// 添加一个盒子 void GameGrid::AddBox(const Point3& pos) { // 格子被占据,不添加 if (!m_World[pos.x][pos.y][pos.z].obj) { Vector3f p((float)pos.x - 0.5f - WORLD_SIZE / 2 + 1, (float)pos.y + 0.5f, (float)pos.z - 0.5f - WORLD_SIZE / 2 + 1); WorldGrid* grid = &m_World[pos.x][pos.y][pos.z]; //grid->pos = pos; MeshObject* obj = FACTORY_CREATE(m_Scene, MeshObject); obj->SetMesh(m_MeshBox); obj->SetPosition(p); obj->SetMaterial(m_BoxMaterial, 0); //obj->CreateLightableObject(); grid->obj = obj; } }
void particleGame::StartGame() { m_Scene = new SceneGraph; Renderer::Instance().SetAmbientColor(Color4f(0.7f, 0.7f, 0.7f)); m_Camera = static_cast<Camera*>(m_Scene->CreateSceneObject("Camera")); m_Camera->SetPosition(Vector3f(1.0f, 0.0f, 5.0f)); m_Camera->SetFarClippingDistance(1000.0f); m_AudioListener = static_cast<AudioListener*>(m_Scene->CreateSceneObject("AudioListener")); m_Camera->AttachChildObject(m_AudioListener, false); m_MatSmoke = MaterialManager::Instance().GetByName("smoke"); //m_MatSmoke->SetTexture(Renderer::Instance().GetTexture("smoke")); //m_MatSmoke->SetLighting(false); //m_MatSmoke->SetDepthWriting(false); //m_MatSmoke->SetAlphaTest(true); //m_MatSmoke->SetAlphaRef(0.2f); //m_MatSmoke->GetTextureRenderState(0)->envMode = ENV_MODE_ADD; m_UIFps = EGUIManager::Instance().CreateTextUIControl(); m_UIFps->SetWidth(640); //Mesh* mesh = MeshManager::Instance().GetByName("marcus"); PrimitiveMesh* mesh = MeshManager::Instance().CreatePrimitiveMesh(); mesh->CreateBox(1.0f); MeshObject* obj = static_cast<MeshObject*>(m_Scene->CreateSceneObject("MeshObject")); obj->SetMesh(mesh); ParticlePool* pool = static_cast<ParticlePool*>(m_Scene->CreateSceneObject("ParticlePool")); pool->SetMaterial(m_MatSmoke); for (int i=0; i<50; i++) { Particle p; p.m_Active = true; //p.m_Color = Color4f(0.0f, 0.0f, 0.0f, 0.5f); p.m_Color = Color4f(1.0f, 1.0f, 1.0f, 0.5f); p.scale = Math::Random(50.0f, 100.0f); p.spin = Math::Random(-Math::kPi, Math::kPi); p.spinInc = Math::Random(-0.1f, 0.1f); //p.m_ScreenScaleX = Math::Random(0.5f, 1.5f); //p.m_ScreenScaleY = Math::Random(0.5f, 1.5f); p.m_Position = Vector3f(Math::Random(-50.0f, 50.0f), Math::Random(0.0f, 10.0f), Math::Random(-50.0f, 50.0f)); pool->AddParticle(p); } Material* matFlare = MaterialManager::Instance().GetByName("flare"); //ITexture* tex_flare = Renderer::Instance().GetTexture("flare"); //matFlare->SetTexture(tex_flare); //matFlare->SetLighting(false); //matFlare->SetDepthWriting(false); //// 混合模式 叠加 //matFlare->GetTextureRenderState(0)->useBlending = true; //matFlare->GetTextureRenderState(0)->srcBlendFactor = BLEND_FACTOR_ONE; //matFlare->GetTextureRenderState(0)->dstBlendFactor = BLEND_FACTOR_ONE; ////matFlare->GetTextureRenderState(0)->envMode = ENV_MODE_ADD; // 光晕 bb = static_cast<Billboard*>(m_Scene->CreateSceneObject("Billboard")); bb->SetMaterial(matFlare); bb->SetScale(10.0f); bb->SetScreenSpaceScale(10.0f, 1.0f); bb->SetColor(Color4f(1.0f, 0.5f, 0.0f, 1.0f)); //bb->SetRenderOrder(120); emitter = static_cast<ParticleEmitter*>(m_Scene->CreateSceneObject("ParticleEmitter")); emitter->SetInterval(50); emitter->SetMaterial(m_MatSmoke); emitter->SetEmitterShape(EMITTER_SHAPE_BOX); emitter->SetBoxRange(Vector3f(-1.0f, -1.0f, -1.0f), Vector3f(1.0f, 1.0f, 1.0f)); //emitter->SetParticleInitStateFunc(ParticleState); emitter->SetPosition(Vector3f(0.0f, 150.0f, 0.0f)); //emitter->SetParticleBehaviorFunc(&ParticleUpdate); emitter->SetParticleLifetime(5000); emitter->SetInitialScale(10.0f); emitter->SetScaleInc(20.0f); emitter->SetSpinVar(Math::kPi); emitter->SetSpinIncVar(0.5f); //m_Camera->AttachChildObject(emitter, true); emitter->AttachChildObject(bb); //Engine::Instance().ToggleDebugRender(true); //IAudioBuffer* buffer = Engine::Instance().AudioSystem()->GetAudioBuffer("down"); //IAudioSource* source = Engine::Instance().AudioSystem()->CreateSourceInstance(buffer, Vector3f(0.0f, 0.0f, 0.0f)); //source->SetLooping(true); //source->Play(); //AudioSourceObject* sound = new AudioSourceObject(); //sound->CreateAudioSource("down"); //sound->SetLooping(true); //sound->Play(); //sound->SetVelocityFactor(1.0f); //m_Scene->AddObject(sound); //emitter->AttachChildObject(sound); //Sleep(2000); //IAudioSource* source2 = Engine::Instance().AudioSystem()->CreateSourceInstance(buffer, Vector3f(5.0f, 0.0f, 0.0f)); //source2->SetLoop(true); //source2->Play(); InputEventHandler<particleGame>* inputHandler = new InputEventHandler<particleGame>(this, &particleGame::OnKeyPressed, NULL, &particleGame::OnMouseMoved); Input->SetEventHandler(inputHandler); }