public override void Initialize() { ReflectRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); ReflectRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f)); RefractRS = Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); RefractRS.SetBackgroundColor(Globals.RGBA(0f, 0f, 0.1906f, 1f)); mesh = Core.Scene.CreateMeshBuilder(); mesh.AddFloor(Helpers.GetDUDVTextureFromResource(Core, Resources.water), -256, -256, 256, 256, -3, 2, 2); mesh.SetPosition(Position.x, Position.y, Position.z); mesh.SetScale(Scale.x, Scale.y, Scale.z); plane = new TV_PLANE(Globals.Vector3(0, 1, 0), 3f); GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane); }
public Water(ICore core) : base(core) { this.core = core; ReflectRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); ReflectRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f)); RefractRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); RefractRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f)); mesh = core.Scene.CreateMeshBuilder(); mesh.AddFloor(Helpers.GetDUDVTextureFromResource(core, Resources.water), -256, -256, 256, 256, -3, 2, 2); plane = new TV_PLANE(core.Globals.Vector3(0, 1, 0), 3f); core.GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane); Name = core.GetName <Water>(); UniqueId = mesh.GetMeshName(); }
public Water(ICore core) : base(core) { this.core = core; ReflectRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); ReflectRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f)); RefractRS = core.Scene.CreateRenderSurfaceEx(-1, -1, CONST_TV_RENDERSURFACEFORMAT.TV_TEXTUREFORMAT_DEFAULT, true, true, 1); RefractRS.SetBackgroundColor(core.Globals.RGBA(0f, 0f, 0.1906f, 1f)); mesh = core.Scene.CreateMeshBuilder(); mesh.AddFloor(Helpers.GetDUDVTextureFromResource(core, Resources.water), -256, -256, 256, 256, -3, 2, 2); plane = new TV_PLANE(core.Globals.Vector3(0, 1, 0), 3f); core.GraphicEffect.SetWaterReflection(mesh, ReflectRS, RefractRS, 0, plane); Name = core.GetName<Water>(); UniqueId = mesh.GetMeshName(); }
public void Init() { //bool DebugToConsole = true; // We have to create the TV object before anything else. TV = new TVEngine(); // Set the search directory of the objects, textures, ... TV.SetSearchDirectory(Application.StartupPath); // We put the debug file in the app directory //TV.SetDebugFile(Application.StartupPath + "\\WorldEngine-Debug.txt"); //TV.SetDebugMode(true, true, DebugToConsole); TV.SetDebugMode(false, false, false, false); // We initialize TV in the picture box of the form. TV.Init3DWindowed(GameHandle); // We want to see the FPS. TV.DisplayFPS(true); // We create the TVGlobals object. Globals = new TVGlobals(); // We create the input object. InputEngine = new TVInputEngine(); InputEngine.Initialize(); // New : we create the graphic object so we can add some fog. GraphicFX = new TVGraphicEffect(); // We create the scene (the world). Scene = new TVScene(); //Scene.SetViewFrustum(45, 20000); //Scene.SetViewFrustum(45, 20); // We create the atmosphere class Atmos = new TVAtmosphere(); // As said above, we need to create a new object which will // hold all the textures needed for our land. TextureFactory = new TVTextureFactory(); // We load the sky texture. TextureFactory.LoadTexture("Media\\sky\\sunset\\up.jpg", "SkyTop", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\down.jpg", "SkyBottom", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\left.jpg", "SkyLeft", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\right.jpg", "SkyRight", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\front.jpg", "SkyFront", -1, -1); TextureFactory.LoadTexture("Media\\sky\\sunset\\back.jpg", "SkyBack", -1, -1); // We set the sky textures. Atmos.SkyBox_SetTexture(Globals.GetTex("SkyFront"), Globals.GetTex("SkyBack"), Globals.GetTex("SkyLeft"), Globals.GetTex("SkyRight"), Globals.GetTex("SkyTop"), Globals.GetTex("SkyBottom")); Atmos.SkyBox_Enable(true); // New : the land generation. This is so much fun because it's // so simple! You load a texture as a height map, the engine // does the rest. But before this, we create the land object. Land = new TVLandscape(); //Land = Scene.CreateLandscape("Land"); // Generate the height of the land from the grayscale of the image. //Land.GenerateTerrain("Media\\heightmap.jpg", CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 8, 8, -1024, 0, -1024, true); //Land.CreateEmptyTerrain(CONST_TV_LANDSCAPE_PRECISION.TV_PRECISION_LOW, 1, 1, -128, 0, -128); // Because we don't want to have mountains with height that get to // the clouds, we adjust the height (Y) factor. //Land.SetScale(1, 0.7f, 1); // Then, we load the land texture. TextureFactory.LoadTexture("Media\\dirtandgrass.jpg", "LandTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\dirtandgrass2.jpg", "LandTexture2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); //...The splatting texture... TextureFactory.LoadTexture("Media\\grass.dds", "SplattingTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\grassa.dds", "SplattingAlphaTexture", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // We assign a texture to that land. //Land.SetTexture(Globals.GetTex("LandTexture"), -1); //Land.SetTextureScale(3, 3, -1); // New : the sun. We have to place the sun in the world. Just like the // sky box, the sun is attached to the camera position vector. You will // never notice it until you start playing really badly with the // properties of the sun. Let's start by loading a texture for it. TextureFactory.LoadTexture("Media\\sun.jpg", "Sun", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // Then, initialize it by placing it via a vector. Atmos.Sun_SetTexture(Globals.GetTex("Sun")); Atmos.Sun_SetBillboardSize(1); Atmos.Sun_SetPosition(-1000f, 570f, 0f); Atmos.Sun_Enable(true); // New : To add extra visual effects, we add a lens flare effect. For // this, we have to load some cirles that will be used to simulate // the flare effect. TextureFactory.LoadTexture("Media\\flare1.jpg", "Flare1", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare2.jpg", "Flare2", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare3.jpg", "Flare3", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); TextureFactory.LoadTexture("Media\\flare4.jpg", "Flare4", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); // Initialize the lens flares. Atmos.LensFlare_SetLensNumber(4); Atmos.LensFlare_Enable(true); Atmos.LensFlare_SetLensParams(0, Globals.GetTex("Flare1"), 2 * 5f, 40, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(1, Globals.GetTex("Flare2"), 2 * 1f, 18, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(1f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(2, Globals.GetTex("Flare3"), 2 * 1.8f, 15, Globals.RGBA(1f, 1f, 1f, 0.5f), Globals.RGBA(0.7f, 1f, 1f, 0.5f)); Atmos.LensFlare_SetLensParams(3, Globals.GetTex("Flare4"), 2 * 1f, 6, Globals.RGBA(1f, 0.1f, 0f, 0.5f), Globals.RGBA(0.5f, 1f, 1f, 0.5f)); // New : also for fun, we add water. We start by loading the // water tetxure... sngWaterHeight = -1; //60 TextureFactory.LoadTexture("Media\\water.bmp", "Water"); WaterMesh = Scene.CreateMeshBuilder(); WaterMesh.AddFloor(Globals.GetTex("Water"), -700, 0, (8 * 256) - 700, 8 * 256, sngWaterHeight, 1, 1, false); RenderSurf1 = Scene.CreateRenderSurface(256, 256, true); RenderSurf2 = Scene.CreateRenderSurface(256, 256, true); WPlane.Dist = -sngWaterHeight; WPlane.Normal = new TV_3DVECTOR(0, 1, 0); RenderSurf1.SetBackgroundColor(355); GraphicFX.SetWaterReflection(WaterMesh, RenderSurf1, RenderSurf2, 0, WPlane); // New : for fun, we will also add some clouds, just over the water // to give a creepy fog effect. Let's start by loading the clouds textures. TextureFactory.LoadTexture("Media\\cloud1.dds", "Clouds", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_BLACK, true); // Then, set the land's clouds. Atmos.Clouds_Create(1, 1024, 1024); Atmos.Clouds_SetLayerParameters(0, 300, Globals.GetTex("Clouds")); Atmos.Clouds_SetLayerAnimation(0, true, 0.01f, 0.01f); // We set the camera vectors (position and look at) and angles. sngPositionX = 0f; sngPositionY = 20f; sngPositionZ = 0f; snglookatX = 0f; snglookatY = 20f; snglookatZ = 50f; sngAngleX = 0f; sngAngleY = 0f; // We set the initial values of movement sngWalk = 0f; sngStrafe = 0f; // Set the viewing distance Scene.SetViewFrustum(60f, 900f); //"random" values, TODO : Check for better ones ? //http://www.truevision3d.com/forums/tv3d_sdk_63/about_tilemap-t3865.0.html;prev_next=prev // We pop the form over everything else. //We create the world map WMap = new WorldMap(Scene); // We start the main loop. You can't create the MainLoop by using the // toolbox buttons, nor by clicking on the form "Form1" : you have to // create it by yourself. It's not as hard as it may sound... DoLoop = true; TV.EnableProfiler(true, false); Main_Loop(); }
//Inicializace a vytvoreni mistnosti private void VyvorMistnost() { //Inicializace mistnosti Room = Scene.CreateMeshBuilder("RoomMesh"); //Nacteni textur VytvorTextury(); //Pridani sten a nastaveni pozice mistnosti Room.AddWall3D(Globals.GetTex("Wall"), 150.0f, -350.0f, -350.0f, -350.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f); Room.AddWall3D(Globals.GetTex("Wall"), -350.0f, -350.0f, -350.0f, 150.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f); Room.AddWall3D(Globals.GetTex("Wall"), -350.0f, 150.0f, 150.0f, 150.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f); Room.AddWall3D(Globals.GetTex("Wall"), 150.0f, 150.0f, 150.0f, -350.0f, 350.0f, 5.0f, false, false, -50.0f, 5.0f, 5.0f); Room.AddFloor(Globals.GetTex("Floor"), -350.0f, -350f, 150.0f, 150.0f, -50.0f, 20.0f, 20.0f, true); Room.AddFloor(Globals.GetTex("Floor"), -350.0f, -350.0f, 150.0f, 150.0f, 300.0f, 10.0f, 10.0f, true); Room.SetPosition((float)30.0f, (float)-30.0f, (float)150.0f); //Pridani stolku Obj1 = new TVMesh(); Obj1 = Scene.CreateMeshBuilder("Obj1"); Obj1.LoadXFile("Meshe\\stul.x", true, true); Obj1.SetPosition(-57.0f, -80.0f, 38.0f); Obj1.SetTexture(Globals.GetTex("Wood"), -1); Obj1.SetMeshName("other"); Obj2 = new TVMesh(); Obj2 = Scene.CreateMeshBuilder("Obj2"); Obj2.LoadXFile("Meshe\\okraj.x", true, true); Obj2.SetPosition(xc + 17.5f, yc - 1.0f, zc + 17.5f); Obj2.SetTexture(Globals.GetTex("Wood2"), -1); Obj2.SetMeshName("other"); }
//*** Render Method private void SetupScene(IntPtr hWnd) { TV_3DVECTOR Min = new TV_3DVECTOR(); TV_3DVECTOR Max = new TV_3DVECTOR(); TV_3DVECTOR Offset = new TV_3DVECTOR(); TV_3DVECTOR SphereCenter = new TV_3DVECTOR(); TV_3DVECTOR posVector = new TV_3DVECTOR(); TV = new TVEngine(); Scene = new TVScene(); Cam = new TVCamera(); TF = new TVTextureFactory(); Mats = new TVMaterialFactory(); Lights = new TVLightEngine(); Maths = new TVMathLibrary(); //Initialize the TV engine TV.SetDebugFile(Application.StartupPath + "\\debug.txt"); TV.Init3DWindowed(hWnd, true); TV.SetSearchDirectory(Application.StartupPath); TV.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE); // use degree system Scene.SetBackgroundColor(0.6f, 0.6f, 0.6f); //Load the texture into the integer ID holder FloorTex = TF.LoadTexture("smallGrid.bmp", "Grid", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); WallTex = TF.LoadTexture("smallGridWall.bmp", "Wall", -1, -1, CONST_TV_COLORKEY.TV_COLORKEY_NO, true); Room = Scene.CreateMeshBuilder("Room"); Room.AddFloor(FloorTex, -300.0f, -300.0f, 300.0f, 300.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, -300.0f, 300.0f, 300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, 300.0f, -300.0f, -300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, 300.0f, 300.0f, 300.0f, -300.0f, 400.0f, 0, 15.0f, 15.0f, true); Room.AddWall(WallTex, -300.0f, -300.0f, -300.0f, 300.0f, 400.0f, 0, 15.0f, 15.0f, true); //ShowVector("RoomLocal", Room.GetPosition()); //ShowVector("RoomWorld", Room.GetWorldPosition(Room.GetPosition())); SensorNode = Scene.CreateMeshBuilder("SensorNode"); SensorNode.LoadXFile("N70.X", true, true); SensorNode.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 1); SensorNode.SetPosition(0.0f, 150.0f, 0.0f); TV_3DVECTOR oriScale = SensorNode.GetScale(); SensorNode.SetScale(oriScale.x, oriScale.y, oriScale.z * 1.5f); SensorNode.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1); SensorNode.SetRotation(90.0f, 0.0f, 0.0f); //SensorNode.GetBoundingBox(ref Min, ref Max, true); //SensorNode.ShowBoundingBox(true); //ShowVector("MoteLocal", SensorNode.GetPosition()); //ShowVector("MoteWorld", Room.GetWorldPosition(SensorNode.GetPosition())); //WiimoteMesh = Scene.CreateMeshBuilder("Wiimote"); //WiimoteMesh.LoadXFile("Wiimote.X", true, true); //TV_3DVECTOR oriScale = WiimoteMesh.GetScale(); //WiimoteMesh.SetScale(oriScale.x * 0.15f, oriScale.y * 0.15f, oriScale.z * 0.15f); //WiimoteMesh.SetPosition(0.0f, 70.0f, 0.0f); //WiimoteMesh.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_NORMAL, 0, 1);//Tell TV we want normal, per-vertex, lighting with 1 point light. Cam.SetParent(CONST_TV_NODETYPE.TV_NODETYPE_MESH, Room.GetIndex(), 0); Cam.SetPosition(0.0f, 250.0f, 200.0f); Cam.LookAtMesh(SensorNode); //ShowVector("CamLocal", Cam.GetPosition()); //ShowVector("CamWorld", Room.GetWorldPosition(Cam.GetPosition())); //Create a point light. Again, these can be more complex. IDLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, 200.0f), 0.9f, 0.9f, 0.9f, 250.0f); IDBackLight = Lights.CreatePointLight(new TV_3DVECTOR(0.0f, 250.0f, -200.0f), 0.1f, 0.1f, 0.1f, 250.0f); Lights.SetSpecularLighting(false); }