internal void SetGame(MyGame game) { m_game = game; m_data = new DebugWindowData(game); this.DataContext = m_data; m_timer = new DispatcherTimer(); m_timer.Tick += m_data.Update; m_timer.Interval = TimeSpan.FromSeconds(0.25); m_timer.IsEnabled = true; var m_scene = m_game.TerrainRenderer; cbBorders.Checked += (s, e) => m_scene.Effect.DisableBorders = true; cbBorders.Unchecked += (s, e) => m_scene.Effect.DisableBorders = false; cbLight.Checked += (s, e) => m_scene.Effect.DisableLight = true; cbLight.Unchecked += (s, e) => m_scene.Effect.DisableLight = false; cbOcclusion.Checked += (s, e) => m_scene.Effect.DisableOcclusion = true; cbOcclusion.Unchecked += (s, e) => m_scene.Effect.DisableOcclusion = false; cbTexture.Checked += (s, e) => m_scene.Effect.DisableTexture = true; cbTexture.Unchecked += (s, e) => m_scene.Effect.DisableTexture = false; cbOcclusionDebug.Checked += (s, e) => m_scene.Effect.EnableOcclusionDebug = true; cbOcclusionDebug.Unchecked += (s, e) => m_scene.Effect.EnableOcclusionDebug = false; cbBigUnknownChunk.Checked += (s, e) => { Chunk.UseBigUnknownChunk = true; m_scene.ChunkManager.InvalidateChunks(); }; cbBigUnknownChunk.Unchecked += (s, e) => { Chunk.UseBigUnknownChunk = false; m_scene.ChunkManager.InvalidateChunks(); }; buttonInvalidate.Click += (s, e) => m_scene.ChunkManager.InvalidateChunks(); cbWireframe.Checked += OnRenderStateCheckBoxChanged; cbWireframe.Unchecked += OnRenderStateCheckBoxChanged; cbCulling.Checked += OnRenderStateCheckBoxChanged; cbCulling.Unchecked += OnRenderStateCheckBoxChanged; tunable1.Value = m_scene.Effect.Tunable1; tunable1.ValueChanged += (s, e) => { m_scene.Effect.Tunable1 = (float)tunable1.Value; }; tunable2.Value = m_scene.Effect.Tunable2; tunable2.ValueChanged += (s, e) => { m_scene.Effect.Tunable2 = (float)tunable2.Value; }; }
internal void SetGame(MyGame game) { m_game = game; m_data = new DebugWindowData(game); this.DataContext = m_data; m_timer = new DispatcherTimer(); m_timer.Tick += m_data.Update; m_timer.Interval = TimeSpan.FromSeconds(0.25); m_timer.IsEnabled = true; var m_scene = m_game.TerrainRenderer; cbBorders.Checked += (s, e) => m_scene.Effect.DisableBorders = true; cbBorders.Unchecked += (s, e) => m_scene.Effect.DisableBorders = false; cbLight.Checked += (s, e) => m_scene.Effect.DisableLight = true; cbLight.Unchecked += (s, e) => m_scene.Effect.DisableLight = false; cbOcclusion.Checked += (s, e) => m_scene.Effect.DisableOcclusion = true; cbOcclusion.Unchecked += (s, e) => m_scene.Effect.DisableOcclusion = false; cbTexture.Checked += (s, e) => m_scene.Effect.DisableTexture = true; cbTexture.Unchecked += (s, e) => m_scene.Effect.DisableTexture = false; cbOcclusionDebug.Checked += (s, e) => m_scene.Effect.EnableOcclusionDebug = true; cbOcclusionDebug.Unchecked += (s, e) => m_scene.Effect.EnableOcclusionDebug = false; cbBigUnknownChunk.Checked += (s, e) => { Chunk.UseBigUnknownChunk = true; m_scene.ChunkManager.InvalidateChunks(); }; cbBigUnknownChunk.Unchecked += (s, e) => { Chunk.UseBigUnknownChunk = false; m_scene.ChunkManager.InvalidateChunks(); }; buttonInvalidate.Click += (s, e) => m_scene.ChunkManager.InvalidateChunks(); cbWireframe.Checked += OnRenderStateCheckBoxChanged; cbWireframe.Unchecked += OnRenderStateCheckBoxChanged; cbCulling.Checked += OnRenderStateCheckBoxChanged; cbCulling.Unchecked += OnRenderStateCheckBoxChanged; tunable1.Value = m_scene.Effect.Tunable1; tunable1.ValueChanged += (s, e) => { m_scene.Effect.Tunable1 = (float)tunable1.Value; }; tunable2.Value = m_scene.Effect.Tunable2; tunable2.ValueChanged += (s, e) => { m_scene.Effect.Tunable2 = (float)tunable2.Value; }; }