public void Set(int w, int h) { GL.ClearColor(System.Drawing.Color.AliceBlue); GL.Enable(EnableCap.DepthTest); AppInfo.W = w; AppInfo.H = h; AppInfo.RW = w; AppInfo.RH = h; AppInfo.Full = false; AppInfo.App = "GLApp"; VImport.RegDefaults(); for (int i = 0; i < 32; i++) { VInput.MB[i] = false; } VPen.InitDraw(); VInput.InitInput(); Vivid.Sound.VSoundSys.Init(); GL.Viewport(0, 0, w, h); GL.Scissor(0, 0, w, h); GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.Texture2D); GL.Enable(EnableCap.CullFace); GL.CullFace(CullFaceMode.Back); GL.Disable(EnableCap.StencilTest); GL.Disable(EnableCap.ScissorTest); GL.Enable(EnableCap.DepthTest); GL.DepthRange(0, 1); GL.ClearDepth(1.0f); GL.DepthFunc(DepthFunction.Less); // UI.UISys.ActiveUI.OnResize(Width, Height); VPen.SetProj(0, 0, w, h); }
public VApp(string app, int width, int height, bool full) : base(width, height, OpenTK.Graphics.GraphicsMode.Default, app, full ? GameWindowFlags.Fullscreen : GameWindowFlags.Default, DisplayDevice.Default, 4, 5, OpenTK.Graphics.GraphicsContextFlags.ForwardCompatible) { Link = this; _Title = app; AppInfo.W = width; AppInfo.H = height; AppInfo.RW = width; AppInfo.RH = height; AppInfo.Full = full; AppInfo.App = app; VImport.RegDefaults(); for (int i = 0; i < 32; i++) { VInput.MB[i] = false; } VPen.InitDraw(); VInput.InitInput(); Vivid.Sound.VSoundSys.Init(); }
public override void InitState() { VAssImpImp.IPath = "c:/med/"; ER = new VEnvRenderer(512, 512); PR = new VPostProcessRenderer(512, 512); // PR.Add(new VPPBlur()); sg = new VSceneGraph(); PR.Scene = sg; ER.Scene = sg; e1 = VImport.ImportNode("c:/Media/dwarf2.b3d"); //file of 3d model to load. e1.LocalScale = new Vector3(1, 1, 1); var m1 = new VMaterial(); m1.TCol = new VTex2D("c:/Media/tex1_c.png", LoadMethod.Single); // texture to load m1.TEnv = VTextureUtil.LoadCubeMap("c:/Media/cm1.png.cube"); // cubemap to load. use cubeconvert to convert. //m2.TEnv = ER.FB.Cube; var ee = e1 as VSceneEntity; //var ee2 = e2 as VSceneEntity; //building project atm. SetMat(ee, m1); // SetMat(ee2, m2); sg.Add(e1); // sg.Add(e2); c1 = new VCam(); sg.Add(c1); l1 = new VLight(); l1.Pos(new Vector3(0, 40, 0), Space.Local); c1.Pos(new Vector3(0, 0, 300), Space.Local); c1.LookAt(Vector3.Zero, new Vector3(0, 1, 0)); sg.Add(l1); //e1.Pos(new Vector3(0, -30, 0), Space.Local); // e2.Pos(new Vector3(0, 20, 0), Space.Local); }