/// <summary> /// Initial setup of the Game Engine /// </summary> /// <param name="pd3dDevice"></param> public void Initialize(System.Windows.Forms.Form form, Microsoft.DirectX.Direct3D.Device pd3dDevice) { // capture a reference to the window handle m_WinForm = form; // For now just capture a reference to the DirectX device for future use m_pd3dDevice = pd3dDevice; m_GameInput = new GameInput(m_WinForm); m_Skybox = new SkyBox(@"..\..\Resources\Dunes_Front.tga", @"..\..\Resources\Dunes_Right.tga", @"..\..\Resources\Dunes_Back.tga", @"..\..\Resources\Dunes_Left.tga", @"..\..\Resources\Dunes_Top.tga", @"..\..\Resources\Dunes_Bottom.tga"); m_Camera = new Camera(); m_Cameras = new ArrayList(); m_Cameras.Add(m_Camera); m_Objects = new ArrayList(); m_pd3dDevice.RenderState.Ambient = System.Drawing.Color.Gray; // Set light #0 to be a simple, faint grey directional light so // the walls and floor are slightly different shades of grey m_pd3dDevice.RenderState.Lighting = true; // was true GameLights.InitializeLights(); // SetDefaultStates( ); }
public static GameLights AddPointLight(Vector3 position, Color color, string name) { GameLights light = new GameLights(name); light.m_Diffuse = color; light.Position = position; light.m_Type = LightType.Point; m_ActiveLights.Add(light); return(light); }
public static GameLights AddDirectionalLight(Vector3 direction, Color color, string name) { GameLights light = new GameLights(name); light.m_Diffuse = color; light.m_Direction = direction; light.m_Type = LightType.Directional; m_ActiveLights.Add(light); return(light); }
public static GameLights AddSpotLight(Vector3 position, Vector3 direction, Color color, string name) { GameLights light = new GameLights(name); light.m_Diffuse = color; light.m_Direction = direction; light.Position = position; light.m_Type = LightType.Spot; light.Attenuation0 = 0.0f; light.Attenuation1 = 1.0f; m_ActiveLights.Add(light); return(light); }
public static GameLights GetLight(string name) { GameLights light_found = null; foreach (GameLights light in m_ActiveLights) { if (light.Name == name) { light_found = light; } } foreach (GameLights light in m_InactiveLights) { if (light.Name == name) { light_found = light; } } return(light_found); }
/// <summary> /// Display the latest game frame /// </summary> public void Render( ) { m_Camera.Render(); m_QuadTree.Cull(m_Camera); GameLights.CheckCulling(m_Camera); // test code Model ownship = (Model)GetObject("car1"); if (ownship != null && ownship.IsCulled) { Console.AddLine("ownship culled at " + ownship.North + " " + ownship.East + " H " + ownship.Heading); } GameLights.DeactivateLights(); if (m_Skybox != null) { m_Skybox.Render(m_Camera); } GameLights.SetupLights(); if (m_Terrain != null) { m_Terrain.Render(m_Camera); } BillBoard.RenderAll(m_Camera); foreach (Object3D obj in m_Objects) { if (!obj.IsCulled) { obj.Render(m_Camera); } } }
public int CompareTo(object other) { GameLights other_light = (GameLights)other; return((int)(Range - other_light.Range)); }
public void LoadOptions() { try { System.Random rand = new System.Random(); // loading of options will happen here m_Engine.SetTerrain(200, 200, @"..\..\Resources\heightmap.jpg", @"..\..\Resources\sand1.jpg", 10.0f, 0.45f); for (int i = 0; i < 150; i++) { float north = (float)(rand.NextDouble() * 1900.0); float east = (float)(rand.NextDouble() * 1900.0); BillBoard.Add(east, north, 0.0f, "cactus" + i, @"..\..\Resources\cactus.dds", 1.0f, 1.0f); } for (int i = 0; i < 150; i++) { float north = (float)(rand.NextDouble() * 1900.0); float east = (float)(rand.NextDouble() * 1900.0); BillBoard.Add(east, north, 0.0f, "tree" + i, @"..\..\Resources\palmtree.dds", 6.5f, 10.0f); } GameEngine.Console.AddLine("all trees loaded"); // m_Engine.AddObject( new ParticleGenerator("Spray1", 2000, 2000, Color.Yellow, "Particle.bmp", new ParticleUpdate(Gravity))); double j = 0.0; double center_x = 1000.0; double center_z = 1000.0; double radius = 700.0; double width = 20.0; m_flag = new Cloth("flag", @"..\..\Resources\flag.jpg", 2, 2, 0.1, 1.0f); m_flag.Height = 0.6f; m_flag.North = 2.0f; m_flag.East = 0.1f; Cloth.EastWind = -3.0f; for (double i = 0.0; i < 360.0; i += 1.5) { float north = (float)(center_z + Math.Cos(i / 180.0 * Math.PI) * radius ); float east = (float)(center_x + Math.Sin(i / 180.0 * Math.PI) * radius ); BillBoard.Add(east, north, 0.0f, "redpost" + (int)(i * 2), @"..\..\Resources\redpost.dds", 0.25f, 1.0f); j += 5.0; if (j > 360.0) { j -= 360.0; } } j = 0.0; for (double i = 0.5; i < 360.0; i += 1.5) { float north = (float)(center_z + Math.Cos(i / 180.0 * Math.PI) * (radius + width) ); float east = (float)(center_x + Math.Sin(i / 180.0 * Math.PI) * (radius + width) ); BillBoard.Add(east, north, 0.0f, "bluepost" + (int)(i * 2), @"..\..\Resources\bluepost.dds", 0.25f, 1.0f); j += 5.0; if (j >= 360.0) { j -= 360.0; } } m_ownship = new Ownship(this, "car1", @"..\..\Resources\SprintRacer.x", new Vector3(0.0f, 0.8f, 0.0f), new Attitude(0.0f, (float)Math.PI, 0.0f)); m_ownship.AddChild(m_flag); SoundEffect.Volume = 0.25f; m_Engine.AddObject(m_ownship); /* Opponent opp1 = new Opponent("car2", @"..\..\Resources\SprintRacer.x", new Vector3(0.0f, 0.8f, 0.0f), * new Attitude(0.0f, (float)Math.PI, 0.0f), "knowledge.xml"); * opp1.SetLOD( 10, 3000.0f ); * m_opponents.Add( opp1 ); * m_Engine.AddObject( opp1 ); */ m_ownship.North = 298.0f; m_ownship.East = 1000.0f; m_Engine.Cam.Attach(m_ownship, new Vector3(0.0f, 0.85f, -4.5f)); m_Engine.Cam.LookAt(m_ownship); m_ownship.Heading = (float)Math.PI * 1.5f; m_ownship.SetLOD(10, 3000.0f); // Car car2 = (Car)m_Engine.GetObject("car2"); // car2.North = 295.0f; // car2.East = 1000.0f; // car2.Height = 0.0f; // car2.Heading = (float)Math.PI * 1.5f; // car2.SetLOD( 10, 300.0f ); // car2.SetUpdateMethod( new ObjectUpdate(OpponentUpdate)); GameEngine.GameLights.Ambient = Color.White; // GameEngine.GameLights light1 = GameEngine.GameLights.AddPointLight( new Vector3(130.0f,35.0f,130.0f),Color.White,"light1"); // light1.Attenuation1 = 0.11f; // GameEngine.GameLights light2 = GameEngine.GameLights.AddPointLight( new Vector3(40.0f,25.0f,40.0f),Color.White,"light2"); // light2.Attenuation1 = 0.11f; // GameEngine.GameLights light3 = GameEngine.GameLights.AddPointLight( new Vector3(130.0f,35.0f,230.0f),Color.White,"light3"); // light3.Attenuation1 = 0.11f; // GameEngine.GameLights light4 = GameEngine.GameLights.AddPointLight( new Vector3(230.0f,40.0f,230.0f),Color.White,"light4"); // light4.Attenuation1 = 0.11f; // GameEngine.GameLights light5 = GameEngine.GameLights.AddPointLight( new Vector3(70.0f,25.0f,70.0f),Color.White,"light5"); // light5.Attenuation1 = 0.11f; GameEngine.GameLights headlights = GameEngine.GameLights.AddSpotLight(new Vector3(0.0f, 0.0f, 0.0f), new Vector3(1.0f, 0.0f, 1.0f), Color.White, "headlight"); headlights.EffectiveRange = 200.0f; headlights.Attenuation0 = 1.0f; headlights.Attenuation1 = 0.0f; headlights.InnerConeAngle = 1.0f; headlights.OuterConeAngle = 1.5f; headlights.PositionOffset = new Vector3(0.0f, 2.0f, 1.0f); headlights.DirectionOffset = new Vector3(0.0f, 0.00f, 1.0f); m_ownship.AddChild(headlights); headlights.Enabled = false; CGameEngine.FogColor = Color.Beige; CGameEngine.FogDensity = 0.5f; CGameEngine.FogEnable = true; CGameEngine.FogStart = 100.0f; CGameEngine.FogEnd = 900.0f; CGameEngine.FogTableMode = FogMode.Linear; } catch (Exception e) { GameEngine.Console.AddLine("Exception"); GameEngine.Console.AddLine(e.Message); } }