Esempio n. 1
0
        private void glControl1_Load(object sender, EventArgs e)
        {
            EE.СurrentResources = new ResourcesDir();
            //C:\Users\super_power\Google Диск\EmyEngine\EmyEngine.SdkGame\bin\Debug\bin
            GL.ClearColor(1f / 255 * 0xFF, 1f / 255 * 0xFF, 1f / 255 * 0xFF, 1f);

            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);

            GL.Enable(EnableCap.LineSmooth);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);


            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            GL.Enable(EnableCap.CullFace);


            EE.СurrentResources = new ResourcesDir();
            ((ResourcesDir)EE.СurrentResources).Open("C:/Users/super_power/Google Диск/EmyEngine/EmyEngine.SdkGame/bin/Debug/bin");


            BasicBufer  = new FraemBuffer();
            BasicShader = new ShaderNew();
            BasicShader.ShadowMapObject = BasicBufer.DepthTextureObject;
            SubShader = new ZShader();

            {
                inst = new GameInstance();
                GameObjectJShape bbox = new GameObjectJShape(new BoxShape(300, 1, 300));
                bbox.Position      = new JVector(0f, 0f, 0f);
                bbox.Body.IsStatic = true;
                inst.AddObject(bbox);
            }
            {
                Update_t();
            }

            Renderer.Enabled = true;
        }
Esempio n. 2
0
        public void Initialize()
        {
            ResourcesArc reses = new ResourcesArc();

            foreach (FileInfo pnp in new DirectoryInfo("./").GetFiles())
            {
                if ((pnp.Extension.ToLower() == ".eedata") || (pnp.Extension.ToLower() == ".zip"))
                {
                    reses.Open(pnp.FullName);
                }
            }


            G.Graphics       = new SlowRender();
            _slowDebugDrawer = new DebugDrawer();
            GL.Enable(EnableCap.DepthTest);
            GL.DepthFunc(DepthFunction.Lequal);

            GL.Enable(EnableCap.LineSmooth);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);


            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.ClipPlane0);

            GL.ClearColor(1f / 255f * 55, 1f / 255f * 125, 1f / 255f * 185, 1f);


            EE.СurrentResources    = reses;
            EE.СurrentGuiResources = reses;
            EE.СurrentFont         = new Font(reses, "/Arial_50");
            EE.CurentTransleter    = new TaskTransleter();
            _fraemBufferMain       = new FraemBuffer();
            _rezultBuffer          = new FraemBuffer(FramebufferAttachment.ColorAttachment0, 1000, 800);
            _decorations           = new List <IDrawable>();
            _shaderGui             = new GUIShader();
            _shaderZMain           = new ZShader();
            _shader3DMain          = new ShaderNew();

            ((ShaderNew)_shader3DMain).ShadowMapObject = _fraemBufferMain.DepthTextureObject;

            _instanceFromGame = new GameInstance();
            _instanceFromGui  = new MainForm(this);



            //Lamps
            LightSource s = new LightSource();

            s.Position    = new Vector3(100f, 100f, 100f);
            s.Attenuation = new Vector3(0.2f, 0.2f, 0.2f);
            s.Colour      = new Vector3(1f, 1f, 1f);
            s.Exponent    = 0.000f;
            s.InnerCutoff = 100f;
            s.OuterCutoff = 100f;
            s.Direction   = new Vector3(0.0f, -1.0f, 0.0f);
            s.Type        = 1;
            ((ShaderNew)_shader3DMain).AddLamp(s);



            //_glowBloom = new GlowBloomShader();
        }