/// <summary> /// /// </summary> public override void Initialize () { debugFont = Game.Content.Load<DiscTexture>("conchars"); //videoPlayer = new VideoPlayer(); //video = new Video(@"C:\infection_demo.wmv");//*/ ////video = GameEngine.Content.Load<Video>("infection_demo"); //video = new Video(File.ReadAllBytes(@"C:\infection_demo.wmv"));//*/ //var mtrl = GameEngine.Content.Load<Material>("testMtrl"); var bounds = Game.RenderSystem.DisplayBounds; masterView = Game.RenderSystem.RenderWorld; Game.RenderSystem.DisplayBoundsChanged += (s,e) => { masterView.Resize( Game.RenderSystem.DisplayBounds.Width, Game.RenderSystem.DisplayBounds.Height ); //Log.Warning("{0} {1}", GameEngine.GraphicsEngine.DisplayBounds.Width, GameEngine.GraphicsEngine.DisplayBounds.Height); }; targetTexture = new TargetTexture(Game.RenderSystem, bounds.Width, bounds.Height, TargetFormat.LowDynamicRange ); //masterView.Target = targetTexture; testLayer = new SpriteLayer( Game.RenderSystem, 1024 ); uiLayer = new SpriteLayer( Game.RenderSystem, 1024 ); texture = Game.Content.Load<DiscTexture>( "lena" ); masterView.SkySettings.SunPosition = new Vector3(20,30,40); masterView.SkySettings.SunLightIntensity = 50; masterView.SkySettings.SkyTurbidity = 3; masterView.LightSet.SpotAtlas = Game.Content.Load<TextureAtlas>("spots/spots"); masterView.LightSet.DirectLight.Direction = masterView.SkySettings.SunLightDirection; masterView.LightSet.DirectLight.Intensity = masterView.SkySettings.SunLightColor; masterView.LightSet.DirectLight.Enabled = true; masterView.LightSet.AmbientLevel = Color4.Zero; //masterView.LightSet.AmbientLevel = masterView.SkySettings.AmbientLevel; masterView.LightSet.EnvLights.Add( new EnvLight( new Vector3(0,4,-10), 1, 500 ) ); //masterView.LightSet.EnvLights.Add( new EnvLight( new Vector3(0,4,-10), 1, 15 ) ); //masterView.LightSet.EnvLights.Add( new EnvLight( new Vector3(0,4, 10), 1, 15 ) ); var rand = new Random(); /*for (int i=0; i<64; i++) { var light = new OmniLight(); light.Position = new Vector3( 8*(i/8-4), 4, 8*(i%8-4) ); light.RadiusInner = 1; light.RadiusOuter = 8; light.Intensity = rand.NextColor4() * 100; masterView.LightSet.OmniLights.Add( light ); } //*/ /*for (int i=0; i<256; i++) { var light = new EnvLight(); light.Position = new Vector3( 7*(i/16-8), 6, 7*(i%16-8) ); light.RadiusInner = 2; light.RadiusOuter = 8; masterView.LightSet.EnvLights.Add( light ); } //*/ fireLight = new OmniLight(); fireLight.Position = Vector3.UnitZ * (-10) + Vector3.UnitY * 5 + Vector3.UnitX * 20; fireLight.RadiusOuter = 7; fireLight.Intensity = new Color4(249, 172, 61, 0)/2; masterView.LightSet.OmniLights.Add( fireLight ); masterView.SpriteLayers.Add( console.ConsoleSpriteLayer ); masterView.SpriteLayers.Add( uiLayer ); masterView.SpriteLayers.Add( testLayer ); Game.Keyboard.KeyDown += Keyboard_KeyDown; LoadContent(); Game.Reloading += (s,e) => LoadContent(); Game.Touch.Tap += vector2 => System.Console.WriteLine("You just perform tap gesture at point: " + vector2); Game.Touch.DoubleTap += vector2 => System.Console.WriteLine("You just perform double tap gesture at point: " + vector2); Game.Touch.SecondaryTap += vector2 => System.Console.WriteLine("You just perform secondary tap gesture at point: " + vector2); Game.Touch.Manipulate += (center, delta, scale) => System.Console.WriteLine("You just perform touch manipulation: " + center + " " + delta + " " + scale); }
/// <summary> /// /// </summary> public override void Initialize () { debugFont = Game.Content.Load<DiscTexture>("conchars"); var bounds = Game.RenderSystem.DisplayBounds; masterView = Game.RenderSystem.RenderWorld; Game.RenderSystem.RemoveLayer(masterView); viewLayer = new RenderLayer(Game); Game.RenderSystem.AddLayer(viewLayer); //Game.RenderSystem.DisplayBoundsChanged += (s,e) => { // masterView.Resize( Game.RenderSystem.DisplayBounds.Width, Game.RenderSystem.DisplayBounds.Height ); //}; targetTexture = new TargetTexture(Game.RenderSystem, bounds.Width, bounds.Height, TargetFormat.LowDynamicRange ); testLayer = new SpriteLayer( Game.RenderSystem, 1024 ); uiLayer = new SpriteLayer( Game.RenderSystem, 1024 ); tiles = new TilesGisLayer(Game, viewLayer.GlobeCamera); viewLayer.GisLayers.Add(tiles); text = new TextGisLayer(Game, 100, viewLayer.GlobeCamera); //masterView.GisLayers.Add(text); //masterView.SpriteLayers.Add( testLayer ); //masterView.SpriteLayers.Add( text.TextSpriteLayer ); viewLayer.SpriteLayers.Add(console.ConsoleSpriteLayer); text.GeoTextArray[0] = new TextGisLayer.GeoText { Color = Color.Red, Text = "Arrow", LonLat = DMathUtil.DegreesToRadians(new DVector2(30.306473, 59.944082)) }; text.GeoTextArray[1] = new TextGisLayer.GeoText { Color = Color.Teal, Text = "Park", LonLat = DMathUtil.DegreesToRadians(new DVector2(30.313897, 59.954623)) }; Game.Keyboard.KeyDown += Keyboard_KeyDown; LoadContent(); Game.Reloading += (s,e) => LoadContent(); var r = new Random(); //pointsCPU = new PointsGisLayerCPU(Game, 8000000); //pointsCPU.TextureAtlas = Game.Content.Load<Texture2D>("Zombie"); // //for (int i = 0; i < pointsCPU.PointsCountToDraw; i++) { // pointsCPU.AddPoint(i, DMathUtil.DegreesToRadians(new DVector2(30.240383 + r.NextDouble(-1, 1) * 0.1, 59.944007 - r.NextDouble(-1, 1) * 0.05)), 0, 0.01f); //} //pointsCPU.UpdatePointsBuffer(); //viewLayer.GisLayers.Add(pointsCPU); pointsGPU = new PointsGisLayer(Game, 1677000, true); pointsGPU.TextureAtlas = Game.Content.Load<Texture2D>("Zombie"); pointsGPU.ImageSizeInAtlas = new Vector2(36, 36); for (int i = 0; i < pointsGPU.PointsCountToDraw; i++) { var pos = DMathUtil.DegreesToRadians(new DVector2(30.240383 + r.NextDouble(-1, 1)*0.2, 59.944007 - r.NextDouble(-1, 1)*0.1)); pointsGPU.PointsCpu[i] = new Gis.GeoPoint { Lon = pos.X, Lat = pos.Y, Color = Color4.White, Tex0 = new Vector4(0, 0, 0.02f, 0) }; } pointsGPU.UpdatePointsBuffer(); viewLayer.GisLayers.Add(pointsGPU); viewLayer.GlobeCamera.GoToPlace(GlobeCamera.Places.SaintPetersburg_VO); viewLayer.GlobeCamera.CameraDistance = GeoHelper.EarthRadius + 5; }