예제 #1
0
        public override void Init()
        {
            _angleHorz = 0.2f;
            _angleVert = 0.2f;

            // is called on startup
            RC.ClearColor = new float4(1, 1, 1, 1);

            // initialize the variables
            _meshTea      = MeshReader.LoadMesh(@"Assets/Teapot.obj.model");
            _meshCube     = MeshReader.LoadMesh(@"Assets/Cube.obj.model");
            _meshSphere   = MeshReader.LoadMesh(@"Assets/Sphere.obj.model");
            _meshCylinder = MeshReader.LoadMesh(@"Assets/Cylinder.obj.model");
            _meshPlatonic = MeshReader.LoadMesh(@"Assets/Platonic.obj.model");
            //RC.CreateShader(Vs, Ps);
            _spColor      = RC.CreateShader(Vs, Ps); //MoreShaders.GetShader("simple", RC);
            _spTexture    = RC.CreateShader(Vt, Pt); //MoreShaders.GetShader("texture", RC);
            _spCustom     = RC.CreateShader(VLin, PLin);
            _colorParam   = _spColor.GetShaderParam("vColor");
            _colorCustom  = _spCustom.GetShaderParam("vColor");
            _textureParam = _spTexture.GetShaderParam("vTexture");

            // load texture
            var imgData = RC.LoadImage("Assets/world_map.jpg");

            _iTex = RC.CreateTexture(imgData);


            _physic = new Physics();

            _gui = new GUI(RC);
            _gui.SetUp(_physic.GetNumRB(), _physic.GetShapes());
        }
예제 #2
0
        public override void Init()
        {
            _world = new World(RC);

            // load mesh as geometry
            var geo1 = MeshReader.LoadGeometry("Assets/Cube.obj.model");

            // create and set shader
            var sp = RC.CreateShader(VsSimpleTexture, PsSimpleTexture);

            RC.SetShader(sp);

            var material = new ShaderMaterial(sp);

            // load a texture and write a text on it
            var imgData = RC.LoadImage("Assets/cube_tex.jpg");

            imgData = RC.TextOnImage(imgData, "Verdana", 80f, "FUSEE rocks!", "Black", 0, 30);

            var iTex = RC.CreateTexture(imgData);

            Texture1Param = sp.GetShaderParam("texture1");
            RC.SetShaderParamTexture(Texture1Param, iTex);

            // add object with material
            _world.AddObject(geo1, material, 0, 0, 500);

            RC.ClearColor = new float4(0.1f, 0.1f, 0.1f, 1);
        }
예제 #3
0
        // Init is called on startup.
        public override void Init()
        {
            #if GUI_SIMPLE
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            _guiFuseeLink                   = new GUIButton(6, 6, 157, 87);
            _guiFuseeLink.ButtonColor       = new float4(0, 0, 0, 0);
            _guiFuseeLink.BorderColor       = new float4(0, 0.6f, 0.2f, 1);
            _guiFuseeLink.BorderWidth       = 0;
            _guiFuseeLink.OnGUIButtonDown  += _guiFuseeLink_OnGUIButtonDown;
            _guiFuseeLink.OnGUIButtonEnter += _guiFuseeLink_OnGUIButtonEnter;
            _guiFuseeLink.OnGUIButtonLeave += _guiFuseeLink_OnGUIButtonLeave;
            _guiHandler.Add(_guiFuseeLink);
            _guiFuseeLogo = new GUIImage(AssetStorage.Get <ImageData>("FuseeLogo150.png"), 10, 10, -5, 150, 80);
            _guiHandler.Add(_guiFuseeLogo);
            var fontLato = AssetStorage.Get <Font>("Lato-Black.ttf");
            fontLato.UseKerning   = true;
            _guiLatoBlack         = new FontMap(fontLato, 18);
            _guiSubText           = new GUIText("FUSEE Example", _guiLatoBlack, 100, 100);
            _guiSubText.TextColor = new float4(0.05f, 0.25f, 0.15f, 0.8f);
            _guiHandler.Add(_guiSubText);
            _subtextWidth  = GUIText.GetTextWidth(_guiSubText.Text, _guiLatoBlack);
            _subtextHeight = GUIText.GetTextHeight(_guiSubText.Text, _guiLatoBlack);
            #endif

            // Set the clear color for the backbuffer to white (100% intentsity in all color channels R, G, B, A).
            RC.ClearColor = new float4(1, 1, 1, 1);

            // Load the rocket model
            _rocketScene = AssetStorage.Get <SceneContainer>("RocketModel.fus");

            //Create StereoCam for S3D rendering
            _stereoCam = new StereoCameraRig(Stereo3DMode.Anaglyph, Width, Height, 6.5f);
            _stereoCam.AttachToContext(RC);

            //Create ScreenS3DTextures object holding the 4 textures to be used with the ScreenS3D object
            ScreenS3DTextures screenTex = new ScreenS3DTextures();
            screenTex.Left       = RC.CreateTexture(AssetStorage.Get <ImageData>("left.png"));
            screenTex.LeftDepth  = RC.CreateTexture(AssetStorage.Get <ImageData>("depthLeft.png"));
            screenTex.Right      = RC.CreateTexture(AssetStorage.Get <ImageData>("right.png"));
            screenTex.RightDepth = RC.CreateTexture(AssetStorage.Get <ImageData>("depthRight.png"));
            //Create ScreenS3D Object using the ScreenS3Dtextures object from above
            _screen = new ScreenS3D(RC, screenTex);
            //Set the config fort the Screen objet. This can also be doene using a whole ScreenConfig object and assiging direktly to the ScreenS3D object
            _screen.Config.ScaleSize  = 1000;
            _screen.Config.ScaleDepth = 5;
            _screen.Config.Transform  = float4x4.CreateTranslation(0, 200, 0);
            // Wrap a SceneRenderer around the model.
            _sceneRenderer = new SceneRenderer(_rocketScene);


            // vl = AssetStorage.Get<VideoStream>("left.mkv");
            capL  = new Capture("Assets/left.mkv");
            capLD = new Capture("Assets/depthLeft.mkv");
            capR  = new Capture("Assets/right.mkv");
            capRD = new Capture("Assets/depthRight.mkv");
        }
예제 #4
0
        public override void Init()
        {
            RC.ClearColor = new float4(0.5f, 0.5f, 0.5f, 1);

            // load meshes
            Body   = MeshReader.LoadMesh(@"Assets/mageBodyOBJ.obj.model");
            GloveL = MeshReader.LoadMesh(@"Assets/mageGloveLOBJ.obj.model");
            GloveR = MeshReader.LoadMesh(@"Assets/mageGloveROBJ.obj.model");

            // set up shader, lights and textures
            var spBody = RC.CreateShader(VsBump, PsBump);

            RC.SetShader(spBody);

            RC.SetLightActive(0, 1);
            RC.SetLightPosition(0, new float3(5.0f, 0.0f, 2.0f));
            RC.SetLightAmbient(0, new float4(0.2f, 0.2f, 0.2f, 1.0f));
            RC.SetLightSpecular(0, new float4(0.1f, 0.1f, 0.1f, 1.0f));
            RC.SetLightDiffuse(0, new float4(0.8f, 0.8f, 0.8f, 1.0f));
            RC.SetLightDirection(0, new float3(-1.0f, 0.0f, 0.0f));

            RC.SetLightActive(1, 1);
            RC.SetLightPosition(1, new float3(-5.0f, 0.0f, 2.0f));
            RC.SetLightAmbient(1, new float4(0.5f, 0.5f, 0.5f, 1.0f));
            RC.SetLightSpecular(1, new float4(0.1f, 0.1f, 0.1f, 1.0f));
            RC.SetLightDiffuse(1, new float4(1.0f, 1.0f, 1.0f, 1.0f));
            RC.SetLightDirection(1, new float3(1.0f, 0.0f, 0.0f));

            _texture1ParamBody = spBody.GetShaderParam("texture1");
            _texture2ParamBody = spBody.GetShaderParam("normalTex");
            _specularLevelBody = spBody.GetShaderParam("specularLevel");

            var imgDataGlove  = RC.LoadImage("Assets/HandAOMap.jpg");
            var imgData2Glove = RC.LoadImage("Assets/HandschuhNormalMap.jpg");

            _iTexGlove  = RC.CreateTexture(imgDataGlove);
            _iTex2Glove = RC.CreateTexture(imgData2Glove);

            var imgData  = RC.LoadImage("Assets/TextureAtlas.jpg");
            var imgData2 = RC.LoadImage("Assets/TextureAtlasNormal.jpg");

            _iTex  = RC.CreateTexture(imgData);
            _iTex2 = RC.CreateTexture(imgData2);

            // misc settings
            _angleHorz = 0;
            _angleVert = 0;

            _rotationSpeed = 1.5f;
        }
예제 #5
0
        private void UpdateVideos()
        {
            if (count < 300)
            {
                var frameL  = capL.QueryFrame();
                var imgData = new ImageData();
                imgData.Width       = frameL.Width;
                imgData.Height      = frameL.Height;
                imgData.PixelFormat = ImagePixelFormat.RGB;
                imgData.Stride      = 3;

                imgData.PixelData           = frameL.GetData();
                _screen.TexturesLR_DLR.Left = RC.CreateTexture(imgData);

                imgData.PixelData = capLD.QueryFrame().GetData();
                _screen.TexturesLR_DLR.LeftDepth = RC.CreateTexture(imgData);

                imgData.PixelData            = capR.QueryFrame().GetData();
                _screen.TexturesLR_DLR.Right = RC.CreateTexture(imgData);

                imgData.PixelData = capRD.QueryFrame().GetData();
                _screen.TexturesLR_DLR.RightDepth = RC.CreateTexture(imgData);
                //_screen.TexturesLR_DLR.Left = RC.CreateTexture(vl.GetCurrentFrame());
                count++;
            }
            else
            {
                capL.Dispose();
                capLD.Dispose();
                capR.Dispose();
                capRD.Dispose();

                capL  = null;
                capLD = null;
                capR  = null;
                capRD = null;

                capL  = new Capture("Assets/left.mkv");
                capLD = new Capture("Assets/depthLeft.mkv");
                capR  = new Capture("Assets/right.mkv");
                capRD = new Capture("Assets/depthRight.mkv");
                count = 0;
            }
        }
예제 #6
0
        // is called on startup
        public override void Init()
        {
            _theColor     = new float4(0.5f, 0.8f, 0, 1);
            RC.ClearColor = new float4(1, 1, 1, 1);

            // initialize the variables
            _meshTea  = MeshReader.LoadMesh(@"Assets/Teapot.obj.model");
            _meshFace = MeshReader.LoadMesh(@"Assets/Face.obj.model");

            _spColor   = MoreShaders.GetShader("simple", RC);
            _spTexture = MoreShaders.GetShader("texture", RC);

            _colorParam   = _spColor.GetShaderParam("vColor");
            _textureParam = _spTexture.GetShaderParam("texture1");

            // load texture
            var imgData = RC.LoadImage("Assets/world_map.jpg");

            _iTex = RC.CreateTexture(imgData);
        }
예제 #7
0
        private void InitShader()
        {
            var imgData = RC.LoadImage("Assets/art_billard.jpg");
            var iTex    = RC.CreateTexture(imgData);

            _shaderEffect = new ShaderEffect(
                new[]
            {
                new EffectPassDeclaration
                {
                    VS       = @"
                                attribute vec4 fuColor;
                                attribute vec3 fuVertex;
                                attribute vec3 fuNormal;
                                attribute vec2 fuUV;
                    
                                varying vec4 vColor;
                                varying vec3 vNormal;
                                varying vec2 vUV;
        
                                uniform mat4 FUSEE_MVP;
                                uniform mat4 FUSEE_ITMV;

                                uniform vec2 uLineWidth;

                                void main()
                                {
                                    vNormal = mat3(FUSEE_ITMV[0].xyz, FUSEE_ITMV[1].xyz, FUSEE_ITMV[2].xyz) * fuNormal;
                                    vNormal = normalize(vNormal);
                                    gl_Position = (FUSEE_MVP * vec4(fuVertex, 1.0) ) + vec4(uLineWidth * vNormal.xy, 0, 0) + vec4(0, 0, 0.06, 0);
                                    vUV = fuUV;
                                }",
                    PS       = @"
                                #ifdef GL_ES
                                    precision highp float;
                                #endif
        
                                uniform vec4 uLineColor;
                                varying vec3 vNormal;

                                void main()
                                {
                                    gl_FragColor = uLineColor;
                                }",
                    StateSet = new RenderStateSet
                    {
                        AlphaBlendEnable = false,
                        ZEnable          = true
                    }
                },
                new EffectPassDeclaration
                {
                    VS       = @"
                                attribute vec4 fuColor;
                                attribute vec3 fuVertex;
                                attribute vec3 fuNormal;
                                attribute vec2 fuUV;
                    
                                varying vec3 vNormal;
                                varying vec2 vUV;
        
                                uniform mat4 FUSEE_MVP;
                                uniform mat4 FUSEE_ITMV;

                                void main()
                                {
                                    gl_Position = (FUSEE_MVP * vec4(fuVertex, 1.0) );
                                    vNormal = normalize(mat3(FUSEE_ITMV[0].xyz, FUSEE_ITMV[1].xyz, FUSEE_ITMV[2].xyz) * fuNormal);
                                    vUV = fuUV;
                                }",
                    PS       = @"
                                #ifdef GL_ES
                                    precision highp float;
                                #endif
        
                                uniform sampler2D texture1;

                                varying vec3 vNormal;
                                varying vec2 vUV;

                                void main()
                                {
                                    gl_FragColor = vec4(texture2D(texture1, vNormal.xy * 0.5 + vec2(0.5, 0.5)).rgb, 0.85);
                                }",
                    StateSet = new RenderStateSet
                    {
                        AlphaBlendEnable = false,
                        ZEnable          = true,
                    }
                }
            },
                new[]
            {
                new EffectParameterDeclaration {
                    Name = "uLineColor", Value = new float4(0, 0, 0, 1)
                },
                new EffectParameterDeclaration {
                    Name = "texture1", Value = iTex
                },
                new EffectParameterDeclaration {
                    Name = "uLineWidth", Value = new float2(5, 5)
                }
            });
            _shaderEffect.AttachToContext(RC);
        }
예제 #8
0
        public override void Init()
        {
            VSync = false;
            SetWindowSize(1280, 720);

            // Start the application in demo mode?
            demoMode = true;

            #region MeshImports
            _Geo = new Geometry();
            _Geo.LoadAsset("Assets/Cube.obj.model");
            //_Geo.LoadAsset("Assets/Cube_quads.obj.model");
            //_Geo.LoadAsset("Assets/Sphere.obj.model");
            //_Geo.LoadAsset("Assets/Sphere_quads.obj.model");
            //_Geo.LoadAsset("Assets/SharedCorners.obj.model");
            //_Geo.LoadAsset("Assets/Cylinder.obj.model");
            //_Geo.LoadAsset("Assets/Cylinder_quads.obj.model");
            //_Geo.LoadAsset("Assets/SharedCorners_pro.obj.model");
            //_Geo.LoadAsset("Assets/Teapot.obj.model");
            #endregion MeshImports

            // Set the smoothing angle for the edge based vertex normal calculation
            // Feel free to test around.
            _Geo._SmoothingAngle = 89.0;

            // The shader colors here are not supposed to be changed. They don't have an effect. If you want to change the shaders
            // then please change the values in the ShaderChanger() method. These ones are just for declaration.
            #region Shaders
            #region TextureShader

            _msDiffuse         = Shaders.GetDiffuseTextureShader(RC);
            _vLightShaderParam = _msDiffuse.GetShaderParam("texture1");

            //ImageData imgData = RC.LoadImage("Assets/Cube_Mat_uv.jpg");
            ImageData imgData = RC.LoadImage("Assets/world_map.jpg");
            //ImageData imgData = RC.LoadImage("Assets/Teapot_Texture.jpg");

            // Due to copyright reasons, this file will not be delivered with the project.
            //ImageData imgData = RC.LoadImage("Assets/Hellknight.jpg");

            _tex = RC.CreateTexture(imgData);
            #endregion TextureShader

            #region ColorShader

            _spColor    = Shaders.GetDiffuseColorShader(RC);
            _colorParam = _spColor.GetShaderParam("color");

            RC.SetShader(_spColor);
            RC.SetShaderParam(_colorParam, new float4(0f, 0f, 0f, 1f));
            #endregion ColorShader

            #region LightPos

            RC.SetLightActive(0, 0f);
            RC.SetLightAmbient(0, new float4(0.0f, 0.0f, 0.0f, 1.0f));
            RC.SetLightDiffuse(0, new float4(1.0f, 1.0f, 1.0f, 1.0f));
            RC.SetLightDirection(0, new float3(0.0f, -1.0f, 0.0f));

            RC.SetLightActive(1, 0f);
            RC.SetLightAmbient(1, new float4(0.0f, 0.0f, 0.0f, 1.0f));
            RC.SetLightDiffuse(1, new float4(0.5f, 0.5f, 0.5f, 1.0f));
            RC.SetLightDirection(1, new float3(1.0f, 0.0f, 0.0f));

            #endregion LightPos
            #endregion

            // Convert the loaded lfg model to a fusee mesh the first time.
            _lfgmesh = _Geo.ToMesh();

            RC.ClearColor = new float4(0.2f, 0.2f, 0.2f, 1f);

            // For Benchmarking only.
            _ShaderType               = 1;
            runDemoAnimation          = true;
            _Geo._DoCalcVertexNormals = true;
        }
예제 #9
0
        public override void Init()
        {
            // Set ToonShaderEffect
            _shaderEffect.AttachToContext(RC);

            // Setup GUI

            // GUIHandler
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            // font + text
            _guiFontCabin18 = RC.LoadFont("Assets/Cabin.ttf", 18);
            _guiFontCabin24 = RC.LoadFont("Assets/Cabin.ttf", 24);

            _guiText = new GUIText("FUSEE Shader Demo", _guiFontCabin24, 30, Height - 30)
            {
                TextColor = new float4(1, 1, 1, 1)
            };

            _guiHandler.Add(_guiText);

            // image
            _guiImage = new GUIImage("Assets/repbg.jpg", 0, 0, -5, Width, Height);
            _guiHandler.Add(_guiImage);
            _borderImage = new GUIImage("Assets/redbg.png", 0, 0, -4, 230, 32);
            //_guiHandler.Add(_borderImage);

            //* Menu1: Select Shader
            _panelSelectShader = new GUIPanel("Select Shader", _guiFontCabin24, 10, 10, 230, 230);
            _panelSelectShader.ChildElements.Add(_borderImage);
            _guiHandler.Add(_panelSelectShader);

            //** Possible Shader Buttons
            _btnDiffuseColorShader       = new GUIButton("Diffuse Color", _guiFontCabin18, 25, 40, 180, 25);
            _btnTextureShader            = new GUIButton("Texture Only", _guiFontCabin18, 25, 70, 180, 25);
            _btnDiffuseTextureShader     = new GUIButton("Diffuse Texture", _guiFontCabin18, 25, 100, 180, 25);
            _btnDiffuseBumpTextureShader = new GUIButton("Diffuse Bump Texture", _guiFontCabin18, 25, 130, 180, 25);
            _btnSpecularTexture          = new GUIButton("Specular Texture", _guiFontCabin18, 25, 160, 180, 25);
            _btnToon = new GUIButton("Toon", _guiFontCabin18, 25, 190, 180, 25);

            //*** Add Handlers
            _btnDiffuseColorShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDiffuseColorShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDiffuseColorShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDiffuseColorShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnTextureShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnTextureShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnTextureShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnTextureShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnDiffuseTextureShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDiffuseTextureShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDiffuseTextureShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDiffuseTextureShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnDiffuseBumpTextureShader.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDiffuseBumpTextureShader.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDiffuseBumpTextureShader.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDiffuseBumpTextureShader.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnSpecularTexture.OnGUIButtonDown  += OnMenuButtonDown;
            _btnSpecularTexture.OnGUIButtonUp    += OnMenuButtonUp;
            _btnSpecularTexture.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnSpecularTexture.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnToon.OnGUIButtonDown  += OnMenuButtonDown;
            _btnToon.OnGUIButtonUp    += OnMenuButtonUp;
            _btnToon.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnToon.OnGUIButtonLeave += OnMenuButtonLeave;

            //**** Add Buttons to Panel
            _panelSelectShader.ChildElements.Add(_btnDiffuseColorShader);
            _panelSelectShader.ChildElements.Add(_btnTextureShader);
            _panelSelectShader.ChildElements.Add(_btnDiffuseTextureShader);
            _panelSelectShader.ChildElements.Add(_btnDiffuseBumpTextureShader);
            _panelSelectShader.ChildElements.Add(_btnSpecularTexture);
            _panelSelectShader.ChildElements.Add(_btnToon);

            //* Menu3: Select Mesh
            _panelSelectMesh = new GUIPanel("Select Mesh", _guiFontCabin24, 270, 10, 230, 130);
            _panelSelectMesh.ChildElements.Add(_borderImage);
            _guiHandler.Add(_panelSelectMesh);

            //** Possible Meshes
            _btnCube   = new GUIButton("Cube", _guiFontCabin18, 25, 40, 180, 25);
            _btnSphere = new GUIButton("Sphere", _guiFontCabin18, 25, 70, 180, 25);
            _btnTeapot = new GUIButton("Teapot", _guiFontCabin18, 25, 100, 180, 25);
            _panelSelectMesh.ChildElements.Add(_btnCube);
            _panelSelectMesh.ChildElements.Add(_btnSphere);
            _panelSelectMesh.ChildElements.Add(_btnTeapot);

            //** Add handlers
            _btnCube.OnGUIButtonDown  += OnMenuButtonDown;
            _btnCube.OnGUIButtonUp    += OnMenuButtonUp;
            _btnCube.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnCube.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnSphere.OnGUIButtonDown  += OnMenuButtonDown;
            _btnSphere.OnGUIButtonUp    += OnMenuButtonUp;
            _btnSphere.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnSphere.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnTeapot.OnGUIButtonDown  += OnMenuButtonDown;
            _btnTeapot.OnGUIButtonUp    += OnMenuButtonUp;
            _btnTeapot.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnTeapot.OnGUIButtonLeave += OnMenuButtonLeave;

            //* Menu2: Light Settings
            _panelLightSettings = new GUIPanel("Light Settings", _guiFontCabin24, 530, 10, 230, 130);
            _panelLightSettings.ChildElements.Add(_borderImage);
            _guiHandler.Add(_panelLightSettings);

            //** Possible Light Settings
            _btnDirectionalLight = new GUIButton("Directional Light", _guiFontCabin18, 25, 40, 180, 25);
            _btnPointLight       = new GUIButton("Point Light", _guiFontCabin18, 25, 70, 180, 25);
            _btnSpotLight        = new GUIButton("Spot Light", _guiFontCabin18, 25, 100, 180, 25);
            _panelLightSettings.ChildElements.Add(_btnDirectionalLight);
            _panelLightSettings.ChildElements.Add(_btnPointLight);
            _panelLightSettings.ChildElements.Add(_btnSpotLight);

            //*** Add Handlers
            _btnDirectionalLight.OnGUIButtonDown  += OnMenuButtonDown;
            _btnDirectionalLight.OnGUIButtonUp    += OnMenuButtonUp;
            _btnDirectionalLight.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnDirectionalLight.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnPointLight.OnGUIButtonDown  += OnMenuButtonDown;
            _btnPointLight.OnGUIButtonUp    += OnMenuButtonUp;
            _btnPointLight.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnPointLight.OnGUIButtonLeave += OnMenuButtonLeave;

            _btnSpotLight.OnGUIButtonDown  += OnMenuButtonDown;
            _btnSpotLight.OnGUIButtonUp    += OnMenuButtonUp;
            _btnSpotLight.OnGUIButtonEnter += OnMenuButtonEnter;
            _btnSpotLight.OnGUIButtonLeave += OnMenuButtonLeave;

            // Setup 3D Scene
            // Load Images and Assign iTextures
            var imgTexture     = RC.LoadImage("Assets/crateTexture.jpg");
            var imgBumpTexture = RC.LoadImage("Assets/crateNormal.jpg");

            _texCube     = RC.CreateTexture(imgTexture);
            _texBumpCube = RC.CreateTexture(imgBumpTexture);

            imgTexture     = RC.LoadImage("Assets/earthTexture.jpg");
            imgBumpTexture = RC.LoadImage("Assets/earthNormal.jpg");
            _texSphere     = RC.CreateTexture(imgTexture);
            _texBumpSphere = RC.CreateTexture(imgBumpTexture);

            imgTexture     = RC.LoadImage("Assets/porcelainTexture.png");
            imgBumpTexture = RC.LoadImage("Assets/normalRust.jpg");
            _texTeapot     = RC.CreateTexture(imgTexture);
            _texBumpTeapot = RC.CreateTexture(imgBumpTexture);

            _currentTexture     = _texCube;
            _currentBumpTexture = _texBumpCube;

            // Load Meshes
            _meshCube   = MeshReader.LoadMesh(@"Assets/Cube.obj.model");
            _meshSphere = MeshReader.LoadMesh(@"Assets/Sphere.obj.model");
            _meshTeapot = MeshReader.LoadMesh(@"Assets/Teapot.obj.model");

            // Set current Mesh and Update GUI
            _currentMesh         = _meshCube;
            _btnCube.ButtonColor = ColorHighlightedButton;

            // Setup Shaderprograms and Update GUI
            _shaderDiffuseColor                = Shaders.GetDiffuseColorShader(RC);
            _shaderDiffuseTexture              = Shaders.GetDiffuseTextureShader(RC);
            _shaderTexture                     = Shaders.GetTextureShader(RC);
            _shaderDiffuseBumpTexture          = Shaders.GetBumpDiffuseShader(RC);
            _shaderSpecularTexture             = Shaders.GetSpecularShader(RC);
            _btnDiffuseColorShader.ButtonColor = ColorHighlightedButton;
            _currentShader                     = _shaderDiffuseColor;
            RC.SetShader(_shaderDiffuseColor);

            // Setup ShaderParams
            _paramColor = _shaderDiffuseColor.GetShaderParam("color");

            // Setup Light and Update GUI
            RC.SetLightActive(0, 1);
            RC.SetLightPosition(0, new float3(5.0f, 0.0f, -2.0f));
            RC.SetLightAmbient(0, new float4(0.2f, 0.2f, 0.2f, 1.0f));
            RC.SetLightSpecular(0, new float4(0.1f, 0.1f, 0.1f, 1.0f));
            RC.SetLightDiffuse(0, new float4(0.8f, 0.8f, 0.8f, 1.0f));
            RC.SetLightDirection(0, new float3(-1.0f, 0.0f, 0.0f));
            RC.SetLightSpotAngle(0, 10);

            _btnDirectionalLight.ButtonColor = ColorHighlightedButton;
        }
예제 #10
0
        // is called on startup
        public override void Init()
        {
            RC.ClearColor = new float4(0.2f, 0.2f, 0.2f, 1);

            _smokeTexture      = RC.CreateShader(_smokeEmitter.VsSimpleTexture, _smokeEmitter.PsSimpleTexture);
            _fireRedTexture    = RC.CreateShader(_fireRedEmitter.VsSimpleTexture, _fireRedEmitter.PsSimpleTexture);
            _fireYellowTexture = RC.CreateShader(_fireYellowEmitter.VsSimpleTexture, _fireYellowEmitter.PsSimpleTexture);
            _starTexture       = RC.CreateShader(_starEmitter.VsSimpleTexture, _starEmitter.PsSimpleTexture);

            _smokeParam      = _smokeTexture.GetShaderParam("texture1");
            _fireRedParam    = _fireRedTexture.GetShaderParam("texture1");
            _fireYellowParam = _fireYellowTexture.GetShaderParam("texture1");
            _starParam       = _starTexture.GetShaderParam("texture1");

            // load texture
            var imgSmokeData      = RC.LoadImage("Assets/smoke_particle.png");
            var imgFireRedData    = RC.LoadImage("Assets/fireRed.png");
            var imgFireYellowData = RC.LoadImage("Assets/fireYellowTexture.png");
            var imgStarData       = RC.LoadImage("Assets/star.png");

            _iSmoke      = RC.CreateTexture(imgSmokeData);
            _iFireRed    = RC.CreateTexture(imgFireRedData);
            _iFireYellow = RC.CreateTexture(imgFireYellowData);
            _iStar       = RC.CreateTexture(imgStarData);

            RC.SetRenderState(new RenderStateSet
            {
                ZEnable          = false,
                AlphaBlendEnable = true,
                BlendOperation   = BlendOperation.Add,
                SourceBlend      = Blend.SourceAlpha,
                DestinationBlend = Blend.InverseSourceAlpha
            });

            // GUIHandler
            _guiHandler = new GUIHandler();
            _guiHandler.AttachToContext(RC);

            // font + text
            _guiFontCabin18 = RC.LoadFont("Assets/Cabin.ttf", 18);
            _guiFontCabin24 = RC.LoadFont("Assets/Cabin.ttf", 24);

            _guiText           = new GUIText("Fusee3D Particle System ", _guiFontCabin24, 510, 35);
            _guiText.TextColor = new float4(1, 1, 1, 1);

            _guiHandler.Add(_guiText);

            // panel
            _guiPanel = new GUIPanel("Menu", _guiFontCabin18, 10, 10, 150, 150);
            _guiHandler.Add(_guiPanel);

            // Example 1 button
            _guiExampleOneButton = new GUIButton("Fog", _guiFontCabin18, 25, 40, 100, 25);

            _guiExampleOneButton.OnGUIButtonDown  += OnMenuButtonDown;
            _guiExampleOneButton.OnGUIButtonUp    += OnMenuButtonUp;
            _guiExampleOneButton.OnGUIButtonEnter += OnMenuButtonEnter;
            _guiExampleOneButton.OnGUIButtonLeave += OnMenuButtonLeave;

            _guiPanel.ChildElements.Add(_guiExampleOneButton);

            // Example 2 button
            _guiExampleTwoButton = new GUIButton("Fire", _guiFontCabin18, 25, 70, 100, 25);

            _guiExampleTwoButton.OnGUIButtonDown  += OnMenuButtonDown;
            _guiExampleTwoButton.OnGUIButtonUp    += OnMenuButtonUp;
            _guiExampleTwoButton.OnGUIButtonEnter += OnMenuButtonEnter;
            _guiExampleTwoButton.OnGUIButtonLeave += OnMenuButtonLeave;

            _guiPanel.ChildElements.Add(_guiExampleTwoButton);

            // Example 2 button
            _guiExampleThreeButton = new GUIButton("Stars", _guiFontCabin18, 25, 100, 100, 25);

            _guiExampleThreeButton.OnGUIButtonDown  += OnMenuButtonDown;
            _guiExampleThreeButton.OnGUIButtonUp    += OnMenuButtonUp;
            _guiExampleThreeButton.OnGUIButtonEnter += OnMenuButtonEnter;
            _guiExampleThreeButton.OnGUIButtonLeave += OnMenuButtonLeave;

            _guiPanel.ChildElements.Add(_guiExampleThreeButton);
        }