private void SetupSubsystems() { var w = (float)Game.Inst.Window.ClientRectangle.Width; var h = (float)Game.Inst.Window.ClientRectangle.Height; var aspect = h / w; var wl = -1.2f; var wr = 1.2f; var wb = -aspect; var wt = aspect; var clearColor = new Color(0xffffffff);// new Color(0xff708090); var worldBounds = new Rectangle(wt, wr, wb, wl); SetSubsystems( new LifetimeSubsystem(), new AISubsystem(), new InputSubsystem(), new PongControlsSubsystem(), new PhysicsSubsystem(worldBounds), new EffectsSubsystem(), m_GraphicsSubsystem = new GraphicsSubsystem() { ClearColor = clearColor } #if DEBUG , new PerformanceInfoSubsystem() #endif ); }
private void createScene() { App = new Application(); model = App.SetModel <Model>(); controller = App.SetController <Controller>(); view = App.AddView <View>(); GraphicsSubsystem renderingP = App.AddSubSystem <GraphicsSubsystem>(); // Model model.AddProcessor <UserUpdateProcessor>(); model.AddProcessor <UserLateUpdateProcessor>(); model.AddProcessor <CameraProcess>(); // Controller List <Type> processorOrder = new List <Type>(); processorOrder.Add(typeof(UserUpdateProcessor)); processorOrder.Add(typeof(UserLateUpdateProcessor)); processorOrder.Add(typeof(CameraProcess)); controller.SetOrder(processorOrder); // View view.AddSubSystem(renderingP, 0); }
private void MakeDefaultSystem() { // Controller에 프로세서를 연결하고 실행 순서를 지정합니다. controller.AddProcessor <UserUpdateProcessor>(); controller.AddProcessor <UserLateUpdateProcessor>(); controller.AddProcessor <RenderProcessor>(); controller.SetOrder(typeof(UserUpdateProcessor), 0); controller.SetOrder(typeof(UserLateUpdateProcessor), 1); controller.SetOrder(typeof(RenderProcessor), 2); // Subsystem을 생성하고 View에 Subsystem을 추가합니다. GraphicsSubsystem gss = App.AddSubsystem <GraphicsSubsystem>(); view.AddSubsystem(gss); view.SetOrder(gss, 0); }
public MainWindow() { renderSubsystem = SimulationApplication.Instance.getApp().AddSubsystem <GraphicsSubsystem>(); InitializeComponent(); Window_ListBox.ItemsSource = list_ViewWindow; this.Sample_Button.Click += SampleButton_Click; this.SizeChanged += MainWindow_SizeChanged; this.LocationChanged += MainWindow_LocationChanged; this.Closed += MainWindow_Closed; AddView(); }
public void begin() { logger.info("begin"); _graphics = CoreRegistry.require <GraphicsSubsystem>(GraphicsSubsystem.Uri); _entity = CoreRegistry.put(EntityManager.Uri, new EntityManager()); _components = CoreRegistry.put(ComponentSystemManager.Uri, new ComponentSystemManager()); _components.register(PhysicsSystem.Uri, new PhysicsSystem()); _components.register(RenderSystem.Uri, new RenderSystem()); _components.init(); var id = _entity.create(); var position = _entity.addComponent(id, "position", new Position()); position.x = 1f; position.y = 1f; //var velocity = _entity.addComponent(id, "velocity", new Velocity()); //velocity.x = 2; //velocity.y = 1.5f; var meshdata = new MeshData(); meshdata.vertices = new Vector3[] { new Vector3(-1, 1, 0), new Vector3(0, -1, 0), new Vector3(1, 1, 0) }; meshdata.indices = new ushort[] { 0, 1, 2 }; var mesh = new Mesh() { mesh = Assets.Assets.generateAsset(AssetType.MESH, meshdata) }; _entity.addComponent(id, "mesh", mesh); //OpenGL.GL.Vertex2(-1.0f, 1.0f); //OpenGL.GL.Color3(Color.SpringGreen.r, Color.SpringGreen.g, Color.SpringGreen.b); //OpenGL.GL.Vertex2(0.0f, -1.0f); //OpenGL.GL.Color3(Color.Ivory.r, Color.Ivory.g, Color.Ivory.b); //OpenGL.GL.Vertex2(1.0f, 1.0f); }
public MainWindow() { // renderSubsystem은 모든 View에 동일한 인스턴스를 등록할 것이므로 하나만 생성 renderSubsystem = SimulationApplication.Instance.getApp().AddSubsystem <GraphicsSubsystem>(); InitializeComponent(); Window_ListBox.ItemsSource = list_ViewWindow; this.AddView_Button.Click += AddViewButton_Click; this.RemoveView_Button.Click += RemoveViewButton_Click; this.RemoveAll_Button.Click += RemoveAllButton_Click; this.Show_Button.Click += ShowButton_Click; this.Hide_Button.Click += HideButton_Click; this.Start_Button.Click += StartButton_Click; this.Stop_Button.Click += StopButton_Click; this.SizeChanged += MainWindow_SizeChanged; this.LocationChanged += MainWindow_LocationChanged; this.Closed += MainWindow_Closed; }
/*------------------------------------- * CONSTRUCTORS *-----------------------------------*/ public CameraShakeEffect(GraphicsSubsystem graphicsSubsystem, float duration = 0.3f) : base(duration) { m_GraphicsSubsystem = graphicsSubsystem; }