Exemple #1
0
        void Init(IntPtr pParam)
        {
            IEngineSubSystem pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_CORE_RENDERER, out pSubSys);
            pCoreRenderer = (ICoreRenderer)pSubSys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out pSubSys);
            IRender pRender = (IRender)pSubSys;

            pRender.GetRender3D(out pRender3D);
            TColor4 c = TColor4.ColorGray();

            pRender.SetClearColor(ref c);

            IResourceManager pResMan;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out pSubSys);
            pResMan = (IResourceManager)pSubSys;

            IEngineBaseObject pBaseObj;

            const uint load_3d_flag = (uint)(E_TEXTURE_LOAD_FLAGS.TLF_FILTERING_ANISOTROPIC |
                                             E_TEXTURE_LOAD_FLAGS.TLF_ANISOTROPY_4X | E_TEXTURE_LOAD_FLAGS.TLF_GENERATE_MIPMAPS);

            pResMan.Load(RESOURCE_PATH + "fonts\\Times_New_Roman_18_Bold.dft", out pBaseObj,
                         (uint)E_BITMAP_FONT_LOAD_FLAGS.BFLF_GENERATE_MIPMAPS);
            pFont = (IBitmapFont)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "textures\\grass.jpg", out pBaseObj, load_3d_flag |
                         (uint)E_TEXTURE_LOAD_FLAGS.TLF_COORDS_REPEAT /* cause we will tile this texture */);
            pTexGrass = (ITexture)pBaseObj;

            pResMan.Load(RESOURCE_PATH + "sprites\\cartoon_owl.png", out pBaseObj, load_3d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            pTexOwl = (ITexture)pBaseObj;
            pTexOwl.SetFrameSize(48, 128);

            pResMan.Load(RESOURCE_PATH + "meshes\\trees\\tree_1.png", out pBaseObj, load_3d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            pTexTree1 = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "meshes\\trees\\tree_1.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH);
            pMeshTree1 = (IMesh)pBaseObj;

            pResMan.Load(RESOURCE_PATH + "meshes\\trees\\tree_2.png", out pBaseObj, load_3d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            pTexTree2 = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "meshes\\trees\\tree_2.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH);
            pMeshTree2 = (IMesh)pBaseObj;

            pResMan.Load(RESOURCE_PATH + "meshes\\trees\\tree_3.png", out pBaseObj, load_3d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            pTexTree3 = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "meshes\\trees\\tree_3.dmd", out pBaseObj, (uint)E_MESH_MODEL_LOAD_FLAGS.MMLF_FORCE_MODEL_TO_MESH);
            pMeshTree3 = (IMesh)pBaseObj;

            pResMan.Load(RESOURCE_PATH + "meshes\\zard\\zard_diff.dds", out pBaseObj, load_3d_flag | (uint)E_TEXTURE_LOAD_FLAGS.TLF_COORDS_CLAMP);
            pTexZard = (ITexture)pBaseObj;
            pResMan.Load(RESOURCE_PATH + "meshes\\zard\\zard_walk.dmd", out pBaseObj, 0);
            pModelZard = (IModel)pBaseObj;

            // add some fog to the scene
            pRender3D.SetFogColor(ref c);
            pRender3D.SetLinearFogBounds(1.5f, 4f);
            pRender3D.ToggleFog(true);

            PlaneDataPtr = Unmanaged.New <float>(c_afPlane.Length);
            PlaneDataPtr.Copy(c_afPlane);

            desc = new TDrawDataDesc
                   (
                PlaneDataPtr,
                12 * sizeof(float),
                24 * sizeof(float),
                false
                   );
        }
Exemple #2
0
        void Init(IntPtr pParam)
        {
            TMatrix4x4 mat = TMatrix4x4.MatrixIdentity;
            transform = new TTransformStack(ref mat);
            rand = new Random();

            IEngineSubSystem p_sub_sys = null;

            IResourceManager p_res_man = null;
            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys);
            p_res_man = (IResourceManager)p_sub_sys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys);
            p_render = (IRender)p_sub_sys;
            p_render.GetRender3D(out pRender3D);
            IEngineBaseObject p_obj = null;
            p_res_man.Load(RESOURCE_PATH + "textures\\floor.dds", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            pTexFloor = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "sprites\\light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pTexLight = (ITexture)p_obj;

            // some global lighting

            pRender3D.ToggleLighting(true);
            TColor4 col = TColor4.ColorBlack();
            pRender3D.SetGlobalAmbientLighting(ref col); // turn off ambient lighting

            // setup lights

            // use single directional light to simulate ambient lighting
            p_res_man.CreateLight(out pLightDirect);
            pLightDirect.SetType(E_LIGHT_TYPE.LT_DIRECTIONAL);
            col = TColor4.ColorGray();
            pLightDirect.SetColor(ref col); // dim light
            TPoint3 p3 = new TPoint3(-0.5f, 0.5f, 0.75f);
            pLightDirect.SetDirection(ref p3);
            pLightDirect.SetEnabled(true);

            // Position is ignored for direction lights but is used by engine for debug drawing.
            // Use "rnd3d_draw_lights 1" console command to debug lights.
            p3 = new TPoint3(0f, 7.5f, 0f);
            pLightDirect.SetPosition(ref p3);

            // create light for the table-lamp
            p_res_man.CreateLight(out pLightSpot);
            pLightSpot.SetType(E_LIGHT_TYPE.LT_SPOT);
            col = TColor4.ColorYellow();
            pLightSpot.SetColor(ref col);
            pLightSpot.SetSpotAngle(100f);
            p3 = new TPoint3(0.15f, 0f, -1f);
            pLightSpot.SetDirection(ref p3);
            pLightSpot.SetEnabled(true);

            // create and setup materials and load models

            ITexture p_tex;
            IMaterial p_mat;

            // desk
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\desk\\desk_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\desk\\desk.dmd", out p_obj, 0);
            pMdlDesk = (IModel)p_obj;
            pMdlDesk.SetModelMaterial(p_mat);

            // table-lamp
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\table_lamp\\lamp_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\table_lamp\\lamp.dmd", out p_obj, 0);
            pMdlLamp = (IModel)p_obj;
            pMdlLamp.SetModelMaterial(p_mat);

            // chair
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\chair\\chair_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\chair\\chair.dmd", out p_obj, 0);
            pMdlChair = (IModel)p_obj;
            pMdlChair.SetModelMaterial(p_mat);

            // music box
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\music_box\\mbox_d.dds", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\music_box\\music_box.dmd", out p_obj, 0);
            pMdlMusicBox = (IModel)p_obj;
            pMdlMusicBox.SetModelMaterial(p_mat);

            // church
            p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church.dmd", out p_obj, 0);
            pModelChurch = (IModel)p_obj;
            pModelChurch.SetModelMaterial(p_mat);

            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorSilver();
            p_mat.SetDiffuseColor(ref col);
            col = TColor4.ColorWhite();
            p_mat.SetSpecularColor(ref col);
            p_mat.SetShininess(25f);
            pModelChurch.SetMeshMaterial(0, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church_roof.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            pModelChurch.SetMeshMaterial(1, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church_main.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            pModelChurch.SetMeshMaterial(2, p_mat);

            // snow globe
            p_res_man.Load(RESOURCE_PATH + "meshes\\snow_globe.dmd", out p_obj, 0);
            pSnowGlobe = (IModel)p_obj;
            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorWhite();
            p_mat.SetDiffuseColor(ref col);
            pSnowGlobe.SetMeshMaterial(0, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorBrown();
            p_mat.SetDiffuseColor(ref col);
            col = TColor4.ColorWhite();
            p_mat.SetSpecularColor(ref col);
            p_mat.SetShininess(25f);
            pSnowGlobe.SetMeshMaterial(2, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorWhite(100);
            p_mat.SetDiffuseColor(ref col);
            col = TColor4.ColorWhite();
            p_mat.SetSpecularColor(ref col);
            p_mat.SetShininess(50f);
            p_mat.SetBlending(true, E_BLENDING_EFFECT.BE_NORMAL);

            // When material with blending is set model will sort mesh order for meshes with blending to be the last.
            pSnowGlobe.SetMeshMaterial(1, p_mat);

            // We will use black fog to simulate darkness.
            col = TColor4.ColorBlack();
            pRender3D.SetFogColor(ref col);
            pRender3D.SetLinearFogBounds(12.5f, 20f);
            pRender3D.ToggleFog(true);
        }
Exemple #3
0
        void Init(IntPtr pParam)
        {
            TMatrix4x4 mat = TMatrix4x4.MatrixIdentity;

            transform = new TTransformStack(ref mat);
            rand      = new Random();

            IEngineSubSystem p_sub_sys = null;

            IResourceManager p_res_man = null;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys);
            p_res_man = (IResourceManager)p_sub_sys;

            pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys);
            p_render = (IRender)p_sub_sys;
            p_render.GetRender3D(out pRender3D);
            IEngineBaseObject p_obj = null;

            p_res_man.Load(RESOURCE_PATH + "textures\\floor.dds", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            pTexFloor = (ITexture)p_obj;
            p_res_man.Load(RESOURCE_PATH + "sprites\\light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D);
            pTexLight = (ITexture)p_obj;

            // some global lighting

            pRender3D.ToggleLighting(true);
            TColor4 col = TColor4.ColorBlack();

            pRender3D.SetGlobalAmbientLighting(ref col); // turn off ambient lighting

            // setup lights

            // use single directional light to simulate ambient lighting
            p_res_man.CreateLight(out pLightDirect);
            pLightDirect.SetType(E_LIGHT_TYPE.LT_DIRECTIONAL);
            col = TColor4.ColorGray();
            pLightDirect.SetColor(ref col); // dim light
            TPoint3 p3 = new TPoint3(-0.5f, 0.5f, 0.75f);

            pLightDirect.SetDirection(ref p3);
            pLightDirect.SetEnabled(true);

            // Position is ignored for direction lights but is used by engine for debug drawing.
            // Use "rnd3d_draw_lights 1" console command to debug lights.
            p3 = new TPoint3(0f, 7.5f, 0f);
            pLightDirect.SetPosition(ref p3);

            // create light for the table-lamp
            p_res_man.CreateLight(out pLightSpot);
            pLightSpot.SetType(E_LIGHT_TYPE.LT_SPOT);
            col = TColor4.ColorYellow();
            pLightSpot.SetColor(ref col);
            pLightSpot.SetSpotAngle(100f);
            p3 = new TPoint3(0.15f, 0f, -1f);
            pLightSpot.SetDirection(ref p3);
            pLightSpot.SetEnabled(true);

            // create and setup materials and load models

            ITexture  p_tex;
            IMaterial p_mat;

            // desk
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\desk\\desk_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\desk\\desk.dmd", out p_obj, 0);
            pMdlDesk = (IModel)p_obj;
            pMdlDesk.SetModelMaterial(p_mat);

            // table-lamp
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\table_lamp\\lamp_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\table_lamp\\lamp.dmd", out p_obj, 0);
            pMdlLamp = (IModel)p_obj;
            pMdlLamp.SetModelMaterial(p_mat);

            // chair
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\chair\\chair_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\chair\\chair.dmd", out p_obj, 0);
            pMdlChair = (IModel)p_obj;
            pMdlChair.SetModelMaterial(p_mat);

            // music box
            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\music_box\\mbox_d.dds", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\music_box\\music_box.dmd", out p_obj, 0);
            pMdlMusicBox = (IModel)p_obj;
            pMdlMusicBox.SetModelMaterial(p_mat);

            // church
            p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church.dmd", out p_obj, 0);
            pModelChurch = (IModel)p_obj;
            pModelChurch.SetModelMaterial(p_mat);

            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorSilver();
            p_mat.SetDiffuseColor(ref col);
            col = TColor4.ColorWhite();
            p_mat.SetSpecularColor(ref col);
            p_mat.SetShininess(25f);
            pModelChurch.SetMeshMaterial(0, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church_roof.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            pModelChurch.SetMeshMaterial(1, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church_main.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D);
            p_tex = (ITexture)p_obj;
            p_mat.SetDiffuseTexture(p_tex);
            pModelChurch.SetMeshMaterial(2, p_mat);

            // snow globe
            p_res_man.Load(RESOURCE_PATH + "meshes\\snow_globe.dmd", out p_obj, 0);
            pSnowGlobe = (IModel)p_obj;
            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorWhite();
            p_mat.SetDiffuseColor(ref col);
            pSnowGlobe.SetMeshMaterial(0, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorBrown();
            p_mat.SetDiffuseColor(ref col);
            col = TColor4.ColorWhite();
            p_mat.SetSpecularColor(ref col);
            p_mat.SetShininess(25f);
            pSnowGlobe.SetMeshMaterial(2, p_mat);

            p_res_man.CreateMaterial(out p_mat);
            col = TColor4.ColorWhite(100);
            p_mat.SetDiffuseColor(ref col);
            col = TColor4.ColorWhite();
            p_mat.SetSpecularColor(ref col);
            p_mat.SetShininess(50f);
            p_mat.SetBlending(true, E_BLENDING_EFFECT.BE_NORMAL);

            // When material with blending is set model will sort mesh order for meshes with blending to be the last.
            pSnowGlobe.SetMeshMaterial(1, p_mat);

            // We will use black fog to simulate darkness.
            col = TColor4.ColorBlack();
            pRender3D.SetFogColor(ref col);
            pRender3D.SetLinearFogBounds(12.5f, 20f);
            pRender3D.ToggleFog(true);
        }