Esempio n. 1
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        /// <summary>
        /// Initializes a new instance of the <see cref="nginz.Camera"/> class.
        /// </summary>
        /// <param name="fieldOfView">Field of view.</param>
        /// <param name="resolution">Resolution.</param>
        /// <param name="near">Near plane.</param>
        /// <param name="far">Far plane.</param>
        /// <param name="radians">Whether radians should be used instead of degrees.</param>
        /// <param name="type">The camera type.</param>
        public Camera(float fieldOfView, Resolution resolution, float near, float far, bool radians = false, ProjectionType type = ProjectionType.Perspective)
        {
            // Calculate the field of view
            FieldOfView = radians
                ? fieldOfView
                : MathHelper.DegreesToRadians (fieldOfView);

            // Set the resolution
            Resolution = resolution;

            // Set the near plane
            Near = near;

            // Set the far plane
            Far = far;

            // Initialize the position
            Position = Vector3.Zero;

            // Initialize the orientation
            Orientation = Quaternion.Identity;

            // Set the camera projection type
            ProjectionType = type;

            // Calculate the projection graphics
            ProjectionMatrix =
                type == ProjectionType.Orthographic
                ? Matrix4.CreateOrthographicOffCenter (0, Resolution.Width, Resolution.Height, 0, Near, Far)
                : Matrix4.CreatePerspectiveFieldOfView (FieldOfView, AspectRatio, Near, Far);
        }
Esempio n. 2
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        protected override void Initialize()
        {
            GL.ClearColor (.25f, .30f, .35f, 1f);
            Mouse.ShouldCenterMouse = true;
            Mouse.CursorVisible = false;
            GL.CullFace (CullFaceMode.Back);
            GL.Enable (EnableCap.CullFace);

            testTexture = Content.Load<Texture2D> ("testWoodDiffuse.jpg", TextureConfiguration.Linear);
            var normal = Content.Load<Texture2D> ("testWoodNormal.jpg", TextureConfiguration.Linear);
            var res = new Resolution { Width = Configuration.Width, Height = Configuration.Height };
            camera = new FPSCamera (60f, res, Mouse, Keyboard);
            camera.Camera.SetAbsolutePosition (new Vector3 (0, 0, 2));
            camera.MouseRotation.X = MathHelper.DegreesToRadians (180);
            var obj = Content.LoadMultiple<Geometry> ("plane.obj");
            var rand = new Random ();
            foreach (Geometry geom in obj) {
                //geom.Material = new Material (new Color4((byte) rand.Next(0, 255), (byte) rand.Next (0, 255), (byte) rand.Next (0, 255), 255), testTexture, normal, 32, 16);
                geom.Material = new Material (Color4.White, null, null, 32, 16);
                models.Add (new Model (geom));
            }

            /*this.RenderingPipeline.AddDirectionalLight (new DirectionalLight {
                @base = new BaseLight {
                    Color = new Vector3 (1f),
                    Intensity = 1f,
                },
                direction = new Vector3 (0, 1, -1)
            });*/

            Func<Random, float, float, float> randPos = (rnd, min, max) => min + (float) rnd.NextDouble() * (max - min);

            for (int i = 0; i < 64; i++) {

                this.RenderingPipeline.AddPointLight (new PointLight {
                    @base = new BaseLight {
                        Color = new Vector3 ((float) rand.NextDouble(), (float) rand.NextDouble (), (float) rand.NextDouble ()),
                        Intensity = .25f
                    },
                    atten = new Attenuation {
                        constant = 2f,
                        exponent = .5f,
                        linear = 1f,
                    },
                    position = new Vector3 (randPos (rand, -5, 5), randPos(rand, .125f, .75f), randPos (rand, -5, 5)),
                });
            }

            base.Initialize ();
        }
Esempio n. 3
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        /// <summary>
        /// Initializes a new instance of the <see cref="nginz.FPSCamera"/> class.
        /// </summary>
        /// <param name="fieldOfView">Field of view.</param>
        /// <param name="resolution">Resolution.</param>
        /// <param name="mouse">Mouse.</param>
        /// <param name="keyboard">Keyboard.</param>
        public FPSCamera(float fieldOfView, Resolution resolution, MouseBuffer mouse, KeyboardBuffer keyboard)
        {
            // Create the base camera
            Camera = new Camera (fieldOfView, resolution, 0.01f, 256f);

            // Set the mouse and the keyboard
            Mouse = mouse;
            Keyboard = keyboard;

            // Initialize the mouse sensitivity
            MouseXSensitivity = .1f;
            MouseYSensitivity = .1f;

            // Initialize the actor speed
            Speed = 5f;
        }
Esempio n. 4
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 /// <summary>
 /// Update the resolution.
 /// </summary>
 void UpdateResolution()
 {
     Resolution = new Resolution { Width = window.Width, Height = window.Height };
 }
Esempio n. 5
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        /// <summary>
        /// Update the camera matrix.
        /// </summary>
        /// <param name="resolution">Resolution.</param>
        public void UpdateCameraMatrix(Resolution resolution)
        {
            // Set the resolution
            Resolution = resolution;

            // Resize the projection matrix
            ProjectionMatrix =
                ProjectionType == ProjectionType.Orthographic
                ? Matrix4.CreateOrthographic (Resolution.Width, Resolution.Height, Near, Far)
                : Matrix4.CreatePerspectiveFieldOfView (FieldOfView, AspectRatio, Near, Far);
        }