/* * public Model * BloomViewboard, * BloomViewboard2, * CompositeViewboard, * AoViewboard, * AoBlrViewboard; */ public Scene(OpenTkProjectWindow mGameWindow) { //prepare list of world textures int texCount = Enum.GetValues(typeof(Material.WorldTexture)).Length; if (worldTextures == null) { worldTextures = new Texture[texCount]; } this.gameWindow = mGameWindow; Scene = this; //sunLight.pointingDirection = Vector3.Normalize(new Vector3(674, 674, 1024)); // creating a new collision system and adding it to the new world CollisionSystem collisionSystem = new CollisionSystemSAP(); world = new World(collisionSystem); // Create the groundShape and the body. Shape groundShape = new BoxShape(new JVector(100, waterLevel * 2, 100)); RigidBody groundBody = new RigidBody(groundShape); // make the body static, so it can't be moved groundBody.IsStatic = true; // add the ground to the world. world.AddBody(groundBody); }
/* public Model BloomViewboard, BloomViewboard2, CompositeViewboard, AoViewboard, AoBlrViewboard; */ public Scene(OpenTkProjectWindow mGameWindow) { //prepare list of world textures int texCount = Enum.GetValues(typeof(Material.WorldTexture)).Length; if (worldTextures == null) worldTextures = new Texture[texCount]; this.gameWindow = mGameWindow; Scene = this; //sunLight.pointingDirection = Vector3.Normalize(new Vector3(674, 674, 1024)); // creating a new collision system and adding it to the new world CollisionSystem collisionSystem = new CollisionSystemSAP(); world = new World(collisionSystem); // Create the groundShape and the body. Shape groundShape = new BoxShape(new JVector(100, waterLevel * 2, 100)); RigidBody groundBody = new RigidBody(groundShape); // make the body static, so it can't be moved groundBody.IsStatic = true; // add the ground to the world. world.AddBody(groundBody); }
public FileSeeker(OpenTkProjectWindow mGameWindow) { this.gameWindow = mGameWindow; string root = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location); List<string> files = GetFileList(root, true); foreach (var file in files) { string relativePath = file.Substring(root.Length + 1); string extention = System.IO.Path.GetExtension(file); switch (extention) { case ".obj": mGameWindow.log("found object file: " + relativePath); mGameWindow.meshLoader.fromObj(relativePath); break; case ".dae": mGameWindow.log("found object file: " + relativePath); mGameWindow.meshLoader.fromCollada(relativePath); break; case ".xmd": mGameWindow.log("found object definition file: " + relativePath); mGameWindow.meshLoader.fromXml(relativePath); break; case ".png": mGameWindow.log("found image file: " + relativePath); mGameWindow.textureLoader.fromPng(relativePath); break; case ".dds": mGameWindow.log("found image file: " + relativePath); mGameWindow.textureLoader.fromDds(relativePath); break; case ".xmf": mGameWindow.log("found material file: " + relativePath); mGameWindow.materialLoader.fromXmlFile(relativePath); break; case ".xsp": mGameWindow.log("found shaderpair file: " + relativePath); mGameWindow.shaderLoader.fromXmlFile(relativePath); break; case ".snip": mGameWindow.log("found shader snipet: " + relativePath); mGameWindow.shaderLoader.loadSnippet(relativePath); break; case ".xtmp": mGameWindow.log("found template file: " + relativePath); mGameWindow.templateLoader.fromXmlFile(relativePath); break; default: break; } } }
public FileSeeker(OpenTkProjectWindow mGameWindow) { this.gameWindow = mGameWindow; string root = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location); List<string> files = GetFileList(root, true); foreach (var file in files) { string relativePath = file.Substring(root.Length + 1); string extention = System.IO.Path.GetExtension(file); if (extention == ".obj") { mGameWindow.log("found object file: " + relativePath); mGameWindow.meshLoader.fromObj(relativePath); } if (extention == ".png") { mGameWindow.log("found image file: " + relativePath); mGameWindow.textureLoader.fromFile(relativePath,true); } if (extention == ".xmf") { mGameWindow.log("found material file: " + relativePath); mGameWindow.materialLoader.fromXmlFile(relativePath); } if (extention == ".xsp") { mGameWindow.log("found shaderpair file: " + relativePath); mGameWindow.shaderLoader.fromXmlFile(relativePath); } if (extention == ".xtmp") { mGameWindow.log("found template file: " + relativePath); mGameWindow.templateLoader.fromXmlFile(relativePath); } } }
public static void Main() { if (!File.Exists("settings.xml")) { // settings is not existing, lets save default ones Settings.Instance.SaveSettings("settings.xml"); // we can create gui at this point when it is implemented } Settings.Instance.LoadSettings("settings.xml"); int scrWidth = Settings.Instance.video.windowWidth; int scrHeight = Settings.Instance.video.windowHeight; bool fullScr = Settings.Instance.video.fullScreen; using (OpenTkProjectWindow game = new OpenTkProjectWindow(scrWidth, scrHeight, fullScr)) { game.Run(60); } }
public FileSeeker(OpenTkProjectWindow mGameWindow) { this.gameWindow = mGameWindow; string root = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location); List <string> files = GetFileList(root, true); foreach (var file in files) { string relativePath = file.Substring(root.Length + 1); string extention = System.IO.Path.GetExtension(file); switch (extention) { case ".obj": mGameWindow.log("found object file: " + relativePath); mGameWindow.meshLoader.fromObj(relativePath); break; case ".dae": mGameWindow.log("found object file: " + relativePath); mGameWindow.meshLoader.fromCollada(relativePath); break; case ".xmd": mGameWindow.log("found object definition file: " + relativePath); mGameWindow.meshLoader.fromXml(relativePath); break; case ".png": mGameWindow.log("found image file: " + relativePath); mGameWindow.textureLoader.fromPng(relativePath); break; case ".dds": mGameWindow.log("found image file: " + relativePath); mGameWindow.textureLoader.fromDds(relativePath); break; case ".xmf": mGameWindow.log("found material file: " + relativePath); mGameWindow.materialLoader.fromXmlFile(relativePath); break; case ".xsp": mGameWindow.log("found shaderpair file: " + relativePath); mGameWindow.shaderLoader.fromXmlFile(relativePath); break; case ".snip": mGameWindow.log("found shader snipet: " + relativePath); mGameWindow.shaderLoader.loadSnippet(relativePath); break; case ".xtmp": mGameWindow.log("found template file: " + relativePath); mGameWindow.templateLoader.fromXmlFile(relativePath); break; default: break; } } }
public FramebufferCreator(OpenTkProjectWindow gameWindow) { this.gameWindow = gameWindow; //defaultFb = createFrameBuffer( mGameWindow.Width, mGameWindow.Height); defaultFb = new DefaultFramebuffer(new Vector2(gameWindow.Width, gameWindow.Height), this); }
public MaterialLoader(OpenTkProjectWindow mGameWindow) { this.gameWindow = mGameWindow; }
public TextureLoader(OpenTkProjectWindow mGameWindow) { this.gameWindow = mGameWindow; }
protected GameObject(OpenTkProjectWindow gameWindow) { this.gameWindow = gameWindow; }
public TemplateLoader(OpenTkProjectWindow gameWindow) : base(gameWindow) { }
/* public Model BloomViewboard, BloomViewboard2, CompositeViewboard, AoViewboard, AoBlrViewboard; */ public Scene(OpenTkProjectWindow mGameWindow) { this.gameWindow = mGameWindow; Scene = this; 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); //sunLight.pointingDirection = Vector3.Normalize(new Vector3(674, 674, 1024)); // creating a new collision system and adding it to the new world CollisionSystem collisionSystem = new CollisionSystemSAP(); world = new World(collisionSystem); // Create the groundShape and the body. Shape groundShape = new BoxShape(new JVector(100, waterLevel * 2, 100)); RigidBody groundBody = new RigidBody(groundShape); // make the body static, so it can't be moved groundBody.IsStatic = true; // add the ground to the world. world.AddBody(groundBody); }
public ShaderLoader(OpenTkProjectWindow mGameWindow) { this.gameWindow = mGameWindow; }
public static void Main() { using (OpenTkProjectWindow game = new OpenTkProjectWindow()) { //Utilities.SetWindowTitle(example); game.Run(60); } }