public void init() { sunLight = new LightSun(new Vector3(0.1f, 0.125f, 0.2f) * 3f, this); sunLight.lightAmbient = new Vector3(0.1f, 0.125f, 0.2f) * 0.5f;//new Vector3(0.2f, 0.125f, 0.1f);//new Vector3(0.1f, 0.14f, 0.3f); sunLight.PointingDirection = Vector3.Normalize(new Vector3(674, -674, 1024)); sunFrameBuffer = gameWindow.framebufferCreator.createFrameBuffer("shadowFramebuffer", shadowRes * 2, shadowRes * 2, PixelInternalFormat.Rgba8, false); sunInnerFrameBuffer = gameWindow.framebufferCreator.createFrameBuffer("shadowFramebuffer", shadowRes * 2, shadowRes * 2, PixelInternalFormat.Rgba8, false); mFilter2d = new Quad2d(this); mSkyModel = new Skybox(this, gameWindow); mGroundPlane = new GroundPlane(this); mGroundPlane.setMaterial("floor.xmf"); mGroundPlane.setMesh("water_plane.obj"); mGroundPlane.setMaterial("floor.xmf"); //need to be fixed -- cant be executed after voxel Manager creation. if(Settings.Instance.video.Particles) generateParticleSys(); voxelManager = new VoxelManager(this); compositeMod.X = Settings.Instance.video.gamma; particleAffectors.Add(new ParticleAffectorWind(new Vector3(1,-0.5f,0) * 0.01f)); particleAffectors.Add(new ParticleAffectorFriction(0.1f)); particleAffectors.Add(new ParticleAffectorFloorKiller(waterLevel)); particleAffectors.Add(new ParticleAffectorLifeTimeKiller(this)); /* waterModel.setTextures(mTextureLoader.fromMixed(new int[]{ TextureGroup.TYPE_FRAMEBUFFER, TextureGroup.TYPE_FROMFILE}, new string[] { Convert.ToString(waterFramebuffer.ColorTexture), "noise.png"})); */ mGroundPlane.Position = new Vector3(0,waterLevel,0); //mGroundPlane.updateModelMatrix(); Matrix4 translate = Matrix4.CreateTranslation(0, -waterLevel * 2, 0); Matrix4 invert = Matrix4.Scale(1, -1, 1); Matrix4.Mult(ref translate, ref invert, out mWaterMatrix); }
protected override void OnLoad(System.EventArgs e) { //generate stopwatch sw = new Stopwatch(); //set size of the render virtual_size = new Vector2(1920, 1080); state = new GameState(); string versionOpenGL = GL.GetString(StringName.Version); log(versionOpenGL); // make the Coursor disapear Cursor.Hide(); // center it on the window Cursor.Position = new Point( (Bounds.Left + Bounds.Right) / 2, (Bounds.Top + Bounds.Bottom) / 2); // other state GL.ClearColor(System.Drawing.Color.Black); VSync = VSyncMode.On; screenSize = new Vector2(Width, Height); // create instances of necessary objects textureLoader = new TextureLoader(this); framebufferCreator = new FramebufferCreator(this); meshLoader = new MeshLoader(this); shaderLoader = new ShaderLoader(this); materialLoader = new MaterialLoader(this); templateLoader = new TemplateLoader(this); mScene = new Scene(this); // create gameInput gameInput = new GameInput(mScene, Keyboard, Mouse); // set files for displaying loading screen shaderLoader.fromXmlFile("shaders\\composite.xsp"); shaderLoader.fromTextFile("shaders\\composite.vs", "shaders\\splash_shader.fs"); meshLoader.fromObj("models\\sprite_plane.obj"); textureLoader.fromFile("materials\\ultra_engine_back.png",true); textureLoader.fromFile("materials\\ultra_engine_back_h.png",true); materialLoader.fromXmlFile("materials\\composite.xmf"); //loading noise manualy so we can disable multisampling textureLoader.fromFile("materials\\noise_pixel.png", false); // load files for loading screen textureLoader.LoadTextures(); meshLoader.loadMeshes(); shaderLoader.loadShaders(); materialLoader.loadMaterials(); // setup 2d filter (loading screen) splashFilter2d = new Quad2d(this); // set time to zero spawnTime = get_time(); }
public void init() { mFilter2d = new Quad2d(this); mSkyModel = new Skybox(this, gameWindow); mGroundPlane = new GroundPlane(this); mGroundPlane.setMaterial("floor.xmf"); mGroundPlane.setMesh("water_plane.obj"); mGroundPlane.setMaterial("floor.xmf"); //need to be fixed -- cant be executed after voxel Manager creation. generateParticleSys(); voxelManager = new VoxelManager(this); particleAffectors.Add(new ParticleAffectorWind(new Vector3(1,-0.5f,0) * 0.01f)); particleAffectors.Add(new ParticleAffectorFriction(0.1f)); particleAffectors.Add(new ParticleAffectorFloorKiller(waterLevel)); particleAffectors.Add(new ParticleAffectorLifeTimeKiller(this)); /* waterModel.setTextures(mTextureLoader.fromMixed(new int[]{ TextureGroup.TYPE_FRAMEBUFFER, TextureGroup.TYPE_FROMFILE}, new string[] { Convert.ToString(waterFramebuffer.ColorTexture), "noise.png"})); */ mGroundPlane.Position = new Vector3(0,waterLevel,0); //mGroundPlane.updateModelMatrix(); Matrix4 translate = Matrix4.CreateTranslation(0, -waterLevel * 2, 0); Matrix4 invert = Matrix4.Scale(1, -1, 1); Matrix4.Mult(ref translate, ref invert, out mWaterMatrix); }