Beispiel #1
0
    public MapObjectRenderer(
        RenderingDevice device,
        MdfMaterialFactory mdfFactory,
        AasRenderer aasRenderer)
    {
        mDevice      = device;
        mAasRenderer = aasRenderer;

        mHighlightMaterial  = mdfFactory.LoadMaterial("art/meshes/hilight.mdf");
        mBlobShadowMaterial = mdfFactory.LoadMaterial("art/meshes/shadow.mdf");
        mOccludedMaterial   = mdfFactory.LoadMaterial("art/meshes/occlusion.mdf");

        mGrappleController = new FrogGrappleController(device, mdfFactory);

        Globals.ConfigManager.OnConfigChanged += UpdateShadowType;
        UpdateShadowType();

        // Load the weapon glow effect files
        mGlowMaterials[0] = mdfFactory.LoadMaterial("art/meshes/wg_magic.mdf");
        mGlowMaterials[1] = mdfFactory.LoadMaterial("art/meshes/wg_acid.mdf");
        mGlowMaterials[2] = mdfFactory.LoadMaterial("art/meshes/wg_bane.mdf");
        mGlowMaterials[3] = mdfFactory.LoadMaterial("art/meshes/wg_chaotic.mdf");
        mGlowMaterials[4] = mdfFactory.LoadMaterial("art/meshes/wg_cold.mdf");
        mGlowMaterials[5] = mdfFactory.LoadMaterial("art/meshes/wg_fire.mdf");
        mGlowMaterials[6] = mdfFactory.LoadMaterial("art/meshes/wg_holy.mdf");
        mGlowMaterials[7] = mdfFactory.LoadMaterial("art/meshes/wg_law.mdf");
        mGlowMaterials[8] = mdfFactory.LoadMaterial("art/meshes/wg_shock.mdf");
        mGlowMaterials[9] = mdfFactory.LoadMaterial("art/meshes/wg_unholy.mdf");
    }
    public AASSystem(IFileSystem fs, MdfMaterialFactory materials, AasRenderer renderer)
    {
        var meshIndex = fs.ReadMesFile("art/meshes/meshes.mes");

        _materials = materials;

        Renderer = renderer;

        _modelFactory = new AnimatedModelFactory(
            fs,
            meshIndex,
            ResolveMaterial
            );
    }