public void OnLoad() { var dir = Directory.GetCurrentDirectory(); ResourceGroupManager.Instance.AddResourceLocation(dir, "Folder"); //MaterialManager.Instance.Initialize(); _scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance"); _scene.ClearScene(); Bindings.Axiom.SLSharp.Init(); Shader.DebugMode = true; //Shader.DebugMode = true; _clipmap = new Clipmap(_scene); RecalcHeight(); _camera = _scene.CreateCamera("MainCamera"); _camera.Position = new Vector3(0, 0, 5); _camera.LookAt(Vector3.Zero); _camera.Near = 0.001f; _camera.Far = 20.0f; _camera.AutoAspectRatio = true; var vp = _window.AddViewport(_camera); vp.BackgroundColor = ColorEx.CornflowerBlue; }
public virtual void CreateCamera() { // create a camera and initialize its position camera = scene.CreateCamera("MainCamera"); camera.Position = new Vector3(0, 0, 500); camera.LookAt(new Vector3(0, 0, -300)); // set the near clipping plane to be very close camera.Near = 5; camera.AutoAspectRatio = true; }
public void OnLoad() { //ResourceGroupManager.Instance.AddResourceLocation("media", "Folder", true); _root.SceneManager = _sceneManager = _root.CreateSceneManager(SceneType.ExteriorClose); _sceneManager.ClearScene(); _camera = _sceneManager.CreateCamera("MainCamera"); _camera.Position = new Vector3(0, 0, 500); _camera.LookAt(new Vector3(0, 0, -300)); _camera.Near = 5; _camera.AutoAspectRatio = true; _camera.FieldOfView = 0.70f; _viewport = _renderWindow.AddViewport(_camera, 0, 0, 1.0f, 1.0f, 100); _viewport.BackgroundColor = ColorEx.Black; ; _light = _sceneManager.CreateLight("light1"); _light.Type = LightType.Directional; _light.Position = new Vector3(0, 150, 300); _light.Diffuse = ColorEx.Blue; _light.Specular = ColorEx.Blue; //_light.Direction = new Vector3(0, 0, -300); _sceneManager.AmbientLight = ColorEx.White;// new ColorEx(0.2f, 0.2f, 0.2f); ResourceGroupManager.Instance.InitializeAllResourceGroups(); _inputReader = PlatformManager.Instance.CreateInputReader(); _inputReader.Initialize(_renderWindow, true, true, false, false); _inputReader.UseKeyboardEvents = true; _inputReader.UseMouseEvents = false; //_renderItems.Add(new BasicCube()); _renderItems.Add(new CubeBrowser()); foreach (var i in _renderItems) { i.Initialise(_root); } }
protected void CreateCamera() { camera = scene.CreateCamera("PlayerCam"); camera.Position = new Vector3(128 * oneMeter, 200 * oneMeter, 128 * oneMeter); camera.LookAt(new Vector3(0, 0, -300 * oneMeter)); camera.Near = 1 * oneMeter; camera.Far = 10000 * oneMeter; camera.AspectRatio = (float)window.Width / window.Height; }
protected void CreateCamera() { camera = scene.CreateCamera("PlayerCam"); float scale = 100f; camera.Position = new Vector3(64 * oneMeter, 0 * oneMeter, 64 * oneMeter); camera.LookAt(new Vector3(0, 0, 0)); camera.Near = 1 * oneMeter; camera.Far = 10000 * oneMeter; }
protected void CreateCamera() { camera = scene.CreateCamera("PlayerCam"); camera.Position = new Vector3(128 * oneMeter, 200 * oneMeter, 128 * oneMeter); camera.LookAt(new Vector3(0, 0, -300 * oneMeter)); camera.Near = 1 * oneMeter; camera.Far = 10000 * oneMeter; }
public void OnLoad() { // Create patch with positions, normals, and 1 set of texcoords var patchDeclaration = HardwareBufferManager.Instance.CreateVertexDeclaration(); patchDeclaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position); patchDeclaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal); patchDeclaration.AddElement(0, 24, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0); var patchVertices = new PatchVertex[9]; patchVertices[0].X = -500; patchVertices[0].Y = 200; patchVertices[0].Z = -500; patchVertices[0].Nx = -0.5f; patchVertices[0].Ny = 0.5f; patchVertices[0].Nz = 0; patchVertices[0].U = 0; patchVertices[0].V = 0; patchVertices[1].X = 0; patchVertices[1].Y = 500; patchVertices[1].Z = -750; patchVertices[1].Nx = 0; patchVertices[1].Ny = 0.5f; patchVertices[1].Nz = 0; patchVertices[1].U = 0.5f; patchVertices[1].V = 0; patchVertices[2].X = 500; patchVertices[2].Y = 1000; patchVertices[2].Z = -500; patchVertices[2].Nx = 0.5f; patchVertices[2].Ny = 0.5f; patchVertices[2].Nz = 0; patchVertices[2].U = 1; patchVertices[2].V = 0; patchVertices[3].X = -500; patchVertices[3].Y = 0; patchVertices[3].Z = 0; patchVertices[3].Nx = -0.5f; patchVertices[3].Ny = 0.5f; patchVertices[3].Nz = 0; patchVertices[3].U = 0; patchVertices[3].V = 0.5f; patchVertices[4].X = 0; patchVertices[4].Y = 500; patchVertices[4].Z = 0; patchVertices[4].Nx = 0; patchVertices[4].Ny = 0.5f; patchVertices[4].Nz = 0; patchVertices[4].U = 0.5f; patchVertices[4].V = 0.5f; patchVertices[5].X = 500; patchVertices[5].Y = -50; patchVertices[5].Z = 0; patchVertices[5].Nx = 0.5f; patchVertices[5].Ny = 0.5f; patchVertices[5].Nz = 0; patchVertices[5].U = 1; patchVertices[5].V = 0.5f; patchVertices[6].X = -500; patchVertices[6].Y = 0; patchVertices[6].Z = 500; patchVertices[6].Nx = -0.5f; patchVertices[6].Ny = 0.5f; patchVertices[6].Nz = 0; patchVertices[6].U = 0; patchVertices[6].V = 1; patchVertices[7].X = 0; patchVertices[7].Y = 500; patchVertices[7].Z = 500; patchVertices[7].Nx = 0; patchVertices[7].Ny = 0.5f; patchVertices[7].Nz = 0; patchVertices[7].U = 0.5f; patchVertices[7].V = 1; patchVertices[8].X = 500; patchVertices[8].Y = 200; patchVertices[8].Z = 800; patchVertices[8].Nx = 0.5f; patchVertices[8].Ny = 0.5f; patchVertices[8].Nz = 0; patchVertices[8].U = 1; patchVertices[8].V = 1; _patch = MeshManager.Instance.CreateBezierPatch("Bezier1", ResourceGroupManager.DefaultResourceGroupName, patchVertices, patchDeclaration, 3, 3, 5, 5, VisibleSide.Both, BufferUsage.StaticWriteOnly, BufferUsage.DynamicWriteOnly, true, true); _patch.Subdivision = 1.0f; _scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance"); _scene.ClearScene(); _patchEntity = _scene.CreateEntity("Entity1", "Bezier1"); _camera = _scene.CreateCamera("MainCamera"); var mat = (Material)MaterialManager.Instance.Create("test", ResourceGroupManager.DefaultResourceGroupName); var pass = mat.GetTechnique(0).GetPass(0); pass.LightingEnabled = false; _patchEntity.MaterialName = mat.Name; _scene.RootSceneNode.AttachObject(_patchEntity); _camera.LookAt(Vector3.Zero); _camera.Near = 5; _camera.AutoAspectRatio = true; var vp = _root.AutoWindow.AddViewport(_camera, 0, 0, 1.0f, 1.0f, 100); vp.BackgroundColor = ColorEx.CornflowerBlue; }