Beispiel #1
0
        internal static void Initialize(FeGame game, int width, int height, int windowWidth, int windowHeight, bool fullscreen)
        {
            _game = game;

            GraphicsManager = new GraphicsDeviceManager(game);
            Resolution      = new ResolutionManager(GraphicsManager, width, height, windowWidth, windowHeight, fullscreen);
            PostProcessing  = new PostProcessingStack();

            // TODO allow changing borderless and resizing
            game.Window.IsBorderlessEXT   = false;
            game.Window.AllowUserResizing = false;



            _allRenderers     = new List <Renderer>();
            _defaultRenderers = new List <Renderer>();
            _guiRenderers     = new List <Renderer>();


            AddRenderer(new DefaultRenderer());
#if DEBUG
            AddRenderer(new DebugRenderer());
#endif
            AddRenderer(new GuiRenderer());
        }
Beispiel #2
0
    private void OnEnable()
    {
        HandlePPPositionRequest += ProviderPPPosition;

        // Initialize members.
        mMainCamera = gameObject.GetComponent <Camera>();

        if (mMainCamera == null)
        {
            throw new Exception("FovSystemManager require Camera component to operate.");
        }

        ValidateMainCamera(mMainCamera, renderSettings);

        if (mOcclusionRenderer == null)
        {
            mOcclusionRenderer = OcclusionMaskRenderer.InitializeMaskRenderer(gameObject, renderSettings.occlusionLayers, materialContainer.OcclusionMaskShader);
        }

        if (mLightMaskRenderer == null)
        {
            mLightMaskRenderer = LightMaskRenderer.InitializeMaskRenderer(gameObject);
        }

        if (mBackgroundRenderer == null)
        {
            mBackgroundRenderer = BackgroundRenderer.InitializeMaskRenderer(gameObject);
        }

        if (mPostProcessingStack == null)
        {
            mPostProcessingStack = new PostProcessingStack(materialContainer);
        }
    }
Beispiel #3
0
    private void OnEnable()
    {
        Logger.Log("Lighting system enabled.", Category.Lighting);
        //don't run lighting system on headless
        if (GameData.IsHeadlessServer)
        {
            return;
        }

        OnLightingSystemEnabled?.Invoke(true);

        if (!SystemInfo.supportsAsyncGPUReadback)
        {
            Logger.LogWarning("LightingSystem: Async GPU Readback not supported on this machine, slower synchronous readback will" +
                              " be used instead.", Category.Lighting);
        }
        HandlePPPositionRequest += ProviderPPPosition;

        // Initialize members.
        mMainCamera = gameObject.GetComponent <Camera>();

        if (mMainCamera == null)
        {
            throw new Exception("FovSystemManager require Camera component to operate.");
        }

        // Let's force camera to cull background light
        mMainCamera.cullingMask &= ~renderSettings.backgroundLayers;
        // Now validate other settings
        ValidateMainCamera(mMainCamera, renderSettings);

        if (mOcclusionRenderer == null)
        {
            mOcclusionRenderer = OcclusionMaskRenderer.InitializeMaskRenderer(gameObject, renderSettings.occlusionLayers, materialContainer.OcclusionMaskShader);
        }

        if (mLightMaskRenderer == null)
        {
            mLightMaskRenderer = LightMaskRenderer.InitializeMaskRenderer(gameObject);
        }

        if (mBackgroundRenderer == null)
        {
            mBackgroundRenderer = BackgroundRenderer.InitializeMaskRenderer(gameObject);
        }

        if (mPostProcessingStack == null)
        {
            mPostProcessingStack = new PostProcessingStack(materialContainer);
        }

        if (!renderSettings.disableAsyncGPUReadback && SystemInfo.supportsAsyncGPUReadback)
        {
            mTextureDataRequest = new TextureDataRequest();
        }

        operationParameters = new OperationParameters(mMainCamera, renderSettings, matrixRotationMode);;

        ResolveRenderingTextures(operationParameters);
    }
Beispiel #4
0
    private void OnEnable()
    {
        //don't run lighting system on headless
        if (GameData.IsHeadlessServer)
        {
            return;
        }

        if (!SystemInfo.supportsAsyncGPUReadback)
        {
            UnityEngine.Debug.LogWarning("LightingSystem: Async GPU Readback not supported on this machine, slower synchronous readback will" +
                                         " be used instead.");
        }
        HandlePPPositionRequest += ProviderPPPosition;

        // Initialize members.
        mMainCamera = gameObject.GetComponent <Camera>();

        if (mMainCamera == null)
        {
            throw new Exception("FovSystemManager require Camera component to operate.");
        }

        ValidateMainCamera(mMainCamera, renderSettings);

        if (mOcclusionRenderer == null)
        {
            mOcclusionRenderer = OcclusionMaskRenderer.InitializeMaskRenderer(gameObject, renderSettings.occlusionLayers, materialContainer.OcclusionMaskShader);
        }

        if (mLightMaskRenderer == null)
        {
            mLightMaskRenderer = LightMaskRenderer.InitializeMaskRenderer(gameObject);
        }

        if (mBackgroundRenderer == null)
        {
            mBackgroundRenderer = BackgroundRenderer.InitializeMaskRenderer(gameObject);
        }

        if (mPostProcessingStack == null)
        {
            mPostProcessingStack = new PostProcessingStack(materialContainer);
        }
    }