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Game.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using System.IO;
using TamanaEngine.Components;
namespace TamanaEngine
{
class Game : GameWindow
{
public static GameObject camera;
public static Matrix4 projection;
public static Matrix4 view;
public static List<GameObject> gameObjects;
public Game() : base(1280, // initial width
720, // initial height
GraphicsMode.Default,
"Tamana Engine", // initial title
GameWindowFlags.Default,
DisplayDevice.Default,
4, // OpenGL major version
0, // OpenGL minor version
GraphicsContextFlags.ForwardCompatible)
{
}
protected override void OnResize(EventArgs e)
{
GL.Viewport(0, 0, Width, Height);
}
protected override void OnLoad(EventArgs e)
{
GL.FrontFace(FrontFaceDirection.Cw);
GL.CullFace(CullFaceMode.Front);
GL.Enable(EnableCap.CullFace);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.FramebufferSrgb);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
Materials.Start();
CursorVisible = false;
gameObjects = new List<GameObject>();
camera = new GameObject("Camera");
Camera.mainCamera = (camera.AddComponent<Camera>(new Camera(1, 16f / 9f, 0.1f, 1000f)) as Camera);
projection = Camera.mainCamera.perspectiveProjectionMatrix;
view = Camera.mainCamera.GetViewProjection;
gameObjects.Add(new GameObject());
gameObjects.Add(new GameObject());
gameObjects.Add(new GameObject());
gameObjects.Add(new GameObject());
gameObjects.Add(new GameObject());
gameObjects[0].AddComponent<MeshRenderer>(new MeshRenderer());
gameObjects[1].AddComponent<MeshRenderer>(new MeshRenderer());
gameObjects[2].AddComponent<MeshRenderer>(new MeshRenderer());
gameObjects[3].AddComponent<MeshRenderer>(new MeshRenderer());
gameObjects[4].AddComponent<MeshRenderer>(new MeshRenderer());
gameObjects[4].GetComponent<MeshRenderer>().material = Materials.green;
gameObjects[4].GetComponent<MeshRenderer>().material.SetMeshRenderer(gameObjects[4].GetComponent<MeshRenderer>());
gameObjects[3].GetComponent<MeshRenderer>().material = Materials.blue;
gameObjects[3].GetComponent<MeshRenderer>().material.SetMeshRenderer(gameObjects[3].GetComponent<MeshRenderer>());
gameObjects[0].transform.position = new Vector3(0, -10, 0);
gameObjects[1].transform.position = new Vector3(-5, -1, -1);
gameObjects[2].transform.position = new Vector3(0, 10, 0);
gameObjects[3].transform.position = new Vector3(0, 0, 10);
gameObjects[4].transform.position = new Vector3(0, 0, -10);
gameObjects[0].GetComponent<MeshRenderer>().SetMesh(MeshList.Sphere);
gameObjects[0].GetComponent<MeshRenderer>().SetShader(ShaderList.Phong);
gameObjects[1].GetComponent<MeshRenderer>().SetMesh(MeshList.Monkey);
gameObjects[1].GetComponent<MeshRenderer>().SetShader(ShaderList.Lamp);
gameObjects[2].GetComponent<MeshRenderer>().SetMesh(MeshList.Rock);
gameObjects[2].GetComponent<MeshRenderer>().SetShader(ShaderList.Phong);
gameObjects[3].GetComponent<MeshRenderer>().SetMesh(MeshList.Monkey);
gameObjects[3].GetComponent<MeshRenderer>().SetShader(ShaderList.Phong);
gameObjects[4].GetComponent<MeshRenderer>().SetMesh(MeshList.Monkey);
gameObjects[4].GetComponent<MeshRenderer>().SetShader(ShaderList.Phong);
for (int x = 0; x < gameObjects.Count; x++)
{
gameObjects[x].Start();
}
}
float a;
//Material red = new Material();
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (Input.GetKey(OpenTK.Input.Key.W))
{
camera.transform.position += camera.transform.localForward * 3 * (float)UpdatePeriod;
}
if (Input.GetKey(OpenTK.Input.Key.S))
{
camera.transform.position += -camera.transform.localForward * 3 * (float)UpdatePeriod;
}
if (Input.GetKey(OpenTK.Input.Key.D))
{
camera.transform.position += camera.transform.localRight * 3 * (float)UpdatePeriod;
}
if (Input.GetKey(OpenTK.Input.Key.A))
{
camera.transform.position += -camera.transform.localRight * 3 * (float)UpdatePeriod;
}
if (Input.deltaMousePosition.X != 0 || Input.deltaMousePosition.Y != 0)
{
Vector3 eulerAngle = camera.transform.eulerAngle;
eulerAngle.Y += Input.deltaMousePosition.X * (float)UpdatePeriod;
eulerAngle.Z += Input.deltaMousePosition.Y * (float)UpdatePeriod;
camera.transform.eulerAngle = Vector3.Lerp(camera.transform.eulerAngle, eulerAngle, (float)UpdatePeriod * 35);
camera.transform.rotation = Quaternion.FromEulerAngles(camera.transform.eulerAngle);
}
if (Input.GetKey(OpenTK.Input.Key.Escape))
Exit();
if (Focused)
{
ResetMouse();
}
gameObjects[3].GetComponent<MeshRenderer>().material.lightColor = new Vector3(1f, .2f, 1f);
Console.WriteLine(gameObjects[3].GetComponent<MeshRenderer>().material.lightColor);
camera.Update();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
Title = $"(Vsync: {VSync}) FPS: {1f / e.Time:0}";
Color4 backColor;
backColor.A = 1.0f;
backColor.R = 0.01f;
backColor.G = 0.01f;
backColor.B = 0.01f;
GL.ClearColor(backColor);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
a += (float)RenderTime;
for (int x = gameObjects.Count - 1; x >= 0; x--)
{
gameObjects[x].Update();
}
SwapBuffers();
}
private void ResetMouse()
{
OpenTK.Input.Mouse.SetPosition(Bounds.Left + Bounds.Width / 2, Bounds.Top + Bounds.Height / 2);
Input.lastMousePosition = new Vector2(OpenTK.Input.Mouse.GetState().X, OpenTK.Input.Mouse.GetState().Y);
}
}
}