Exemple #1
0
        // is called on startup
        public override void Init()
        {
            RC.ClearColor = new float4(0.1f, 0.1f, 0.5f, 1);

            // IMPORTANT: You are supposed to use either one SetWindowSize() or VideoWall(). You can't use both.
            // It's possible to resize a window to fit on a video wall or display.
            // Here are some different variants how to use this functionality. Uncomment to test.
            //SetWindowSize(800, 600);
            //SetWindowSize(Screen.PrimaryScreen.Bounds.Width, Screen.PrimaryScreen.Bounds.Height/5 * 2, true, 0, 0);
            //SetWindowSize(Screen.PrimaryScreen.Bounds.Width/9 * 2, Screen.PrimaryScreen.Bounds.Height, true, 0, 0);
            //SetWindowSize(640, 480, false, Screen.PrimaryScreen.Bounds.Width/2 - 640/2, Screen.PrimaryScreen.Bounds.Height/2 - 480/2);
            // IMPORTANT: For video Walls or projector matrices it's possible to let the system do the magic by
            // giving it the number of monitors/projectors per axis and specify some border information.
            // This only works in pseudo-fullscreen mode a.k.a borderless fullscreen-window.
            VideoWall(0, 0, true, true);

            // This is the old method. More than this could not be done directly in a project code(?)
            //Width = 640;
            //Height = 480;

            // Initialize an ui.
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            // Create a new element.
            GUIElement element = new GUIImage("Assets/image.png", 0, 0, -10, 320, 130);

            // Add the element to the gui.
            _guiHandler.Add(element);

            // Add something to render.
            _cube       = new Cube();
            _spcolor    = Shaders.GetDiffuseColorShader(RC);
            _colorParam = _spcolor.GetShaderParam("color");
        }
Exemple #2
0
        public override void Init()
        {
            RC.ClearColor = new float4(0, 0, 0, 1);

            Mesh = new Cube();

            var sp = Shaders.GetDiffuseColorShader(RC);

            RC.SetShader(sp);

            _vColor = RC.GetShaderParam(sp, "color");
            RC.SetShaderParam(_vColor, new float4(0.8f, 0.1f, 0.1f, 1));

            // sound by http://www.soundjay.com
            _audio1 = Audio.Instance.LoadFile("Assets/beep.ogg");

            // excerpt from "the final rewind" by tryad (http://www.tryad.org) - cc-by-sa
            _audio2 = Audio.Instance.LoadFile("Assets/music.ogg");

            _state  = 0;
            _testID = 1;

            _timeStep = 1.0f;
            _curTime  = 2.0f;

            _tests = new Tests();
        }
Exemple #3
0
        public override void Init()
        {
            Input.Instance.InitializeDevices();

            _meshTea = MeshReader.LoadMesh(@"Assets/Teapot.obj.model");

            _spColor    = Shaders.GetDiffuseColorShader(RC);
            _colorParam = _spColor.GetShaderParam("color");
        }
Exemple #4
0
        public override void Init()
        {
            RC.ClearColor = new float4(1, 1, 1, 1);

            _pc = new PickingContext(RC);

            _meshTea  = MeshReader.LoadMesh(@"Assets/Teapot.obj.model");
            _meshCube = MeshReader.LoadMesh(@"Assets/Cube.obj.model");

            _spColor    = Shaders.GetDiffuseColorShader(RC);
            _colorParam = _spColor.GetShaderParam("color");
        }
Exemple #5
0
        public override void Init()
        {
            RC.ClearColor = new float4(1, 1, 1, 1);
            _spColor      = Shaders.GetDiffuseColorShader(RC);
            _colorParam   = _spColor.GetShaderParam("color");
            RC.SetShader(_spColor);
            RC.SetShaderParam(_colorParam, new float4(1, 0, 0, 1));
            _watch = new Stopwatch();
            _ser   = new FuseeSerializer();
            Debug.WriteLine(
                "Serialisation Example started. \nPress F1 to load Mesh using MeshReader. \nPress F2 to load Mesh using Protobuf.");

            // Example of how to save a Mesh with protobuf to file.

            /*Mesh temp = MeshReader.LoadMesh(@"Assets/Teapot.obj.model");
             * using (var file = File.Create(@"Assets/Teapot2.protobuf.model"))
             * {
             *  _ser.Serialize(file,temp);
             * }*/
        }
Exemple #6
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        // is called once a frame
        public override void RenderAFrame()
        {
            RC.Clear(ClearFlags.Color | ClearFlags.Depth);

            // First render 3d elements
            RC.SetShader(Shaders.GetDiffuseColorShader(RC));
            RC.SetShaderParam(_colorParam, new float4(0.8f, 0.5f, 0, 1));
            RC.Render(_cube);

            // Projection stuff.
            var mtxCam = float4x4.LookAt(6, 3, 3, 0, 0, 0, 0, 1, 0);

            RC.ModelView = mtxCam;

            // Pull user input.
            if (Input.Instance.IsKey(KeyCodes.Escape))
            {
                CloseGameWindow(); // Call to opentk to close the application. TODO: Figure out how to prevent problems with existing projects. Perhaps a boolean to overwrite or so?
            }
            // Second render gui
            _guiHandler.RenderGUI();

            Present();
        }
        public override void Init()
        {
            VSync = false;
            SetWindowSize(1280, 720);

            // Start the application in demo mode?
            demoMode = true;

            #region MeshImports
            _Geo = new Geometry();
            _Geo.LoadAsset("Assets/Cube.obj.model");
            //_Geo.LoadAsset("Assets/Cube_quads.obj.model");
            //_Geo.LoadAsset("Assets/Sphere.obj.model");
            //_Geo.LoadAsset("Assets/Sphere_quads.obj.model");
            //_Geo.LoadAsset("Assets/SharedCorners.obj.model");
            //_Geo.LoadAsset("Assets/Cylinder.obj.model");
            //_Geo.LoadAsset("Assets/Cylinder_quads.obj.model");
            //_Geo.LoadAsset("Assets/SharedCorners_pro.obj.model");
            //_Geo.LoadAsset("Assets/Teapot.obj.model");
            #endregion MeshImports

            // Set the smoothing angle for the edge based vertex normal calculation
            // Feel free to test around.
            _Geo._SmoothingAngle = 89.0;

            // The shader colors here are not supposed to be changed. They don't have an effect. If you want to change the shaders
            // then please change the values in the ShaderChanger() method. These ones are just for declaration.
            #region Shaders
            #region TextureShader

            _msDiffuse         = Shaders.GetDiffuseTextureShader(RC);
            _vLightShaderParam = _msDiffuse.GetShaderParam("texture1");

            //ImageData imgData = RC.LoadImage("Assets/Cube_Mat_uv.jpg");
            ImageData imgData = RC.LoadImage("Assets/world_map.jpg");
            //ImageData imgData = RC.LoadImage("Assets/Teapot_Texture.jpg");

            // Due to copyright reasons, this file will not be delivered with the project.
            //ImageData imgData = RC.LoadImage("Assets/Hellknight.jpg");

            _tex = RC.CreateTexture(imgData);
            #endregion TextureShader

            #region ColorShader

            _spColor    = Shaders.GetDiffuseColorShader(RC);
            _colorParam = _spColor.GetShaderParam("color");

            RC.SetShader(_spColor);
            RC.SetShaderParam(_colorParam, new float4(0f, 0f, 0f, 1f));
            #endregion ColorShader

            #region LightPos

            RC.SetLightActive(0, 0f);
            RC.SetLightAmbient(0, new float4(0.0f, 0.0f, 0.0f, 1.0f));
            RC.SetLightDiffuse(0, new float4(1.0f, 1.0f, 1.0f, 1.0f));
            RC.SetLightDirection(0, new float3(0.0f, -1.0f, 0.0f));

            RC.SetLightActive(1, 0f);
            RC.SetLightAmbient(1, new float4(0.0f, 0.0f, 0.0f, 1.0f));
            RC.SetLightDiffuse(1, new float4(0.5f, 0.5f, 0.5f, 1.0f));
            RC.SetLightDirection(1, new float3(1.0f, 0.0f, 0.0f));

            #endregion LightPos
            #endregion

            // Convert the loaded lfg model to a fusee mesh the first time.
            _lfgmesh = _Geo.ToMesh();

            RC.ClearColor = new float4(0.2f, 0.2f, 0.2f, 1f);

            // For Benchmarking only.
            _ShaderType               = 1;
            runDemoAnimation          = true;
            _Geo._DoCalcVertexNormals = true;
        }
Exemple #8
0
        // is called on startup
        public override void Init()
        {
            // GUI initialization
            _zVal       = 500;
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink                   = new GUIButton(6, 6, 157, 87);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0, 0.6f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);

            _guiFuseeLogo = new GUIImage("Assets/FuseeLogo150.png", 10, 10, -5, 150, 80);
            _guiHandler.Add(_guiFuseeLogo);

            _guiLatoBlack         = RC.LoadFont("Assets/Lato-Black.ttf", 14);
            _guiSubText           = new GUIText("FUSEE 3D Scene Viewer", _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);

            // Scene loading

            var ser = new Serializer();

            using (var file = File.OpenRead(@"Assets/Model.fus"))
            {
                _scene = ser.Deserialize(file, null, typeof(SceneContainer)) as SceneContainer;
            }


            _sr = new SceneRenderer(_scene, "Assets");

            AdjustModelScaleOffset();
            _guiSubText.Text = "FUSEE 3D Scene";

            if (_scene.Header.CreatedBy != null || _scene.Header.CreationDate != null)
            {
                _guiSubText.Text += " created";

                if (_scene.Header.CreatedBy != null)
                {
                    _guiSubText.Text += " by " + _scene.Header.CreatedBy;
                }

                if (_scene.Header.CreationDate != null)
                {
                    _guiSubText.Text += " on " + _scene.Header.CreationDate;
                }
            }

            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);

            _sColor = Shaders.GetDiffuseColorShader(RC);
            RC.SetShader(_sColor);
            _colorParam = _sColor.GetShaderParam("color");
            RC.SetShaderParam(_colorParam, new float4(1, 1, 1, 1));
            RC.ClearColor = new float4(1, 1, 1, 1);
        }
Exemple #9
0
        public override void Init()
        {
            // Set ToonShaderEffect
            _shaderEffect.AttachToContext(RC);

            // Setup GUI

            // GUIHandler
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            // font + text
            _guiFontCabin18 = RC.LoadFont("Assets/Cabin.ttf", 18);
            _guiFontCabin24 = RC.LoadFont("Assets/Cabin.ttf", 24);

            _guiText = new GUIText("FUSEE Shader Demo", _guiFontCabin24, 30, Height - 30)
            {
                TextColor = new float4(1, 1, 1, 1)
            };

            _guiHandler.Add(_guiText);

            // image
            _guiImage = new GUIImage("Assets/repbg.jpg", 0, 0, -5, Width, Height);
            _guiHandler.Add(_guiImage);
            _borderImage = new GUIImage("Assets/redbg.png", 0, 0, -4, 230, 32);
            //_guiHandler.Add(_borderImage);

            //* Menu1: Select Shader
            _panelSelectShader = new GUIPanel("Select Shader", _guiFontCabin24, 10, 10, 230, 230);
            _panelSelectShader.ChildElements.Add(_borderImage);
            _guiHandler.Add(_panelSelectShader);

            //** Possible Shader Buttons
            _btnDiffuseColorShader       = new GUIButton("Diffuse Color", _guiFontCabin18, 25, 40, 180, 25);
            _btnTextureShader            = new GUIButton("Texture Only", _guiFontCabin18, 25, 70, 180, 25);
            _btnDiffuseTextureShader     = new GUIButton("Diffuse Texture", _guiFontCabin18, 25, 100, 180, 25);
            _btnDiffuseBumpTextureShader = new GUIButton("Diffuse Bump Texture", _guiFontCabin18, 25, 130, 180, 25);
            _btnSpecularTexture          = new GUIButton("Specular Texture", _guiFontCabin18, 25, 160, 180, 25);
            _btnToon = new GUIButton("Toon", _guiFontCabin18, 25, 190, 180, 25);

            //*** Add Handlers
            _btnDiffuseColorShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDiffuseColorShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDiffuseColorShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDiffuseColorShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnTextureShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnTextureShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnTextureShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnTextureShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnDiffuseTextureShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDiffuseTextureShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDiffuseTextureShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDiffuseTextureShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnDiffuseBumpTextureShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDiffuseBumpTextureShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDiffuseBumpTextureShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDiffuseBumpTextureShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnSpecularTexture.OnGUIButtonDown  += OnMenuButtonDown;
            _btnSpecularTexture.OnGUIButtonUp    += OnMenuButtonUp;
            _btnSpecularTexture.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnSpecularTexture.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnToon.OnGUIButtonDown  += OnMenuButtonDown;
            _btnToon.OnGUIButtonUp    += OnMenuButtonUp;
            _btnToon.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnToon.OnGUIButtonLeave += OnMenuButtonLeave;

            //**** Add Buttons to Panel
            _panelSelectShader.ChildElements.Add(_btnDiffuseColorShader);
            _panelSelectShader.ChildElements.Add(_btnTextureShader);
            _panelSelectShader.ChildElements.Add(_btnDiffuseTextureShader);
            _panelSelectShader.ChildElements.Add(_btnDiffuseBumpTextureShader);
            _panelSelectShader.ChildElements.Add(_btnSpecularTexture);
            _panelSelectShader.ChildElements.Add(_btnToon);

            //* Menu3: Select Mesh
            _panelSelectMesh = new GUIPanel("Select Mesh", _guiFontCabin24, 270, 10, 230, 130);
            _panelSelectMesh.ChildElements.Add(_borderImage);
            _guiHandler.Add(_panelSelectMesh);

            //** Possible Meshes
            _btnCube   = new GUIButton("Cube", _guiFontCabin18, 25, 40, 180, 25);
            _btnSphere = new GUIButton("Sphere", _guiFontCabin18, 25, 70, 180, 25);
            _btnTeapot = new GUIButton("Teapot", _guiFontCabin18, 25, 100, 180, 25);
            _panelSelectMesh.ChildElements.Add(_btnCube);
            _panelSelectMesh.ChildElements.Add(_btnSphere);
            _panelSelectMesh.ChildElements.Add(_btnTeapot);

            //** Add handlers
            _btnCube.OnGUIButtonDown  += OnMenuButtonDown;
            _btnCube.OnGUIButtonUp    += OnMenuButtonUp;
            _btnCube.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnCube.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnSphere.OnGUIButtonDown  += OnMenuButtonDown;
            _btnSphere.OnGUIButtonUp    += OnMenuButtonUp;
            _btnSphere.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnSphere.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnTeapot.OnGUIButtonDown  += OnMenuButtonDown;
            _btnTeapot.OnGUIButtonUp    += OnMenuButtonUp;
            _btnTeapot.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnTeapot.OnGUIButtonLeave += OnMenuButtonLeave;

            //* Menu2: Light Settings
            _panelLightSettings = new GUIPanel("Light Settings", _guiFontCabin24, 530, 10, 230, 130);
            _panelLightSettings.ChildElements.Add(_borderImage);
            _guiHandler.Add(_panelLightSettings);

            //** Possible Light Settings
            _btnDirectionalLight = new GUIButton("Directional Light", _guiFontCabin18, 25, 40, 180, 25);
            _btnPointLight       = new GUIButton("Point Light", _guiFontCabin18, 25, 70, 180, 25);
            _btnSpotLight        = new GUIButton("Spot Light", _guiFontCabin18, 25, 100, 180, 25);
            _panelLightSettings.ChildElements.Add(_btnDirectionalLight);
            _panelLightSettings.ChildElements.Add(_btnPointLight);
            _panelLightSettings.ChildElements.Add(_btnSpotLight);

            //*** Add Handlers
            _btnDirectionalLight.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDirectionalLight.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDirectionalLight.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDirectionalLight.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnPointLight.OnGUIButtonDown  += OnMenuButtonDown;
            _btnPointLight.OnGUIButtonUp    += OnMenuButtonUp;
            _btnPointLight.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnPointLight.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnSpotLight.OnGUIButtonDown  += OnMenuButtonDown;
            _btnSpotLight.OnGUIButtonUp    += OnMenuButtonUp;
            _btnSpotLight.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnSpotLight.OnGUIButtonLeave += OnMenuButtonLeave;

            // Setup 3D Scene
            // Load Images and Assign iTextures
            var imgTexture     = RC.LoadImage("Assets/crateTexture.jpg");
            var imgBumpTexture = RC.LoadImage("Assets/crateNormal.jpg");

            _texCube     = RC.CreateTexture(imgTexture);
            _texBumpCube = RC.CreateTexture(imgBumpTexture);

            imgTexture     = RC.LoadImage("Assets/earthTexture.jpg");
            imgBumpTexture = RC.LoadImage("Assets/earthNormal.jpg");
            _texSphere     = RC.CreateTexture(imgTexture);
            _texBumpSphere = RC.CreateTexture(imgBumpTexture);

            imgTexture     = RC.LoadImage("Assets/porcelainTexture.png");
            imgBumpTexture = RC.LoadImage("Assets/normalRust.jpg");
            _texTeapot     = RC.CreateTexture(imgTexture);
            _texBumpTeapot = RC.CreateTexture(imgBumpTexture);

            _currentTexture     = _texCube;
            _currentBumpTexture = _texBumpCube;

            // Load Meshes
            _meshCube   = MeshReader.LoadMesh(@"Assets/Cube.obj.model");
            _meshSphere = MeshReader.LoadMesh(@"Assets/Sphere.obj.model");
            _meshTeapot = MeshReader.LoadMesh(@"Assets/Teapot.obj.model");

            // Set current Mesh and Update GUI
            _currentMesh         = _meshCube;
            _btnCube.ButtonColor = ColorHighlightedButton;

            // Setup Shaderprograms and Update GUI
            _shaderDiffuseColor                = Shaders.GetDiffuseColorShader(RC);
            _shaderDiffuseTexture              = Shaders.GetDiffuseTextureShader(RC);
            _shaderTexture                     = Shaders.GetTextureShader(RC);
            _shaderDiffuseBumpTexture          = Shaders.GetBumpDiffuseShader(RC);
            _shaderSpecularTexture             = Shaders.GetSpecularShader(RC);
            _btnDiffuseColorShader.ButtonColor = ColorHighlightedButton;
            _currentShader                     = _shaderDiffuseColor;
            RC.SetShader(_shaderDiffuseColor);

            // Setup ShaderParams
            _paramColor = _shaderDiffuseColor.GetShaderParam("color");

            // Setup Light and Update GUI
            RC.SetLightActive(0, 1);
            RC.SetLightPosition(0, new float3(5.0f, 0.0f, -2.0f));
            RC.SetLightAmbient(0, new float4(0.2f, 0.2f, 0.2f, 1.0f));
            RC.SetLightSpecular(0, new float4(0.1f, 0.1f, 0.1f, 1.0f));
            RC.SetLightDiffuse(0, new float4(0.8f, 0.8f, 0.8f, 1.0f));
            RC.SetLightDirection(0, new float3(-1.0f, 0.0f, 0.0f));
            RC.SetLightSpotAngle(0, 10);

            _btnDirectionalLight.ButtonColor = ColorHighlightedButton;
        }