public override void Load() { CollisionManager.Instance().WallCollideReset(); entityManager = EntityManager.Instance(); systemManager = SystemManager.Instance(); inputManager = InputManager.Instance(); audioManager = AudioManager.Instance(); audioManager.AddAudio("Death", "Audio/WilhelmScream.wav", false); audioManager.AddAudio("Collect", "Audio/CollectCoin.wav", false); audioManager.AddAudio("Powerup", "Audio/ElevatorMusic.wav", true); audioManager.AddAudio("KillGhost", "Audio/ko.wav", false); coinsCollected = 0; // Set the title of the window sceneManager.Title = "Game"; // Set the Render and Update delegates to the Update and Render methods of this class sceneManager.renderer = Render; sceneManager.updater = Update; // Set Keyboard events to go to a method in this class sceneManager.Keyboard.KeyDown += Keyboard_KeyDown; GL.ClearColor(0.0f, 0.0f, 0.0f, 1.0f); map = new MapLoader(); map.LoadMap("Maps/Level1.txt"); mapCamera = new MiniMapCamera(map.GetWidth(), map.GetHeight(), sceneManager.Width, sceneManager.Height); entityCamera = new EntityCamera(sceneManager.Width, sceneManager.Height); mapCamera.Position = new Vector3(0, 0, 0); mapCamera.Direction = new Vector3(0, -1, 0); mapCamera.Up = new Vector3(0, 0, -1); CollisionManager.Instance().SetMap(map); CollisionManager.Instance().SetLevel(this); Entity player = map.GetPlayer(); entityCamera.SetEntity(player); audioManager.SetCamera(entityCamera); CreateSystems(); CubeMapTexture cubeMap = ResourceManager.LoadCubeMap("Textures/darkskies_up.png", "Textures/darkskies_dn.png", "Textures/darkskies_lf.png", "Textures/darkskies_rt.png", "Textures/darkskies_ft.png", "Textures/darkskies_bk.png"); Shader shader = ResourceManager.LoadShader("Shaders/cubemapVS.glsl", "Shaders/cubemapFS.glsl"); Geometry geometry = ResourceManager.LoadGeometry("Geometry/SkyBox.obj"); cubemapRender = new CubeMapRender(entityCamera, cubeMap, shader, geometry); customRender = new MiniMapRender(entityCamera, mapCamera); }
public CubeMapRender(Camera.aCamera pCamera, CubeMapTexture pCubemap, Shader pShader, Geometry pGeometry) { camera = pCamera; cubemap = pCubemap; shader = pShader; geometry = pGeometry; ViewMatLocation = GL.GetUniformLocation(shader.ShaderID, "ViewMat"); ProjMatLocation = GL.GetUniformLocation(shader.ShaderID, "ProjMat"); ModelMatLocation = GL.GetUniformLocation(shader.ShaderID, "ModelMat"); SkyBoxLocation = GL.GetUniformLocation(shader.ShaderID, "SkyBox"); }
public static CubeMapTexture LoadCubeMap(string TopTexture, string BottomTexture, string LeftTexture, string RightTexture, string FrontTexture, string BackTexture) { CubeMapTexture cubemap; string concat = TopTexture + BottomTexture + LeftTexture + RightTexture + FrontTexture + BackTexture; cubemapDictionary.TryGetValue(concat, out cubemap); if (cubemap == null) { cubemap = new CubeMapTexture(); cubemap.LoadCubeMap(TopTexture, BottomTexture, LeftTexture, RightTexture, FrontTexture, BackTexture); cubemapDictionary.Add(concat, cubemap); } return(cubemap); }
public EnvironmentBox(CubeMapTexture texture) { Texture = texture; }