protected override void LoadContent()
        {
            base.LoadContent();

            Client.Load();

            const int TEXTURE_WIDTH  = 32;
            const int TEXTURE_HEIGHT = 2048;

            uint[] buffer = new uint[TEXTURE_WIDTH * TEXTURE_HEIGHT * 2];
            HuesLoader.Instance.CreateShaderColors(buffer);

            _hueSamplers[0] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT);

            _hueSamplers[0].SetData(buffer, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT);

            _hueSamplers[1] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT);

            _hueSamplers[1].SetData(buffer, TEXTURE_WIDTH * TEXTURE_HEIGHT, TEXTURE_WIDTH * TEXTURE_HEIGHT);

            GraphicsDevice.Textures[1] = _hueSamplers[0];
            GraphicsDevice.Textures[2] = _hueSamplers[1];

            AuraManager.CreateAuraTexture();
            UIManager.InitializeGameCursor();
            AnimatedStaticsManager.Initialize();

            SetScene(new LoginScene());
            SetWindowPositionBySettings();
        }
Exemple #2
0
        protected override void LoadContent()
        {
            base.LoadContent();

            const int TEXTURE_WIDTH  = 32;
            const int TEXTURE_HEIGHT = 2048;

            const int LIGHTS_TEXTURE_WIDTH  = 32;
            const int LIGHTS_TEXTURE_HEIGHT = 63;

            uint[] buffer = System.Buffers.ArrayPool <uint> .Shared.Rent(TEXTURE_WIDTH *TEXTURE_HEIGHT * 2);

            try
            {
                HuesLoader.Instance.CreateShaderColors(buffer);

                _hueSamplers[0] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT);
                _hueSamplers[0].SetData(buffer, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT);

                _hueSamplers[1] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT);
                _hueSamplers[1].SetData(buffer, TEXTURE_WIDTH * TEXTURE_HEIGHT, TEXTURE_WIDTH * TEXTURE_HEIGHT);
            }
            finally
            {
                System.Buffers.ArrayPool <uint> .Shared.Return(buffer, true);
            }


            buffer = System.Buffers.ArrayPool <uint> .Shared.Rent(LIGHTS_TEXTURE_WIDTH *LIGHTS_TEXTURE_HEIGHT);

            try
            {
                LightColors.CreateLookupTables(buffer);

                _hueSamplers[2] = new Texture2D(GraphicsDevice, LIGHTS_TEXTURE_WIDTH, LIGHTS_TEXTURE_HEIGHT);
                _hueSamplers[2].SetData(buffer, 0, LIGHTS_TEXTURE_WIDTH * LIGHTS_TEXTURE_HEIGHT);
            }
            finally
            {
                System.Buffers.ArrayPool <uint> .Shared.Return(buffer, true);
            }


            GraphicsDevice.Textures[1] = _hueSamplers[0];
            GraphicsDevice.Textures[2] = _hueSamplers[1];
            GraphicsDevice.Textures[3] = _hueSamplers[2];

            GumpsLoader.Instance.CreateAtlas(GraphicsDevice);
            LightsLoader.Instance.CreateAtlas(GraphicsDevice);
            AnimationsLoader.Instance.CreateAtlas(GraphicsDevice);

            _fontRenderer = new UOFontRenderer(GraphicsDevice);

            UIManager.InitializeGameCursor();
            AnimatedStaticsManager.Initialize();

            SetScene(new LoginScene());
            SetWindowPositionBySettings();
        }
Exemple #3
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        protected override void LoadContent()
        {
            base.LoadContent();

            Client.Load();

            const int TEXTURE_WIDHT  = 32;
            const int TEXTURE_HEIGHT = 2048 * 1;

            uint[] buffer = new uint[TEXTURE_WIDHT * TEXTURE_HEIGHT * 2];
            HuesLoader.Instance.CreateShaderColors(buffer);


            _hues_sampler[0] = new Texture2D(
                GraphicsDevice,
                TEXTURE_WIDHT,
                TEXTURE_HEIGHT);
            _hues_sampler[0].SetData(buffer, 0, TEXTURE_WIDHT * TEXTURE_HEIGHT, true);



            _hues_sampler[1] = new Texture2D(
                GraphicsDevice,
                TEXTURE_WIDHT,
                TEXTURE_HEIGHT);
            _hues_sampler[1].SetData(buffer, TEXTURE_WIDHT * TEXTURE_HEIGHT, TEXTURE_WIDHT * TEXTURE_HEIGHT, true);



            GraphicsDevice.Textures[1] = _hues_sampler[0];
            GraphicsDevice.Textures[2] = _hues_sampler[1];

            GraphicsDevice.Textures[1].UnityTexture.filterMode = UnityEngine.FilterMode.Point;
            GraphicsDevice.Textures[2].UnityTexture.filterMode = UnityEngine.FilterMode.Point;

            // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue1.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[0].UnityTexture as UnityEngine.Texture2D));
            // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue2.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[1].UnityTexture as UnityEngine.Texture2D));

            AuraManager.CreateAuraTexture();
            UIManager.InitializeGameCursor();
            AnimatedStaticsManager.Initialize();

            SetScene(new LoginScene());
            SetWindowPositionBySettings();
        }