/// <summary> /// Constructor for the path map generator GUI. Takes the subfield list which is /// created by the split function in the main form. /// </summary> /// <param name="fields">List of subfields</param> public PathMapGenerator(List<Field> fields) { InitializeComponent(); rend = new Renderer(FieldView); wallsRend = new PolygonRenderable(Color.Brown, true); objectsRend = new PolygonRenderable(Color.Blue, true); regionsRend = new PolygonRenderable(Color.Yellow, 0.5f, true); fieldsRend = new PolygonRenderable(Color.Gray); pointRend = new PointRenderable(); pointRend.Show = false; lines = new List<PathRenderable>(); rend.AddRenderable(wallsRend); rend.AddRenderable(objectsRend); rend.AddRenderable(regionsRend); rend.AddRenderable(fieldsRend); rend.AddRenderable(pointRend); originalTool = rend.Tool; polyTool = new ClickTool(); polyTool.clicked += new EventHandler<ClickedEventArgs>(FieldViewClick); rend.Tool = polyTool; complete = false; PRMs = new List<PRMAlgorithm>(); rend.OnFormShown(); this.fields = fields; f = fields[0]; count = 1; LoadNext(); }
public void PostRendererInit(Renderer renderer) { renderer.AddRenderable(this); UICamera = renderer.RendererResourceFactory.CreateCamera(null); RefreshCamera(renderer); Material FlowMat = Renderer.DefaultMaterialPtr.Get <Watertight.Rendering.Materials.Material>().Clone() as Material; FileSystem.EmplaceInMemoryResource(FlowMaterialPtr, FlowMat); }
static void Main(string[] args) { InitSettings(); Window = new Window(); if (!Window.OpenWindow("Yahtzee Quest", new Size((int)Settings.CurrentScreenSize.x, (int)Settings.CurrentScreenSize.y))) { return; } gl = GL.GetApi(); Window.SetVSync(true); Window.OnTick += Tick; Window.OnButton += OnButton; Window.OnResize += OnResize; SetupGL(); Properties.Resources.ResourceManager.GetStream("postPro.vert"); FontRepository = new FontRepository(gl); InputManager = new InputManager(); PostProcessManager = new PostProcessManager(); PhysicsManager = new PhysicsManager(); CurrentScene = new SceneLoading(); Renderer = new Renderer(); CurrentScene.Init(); PostProcessManager.AddPostProcessShader("gammaCorrect"); Renderer.AddRenderable(CurrentScene); Renderer.AddRenderable(PostProcessManager); Renderer.AddRenderable(CurrentScene.UI); Window.StartLoop(); }
public void PostRenderInitialize(Renderer Renderer) { RebuildFontAtlas(Renderer); Renderer.AddRenderable(this); UICamera = Renderer.RendererResourceFactory.CreateCamera(null); Renderer.WindowResized += (Vector2 OldSize) => { RefreshCamera(Renderer); }; RefreshCamera(Renderer); Material imguiMat = Renderer.DefaultMaterialPtr.Get <Watertight.Rendering.Materials.Material>().Clone() as Material; FileSystem.EmplaceInMemoryResource(ImGUIMaterialPrt, imguiMat); imguiMat.DepthTest = false; }
public MainGUI() { InitializeComponent(); rend = new Renderer(FieldView); ocgridRend = new OccupancyGridRenderable("Grid SLAM Map", Color.Red); firstPointRend = new PointRenderable(); firstPointRend.Show = false; newPolyRend = new PathRenderable(); wallsRend = new PolygonRenderable(Color.Brown, true); objectsRend = new PolygonRenderable(Color.Blue, true); regionsRend = new PolygonRenderable(Color.Yellow, 0.5f, true); fieldsRend = new PolygonRenderable(Color.Gray); selectedPolyRend = new PolygonRenderable(Color.Black); selectedPolyRend.LineThickness = 2F; rend.AddRenderable(ocgridRend); rend.AddRenderable(firstPointRend); rend.AddRenderable(newPolyRend); rend.AddRenderable(wallsRend); rend.AddRenderable(objectsRend); rend.AddRenderable(regionsRend); rend.AddRenderable(fieldsRend); rend.AddRenderable(selectedPolyRend); mainField = new Field("main"); subFields = new Dictionary<string, Polygon>(); selectedPoly = new List<Polygon>(); originalTool = rend.Tool; polyTool = new ClickTool(); polyTool.clicked += new EventHandler<ClickedEventArgs>(FieldViewClick); newPoly = new Polygon(); accRobot = false; ocgridShow = true; Ctrl_press.Hide(); }
public override void OnStart() { base.OnStart(); Vertex[] vertices = new Vertex[] { new Vertex { Location = new System.Numerics.Vector3(-0.5f, -0.5f, 0), Color = Color.Gold, UV = Vector2.Zero, }, new Vertex { Location = new System.Numerics.Vector3(0.5f, -0.5f, 0), Color = Color.Red, UV = Vector2.Zero, }, new Vertex { Location = new System.Numerics.Vector3(0.5f, 0.5f, 0), Color = Color.Blue, UV = Vector2.Zero, }, new Vertex { Location = new System.Numerics.Vector3(-0.5f, 0.5f, 0), Color = Color.Green, UV = Vector2.Zero, }, }; ushort[] ind = new ushort[] { 0, 1, 2, 2, 3, 0, }; CameraComp = new CameraComponent(null); CameraComp.Register(); CameraComp.MakeActive(); const bool TestPerspective = false; if (TestPerspective) { CameraComp.Mode = CameraComponent.ProjectionMode.Perspective; CameraComp.Location = new Vector3(200, 100, 500); CameraComp.LookAt(Vector3.Zero); } else { CameraComp.Mode = CameraComponent.ProjectionMode.Orthographic; } IVertexBuffer VertexBuffer = Renderer.RendererResourceFactory.CreateVertexBuffer(); VertexBuffer.SetVertexData(vertices, ind); Command = Renderer.RendererResourceFactory.CreateRenderCommand() .WithDebugName("Sample Game Render") .WithMaterial(Renderer.DefaultMaterialPtr.Get <Material>()) .WithVertexBuffer(VertexBuffer); SampleRenderable renderable = new SampleRenderable(Command); Renderer.AddRenderable(renderable); }