\\pista3.jpg");
            piso = TgcBox.fromSize(new Vector3(0, 0, 0), new Vector3(15000, 0, 10000), textura); //es un cubo plano con una textura (foto de la pista)

            cielo = new TgcSkyBox(); //Se crea el cielo, es como un cubo grande que envuelve todo y sirve de límite
            cielo.Center = new Vector3(0, 0, 0);
            cielo.Size = new Vector3(20000, 9000, 18000);
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Up, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Down, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Left, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Right, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Front, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Back, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.updateValues();

            cajas.Add(piso);

            //CARGAR OBSTÁCULOS
            obstaculos.Add(new ObstaculoRigido(-100, 0, -1800, 3700, 300, 80, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(-1300, 0, -100, 80, 300, 3200, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\columna\\columna-TgcScene.xml", new Vector3(5650, 0, -3000), new Vector3(15f, 15f, 15f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\columna\\columna-TgcScene.xml", new Vector3(5500, 0, -3250), new Vector3(10f, 10f, 10f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\columna\\columna-TgcScene.xml", new Vector3(5850, 0, -3000), new Vector3(5f, 5f, 5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\carnivora\\carnivora-TgcScene.xml", new Vector3(2000, 0, 0), new Vector3(7f, 7f, 7f)));
            ObstaculoRigido p = new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\carnivora\\carnivora-TgcScene.xml", new Vector3(2200, 0, 100), new Vector3(5f, 5f, 5f));
            p.mesh.rotateY(0.5f);
            obstaculos.Add(p);

            //guardabarros
            obstaculos.Add(new ObstaculoRigido(7625, -400, 0, 250, 1100, 10000, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(-7625, -400, 0, 250, 1100, 10000, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(0, -400, 5125, 15000, 1100, 250, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(0, -400, -5125, 15000, 1100, 250, Shared.mediaPath + "\\otros\\block01.jpg"));

            //Checkpoints
            for (int m = 0; m < cantVueltas; m++)
            {
                this.PosicionesCheckpoints.Add(new Vector3(5300, -4000, 0));
                this.PosicionesCheckpoints.Add(new Vector3(0, 0, 0));
                this.PosicionesCheckpoints.Add(new Vector3(6000, 2500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5000, 4500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5000, 1750, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-2500, -500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5500, -2500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5000, -4500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(0, -2500, 0));
            }

            this.agregarCheckpoints();

            checkpointActual = checkpoints.ElementAt(0);
            checkpointsRestantes = new TgcText2d();
            checkpointsRestantes.Text = checkpoints.Count().ToString();
            checkpointsRestantes.Color = Color.DarkRed;
            checkpointsRestantes.Align = TgcText2d.TextAlign.RIGHT;
            checkpointsRestantes.Position = new Point(630, 30);
            checkpointsRestantes.Size = new Size(100, 50);
            checkpointsRestantes.changeFont(new System.Drawing.Font("TimesNewRoman", 25, FontStyle.Bold));

               ObstaculoRigido hV = new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-4300, 0, -300), new Vector3(2f, 2f, 2f));
               hV.mesh.rotateY(0.2f);
            obstaculos.Add(hV);
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoRojo\\HongoRojo-TgcScene.xml", new Vector3(-4200, 0, -300), new Vector3(0.5f, 0.5f, 0.5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoRojo\\HongoRojo-TgcScene.xml", new Vector3(-4300, 0, -400), new Vector3(1.2f, 1.2f, 1.2f)));

            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoRojo\\HongoRojo-TgcScene.xml", new Vector3(-5000, 0, 3000), new Vector3(2f, 2f, 2f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-5100, 0, 3000), new Vector3(0.5f, 0.5f, 0.5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-5100, 0, 3000), new Vector3(1.5f, 1.5f, 1.5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-4900, 0, 3100), new Vector3(0.2f, 0.2f, 0.2f)));

            ObstaculoRigido b = new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\bar\\bar-TgcScene.xml", new Vector3(2300, 0, 2600), new Vector3(67f, 15f, 20f));
            obstaculos.Add(b);

            foreach (ObstaculoRigido obstaculo in obstaculos)
            {
                objetos.Add(obstaculo.mesh);
            }
            foreach (TgcMesh elemento in elementos)
            {
                objetos.Add(elemento);
            }
            foreach (Recursos recurso in recursos)
            {
                objetos.Add(recurso.modelo);
            }

            //Crear grilla
            quadtree = new Quadtree();
            quadtree.create(objetos, escenarioBB);
            quadtree.createDebugQuadtreeMeshes();

            GuiController.Instance.Modifiers.addBoolean("showQuadtree", "Show Quadtree", false);

            terrenos.Add(terrain);
        }
Example #16
0
        public override void init()
        {
            //GuiController.Instance: acceso principal a todas las herramientas del Framework
            enemigos = new List<Barco>();
            terminoJuego = false;

            //Device de DirectX para crear primitivas
            Microsoft.DirectX.Direct3D.Device d3dDevice = GuiController.Instance.D3dDevice;

            //Activamos el renderizado customizado. De esta forma el framework nos delega control total sobre como dibujar en pantalla
            //La responsabilidad cae toda de nuestro lado
            GuiController.Instance.CustomRenderEnabled = true;
            g_pCubeMapAgua = TextureLoader.FromCubeFile(d3dDevice, GuiController.Instance.ExamplesMediaDir + "Shaders\\CubeMap.dds");
            //sol = TgcBox.fromSize(new Vector3(50, 50, 50), Color.LightYellow);

            //Cargo la escena completa que tendria que ser la del escenario con el cielo / la del agua
            //PROXIMAMENTE, ahora cargo otro escenario

            //Pruebo postprocess lluvia
            CustomVertex.PositionTextured[] screenQuadVertices = new CustomVertex.PositionTextured[]
            {
                new CustomVertex.PositionTextured( -1, 1, 1, 0,0),
                new CustomVertex.PositionTextured(1,  1, 1, 1,0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0,1),
                new CustomVertex.PositionTextured(1,-1, 1, 1,1)
            };
            //vertex buffer de los triangulos
            screenQuadVB = new VertexBuffer(typeof(CustomVertex.PositionTextured),
                    4, d3dDevice, Usage.Dynamic | Usage.WriteOnly,
                        CustomVertex.PositionTextured.Format, Pool.Default);
            screenQuadVB.SetData(screenQuadVertices, 0, LockFlags.None);

            //Creamos un Render Targer sobre el cual se va a dibujar la pantalla
            renderTarget2D = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                    , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                        Format.X8R8G8B8, Pool.Default);

            //Cargar shader con efectos de Post-Procesado
            effectlluvia = TgcShaders.loadEffect(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\PostProcess.fx");

            //Configurar Technique dentro del shader
            effectlluvia.Technique = "AlarmaTechnique";

            //Cargar textura que se va a dibujar arriba de la escena del Render Target
            alarmTexture = TgcTexture.createTexture(d3dDevice, GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\rain.png");

            //Interpolador para efecto de variar la intensidad de la textura de alarma
            intVaivenAlarm = new InterpoladorVaiven();
            intVaivenAlarm.Min = 0;
            intVaivenAlarm.Max = 2;
            intVaivenAlarm.Speed = 10;
            intVaivenAlarm.reset();

            //Modifier para activar/desactivar efecto de alarma
            GuiController.Instance.Modifiers.addBoolean("activar_efecto", "Activar efecto", true);

            //termina post process

            //inicio//
            spriteFondo = new TgcSprite();
            spriteFondo.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\MenuPrincipal.jpg");

            Size screenSize = GuiController.Instance.Panel3d.Size;
            Size textureSize = spriteFondo.Texture.Size;
            spriteFondo.Scaling = new Vector2(1f, 0.8f);
            spriteFondo.Position = new Vector2(FastMath.Max(screenSize.Width / 2 - textureSize.Width / 2, 0), FastMath.Max(screenSize.Height / 2 - textureSize.Height / 2, 0));

            spriteLetras = new TgcSprite();
            spriteLetras.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\Texto.png");

            spriteInicio = new TgcSprite();
            spriteInicio.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\inicio.png");

            spriteLetras.Scaling = new Vector2(0.4f*1.65f, 0.3f*1.65f);
            Size textureSize2 = spriteLetras.Texture.Size;

            spriteInicio.Scaling = new Vector2(0.4f, 0.3f);
            Size textureSize3 = spriteInicio.Texture.Size;

            spriteTermino = new TgcSprite();
            spriteTermino.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\termino.png");
            //spriteTermino.Scaling = new Vector2(0.5f,0.5f);
            spriteTermino.Position = new Vector2(screenSize.Width / 4, screenSize.Height / 2);

            spriteLetras.Position = new Vector2(FastMath.Max(screenSize.Width / 2 - textureSize2.Width / 2, 0), FastMath.Max(screenSize.Height / 2 - textureSize2.Height / 2, 0));
            spriteLetras.Position = new Vector2(spriteLetras.Position.X + 110, spriteLetras.Position.Y);

            spriteInicio.Position = new Vector2(FastMath.Max(screenSize.Width / 2 - textureSize3.Width / 2, 0), FastMath.Max(screenSize.Height / 2 - textureSize3.Height / 2, 0));
            spriteInicio.Position = new Vector2(spriteInicio.Position.X + 210, spriteLetras.Position.Y+95);

            spriteMinimapa = new TgcSprite();
            spriteMinimapa.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\minimapa.png");

            spriteMinimapa.Scaling = new Vector2(0.2f, 0.2f);
            Size minimapSize = spriteMinimapa.Texture.Size;

            spriteMinimapa.Position = new Vector2(FastMath.Max(screenSize.Width  - 210, 0), FastMath.Max(screenSize.Height  - minimapSize.Height , 0));

            spriteBarcoPrincipal = new TgcSprite();
            spriteBarcoPrincipal.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\pointgreen.png");
            spriteBarcoPrincipal.Scaling = new Vector2(0.5f,0.5f);

            //inicio//

            //ui
            sprBarraVida = new TgcSprite();
            sprBarraVida.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\BarraVacia.png");
            Size textureSize4 = sprBarraVida.Texture.Size;

            sprBarraVida.Scaling = new Vector2(1f, 1f);
            sprBarraVida.Position = new Vector2(1, 1);

            sprVidaLLena = new TgcSprite();
            sprVidaLLena.Texture = TgcTexture.createTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\vidallena.png");
            Size textureSize5 = sprVidaLLena.Texture.Size;
            sprVidaLLena.Scaling = new Vector2(1f, 1f);
            sprVidaLLena.Position = new Vector2(1, 15);

            //ui

            Bitmap b = (Bitmap)Bitmap.FromFile(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\wallhaven-276951.jpg"); //"water_water_0056_01_preview.jpg");
            b.RotateFlip(RotateFlipType.Rotate90FlipX);
            textura = Texture.FromBitmap(d3dDevice, b, Usage.None, Pool.Managed);

            b = (Bitmap)Bitmap.FromFile(GuiController.Instance.ExamplesMediaDir
                    + "Shaders\\BumpMapping_DiffuseMap.jpg");
            diffuseMapTexture = Texture.FromBitmap(d3dDevice, b, Usage.None, Pool.Managed);

            oceano = new SmartTerrain();
            //oceano.loadHeightmap(GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "TerrainTexture1-256x256.jpg", 30.00f, 1.0f, new Vector3(0, 0, 0));
            oceano.loadPlainHeightmap(256, 256, 0, 50.0f, 1.0f, new Vector3(0, 0, 0));
            oceano.loadTexture(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\water_water_0056_01_preview.jpg");

            TgcSceneLoader loader = new TgcSceneLoader();
            //escena = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir + "MeshCreator\\Scenes\\Isla\\Isla-TgcScene.xml");

            //Textura del skybox
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";

            //Crear SkyBox
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 0, 0);
            skyBox.Size = new Vector3(10000, 10000, 10000);

            //Configurar color
            //skyBox.Color = Color.OrangeRed;

            //Configurar las texturas para cada una de las 6 caras
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lostatseaday_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lostatseaday_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lostatseaday_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lostatseaday_rt.jpg");

            //Hay veces es necesario invertir las texturas Front y Back si se pasa de un sistema RightHanded a uno LeftHanded
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lostatseaday_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lostatseaday_ft.jpg");

            //Actualizar todos los valores para crear el SkyBox
            skyBox.updateValues();

            //Cargo el mesh del/los barco/s -> porque se carga como escena y no cargo el mesh directamente?

            TgcScene scene2 = loader.loadSceneFromFile(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\Boteconcañon\\BoteConCanion-TgcScene.xml");
            mainMesh = scene2.Meshes[0];
            mainMesh.Position = new Vector3(-200f,0f, 200f);
            mainMesh.Scale = new Vector3(2f,2f,2f);
            TgcScene scene4 = loader.loadSceneFromFile(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\Boteconcañon\\BoteConCanion-TgcScene.xml");
            meshBot = scene4.Meshes[0];
            meshBot.Position = new Vector3(-200f,0f,200f);
            meshBot.Scale = new Vector3(1.8f, 1.8f, 1.8f);
            TgcScene scene3 = loader.loadSceneFromFile(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\Hacha\\Bala-TgcScene.xml");
            balaMesh1 = scene3.Meshes[0];

            TgcScene scene5 = loader.loadSceneFromFile(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\Hacha\\Hacha-TgcScene.xml");
             balaMesh2 = scene5.Meshes[0];

            barcoPrincipal = new BarcoPlayer(150, 50, VELOCIDAD_MOVIMIENTO, ACELERACION, VELOCIDAD_ROTACION, mainMesh, 0.06, loader,balaMesh2);

            //pongo enemigos
            int rows = 12;

            float offset = 3000;

            for (int i = 0; i < rows; i++)
            {

                    //Crear instancia de modelo
                    TgcMesh instance = meshBot.createMeshInstance(meshBot.Name + i + "_" );

                    //Desplazarlo
                    instance.move(offset * (FastMath.Cos((float)i * 0.523599f)),0,offset * FastMath.Sin((float)i * 0.523599f));
                    instance.Scale = new Vector3(1.5f, 1.5f, 1.5f);

                    var barcoenem = new BarcoBot(100, 10, 100, ACELERACION, 18, instance, 0.05, barcoPrincipal, loader,balaMesh1);

                    barcoenem.Mesh.Effect = TgcShaders.loadEffect(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\shader_bote.fx"); //efectosAguaIluminacion;
                    barcoenem.Mesh.Technique = GuiController.Instance.Shaders.getTgcMeshTechnique(barcoenem.Mesh.RenderType);//"EnvironmentMapTechnique";
                    barcoenem.BarcosEnemigos = new List<Barco>();
                    barcoenem.BarcosEnemigos.Add(barcoPrincipal);
                    enemigos.Add(barcoenem);

            }
            //TgcScene scene3 = loader.loadSceneFromFile(GuiController.Instance.ExamplesDir + "Shaders\\WorkshopShaders\\Media\\Piso\\Agua-TgcScene.xml");
            //agua = scene3.Meshes[0];
            //agua.Scale = new Vector3(25f, 1f, 25f);
            //agua.Position = new Vector3(0f, 0f, 0f);

            efectosAguaIluminacion = TgcShaders.loadEffect(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\shader_agua.fx");
            oceano.Effect = efectosAguaIluminacion;
            oceano.Technique = "RenderAgua";//"EnvironmentMapTechnique"; //"RenderAgua";
            oceano.AlphaBlendEnable = true;

            //barcoEnemigo = new BarcoBot(100, 35,100, ACELERACION, 18, meshBot, 0.05,barcoPrincipal,loader);
            barcoPrincipal.BarcosEnemigos = enemigos;

            // iluminacion en los barcos
            barcoPrincipal.Mesh.Effect = TgcShaders.loadEffect(GuiController.Instance.AlumnoEjemplosMediaDir + "quicksort\\shader_bote.fx");//GuiController.Instance.Shaders.TgcMeshPointLightShader;// efectosAguaIluminacion; //GuiController.Instance.Shaders.TgcMeshPointLightShader;// efectosAguaIluminacion;
            barcoPrincipal.Mesh.Technique = GuiController.Instance.Shaders.getTgcMeshTechnique(barcoPrincipal.Mesh.RenderType); //"EnvironmentMapTechnique";
            //barcoEnemigo.Mesh.Effect = GuiController.Instance.Shaders.TgcMeshPointLightShader; //efectosAguaIluminacion;
            //barcoEnemigo.Mesh.Technique = GuiController.Instance.Shaders.getTgcMeshTechnique(barcoEnemigo.Mesh.RenderType);//"EnvironmentMapTechnique";

            //Camara en tercera persona focuseada en el barco (canoa)

            //PARA DESARROLLO DEL ESCENARIO ES MEJOR MOVERSE CON ESTA CAMARA
            GuiController.Instance.FpsCamera.Enable = true;
            GuiController.Instance.FpsCamera.Velocity = new Vector3(0.0f,0.0f,0.0f);
            GuiController.Instance.FpsCamera.JumpSpeed = 0f;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(0f,700f,-2300f), new Vector3(900f, 100f, -300f));
            GuiController.Instance.ThirdPersonCamera.rotateY(Geometry.DegreeToRadian(180));
            ////GuiController.Instance.Fog.Enabled = true;

            //GuiController.Instance.Modifiers.addFloat("reflection", 0, 1, 0.35f);

            //GuiController.Instance.Modifiers.addVertex3f("lightPos", new Vector3(-3000, 0, -3000), new Vector3(3000, 3000, 3000), new Vector3(-300, 1500, 3000));

            GuiController.Instance.Modifiers.addColor("lightColor", Color.LightYellow);
            //GuiController.Instance.Modifiers.addFloat("bumpiness", 0, 1, 1f);
            GuiController.Instance.Modifiers.addFloat("lightIntensity", 0, 500, 150);
            GuiController.Instance.Modifiers.addFloat("lightAttenuation", 0.1f, 2, 0.1f);
            GuiController.Instance.Modifiers.addFloat("specularEx", 0, 100, 20f);

            GuiController.Instance.Modifiers.addColor("mEmissive", Color.Black);
            GuiController.Instance.Modifiers.addColor("mAmbient", Color.White);
            GuiController.Instance.Modifiers.addColor("mDiffuse", Color.White);
            GuiController.Instance.Modifiers.addColor("mSpecular", Color.White);

            //Carpeta de archivos Media del alumno
            //string alumnoMediaFolder = GuiController.Instance.AlumnoEjemplosMediaDir;

            Mapa.oceano_mesh = oceano;
        }
Example #17
0
        public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;
            MyMediaDir = GuiController.Instance.ExamplesDir + "Shaders\\WorkshopShaders\\Media\\";
            MyShaderDir = GuiController.Instance.ExamplesDir + "Shaders\\WorkshopShaders\\Shaders\\";

            //Crear loader
            TgcSceneLoader loader = new TgcSceneLoader();

            // ------------------------------------------------------------
            // Creo el Heightmap para el terreno:
            Vector3 PosTerrain = new Vector3(0, 0, 0);
            currentHeightmap = MyMediaDir + "Heighmaps\\Heightmap2.jpg";
            currentScaleXZ = 100f;
            currentScaleY = 2f;
            currentTexture = MyMediaDir + "Heighmaps\\TerrainTexture3.jpg";
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, PosTerrain);
            terrain.loadTexture(currentTexture);

            // ------------------------------------------------------------
            // Crear SkyBox:
            skyBox = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 0, 0);
            skyBox.Size = new Vector3(8000, 8000, 8000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox1\\";
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "phobos_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "phobos_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "phobos_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "phobos_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "phobos_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "phobos_ft.jpg");
            skyBox.SkyEpsilon = 50f;
            skyBox.updateValues();

            // ------------------------------------------------------------
            //Cargar los mesh:
            scene = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir
                            + "MeshCreator\\Meshes\\Vehiculos\\TanqueFuturistaRuedas\\TanqueFuturistaRuedas-TgcScene.xml");
            mesh = scene.Meshes[0];

            sceneX = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir
                            + "ModelosTgc\\Sphere\\Sphere-TgcScene.xml");
            meshX = sceneX.Meshes[0];

            scene2 = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir
                            + "MeshCreator\\Meshes\\Vegetacion\\Palmera\\Palmera-TgcScene.xml");
            palmera = scene2.Meshes[0];

            scene3 = loader.loadSceneFromFile(GuiController.Instance.ExamplesMediaDir
                    + "MeshCreator\\Meshes\\Vehiculos\\AvionCaza\\AvionCaza-TgcScene.xml");
            avion = scene3.Meshes[0];

            mesh.Scale = new Vector3(0.5f, 0.5f, 0.5f);
            mesh.Position = new Vector3(0f, 0f, 0f);
            mesh.AutoTransformEnable = false;
            Vector3 size = mesh.BoundingBox.calculateSize();
            largo_tanque = Math.Abs(size.Z);
            alto_tanque = Math.Abs(size.Y) * mesh.Scale.Y;
            avion.Scale = new Vector3(1f, 1f, 1f);
            avion.Position = new Vector3(3000f, 550f, 0f);
            avion.AutoTransformEnable = false;
            dir_avion = new Vector3(0, 0, 1);
            size = palmera.BoundingBox.calculateSize();
            float alto_palmera = Math.Abs(size.Y);
            int i;
            bosque = new List<TgcMesh>();
            float[] r = { 1900f, 2100f, 2300f, 1800f };
            for (i = 0; i < 4; i++)
                for (int j = 0; j < 15; j++)
                {
                    TgcMesh instance = palmera.createMeshInstance(palmera.Name + i);
                    instance.Scale = new Vector3(0.5f, 1.5f, 0.5f);
                    float x = r[i] * (float)Math.Cos(Geometry.DegreeToRadian(180 + 10.0f * j));
                    float z = r[i] * (float)Math.Sin(Geometry.DegreeToRadian(180 + 10.0f * j));
                    instance.Position = new Vector3(x, CalcularAltura(x, z) /*+ alto_palmera / 2 * instance.Scale.Y*/, z);
                    bosque.Add(instance);
                }

            GuiController.Instance.RotCamera.CameraDistance = 300;
            GuiController.Instance.RotCamera.RotationSpeed = 1.5f;

            // Arreglo las normales del tanque
            /*int[] adj = new int[mesh.D3dMesh.NumberFaces * 3];
            mesh.D3dMesh.GenerateAdjacency(0, adj);
            mesh.D3dMesh.ComputeNormals(adj);
             */

            // Arreglo las normales de la esfera
            {
                int[] adj = new int[meshX.D3dMesh.NumberFaces * 3];
                meshX.D3dMesh.GenerateAdjacency(0, adj);
                meshX.D3dMesh.ComputeNormals(adj);
            }

            //Cargar Shader personalizado
            effect = TgcShaders.loadEffect(GuiController.Instance.ExamplesDir + "Shaders\\WorkshopShaders\\Shaders\\EnvMap.fx");

            // le asigno el efecto a la malla
            mesh.Effect = effect;
            meshX.Effect = effect;

            vel_tanque = 10;

            //Centrar camara rotacional respecto a este mesh
            GuiController.Instance.RotCamera.targetObject(mesh.BoundingBox);

            kx = kc = 0.5f;
            GuiController.Instance.Modifiers.addFloat("Reflexion", 0, 1, kx);
            GuiController.Instance.Modifiers.addFloat("Refraccion", 0, 1, kc);
            GuiController.Instance.Modifiers.addBoolean("Fresnel", "fresnel", true);
        }