Beispiel #1
0
plLayer& plLayer::InitToDefault()
{
    fState->Reset();

    *fTexture = nil;

    SetRuntimeColor(hsColorRGBA().Set(0.5f, 0.5f, 0.5f, 1.f));
    SetPreshadeColor(hsColorRGBA().Set(0.5f, 0.5f, 0.5f, 1.f));
    SetAmbientColor(hsColorRGBA().Set(0,0,0,1.f));
    SetOpacity(1.f);

    fTransform->Reset();

    SetUVWSrc(0);
    SetLODBias(-1.f);
    SetSpecularColor( hsColorRGBA().Set(0,0,0,1.f));
    SetSpecularPower(1.f);

    *fVertexShader = nil;
    *fPixelShader = nil;

    fBumpEnvXfm->Reset();

    return *this;
}
Beispiel #2
0
distantLight::distantLight(const vector &d, const rgb &dc, const rgb &sc, const rgb &ac, bool shad)
{ 
	SetDirection(d); 
	SetAmbientColor(ac); 
	SetDiffuseColor(dc); 
	SetSpecularColor(sc); 
	canShadow = shad; 
}
Beispiel #3
0
pointLight::pointLight(const point &p, const rgb &dc, const rgb &sc, const rgb &ac, 
					   double cAtten, double lAtten, double qAtten)
{ 
	hasPosition = true;
	SetPosition(p); 
	SetAmbientColor(ac); 
	SetDiffuseColor(dc); 
	SetSpecularColor(sc); 
	SetAttenuations(cAtten, lAtten, qAtten); 
}
Beispiel #4
0
void Observatory::LoadContent()
{
	currentCamera->position = Vec3(0, 0, -5);

	SetAmbientColor(Colour(0.2, 0.2, 0.2));

	ModelManager::getInstance()->CreatePlane("plane", 1, 1);
	ModelManager::getInstance()->CreatePlane("surface", 1, 1, 3, 1);
	ModelManager::getInstance()->CreateSkybox("skybox", 10);
	ModelManager::getInstance()->CreateCuboid("doorModel", 0.25f, 0.5f, 0.05f);
	ModelManager::getInstance()->loadModel("meteor1", "Models/meteor_01.obj", true);
	ModelManager::getInstance()->loadModel("meteor2", "Models/meteor_02.obj", true);
	ModelManager::getInstance()->loadModel("meteor3", "Models/meteor_03.obj", true);
	ModelManager::getInstance()->loadModel("planet", "Models/planet.obj", true);
	ModelManager::getInstance()->loadModel("planet2", "Models/planet.obj", true);
	ModelManager::getInstance()->loadModel("torch", "Models/torch.obj", true);

	ModelManager::getInstance()->loadTexture("floor", "Images/dungeonFloor.tif");
	ModelManager::getInstance()->loadTexture("wall", "Images/dungeonWall.tif");
	ModelManager::getInstance()->loadTexture("space", "Images/spaceSkybox.tif");
	ModelManager::getInstance()->loadTexture("door", "Images/door.png");
	ModelManager::getInstance()->loadTexture("footprint", "Images/footprint.png");
	ModelManager::getInstance()->loadTexture("layerGrid", "Images/grid.png");
	ModelManager::getInstance()->loadTexture("meteorTex1", "Images/meteor_texture.tif");
	ModelManager::getInstance()->loadTexture("meteorTex2", "Images/meteor_texture_2.tif");
	ModelManager::getInstance()->loadTexture("meteorTex3", "Images/meteor_texture_3.tif");
	ModelManager::getInstance()->loadTexture("planetTex", "Images/hoth.tif");
	ModelManager::getInstance()->loadTexture("planetTex1", "Images/PlanetTex.png");
	ModelManager::getInstance()->loadTexture("sunTex", "Images/sun.tif");
	ModelManager::getInstance()->loadTexture("aruba", "Images/aruba.tif");
	ModelManager::getInstance()->loadTexture("Rim", "Images/planet_Rim.tif");
	ModelManager::getInstance()->loadTexture("minerMoon", "Images/minersMoon.tif");
	ModelManager::getInstance()->loadTexture("8ball", "Images/Ball8.tif");
	ModelManager::getInstance()->loadTexture("torchTexture", "Images/torch_DIF.tif");
	ModelManager::getInstance()->loadTexture("smoke", "Images/Smoke.png");

	AudioManager::getInstance()->loadMusic("observatory", "Sounds/observatory-loop.wav");
	AudioManager::getInstance()->setMusicVolume(0.0f);


	FontManager::getInstance()->GenerateFont("font", 72, "Font/DroidSans.ttf");

	Label *shadow = new Label(this, "Project: Thomas Engine Demo", FontManager::getInstance()->GetFont("font"), Vec2(-200, 37), ScreenAnchor::BOTTOM_RIGHT, Colour::Black());
	shadow->Scale(Vec3::One() * 0.4f);

	Label *label = new Label(this, "Project: Thomas Engine Demo", FontManager::getInstance()->GetFont("font"), Vec2(-202, 35), ScreenAnchor::BOTTOM_RIGHT, Colour::Yellow());
	label->Scale(Vec3::One() * 0.4f);

	player = new Player(this, currentCamera);
	hallway = new Hallway(this, Vec3::Zero());
	obr = new ObservatoryRoom(this, Vec3(0, 0, 15), player);
	door = new SlidingDoor(this, Vec3(0, 0, 4.9f), player);

	FPS_Controls::FPSMoveSpeed = 1.5f;
}
Beispiel #5
0
void DexSkinMesh::InitShader()
{
	D3DXMatrixIdentity(&matWVP);
	memset(jointsMatrix, 0, sizeof(D3DXMATRIX)* sGetMaxJointCount());
	if (DexGameEngine::getEngine()->GetRender() != DexNull)
	{
		m_pShaderForMesh = DexGameEngine::getEngine()->GetRender()->GetShader(DexShaderHlslSkinMesh::getClassType());
		m_pShaderForVertexToJoint = DexGameEngine::getEngine()->GetRender()->GetShader(DexShaderHlslSkinMeshVertexToJoint::getClassType());
		m_pShaderForVertexNormal = DexGameEngine::getEngine()->GetRender()->GetShader(DexShaderHlslSkinMeshVertexNormal::getClassType());
	}
	SetAmbientColor(DexColor(0.3f, 0.0f, 0.0f, 1.0f));
}
Beispiel #6
0
	// Create.
	MapilVoid GLDirectionalLight::Create(	const ColorARGB < MapilFloat32 >& colorDiffuse,
											const ColorARGB < MapilFloat32 >& colorAmbient,
											const ColorARGB < MapilFloat32 >& colorSpecular,
											const Vector3 < MapilFloat32 >& vDir,
											MapilFloat32 attenuation0, MapilFloat32 attenuation1, MapilFloat32 attenuation2 )
	{
		SetDiffuseColor( colorDiffuse );
		SetAmbientColor( colorAmbient );
		SetSpecularColor( colorSpecular );
		SetDirection( vDir );
		SetAttenuation( attenuation0, attenuation1, attenuation2 );
	}
Beispiel #7
0
plLayerDepth::plLayerDepth()
{
    SetZFlags(hsGMatState::kZNoZRead | hsGMatState::kZNoZWrite);
    SetBlendFlags(hsGMatState::kBlendAdd);
    SetMiscFlags(hsGMatState::kMiscRestartPassHere | hsGMatState::kMiscTroubledLoner);

    SetPreshadeColor(hsColorRGBA().Set(0,0,0,1.f));
    SetRuntimeColor(hsColorRGBA().Set(0,0,0,1.f));
    SetAmbientColor(hsColorRGBA().Set(0.1f, 0.1f, 0.1f, 1.f));
    SetOpacity(1.f);

    *fTexture = nil;

}
Beispiel #8
0
void plLayer::CloneNoTexture( plLayerInterface *original )
{
    SetBlendFlags( original->GetBlendFlags() );
    SetClampFlags( original->GetClampFlags() );
    SetShadeFlags( original->GetShadeFlags() );
    SetZFlags( original->GetZFlags() );
    SetMiscFlags( original->GetMiscFlags() );
    SetState( original->GetState() );

    SetPreshadeColor( original->GetPreshadeColor() );
    SetRuntimeColor( original->GetRuntimeColor() );
    SetAmbientColor( original->GetAmbientColor() );
    SetSpecularColor( original->GetSpecularColor() );
    SetOpacity( original->GetOpacity() );
    SetTransform( original->GetTransform() );
    SetUVWSrc( original->GetUVWSrc() );
    SetLODBias( original->GetLODBias() );
    SetSpecularPower( original->GetSpecularPower() );

    SetVertexShader( original->GetVertexShader() );
    SetPixelShader( original->GetPixelShader() );
    SetBumpEnvMatrix( original->GetBumpEnvMatrix() );
}
Beispiel #9
0
	// Create.
	MapilVoid D3DPointLight::Create(	const ColorARGB < MapilFloat32 >& colorDiffuse,
										const ColorARGB < MapilFloat32 >& colorAmbient,
										const ColorARGB < MapilFloat32 >& colorSpecular,
										const Vector3 < MapilFloat32 >& vPos,
										MapilFloat32 attenuation0, MapilFloat32 attenuation1, MapilFloat32 attenuation2 )
	{
		Assert( !m_IsUsed, CURRENT_POSITION, TSTR( "The point light was already created." ), -1 );

		m_LightIndex = AttachLightIndex();

		Assert(	m_LightIndex != -1, CURRENT_POSITION, TSTR( "Reached max light index." ), -2 );

		m_IsUsed = MapilTrue;

		//Type of light
		m_D3DLight.Type = ::D3DLIGHT_POINT;
		SetDiffuseColor( colorDiffuse );
		SetAmbientColor( colorAmbient );
		SetSpecularColor( colorSpecular );
		SetPosition( vPos );

		m_D3DLight.Range = 100.0f;
	}