コード例 #1
0
ファイル: Engine.cs プロジェクト: 628426/Strive.NET
        /// <summary>
        /// Initialise the scene
        /// </summary>
        /// <param name="window">The IWin32Window to render to.  System.Windows.Forms.Form implements IWin32Window</param>
        /// <param name="target">The render target</param>
        /// <param name="resolution">The resolution to render in</param>
        public void Initialise(IWin32Window window, EnumRenderTarget target, Resolution resolution)
        {
            if (TV3DEngine != null)
            {
                Terminate();
            }
            TV3DEngine = new TVEngine();
            try {
                Engine.TV3DEngine.Init3DWindowedMode(window.Handle.ToInt32(), true);
                //TV3DEngine.Init3DFullscreen( 800, 600, 16, true, false, CONST_TV_DEPTHMODE.TV_DEPTHBUFFER_BESTBUFFER, 1, 0 );
                _renderTarget = window;
            }
            catch (Exception e) {
                throw new EngineInitialisationException(e);
            }
            TV3DEngine.SetAngleSystem(CONST_TV_ANGLE.TV_ANGLE_DEGREE);
            TV3DEngine.SetVSync(true);
            TV3DEngine.DisplayFPS = true;
            TV3DScene             = new TVScene();
            TV3DScene.SetDepthBuffer(CONST_TV_DEPTHBUFFER.TV_WBUFFER);
            //TV3DScene.SetRenderMode( CONST_TV_RENDERMODE.TV_LINE );
            TV3DScene.SetTextureFilter(CONST_TV_TEXTUREFILTER.TV_FILTER_ANISOTROPIC);
            TexFactory        = new TVTextureFactory();
            Screen2DImmediate = new TVScreen2DImmediate();

            // TODO: this hax setting is to allow for clearing part of a rendersurface
            // would be nice if there is a better way....
            Screen2DImmediate.SETTINGS_SetBlendingMode(DxVBLibA.CONST_D3DBLEND.D3DBLEND_ZERO, DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE, false);

            Screen2DText = new TVScreen2DText();
            LightEngine  = new TVLightEngine();
            Gl           = new TVGlobals();
            Camera       = new TVCamera();
            Atmosphere   = new TVAtmosphere();
            Atmosphere.Fog_SetParameters(100F, 10000F, 0.0005F);
            Atmosphere.Fog_Enable(true);
            Input     = new TVInputEngine();
            FontIndex = Screen2DText.TextureFont_Create("font", "Verdana", 20, true, false, false, false);
        }
コード例 #2
0
ファイル: Engine.cs プロジェクト: 628426/Strive.NET
 public void DisableZ()
 {
     TV3DScene.SetDepthBuffer(0);
 }
コード例 #3
0
ファイル: Engine.cs プロジェクト: 628426/Strive.NET
		/// <summary>
		/// Initialise the scene
		/// </summary>
		/// <param name="window">The IWin32Window to render to.  System.Windows.Forms.Form implements IWin32Window</param>
		/// <param name="target">The render target</param>
		/// <param name="resolution">The resolution to render in</param>
		public void Initialise(IWin32Window window, EnumRenderTarget target, Resolution resolution) {
			if ( TV3DEngine != null ) {
				Terminate();
			}
			TV3DEngine = new TVEngine();
			try {
				Engine.TV3DEngine.Init3DWindowedMode(window.Handle.ToInt32(), true);
				//TV3DEngine.Init3DFullscreen( 800, 600, 16, true, false, CONST_TV_DEPTHMODE.TV_DEPTHBUFFER_BESTBUFFER, 1, 0 );
				_renderTarget = window;
			}
			catch(Exception e) {
				throw new EngineInitialisationException(e);
			}
			TV3DEngine.SetAngleSystem( CONST_TV_ANGLE.TV_ANGLE_DEGREE );
			TV3DEngine.SetVSync( true );
			TV3DEngine.DisplayFPS = true;
			TV3DScene = new TVScene();
			TV3DScene.SetDepthBuffer( CONST_TV_DEPTHBUFFER.TV_WBUFFER );
			//TV3DScene.SetRenderMode( CONST_TV_RENDERMODE.TV_LINE );
			TV3DScene.SetTextureFilter( CONST_TV_TEXTUREFILTER.TV_FILTER_ANISOTROPIC );
			TexFactory = new TVTextureFactory();
			Screen2DImmediate = new TVScreen2DImmediate();

			// TODO: this hax setting is to allow for clearing part of a rendersurface
			// would be nice if there is a better way....
			Screen2DImmediate.SETTINGS_SetBlendingMode( DxVBLibA.CONST_D3DBLEND.D3DBLEND_ZERO, DxVBLibA.CONST_D3DBLEND.D3DBLEND_ONE, false );

			Screen2DText = new TVScreen2DText();
			LightEngine = new TVLightEngine();
			Gl = new TVGlobals();
			Camera = new TVCamera();
			Atmosphere = new TVAtmosphere();
			Atmosphere.Fog_SetParameters( 100F, 10000F, 0.0005F );
			Atmosphere.Fog_Enable( true );
			Input = new TVInputEngine();
			FontIndex = Screen2DText.TextureFont_Create("font", "Verdana", 20, true, false, false, false);
		}