Exemple #1
0
        protected override void Awake()
        {
            Collider = Owner.GetComponent <Collider>();
            if (Collider == null)
            {
                Logger.Log(DebugChannel.Warning, "No Rigid body attached", 10);
            }

            GameObject dbg = Owner.Scene.GetChildWithName("Console");

            if (dbg != null)
            {
                DebugConsoleComponent console = dbg.GetComponent <DebugConsoleComponent>();
                if (console != null)
                {
                    console.AddCommand("preset", cmdResetPlayer);
                    console.AddCommand("pcdamp", cmdChangeDamp);
                    console.AddCommand("pcmove", cmdChangeForce);
                    console.AddCommand("pcforce", cmdBulletForce);
                    console.AddCommand("pcbrate", cmdBulletPerSecond);
                    console.AddCommand("pcbmass", cmdBulletMass);
                    console.AddCommand("pcbphys", cmdToggleBulletPhysics);
                }
            }

            lastEnemySpawn = (int)Owner.LocalPosition.Z;
        }
Exemple #2
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        protected override void Awake()
        {
            enemiesAlive++;
            target = Owner.Scene.GetChildWithName("Player");
            if (target == null)
            {
                throw new GameException("Target is Null");
            }

            Collider = Owner.GetComponent <Collider>();
            if (Collider == null)
            {
                Logger.Log(DebugChannel.Warning, "No Rigid body attached", 10);
            }

            GameObject dbg = Owner.Scene.GetChildWithName("Console");

            if (dbg != null)
            {
                DebugConsoleComponent console = dbg.GetComponent <DebugConsoleComponent>();
                if (console != null)
                {
                    console.AddCommand("ereset", cmdResetPlayer);
                    console.AddCommand("ecdamp", cmdChangeDamp);
                    console.AddCommand("ecmove", cmdChangeForce);
                    console.AddCommand("ecforce", cmdBulletForce);
                    console.AddCommand("ecbrate", cmdBulletPerSecond);
                    console.AddCommand("eactive", cmdActivate);
                    console.AddCommand("pcbmass", cmdBulletMass);
                    console.AddCommand("pcbphys", cmdToggleBulletPhysics);
                }
            }
        }
Exemple #3
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        private void LoadTestScene(BasicCamera c)
        {
            camera = c;

            GameEngine.Instance.CurrentScene.Add(camera);
            GameEngine.Instance.CurrentScene.SetCamera(camera);

            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("mov", cmd_Move);
            dbg.AddCommand("rot", cmd_Rotate);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);

            WFCMapGenerator preview = WFCMapGenerator
                                      .CreateWFCPreview(Vector3.Zero, "assets/WFCTiles", false,
                                                        (input) => CreateMap(input, DefaultFilepaths.DefaultLitShader))
                                      .GetComponent <WFCMapGenerator>();

            preview.Height = 256;
            preview.Width  = 32;

            int tries = 1;

            Add(preview.Owner);
            preview.Generate(1);

            while (!preview.Success)
            {
                Logger.Log(DebugChannel.Log | DebugChannel.Game, "Generating map Try " + tries, 8);
                preview.Generate(1);
                tries++;
            }
        }
        /// <summary>
        /// Overridden Awake method for setting up the Interpreter and add the commands to the console
        /// </summary>
        protected override void Awake()
        {
            Tex                 = TextureLoader.ParameterToTexture(width, height, "FLGeneratorMainTexture");
            SpecularTex         = TextureLoader.ParameterToTexture(width, height, "FLGeneratorSpecularTexture");
            SpecularTex.TexType = TextureType.Specular;
            for (int i = 0; i < previews.Count; i++)
            {
                previews[i].Textures[0] = Tex;
                previews[i].Textures[1] = SpecularTex;
            }


            if (multiThread)
            {
                flRunner = new FlMultiThreadScriptRunner(null, DataVectorTypes.Uchar1, "assets/kernel/");
            }
            else
            {
                flRunner = new FLScriptRunner(CLAPI.MainThread, DataVectorTypes.Uchar1, "assets/kernel/");
            }


            DebugConsoleComponent console =
                Owner.Scene.GetChildWithName("Console").GetComponent <DebugConsoleComponent>();

            console?.AddCommand("runfl", cmd_RunFL);
            console?.AddCommand("r", cmd_FLReset);
        }
Exemple #5
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        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.Zero);

            Add(bc);                                                     //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc);                                               //Sets the Camera as the "active" camera that the scene will be rendered from.

            GameObject box = new GameObject(-Vector3.UnitZ * 4, "Box");  //Creating a new Empty GameObject
            LitMeshRendererComponent lmr = new LitMeshRendererComponent( //Creating a Renderer Component
                DefaultFilepaths.DefaultLitShader,                       //The OpenGL Shader used(Unlit and Lit shaders are provided)
                Prefabs.Cube,                                            //The Mesh that is going to be used by the MeshRenderer
                TextureLoader.ColorToTexture(Color.Red),                 //Diffuse Texture to put on the mesh
                1);                                                      //Render Mask (UI = 1 << 30)

            box.AddComponent(lmr);                                       //Attaching the Renderer to the GameObject
            box.AddComponent(new RotateSelfComponent());                 //Adding a component that rotates the Object on the Y-Axis
            Add(box);                                                    //Adding the Object to the Scene.
        }
Exemple #6
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        protected override void InitializeScene()
        {
            TextureGenerator.Initialize(true);


            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            //EngineConfig.LoadConfig("assets/configs/camera_menu.xml", ref mc);
            Add(mainCamera);
            SetCamera(mainCamera);
            menubg = GenerateMenuBackground();
            UiImageRendererComponent bg =
                new UiImageRendererComponent(menubg.Copy(), false, 1, DefaultFilepaths.DefaultUiImageShader);

            GameObject bgobj = new GameObject("BG");

            bgobj.AddComponent(new BackgroundMover());
            bgobj.AddComponent(bg);
            Add(bgobj);
            //Positions are wrong(0.5 => 5) out of the screen because the correct positions are defined in CreateButtonAnimation.
            CreateButton("assets/textures/btn/btn", "Start Game", new Vector2(-5f, 0.5f), new Vector2(0.2f, 0.1f),
                         CreateButtonAnimation(new Vector2(-0.5f, 0.5f), 0), btnStartGame);
            CreateButton("assets/textures/btn/btn", "Credits", new Vector2(-5f, 0.25f), new Vector2(0.2f, 0.1f),
                         CreateButtonAnimation(new Vector2(-0.5f, 0.25f), 0.2f));
            CreateButton("assets/textures/btn/btn", "Exit", new Vector2(-5f, 0.0f), new Vector2(0.2f, 0.1f),
                         CreateButtonAnimation(new Vector2(-0.5f, 0.0f), 0.4f), btnExit);
            DebugConsoleComponent c = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            Add(c.Owner);
        }
Exemple #7
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        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.Zero);

            Add(bc);       //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc); //Sets the Camera as the "active" camera that the scene will be rendered from.



            int          texWidth  = 128;    //Width of the input texture
            int          texHeight = 128;    //Height of the input texture
            MemoryBuffer buffer    =         //Creating the Input Buffer
                                     Clapi.CreateEmpty <byte>(
                Clapi.MainThread,            //We use the Main thread instance
                texWidth * texHeight * 4,    //The image size in bytes
                MemoryFlag.ReadWrite);       //We want to read and write to the texture

            Interpreter i = new Interpreter( //Creating an interpreter instance
                Clapi.MainThread,            //We use the main thread
                "assets/filter/red.fl",      //The file to execute
                DataTypes.Uchar1,            //The Data type of our input buffer
                buffer,                      //The buffer
                texWidth,                    //Width
                texHeight,                   //Height
                1,                           //Depth, for images always 1
                4,                           //Channel count(BGRA)
                "assets/kernel/",            //Directory for all kernels
                true);                       //the "brk" statement is ignored.

            do
            {
                i.Step(); //Step through the Instructions one by one until the script terminated.
            } while (!i.Terminated);


            //Create a texture from the output.
            Texture tex = TextureLoader.BytesToTexture(i.GetResult <byte>(), texWidth, texHeight);


            GameObject box = new GameObject(-Vector3.UnitZ * 4, "Box");  //Creating a new Empty GameObject
            LitMeshRendererComponent lmr = new LitMeshRendererComponent( //Creating a Renderer Component
                DefaultFilepaths.DefaultLitShader,                       //The OpenGL Shader used(Unlit and Lit shaders are provided)
                Prefabs.Cube,                                            //The Mesh that is going to be used by the MeshRenderer
                tex,                                                     //Diffuse Texture to put on the mesh
                1);                                                      //Render Mask (UI = 1 << 30)

            box.AddComponent(lmr);                                       //Attaching the Renderer to the GameObject
            box.AddComponent(new RotatingComponent());                   //Adding a component that rotates the Object on the Y-Axis
            Add(box);                                                    //Adding the Object to the Scene.
        }
Exemple #8
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        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            BasicCamera bc =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75), 16 / 9f, 0.1f, 1000f),
                    new Vector3(0, 5, 7)); //Creating a Basic Camera

            SetCamera(bc);
            Add(bc);
            bc.AddComponent(new MouseTrackerComponent());

            GameObject box = new GameObject(Vector3.UnitX * 3, "Box");
            LitMeshRendererComponent boxlmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                           Prefabs.Cube,
                                                                           TextureLoader.ColorToTexture(Color.Red), 1);

            box.AddComponent(boxlmr);
            Add(box);

            GameObject box2 = new GameObject(Vector3.UnitX * -3, "Box");
            LitMeshRendererComponent box2lmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                            Prefabs.Cube,
                                                                            TextureLoader.ColorToTexture(Color.Red), 1);

            box2.AddComponent(box2lmr);
            Add(box2);

            //Creating the Collider Shapes
            Entity boxShape = new Box(
                Physics.BEPUutilities.Vector3.Zero,
                2f,
                2f,
                2f);

            Entity box2Shape = new Box(
                Physics.BEPUutilities.Vector3.Zero,
                2f,
                2f,
                2f);


            //Creating A physics layer to be able to control which objects are meant to collide with each other
            int raycastLayerID = LayerManager.RegisterLayer("raycast", new Layer(1, 1));

            //Creating the Components for the Physics Engine
            //Note: There are different ways to get the LayerID than storing it.
            Collider boxCollider  = new Collider(boxShape, raycastLayerID);
            Collider box2Collider = new Collider(box2Shape, LayerManager.LayerToName(raycastLayerID));


            //Adding the Components
            box.AddComponent(boxCollider);
            box2.AddComponent(box2Collider);
            //Making the Camera LookAt the origin
            bc.LookAt(Vector3.Zero);
        }
        protected override void Awake()
        {
            base.Awake();
            DebugConsoleComponent comp = Owner.Scene.GetChildWithName("Console")
                                         .GetComponent <DebugConsoleComponent>();


            comp?.AddCommand("rain", cmd_SpawnColliders);
            comp?.AddCommand("gravity", cmd_SetGravity);
            comp?.AddCommand("reset", cmd_ResetCollider);
        }
Exemple #10
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        protected override void InitializeScene()
        {
            int rayLayer     = LayerManager.RegisterLayer("raycast", new Layer(1, 2));
            int hybLayer     = LayerManager.RegisterLayer("hybrid", new Layer(1, 1 | 2));
            int physicsLayer = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            LayerManager.DisableCollisions(rayLayer, physicsLayer);

            PhysicsDemoComponent phys = new PhysicsDemoComponent();

            AddComponent(phys); //Adding Physics Component to world.


            Add(DebugConsoleComponent.CreateConsole());

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(250, 1, 250);
            bgObj.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Cube,
                                                         TextureLoader.ColorToTexture(Color.Brown), 1));
            Collider groundCol = new Collider(new Box(Vector3.Zero, 500, 1, 500), hybLayer);

            bgObj.AddComponent(groundCol);
            Add(bgObj);

            GameObject boxO = new GameObject(Vector3.UnitY * 3, "Box");

            boxO.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Cube,
                                                        TextureLoader.ColorToTexture(Color.DarkMagenta), 1));
            boxO.AddComponent(new Collider(new Box(Vector3.Zero, 1, 1, 1), physicsLayer));
            boxO.Translate(new Vector3(55, 0, 35));
            Add(boxO);


            GameObject mouseTarget = new GameObject(Vector3.UnitY * -3, "BG");

            mouseTarget.Scale = new Vector3(1, 1, 1);
            mouseTarget.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Sphere,
                                                               TextureLoader.ColorToTexture(Color.GreenYellow), 1));

            Add(mouseTarget);


            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(-25));
            c.Translate(new Vector3(1, 30, 45));
            c.AddComponent(new CameraRaycaster(mouseTarget, boxO));
            GameEngine.Instance.CurrentScene.Add(c);
            GameEngine.Instance.CurrentScene.SetCamera(c);
        }
Exemple #11
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        protected override void Awake()
        {
            //Physics.AddBoxStatic(System.Numerics.Vector3.UnitY * -4, new System.Numerics.Vector3(50, 10, 50), 1, 3);

            base.Awake();
            DebugConsoleComponent comp = Owner.Scene.GetChildWithName("Console")
                                         .GetComponent <DebugConsoleComponent>();


            comp?.AddCommand("rain", cmd_SpawnColliders);
            comp?.AddCommand("gravity", cmd_SetGravity);
            comp?.AddCommand("reset", cmd_ResetCollider);
        }
Exemple #12
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        protected override void InitializeScene()
        {
            creator       = BufferCreator.CreateWithBuiltInTypes();
            iset          = FLInstructionSet.CreateWithBuiltInTypes(CLAPI.MainThread, "assets/kernel/");
            checkPipeline = FLProgramCheckBuilder.CreateDefaultCheckBuilder(iset, creator);
            parser        = new FLParser(iset, creator);
            checkPipeline.Attach(parser, true);

            Add(DebugConsoleComponent.CreateConsole());
            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.Zero);

            Add(bc);       //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc); //Sets the Camera as the "active" camera that the scene will be rendered from.


            GameObject box = new GameObject(-Vector3.UnitZ * 4, "Box");  //Creating a new Empty GameObject
            LitMeshRendererComponent lmr = new LitMeshRendererComponent( //Creating a Renderer Component
                DefaultFilepaths.DefaultLitShader,                       //The OpenGL Shader used(Unlit and Lit shaders are provided)
                Prefabs.Cube,                                            //The Mesh that is going to be used by the MeshRenderer
                tex,                                                     //Diffuse Texture to put on the mesh
                1);                                                      //Render Mask (UI = 1 << 30)

            box.AddComponent(lmr);                                       //Attaching the Renderer to the GameObject
            box.AddComponent(new RotateSelfComponent());                 //Adding a component that rotates the Object on the Y-Axis
            Add(box);                                                    //Adding the Object to the Scene.


            FLBuffer buffer =
                new FLBuffer(TextureLoader.TextureToMemoryBuffer(CLAPI.MainThread, tex, "BufferForFLProgram"), 128,
                             128);


            FLProgram program = parser.Process(new FLParserInput("assets/filter/red.fl")).Initialize(iset);


            program.Run(CLAPI.MainThread, buffer, true);

            FLBuffer result = program.GetActiveBuffer(false);

            byte[] dat = CLAPI.ReadBuffer <byte>(CLAPI.MainThread, result.Buffer, (int)result.Buffer.Size);
            //Create a texture from the output.
            TextureLoader.Update(tex, dat, 128, 128);
            result.Dispose();
        }
        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.UnitY * 7);

            Add(bc);       //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc); //Sets the Camera as the "active" camera that the scene will be rendered from.
        }
Exemple #14
0
        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(25, 1, 25);
            bgObj.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Cube,
                                                         TextureLoader.ColorToTexture(Color.MediumPurple), 1));
            Add(bgObj);

            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Translate(new Vector3(0, 4, 0));
            camLookCommandComponent = new LookAtComponent();

            c.AddComponent(camLookCommandComponent);

            sourceCube = new GameObject(Vector3.UnitZ * -5, "Audio Source");

            AudioSourceComponent source = new AudioSourceComponent();

            sourceCube.AddComponent(source);
            sourceCube.AddComponent(new RotateAroundComponent());
            sourceCube.AddComponent(new MeshRendererComponent(DefaultFilepaths.DefaultUnlitShader, Prefabs.Cube,
                                                              DefaultFilepaths.DefaultTexture, 1));
            if (!AudioLoader.TryLoad("assets/sounds/test_mono_16.wav", out AudioFile clip))
            {
                Console.ReadLine();
            }

            source.Clip    = clip;
            source.Looping = true;
            source.Play();
            Add(sourceCube);

            AudioListener listener = new AudioListener();

            c.AddComponent(listener);
            Add(c);
            SetCamera(c);
        }
        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());

            LayerManager.RegisterLayer("raycast", new Layer(1, 1));

            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.UnitY * 15);

            bc.Rotate(Vector3.UnitX, MathHelper.DegreesToRadians(-90));
            Add(bc);                          //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc);                    //Sets the Camera as the "active" camera that the scene will be rendered from.
            bc.AddComponent(new AStarTest()); //Adding the AStar Test Component to the Camera
        }
Exemple #16
0
        /// <summary>
        /// Overridden Awake method for setting up the Interpreter and add the commands to the console
        /// </summary>
        protected override void Awake()
        {
            Tex = TextureLoader.ParameterToTexture(width, height);

            for (int i = 0; i < _previews.Count; i++)
            {
                _previews[i].Texture = Tex;
            }


            DebugConsoleComponent console =
                Owner.Scene.GetChildWithName("Console").GetComponent <DebugConsoleComponent>();

            console?.AddCommand("runfl", cmd_RunFL);
            console?.AddCommand("dbgfl", cmd_RunFLStepped);
            console?.AddCommand("step", cmd_FLStep);
            console?.AddCommand("r", cmd_FLReset);
            console?.AddCommand("dbgstop", cmd_FLStop);
            _db = new KernelDatabase("kernel/", OpenCL.TypeEnums.DataTypes.UCHAR1);
        }
Exemple #17
0
        protected override void Awake()
        {
            DebugConsoleComponent console =
                Owner.Scene.GetChildWithName("Console").GetComponent <DebugConsoleComponent>();

            console.AddCommand("n", cmd_N);
            console.AddCommand("ground", cmd_Ground);
            console.AddCommand("height", cmd_Height);
            console.AddCommand("limit", cmd_Limit);
            console.AddCommand("seed", cmd_Seed);
            console.AddCommand("useseed", cmd_UseSeed);
            console.AddCommand("width", cmd_Width);
            console.AddCommand("symmetry", cmd_Symmetry);
            console.AddCommand("pin", cmd_PeriodicInput);
            console.AddCommand("pout", cmd_PeriodicOutput);
            console.AddCommand("run", cmd_Run);
            console.AddCommand("reload", cmd_Reload);
            console.AddCommand("list", cmd_List);

            renderer = Owner.GetComponent <MeshRendererComponent>();
        }
        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.UnitY * 7);

            bc.Rotate(Vector3.UnitX, MathHelper.DegreesToRadians(-90));
            Add(bc);                                                                  //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc);                                                            //Sets the Camera as the "active" camera that the scene will be rendered from.
            bc.AddComponent(new AudioListener());
            GameObject boxContainer      = new GameObject("Container");               //Empty Container at origin
            GameObject box               = new GameObject(-Vector3.UnitZ * 6, "Box"); //Creating a new Empty GameObject
            LitMeshRendererComponent lmr = new LitMeshRendererComponent(              //Creating a Renderer Component
                DefaultFilepaths.DefaultLitShader,                                    //The OpenGL Shader used(Unlit and Lit shaders are provided)
                Prefabs.Cube,                                                         //The Mesh that is going to be used by the MeshRenderer
                TextureLoader.ColorToTexture(Color.Red),                              //Diffuse Texture to put on the mesh
                1);                                                                   //Render Mask (UI = 1 << 30)

            box.AddComponent(lmr);                                                    //Attaching the Renderer to the GameObject

            AudioSourceComponent asc = new AudioSourceComponent();

            AudioLoader.TryLoad("assets/sound.wav", out AudioFile file);
            asc.Clip    = file;
            asc.Looping = true;
            asc.Play();
            asc.UpdatePosition = true; //Enable 3D Tracking the Gameobjects movements and apply it to the audio source
            asc.Gain           = 0.6f;

            box.AddComponent(asc);
            boxContainer.AddComponent(new RotatingComponent());
            boxContainer.Add(box); //Adding the Object to the Scene.
            Add(boxContainer);
        }
Exemple #19
0
        protected override void InitializeScene()
        {
            Mesh sphere = MeshLoader.FileToMesh("models/sphere_smooth.obj");
            Mesh plane  = MeshLoader.FileToMesh("models/plane.obj");
            Mesh bgBox  = MeshLoader.FileToMesh("models/cube_flat.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UITextRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            GameObject objSphere = new GameObject(new Vector3(1, 1, 0), "SphereDisplay");

            objSphere.AddComponent(new MeshRendererComponent(shader, sphere,
                                                             TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            objSphere.AddComponent(new RotatingComponent());

            GameObject objQuad = new GameObject(new Vector3(-1, 1, 0), "QuadDisplay");

            objQuad.AddComponent(new MeshRendererComponent(shader, plane,
                                                           TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            objQuad.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(90));

            GameObject uiText = new GameObject(new Vector3(0), "UIText");

            uiText.AddComponent(new FLGeneratorComponent(new List <MeshRendererComponent>
            {
                objSphere.GetComponent <MeshRendererComponent>(), objQuad.GetComponent <MeshRendererComponent>()
            },
                                                         512,
                                                         512));


            GameEngine.Instance.CurrentScene.Add(uiText);
            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);
            GameEngine.Instance.CurrentScene.Add(objSphere);
            GameEngine.Instance.CurrentScene.Add(objQuad);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(25, 1, 25);

            Texture bgTex = TextureLoader.FileToTexture("textures/ground4k.png");

            //BufferOperations.GetRegion<byte>(buf, new int3(), )


            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox, bgTex, 1));
            GameEngine.Instance.CurrentScene.Add(bgObj);


            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            EngineConfig.LoadConfig("configs/camera_fldemo.xml", ref mc);


            GameEngine.Instance.CurrentScene.Add(mainCamera);
            GameEngine.Instance.CurrentScene.SetCamera(mainCamera);

            GameObject camContainer = new GameObject("CamContainer");

            BasicCamera inPicCam =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            inPicCam.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(0));
            inPicCam.Translate(new Vector3(0, 2, 4));
            inPicCam.AddComponent(new RotateAroundComponent());
            GameObject zeroPoint = new GameObject("Zero");

            GameEngine.Instance.CurrentScene.Add(zeroPoint);
            LookAtComponent comp = new LookAtComponent();

            comp.SetTarget(zeroPoint);
            inPicCam.AddComponent(comp);
            GameEngine.Instance.CurrentScene.Add(inPicCam);


            splitCam = new RenderTarget(inPicCam, 1, new Color(0, 0, 0, 0))
            {
                MergeType = RenderTargetMergeType.Additive,
                ViewPort  = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f),
                                          (int)(GameEngine.Instance.Height * 0.3f))
            };

            GameEngine.Instance.CurrentScene.Add(camContainer);
            GameEngine.Instance.AddRenderTarget(splitCam);
        }
Exemple #20
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        protected override void InitializeScene()
        {
            Texture test = TextureLoader.FileToTexture("textures/ground4k.png");


            int rayLayer     = LayerManager.RegisterLayer("raycast", new Layer(1, 2));
            int hybLayer     = LayerManager.RegisterLayer("hybrid", new Layer(1, 1 | 2));
            int physicsLayer = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            LayerManager.DisableCollisions(rayLayer, physicsLayer);

            Mesh bgBox  = MeshLoader.FileToMesh("models/cube_flat.obj");
            Mesh box    = MeshLoader.FileToMesh("models/cube_flat.obj");
            Mesh sphere = MeshLoader.FileToMesh("models/sphere_smooth.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UIRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            PhysicsDemoComponent phys = new PhysicsDemoComponent();

            GameEngine.Instance.CurrentScene.AddComponent(phys); //Adding Physics Component to world.


            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(250, 1, 250);
            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                         TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            Collider groundCol = new Collider(new Box(Vector3.Zero, 500, 1, 500), hybLayer);

            bgObj.AddComponent(groundCol);
            GameEngine.Instance.CurrentScene.Add(bgObj);

            GameObject boxO = new GameObject(Vector3.UnitY * 3, "Box");

            boxO.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                        TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            boxO.AddComponent(new Collider(new Box(Vector3.Zero, 1, 1, 1), physicsLayer));
            boxO.Translate(new Vector3(55, 0, 35));
            GameEngine.Instance.CurrentScene.Add(boxO);


            GameObject mouseTarget = new GameObject(Vector3.UnitY * -3, "BG");

            mouseTarget.Scale = new Vector3(1, 1, 1);
            mouseTarget.AddComponent(new MeshRendererComponent(shader, sphere,
                                                               TextureLoader.FileToTexture("textures/ground4k.png"), 1));

            GameEngine.Instance.CurrentScene.Add(mouseTarget);


            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(-25));
            c.Translate(new Vector3(1, 30, 45));
            c.AddComponent(new CameraRaycaster(mouseTarget, 3, boxO));
            GameEngine.Instance.CurrentScene.Add(c);
            GameEngine.Instance.CurrentScene.SetCamera(c);
        }
Exemple #21
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        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            BasicCamera bc =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75), 16 / 9f, 0.1f, 1000f),
                    new Vector3(0, 5, 30)); //Creating a Basic Camera

            SetCamera(bc);
            Add(bc);

            //Creating a Box that is meant to fall down on the kinetic box
            GameObject box = new GameObject(Vector3.UnitZ * -3 + Vector3.UnitY * 2, "Box");
            LitMeshRendererComponent lmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                                        TextureLoader.ColorToTexture(Color.Red), 1);

            box.AddComponent(lmr);
            Add(box);

            //Creating a Kinetic Box that will rotate slowly
            GameObject kinetic = new GameObject(Vector3.UnitZ * -3 + Vector3.UnitY * -2, "Box");
            LitMeshRendererComponent kineticlmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                               Prefabs.Cube,
                                                                               TextureLoader.ColorToTexture(Color.Green), 1);

            kinetic.AddComponent(kineticlmr);
            kinetic.AddComponent(new RotateKineticBodyComponent());
            Add(kinetic);

            //A Large sphere that will act as a ground
            GameObject ground = new GameObject(Vector3.UnitZ * -3 + Vector3.UnitY * -1, "Box");
            LitMeshRendererComponent groundlmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                              Prefabs.Sphere,
                                                                              TextureLoader.ColorToTexture(Color.Blue), 1);

            ground.AddComponent(groundlmr);
            Add(ground);
            ground.Scale         = new Vector3(20, 20, 20);
            ground.LocalPosition = Physics.BEPUutilities.Vector3.UnitY * -25;

            //Creating the Collider Shapes
            Entity boxShape = new Box(
                Physics.BEPUutilities.Vector3.Zero,
                2f,
                2f,
                2f,
                1f);

            Entity kineticShape = new Box(
                Physics.BEPUutilities.Vector3.Zero,
                2f,
                2f,
                2f,
                1f);

            Entity groundShape = new Sphere(
                Vector3.Zero,
                20f);
            //Note: Not specifying the mass when creating makes the shape a static shape that is really cheap computatinally

            //Ground(Sphere) and the falling box is going to have 0 friction and maximum bounciness.
            Material groundPhysicsMaterial = new Material(0, 0, 1f);
            Material boxPhysicsMaterial    = new Material(0, 0, 1f);

            //Creating A physics layer to be able to control which objects are meant to collide with each other
            int physicsLayerID = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            //Creating the Components for the Physics Engine
            //Note: There are different ways to get the LayerID than storing it.
            Collider boxCollider     = new Collider(boxShape, physicsLayerID);
            Collider groundCollider  = new Collider(groundShape, "physics");
            Collider kineticCollider = new Collider(kineticShape, LayerManager.LayerToName(physicsLayerID));

            //Final Collider Setup
            //Kinetic becomes Kinetic
            kineticCollider.PhysicsCollider.BecomeKinematic();
            //Adding the Physics Materials
            boxCollider.PhysicsCollider.Material    = boxPhysicsMaterial;
            groundCollider.PhysicsCollider.Material = groundPhysicsMaterial;

            //Adding the Components
            box.AddComponent(boxCollider);
            kinetic.AddComponent(kineticCollider);
            ground.AddComponent(groundCollider);

            //Making the Camera LookAt the origin
            bc.LookAt(Vector3.Zero);
        }
Exemple #22
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        protected override void InitializeScene()
        {
            Add(DebugConsoleComponent.CreateConsole());
            Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView(
                MathHelper.DegreesToRadians(75f), //Field of View Vertical
                16f / 9f,                         //Aspect Ratio
                0.1f,                             //Near Plane
                1000f);                           //Far Plane

            BasicCamera bc = new BasicCamera(proj, Vector3.Zero);

            Add(bc);       //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events
            SetCamera(bc); //Sets the Camera as the "active" camera that the scene will be rendered from.


            //Image size in bytes(Width * Height * ChannelCount)
            int imageSize = 512 * 512 * 4;

            //Creating a Kernel Database that will load all the Kernels contained in the asset directory
            KernelDatabase db = new KernelDatabase(Clapi.MainThread, "assets/test_kernel/", DataTypes.Uchar1);

            //We try to get the kernel_red from the file assets/test_kernel/red.cl
            db.TryGetClKernel("kernel_red", out CLKernel redKernel);

            //Creating a MemoryBuffer with size of the image.
            //We are using the CLAPI instance of the main thread and specify that we`d like to read/write from the buffer
            MemoryBuffer imageBuffer = Clapi.CreateEmpty <byte>(Clapi.MainThread, imageSize, MemoryFlag.ReadWrite);

            //With plain OpenCL you would need to Set the Arguments/Buffers by their argument index/types/size/yada yads,
            //thanks to the CL abstraction for the engine, we can just specify the argument name how we do in OpenGL Shaders(But Faster).
            redKernel.SetBuffer("imageData", imageBuffer);

            //Set Arg has the capabilities to automatically cast the value that is passed to the right type,
            //however this is not really fast and can be avoided by specifying the correct type directly.
            redKernel.SetArg("strength", 0.5f); //We directly pass a float, no casting required

            //When We pass something as byte(uchar in cl), we need to cast it.
            //If we dont the Engine OpenCL Wrapper will automatically convert the integer into a byte, but it will apply rescaling
            //  This takes over automatic type conversion from float(opengl) to byte(System.Bitmap/opencl)
            //  Calculation when not passed: (4 / Int32.MaxSize) * byte.MaxValue.
            redKernel.SetArg("channelCount", (byte)4);

            //This Line runs the kernel.
            Clapi.Run(Clapi.MainThread, redKernel, imageSize);

            //After the kernel ran, we can read the buffer we have passed to the kernel and Convert it into a OpenGL Texture.
            Texture tex = TextureLoader.BytesToTexture(Clapi.ReadBuffer <byte>(Clapi.MainThread, imageBuffer, imageSize), 512, 512);



            GameObject box = new GameObject(-Vector3.UnitZ * 4, "Box");  //Creating a new Empty GameObject
            LitMeshRendererComponent lmr = new LitMeshRendererComponent( //Creating a Renderer Component
                DefaultFilepaths.DefaultLitShader,                       //The OpenGL Shader used(Unlit and Lit shaders are provided)
                Prefabs.Cube,                                            //The Mesh that is going to be used by the MeshRenderer
                tex,                                                     //Diffuse Texture to put on the mesh
                1);                                                      //Render Mask (UI = 1 << 30)

            box.AddComponent(lmr);                                       //Attaching the Renderer to the GameObject
            box.AddComponent(new RotatingComponent());                   //Adding a component that rotates the Object on the Y-Axis
            Add(box);                                                    //Adding the Object to the Scene.
        }
Exemple #23
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        protected override void InitializeScene()
        {
            int rayLayer     = LayerManager.RegisterLayer("raycast", new Layer(1, 2));
            int hybLayer     = LayerManager.RegisterLayer("hybrid", new Layer(1, 1 | 2));
            int physicsLayer = LayerManager.RegisterLayer("physics", new Layer(1, 1));

            LayerManager.DisableCollisions(rayLayer, physicsLayer);

            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            EngineConfig.LoadConfig("assets/configs/camera_astardemo.xml", ref mc);

            GameObject sourceCube = new GameObject(new Vector3(0, 0, 0), "Light Source");
            GameObject hackCube   = new GameObject(new Vector3(0, 8, -50), "Workaround");

            Add(sourceCube);
            Add(hackCube);
            sourceCube.AddComponent(new LightComponent());


            mainCamera.AddComponent(new CameraRaycaster(sourceCube, hackCube));

            GameObject bgObj = new GameObject(new Vector3(0, -3, -32), "BG")
            {
                Scale = new Vector3(32, 1, 32)
            };

            Collider groundCol = new Collider(new Box(Vector3.Zero, 64, 1, 64), hybLayer);
            Texture  bgTex     = TextureLoader.ColorToTexture(Color.Yellow);

            bgTex.TexType = TextureType.Diffuse;
            bgObj.AddComponent(groundCol);

            tex         = TextureLoader.ColorToTexture(Color.Green);
            beginTex    = TextureLoader.ColorToTexture(Color.Blue);
            endTex      = TextureLoader.ColorToTexture(Color.Red);
            blockTex    = TextureLoader.ColorToTexture(Color.DarkMagenta);
            tex.TexType = beginTex.TexType = endTex.TexType = blockTex.TexType = TextureType.Diffuse;

            DebugConsoleComponent c = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            c.AddCommand("repath", ResetPaths);
            c.AddCommand("rp", ResetPaths);

            Add(c.Owner);

            bgObj.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube, bgTex, 1));
            Add(bgObj);
            Add(mainCamera);
            SetCamera(mainCamera);

            Random rnd = new Random();

            nodes = GenerateNodeGraph(64, 64);
            for (int i = 0; i < nodes.GetLength(0); i++)
            {
                for (int j = 0; j < nodes.GetLength(1); j++)
                {
                    if (rnd.Next(0, 6) == 0)
                    {
                        nodes[i, j].Walkable = false;
                        nodes[i, j].Owner
                        .AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                   Prefabs.Sphere, blockTex, 1));
                    }

                    nodes[i, j].Owner.Scale *= 0.3f;

                    Add(nodes[i, j].Owner);
                }
            }
        }
Exemple #24
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        protected override void InitializeScene()
        {
            Mesh bgBox = MeshLoader.FileToMesh("models/cube_flat.obj");


            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/UITextRender.fs" },
                { ShaderType.VertexShader, "shader/UIRender.vs" }
            }, out ShaderProgram textShader);

            ShaderProgram.TryCreate(new Dictionary <ShaderType, string>
            {
                { ShaderType.FragmentShader, "shader/texture.fs" },
                { ShaderType.VertexShader, "shader/texture.vs" }
            }, out ShaderProgram shader);

            DebugConsoleComponent dbg = DebugConsoleComponent.CreateConsole().GetComponent <DebugConsoleComponent>();

            dbg.AddCommand("mov", cmd_ChangeCameraPos);
            dbg.AddCommand("rot", cmd_ChangeCameraRot);
            dbg.AddCommand("reload", cmd_ReLoadScene);
            dbg.AddCommand("next", cmd_NextScene);
            dbg.AddCommand("lookat", cmd_LookAtAudioSource);
            GameEngine.Instance.CurrentScene.Add(dbg.Owner);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG");

            bgObj.Scale = new Vector3(25, 1, 25);
            bgObj.AddComponent(new MeshRendererComponent(shader, bgBox,
                                                         TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            GameEngine.Instance.CurrentScene.Add(bgObj);

            BasicCamera c = new BasicCamera(
                Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                     GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            c.Translate(new Vector3(0, 4, 0));
            _camLookCommandComponent = new LookAtComponent();

            c.AddComponent(_camLookCommandComponent);

            _sourceCube = new GameObject(Vector3.UnitZ * -5, "Audio Source");

            Mesh sourceCube             = MeshLoader.FileToMesh("models/cube_flat.obj");
            AudioSourceComponent source = new AudioSourceComponent();

            _sourceCube.AddComponent(source);
            _sourceCube.AddComponent(new RotateAroundComponent());
            _sourceCube.AddComponent(new MeshRendererComponent(shader, sourceCube,
                                                               TextureLoader.FileToTexture("textures/ground4k.png"), 1));
            if (!AudioLoader.TryLoad("sounds/test_mono_16.wav", out AudioFile clip))
            {
                Console.ReadLine();
            }

            source.Clip    = clip;
            source.Looping = true;
            source.Play();
            GameEngine.Instance.CurrentScene.Add(_sourceCube);

            AudioListener listener = new AudioListener();

            c.AddComponent(listener);
            GameEngine.Instance.CurrentScene.Add(c);
            GameEngine.Instance.CurrentScene.SetCamera(c);
        }
Exemple #25
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        protected override void InitializeScene()
        {
            creator       = BufferCreator.CreateWithBuiltInTypes();
            iset          = FLInstructionSet.CreateWithBuiltInTypes(CLAPI.MainThread, "assets/kernel/");
            checkPipeline = FLProgramCheckBuilder.CreateDefaultCheckBuilder(iset, creator);
            parser        = new FLParser(iset, creator);
            checkPipeline.Attach(parser, true);
            Mesh plane = MeshLoader.FileToMesh("assets/models/plane.obj");

            Texture texQuad   = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureQuad");
            Texture texSphere = TextureLoader.ParameterToTexture(1024, 1024, "FLDisplayTextureSphere");

            GameObject objSphere = new GameObject(new Vector3(1, 1, 0), "SphereDisplay");

            LitMeshRendererComponent sphereLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader,
                                                                              Prefabs.Sphere,
                                                                              texSphere, 1);

            objSphere.AddComponent(sphereLmr);
            sphereLmr.Textures = new[]
            { sphereLmr.Textures[0], DefaultFilepaths.DefaultTexture };

            objSphere.AddComponent(new RotatingComponent());

            GameObject objQuad = new GameObject(new Vector3(-1, 1, 0), "QuadDisplay");
            LitMeshRendererComponent quadLmr = new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, plane,
                                                                            texQuad, 1);

            objQuad.AddComponent(quadLmr);
            quadLmr.Textures = new[]
            { quadLmr.Textures[0], DefaultFilepaths.DefaultTexture };

            objQuad.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(45));

            GameObject sourceCube = new GameObject(new Vector3(0, 10, 10), "Light Source");

            sourceCube.AddComponent(new LightComponent());
            sourceCube.AddComponent(new RotateAroundComponent {
                Slow = 0.15f
            });
            sourceCube.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                                 TextureLoader.ColorToTexture(Color.White), 1));

            GameObject uiText = new GameObject(new Vector3(0), "UIText");

            uiText.AddComponent(new FlGeneratorComponent(new List <LitMeshRendererComponent>
            {
                sphereLmr, quadLmr
            },
                                                         512,
                                                         512, true));

            Add(sourceCube);
            Add(uiText);
            Add(DebugConsoleComponent.CreateConsole());
            Add(objSphere);
            Add(objQuad);

            GameObject bgObj = new GameObject(Vector3.UnitY * -3, "BG")
            {
                Scale = new Vector3(25, 1, 25)
            };


            bgObj.AddComponent(new LitMeshRendererComponent(DefaultFilepaths.DefaultLitShader, Prefabs.Cube,
                                                            GenerateGroundTexture(), 1));
            Add(bgObj);


            BasicCamera mainCamera =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            object mc = mainCamera;

            EngineConfig.LoadConfig("assets/configs/camera_fldemo.xml", ref mc);


            Add(mainCamera);
            SetCamera(mainCamera);

            GameObject camContainer = new GameObject("CamContainer");

            BasicCamera inPicCam =
                new BasicCamera(
                    Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(75f),
                                                         GameEngine.Instance.Width / (float)GameEngine.Instance.Height, 0.01f, 1000f), Vector3.Zero);

            inPicCam.Rotate(new Vector3(1, 0, 0), MathHelper.DegreesToRadians(0));
            inPicCam.Translate(new Vector3(0, 2, 4));
            inPicCam.AddComponent(new RotateAroundComponent());
            GameObject zeroPoint = new GameObject("Zero");

            Add(zeroPoint);
            LookAtComponent comp = new LookAtComponent();

            comp.SetTarget(zeroPoint);
            inPicCam.AddComponent(comp);
            Add(inPicCam);


            splitCam = new RenderTarget(inPicCam, 1, Color.FromArgb(0, 0, 0, 0))
            {
                MergeType = RenderTargetMergeType.Additive,
                ViewPort  = new Rectangle(0, 0, (int)(GameEngine.Instance.Width * 0.3f),
                                          (int)(GameEngine.Instance.Height * 0.3f))
            };

            Add(camContainer);
            GameEngine.Instance.AddRenderTarget(splitCam);
        }