コード例 #1
0
        void SetupViewport()
        {
            var renderer = GetSubsystem <Renderer>();
            var graphics = GetSubsystem <Graphics>();

            renderer.NumViewports = 2;

            // Set up the front camera viewport
            Viewport viewport = new Viewport(scene, CameraNode.GetComponent <Camera>());

            renderer.SetViewport(0, viewport);

            // Clone the default render path so that we do not interfere with the other viewport, then add
            // bloom and FXAA post process effects to the front viewport. Render path commands can be tagged
            // for example with the effect name to allow easy toggling on and off. We start with the effects
            // disabled.
            var        cache            = GetSubsystem <ResourceCache>();
            RenderPath effectRenderPath = viewport.GetRenderPath().Clone();

            effectRenderPath.Append(cache.Get <XMLFile>("PostProcess/Bloom.xml"));
            effectRenderPath.Append(cache.Get <XMLFile>("PostProcess/FXAA2.xml"));
            // Make the bloom mixing parameter more pronounced
            effectRenderPath.SetShaderParameter("BloomMix", new Vector2(0.9f, 0.6f));

            effectRenderPath.SetEnabled("Bloom", false);
            effectRenderPath.SetEnabled("FXAA2", false);
            viewport.SetRenderPath(effectRenderPath);

            // Set up the rear camera viewport on top of the front view ("rear view mirror")
            // The viewport index must be greater in that case, otherwise the view would be left behind
            IntRect  rect         = new IntRect(graphics.Width * 2 / 3, 32, graphics.Width - 32, graphics.Height / 3);
            Viewport rearViewport = new Viewport(scene, rearCameraNode.GetComponent <Camera>(), rect);

            renderer.SetViewport(1, rearViewport);
        }
コード例 #2
0
ファイル: GameSession.cs プロジェクト: DrShIkIgAmy/PlaneVS
        void CreateScene()
        {
            if (_scene == null)
            {
                _scene = new Scene();
            }

            _scene.CreateComponent <Octree>();

            var physics = _scene.CreateComponent <PhysicsWorld>();

            physics.SetGravity(WorldGravity);

            var cameraNode = _scene.CreateChild();

            cameraNode.Position = CameraPosition;
            cameraNode.Rotate(CameraRotation);
            cameraNode.CreateComponent <Camera>();
            var Viewport = new Viewport(Context, _scene, cameraNode.GetComponent <Camera>(), null);

            if (Application.Platform != Platforms.Android && Application.Platform != Platforms.iOS)
            {
                RenderPath effectRenderPath = Viewport.RenderPath.Clone();
                var        fxaaRp           = Application.ResourceCache.GetXmlFile(Assets.PostProcess.FXAA3);
                effectRenderPath.Append(fxaaRp);
                Viewport.RenderPath = effectRenderPath;
            }

            Application.Renderer.SetViewport(0, Viewport);

            var zoneNode = _scene.CreateChild();
            var zone     = zoneNode.CreateComponent <Zone>();

            zone.SetBoundingBox(new BoundingBox(-1000.0f, 1000.0f));
            zone.AmbientColor = new Color(1f, 1f, 1f);


            _trackNode          = _scene.CreateChild();
            _trackNode.Scale    = TrackSize;
            _trackNode.Position = TrackPosition;
            var track = _trackNode.CreateComponent <AnimatedModel>();

            track.Model    = Application.ResourceCache.GetModel(Assets.Models.Plane);
            track.Material = Application.ResourceCache.GetMaterial(Assets.Materials.Grass);

            _lightNode          = _scene.CreateChild();
            _lightNode.Position = LightPosition;
            _lightNode.Rotation = LightRotation;
            _lightNode.AddComponent(new Light {
                Range = 1200, Brightness = 0.8f
            });

            _scoreLabel = new Text();
            _scoreLabel.HorizontalAlignment = HorizontalAlignment.Right;
            _scoreLabel.VerticalAlignment   = VerticalAlignment.Top;
            _scoreLabel.SetFont(Application.ResourceCache.GetFont(Assets.Fonts.Font), Application.Graphics.Width / 20);
            _scoreLabel.Value = 0.ToString();
            Application.UI.Root.AddChild(_scoreLabel);
        }
コード例 #3
0
        private async void CreateScene()
        {
            scene = new Scene();
            scene.CreateComponent <Octree>();
            var physics = scene.CreateComponent <PhysicsWorld>();

            physics.SetGravity(new Vector3(0, 0, 0));
            // Camera
            var cameraNode = scene.CreateChild();

            cameraNode.Position = (new Vector3(0.0f, 0.0f, -10.0f));
            cameraNode.CreateComponent <Camera>();
            Viewport = new Viewport(Context, scene, cameraNode.GetComponent <Camera>(), null);
            if (Platform != Platforms.Android && Platform != Platforms.iOS)
            {
                RenderPath effectRenderPath = Viewport.RenderPath.Clone();
                var        fxaaRp           = ResourceCache.GetXmlFile(Assets.PostProcess.FXAA3);
                effectRenderPath.Append(fxaaRp);
                Viewport.RenderPath = effectRenderPath;
            }
            Renderer.SetViewport(0, Viewport);
            var zoneNode = scene.CreateChild();
            var zone     = zoneNode.CreateComponent <Zone>();

            zone.SetBoundingBox(new BoundingBox(-300.0f, 300.0f));
            zone.AmbientColor = new Color(1f, 1f, 1f);
            // UI
            coinsText = new Text();
            coinsText.HorizontalAlignment = HorizontalAlignment.Right;
            coinsText.SetFont(ResourceCache.GetFont(Assets.Fonts.Font), Graphics.Width / 20);
            UI.Root.AddChild(coinsText);
            Input.SetMouseVisible(true, false);
            // Background
            var background = new Background();

            scene.AddComponent(background);
            background.Start();
            // Luci
            var lightNode = scene.CreateChild();

            lightNode.Position = new Vector3(0, -5, -40);
            lightNode.AddComponent(new Light {
                Range = 120, Brightness = 0.8f
            });
            // ciclo della logica di gioco
            bool firstCycle = true;

            while (true)
            {
                var startMenu = scene.CreateComponent <StartMenu>();
                await startMenu.ShowStartMenu(!firstCycle); //wait for "start"

                startMenu.Remove();
                await StartGame();

                firstCycle = false;
            }
        }
コード例 #4
0
ファイル: HouseApp.cs プロジェクト: kaifudeng/ck1
        public void CreateScence()
        {
            Scene scene = new Scene();

            scene.CreateComponent <Octree>();

            //camera
            var cameraNode = scene.CreateChild();

            cameraNode.Position = (new Vector3(0.0f, 0.0f, -8.0f));
            cameraNode.SetDirection(new Vector3(0.1f, 0f, 900f));

            /*string filepath = "D:\\dir.txt";
             * var dir =  cameraNode.Direction;
             * if (!File.Exists(filepath))
             * {
             *  File.Create(filepath).Dispose();
             *  File.WriteAllText(filepath, "X:" + dir.X.ToString() + "Y:" + dir.Y.ToString() + "Z:" + dir.Z.ToString() + "\n");
             * }
             * else
             * {
             *  File.AppendAllText(filepath, "X:" + dir.X.ToString() + "Y:" + dir.Y.ToString() + "Z:" + dir.Z.ToString() + "\n");
             * }*/
            cameraNode.CreateComponent <Camera>();
            Viewport = new Viewport(Context, scene, cameraNode.GetComponent <Camera>(), null);
            if (Platform != Platforms.Android && Platform != Platforms.iOS)
            {
                RenderPath effectRenderPath = Viewport.RenderPath.Clone();
                var        fxaaRp           = ResourceCache.GetXmlFile(Assets.PostProcess.FXAA3);
                effectRenderPath.Append(fxaaRp);
                Viewport.RenderPath = effectRenderPath;
            }
            Renderer.SetViewport(0, Viewport);


            //zone construct- 构造分区
            var zoneNode = scene.CreateChild();
            var zone     = zoneNode.CreateComponent <Zone>();

            zone.SetBoundingBox(new BoundingBox(-300.0f, 300.0f));
            zone.AmbientColor = new Color(1, 1, 1);

            //生成背景
            var backgroud = new Backgroud();

            scene.AddComponent(backgroud);
            backgroud.Start();
            //生成house
            var house = new House();

            scene.AddComponent(house);
            house.Start();
            //生成Apple
            var apple = new Apple();

            scene.AddComponent(apple);
            apple.Start();
        }
コード例 #5
0
        protected override void OnShow(Node node, Asset asset)
        {
            oldRp = App.Viewport.RenderPath.Clone();
            RenderPath customRp = oldRp.Clone();

            customRp.Append(ResourceCache.GetXmlFile(asset.RelativePathToAsset));
            App.Viewport.RenderPath = customRp;

            var model = node.CreateComponent <StaticModel>();

            model.Model = ResourceCache.GetModel("Models/TeaPot.mdl");
            model.SetMaterial(ResourceCache.GetMaterial("Materials/DefaulPreviewerMaterial.xml"));

            node.SetScale(5f);
            node.Rotation = new Quaternion(20, 150, 20);
        }
コード例 #6
0
ファイル: HelloQuad.cs プロジェクト: joorjoor/AtomicExamples
    public override void Start()
    {
        // We get the variables we are going to use in this example
        Renderer renderer = GetSubsystem <Renderer>();

        graphics = GetSubsystem <Graphics>();
        viewport = renderer.GetViewport(0);

        // We create a new Scene
        scene = new Scene();
        // The Octree should be added to the root scene node (mandatory?) TODO: answer this
        scene.CreateComponent <Octree>();
        // We pass the scene we just created to be displayed in the viewport
        viewport.Scene = scene;

        // We create a new camera on the scene, called "Camera". Tip: you can think of a camera as a glorified projection matrix
        // - Scene.CreateChild(string name) returns a new Node with that name.
        // - Node.CreateComponent<ComponentType>() returns a component attached to that Node
        camera = scene.CreateChild("Camera").CreateComponent <Camera>();
        // We can access the Node any component is attached to using Component.Node
        camera.Node.Position = new Vector3(0.5f, 0.5f, 0.0f);
        // Remember, 'camera' is a Camera component, so we access it directly here
        camera.Orthographic = true;
        camera.OrthoSize    = 1.5f;
        // We pass our newly created camera to the viewport so it's used to display our scene
        viewport.Camera = camera;

        // We create an XML from string so this code is fully self-contained
        XMLFile xml = new XMLFile(); xml.FromString("<renderpath><command type=\"sendevent\"/></renderpath>");

        // We create a new RenderPath. A Viewport comes by default with some events, and you can use viewport.GetRenderPath().Clone()
        // to clone the default RenderPath and Append instructions to it instead (see AtomicBlaster for examples on how to do effects)
        RenderPath renderpath = new RenderPath();

        renderpath.Append(xml);
        // We replace the viewport's default renderpath by the one we just created
        viewport.SetRenderPath(renderpath);
        // We subscribe to the RenderPathEvent. Here we pass an anonymous function that just absorbs the argument and calls Render()
        SubscribeToEvent <RenderPathEvent>(e => { Render(); });

        // Here we setup our shaders, we are using the BasicVColUnlitAlpha "technique" and selecting DIFFMAP and VERTEXCOLOR
        // DIFFMAP is the diffuse texture and VERTEXCOLOR is a color each vertex holds that is used to 'tint' the surface
        // See this link: github.com/AtomicGameEngine/AtomicGameEngine/tree/master/Resources/CoreData/Techniques
        ShaderVariation pixelShader  = graphics.GetShader(ShaderType.PS, "Basic", "DIFFMAP VERTEXCOLOR");
        ShaderVariation vertexShader = graphics.GetShader(ShaderType.VS, "Basic", "DIFFMAP VERTEXCOLOR");

        graphics.SetShaders(vertexShader, pixelShader);
        // This vertex shader parameter just applies no transformation (Identity Matrix means no transformation) so the vertices
        // display in world coordinates what allow us to use the camera properly. NOTE: Identity Matrix is also called Unit Matrix
        graphics.SetShaderParameter(ShaderParams.VSP_MODEL, Matrix3x4.IDENTITY);
        // We set the pixel shader diffuse color to be white. You can change this to 'tint' the texture similar to vertex colors
        // but this applies to the whole material and in this example vertex colors will also affect it
        graphics.SetShaderParameter(ShaderParams.PSP_MATDIFFCOLOR, Color.White);
        // We set cull mode to NONE so our geometry won't be culled (ignored), for this example we don't really need any culling
        graphics.SetCullMode(CullMode.CULL_NONE);

        // We create a texture from literal data so this code is fully self-contained, you can safely skip the lines below.
        // In your real projects you're most likely going to load textures from the disk using Texture.Load
        Image image = new Image();

        image.SetSize(16, 16, 3);

        Color z = Color.White;
        Color M = Color.Blue;
        Color k = Color.Black;

        Color[] imageData =
        {
            k, k, k, k, k, k, k, k, k, k, k, k, k, k, k, k,
            k, z, z, z, z, z, z, z, z, z, z, z, z, z, M, k,
            k, z, z, z, z, z, z, M, M, z, z, z, z, z, z, k,
            k, z, z, z, z, z, z, M, M, z, z, z, z, z, z, k,
            k, z, z, z, z, z, M, z, z, M, z, z, z, z, z, k,
            k, z, z, z, z, z, M, z, z, M, z, z, z, z, z, k,
            k, z, z, z, z, M, z, z, z, z, M, z, z, z, z, k,
            k, z, z, z, z, M, z, z, z, z, M, z, z, z, z, k,
            k, z, z, z, M, z, z, z, z, z, z, M, z, z, z, k,
            k, z, z, z, M, z, z, z, z, z, z, M, z, z, z, k,
            k, z, z, M, M, M, M, M, M, M, M, M, M, z, z, k,
            k, z, z, M, z, z, z, z, z, z, z, z, M, z, z, k,
            k, z, M, z, z, z, z, z, z, z, z, z, z, M, z, k,
            k, z, M, z, z, z, z, z, z, z, z, z, z, M, z, k,
            k, z, z, z, z, z, z, z, z, z, z, z, z, z, z, k,
            k, k, k, k, k, k, k, k, k, k, k, k, k, k, k, k,
        };

        for (int pixel = 0; pixel < imageData.Length; pixel++)
        {
            image.SetPixel(pixel % 16, 15 - pixel / 16, imageData[pixel]);
        }

        texture = new Texture2D();
        texture.SetData(image);

        // We call this function that creates the quad geometry
        CreateQuad();
    }
コード例 #7
0
ファイル: Menu.cs プロジェクト: DrShIkIgAmy/PlaneVS
        public void CreateMenu()
        {
            if (_scene == null)
            {
                _scene = new Scene();
            }
            _scene.CreateComponent <Octree>();

            var physics = _scene.CreateComponent <PhysicsWorld>();

            physics.SetGravity(new Vector3(0, 0, 0));
            var cameraNode = _scene.CreateChild();

            cameraNode.Position = (new Vector3(0.0f, 0f, -500.0f));
            cameraNode.Rotate(new Quaternion(10, 0, 0));
            cameraNode.CreateComponent <Camera>();
            var Viewport = new Viewport(Context, _scene, cameraNode.GetComponent <Camera>(), null);

            if (Application.Platform != Platforms.Android && Application.Platform != Platforms.iOS)
            {
                RenderPath effectRenderPath = Viewport.RenderPath.Clone();
                var        fxaaRp           = Application.ResourceCache.GetXmlFile(Assets.PostProcess.FXAA3);
                effectRenderPath.Append(fxaaRp);
                Viewport.RenderPath = effectRenderPath;
            }
            Application.Renderer.SetViewport(0, Viewport);

            var zoneNode = _scene.CreateChild();
            var zone     = zoneNode.CreateComponent <Zone>();

            zone.SetBoundingBox(new BoundingBox(-300.0f, 300.0f));
            zone.AmbientColor = new Color(1f, 1f, 1f);

            var plannerNode = _scene.CreateChild();

            plannerNode.Position = new Vector3(0, -50, 0);
            plannerNode.Scale    = new Vector3(10, 10, 10);
            var planner = plannerNode.CreateComponent <StaticModel>();

            planner.Model    = Application.ResourceCache.GetModel(Assets.Models.VerBot);
            planner.Material = Application.ResourceCache.GetMaterial(Assets.Materials.VerBot);
            planner.SetMaterial(Application.ResourceCache.GetMaterial(Assets.Materials.VerBot));
            var movement = new RepeatForever(new RotateBy(1, 0, 5, 0));

            plannerNode.RunActionsAsync(movement);
            // Lights:
            var _lightNode = _scene.CreateChild();

            _lightNode.Position = new Vector3(0.0f, 0f, -5.0f);
            var light = _lightNode.CreateComponent <Light>();

            light.Range      = 1200;
            light.Brightness = 2;

            if (ResultString != "")
            {
                Text ResultText = new Text();
                ResultText.HorizontalAlignment = HorizontalAlignment.Center;
                ResultText.VerticalAlignment   = VerticalAlignment.Center;
                ResultText.Value = ResultString;
                ResultText.SetFont(Application.ResourceCache.GetFont(Assets.Fonts.Font), Application.Graphics.Width / 20);
                Application.UI.Root.AddChild(ResultText);
            }

            Text WelcomeText = new Text();

            WelcomeText.HorizontalAlignment = HorizontalAlignment.Center;
            WelcomeText.VerticalAlignment   = VerticalAlignment.Center;
            WelcomeText.Position            = new IntVector2(WelcomeText.Position.X, 150);
            WelcomeText.Value = WelcomeString;
            WelcomeText.SetFont(Application.ResourceCache.GetFont(Assets.Fonts.Font), Application.Graphics.Width / 20);
            Application.UI.Root.AddChild(WelcomeText);
        }