public static FSOF RenderFSOF(byte[] fsov, GraphicsDevice gd) { var marshal = new VMMarshal(); using (var mem = new MemoryStream(fsov)) { marshal.Deserialize(new BinaryReader(mem)); } var world = new FSO.LotView.RC.WorldRC(gd); world.Opacity = 1; Layer.Add(world); var globalLink = new VMTSOGlobalLinkStub(); var driver = new VMServerDriver(globalLink); var vm = new VM(new VMContext(world), driver, new VMNullHeadlineProvider()); vm.Init(); vm.Load(marshal); SetOutsideTime(gd, vm, world, 0.5f, false); world.State.PrepareLighting(); var facade = new LotFacadeGenerator(); facade.FLOOR_TILES = 64; facade.GROUND_SUBDIV = 5; facade.FLOOR_RES_PER_TILE = 2; SetAllLights(vm, world, 0.5f, 0); var result = facade.GetFSOF(gd, world, vm.Context.Blueprint, () => { SetAllLights(vm, world, 0.0f, 100); }, true); Layer.Remove(world); world.Dispose(); vm.Context.Ambience.Kill(); foreach (var ent in vm.Entities) { //stop object sounds var threads = ent.SoundThreads; for (int i = 0; i < threads.Count; i++) { threads[i].Sound.RemoveOwner(ent.ObjectID); } threads.Clear(); } return(result); }
public FSOF RenderFSOF(byte[] fsov) { var marshal = new VMMarshal(); using (var mem = new MemoryStream(fsov)) { marshal.Deserialize(new BinaryReader(mem)); } var world = new FSO.LotView.RC.WorldRC(GameFacade.GraphicsDevice); world.Opacity = 1; GameFacade.Scenes.Add(world); var globalLink = new VMTSOGlobalLinkStub(); var driver = new VMServerDriver(globalLink); var vm = new VM(new VMContext(world), driver, new UIHeadlineRendererProvider()); vm.Init(); vm.Load(marshal); SetOutsideTime(GameFacade.GraphicsDevice, vm, world, 0.5f, false); world.State.PrepareLighting(); var facade = new LotFacadeGenerator(); facade.FLOOR_TILES = 64; facade.GROUND_SUBDIV = 5; facade.FLOOR_RES_PER_TILE = 2; SetAllLights(vm, world, 0.5f, 0); var result = facade.GetFSOF(GameFacade.GraphicsDevice, world, vm.Context.Blueprint, () => { SetAllLights(vm, world, 0.0f, 100); }, true); GameFacade.Scenes.Remove(world); world.Dispose(); return(result); }