本文整理汇总了C#中Root.GetAvailableRenderers方法的典型用法代码示例。如果您正苦于以下问题:C# Root.GetAvailableRenderers方法的具体用法?C# Root.GetAvailableRenderers怎么用?C# Root.GetAvailableRenderers使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Root
的用法示例。
在下文中一共展示了Root.GetAvailableRenderers方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: InitRenderSystem
/// <summary>
/// Initialises the render system, tells it to use directx, windowed, etc
/// </summary>
private static RenderSystem InitRenderSystem(Root root)
{
Launch.Log("[Loading] Creating RenderSystem...");
if (root.RenderSystem == null) {
var renderSystem = root.GetRenderSystemByName("Direct3D9 Rendering Subsystem");
renderSystem.SetConfigOption("Full Screen", Options.Get("Full Screen"));
renderSystem.SetConfigOption("Floating-point mode", Options.Get("Floating-point mode"));
renderSystem.SetConfigOption("VSync", Options.Get("VSync"));
renderSystem.SetConfigOption("VSync Interval", Options.Get("VSync Interval"));
renderSystem.SetConfigOption("FSAA", Options.Get("FSAA"));
renderSystem.SetConfigOption("Video Mode", Options.Get("Video Mode"));
renderSystem.SetConfigOption("sRGB Gamma Conversion", Options.Get("sRGB Gamma Conversion"));
root.RenderSystem = renderSystem;
}
#if DEBUG
// print out the things we can support
var renderList = root.GetAvailableRenderers();
foreach (var renderSystem in renderList) {
Launch.Log("\n**** Available options for Render System: " + renderSystem.Name + " ****");
foreach (var option in renderSystem.GetConfigOptions()) {
Launch.Log("\t" + option.Key);
foreach (var p in option.Value.possibleValues) {
Launch.Log("\t\t" + p);
}
}
Launch.Log("***********************************");
}
#endif
return root.RenderSystem;
}
示例2: InitMogre
public void InitMogre()
{
//-----------------------------------------------------
// 1 enter ogre
//-----------------------------------------------------
root = new Root();
//-----------------------------------------------------
// 2 configure resource paths
//-----------------------------------------------------
ConfigFile cf = new ConfigFile();
cf.Load("resources.cfg", "\t:=", true);
// Go through all sections & settings in the file
ConfigFile.SectionIterator seci = cf.GetSectionIterator();
String secName, typeName, archName;
// Normally we would use the foreach syntax, which enumerates the values, but in this case we need CurrentKey too;
while (seci.MoveNext()) {
secName = seci.CurrentKey;
ConfigFile.SettingsMultiMap settings = seci.Current;
foreach (KeyValuePair<string, string> pair in settings) {
typeName = pair.Key;
archName = pair.Value;
ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
}
}
//-----------------------------------------------------
// 3 Configures the application and creates the window
//-----------------------------------------------------
bool foundit = false;
foreach (RenderSystem rs in root.GetAvailableRenderers()) {
root.RenderSystem = rs;
String rname = root.RenderSystem.Name;
if (rname == "Direct3D9 Rendering Subsystem") {
foundit = true;
break;
}
}
if (!foundit)
return; //we didn't find it... Raise exception?
//we found it, we might as well use it!
root.RenderSystem.SetConfigOption("Full Screen", "No");
root.RenderSystem.SetConfigOption("Video Mode", "640 x 480 @ 32-bit colour");
root.Initialise(false);
NameValuePairList misc = new NameValuePairList();
misc["externalWindowHandle"] = hWnd.ToString();
window = root.CreateRenderWindow("Simple Mogre Form Window", 0, 0, false, misc);
ResourceGroupManager.Singleton.InitialiseAllResourceGroups();
//-----------------------------------------------------
// 4 Create the SceneManager
//
// ST_GENERIC = octree
// ST_EXTERIOR_CLOSE = simple terrain
// ST_EXTERIOR_FAR = nature terrain (depreciated)
// ST_EXTERIOR_REAL_FAR = paging landscape
// ST_INTERIOR = Quake3 BSP
//-----------------------------------------------------
sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);
//-----------------------------------------------------
// 5 Create the camera
//-----------------------------------------------------
camera = sceneMgr.CreateCamera("SimpleCamera");
camera.Position = new Vector3(0f, 0f, 100f);
// Look back along -Z
camera.LookAt(new Vector3(0f, 0f, -300f));
camera.NearClipDistance = 5;
viewport = window.AddViewport(camera);
viewport.BackgroundColour = new ColourValue(0.0f, 0.0f, 0.0f, 1.0f);
Entity ent = sceneMgr.CreateEntity("ogre", "ogrehead.mesh");
SceneNode node = sceneMgr.RootSceneNode.CreateChildSceneNode("ogreNode");
node.AttachObject(ent);
}
示例3: Setup
protected virtual bool Setup()
{
mRoot = new Root(mPluginsCfg);
RenderSystem renderSystem = null;
foreach (var rs in mRoot.GetAvailableRenderers())
{
if (rs.Name == "Direct3D9 Rendering Subsystem")
{
renderSystem = rs;
break;
}
}
renderSystem.SetConfigOption("Full Screen", "No");
renderSystem.SetConfigOption("Video Mode", "200 x 200 @ 32-bit colour");
renderSystem.SetConfigOption("FSAA", "0");
renderSystem.SetConfigOption("VSync", "No");
renderSystem.SetConfigOption("sRGB Gamma Conversion", "No");
mRoot.RenderSystem = renderSystem;
mWindow = mRoot.Initialise(true, "MSpriteRenderer Preview Window");
//if(!Configure())
// return false;
ChooseSceneManager();
CreateCamera();
CreateViewports();
TextureManager.Singleton.DefaultNumMipmaps = 5;
CreateResourceListener();
LoadResources();
CreateScene();
CreateFrameListeners();
mDebugOverlay = new DebugOverlay(mWindow);
mDebugOverlay.AdditionalInfo = "Bilinear";
return true;
}
示例4: InitMogre
public void InitMogre()
{
root = new Root();
#if DEBUG
root.LoadPlugin("RenderSystem_Direct3D9_d");
#else
root.LoadPlugin("RenderSystem_Direct3D9");
#endif
bool foundit = false;
foreach (RenderSystem rs in root.GetAvailableRenderers())
{
root.RenderSystem = rs;
String rname = root.RenderSystem.Name;
if (rname == "Direct3D9 Rendering Subsystem")
{
foundit = true;
break;
}
}
if (!foundit)
return; //we didn't find it... Raise exception?
//we found it, we might as well use it!
root.RenderSystem.SetConfigOption("Full Screen", "No");
root.RenderSystem.SetConfigOption("Video Mode",
String.Format("{0} x {1} @ 32-bit colour", windowSize.Width, windowSize.Height));
root.Initialise(false);
// other plugins
#if DEBUG
root.LoadPlugin("Plugin_CgProgramManager_d");
root.LoadPlugin("Plugin_OctreeSceneManager_d");
#else
root.LoadPlugin("Plugin_CgProgramManager");
root.LoadPlugin("Plugin_OctreeSceneManager");
#endif
NameValuePairList misc = new NameValuePairList();
misc["externalWindowHandle"] = hWnd.ToString();
window = root.CreateRenderWindow("Simple Mogre Form Window", 0, 0, false, misc);
ResourceGroupManager.Singleton.InitialiseAllResourceGroups();
sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);
camera = sceneMgr.CreateCamera("SimpleCamera");
camera.NearClipDistance = 0.1f;
camera.AutoAspectRatio = true;
viewport = window.AddViewport(camera);
viewport.BackgroundColour = new ColourValue(0.25f, 0.25f, 0.25f, 1.0f);
root.FrameStarted += new FrameListener.FrameStartedHandler(MogreFrameStarted);
}
示例5: _InitOgre
protected bool _InitOgre()
{
lock (this)
{
IntPtr hWnd = IntPtr.Zero;
foreach (PresentationSource source in PresentationSource.CurrentSources)
{
var hwndSource = (source as HwndSource);
if (hwndSource != null)
{
hWnd = hwndSource.Handle;
break;
}
}
if (hWnd == IntPtr.Zero) return false;
CallResourceItemLoaded(new ResourceLoadEventArgs("Engine", 0));
// load the OGRE engine
//
_root = new Root();
// configure resource paths from : "resources.cfg" file
//
var configFile = new ConfigFile();
configFile.Load("resources.cfg", "\t:=", true);
// Go through all sections & settings in the file
//
ConfigFile.SectionIterator seci = configFile.GetSectionIterator();
// Normally we would use the foreach syntax, which enumerates the values,
// but in this case we need CurrentKey too;
while (seci.MoveNext())
{
string secName = seci.CurrentKey;
ConfigFile.SettingsMultiMap settings = seci.Current;
foreach (var pair in settings)
{
string typeName = pair.Key;
string archName = pair.Value;
ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
}
}
// Configures the application and creates the Window
// A window HAS to be created, even though we'll never use it.
//
bool foundit = false;
foreach (RenderSystem rs in _root.GetAvailableRenderers())
{
if (rs == null) continue;
_root.RenderSystem = rs;
String rname = _root.RenderSystem.Name;
if (rname == "Direct3D9 Rendering Subsystem")
{
foundit = true;
break;
}
}
if (!foundit)
return false;
_root.RenderSystem.SetConfigOption("Full Screen", "No");
_root.RenderSystem.SetConfigOption("Video Mode", "1024 x 768 @ 32-bit colour");
_root.Initialise(false);
var misc = new NameValuePairList();
misc["externalWindowHandle"] = hWnd.ToString();
_renderWindow = _root.CreateRenderWindow("OgreImageSource Windows", 0, 0, false, misc);
_renderWindow.IsAutoUpdated = false;
InitResourceLoad();
ResourceGroupManager.Singleton.InitialiseAllResourceGroups();
this.Dispatcher.Invoke(
(MethodInvoker)delegate
{
if (CreateDefaultScene)
{
//-----------------------------------------------------
// 4 Create the SceneManager
//
// ST_GENERIC = octree
// ST_EXTERIOR_CLOSE = simple terrain
// ST_EXTERIOR_FAR = nature terrain (depreciated)
// ST_EXTERIOR_REAL_FAR = paging landscape
// ST_INTERIOR = Quake3 BSP
//-----------------------------------------------------
_sceneManager = _root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
_sceneManager.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);
//-----------------------------------------------------
// 5 Create the camera
//.........这里部分代码省略.........
示例6: init
public bool init()
{
// Start with a new root to get this party started
root = new Root();
// Configuration buisness
ConfigFile config = new ConfigFile();
config.Load("resources.cfg", "\t:=", true);
// Go through all our configuration settings
ConfigFile.SectionIterator itor = config.GetSectionIterator();
string secName, typeName, archName;
// Move through all of the sections
while (itor.MoveNext())
{
secName = itor.CurrentKey;
ConfigFile.SettingsMultiMap settings = itor.Current;
foreach (KeyValuePair<string, string> pair in settings)
{
typeName = pair.Key;
archName = pair.Value;
ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
}
}
// Configure our window and set up the RenderSystem
bool found = false;
foreach (RenderSystem rs in root.GetAvailableRenderers())
{
root.RenderSystem = rs;
string rname = root.RenderSystem.Name;
if (rname == "Direct3D9 Rendering Subsystem")
{
found = true;
break;
}
}
// If we can't find the DirectX rendering system somethign is seriously wrong
if (!found)
return false;
root.RenderSystem.SetConfigOption("Full Screen", "No");
root.RenderSystem.SetConfigOption("Video Mode", "640 x 480 @ 32-bit colour");
root.Initialise(false);
NameValuePairList misc = new NameValuePairList();
misc["externalWindowHandle"] = hWnd.ToString();
window = root.CreateRenderWindow("Simple Mogre Form Window", 0, 0, false, misc);
ResourceGroupManager.Singleton.InitialiseAllResourceGroups();
// Create our SceneManager
sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);
sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_STENCIL_ADDITIVE;
// Create the camera
camMgr = new CamManager();
camMgr.Initialize(ref sceneMgr);
viewport = window.AddViewport(camMgr.mainCam);
viewport.BackgroundColour = new ColourValue(0, 0, 0, 1);
// Load our stick here
LoadModel("TEStick.mesh");
// Set up ground
Plane plane = new Plane(Mogre.Vector3.UNIT_Y, 0);
MeshManager.Singleton.CreatePlane("ground", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane,
1500, 1500, 20, 20, true, 1, 5, 5, Mogre.Vector3.UNIT_Z);
Entity ground = sceneMgr.CreateEntity("GroundEnt", "ground");
sceneMgr.RootSceneNode.CreateChildSceneNode().AttachObject(ground);
ground.SetMaterialName("Examples/Rockwall");
ground.CastShadows = false;
// Set up some lights
Light pointLight = sceneMgr.CreateLight("pointLight");
pointLight.Type = Light.LightTypes.LT_POINT;
pointLight.Position = new Mogre.Vector3(0, 150, 250);
pointLight.DiffuseColour = ColourValue.White;
pointLight.SpecularColour = ColourValue.White;
Light directionalLight = sceneMgr.CreateLight("directionalLight");
directionalLight.Type = Light.LightTypes.LT_DIRECTIONAL;
directionalLight.DiffuseColour = new ColourValue(.25f, .25f, 0);
directionalLight.SpecularColour = new ColourValue(.25f, .25f, 0);
directionalLight.Direction = new Mogre.Vector3(0, -1, 1);
Light spotLight = sceneMgr.CreateLight("spotLight");
spotLight.Type = Light.LightTypes.LT_SPOTLIGHT;
spotLight.DiffuseColour = ColourValue.White;
spotLight.SpecularColour = ColourValue.White;
spotLight.Direction = new Mogre.Vector3(-1, -1, 0);
spotLight.Position = new Mogre.Vector3(300, 300, 0);
spotLight.SetSpotlightRange(new Degree(35), new Degree(50));
// Set up our Input
root.FrameRenderingQueued += new FrameListener.FrameRenderingQueuedHandler(Input);
//.........这里部分代码省略.........