Esempio n. 1
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        protected override void OnLoad(EventArgs e)
        {
            multisampling = new Multisampling(4);

            GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);
            GL.ClearColor(State.ClearColor);

            GL.Enable(EnableCap.Blend);
            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.DepthTest);
            GL.Enable(EnableCap.CullFace);

            GL.CullFace(CullFaceMode.Back);
            GL.MinSampleShading(1.0f);

            Map.New(2048);
            debug   = new ObjectRenderer();
            camera  = new Camera();
            terrain = new TerrainRenderer(camera);
            water   = new WaterRenderer();
            light   = new Light();
            assets  = new AssetRenderer();
            ui      = new Ui();
            sky     = new SkyRenderer();
            shadows = new ShadowBox();
        }
Esempio n. 2
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        public Water(int width, int height, int columns, WaterRenderer renderer = null, float tension = 0.025f, float dampening =  0.025f, float spread = 0.025f)
        {
            _width = width;
            _height = height;
            _renderer = renderer;

            _tension = tension;
            _dampening = dampening;
            _spread = spread;

            _columns = new WaterColumn[columns];

            for (int i = 0; i < _columns.Length; i++)
            {
                _columns[i] = new WaterColumn()
                {
                    Height = height,
                    TargetHeight = height,
                    Speed = 0
                };
            }

            // Apply basic water renderer if non set
            if (renderer == null) renderer = new BasicWaterRenderer();

            AddNode(renderer);
        }
Esempio n. 3
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        private void Initialize()
        {
            graphicsDevice = ScreenManager.GraphicsDevice;
            content        = ScreenManager.Content;
            spriteBatch    = ScreenManager.SpriteBatch;
            font           = ScreenManager.Font;
            MeshManager.InitializeManager(graphicsDevice, content);

            screenWidth  = graphicsDevice.Viewport.Width;
            screenHeight = graphicsDevice.Viewport.Height;

            clearColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);

            // Create Render Targets
            mainRT = new RenderTarget2D(graphicsDevice, screenWidth, screenHeight, false, SurfaceFormat.Color,
                                        DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents);
            reflectionRT = new RenderTarget2D(graphicsDevice, screenWidth / 2, screenHeight / 2, true, SurfaceFormat.Color,
                                              DepthFormat.Depth24Stencil8);
            occlusionRT = new RenderTarget2D(graphicsDevice, screenWidth / 8, screenHeight / 8, false, SurfaceFormat.Color,
                                             DepthFormat.None);
            bloomRT = new RenderTarget2D(graphicsDevice, screenWidth / 8, screenHeight / 8, false, SurfaceFormat.Color,
                                         DepthFormat.None);

            postEffects = new PostProcessingEffects(graphicsDevice,
                                                    content.Load <Effect>(@"Effects\PostProcessingEffects"));

            // Create renderers
            lightRenderer = new LightRenderer(graphicsDevice,
                                              content.Load <Effect>(@"Effects\Light"));
            terrainRenderer = new TerrainRenderer(graphicsDevice,
                                                  content.Load <Effect>(@"Effects\Terrain"));
            surfaceRenderer = new SurfaceRenderer(graphicsDevice,
                                                  content.Load <Effect>(@"Effects\Surface"));
            waterRenderer = new WaterRenderer(graphicsDevice,
                                              content.Load <Effect>(@"Effects\Water"));
            billboardRenderer = new BillboardRenderer(graphicsDevice,
                                                      content.Load <Effect>(@"Effects\Billboard"));
            meshRenderer = new MeshRenderer(graphicsDevice,
                                            content.Load <Effect>(@"Effects\Mesh"));

            // Create camera
            camera                 = new FirstPersonCamera();
            camera.AspectRatio     = graphicsDevice.Viewport.AspectRatio;
            camera.AABBSize        = new Vector2(1.0f, 8.0f);
            camera.DrawDistance    = 10000.0f;
            camera.MoveSpeed       = 25.0f;
            camera.FreeFlyEnabled  = false;
            camera.PitchMinDegrees = -75.0f;
            camera.PitchMaxDegrees = 60.0f;
            camera.Projection      = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
                                                                         camera.AspectRatio, 0.1f, 10000.0f);

            secretSFX = content.Load <SoundEffect>(@"SoundEffects\shotgun_pump");

            // Load level data
            LoadLevel(@"Levels\" + levelFileName);
        }
Esempio n. 4
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    private void Start()
    {
        terrainData.ApplyToMaterial(terrainMaterial);
        viewerPositionLastUpdate = Vector3.negativeInfinity;

        WaterRenderer waterRenderer = gameObject.AddComponent <WaterRenderer>();

        waterRenderer.waterMaterial = waterMaterial;
        waterRenderer.CreateCameras(waterData.resolution, waterData.waterLevelY);

        InvokeRepeating("UpdateTerrainChunks", 0, 0.1f);
    }
Esempio n. 5
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        /// <summary>
        /// Initializes water and lava asset definitions
        /// and liquid properties
        /// TODO: Move this to another file.
        /// </summary>
        public void CreateLiquids()
        {
            WaterRenderer = new WaterRenderer(GraphicsDevice);

            LiquidAsset waterAsset = new LiquidAsset
            {
                Type = LiquidType.Water,
                Opactiy = 0.3f,
                SloshOpacity = 0.7f,
                WaveHeight = 0.1f,
                WaveLength = 0.05f,
                WindForce = 0.001f,
                BumpTexture = TextureManager.GetTexture(ContentPaths.Terrain.water_normal),
                FoamTexture = TextureManager.GetTexture(ContentPaths.Terrain.foam),
                BaseTexture = TextureManager.GetTexture(ContentPaths.Terrain.cartoon_water),
                MinOpacity = 0.0f,
                RippleColor = new Vector4(0.1f, 0.1f, 0.1f, 0.0f),
                FlatColor = new Vector4(0.3f, 0.3f, 0.9f, 1.0f)
            };
            WaterRenderer.AddLiquidAsset(waterAsset);

            LiquidAsset lavaAsset = new LiquidAsset
            {
                Type = LiquidType.Lava,
                Opactiy = 0.99f,
                SloshOpacity = 1.0f,
                WaveHeight = 0.1f,
                WaveLength = 0.05f,
                WindForce = 0.001f,
                MinOpacity = 0.99f,
                BumpTexture = TextureManager.GetTexture(ContentPaths.Terrain.water_normal),
                FoamTexture = TextureManager.GetTexture(ContentPaths.Terrain.lavafoam),
                BaseTexture = TextureManager.GetTexture(ContentPaths.Terrain.lava),
                RippleColor = new Vector4(0.5f, 0.4f, 0.04f, 0.0f),
                FlatColor = new Vector4(0.9f, 0.7f, 0.2f, 1.0f)
            };

            WaterRenderer.AddLiquidAsset(lavaAsset);
        }