private BallisticDemo(IntPtr hInstance) : base(hInstance) { _currentShotType = ShotType.Laser; MainWindowCaption = "Ballistic Demo"; _lastMousePos = new Point(); _camera = new FpsCamera(); _camera.LookAt(new Vector3(10, 2, -10), new Vector3(0, 1, 0), Vector3.UnitY); _dirLights = new[] { new DirectionalLight { Ambient = new Color4( 0.2f, 0.2f, 0.2f), Diffuse = new Color4(0.7f, 0.7f, 0.7f), Specular = new Color4(0.8f, 0.8f, 0.8f), Direction = new Vector3(-0.57735f, -0.57735f, 0.57735f) }, new DirectionalLight { Ambient = new Color4(0,0,0), Diffuse = new Color4(1.0f, 0.4f, 0.4f, 0.4f), Specular = new Color4(1.0f, 0.2f, 0.2f, 0.2f), Direction = new Vector3(-0.707f, -0.707f, 0) }, new DirectionalLight { Ambient = new Color4(0,0,0), Diffuse = new Color4(1.0f,0.2f, 0.2f, 0.2f), Specular = new Color4(0.2f,0.2f,0.2f), Direction = new Vector3(0, 0, -1) } }; }
private PointLightDemo(IntPtr hInstance) : base(hInstance) { MainWindowCaption = "Point Light Demo"; _lastMousePos = new Point(); Enable4XMsaa = true; GammaCorrectedBackBuffer = true; _camera = new FpsCamera(); _camera.LookAt(new Vector3(71, 41, 71), Vector3.Zero, Vector3.UnitY); _dirLightDirection.Normalize(); }