/// <summary> /// Load contents /// </summary> public override void LoadContent() { Display.RenderState.ClearColor = Color.CornflowerBlue; SpriteBatch = new Graphic.SpriteBatch(); Font = BitmapFont.CreateFromTTF(@"c:\windows\fonts\verdana.ttf", 16, FontStyle.Regular); Gamepad.Init(Window); CheckDevices(); }
/// <summary> /// Load contents /// </summary> public override void LoadContent() { Display.RenderState.ClearColor = Color.Black; Display.RenderState.DepthTest = true; Display.RenderState.Culling = true; #region Audio AudioManager.Create(); Stream = new AudioStream(); Stream.LoadOgg("data/Hydrate-Kenny_Beltrey.ogg"); Stream.Play(); #endregion #region Matrices CameraPostion = new Vector3(0.0f, 0.1f, 3.0f); float aspectRatio = (float)Display.ViewPort.Width / (float)Display.ViewPort.Height; ProjectionMatrix = Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(45.0f), aspectRatio, 0.1f, 100.0f); #endregion #region Shader Shader = new Shader(); Shader.LoadSource(ShaderType.VertexShader, "data/shader.vert"); Shader.LoadSource(ShaderType.FragmentShader, "data/shader.frag"); Shader.Compile(); Display.Shader = Shader; #endregion #region Textures Texture2D.DefaultMagFilter = TextureMagFilter.Linear; Texture2D.DefaultMinFilter = TextureMinFilter.Linear; Texture2D.DefaultHorizontalWrapFilter = TextureWrapFilter.Repeat; Texture2D.DefaultVerticalWrapFilter = TextureWrapFilter.Repeat; Marble = new Texture2D("data/Marble.png"); Marble.MinFilter = TextureMinFilter.Linear; Marble.MagFilter = TextureMagFilter.Linear; Marble.HorizontalWrap = TextureWrapFilter.Repeat; Marble.VerticalWrap = TextureWrapFilter.Repeat; Moon = new Texture2D("data/Moon.png"); Moon.MinFilter = TextureMinFilter.Linear; Moon.MagFilter = TextureMagFilter.Linear; Mars = new Texture2D("data/Mars.png"); Mars.MinFilter = TextureMinFilter.Linear; Mars.MagFilter = TextureMagFilter.Linear; #endregion #region Mesh Torus = Mesh.CreateTorus(0.15f, 0.50f, 40, 20); Sphere = Mesh.CreateSphere(0.1f, 26); Sphere.Position = new Vector3(1.0f, 0.4f, 0.0f); float[] data = new float[] { // Vertex Texture -10.0f, 0.0f, 20.0f, 0.0f, 0.0f, 10.0f, 0.0f, 20.0f, 20.0f, 0.0f, 10.0f, 0.0f, -20.0f, 20.0f, 20.0f, -10.0f, 0.0f, -20.0f, 0.0f, 20.0f, }; Floor = new Mesh(); Floor.SetVertices(data); Floor.SetIndices(new uint[] { 0, 1, 2, 3 }); Floor.Buffer.AddDeclaration("in_position", 3); Floor.Buffer.AddDeclaration("in_texcoord", 2); Floor.PrimitiveType = PrimitiveType.TriangleFan; Floor.Position = new Vector3(0.0f, -1.0f, 0.0f); #endregion Batch = new Graphic.SpriteBatch(); Font = BitmapFont.CreateFromTTF(@"c:\windows\fonts\verdana.ttf", 10, FontStyle.Regular); }
/// <summary> /// Loads contents /// </summary> public override void LoadContent() { Display.RenderState.ClearColor = Color.CornflowerBlue; // Shader Shader = Shader.CreateTextureShader(); Display.Shader = Shader; #region Texture // Loads a texture and binds it to TUI 2 Texture = new Texture2D("data/texture.png"); Texture.HorizontalWrap = TextureWrapFilter.Repeat; Texture.VerticalWrap = TextureWrapFilter.Repeat; Display.TextureUnit = 2; Display.Texture = Texture; #endregion // Matrices ModelViewMatrix = Matrix4.LookAt(new Vector3(0, 0, 1), new Vector3(0, 0, 0), new Vector3(0, 1, 0));; ProjectionMatrix = Matrix4.CreateOrthographicOffCenter(0, Display.ViewPort.Width, Display.ViewPort.Height, 0, -1.0f, 1.0f); TextureMatrix = Matrix4.Scale(1.0f / Texture.Size.Width, 1.0f / Texture.Size.Height, 1.0f); #region Buffer // Indices uint[] indices = new uint[] { 0, 1, 2, 1, 2, 3 }; Index = new IndexBuffer(); Index.Update(indices); // Creates a position, color, texture buffer Buffer = BatchBuffer.CreatePositionColorTextureBuffer(); // Vertex elements float[] vertices = new float[] { // Coord Color Texture 100.0f, 100.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 500.0f, 100.0f, 0.0f, 1.0f, 0.0f, 1.0f, 256.0f, 0.0f, 100.0f, 500.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 256.0f, 500.0f, 500.0f, 1.0f, 1.0f, 1.0f, 1.0f, 256.0f, 256.0f }; Buffer.SetVertices(vertices); // Or set data one by one Buffer.AddPoint(new Point(100, 100), Color.FromArgb(255, 0, 0), new Point(0, 0)); Buffer.AddPoint(new Point(500, 100), Color.FromArgb(0, 255, 0), new Point(256, 0)); Buffer.AddPoint(new Point(100, 500), Color.FromArgb(0, 0, 255), new Point(0, 256)); Buffer.AddPoint(new Point(500, 500), Color.FromArgb(255, 255, 255), new Point(256, 256)); Buffer.Update(); #region VAO //Batch = new BatchBuffer(); //VertexBuffer.Bind(0, 2); //Shader.BindAttrib(0, "in_position"); //ColorBuffer.Bind(1, 4); //Shader.BindAttrib(1, "in_color"); //GL.BindVertexArray(0); #endregion #endregion #region Font SpriteBatch = new Graphic.SpriteBatch(); Font = BitmapFont.CreateFromTTF("c:\\windows\\fonts\\verdana.ttf", 16, FontStyle.Regular); #endregion }