コード例 #1
0
        private ObjHudPanel CreateHudPanel(Size tempSize, Color aColor, ObjHudPanel.Anchors anAnchor)
        {
//            Vector2 tempLoc2 = new Vector2(0, 0);
//
//            SolidBrush tempBrush = new SolidBrush(aColor);
//            Bitmap tempBmp = BitmapHelper.CreatBitamp(new Size(20, 20), tempBrush);
//            ObjMaterial tempMaterial = new ObjMaterial(hudProgram) {DiffuseMap = new Texture(tempBmp)};
            ObjMaterial tempMaterial = TheResourceManager.GetPlainColor(hudProgram, "HudPanelPlain" + aColor.Name,
                                                                        aColor);
            Vector2 tempLoc2 = new Vector2(0, 0);

            ObjHudPanel tempObjObject2 =
                new ObjHudPanel(ObjectPrimitives.CreateSquareWithNormalsYorZ(new Vector3(0, 0, 0),
                                                                             new Vector3(tempSize.Width,
                                                                                         tempSize.Height,
                                                                                         0), true))
            {
                Anchor   = anAnchor,
                Position =
                    tempLoc2,
                Size = tempSize
            };

            tempObjObject2.Size = tempSize;
            tempObjObject2.UpdatePosition(Width, Height);
            tempObjObject2.Material = tempMaterial;
            return(tempObjObject2);
        }
コード例 #2
0
ファイル: RenderLayerGame.cs プロジェクト: Eule01/OpenGlGame
        public override void OnLoad()
        {
            GameCore.TheGameCore.TheGameEventHandler += TheGameCore_TheGameEventHandler;


            // create our shader program
            program = new ShaderProgram(VertexShader, FragmentShader);

//            SetupCamera();
//            Camera.SetDirection(new Vector3(0, 0, -1));

            // set up the projection and view matrix
            program.Use();
            projectionMatrix = Matrix4.CreatePerspectiveFieldOfView(TheRenderStatus.Fov,
                                                                    (float)TheRenderStatus.Width / TheRenderStatus.Height, TheRenderStatus.ZNear,
                                                                    TheRenderStatus.ZFar);
            program["projection_matrix"].SetValue(projectionMatrix);
            program["model_matrix"].SetValue(Matrix4.Identity);
            program["light_direction"].SetValue(theEnvironment.LightDirection);
            program["enable_lighting"].SetValue(theEnvironment.Lighting);
            program["ambient"].SetValue(theEnvironment.LightAmbient);

            materialPoint      = TheResourceManager.GetPlainColor(program, "GamePlainRed", Color.Red);
            materialLineMarker = TheResourceManager.GetPlainColor(program, "GamePlainGreenYellow", Color.GreenYellow);

            objMeshs = new List <IObjGroup>();

            ObjGroup tempObjMesh2 = ObjLoader.LoadObjFileToObjMesh(program, @"./Resources/Models/Turret1.obj");

            tempObjMesh2.Location = new Vector3(10, 0, 10);
            tempObjMesh2.Scale    = Vector3.UnitScale * 0.3f;
            objMeshs.Add(tempObjMesh2);

            ObjMaterial tempMaterial = TheResourceManager.GetPlainColor(program, "GamePlainGreen", Color.Green);

            tileTextures = RenderObjects.RenderObjects.CreateTileTextures(new Size(20, 20), program);


            ObjGroup  tempObjGroup = new ObjGroup(program);
            ObjObject tempObj      =
                new ObjObject(ObjectPrimitives.CreateCube(new Vector3(0, 0, 0), new Vector3(1, 1, 1), true))
            {
                Material = tileTextures[Tile.TileIds.Grass].Material
            };

//            ObjObject tempObj = CreateCube(program, new Vector3(1, 1, 1), new Vector3(0, 0, 0));
            tempObjGroup.AddObject(tempObj);
            objMeshs.Add(tempObjGroup);


            tempObjGroup = new ObjGroup(program);
//            tempObj = new ObjObject(ObjectPrimitives.CreateCube(new Vector3(2, 0, 0), new Vector3(3, 1, 1), true))
            tempObj = new ObjObject(ObjectPrimitives.CreateCube(new Vector3(0, 0, 0), new Vector3(1, 1, 1), true))
            {
                Material = tileTextures[Tile.TileIds.Road].Material
            };

            tempObjGroup.AddObject(tempObj);
            tempObjGroup.Location    = new Vector3(1, 0, 5);
            tempObjGroup.Orientation = Quaternion.FromAngleAxis((float)(Math.PI * 0.25), Vector3.Up);
            objMeshs.Add(tempObjGroup);


            tempObjGroup = new ObjGroup(program);
            tempObj      =
                new ObjObject(ObjectPrimitives.CreateSquareWithNormalsYorZ(new Vector3(5, 1, 1), new Vector3(4, 0, 1),
                                                                           true))
            {
                Material = tempMaterial
            };
            tempObjGroup.AddObject(tempObj);

            tempObj =
                new ObjObject(ObjectPrimitives.CreateSquareWithNormalsYorZ(new Vector3(-1, 1, 1), new Vector3(-2, 0, 0),
                                                                           true));
            tempObjGroup.AddObject(tempObj);
            objMeshs.Add(tempObjGroup);


//            tempObjGroup = new ObjGroup(program);
//            theTileObjects = GetTileObjects();
//            tempObjGroup.AddObjects(theTileObjects);
//            objMeshs.Add(tempObjGroup);
//
            objMeshs.AddRange(GetGameObjects());

            thePaths = new ObjGroupPaths(program);
            objMeshs.Add(thePaths);

            Gl.UseProgram(0);
            Gl.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            Gl.BindBuffer(BufferTarget.ArrayBuffer, 0);

            if (UseObjMap)
            {
                objTileMap = new ObjMap(TheGameStatus.TheMap, TheCamera);
            }
        }