public void MakeWindow() { GameWindowSettings settings = new GameWindowSettings(); NativeWindowSettings nativeSettings = new NativeWindowSettings(); using (TriangleWindow window = new TriangleWindow(settings, nativeSettings)) { window.Run(); } using (SquareWindow window = new SquareWindow(settings, nativeSettings)) { window.Run(); } using (TextureWindow window = new TextureWindow(settings, nativeSettings)) { window.Run(); } using (CubeWindow window = new CubeWindow(settings, nativeSettings)) { window.Run(); } }
public static void Main(string[] args) { Console.WriteLine("Initializing"); GameWindowSettings gws = new GameWindowSettings(); gws.IsMultiThreaded = true; gws.RenderFrequency = 0.0; gws.UpdateFrequency = 60; if (args.Length > 0) { autoexit = true; } NativeWindowSettings nws = new NativeWindowSettings(); nws.Size = WindowSize; nws.Title = "Display"; nws.WindowBorder = WindowBorder.Fixed; Console.WriteLine("Creating game object"); using (Game g = new Game(gws, nws)) { g.Run(); } }
public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { float x = 0.0f; float y = 0.0f; //radius lingkaran float radius = 0.5f; ////radius elips //float radius_x = 0.1f; //float radius_y = 0.2f; for (int i = 0; i < 360; i++) { //rumus derajat ke radian = derajat * 3.1416f / 180; float degInRad = i * 3.1416f / 180; //x //lingkaran _vertices_clock[i * 3] = x + (float)Math.Cos(degInRad) * radius; //elips //_vertices[i * 3] = x + (float)Math.Cos(degInRad) * radius_x; //y _vertices_clock[i * 3 + 1] = y + (float)Math.Sin(degInRad) * radius; //elips //_vertices[i * 3 + 1] = y + (float)Math.Sin(degInRad) * radius_y; //z _vertices_clock[i * 3 + 2] = 0; } }
public Window2D(Scene2D scene, GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { Scene = scene; eventContext = new EventContext(); }
public Game( GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { Title = "Nile -> Ai"; }
public void CreateWindow(System.Numerics.Vector2 size, bool hidden = false) { var settings = new GameWindowSettings() { IsMultiThreaded = false }; var nsettings = new NativeWindowSettings() { API = ContextAPI.OpenGL, AutoLoadBindings = true, Size = new Vector2i((int)size.X, (int)size.Y), Title = "OpenH2", Flags = ContextFlags.Debug, APIVersion = new Version(4, 6), NumberOfSamples = 8 }; window = new GameWindow(settings, nsettings); window.Resize += this.Window_Resize; this.AspectRatio = size.X / size.Y; this.AspectRatioChanged = true; window.IsVisible = !hidden; window.Closed += this.Window_Closed; GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); GL.Enable(EnableCap.AlphaTest); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); GL.Enable(EnableCap.Blend); }
public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { Console.WriteLine("\"Shaun the Sheep\" made by:"); Console.WriteLine("Leonando L - C14190010"); Console.WriteLine("Nicholas S - C14190034"); Console.WriteLine("Jeremy H - C14190215"); Console.WriteLine("\nControls:"); Console.WriteLine("WASD - MOVE CAMERA"); Console.WriteLine("LSHIFT - MOVE UP CAMERA"); Console.WriteLine("LCTRL - MOVE DOWN CAMERA"); Console.WriteLine("MOUSEWHEEL - ZOOM IN/OUT CAMERA"); Console.WriteLine("R - RESET CAMERA"); Console.WriteLine(""); Console.WriteLine("LEFT MOUSE - HORIZONTAL SPIN"); Console.WriteLine("RIGHT MOUSE - VERTICAL SPIN"); Console.WriteLine("MIDDLE MOUSE - CIRCLE SPIN"); Console.WriteLine(""); Console.WriteLine("ARROW KEYS - MOVE LIGHT"); Console.WriteLine("RSHIFT - MOVE UP LIGHT"); Console.WriteLine("RCTRL - MOVE DOWN LIGHT"); Console.WriteLine("L - RESET LIGHT"); Console.WriteLine(""); Console.WriteLine("F1 - SHOW HELP"); Console.WriteLine("F7 - TOGGLE WIREFRAMES"); Console.WriteLine("F8 - TOGGLE SOLIDS"); Console.WriteLine("F9 - TOGGLE LIGHTBALL"); Console.WriteLine("F10 - TOGGLE SHADOW"); Console.WriteLine("F11 - TOGGLE FULLSCREEN"); Console.WriteLine("F12 - TOGGLE ANIMATIONS"); Console.WriteLine("\nActions:"); }
public LightingGame(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { VSync = VSyncMode.On; _material = new Material(new Vector3(1.0f, 0.5f, 0.31f), new Vector3(1.0f, 0.5f, 0.31f), new Vector3(0.5f, 0.5f, 0.5f), 32.0f); _light = new Light(new Vector3(1.0f, 3.0f, 3.0f), new Vector3(0.2f, 0.2f, 0.2f), new Vector3(0.5f, 0.5f, 0.5f), new Vector3(1.0f, 1.0f, 1.0f)); }
static void Main(string[] args) { GameWindowSettings gameWinSettings = new GameWindowSettings(); var nativeWindowSettings = new NativeWindowSettings() { Size = new Vector2i(800, 600), Title = "Habi", APIVersion = new System.Version(4, 5), API = ContextAPI.OpenGL, Flags = ContextFlags.ForwardCompatible, Profile = ContextProfile.Core, }; int width, height, xpos, ypos; unsafe { var monitor = GLFW.GetPrimaryMonitor(); var vidmode = GLFW.GetVideoMode(monitor); width = vidmode->Width - 200; height = vidmode->Height - 100; xpos = (vidmode->Width - width) / 2; ypos = (vidmode->Height - height) / 2; } nativeWindowSettings.Size = new Vector2i(width, height); nativeWindowSettings.Location = new Vector2i(xpos, ypos); using (var game = new Draw2DGame(gameWinSettings, nativeWindowSettings)) { game.Run(); } }
static void Main(string[] args) { GameWindowSettings gwSettings = new GameWindowSettings() { //UpdateFrequency = 10, //RenderFrequency = 10, }; NativeWindowSettings nwSettings = new NativeWindowSettings() { API = ContextAPI.OpenGL, APIVersion = new Version(3, 3), AutoLoadBindings = true, Flags = ContextFlags.Debug | ContextFlags.ForwardCompatible, IsEventDriven = false, Profile = ContextProfile.Core, Size = (800, 600), StartFocused = true, StartVisible = true, Title = "Local OpenTK Test", WindowBorder = WindowBorder.Resizable, WindowState = WindowState.Normal, }; using (Window window = new Window(gwSettings, nwSettings)) { window.Run(); } }
private void ActivateThisWindowContext(string title, uint width, uint height, bool fullscreen) { // We use OpenGL 2.0 (ie. fixed-function pipeline!) var settings = new GameWindowSettings(); settings.IsMultiThreaded = false; var nativeSettings = new NativeWindowSettings(); nativeSettings.Profile = ContextProfile.Any; nativeSettings.WindowState = WindowState.Normal; nativeSettings.API = ContextAPI.OpenGL; nativeSettings.APIVersion = new Version(2, 0); nativeSettings.IsFullscreen = fullscreen; window = new GameWindow(settings, nativeSettings) { Title = title, Size = new OpenTK.Mathematics.Vector2i((int)width, (int)height) }; GL.ClearDepth(1); GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f); isRunning = true; window.Context.MakeCurrent(); window.IsVisible = true; GL.Viewport(0, 0, window.Size.X, window.Size.Y); GL.MatrixMode(MatrixMode.Projection); GL.LoadIdentity(); GL.Ortho(0.0, 1.0, 0.0, 1.0, 0.0, 4.0); }
//feets.bac public Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { GL.Enable(EnableCap.Multisample); GL.Disable(EnableCap.DepthTest); GL.Enable(EnableCap.Blend); GL.Enable(EnableCap.LineSmooth); }
public Game(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { frameCounter = 0.0f; sceneManager = new SceneManager(this); KeyDown += sceneManager.ProcessKeyInput; MouseDown += sceneManager.ProcessMouseButtonDown; }
/// <summary> /// Use this method to create an OpenGL context. /// Never use this method in your application, ONLY in unit testing. /// This will enable you to unit test classes which use OpenGL-dependent /// function calls, including `Text', `Image', and `ImageStride' classes. /// </summary> public static void CreateOpenGLContext() { var settings = new GameWindowSettings(); var nativeSettings = new NativeWindowSettings(); Window._contextWin = new GameWindow(settings, nativeSettings); Window._contextWin.Context.MakeCurrent(); }
/// <summary> /// Initializes a new instance of the <see cref="MyOTKEWindow"/> class. /// </summary> /// <param name="gameWindowSettings">The GameWindow related settings.</param> /// <param name="nativeWindowSettings">The NativeWindow related settings.</param> /// <param name="lockCursor">A value indicating whether the cursor is placed back at the center of the view during each update.</param> /// <param name="clearColor">The color to clear the view with on each render call.</param> public MyOTKEWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings, bool lockCursor, Color clearColor) : base(gameWindowSettings, nativeWindowSettings) { GlDebug.RegisterDebugCallback(); this.LockCursor = lockCursor; this.clearColor = clearColor; }
public static AppWindow New(int width, int height) { GameWindowSettings setting = new GameWindowSettings(); NativeWindowSettings nativeSettings = new NativeWindowSettings(); nativeSettings.Size = new OpenTK.Mathematics.Vector2i(width, height); nativeSettings.API = ContextAPI.OpenGL; return(new AppWindow(setting, nativeSettings)); }
static void Main() { var gameSettings = new GameWindowSettings(); var nativeWindowSettings = new NativeWindowSettings(); var program = new Program(gameSettings, nativeWindowSettings); program.Run(); }
public static Lines2D New(int width, int height) { GameWindowSettings setting = new GameWindowSettings(); NativeWindowSettings nativeSettings = new NativeWindowSettings(); nativeSettings.Size = new Vector2i(width, height); nativeSettings.API = ContextAPI.OpenGL; return(new Lines2D(setting, nativeSettings)); }
public static Scene New(int width, int height, string title) { GameWindowSettings setting = new GameWindowSettings(); NativeWindowSettings nativeSettings = new NativeWindowSettings(); nativeSettings.Size = new OpenTK.Mathematics.Vector2i(width, height); nativeSettings.Title = title; return(new Scene(setting, nativeSettings)); }
public PolyWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { Title = ""; updateFreq = Convert.ToUInt64(UpdateFrequency); renderFreq = Convert.ToUInt64(RenderFrequency); updateTimes = new double[updateFreq]; renderTimes = new double[renderFreq]; }
public MainWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { Camera = new FpsCamera(Size.X, Size.Y); Camera.CameraPosition = new OpenToolkit.Mathematics.Vector3(0, -80, 40); Camera.CameraYaw = -90; Camera.CameraPitch = 90; Camera.RecalculateCamera(0, 0); }
/// <inheritdoc /> public Game(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { _environment = System.Environment.Version.ToString(); Input = new Input(this); Global.Input = Input; DebugDrawer = new DebugDrawer(); Global.DebugDrawer = DebugDrawer; }
public static void Init(GameWindowSettings gws, NativeWindowSettings nws, GLRenderer renderer = null, Action initCallback = null) { _window = new GameWindow(gws, nws); //log basic info Logger.Log("Base Directory: " + AppContext.BaseDirectory, true); Logger.Log("Renderer: " + GL.GetString(StringName.Renderer), true); Logger.Log("Vendor: " + GL.GetString(StringName.Vendor), true); Logger.Log("Version: " + GL.GetString(StringName.Version), true); Logger.Log("Shading Language version: " + GL.GetString(StringName.ShadingLanguageVersion), true); //subscribe to window events MainWindow.UpdateFrame += UpdateFrame; MainWindow.RenderFrame += RenderFrame; //intialize engine Logger.Log("Initializing LeaderEngine...", true); Stopwatch stopwatch = new Stopwatch(); stopwatch.Start(); //init debug callbacks GLFW.SetErrorCallback(LogGLFWError); DebugProc debugProcCallback = DebugCallback; GCHandle debugProcCallbackHandle = GCHandle.Alloc(debugProcCallback); GL.DebugMessageCallback(debugProcCallback, IntPtr.Zero); GL.Enable(EnableCap.DebugOutput); GL.Enable(EnableCap.DebugOutputSynchronous); //init modules AssetManager.Init(); DefaultShaders.Init(); SpriteRenderer.Init(); SkyboxRenderer.Init(); _renderer = renderer ?? new ForwardRenderer(); Renderer.Init(); AudioManager.Init(); Input.Init(MainWindow.KeyboardState, MainWindow.MouseState); //init main application initCallback?.Invoke(); stopwatch.Stop(); //print init complete msg Logger.Log($"LeaderEngine initialized. ({stopwatch.ElapsedMilliseconds}ms)", true); //open window MainWindow.Run(); }
public static Game Initialize(int width, int height, double renderFrequency, string title) { GameWindowSettings defaultGWS = GameWindowSettings.Default; NativeWindowSettings defaultNWS = NativeWindowSettings.Default; defaultGWS.RenderFrequency = renderFrequency; defaultNWS.Size = new Vector2i(width, height); defaultNWS.Title = title; return(new Game(defaultGWS, defaultNWS)); }
private App(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { // Enable things for correct texture opacity handling GL.Enable(EnableCap.Texture2D); GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha); // Window works ok if it is not fixed, but text can become bad if resized WindowBorder = WindowBorder.Resizable; VSync = VSyncMode.On; }
public RenderWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { Load += MainWindowLoad; Resize += MainWindowResize; RenderFrame += MainWindowRenderFrame; UpdateFrame += MainWindowUpdateFrame; RenderCommandUpdatesChannel = Channel.CreateUnbounded <IRenderCommand>(); EventChannel = Channel.CreateUnbounded <IEvent>(); }
public MainWindow(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings, Action initializeCallback) : base(gameWindowSettings, nativeWindowSettings) { if (instance != null) { Debug.WriteLine("Another instance is running!"); return; } instance = this; this.initializeCallback = initializeCallback; }
public SDAV_Window(GameWindowSettings gameWindowSettings, NativeWindowSettings nativeWindowSettings) : base(gameWindowSettings, nativeWindowSettings) { originalSize = nativeWindowSettings.Size; if (Configuration.GetStringProperty("captureType").Equals("Microphone")) { captureType = ECaptureType.Microphone; } else { captureType = ECaptureType.Loopback; } }
static void Main(string[] args) { var gameWinSettings = new GameWindowSettings(); var nativeWinSettings = new NativeWindowSettings(); nativeWinSettings.Size = new Vector2i(1020, 800); var game = new Game(gameWinSettings, nativeWinSettings); game.Run(); game.Dispose(); }
public BremuGbWindow(NativeWindowSettings nativeWindowSettings, GameWindowSettings gameWindowSettings, GameBoy gameBoy) : base(gameWindowSettings, nativeWindowSettings) { _gameBoy = gameBoy; _gameBoy.OutputTerminalChangedEvent += new EventHandler(OnSoundOutputTerminalChanged); _gameBoy.MasterVolumeChangedEvent += new EventHandler(OnMasterVolumeChangedEvent); _gameBoy.NextFrameReadyEvent += new EventHandler(OnNextFrameReady); _soundPlayer = new SoundPlayer(); _screenRenderer = new ScreenRenderer(); _stopwatch = new Stopwatch(); _stopwatch.Start(); }