public override void OnLoad() { GameCore.TheGameCore.TheGameEventHandler += TheGameCore_TheGameEventHandler; // create our shader program program = new ShaderProgram(VertexShader, FragmentShader); // SetupCamera(); // Camera.SetDirection(new Vector3(0, 0, -1)); // set up the projection and view matrix program.Use(); projectionMatrix = Matrix4.CreatePerspectiveFieldOfView(TheRenderStatus.Fov, (float)TheRenderStatus.Width / TheRenderStatus.Height, TheRenderStatus.ZNear, TheRenderStatus.ZFar); program["projection_matrix"].SetValue(projectionMatrix); program["model_matrix"].SetValue(Matrix4.Identity); program["light_direction"].SetValue(theEnvironment.LightDirection); program["enable_lighting"].SetValue(theEnvironment.Lighting); program["ambient"].SetValue(theEnvironment.LightAmbient); materialPoint = TheResourceManager.GetPlainColor(program, "GamePlainRed", Color.Red); materialLineMarker = TheResourceManager.GetPlainColor(program, "GamePlainGreenYellow", Color.GreenYellow); objMeshs = new List <IObjGroup>(); ObjGroup tempObjMesh2 = ObjLoader.LoadObjFileToObjMesh(program, @"./Resources/Models/Turret1.obj"); tempObjMesh2.Location = new Vector3(10, 0, 10); tempObjMesh2.Scale = Vector3.UnitScale * 0.3f; objMeshs.Add(tempObjMesh2); ObjMaterial tempMaterial = TheResourceManager.GetPlainColor(program, "GamePlainGreen", Color.Green); tileTextures = RenderObjects.RenderObjects.CreateTileTextures(new Size(20, 20), program); ObjGroup tempObjGroup = new ObjGroup(program); ObjObject tempObj = new ObjObject(ObjectPrimitives.CreateCube(new Vector3(0, 0, 0), new Vector3(1, 1, 1), true)) { Material = tileTextures[Tile.TileIds.Grass].Material }; // ObjObject tempObj = CreateCube(program, new Vector3(1, 1, 1), new Vector3(0, 0, 0)); tempObjGroup.AddObject(tempObj); objMeshs.Add(tempObjGroup); tempObjGroup = new ObjGroup(program); // tempObj = new ObjObject(ObjectPrimitives.CreateCube(new Vector3(2, 0, 0), new Vector3(3, 1, 1), true)) tempObj = new ObjObject(ObjectPrimitives.CreateCube(new Vector3(0, 0, 0), new Vector3(1, 1, 1), true)) { Material = tileTextures[Tile.TileIds.Road].Material }; tempObjGroup.AddObject(tempObj); tempObjGroup.Location = new Vector3(1, 0, 5); tempObjGroup.Orientation = Quaternion.FromAngleAxis((float)(Math.PI * 0.25), Vector3.Up); objMeshs.Add(tempObjGroup); tempObjGroup = new ObjGroup(program); tempObj = new ObjObject(ObjectPrimitives.CreateSquareWithNormalsYorZ(new Vector3(5, 1, 1), new Vector3(4, 0, 1), true)) { Material = tempMaterial }; tempObjGroup.AddObject(tempObj); tempObj = new ObjObject(ObjectPrimitives.CreateSquareWithNormalsYorZ(new Vector3(-1, 1, 1), new Vector3(-2, 0, 0), true)); tempObjGroup.AddObject(tempObj); objMeshs.Add(tempObjGroup); // tempObjGroup = new ObjGroup(program); // theTileObjects = GetTileObjects(); // tempObjGroup.AddObjects(theTileObjects); // objMeshs.Add(tempObjGroup); // objMeshs.AddRange(GetGameObjects()); thePaths = new ObjGroupPaths(program); objMeshs.Add(thePaths); Gl.UseProgram(0); Gl.BindBuffer(BufferTarget.ElementArrayBuffer, 0); Gl.BindBuffer(BufferTarget.ArrayBuffer, 0); if (UseObjMap) { objTileMap = new ObjMap(TheGameStatus.TheMap, TheCamera); } }
private List <ObjGroup> CreateRenderGameObjects() { Dictionary <ObjectGame.ObjcetIds, PlainBmpTexture> gameObjectsTextures = RenderObjects.RenderObjects.CreateGameObjectsTextures(new Size(20, 20), program); List <ObjGroup> tempObjList = new List <ObjGroup>(); List <ObjectGame> gameObjects = TheGameStatus.GameObjects; foreach (ObjectGame gameObject in gameObjects) { Vector tempLoc; ObjGroupGameObject tempGroup = null; ObjGameObject tempObjObject; switch (gameObject.TheObjectId) { case ObjectGame.ObjcetIds.Player: tempGroup = new ObjGroupGameObjectPlayer(program) { TheObjectGame = gameObject }; tempLoc = new Vector(0.0f, 0.0f); tempLoc -= new Vector(gameObject.Diameter * 0.5f, gameObject.Diameter * 0.5f); tempObjObject = new ObjGameObject(ObjectPrimitives.CreateCube(new Vector3(tempLoc.X, 0, tempLoc.Y), new Vector3(tempLoc.X + gameObject.Diameter, gameObject.Diameter, tempLoc.Y + gameObject.Diameter), true)); ObjMaterial tempMaterial = TheResourceManager.GetFromFile(program, "tileTestMike200x200.png"); tempObjObject.Material = tempMaterial; tempGroup.AddObject(tempObjObject); playerObjObject = tempGroup; tempGroup.Location = gameObject.Location; break; case ObjectGame.ObjcetIds.Enemy: tempGroup = new ObjGroupGameObjectEnemy(program) { TheObjectGame = gameObject }; tempLoc = new Vector(0.0f, 0.0f); tempLoc -= new Vector(gameObject.Diameter * 0.5f, gameObject.Diameter * 0.5f); tempObjObject = new ObjGameObject(ObjectPrimitives.CreateCube(new Vector3(tempLoc.X, 0, tempLoc.Y), new Vector3(tempLoc.X + gameObject.Diameter, gameObject.Diameter, tempLoc.Y + gameObject.Diameter), true)); ObjMaterial tempMaterial1 = TheResourceManager.GetFromFile(program, "tileTestMike200x200.png"); tempObjObject.Material = tempMaterial1; tempGroup.AddObject(tempObjObject); tempGroup.Location = gameObject.Location; break; case ObjectGame.ObjcetIds.Turret: ObjGroup tempGroup1 = ObjLoader.LoadObjFileToObjMesh(program, @"./Resources/Models/Turret1.obj"); ObjectTurret tempTurret = (ObjectTurret)gameObject; tempGroup = new ObjGroupGameObjectTurret(tempGroup1) { Location = gameObject.Location, Scale = Vector3.UnitScale * 0.3f, TheObjectGame = tempTurret }; // tempGroup.Orientation = tempTurret.Orientation; break; default: tempLoc = new Vector(0.0f, 0.0f); tempLoc -= new Vector(gameObject.Diameter * 0.5f, gameObject.Diameter * 0.5f); tempObjObject = new ObjGameObject(ObjectPrimitives.CreateCube(new Vector3(tempLoc.X, 0, tempLoc.Y), new Vector3(tempLoc.X + gameObject.Diameter, gameObject.Diameter, tempLoc.Y + gameObject.Diameter), true)) { Material = gameObjectsTextures[gameObject.TheObjectId].Material }; tempGroup.AddObject(tempObjObject); tempGroup.TheObjectGame = gameObject; break; } tempObjList.Add(tempGroup); } return(tempObjList); }