public void Startup(FearEngineImpl engine) { rotatingLight = engine.GameObjectFactory.CreateGameObject("RotatingLightFixture"); rotatingLight.AddUpdatable(engine.UpdateableFactory.CreateContinuousRandomSlerp(rotatingLight.Transform, 0.25f)); Light light = engine.LightFactory.CreateDirectionalLight(); TransformAttacher attacher = (TransformAttacher)light; attacher.AttactToTransform(rotatingLight.Transform); cam = engine.GameObjectFactory.CreateGameObject("Camera"); scene = engine.SceneFactory.CreateSceneWithSingleLight(engine.CameraFactory.CreateDebugCamera(cam), light); GameObject teapot = engine.GameObjectFactory.CreateGameObject("Teapot"); Mesh mesh = engine.Resources.GetMesh("TEAPOT"); Material material = engine.Resources.GetMaterial("ShadowedPBR"); SceneObject shadowedTeapot = new SceneObject(teapot, mesh, material); scene.AddSceneObject(shadowedTeapot); GameObject planeObj = engine.GameObjectFactory.CreateGameObject("Plane"); planeObj.Transform.SetScale(3.0f); Mesh plane = engine.Resources.GetMesh("PLANE"); SceneObject shadowedPlane = new SceneObject(planeObj, plane, material); scene.AddSceneObject(shadowedPlane); scene.EnableShadows(); }
public void Startup(FearEngineImpl engine) { Light light = engine.LightFactory.CreateDirectionalLight(); cam = engine.GameObjectFactory.CreateGameObject("Camera"); scene = engine.SceneFactory.CreateSceneWithSingleLight(engine.CameraFactory.CreateDebugCamera(cam), light); Material material = engine.Resources.GetMaterial("IBLTest"); int numOfSpheres = 10; float radiusOfSphere = 1.0f; float bufferBetweenSpheres = 0.2f; float distanceBetweenSphereCenters = (radiusOfSphere * 2.0f) + bufferBetweenSpheres; float sphereXCoord = -((float)numOfSpheres / 2.0f) * distanceBetweenSphereCenters; float sphereYCoord = radiusOfSphere + bufferBetweenSpheres; for (int i = 0; i < numOfSpheres; i++) { GameObject sphere = engine.GameObjectFactory.CreateGameObject("Sphere" + i); Mesh mesh = engine.Resources.GetMesh("Sphere"); sphere.Transform.MoveTo(new Vector3(sphereXCoord, sphereYCoord, 0.0f)); sphereXCoord += distanceBetweenSphereCenters; SceneObject sphereSceneObject = new SceneObject(sphere, mesh, material); scene.AddSceneObject(sphereSceneObject); } scene.EnableShadows(); }
public void Startup(FearEngineImpl engine) { cam = engine.GameObjectFactory.CreateGameObject("Camera"); scene = engine.SceneFactory.CreateSceneWithSingleLight( engine.CameraFactory.CreateDebugCamera(cam), engine.LightFactory.CreateDirectionalLight()); float seperation = 6.0f; teapotPhong = new BaseGameObject("TeapotPhong"); teapotPhong.Transform.MoveTo(teapotPhong.Transform.Position + (teapotPhong.Transform.Right * seperation)); teapotPhong.AddUpdatable(new ContinuousRotationAroundY(teapotPhong.Transform)); teapotPBR = new BaseGameObject("TeapotPBR"); teapotPBR.Transform.MoveTo(teapotPhong.Transform.Position + (-teapotPhong.Transform.Right * seperation)); teapotPBR.AddUpdatable(new ContinuousRotationAroundY(teapotPBR.Transform)); Mesh mesh = engine.Resources.GetMesh("TEAPOT"); Material phong = engine.Resources.GetMaterial("NormalLit"); Material pbr = engine.Resources.GetMaterial("PBR_GGX"); SceneObject phongTeapot = new SceneObject(teapotPhong, mesh, phong); SceneObject pbrTeapot = new SceneObject(teapotPBR, mesh, pbr); scene.AddSceneObject(phongTeapot); scene.AddSceneObject(pbrTeapot); }
public void Startup(FearEngineImpl engine) { cam = engine.GameObjectFactory.CreateGameObject("Camera"); device = engine.Device; scene = engine.SceneFactory.CreateSceneWithSingleLight( engine.CameraFactory.CreateDebugCamera(cam), engine.LightFactory.CreateDirectionalLight()); GameObject cube = new BaseGameObject("Cube"); Mesh mesh = engine.Resources.GetMesh("BOX"); Material material = engine.Resources.GetMaterial("NormalLit"); SceneObject litCube = new SceneObject(cube, mesh, material); scene.AddSceneObject(litCube); }
public void Startup(FearEngineImpl engine) { cam = engine.GameObjectFactory.CreateGameObject("Camera"); scene = engine.SceneFactory.CreateSceneWithSingleLight( engine.CameraFactory.CreateDebugCamera(cam), new DirectionalLight()); teapot = new BaseGameObject("Teapot"); teapot.AddUpdatable(new ContinuousRotationAroundY(teapot.Transform)); Mesh mesh = engine.Resources.GetMesh("TEAPOT"); Material material = engine.Resources.GetMaterial("NormalLit"); SceneObject litTeapot = new SceneObject(teapot, mesh, material); scene.AddSceneObject(litTeapot); }
public void Startup(FearEngineImpl engine) { cam = engine.GameObjectFactory.CreateGameObject("Camera"); scene = engine.SceneFactory.CreateSceneWithSingleLight( engine.CameraFactory.CreateDebugCamera(cam), engine.LightFactory.CreateDirectionalLight()); GameObject cube = new BaseGameObject("Cube"); Mesh mesh = engine.Resources.GetMesh("BOX"); Material material = engine.Resources.GetMaterial("Textured"); material.SetParameterResource("gAlbedo", engine.Resources.GetTexture("GammaGradient")); SceneObject litCube = new SceneObject(cube, mesh, material); scene.AddSceneObject(litCube); }
public void Startup(FearEngineImpl engine) { cam = engine.GameObjectFactory.CreateGameObject("Camera"); scene = engine.SceneFactory.CreateSceneWithSingleLight( engine.CameraFactory.CreateDebugCamera(cam), engine.LightFactory.CreateDirectionalLight()); GameObject teapot = new BaseGameObject("FloorPlane"); Mesh mesh = engine.Resources.GetMesh("PLANE"); Material material = engine.Resources.GetMaterial("NormalMapped"); material.SetParameterResource("gAlbedo", engine.Resources.GetTexture("GravelCobble")); material.SetParameterResource("gNormal", engine.Resources.GetTexture("GravelCobbleNormal")); //drawNormalsMaterial = fearEngine.Resources.GetMaterial("DrawNormals"); SceneObject litCube = new SceneObject(teapot, mesh, material); scene.AddSceneObject(litCube); }
public void Startup(FearEngineImpl engine) { cam = engine.GameObjectFactory.CreateGameObject("Camera"); device = engine.Device; scene = engine.SceneFactory.CreateSceneWithSingleLight( engine.CameraFactory.CreateDebugCamera(cam), engine.LightFactory.CreateDirectionalLight()); GameObject cube = new BaseGameObject("Cube"); Mesh mesh = engine.Resources.GetMesh("BOX"); Material material = engine.Resources.GetMaterial("NormalLit"); SceneObject litCube = new SceneObject(cube, mesh, material); scene.AddSceneObject(litCube); FearGraphicsDevice dev2 = new SharpDXGraphicsDevice(engine.Device); Material computeShader = LoadComputeShader(dev2); irrCubeGen = new IrradianceCubeMapGenerator(dev2, computeShader); source = LoadOriginalCubemap(dev2); }
public void Startup(FearEngine.FearEngineImpl engine) { fearEngine = engine; }