This project is read-only.


#region Using directives

using System.Windows.Forms;

using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;

using JadEngine;
using JadEngine.Core;
using JadEngine.Scene;
using JadEngine.Video;
using JadEngine.Input;


namespace Tutorial
	/// <summary>
	/// This example will show you how to create an object, assign it a material and add
	/// an omni light to the scene.
	/// The tutorial uses the default first-person camera of the engine. Use keys WASD
	/// and the mouse to control it.
	/// </summary>
	public class SimpleScene : JApplication
		#region Fields

		/// <summary>
		/// Indicates if the help must be shown in the screen or not
		/// </summary>
		bool showHelp = true;


		#region Methods

		/// <summary>
		/// The engine calls this method after creating the device
		/// </summary>
		/// <param name="form">Form used as window</param>
		/// <returns>True if everything went right</returns>
		public override bool InitGame(Form form)
			// Create the fonts and texture objects

			// Load default textures, scenes, shaders,...

			#region Objects

			// Create a JMesh: the object that has all the information about the vertices
			// and indices. In this example, we create a cube, 3 meters width, height and depth.

			// It´s important to remember that in Jad, the distance measure unit is the METER

			JMesh cubeMesh = JMesh.CreateCube(3, 3, 3);

			// A JMeshObject is an object with the information about the meshes and the
			// materials. It´s the element we´ll use to render the meshes.

			// We create a new JMeshObject in the scene. We set that we don´t want to
			// create a mesh object, as we have just done it.

			JMeshObject cube = Jad.Scene.MeshObjects.Create("room", false);

			// Now, we associate the mesh with the meshobject
			cube.Mesh = cubeMesh;


			#region Material

			// Create a material's array of 1 element.
			// An array is needed because meshes can have subsets:
			// information for more than 1 material.

			JMaterial[] material = new JMaterial[1];

			material[0] = Jad.Scene.Materials.Create();

			// A material is composed by layers, so we can do multilayer effects.
			// In this example we´ll use only one layer.

			// Create the layer
			JMaterialLayer layer = new JMaterialLayer();

			// Add it to the material

			// Set the diffuse texture. The engine detects if the texture doesn´t exists
			// and load it. If it exists, it only references it.
			// You must not indicate the file extension (.tga, .jpg, .bmp,...). The engine
			// we´ll search the different extensions until it finds the texture.

			// To search for textures, the engine will enter in the base/textures
			// directory, and we´ll move through it recursively until it finds the
			// texture. Thanks to this, you can create subfolders to order the textures
			// without needing to change the engine.

			layer.DiffuseMap.Texture = Jad.Video.Textures.Create2D("brick_d", true);

			// Set the material we have just created to our JMeshObject
			cube.Material = material;


			#region Light

			// Create an omni light
			JOmniLight light = (JOmniLight) Jad.Scene.Lights.Create("light", JLightType.Omni);

			// Set its position
			light.Transform.Position = new Vector3(0, 0, -2f);

			// Intensity
			light.Multiplier = 1f;

			// Attenuation
			light.Attenuation.Type = JLightAttenuationType.DualRadius;

			// Distance to start attenuating the light
			light.Attenuation.Start = 1f;

			// Distance where the light is completely attenuated
			light.Attenuation.End = 2f;

			// Color
			light.Color = JColor.Yellow;

			// The light affects the diffuse component of the material
			light.AffectDiffuse = true;

			// The light affects the specular component of the material
			light.AffectSpecular = true;

			// Don´t generate shadows
			light.CastShadows = false;

			// Put ambient light
			Jad.Scene.Lights.Ambient = new JColor(0.4f, 0.4f, 0.4f);


			// Everything is set, start the engine

			// Create input class to manage the keyboard and the mouse

			return true;

		/// <summary>
		/// This method is called every frame and it´s where the input
		/// events and the game action must be placed
		/// </summary>
		/// <returns>True to continue, false to exit the application</returns>
		public override bool Update()
            // If the input was not created, return ok
            if (Jad.InputDevices == null) return true;

			// Exit the app?
			if (Jad.Input.Keyboard[Key.Escape].Down) return false;

			if (Jad.Input.Keyboard[Key.F1].Pressed) showHelp = !showHelp;

			// If G key was pressed we activate / deactivate the gizmos
			// The diference between KeyTouch and KeyPressed is that KeyTouch only returns
			// true if the key was pressed for the first time and not when it´s down as in
			// KeyPressed

			// KeyTouch is like normal writting, returning true only once for every key press

			if (Jad.Input.Keyboard[Key.G].Pressed)
				Jad.Scene.ShowGizmos = !Jad.Scene.ShowGizmos;

			// Everything was right, continue
			return true;

		/// <summary>
		/// Render method
		/// </summary>
		public override void Render()
            // The views are render 'windows'. The engine creates the implicit
            // view, the backbuffer, by default.
            JView backbuffer = Jad.Video.Views[0];
            // Render the Jad.Scene using the scene camera

			if (showHelp)
				// Get access to the 1st font. The engine creates a font by default
				JFont font = Jad.Video.Fonts[0];

				// Start fonts rendering

				// Write text in the first line, position x=0, yellow color
				font.RenderLine(Jad.Version + ". Press ESC to exit. Press G to Show/Hide Gizmos. F1 show/hide text", 0, JColor.Yellow);

				// Write text in the second line, position x=0, white color
                font.RenderLine(backbuffer.Stats.Fps + " FPS", 0, JColor.White);

				// End fonts rendering

			// Show the backbuffer


Last edited Mar 8, 2007 at 11:51 AM by Vicente, version 8


No comments yet.