public override void init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //Path de Heightmap default del terreno y Modifier para cambiarla
            currentHeightmap = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "Heightmap2.jpg";
            GuiController.Instance.Modifiers.addTexture("heightmap", currentHeightmap);

            //Modifiers para variar escala del mapa
            currentScaleXZ = 20f;
            GuiController.Instance.Modifiers.addFloat("scaleXZ", 0.1f, 100f, currentScaleXZ);
            currentScaleY = 1.3f;
            GuiController.Instance.Modifiers.addFloat("scaleY", 0.1f, 10f, currentScaleY);

            //Path de Textura default del terreno y Modifier para cambiarla
            currentTexture = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "TerrainTexture2.jpg";
            GuiController.Instance.Modifiers.addTexture("texture", currentTexture);


            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, 0));
            terrain.loadTexture(currentTexture);


            //Configurar FPS Camara
            GuiController.Instance.FpsCamera.Enable        = true;
            GuiController.Instance.FpsCamera.MovementSpeed = 100f;
            GuiController.Instance.FpsCamera.JumpSpeed     = 100f;
            GuiController.Instance.FpsCamera.setCamera(new Vector3(-722.6171f, 495.0046f, -31.2611f), new Vector3(164.9481f, 35.3185f, -61.5394f));
        }
示例#2
0
        public override void Init()
        {
            var d3dDevice = D3DDevice.Instance.Device;

            #region configurarEfecto
            Texture alphaMap = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\Heightmap3_1.jpg");
            efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderTierra.fx");
            efecto.SetValue("alphaMap", alphaMap);

            Texture mainText = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\terreno.jpg");
            efecto.SetValue("mainText", mainText);
            #endregion

            #region configurarObjeto
            terrain.loadTexture(GameModel.mediaDir + "texturas\\terrain\\TerrainTexture1.jpg");
            terrain.loadHeightmap(GameModel.mediaDir + "texturas\\terrain\\Heightmap3.jpg", 255f, 1.6f, new TGCVector3(0, -100, 0));
            terrain.Effect    = efecto;
            terrain.Technique = "RenderScene";
            tecnica           = "RenderScene";

            objetos.Add(terrain);
            #endregion

            PostProcess.agregarPostProcessObject(this);
        }
示例#3
0
        /// <summary>
        ///     Crear Terrain
        /// </summary>
        private void terrainCreate_Click(object sender, EventArgs e)
        {
            if (heighmapFilePath == null || terrainTextureFilePath == null)
            {
                MessageBox.Show("No se especificó un Heightmap y una Textura para el terreno", "Creación de Terreno");
                return;
            }

            try
            {
                //quitar terreno, si hay
                terrainRemove_Click(sender, e);

                //Crear nuevo
                tgcTerrain = new TgcSimpleTerrain();
                tgcTerrain.loadHeightmap(heighmapFilePath, (float)terrainXZscale.Value, (float)terrainYscale.Value,
                                         getTerrainCenter());
                tgcTerrain.loadTexture(terrainTextureFilePath);
            }
            catch (Exception ex)
            {
                MessageBox.Show("Hubo un error al crea un terreno desde el Heightmap " + heighmap.Text,
                                "Error al cargar Heightmap", MessageBoxButtons.OK, MessageBoxIcon.Error);
                Debug.Write("Error al cargar Heightmap " + ex.Message);
            }
        }
示例#4
0
 public void crearHeightmaps()
 {
     currentHeightmap2 = GuiController.Instance.AlumnoEjemplosMediaDir + "RenderGroup\\texturas\\piedra2.jpg";
     currentTexture2   = GuiController.Instance.AlumnoEjemplosMediaDir + "RenderGroup\\texturas\\piedras.JPG";
     terrain2          = new TgcSimpleTerrain();
     terrain2.loadHeightmap(currentHeightmap2, 165f, 5.3f, new Vector3(0, -30, 0));
     terrain2.loadTexture(currentTexture2);
 }
示例#5
0
        public override void Init()
        {
            time = 0;

            playerModel.Init();

            collectModel.Init();
            collectModel.Player = playerModel;

            historyModel.Init();

            youWinModel.Init();

            //Skybox
            LoadSkyBox();
            //LoadSkyBoxUndersea();

            //Heightmap
            currentHeightmap = MediaDir + "\\Level1\\Heigthmap\\" + "hm_level1.jpg";
            var currentTexture = MediaDir + "\\Level1\\Textures\\" + "level1.PNG";

            currentScaleXZ = 150f;
            currentScaleY  = 2f;

            underseaTerrain = new TgcSimpleTerrain();
            underseaTerrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new TGCVector3(0, 0, 0));
            underseaTerrain.loadTexture(currentTexture);
            underseaTerrain.AlphaBlendEnable = true;

            bulletManager = new BulletSharpManager(initialPosition, Input, Camera, playerModel);

            bulletManager.Init(underseaTerrain);

            //Surface
            LoadSurface();

            //Meshes
            LoadMeshes();

            //Collectables
            LoadCollectableMeshes();

            //HUD
            hudModel.Init();

            //Shaders
            LoadShaders();

            fogEffect = TGCShaders.Instance.LoadEffect(ShadersDir + "TgcFogShader.fx");

            //OnlyForDebug();

            music          = new TgcMp3Player();
            music.FileName = MediaDir + "\\Sounds\\rain.mp3";
            music.play(true);
        }
示例#6
0
        public void InstanciarHeightmap() //va en el init()
        {
            currentScaleXZ = 600f;
            currentScaleY  = 100f;

            currentHeightmap = MediaDir + "Heighmaps\\alfajorGrandote.jpg";
            currentTexture   = MediaDir + "Heighmaps\\Grass.jpg";

            heightmap.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new TGCVector3(0, -4, 0));
            heightmap.loadTexture(currentTexture);
        }
        public override void Render()
        {
            PreRender();

            //Ver si cambio el heightmap
            var selectedHeightmap = (string)Modifiers["heightmap"];

            if (currentHeightmap != selectedHeightmap)
            {
                //Volver a cargar el Heightmap
                currentHeightmap = selectedHeightmap;
                terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, 0));
            }

            //Ver si cambio alguno de los valores de escala
            var selectedScaleXZ = (float)Modifiers["scaleXZ"];
            var selectedScaleY  = (float)Modifiers["scaleY"];

            if (currentScaleXZ != selectedScaleXZ || currentScaleY != selectedScaleY)
            {
                //Volver a cargar el Heightmap
                currentScaleXZ = selectedScaleXZ;
                currentScaleY  = selectedScaleY;
                terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, 0));
            }

            //Ver si cambio la textura del terreno
            var selectedTexture = (string)Modifiers["texture"];

            if (currentTexture != selectedTexture)
            {
                //Volver a cargar el DiffuseMap
                currentTexture = selectedTexture;
                terrain.loadTexture(currentTexture);
            }

            //Renderizar terreno
            terrain.render();

            PostRender();
        }
        public override void render(float elapsedTime)
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            //Ver si cambio el heightmap
            string selectedHeightmap = (string)GuiController.Instance.Modifiers["heightmap"];

            if (currentHeightmap != selectedHeightmap)
            {
                //Volver a cargar el Heightmap
                currentHeightmap = selectedHeightmap;
                terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, 0));
            }

            //Ver si cambio alguno de los valores de escala
            float selectedScaleXZ = (float)GuiController.Instance.Modifiers["scaleXZ"];
            float selectedScaleY  = (float)GuiController.Instance.Modifiers["scaleY"];

            if (currentScaleXZ != selectedScaleXZ || currentScaleY != selectedScaleY)
            {
                //Volver a cargar el Heightmap
                currentScaleXZ = selectedScaleXZ;
                currentScaleY  = selectedScaleY;
                terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, 0));
            }

            //Ver si cambio la textura del terreno
            string selectedTexture = (string)GuiController.Instance.Modifiers["texture"];

            if (currentTexture != selectedTexture)
            {
                //Volver a cargar el DiffuseMap
                currentTexture = selectedTexture;
                terrain.loadTexture(currentTexture);
            }


            //Renderizar terreno
            terrain.render();
        }
示例#9
0
        public static void Cargar()
        {
            // Cargar terreno y textura
            terrain = new TgcSimpleTerrain();
            string  heightmap    = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "HeightmapHawaii.jpg";
            string  textura      = Utiles.TexturasDir("IslaTextura.png");
            Vector3 PosicionIsla = new Vector3(0, 0, 0);

            PosicionIsla.Y           = -Oceano.AplicarCPUShader(PosicionIsla).Y - 100;
            terrain.AlphaBlendEnable = false;
            terrain.loadHeightmap(heightmap, 100, 5f, PosicionIsla);
            terrain.loadTexture(textura);
        }
示例#10
0
        public override void Init()
        {
            terrain = new TgcSimpleTerrain();
            var position = TGCVector3.Empty;

            terrain.loadHeightmap(MediaDir + "Heighmaps\\" + "TerrainTexture2.jpg", 20, 0.5f, position);
            terrain.loadTexture(MediaDir + "Heighmaps\\" + "grass.jpg");

            physicsExample = new TriangleSpherePhysics();
            physicsExample.SetTriangleDataVB(terrain.getData());
            physicsExample.Init(MediaDir);

            Camara = new TgcRotationalCamera(new TGCVector3(0, 20, 0), 1000, Input);
        }
示例#11
0
        private void crearNivel2()
        {
            //El segundo nivel quedó a medio hacer, la idea era tener un nivel por personaje
            TgcBox piso;

            TgcSimpleTerrain terrain;
            string           currentHeightmap;
            string           currentTexture;
            float            currentScaleXZ;
            float            currentScaleY;

            //Path de Heightmap default del terreno y Modifier para cambiarla
            currentHeightmap = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "Heightmap2.jpg";

            //Modifiers para variar escala del mapa
            currentScaleXZ = 20f;
            currentScaleY  = 1.3f;

            //Path de Textura default del terreno y Modifier para cambiarla
            currentTexture = GuiController.Instance.ExamplesMediaDir + "Heighmaps\\" + "TerrainTexture2.jpg";

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(50, -120, 50));
            terrain.loadTexture(currentTexture);

            TgcTexture textura = TgcTexture.createTexture(GuiController.Instance.D3dDevice, GuiController.Instance.AlumnoEjemplosMediaDir + "LosBorbotones\\escenario\\pista3.jpg");

            piso = TgcBox.fromSize(new Vector3(0, 0, 0), new Vector3(15000, 0, 5000), textura); //es un cubo plano con una textura (foto de la pista)

            cielo        = new TgcSkyBox();
            cielo.Center = new Vector3(0, 500, 0);
            cielo.Size   = new Vector3(20000, 5000, 20000);
            string texturesPath = GuiController.Instance.ExamplesMediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";

            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lostatseaday_up.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lostatseaday_dn.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lostatseaday_lf.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lostatseaday_rt.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lostatseaday_bk.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lostatseaday_ft.jpg");
            cielo.updateValues();

            cajas.Add(piso);

            terrenos.Add(terrain);
        }
示例#12
0
        private void LoadSurface()
        {
            var surfaceTexture = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "\\Level1\\Textures\\" + "surface.PNG");

            //surfacePlane = new TgcPlane(surfacePosition, new TGCVector3(12800, 0f, 12800), TgcPlane.Orientations.XZplane, surfaceTexture);

            surfacePlane = new TgcSimpleTerrain();
            surfacePlane.loadHeightmap(MediaDir + "Level1\\Heigthmap\\heighmapmar2.jpg", 1000, 1, new TGCVector3(0, 3850, 0));
            surfacePlane.loadTexture(MediaDir + "\\Level1\\Textures\\" + "surface.PNG");
            surfacePlane.AlphaBlendEnable = true;

            wavesEffect           = TGCShaders.Instance.LoadEffect(ShadersDir + "\\Waves2.fx");
            wavesEffect.Technique = "WavesScene";

            surfacePlane.Effect    = wavesEffect;
            surfacePlane.Technique = "WavesScene";
        }
示例#13
0
        public void InitTerrain()
        {
            string heightmapPath = $"{MediaDir}\\Heightmaps\\canyon1.jpg";
            string texturePath   = $"{MediaDir}\\Textures\\canyon-horizontal.png";
            var    center        = TGCVector3.Empty;
            float  scaleXZ       = 40f;
            float  scaleY        = 1.3f;

            Terrain = new TgcSimpleTerrain();
            Terrain.loadHeightmap(heightmapPath, scaleXZ, scaleY, center);
            Terrain.loadTexture(texturePath);

            heightmapPath = $"{MediaDir}\\Heightmaps\\water.jpg";
            texturePath   = $"{MediaDir}\\Textures\\water-surface.png";
            scaleY        = 3f;

            Water = new TgcSimpleTerrain();
            Water.loadHeightmap(heightmapPath, scaleXZ, scaleY, center);
            Water.loadTexture(texturePath);
        }
        public override void Init()
        {
            //Path de Heightmap default del terreno y Modifier para cambiarla
            currentHeightmap = MediaDir + "Heighmaps\\" + "Heightmap2.jpg";
            Modifiers.addTexture("heightmap", currentHeightmap);

            //Modifiers para variar escala del mapa
            currentScaleXZ = 20f;
            Modifiers.addFloat("scaleXZ", 0.1f, 100f, currentScaleXZ);
            currentScaleY = 1.3f;
            Modifiers.addFloat("scaleY", 0.1f, 10f, currentScaleY);

            //Path de Textura default del terreno y Modifier para cambiarla
            currentTexture = MediaDir + "Heighmaps\\" + "TerrainTexture2.jpg";
            Modifiers.addTexture("texture", currentTexture);

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, 0));
            terrain.loadTexture(currentTexture);

            //Configurar FPS Camara
            Camara = new TgcFpsCamera(new Vector3(-722.6171f, 495.0046f, -31.2611f), 100f, 100f);
        }
        public override void Init()
        {
            var d3dDevice = D3DDevice.Instance.Device;

            #region configurarEfecto
            efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderAgua.fx");
            Texture alphaMap = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\Heightmap3_1.jpg");
            efecto.SetValue("texAlphaMap", alphaMap);
            Texture normalMap = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\bump.jpg");
            efecto.SetValue("NormalMap", normalMap);
            #endregion

            #region configurarObjeto
            agua.loadTexture(GameModel.mediaDir + "texturas\\terrain\\agua1.jpg");
            agua.loadHeightmap(GameModel.mediaDir + "texturas\\terrain\\negro.jpg", 255f, 1.5f, new TGCVector3(0, -95, 0));

            agua.Effect    = efecto;
            agua.Technique = "RenderScene";
            tecnica        = "RenderScene";
            objetos.Add(agua);
            #endregion

            PostProcess.agregarPostProcessObject(this);
        }
示例#16
0
        public override void Init()
        {
            Device d3dDevice = D3DDevice.Instance.Device;

            //Cargamos un escenario
            TgcSceneLoader loader = new TgcSceneLoader();

            TgcScene scene = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Scenes\\Selva\\Selva-TgcScene.xml");

            meshes = scene.Meshes;
            TgcScene scene2 = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vegetacion\\Pasto\\Pasto-TgcScene.xml");

            pasto = scene2.Meshes[0];
            TgcScene scene3 = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vegetacion\\ArbolSelvatico\\ArbolSelvatico-TgcScene.xml");

            arbol = scene3.Meshes[0];

            arbol.Transform = TGCMatrix.Scaling(1, 3, 1);
            TgcScene scene4 = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vegetacion\\Arbusto2\\Arbusto2-TgcScene.xml");

            arbusto = scene4.Meshes[0];

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(MediaDir + "Heighmaps\\" + "TerrainTexture2.jpg", 20, 0.3f, new TGCVector3(0, -115, 0));
            terrain.loadTexture(MediaDir + "Heighmaps\\" + "grass.jpg");

            //Crear SkyBox
            skyBox        = new TgcSkyBox();
            skyBox.Center = new TGCVector3(0, 500, 0);
            skyBox.Size   = new TGCVector3(10000, 10000, 10000);
            string texturesPath = MediaDir + "Texturas\\Quake\\SkyBox2\\";

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lun4_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lun4_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lun4_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lun4_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lun4_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lun4_ft.jpg");
            skyBox.Init();

            //Cargar Shader personalizado
            string compilationErrors;

            effect = Effect.FromFile(d3dDevice, ShadersDir + "WorkshopShaders\\GaussianBlur.fx", null, null, ShaderFlags.PreferFlowControl, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }
            //Configurar Technique dentro del shader
            effect.Technique = "DefaultTechnique";

            //Camara en primera persona
            TGCVector3 positionEye = new TGCVector3(-944.1269f, 100f, -1033.307f);

            Camera = new TgcFpsCamera(positionEye, 300, 10, Input);

            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            // inicializo el render target
            g_pRenderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);

            g_pGlowMap = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);

            g_pRenderTarget4 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth / 4, d3dDevice.PresentationParameters.BackBufferHeight / 4, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);

            g_pRenderTarget4Aux = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth / 4, d3dDevice.PresentationParameters.BackBufferHeight / 4, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);

            // Para computar el promedio de Luminance
            int tx_size = 1;

            for (int i = 0; i < NUM_REDUCE_TX; ++i)
            {
                g_pLuminance[i] = new Texture(d3dDevice, tx_size, tx_size, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);
                tx_size        *= 4;
            }

            g_pLuminance_ant = new Texture(d3dDevice, 1, 1, 1, Usage.RenderTarget, Format.A16B16G16R16F, Pool.Default);

            effect.SetValue("g_RenderTarget", g_pRenderTarget);

            // Resolucion de pantalla
            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            CustomVertex.PositionTextured[] vertices = new CustomVertex.PositionTextured[]
            {
                new CustomVertex.PositionTextured(-1, 1, 1, 0, 0),
                new CustomVertex.PositionTextured(1, 1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1, -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, d3dDevice, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);

            activarGlowModifier      = AddBoolean("activar_glow", "Activar Glow", true);
            pantallaCompletaModifier = AddBoolean("pantalla_completa", "Pant.completa", true);
            tmIzqModifier            = AddEnum("tm_izq", typeof(ToneMapping), ToneMapping.MiddleGray);
            tmDerModifier            = AddEnum("tm_der", typeof(ToneMapping), ToneMapping.Nada);
            adaptacionPupilaModifier = AddInterval("adaptacion_pupila", new object[] { 1.0f, 2.0f, 3.0f, 4.0f, 5.0f }, 2);
        }
示例#17
0
        public override void Init()
        {
            var d3dDevice = D3DDevice.Instance.Device;

            MyShaderDir = ShadersDir + "WorkshopShaders\\";

            circuito = new F1Circuit(MediaDir);

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(MediaDir + "Heighmaps\\" + "TerrainTexture2.jpg",
                                  20, 0.1f, new TGCVector3(0, -125, 0));
            terrain.loadTexture(MediaDir + "Heighmaps\\" + "TerrainTexture2.jpg");

            //Crear SkyBox
            skyBox        = new TgcSkyBox();
            skyBox.Center = new TGCVector3(0, 500, 0);
            skyBox.Size   = new TGCVector3(10000, 10000, 10000);
            var texturesPath = MediaDir + "Texturas\\Quake\\SkyBox LostAtSeaDay\\";

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "lostatseaday_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "lostatseaday_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "lostatseaday_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "lostatseaday_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "lostatseaday_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "lostatseaday_ft.jpg");
            skyBox.Init();

            var loader = new TgcSceneLoader();
            var scene  = loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vehiculos\\Auto\\Auto-TgcScene.xml");

            car = scene.Meshes[0];

            //Cargar Shader personalizado
            string compilationErrors;

            effect = Effect.FromFile(D3DDevice.Instance.Device, MyShaderDir + "OutRun.fx",
                                     null, null, ShaderFlags.PreferFlowControl, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }
            //Configurar Technique dentro del shader
            effect.Technique = "DefaultTechnique";

            //Configurar FPS Camara
            Camara.SetCamera(new TGCVector3(315.451f, 40, -464.28490f), new TGCVector3(315.451f, 40, -465.28490f));

            reset_pos();

            // para capturar el mouse
            var focusWindows = D3DDevice.Instance.Device.CreationParameters.FocusWindow;

            mouseCenter   = focusWindows.PointToScreen(new Point(focusWindows.Width / 2, focusWindows.Height / 2));
            mouseCaptured = true;
            Cursor.Hide();

            // stencil
            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth,
                                                                  d3dDevice.PresentationParameters.BackBufferHeight,
                                                                  DepthFormat.D24S8, MultiSampleType.None, 0, true);
            g_pDepthStencilOld = d3dDevice.DepthStencilSurface;
            // inicializo el render target
            g_pRenderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                          , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                                          Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget2 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                           , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                                           Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget3 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                           , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                                           Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget4 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                           , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                                           Format.X8R8G8B8, Pool.Default);
            g_pRenderTarget5 = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth
                                           , d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget,
                                           Format.X8R8G8B8, Pool.Default);

            // Resolucion de pantalla
            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            CustomVertex.PositionTextured[] vertices =
            {
                new CustomVertex.PositionTextured(-1,  1, 1, 0, 0),
                new CustomVertex.PositionTextured(1,   1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1,  -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured),
                                        4, d3dDevice, Usage.Dynamic | Usage.WriteOnly,
                                        CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);
        }
示例#18
0
        private void crearNivel1(  )
        {
            //Construcción del escenario del nivel 1
            int    cantVueltas = 1; //este nivel va tener una vuelta para que se pueda ganar
            TgcBox piso;

            // ----- PÉRGOLA ----- //
            TgcSimpleTerrain terrain;
            string           currentHeightmap;
            string           currentTexture;
            float            currentScaleXZ;
            float            currentScaleY;

            //Path de Heightmap default del terreno y Modifier para cambiarla
            currentHeightmap = Shared.mediaPath + "\\otros\\heighmap.jpg";
            currentScaleXZ   = 12f;
            currentScaleY    = 2.2f;
            currentTexture   = Shared.mediaPath + "\\otros\\block02.png";

            //Cargar terreno: cargar heightmap y textura de color
            terrain = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, new Vector3(0, 0, -300));
            terrain.loadTexture(currentTexture);

            //elementos.Add(hongo);
            List <TgcScene> arboles = EjemploAlumno.getInstance().getArboles();
            float           separacionEntreArboles = 0f;
            float           inclinacionFila        = 0f;

            foreach (TgcScene escenaArbol in arboles)
            {
                TgcMesh arbol = escenaArbol.Meshes[0];
                arbol.Position = new Vector3(600 + separacionEntreArboles, 0, 2400 + inclinacionFila);
                arbol.Scale    = new Vector3(23f, 23f, 23f);
                elementos.Add(arbol);
                separacionEntreArboles += 500f;
                inclinacionFila        += 60f;
            }

            TgcTexture textura = TgcTexture.createTexture(GuiController.Instance.D3dDevice, GuiController.Instance.AlumnoEjemplosMediaDir + "LosBorbotones\\escenario\\pista3.jpg");

            piso = TgcBox.fromSize(new Vector3(0, 0, 0), new Vector3(15000, 0, 10000), textura); //es un cubo plano con una textura (foto de la pista)

            cielo        = new TgcSkyBox();                                                      //Se crea el cielo, es como un cubo grande que envuelve todo y sirve de límite
            cielo.Center = new Vector3(0, 0, 0);
            cielo.Size   = new Vector3(20000, 9000, 18000);
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Up, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Down, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Left, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Right, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Front, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.setFaceTexture(TgcSkyBox.SkyFaces.Back, Shared.mediaPath + "\\escenario\\cielo.jpg");
            cielo.updateValues();


            cajas.Add(piso);

            //CARGAR OBSTÁCULOS
            obstaculos.Add(new ObstaculoRigido(-100, 0, -1800, 3700, 300, 80, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(-1300, 0, -100, 80, 300, 3200, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\columna\\columna-TgcScene.xml", new Vector3(5650, 0, -3000), new Vector3(15f, 15f, 15f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\columna\\columna-TgcScene.xml", new Vector3(5500, 0, -3250), new Vector3(10f, 10f, 10f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\columna\\columna-TgcScene.xml", new Vector3(5850, 0, -3000), new Vector3(5f, 5f, 5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\carnivora\\carnivora-TgcScene.xml", new Vector3(2000, 0, 0), new Vector3(7f, 7f, 7f)));
            ObstaculoRigido p = new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\carnivora\\carnivora-TgcScene.xml", new Vector3(2200, 0, 100), new Vector3(5f, 5f, 5f));

            p.mesh.rotateY(0.5f);
            obstaculos.Add(p);

            //guardabarros
            obstaculos.Add(new ObstaculoRigido(7625, -400, 0, 250, 1100, 10000, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(-7625, -400, 0, 250, 1100, 10000, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(0, -400, 5125, 15000, 1100, 250, Shared.mediaPath + "\\otros\\block01.jpg"));
            obstaculos.Add(new ObstaculoRigido(0, -400, -5125, 15000, 1100, 250, Shared.mediaPath + "\\otros\\block01.jpg"));

            //Checkpoints
            for (int m = 0; m < cantVueltas; m++)
            {
                this.PosicionesCheckpoints.Add(new Vector3(5300, -4000, 0));
                this.PosicionesCheckpoints.Add(new Vector3(0, 0, 0));
                this.PosicionesCheckpoints.Add(new Vector3(6000, 2500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5000, 4500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5000, 1750, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-2500, -500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5500, -2500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(-5000, -4500, 0));
                this.PosicionesCheckpoints.Add(new Vector3(0, -2500, 0));
            }

            this.agregarCheckpoints();

            checkpointActual              = checkpoints.ElementAt(0);
            checkpointsRestantes          = new TgcText2d();
            checkpointsRestantes.Text     = checkpoints.Count().ToString();
            checkpointsRestantes.Color    = Color.DarkRed;
            checkpointsRestantes.Align    = TgcText2d.TextAlign.RIGHT;
            checkpointsRestantes.Position = new Point(630, 30);
            checkpointsRestantes.Size     = new Size(100, 50);
            checkpointsRestantes.changeFont(new System.Drawing.Font("TimesNewRoman", 25, FontStyle.Bold));

            ObstaculoRigido hV = new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-4300, 0, -300), new Vector3(2f, 2f, 2f));

            hV.mesh.rotateY(0.2f);
            obstaculos.Add(hV);
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoRojo\\HongoRojo-TgcScene.xml", new Vector3(-4200, 0, -300), new Vector3(0.5f, 0.5f, 0.5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoRojo\\HongoRojo-TgcScene.xml", new Vector3(-4300, 0, -400), new Vector3(1.2f, 1.2f, 1.2f)));

            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoRojo\\HongoRojo-TgcScene.xml", new Vector3(-5000, 0, 3000), new Vector3(2f, 2f, 2f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-5100, 0, 3000), new Vector3(0.5f, 0.5f, 0.5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-5100, 0, 3000), new Vector3(1.5f, 1.5f, 1.5f)));
            obstaculos.Add(new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\HongoVerde\\HongoVerde-TgcScene.xml", new Vector3(-4900, 0, 3100), new Vector3(0.2f, 0.2f, 0.2f)));

            ObstaculoRigido b = new ObstaculoRigido(Shared.mediaPath + "\\ambientacion\\bar\\bar-TgcScene.xml", new Vector3(2300, 0, 2600), new Vector3(67f, 15f, 20f));

            obstaculos.Add(b);


            foreach (ObstaculoRigido obstaculo in obstaculos)
            {
                objetos.Add(obstaculo.mesh);
            }
            foreach (TgcMesh elemento in elementos)
            {
                objetos.Add(elemento);
            }
            foreach (Recursos recurso in recursos)
            {
                objetos.Add(recurso.modelo);
            }

            //Crear grilla
            quadtree = new Quadtree();
            quadtree.create(objetos, escenarioBB);
            quadtree.createDebugQuadtreeMeshes();

            GuiController.Instance.Modifiers.addBoolean("showQuadtree", "Show Quadtree", false);


            terrenos.Add(terrain);
        }
示例#19
0
        public unsafe override void Init()
        {
            Device d3dDevice = GuiController.Instance.D3dDevice;

            GuiController.Instance.CustomRenderEnabled = true;

            MyMediaDir  = MediaDir + "WorkshopShaders\\";
            MyShaderDir = ShadersDir + "WorkshopShaders\\";

            time  = 0f;
            vel_x = new float[MAX_DS, MAX_DS];
            vel_z = new float[MAX_DS, MAX_DS];
            pos_x = new float[MAX_DS, MAX_DS];
            pos_y = new float[MAX_DS, MAX_DS];
            pos_z = new float[MAX_DS, MAX_DS];

            //Crear loader
            TgcSceneLoader loader = new TgcSceneLoader();

            // ------------------------------------------------------------
            //Path de Heightmap default del terreno y Path de Textura default del terreno
            TGCVector3 PosTerrain = new TGCVector3(0, 0, 0);

            currentHeightmap = MyMediaDir + "Heighmaps\\" + "Heightmap2.jpg";
            currentScaleXZ   = 100f;
            currentScaleY    = 6f;
            currentTexture   = MyMediaDir + "Heighmaps\\" + "Heightmap2.JPG";       //+ "grid.JPG";
            terrain          = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, PosTerrain);
            terrain.loadTexture(currentTexture);
            // tomo el ancho de la textura, ojo tiene que ser cuadrada
            float terrain_width = (float)terrain.HeightmapData.GetLength(0);

            // mesh principal
            scene = loader.loadSceneFromFile(MediaDir + "ModelosTgc\\Sphere\\Sphere-TgcScene.xml");
            Bitmap b = (Bitmap)Bitmap.FromFile(MyMediaDir + "Heighmaps\\grid.jpg");

            g_pBaseTexture = Texture.FromBitmap(d3dDevice, b, Usage.None, Pool.Managed);
            b.Dispose();
            mesh                     = scene.Meshes[0];
            mesh.Scale               = new TGCVector3(0.5f, 0.5f, 0.5f);
            mesh.Position            = new TGCVector3(0f, 0f, 0f);
            mesh.AutoTransformEnable = false;
            TGCVector3 size = mesh.BoundingBox.calculateSize();

            esfera_radio = Math.Abs(size.Y) / 2;

            //Cargar Shader
            string compilationErrors;

            effect = Effect.FromFile(d3dDevice, MyShaderDir + "GPUCompute.fx", null, null, ShaderFlags.None, null, out compilationErrors);
            if (effect == null)
            {
                throw new Exception("Error al cargar shader. Errores: " + compilationErrors);
            }
            //Configurar Technique
            effect.Technique = "DefaultTechnique";
            effect.SetValue("map_size", terrain_width);
            effect.SetValue("map_desf", 0.5f / terrain_width);

            arrow            = new TgcArrow();
            arrow.Thickness  = 1f;
            arrow.HeadSize   = new TGCVector2(2f, 2f);
            arrow.BodyColor  = Color.Blue;
            arrowN           = new TgcArrow();
            arrowN.Thickness = 1f;
            arrowN.HeadSize  = new TGCVector2(2f, 2f);
            arrowN.BodyColor = Color.Red;
            arrowT           = new TgcArrow();
            arrowT.Thickness = 1f;
            arrowT.HeadSize  = new TGCVector2(2f, 2f);
            arrowT.BodyColor = Color.Green;

            GuiController.Instance.RotCamera.CameraCenter   = new TGCVector3(0, 0, 0);
            GuiController.Instance.RotCamera.CameraDistance = 3200;
            GuiController.Instance.RotCamera.RotationSpeed  = 2f;

            LookAt   = new TGCVector3(0, 0, 0);
            LookFrom = new TGCVector3(3200, 3000, 3200);

            float aspectRatio = (float)GuiController.Instance.Panel3d.Width / GuiController.Instance.Panel3d.Height;

            GuiController.Instance.CurrentCamera.updateCamera();
            d3dDevice.Transform.Projection = TGCMatrix.PerspectiveFovLH(Geometry.DegreeToRadian(45.0f), aspectRatio, 5f, 40000f);

            // Creo el mapa de velocidad
            g_pVelocidad    = new Texture(d3dDevice, MAX_DS, MAX_DS, 1, Usage.RenderTarget, Format.A32B32G32R32F, Pool.Default);
            g_pVelocidadOut = new Texture(d3dDevice, MAX_DS, MAX_DS, 1, Usage.RenderTarget, Format.A32B32G32R32F, Pool.Default);
            // Mapa de Posicion
            g_pPos    = new Texture(d3dDevice, MAX_DS, MAX_DS, 1, Usage.RenderTarget, Format.A32B32G32R32F, Pool.Default);
            g_pPosOut = new Texture(d3dDevice, MAX_DS, MAX_DS, 1, Usage.RenderTarget, Format.A32B32G32R32F, Pool.Default);

            // stencil compatible sin multisampling
            g_pDepthStencil = d3dDevice.CreateDepthStencilSurface(MAX_DS, MAX_DS, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            // temporaria para recuperar los valores
            g_pTempVel = new Texture(d3dDevice, MAX_DS, MAX_DS, 1, 0, Format.A32B32G32R32F, Pool.SystemMemory);
            g_pTempPos = new Texture(d3dDevice, MAX_DS, MAX_DS, 1, 0, Format.A32B32G32R32F, Pool.SystemMemory);

            effect.SetValue("g_pVelocidad", g_pVelocidad);
            effect.SetValue("g_pPos", g_pPos);
            // Textura del heigmap
            g_pHeightmap = TextureLoader.FromFile(d3dDevice, currentHeightmap);
            effect.SetValue("height_map", g_pHeightmap);

            // Resolucion de pantalla
            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);
            effect.SetValue("currentScaleXZ", currentScaleXZ);
            effect.SetValue("currentScaleY", currentScaleY);

            //Se crean 2 triangulos con las dimensiones de la pantalla con sus posiciones ya transformadas
            // x = -1 es el extremo izquiedo de la pantalla, x=1 es el extremo derecho
            // Lo mismo para la Y con arriba y abajo
            // la Z en 1 simpre
            CustomVertex.PositionTextured[] vertices = new CustomVertex.PositionTextured[]
            {
                new CustomVertex.PositionTextured(-1, 1, 1, 0, 0),
                new CustomVertex.PositionTextured(1, 1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1, -1, 1, 1, 1)
            };
            //vertex buffer de los triangulos
            g_pVBV3D = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, d3dDevice, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);
            g_pVBV3D.SetData(vertices, 0, LockFlags.None);

            g_pVB = new VertexBuffer(typeof(CustomVertex.PositionColored), MAX_DS * MAX_DS, d3dDevice, Usage.Dynamic | Usage.None, CustomVertex.PositionColored.Format, Pool.Default);

            // inicializo el mapa de velocidades
            Device    device    = GuiController.Instance.D3dDevice;
            TGCMatrix ant_Proj  = device.Transform.Projection;
            TGCMatrix ant_World = device.Transform.World;
            TGCMatrix ant_View  = device.Transform.View;

            device.Transform.Projection = TGCMatrix.Identity;
            device.Transform.World      = TGCMatrix.Identity;
            device.Transform.View       = TGCMatrix.Identity;

            // rt1 = velocidad
            Surface pOldRT = device.GetRenderTarget(0);
            Surface pSurf  = g_pVelocidad.GetSurfaceLevel(0);

            device.SetRenderTarget(0, pSurf);
            Surface pOldDS = device.DepthStencilSurface;

            device.DepthStencilSurface = g_pDepthStencil;

            // rt2 = posicion
            Surface pSurf2 = g_pPos.GetSurfaceLevel(0);

            device.SetRenderTarget(1, pSurf2);

            device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
            device.BeginScene();
            effect.Technique    = "ComputeVel";
            device.VertexFormat = CustomVertex.PositionTextured.Format;
            device.SetStreamSource(0, g_pVBV3D, 0);
            effect.Begin(FX.None);
            effect.BeginPass(0);
            device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2);
            effect.EndPass();
            effect.End();
            device.EndScene();

            effect.SetValue("Kp", esfera_radio * (float)Math.PI / 2);

            // restauro los RT
            device.SetRenderTarget(0, pOldRT);
            device.SetRenderTarget(1, null);
            device.DepthStencilSurface = pOldDS;
            // restauro las Transf.
            device.Transform.Projection = ant_Proj;
            device.Transform.World      = ant_World;
            device.Transform.View       = ant_View;

            Modifiers.addBoolean("dibujar_terreno", "Dibujar Terreno", true);
        }
示例#20
0
        /// <summary>
        ///     Se llama una sola vez, al principio cuando se ejecuta el ejemplo.
        ///     Escribir aquí todo el código de inicialización: cargar modelos, texturas, estructuras de optimización, todo
        ///     procesamiento que podemos pre calcular para nuestro juego.
        ///     Borrar el codigo ejemplo no utilizado.
        /// </summary>
        public override void Init()
        {
            //Device de DirectX para crear primitivas.
            var d3dDevice = D3DDevice.Instance.Device;

            timestamp = DateTime.Now;

            //Utilizando esta propiedad puedo activar el update/render a intervalos constantes.
            FixedTickEnable = true;
            //Se puede configurar el tiempo en estas propiedades TimeBetweenUpdates y TimeBetweenRenders, por defecto esta puedo en 1F / FPS_60 es a lo minimo que deberia correr el TP.
            //De no estar a gusto como se ejecuta el metodo Tick (el que maneja el GameLoop) el mismo es virtual con lo cual pueden sobrescribirlo.

            //Esconder cursor
            focusWindows  = d3dDevice.CreationParameters.FocusWindow;
            mousePosition = focusWindows.PointToScreen(new Point(focusWindows.Width / 2, focusWindows.Height / 2));
            //Cursor.Hide();

            Sounds.SoundsManager.Instance().sound    = DirectSound.DsDevice;
            Sounds.SoundsManager.Instance().mediaDir = MediaDir;

            //Burbujas
            D3DDevice.Instance.ParticlesEnabled = true;
            D3DDevice.Instance.EnableParticles();
            Particulas.Init(MediaDir, 20);

            //Oceano
            Oceano.Init(TGCVector3.Up * nivelDelAgua * 0.8f, 100, 100, ShadersDir);

            //Settear jugador y camara
            FPSCamara = new FPSCamara(Camera, Input);

            Player = Player.Instance();
            Player.SetInput(Input);
            Player.Init(FPSCamara);



            //Inicializar camara
            var cameraPosition = new TGCVector3(0, 100, -250);
            var lookAt         = new TGCVector3(0, nivelDelAgua, 0);

            Camera.SetCamera(cameraPosition, lookAt);

            sonidoUnderwater = new TgcStaticSound();
            sonidoUnderwater.loadSound(MediaDir + "Sounds\\mar.wav", DirectSound.DsDevice);

            effect         = TGCShaders.Instance.LoadEffect(ShadersDir + "e_fog.fx");
            efectoInterior = TGCShaders.Instance.LoadEffect(ShadersDir + "interior.fx");


            //Iniciar HUD
            Hud.Init(MediaDir);
            Hud.ChangeStatus(Hud.Status.MainMenu);

            //Cargar enviroment
            oceano = new Fondo(MediaDir, ShadersDir);
            oceano.Init();
            oceano.Camera = Camera;

            heightmap = new TgcSimpleTerrain();
            heightmap.loadHeightmap(MediaDir + marBnwDir, marScaleXZ, marScaleY, new TGCVector3(0, marOffsetY, 0));
            heightmap.loadTexture(MediaDir + marTexDir);

            //Cargar entidades
            var loader = new TgcSceneLoader();
            var scene  = loader.loadSceneFromFile(MediaDir + "yellow_fish-TgcScene.xml");
            var mesh   = scene.Meshes[0];

            peces   = new List <Fish>();
            corales = new List <Coral>();
            metales = new List <Metal>();
            piedras = new List <Metal>();

            int i = 0;

            while (i < 20)
            {
                Fish   fish;
                string meshName = i.ToString();
                fish = new Fish(mesh.clone(meshName));
                fish = (Fish)setearMeshParaLista(fish, i);
                peces.Add(fish);

                fish.Effect(effect);
                fish.Technique("RenderScene");
                i++;
            }

            scene = loader.loadSceneFromFile(MediaDir + "shark-TgcScene.xml");
            mesh  = scene.Meshes[0];

            shark = new Shark(mesh);
            shark.Init();
            sharkSound = new Tgc3dSound(MediaDir + "Sounds\\shark.wav", shark.GetMesh().Position, DirectSound.DsDevice);
            shark.setearSonido(sharkSound);
            shark.setearAlturaMaxima(nivelDelAgua - 19f);

            efectoDesaparecer = TGCShaders.Instance.LoadEffect(ShadersDir + "perlin.fx");

            shark.setearEfectoPerlin(efectoDesaparecer);
            perlinTexture = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Textures\\perlin.png");
            shark.setearPerlin(perlinTexture);

            scene = loader.loadSceneFromFile(MediaDir + "coral-TgcScene.xml");
            mesh  = scene.Meshes[0];


            i = 0;
            while (i < 25)
            {
                Coral  coral;
                string meshName = i.ToString();
                coral = new Coral(mesh.createMeshInstance(meshName));
                coral = (Coral)setearMeshParaLista(coral, i * 4, -17);
                corales.Add(coral);

                coral.Effect(effect);
                coral.Technique("RenderScene");
                i++;
            }

            scene = loader.loadSceneFromFile(MediaDir + "Oro-TgcScene.xml");
            mesh  = scene.Meshes[0];
            i     = 0;
            while (i < 15)
            {
                Metal  oro;
                string meshName = i.ToString();
                oro      = new Metal(mesh.createMeshInstance(meshName));
                oro      = (Metal)setearMeshParaLista(oro, i * 8, -17);
                oro.Tipo = ElementoRecolectable.oro;
                metales.Add(oro);

                oro.Effect(effect);
                oro.Technique("RenderSceneLight");
                i++;
            }

            scene = loader.loadSceneFromFile(MediaDir + "Hierro-TgcScene.xml");
            mesh  = scene.Meshes[0];
            i     = 0;
            while (i < 15)
            {
                Metal  hierro;
                string meshName = i.ToString() + i.ToString();
                hierro      = new Metal(mesh.createMeshInstance(meshName));
                hierro      = (Metal)setearMeshParaLista(hierro, (i + 10) * 8, -17);
                hierro.Tipo = ElementoRecolectable.hierro;
                metales.Add(hierro);

                hierro.Effect(effect);
                hierro.Technique("RenderScene");
                i++;
            }

            scene = loader.loadSceneFromFile(MediaDir + "Roca-TgcScene.xml");
            mesh  = scene.Meshes[0];
            i     = 0;
            while (i < 15)
            {
                Metal  roca;
                string meshName = i.ToString() + i.ToString() + i.ToString();
                roca      = new Metal(mesh.createMeshInstance(meshName));
                roca      = (Metal)setearMeshParaLista(roca, (i + 10) * 8, -17);
                roca.Tipo = ElementoRecolectable.madera;
                roca.escalar(new TGCVector3(0.3f, 0.3f, 0.3f));
                piedras.Add(roca);

                roca.Effect(effect);
                roca.Technique("RenderScene");
                i++;
            }

            scene = loader.loadSceneFromFile(MediaDir + "ship-TgcScene.xml");
            nave  = Nave.Instance();
            nave.Init(scene, nivelDelAgua);

            scene = loader.loadSceneFromFile(MediaDir + "EspadaDoble-TgcScene.xml");
            mesh  = scene.Meshes[0];
            arma  = new Arma(mesh);

            scene    = loader.loadSceneFromFile(MediaDir + "Mesa-TgcScene.xml");
            mesaNave = MesaNave.Instance();
            mesaNave.Init(scene);
            mesaNave.Effect(efectoInterior);
            mesaNave.Technique("RenderScene");

            scene        = loader.loadSceneFromFile(MediaDir + "SogaEnrollada-TgcScene.xml");
            mesh         = scene.Meshes[0];
            sogaInterior = SogaInterior.Instance();
            sogaInterior.Init(mesh);
            sogaInterior.Effect(efectoInterior);
            sogaInterior.Technique("RenderScene");

            scene         = loader.loadSceneFromFile(MediaDir + "silla-TgcScene.xml");
            sillaInterior = SillaInterior.Instance();
            sillaInterior.Init(scene);
            sillaInterior.Effect(efectoInterior);
            sillaInterior.Technique("RenderScene");

            scene         = loader.loadSceneFromFile(MediaDir + "Timon-TgcScene.xml");
            timonInterior = TimonInterior.Instance();
            timonInterior.Init(scene);
            timonInterior.Effect(efectoInterior);
            timonInterior.Technique("RenderScene");

            scene       = loader.loadSceneFromFile(MediaDir + "LamparaTecho-TgcScene.xml");
            lamparaNave = new LamparaNave(scene.Meshes[0]);
            lamparaNave.Effect(efectoInterior);
            lamparaNave.Technique("RenderScene");


            //Cargar shaders
            fog               = new TgcFog();
            fog.Color         = Color.FromArgb(30, 144, 255);
            fog.Density       = 1;
            fog.EndDistance   = 1000;
            fog.StartDistance = 1;
            fog.Enabled       = true;

            effect.SetValue("screen_dx", d3dDevice.PresentationParameters.BackBufferWidth);
            effect.SetValue("screen_dy", d3dDevice.PresentationParameters.BackBufferHeight);

            //Fog + Lights
            effect.SetValue("nivelAgua", nivelDelAgua);

            interiorNave = InteriorNave.Instance();
            interiorNave.Init(MediaDir);

            DirectSound.ListenerTracking = Player.Instance().mesh;

            //Mascara post process
            maskTexture = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Textures\\mascara.png");
            effect.SetValue("textura_mascara", maskTexture.D3dTexture);

            // seteamos los efectos aca porque son fijos
            oceano.Effect(effect);
            oceano.Technique("RenderScene");

            heightmap.Effect    = effect;
            heightmap.Technique = "RenderScene";

            shark.Effect(effect);
            shark.Technique("RenderScene");

            nave.Effect(effect);
            nave.Technique("RenderSceneLight");

            effect.SetValue("ambientColor", Color.FromArgb(255, 255, 255).ToArgb());
            effect.SetValue("diffuseColor", Color.FromArgb(255, 255, 255).ToArgb());
            effect.SetValue("specularColor", Color.FromArgb(255, 255, 255).ToArgb());

            efectoInterior.SetValue("ambientColor", Color.FromArgb(255, 255, 255).ToArgb());
            efectoInterior.SetValue("diffuseColor", Color.FromArgb(255, 255, 255).ToArgb());
            efectoInterior.SetValue("specularColor", Color.FromArgb(255, 255, 255).ToArgb());

            // dibujo el full screen quad
            CustomVertex.PositionTextured[] vertices =
            {
                new CustomVertex.PositionTextured(-1,  1, 1, 0, 0),
                new CustomVertex.PositionTextured(1,   1, 1, 1, 0),
                new CustomVertex.PositionTextured(-1, -1, 1, 0, 1),
                new CustomVertex.PositionTextured(1,  -1, 1, 1, 1)
            };

            // Vertex buffer de los triangulos
            fullScreenQuad = new VertexBuffer(typeof(CustomVertex.PositionTextured), 4, d3dDevice, Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionTextured.Format, Pool.Default);
            fullScreenQuad.SetData(vertices, 0, LockFlags.None);

            // dibujo render target

            depthStencil = d3dDevice.CreateDepthStencilSurface(d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, DepthFormat.D24S8, MultiSampleType.None, 0, true);

            renderTarget = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);

            // inicializo los FB que uso para el Bloom
            coralesBrillantes = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);

            FBHorizontalBool = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);

            FBVerticalBloom = new Texture(d3dDevice, d3dDevice.PresentationParameters.BackBufferWidth, d3dDevice.PresentationParameters.BackBufferHeight, 1, Usage.RenderTarget, Format.X8R8G8B8, Pool.Default);
        }
        public void Init()
        {
            var loader = new TgcSceneLoader();

            Items                = new List <Recolectable>();
            Piezas               = new List <Pieza>();
            Objetos              = new List <Colisionable>();
            MeshARenderizar      = new List <TgcMesh>();
            meshFogatas          = new List <TgcMesh>();
            IluminacionEscenario = new List <Fogata>();



            //Instancia de skybox
            skyBox        = new TgcSkyBox();
            skyBox.Center = TGCVector3.Empty;
            skyBox.Size   = new TGCVector3(9000, 9000, 9000);

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, MediaDir + "cielo.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, MediaDir + "cielo.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, MediaDir + "cielo.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, MediaDir + "cielo.jpg");

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, MediaDir + "cielo.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, MediaDir + "cielo.jpg");
            skyBox.SkyEpsilon = 25f;

            skyBox.Init();

            //Instancio la vegetacion
            var scene        = loader.loadSceneFromFile(MediaDir + @"Pino-TgcScene.xml");
            var PinoOriginal = scene.Meshes[0];
            List <TGCVector3> posicionesArboles = new List <TGCVector3>();

            posicionesArboles.Add(new TGCVector3(1, 1, 1));
            posicionesArboles.Add(new TGCVector3(-3442, 1, -2736));
            posicionesArboles.Add(new TGCVector3(-3689, 1, -3039));
            posicionesArboles.Add(new TGCVector3(-3799, 1, -2719));
            posicionesArboles.Add(new TGCVector3(-3417, 1, -2480));
            posicionesArboles.Add(new TGCVector3(-2917, 1, -2433));
            posicionesArboles.Add(new TGCVector3(-3668, 1, -2025));
            posicionesArboles.Add(new TGCVector3(-3362, 1, -2009));
            posicionesArboles.Add(new TGCVector3(-3451, 1, -3786));
            posicionesArboles.Add(new TGCVector3(-4037, 1, -2329));
            posicionesArboles.Add(new TGCVector3(-2885, 1, -1826));
            posicionesArboles.Add(new TGCVector3(-4123, 1, -1581));
            posicionesArboles.Add(new TGCVector3(-3289, 1, -909));
            posicionesArboles.Add(new TGCVector3(-4261, 1, -435));
            posicionesArboles.Add(new TGCVector3(-2883, 1, -655));
            posicionesArboles.Add(new TGCVector3(-3352, 1, -1761));
            posicionesArboles.Add(new TGCVector3(-3244, 1, -2394));
            posicionesArboles.Add(new TGCVector3(-3978, 1, -2572));
            posicionesArboles.Add(new TGCVector3(-3517, 1, -1982));
            posicionesArboles.Add(new TGCVector3(-3118, 1, -1524));
            posicionesArboles.Add(new TGCVector3(-3349, 1, -980));
            posicionesArboles.Add(new TGCVector3(-4110, 1, -407));
            posicionesArboles.Add(new TGCVector3(-3304, 1, -1774));
            posicionesArboles.Add(new TGCVector3(-3139, 1, -1269));
            posicionesArboles.Add(new TGCVector3(-2140, 1, -562));
            posicionesArboles.Add(new TGCVector3(-4094, 1, -145));
            posicionesArboles.Add(new TGCVector3(-3103, 1, -1337));
            posicionesArboles.Add(new TGCVector3(-2896, 1, -1087));
            posicionesArboles.Add(new TGCVector3(-2529, 1, 10));
            posicionesArboles.Add(new TGCVector3(-3917, 1, 772));
            posicionesArboles.Add(new TGCVector3(746, 1, 157));
            posicionesArboles.Add(new TGCVector3(951, 1, 637));
            posicionesArboles.Add(new TGCVector3(1361, 1, 404));
            posicionesArboles.Add(new TGCVector3(1361, 1, 440));
            posicionesArboles.Add(new TGCVector3(-3877, 1, -678));
            posicionesArboles.Add(new TGCVector3(-3997, 1, -1079));
            posicionesArboles.Add(new TGCVector3(-3996, 1, -1617));
            posicionesArboles.Add(new TGCVector3(-3701, 1, -1505));
            posicionesArboles.Add(new TGCVector3(-3761, 1, -1069));
            posicionesArboles.Add(new TGCVector3(-3968, 1, -1952));
            posicionesArboles.Add(new TGCVector3(-3550, 1, -1562));
            posicionesArboles.Add(new TGCVector3(-3557, 1, -1192));
            posicionesArboles.Add(new TGCVector3(-3938, 1, -1048));
            posicionesArboles.Add(new TGCVector3(-3148, 1, -268));
            posicionesArboles.Add(new TGCVector3(-4120, 1, 433));
            posicionesArboles.Add(new TGCVector3(-3136, 1, -135));
            posicionesArboles.Add(new TGCVector3(-2793, 1, -476));


            var indiceArbolDirectorio = (new Random()).Next(posicionesArboles.Count, posicionesArboles.Count + 100);

            arbolesMesh = new List <TgcMesh>();
            Colisionable Arbol;

            for (var i = 0; i < posicionesArboles.Count; i++)
            {
                var Instance = PinoOriginal.createMeshInstance("Pino" + i);
                Arbol = new SinEfecto(Instance);
                Arbol.mesh.Move(0, 0, 0);
                Arbol.mesh.Scale = new TGCVector3(0.05f * i, 0.05f * i, 0.05f * i);
                Arbol.mesh.Move(posicionesArboles[i]);
                Arbol.mesh.Transform = TGCMatrix.Translation(posicionesArboles[i]);
                Objetos.Add(Arbol);
                MeshARenderizar.Add(Arbol.mesh);
                arbolesMesh.Add(Arbol.mesh);
            }

            for (var i = posicionesArboles.Count; i < posicionesArboles.Count + 100; i++)
            {
                var Instance = PinoOriginal.createMeshInstance("Pino" + i);
                if (i == indiceArbolDirectorio)
                {
                    Arbol = new ArbolDirectorio(MediaDir);
                }
                else
                {
                    Arbol = new SinEfecto(Instance);
                }

                Arbol.mesh.Move(0, 0, 0);
                Arbol.mesh.Scale = new TGCVector3(0.01f * i, 0.01f * i, 0.01f * i);
                Arbol.mesh.Move(new TGCVector3(((float)Math.Pow(i, Math.PI) % 2066) + 98, 1, ((float)Math.Pow(i, Math.E) % 3136) - 1339));
                Arbol.mesh.Transform = TGCMatrix.Translation(new TGCVector3(((float)Math.Pow(i, Math.PI) % 2066) + 98, 1, ((float)Math.Pow(i, Math.E) % 3136) - 1339));
                Objetos.Add(Arbol);
                MeshARenderizar.Add(Arbol.mesh);
                arbolesMesh.Add(Arbol.mesh);
            }
            foreach (var mesh in arbolesMesh)
            {
                mesh.AlphaBlendEnable = true;
            }

            //Instancio el terreno (Heigthmap)
            terreno = new TgcSimpleTerrain();
            var pathTextura  = MediaDir + "Textures\\mapa1.jpg";
            var pathHeighmap = MediaDir + "mapa1.jpg";

            currentScaleXZ = 100f;
            currentScaleY  = 3f;
            terreno.loadHeightmap(pathHeighmap, currentScaleXZ, currentScaleY, new TGCVector3(0, -30, 0));
            terreno.loadTexture(pathTextura);

            //Instancio el piso
            var pisoTexture = TgcTexture.createTexture(D3DDevice.Instance.Device, MediaDir + "Textures\\water2.jpg");

            Plano     = new TgcPlane(new TGCVector3(-tamanioMapa / 2, 0, -tamanioMapa / 2), new TGCVector3(tamanioMapa, 0, tamanioMapa), TgcPlane.Orientations.XZplane, pisoTexture, 50f, 50f);
            MeshPlano = Plano.toMesh("MeshPlano");
            Objetos.Add(new SinEfecto(MeshPlano));
            MeshARenderizar.Add(MeshPlano);
            piezaAsociadaLago = new Pieza(2, "Pieza 2", MediaDir + "\\2D\\windows\\windows_2.png", null);
            pistaAsociadaLago = new Pista(null, MediaDir + "\\2D\\pista_hacha.png", null);

            //Instancio la Cabania
            var sceneCabania = loader.loadSceneFromFile(MediaDir + @"cabania-TgcScene.xml");

            foreach (var Mesh in sceneCabania.Meshes)
            {
                Mesh.Move(-500, 20, 500);
                Mesh.Scale = new TGCVector3(4.5f, 4.5f, 4.5f);

                Mesh.Transform = TGCMatrix.Scaling(Mesh.Scale);

                Objetos.Add(new SinEfecto(Mesh));
                MeshARenderizar.Add(Mesh);
            }
            cabaniaBoundingBox = new TgcBoundingAxisAlignBox(new TGCVector3(-500, 20, 500), new TGCVector3(0, 1001, 1080));

            var sceneBridge = loader.loadSceneFromFile(MediaDir + @"Bridge-TgcScene.xml");

            foreach (var Mesh in sceneBridge.Meshes)
            {
                Mesh.Move(-2561, 12, 159);
                Mesh.Scale = new TGCVector3(4.5f, .75f, 1.35f);

                Mesh.Transform = TGCMatrix.Scaling(Mesh.Scale);

                Objetos.Add(new SinEfecto(Mesh));
                MeshARenderizar.Add(Mesh);
            }

            var sceneCanoa = loader.loadSceneFromFile(MediaDir + @"Canoa-TgcScene.xml");

            foreach (var Mesh in sceneCanoa.Meshes)
            {
                Mesh.Move(-482, 20, -3110);
                Mesh.Scale = new TGCVector3(1.5f, 1.5f, 1.5f);

                Mesh.Transform = TGCMatrix.Scaling(Mesh.Scale);

                Objetos.Add(new SinEfecto(Mesh));
                MeshARenderizar.Add(Mesh);
            }

            //Cabania es lugar seguro

            if (TgcCollisionUtils.testAABBAABB(personaje.mesh.BoundingBox, cabaniaBoundingBox))
            {
                personaje.tiempoDesprotegido = 0;
            }
        }
示例#22
0
        public override void Init()
        {
            MyMediaDir  = MediaDir;
            MyShaderDir = ShadersDir + "WorkshopShaders\\";

            //Crear loader
            var loader = new TgcSceneLoader();

            // ------------------------------------------------------------
            // Creo el Heightmap para el terreno:
            var PosTerrain = new Vector3(0, 0, 0);

            currentHeightmap = MyMediaDir + "Heighmaps\\Heightmap2.jpg";
            currentScaleXZ   = 100f;
            currentScaleY    = 2f;
            currentTexture   = MyMediaDir + "Heighmaps\\TerrainTexture3.jpg";
            terrain          = new TgcSimpleTerrain();
            terrain.loadHeightmap(currentHeightmap, currentScaleXZ, currentScaleY, PosTerrain);
            terrain.loadTexture(currentTexture);

            // ------------------------------------------------------------
            // Crear SkyBox:
            skyBox        = new TgcSkyBox();
            skyBox.Center = new Vector3(0, 0, 0);
            skyBox.Size   = new Vector3(8000, 8000, 8000);
            var texturesPath = MediaDir + "Texturas\\Quake\\SkyBox1\\";

            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Up, texturesPath + "phobos_up.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Down, texturesPath + "phobos_dn.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Left, texturesPath + "phobos_lf.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Right, texturesPath + "phobos_rt.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Front, texturesPath + "phobos_bk.jpg");
            skyBox.setFaceTexture(TgcSkyBox.SkyFaces.Back, texturesPath + "phobos_ft.jpg");
            skyBox.SkyEpsilon = 50f;
            skyBox.InitSkyBox();

            // ------------------------------------------------------------
            //Cargar los mesh:
            scene =
                loader.loadSceneFromFile(MediaDir +
                                         "MeshCreator\\Meshes\\Vehiculos\\TanqueFuturistaRuedas\\TanqueFuturistaRuedas-TgcScene.xml");
            mesh = scene.Meshes[0];

            sceneX = loader.loadSceneFromFile(MediaDir + "ModelosTgc\\Sphere\\Sphere-TgcScene.xml");
            meshX  = sceneX.Meshes[0];

            scene2 =
                loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vegetacion\\Palmera\\Palmera-TgcScene.xml");
            palmera = scene2.Meshes[0];

            scene3 =
                loader.loadSceneFromFile(MediaDir + "MeshCreator\\Meshes\\Vehiculos\\AvionCaza\\AvionCaza-TgcScene.xml");
            avion = scene3.Meshes[0];

            mesh.Scale               = new Vector3(0.5f, 0.5f, 0.5f);
            mesh.Position            = new Vector3(0f, 0f, 0f);
            mesh.AutoTransformEnable = false;
            var size = mesh.BoundingBox.calculateSize();

            largo_tanque              = Math.Abs(size.Z);
            alto_tanque               = Math.Abs(size.Y) * mesh.Scale.Y;
            avion.Scale               = new Vector3(1f, 1f, 1f);
            avion.Position            = new Vector3(3000f, 550f, 0f);
            avion.AutoTransformEnable = false;
            dir_avion = new Vector3(0, 0, 1);
            size      = palmera.BoundingBox.calculateSize();
            var alto_palmera = Math.Abs(size.Y);
            int i;

            bosque = new List <TgcMesh>();
            float[] r = { 1900f, 2100f, 2300f, 1800f };
            for (i = 0; i < 4; i++)
            {
                for (var j = 0; j < 15; j++)
                {
                    var instance = palmera.createMeshInstance(palmera.Name + i);
                    instance.Scale = new Vector3(0.5f, 1.5f, 0.5f);
                    var x = r[i] * (float)Math.Cos(Geometry.DegreeToRadian(180 + 10.0f * j));
                    var z = r[i] * (float)Math.Sin(Geometry.DegreeToRadian(180 + 10.0f * j));
                    instance.Position = new Vector3(x, CalcularAltura(x, z) /*+ alto_palmera / 2 * instance.Scale.Y*/, z);
                    bosque.Add(instance);
                }
            }

            // Arreglo las normales del tanque

            /*int[] adj = new int[mesh.D3dMesh.NumberFaces * 3];
             * mesh.D3dMesh.GenerateAdjacency(0, adj);
             * mesh.D3dMesh.ComputeNormals(adj);
             */

            // Arreglo las normales de la esfera
            {
                var adj = new int[meshX.D3dMesh.NumberFaces * 3];
                meshX.D3dMesh.GenerateAdjacency(0, adj);
                meshX.D3dMesh.ComputeNormals(adj);
            }

            //Cargar Shader personalizado
            effect =
                TgcShaders.loadEffect(ShadersDir + "WorkshopShaders\\EnvMap.fx");

            // le asigno el efecto a la malla
            mesh.Effect  = effect;
            meshX.Effect = effect;

            vel_tanque = 10;

            //Centrar camara rotacional respecto a este mesh
            CamaraRot = new TgcRotationalCamera(mesh.BoundingBox.calculateBoxCenter(),
                                                mesh.BoundingBox.calculateBoxRadius() * 2);
            CamaraRot.CameraDistance = 300;
            CamaraRot.RotationSpeed  = 1.5f;
            Camara = CamaraRot;

            kx = kc = 0.5f;
            Modifiers.addFloat("Reflexion", 0, 1, kx);
            Modifiers.addFloat("Refraccion", 0, 1, kc);
            Modifiers.addBoolean("Fresnel", "fresnel", true);
        }