Exemple #1
0
		/// <summary>
		/// Initialise the scene
		/// </summary>
		/// <param name="window">The IWin32Window to render to.  System.Windows.Forms.Form implements IWin32Window</param>
		/// <param name="target">The render target</param>
		/// <param name="resolution">The resolution to render in</param>
		public void Initialise(IWin32Window window, EnumRenderTarget target, Resolution resolution) {
			try {
				R3DRENDERTARGET r3dtarget = convertRenderTarget( target );
				Engine.R3DEngine.Inf_SetRenderTarget(window.Handle.ToInt32(), ref r3dtarget);
				if(resolution != Resolution.Automatic) {
					Engine.R3DEngine.Inf_ForceResolution(resolution.Width, resolution.Height, resolution.ColourDepth);
				}
				Engine.R3DEngine.InitializeMe( false );

				R3DColor color = new R3DColor();
				color.r = 30;
				color.g = 30;
				color.b = 140;
				Engine.Pipeline.SetBackColor(ref color);
				Engine.Pipeline.SetDithering(true);
				Engine.Pipeline.SetFillMode(R3D089_VBasic.R3DFILLMODE.R3DFILLMODE_SOLID);
				R3DColor white = new R3DColor();
				white.r = 128;
				white.b = 128;
				white.g = 128;
				Engine.Pipeline.SetAmbientLight(ref white);
				Engine.Pipeline.SetColorKeying(true);
				Engine.Pipeline.SetSpecular(true);
				Engine.Pipeline.SetMipMapping(false);
				Engine.Pipeline.SetShadeMode(R3DSHADEMODE.R3DSHADEMODE_GOURAUD);
				Engine.Pipeline.SetTextureFilter(R3DTEXTUREFILTER.R3DTEXTUREFILTER_LINEARFILTER);
				_renderTarget = window;
			}
			catch(Exception e) {
				throw new EngineInitialisationException(e);
			}
		}
Exemple #2
0
		/// <summary>
		/// Initialise the scene
		/// </summary>
		/// <param name="window">The IWin32Window to render to.  System.Windows.Forms.Form implements IWin32Window</param>
		/// <param name="target">The render target</param>
		/// <param name="resolution">The resolution to render in</param>
		public void Initialise(IWin32Window window, EnumRenderTarget target, Resolution resolution) {
			if ( TV3DEngine != null ) {
				Terminate();
			}
			TV3DEngine = new TVEngine();
			try {
				Engine.TV3DEngine.Init3DWindowedMode(window.Handle.ToInt32(), true);
				//TV3DEngine.Init3DFullscreen( 800, 600, 16, true, false, CONST_TV_DEPTHMODE.TV_DEPTHBUFFER_BESTBUFFER, 1, 0 );
				_renderTarget = window;
			}
			catch(Exception e) {
				throw new EngineInitialisationException(e);
			}
			TV3DEngine.SetAngleSystem( CONST_TV_ANGLE.TV_ANGLE_DEGREE );
			TV3DEngine.SetVSync( true );
			TV3DEngine.DisplayFPS = true;
			TV3DScene = new TVScene();
			TV3DScene.SetDepthBuffer( CONST_TV_DEPTHBUFFER.TV_WBUFFER );
			//TV3DScene.SetRenderMode( CONST_TV_RENDERMODE.TV_LINE );
			TV3DScene.SetTextureFilter( CONST_TV_TEXTUREFILTER.TV_FILTER_ANISOTROPIC );
			TexFactory = new TVTextureFactory();
			Screen2DImmediate = new TVScreen2DImmediate();

			// TODO: this hax setting is to allow for clearing part of a rendersurface
			// would be nice if there is a better way....
			Screen2DImmediate.SETTINGS_SetBlendingMode( DxVBLibA.CONST_D3DBLEND.D3DBLEND_ZERO, DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE, false );

			Screen2DText = new TVScreen2DText();
			LightEngine = new TVLightEngine();
			Gl = new TVGlobals();
			Camera = new TVCamera();
			Atmosphere = new TVAtmosphere();
			Atmosphere.Fog_SetParameters( 100F, 10000F, 0.0005F );
			Atmosphere.Fog_Enable( true );
			Input = new TVInputEngine();
			FontIndex = Screen2DText.TextureFont_Create("font", "Verdana", 20, true, false, false, false);
		}