コード例 #1
0
ファイル: TestScene.cs プロジェクト: vladimir-siv/open-world
        protected override void Init()
        {
            Sky.StaticSkybox = Skybox.Black;
            Sky.FogDensity   = 0.0f;

            var light       = LightSource.Point(new vec3(-15.0f, 40.0f, 30.0f));
            var model_color = new Color(232.0f / 255.0f, 176.0f / 255.0f, 141.0f / 255.0f);

            var cube = new Mesh {
                shape = new Cube()
                {
                    Attributes = VertexAttribute.POSITION | VertexAttribute.COLOR
                },
            };
            var basic = new Material(Shader.Find("basic"));

            var Model = new GameObject("Model");

            Model.mesh = new Mesh();
            Model.mesh.LoadModel("male_head", VertexAttribute.POSITION | VertexAttribute.NORMAL).Wait();
            Model.material = new Material(Shader.Find("phong"));
            Model.material.Set("dampening", 10.0f);
            Model.material.Set("reflectivity", 1.0f);
            Model.material.Set("material_color", model_color, true);

            var User = new GameObject("User");

            User.mesh               = cube;
            User.material           = basic;
            User.transform.position = new vec3(-30.0f, 20.0f, 30.0f);
            User.transform.rotation = new vec3(-25.0f, -45.0f, 0.0f);
            User.AttachBehaviour(new UserController {
                Model = Model
            });

            var Light = new GameObject("Light");

            Light.mesh               = cube;
            Light.material           = basic;
            Light.transform.position = light.position;

            var Ground = new GameObject("Ground");

            Ground.mesh       = new Mesh();
            Ground.mesh.shape = new Plane()
            {
                Attributes = VertexAttribute.POSITION | VertexAttribute.UV
            };
            Ground.material = new Material(Shader.Find("unlit_texture"));
            Ground.material.Set("material_texture", Texture2D.FindBMP("Objects/crate"));
            Ground.transform.position = new vec3(0.0f, -20.0f, 0.0f);
            Ground.transform.scale    = new vec3(2.0f, 2.0f, 2.0f);

            Add(light);
            MainCamera.Following = User;
        }
コード例 #2
0
        protected override void Init()
        {
            Add(LightSource.Sun);

            Sky.Cycle.Add(Skybox.Find("Daylight", Color.FromBytes(216, 229, 235)));
            //Sky.Cycle.Add(Skybox.Find("Cloudy", Color.FromBytes(145, 180, 194)));
            Sky.Cycle.Add(Skybox.Find("Night", Color.Black));

            //using (var heightmap = new TextureHeightMap("Ground/heightmap.png")) terrain = Terrain.Generate(500.0f, 50u, heightmap);
            var terrain = Terrain.Generate(500.0f, 50u, new ProceduralHeightMap(100u, 8357));

            var Crate = new Prefab("Crate");

            Crate.mesh       = new Mesh();
            Crate.mesh.shape = new Cube()
            {
                Attributes = VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV
            };
            Crate.material = new Material(Shader.Find("phong_texture"));
            Crate.material.Set("dampening", 10.0f);
            Crate.material.Set("reflectivity", 0.1f);
            Crate.material.Set("use_simulated_light", false);
            Crate.material.Set("material_texture", Texture2D.FindBMP("Objects/crate"));

            var Tree = new Prefab("Tree");

            Tree.mesh = new Mesh();
            Tree.mesh.LoadModel("tree", VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV).Wait();
            Tree.material = new Material(Shader.Find("phong_texture"));
            Tree.material.Set("dampening", 10.0f);
            Tree.material.Set("reflectivity", 0.1f);
            Tree.material.Set("use_simulated_light", false);
            Tree.material.Set("material_texture", Texture2D.FindPNG("Plants/tree"));
            Tree.material.CullFace = false;

            var Cherry = new Prefab("Cherry");

            Cherry.mesh = new Mesh();
            Cherry.mesh.LoadModel("cherry", VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV).Wait();
            Cherry.material = new Material(Shader.Find("phong_texture"));
            Cherry.material.Set("dampening", 10.0f);
            Cherry.material.Set("reflectivity", 0.1f);
            Cherry.material.Set("use_simulated_light", false);
            Cherry.material.Set("material_texture", Texture2D.FindPNG("Plants/cherry"));
            Cherry.material.CullFace = false;

            var Fern = new Prefab("Fern");

            Fern.mesh = new Mesh();
            Fern.mesh.LoadModel("fern", VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV).Wait();
            Fern.material = new Material(Shader.Find("phong_texture"));
            Fern.material.Set("dampening", 10.0f);
            Fern.material.Set("reflectivity", 0.1f);
            Fern.material.Set("use_simulated_light", false);
            Fern.material.Set("material_texture", Texture2D.FindPNG("Plants/atlas_fern"), 0u, 4u);
            Fern.material.CullFace = false;

            var Boulder = new Prefab("Boulder");

            Boulder.mesh = new Mesh();
            Boulder.mesh.LoadModel("boulder", VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV).Wait();
            Boulder.material = new Material(Shader.Find("phong_texture"));
            Boulder.material.Set("dampening", 10.0f);
            Boulder.material.Set("reflectivity", 0.1f);
            Boulder.material.Set("use_simulated_light", false);
            Boulder.material.Set("material_texture", Texture2D.FindPNG("Objects/boulder"));

            var Barrel = new Prefab("Barrel");

            Barrel.mesh = new Mesh();
            Barrel.mesh.LoadModel("barrel", VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV).Wait();
            Barrel.material = new Material(Shader.Find("phong_texture"));
            Barrel.material.Set("dampening", 10.0f);
            Barrel.material.Set("reflectivity", 0.1f);
            Barrel.material.Set("use_simulated_light", false);
            Barrel.material.Set("material_texture", Texture2D.FindPNG("Objects/barrel"));

            var Lantern = new Prefab("Lantern");

            Lantern.mesh = new Mesh();
            Lantern.mesh.LoadModel("lantern", VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV).Wait();
            Lantern.material = new Material(Shader.Find("phong_texture_light_source"));
            Lantern.material.Set("dampening", 10.0f);
            Lantern.material.Set("reflectivity", 0.5f);
            Lantern.material.Set("use_simulated_light", false);
            Lantern.material.Set("material_texture", Texture2D.FindPNG("Objects/lantern"));
            Lantern.material.Set("brightness_map", Texture2D.FindPNG("Maps/lantern"));

            var Lamp = new Prefab("Lamp");

            Lamp.mesh = new Mesh();
            Lamp.mesh.LoadModel("lamp", VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV).Wait();
            Lamp.material = new Material(Shader.Find("phong_texture_light_source"));
            Lamp.material.Set("dampening", 10.0f);
            Lamp.material.Set("reflectivity", 0.5f);
            Lamp.material.Set("use_simulated_light", false);
            Lamp.material.Set("material_texture", Texture2D.FindPNG("Objects/lamp"));
            Lamp.material.Set("brightness_map", Texture2D.FindPNG("Objects/lamp"));

            var Lighting = new GameObject("Lighting");

            Lighting.AttachBehaviour(new LightingController {
            });

            var Player = new GameObject("Player");

            Player.AttachBehaviour(new PlayerController {
            });
            Player.transform.position = new vec3(+0.0f, +10.0f, +0.0f);

            var Ground = new GameObject("Ground");

            Ground.mesh       = new Mesh();
            Ground.mesh.shape = terrain.Shape.Use(VertexAttribute.POSITION | VertexAttribute.NORMAL | VertexAttribute.UV);
            Ground.material   = new Material(Shader.Find("phong_terrain"));
            Ground.material.Set("dampening", 10.0f);
            Ground.material.Set("reflectivity", 0.1f);
            Ground.material.Set("tiles", terrain.Tiles);
            Ground.material.Set("main_texture", Texture2D.FindPNG("Ground/ground_mud"));
            Ground.material.Set("r_texture", Texture2D.FindPNG("Ground/ground_flowery"));
            Ground.material.Set("g_texture", Texture2D.FindPNG("Ground/ground_grass"));
            Ground.material.Set("b_texture", Texture2D.FindPNG("Ground/ground_path"));
            Ground.material.Set("terrain_map", Texture2D.FindPNG("Ground/terrain"));

            var leos = new[]
            {
                new vec3(+66.65484f, +20.54087f, +14.08892f),
                new vec3(-70.22906f, +18.10966f, +24.74698f),
                new vec3(-49.59372f, +24.86368f, -92.01048f),
                new vec3(+2.849623f, +18.29142f, +44.42444f),
                new vec3(-51.86799f, +23.97442f, +127.3762f),
            };

            var lanternDelta = new vec3(0.6468048f, 12.84496f, -5.352559f);
            var lampDelta    = new vec3(0.0f, 11.55653f, 0.0f);

            for (var i = 0; i < leos.Length; ++i)
            {
                leos[i].y = terrain.CalculateLocalHeight(leos[i].x, leos[i].z);

                if (i % 2 == 0)
                {
                    Lantern.Instantiate(leos[i]);
                    Add(LightSource.Point(leos[i] + lanternDelta, Color.White, 10.0f));
                }
                else
                {
                    Lamp.Instantiate(leos[i]);
                    Add(LightSource.Point(leos[i] + lampDelta, Color.White, 10.0f));
                }
            }

            /*
             * Map.Generate
             * (
             *      "field",
             *      terrain,
             *      Ground.transform.position,
             *      new vec3(-terrain.Length * 0.45f, 0.0f, -terrain.Length * 0.45f),
             *      new vec3(+terrain.Length * 0.45f, 0.0f, +terrain.Length * 0.45f),
             *      new vec3(0.0f, 0.0f, 0.0f),
             *      new vec3(0.0f, 360.0f, 0.0f),
             *      XEngine.Common.vector3.one,
             *      XEngine.Common.vector3.one,
             *      500,
             *      "crate0",
             *      "tree0",
             *      "cherry0",
             *      "fern0", "fern1", "fern2", "fern3",
             *      "boulder0",
             *      "barrel0"
             * );
             * //*/

            using (var map = new Map("Maps/field"))
            {
                while (map.Read(out var descriptor))
                {
                    var atlas_index = Convert.ToUInt32(descriptor.name[descriptor.name.Length - 1] - '0');
                    var transform   = descriptor.transform;

                    switch (descriptor.name.Remove(descriptor.name.Length - 1))
                    {
                    case "crate":
                        transform.position.y += 1.5f;
                        transform.scale       = new vec3(3.0f, 3.0f, 3.0f);
                        Crate.Instantiate(transform);
                        break;

                    case "tree":
                        transform.scale = new vec3(+5.0f, +5.0f, +5.0f);
                        Tree.Instantiate(transform);
                        break;

                    case "cherry":
                        transform.scale = new vec3(+5.0f, +5.0f, +5.0f);
                        Cherry.Instantiate(transform);
                        break;

                    case "fern":
                        var obj = Fern.Instantiate(transform);
                        obj.properties = new ShaderProperties();
                        obj.properties.SetAtlasIndex("material_texture", atlas_index);
                        break;

                    case "boulder":
                        Boulder.Instantiate(transform);
                        break;

                    case "barrel":
                        transform.scale = new vec3(+10.0f, +10.0f, +10.0f);
                        Barrel.Instantiate(transform);
                        break;

                    default: break;
                    }
                }
            }

            CreateWater(terrain);

            MainCamera.Following = Player;
        }