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); }