static void Init(IntPtr pParam) { IEngineSubSystem subSys = null; IResourceManager resman; engCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out subSys); resman = (IResourceManager)subSys; IEngineBaseObject obj; resman.GetDefaultResource(E_ENGINE_OBJECT_TYPE.EOT_BITMAP_FONT, out obj); mainFont = (IBitmapFont)obj; engCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out subSys); engInput = (IInput)subSys; }
void Init(IntPtr pParam) { IEngineSubSystem p_sub_sys = null; IResourceManager p_res_man = null; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys); p_res_man = (IResourceManager)p_sub_sys; IRender p_render = null; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys); p_render = (IRender)p_sub_sys; p_render.GetRender2D(out pRender2D); IEngineBaseObject p_obj = null; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_INPUT, out p_sub_sys); pInput = (IInput)p_sub_sys; pInput.Configure(E_INPUT_CONFIGURATION_FLAGS.ICF_HIDE_CURSOR); p_res_man.GetDefaultResource(E_ENGINE_OBJECT_TYPE.EOT_BITMAP_FONT, out p_obj); pFont = (IBitmapFont)p_obj; // Background clear color setup. TColor4 tc = new TColor4(38, 38, 55, 255); p_render.SetClearColor(ref tc); // This example adapted only for 800X600 resolution, if even resolution will be higher it won't effect it. pRender2D.SetResolutionCorrection(GAME_VP_WIDTH, GAME_VP_HEIGHT, true); p_res_man.Load(RESOURCE_PATH + "sounds\\owl.wav", out p_obj, 0); pSndOwl = (ISoundSample)p_obj; p_res_man.Load(RESOURCE_PATH + "sounds\\forest_ambient.wav", out p_obj, 0); pForestAmbient = (ISoundSample)p_obj; pForestAmbient.PlayEx(out pChannelAmbientLoop, E_SOUND_SAMPLE_PARAMS.SSP_LOOPED); p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_forest_background.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pBg = (ITexture)p_obj; p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_cloudy_night_sky.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pSky = (ITexture)p_obj; p_res_man.Load(RESOURCE_PATH + "textures\\smoke.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pFog = (ITexture)p_obj; p_res_man.Load(RESOURCE_PATH + "textures\\light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pLightRound = (ITexture)p_obj; p_res_man.Load(RESOURCE_PATH + "sprites\\vox.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pVox = (ITexture)p_obj; pVox.SetFrameSize(149, 149); p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_owl.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pOwl = (ITexture)p_obj; pOwl.SetFrameSize(48, 128); p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_anime_girl.png", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pTexGirl = (ITexture)p_obj; pTexGirl.SetFrameSize(55, 117); p_res_man.Load(RESOURCE_PATH + "sprites\\cartoon_mistery_light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pLight = (ITexture)p_obj; pLight.SetFrameSize(64, 128); }
void Init(IntPtr pParam) { TMatrix4x4 mat = TMatrix4x4.MatrixIdentity; transform = new TTransformStack(ref mat); rand = new Random(); IEngineSubSystem p_sub_sys = null; IResourceManager p_res_man = null; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RESOURCE_MANAGER, out p_sub_sys); p_res_man = (IResourceManager)p_sub_sys; pEngineCore.GetSubSystem(E_ENGINE_SUB_SYSTEM.ESS_RENDER, out p_sub_sys); p_render = (IRender)p_sub_sys; p_render.GetRender3D(out pRender3D); IEngineBaseObject p_obj = null; p_res_man.Load(RESOURCE_PATH + "textures\\floor.dds", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D); pTexFloor = (ITexture)p_obj; p_res_man.Load(RESOURCE_PATH + "sprites\\light.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_2D); pTexLight = (ITexture)p_obj; // some global lighting pRender3D.ToggleLighting(true); TColor4 col = TColor4.ColorBlack(); pRender3D.SetGlobalAmbientLighting(ref col); // turn off ambient lighting // setup lights // use single directional light to simulate ambient lighting p_res_man.CreateLight(out pLightDirect); pLightDirect.SetType(E_LIGHT_TYPE.LT_DIRECTIONAL); col = TColor4.ColorGray(); pLightDirect.SetColor(ref col); // dim light TPoint3 p3 = new TPoint3(-0.5f, 0.5f, 0.75f); pLightDirect.SetDirection(ref p3); pLightDirect.SetEnabled(true); // Position is ignored for direction lights but is used by engine for debug drawing. // Use "rnd3d_draw_lights 1" console command to debug lights. p3 = new TPoint3(0f, 7.5f, 0f); pLightDirect.SetPosition(ref p3); // create light for the table-lamp p_res_man.CreateLight(out pLightSpot); pLightSpot.SetType(E_LIGHT_TYPE.LT_SPOT); col = TColor4.ColorYellow(); pLightSpot.SetColor(ref col); pLightSpot.SetSpotAngle(100f); p3 = new TPoint3(0.15f, 0f, -1f); pLightSpot.SetDirection(ref p3); pLightSpot.SetEnabled(true); // create and setup materials and load models ITexture p_tex; IMaterial p_mat; // desk p_res_man.CreateMaterial(out p_mat); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\desk\\desk_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D); p_tex = (ITexture)p_obj; p_mat.SetDiffuseTexture(p_tex); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\desk\\desk.dmd", out p_obj, 0); pMdlDesk = (IModel)p_obj; pMdlDesk.SetModelMaterial(p_mat); // table-lamp p_res_man.CreateMaterial(out p_mat); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\table_lamp\\lamp_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D); p_tex = (ITexture)p_obj; p_mat.SetDiffuseTexture(p_tex); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\table_lamp\\lamp.dmd", out p_obj, 0); pMdlLamp = (IModel)p_obj; pMdlLamp.SetModelMaterial(p_mat); // chair p_res_man.CreateMaterial(out p_mat); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\chair\\chair_diff.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D); p_tex = (ITexture)p_obj; p_mat.SetDiffuseTexture(p_tex); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\chair\\chair.dmd", out p_obj, 0); pMdlChair = (IModel)p_obj; pMdlChair.SetModelMaterial(p_mat); // music box p_res_man.CreateMaterial(out p_mat); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\music_box\\mbox_d.dds", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D); p_tex = (ITexture)p_obj; p_mat.SetDiffuseTexture(p_tex); p_res_man.Load(RESOURCE_PATH + "meshes\\furniture\\music_box\\music_box.dmd", out p_obj, 0); pMdlMusicBox = (IModel)p_obj; pMdlMusicBox.SetModelMaterial(p_mat); // church p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church.dmd", out p_obj, 0); pModelChurch = (IModel)p_obj; pModelChurch.SetModelMaterial(p_mat); p_res_man.CreateMaterial(out p_mat); col = TColor4.ColorSilver(); p_mat.SetDiffuseColor(ref col); col = TColor4.ColorWhite(); p_mat.SetSpecularColor(ref col); p_mat.SetShininess(25f); pModelChurch.SetMeshMaterial(0, p_mat); p_res_man.CreateMaterial(out p_mat); p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church_roof.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D); p_tex = (ITexture)p_obj; p_mat.SetDiffuseTexture(p_tex); pModelChurch.SetMeshMaterial(1, p_mat); p_res_man.CreateMaterial(out p_mat); p_res_man.Load(RESOURCE_PATH + "meshes\\church\\church_main.jpg", out p_obj, (uint)E_TEXTURE_LOAD_FLAGS.TEXTURE_LOAD_DEFAULT_3D); p_tex = (ITexture)p_obj; p_mat.SetDiffuseTexture(p_tex); pModelChurch.SetMeshMaterial(2, p_mat); // snow globe p_res_man.Load(RESOURCE_PATH + "meshes\\snow_globe.dmd", out p_obj, 0); pSnowGlobe = (IModel)p_obj; p_res_man.CreateMaterial(out p_mat); col = TColor4.ColorWhite(); p_mat.SetDiffuseColor(ref col); pSnowGlobe.SetMeshMaterial(0, p_mat); p_res_man.CreateMaterial(out p_mat); col = TColor4.ColorBrown(); p_mat.SetDiffuseColor(ref col); col = TColor4.ColorWhite(); p_mat.SetSpecularColor(ref col); p_mat.SetShininess(25f); pSnowGlobe.SetMeshMaterial(2, p_mat); p_res_man.CreateMaterial(out p_mat); col = TColor4.ColorWhite(100); p_mat.SetDiffuseColor(ref col); col = TColor4.ColorWhite(); p_mat.SetSpecularColor(ref col); p_mat.SetShininess(50f); p_mat.SetBlending(true, E_BLENDING_EFFECT.BE_NORMAL); // When material with blending is set model will sort mesh order for meshes with blending to be the last. pSnowGlobe.SetMeshMaterial(1, p_mat); // We will use black fog to simulate darkness. col = TColor4.ColorBlack(); pRender3D.SetFogColor(ref col); pRender3D.SetLinearFogBounds(12.5f, 20f); pRender3D.ToggleFog(true); }