Ejemplo n.º 1
0
        public SkyMaterial(Viewer viewer)
            : base(viewer, null)
        {
            SkyShader = Viewer.MaterialManager.SkyShader;
            // TODO: This should happen on the loader thread.
            SkyTexture   = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "SkyDome1.png"));
            StarTextureN = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "Starmap_N.png"));
            StarTextureS = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "Starmap_S.png"));
            MoonTexture  = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "MoonMap.png"));
            MoonMask     = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "MoonMask.png"));
            CloudTexture = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "Clouds01.png"));

            ShaderPassesSky    = SkyShader.Techniques["Sky"].Passes.GetEnumerator();
            ShaderPassesMoon   = SkyShader.Techniques["Moon"].Passes.GetEnumerator();
            ShaderPassesClouds = SkyShader.Techniques["Clouds"].Passes.GetEnumerator();

            SkyShader.SkyMapTexture   = SkyTexture;
            SkyShader.StarMapTexture  = StarTextureN;
            SkyShader.MoonMapTexture  = MoonTexture;
            SkyShader.MoonMaskTexture = MoonMask;
            SkyShader.CloudMapTexture = CloudTexture;
        }
Ejemplo n.º 2
0
        public MSTSSkyMaterial(Viewer viewer)
            : base(viewer, null)
        {
            MSTSSkyShader = Viewer.MaterialManager.SkyShader;

            //// TODO: This should happen on the loader thread.
            if (viewer.ENVFile.SkyLayers != null)
            {
                var mstsskytexture = Viewer.ENVFile.SkyLayers.ToArray();
                int count          = Viewer.ENVFile.SkyLayers.Count;


                string[] mstsSkyTexture = new string[Viewer.ENVFile.SkyLayers.Count];

                for (int i = 0; i < Viewer.ENVFile.SkyLayers.Count; i++)
                {
                    mstsSkyTexture[i] = Viewer.Simulator.RoutePath + @"\envfiles\textures\" + mstsskytexture[i].TextureName.ToString();
                    MSTSSkyTexture.Add(Orts.Formats.Msts.AceFile.Texture2DFromFile(Viewer.RenderProcess.GraphicsDevice, mstsSkyTexture[i]));
                    if (i == 0)
                    {
                        MSTSDayTexture  = MSTSSkyTexture[i];
                        mstsskytexturex = mstsskytexture[i].TileX;
                        mstsskytexturey = mstsskytexture[i].TileY;
                    }
                    else if (mstsskytexture[i].Fadein_Begin_Time != null)
                    {
                        MSTSSkyStarTexture = MSTSSkyTexture[i];
                        mstsskytexturex    = mstsskytexture[i].TileX;
                        mstsskytexturey    = mstsskytexture[i].TileY;
                    }
                    else
                    {
                        MSTSSkyCloudTexture.Add(Orts.Formats.Msts.AceFile.Texture2DFromFile(Viewer.RenderProcess.GraphicsDevice, mstsSkyTexture[i]));
                        mstscloudtexturex = mstsskytexture[i].TileX;
                        mstscloudtexturey = mstsskytexture[i].TileY;
                    }
                }

                MSTSSkyConstants.mstsskyTileu   = mstsskytexturex;
                MSTSSkyConstants.mstsskyTilev   = mstsskytexturey;
                MSTSSkyConstants.mstscloudTileu = mstscloudtexturex;
                MSTSSkyConstants.mstscloudTilev = mstscloudtexturey;
            }
            else
            {
                MSTSSkyTexture.Add(SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "SkyDome1.png")));
                MSTSSkyStarTexture = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "Starmap_N.png"));
            }
            if (viewer.ENVFile.SkySatellite != null)
            {
                var mstsskysatellitetexture = Viewer.ENVFile.SkySatellite.ToArray();

                string mstsSkySunTexture  = Viewer.Simulator.RoutePath + @"\envfiles\textures\" + mstsskysatellitetexture[0].TextureName.ToString();
                string mstsSkyMoonTexture = Viewer.Simulator.RoutePath + @"\envfiles\textures\" + mstsskysatellitetexture[1].TextureName.ToString();

                MSTSSkySunTexture  = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, mstsSkySunTexture);
                MSTSSkyMoonTexture = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, mstsSkyMoonTexture);
            }
            else
            {
                MSTSSkyMoonTexture = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "MoonMap.png"));
            }

            MSTSSkyMoonMask = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "MoonMask.png")); //ToDo:  No MSTS equivalent - will need to be fixed in MSTSSky.cs
            //MSTSSkyCloudTexture[0] = SharedTextureManager.Get(Viewer.RenderProcess.GraphicsDevice, System.IO.Path.Combine(Viewer.ContentPath, "Clouds01.png"));

            ShaderPassesSky  = MSTSSkyShader.Techniques["Sky"].Passes.GetEnumerator();
            ShaderPassesMoon = MSTSSkyShader.Techniques["Moon"].Passes.GetEnumerator();


            for (int i = 0; i < Viewer.ENVFile.SkyLayers.Count - 2; i++)
            {
                ShaderPassesClouds.Add(MSTSSkyShader.Techniques["Clouds"].Passes.GetEnumerator());
            }

            MSTSSkyShader.SkyMapTexture   = MSTSDayTexture;
            MSTSSkyShader.StarMapTexture  = MSTSSkyStarTexture;
            MSTSSkyShader.MoonMapTexture  = MSTSSkyMoonTexture;
            MSTSSkyShader.MoonMaskTexture = MSTSSkyMoonMask;
            MSTSSkyShader.CloudMapTexture = MSTSSkyCloudTexture[0];
        }