Exemple #1
0
 /// <summary>
 /// Configures the game engine placeholder.
 /// </summary>
 void FakeEngine()
 {
     CWindow = new GameClientWindow("SHOULD NEVER SHOW", true)
     {
         Textures    = Textures,
         Models      = Models,
         Animations  = Animations,
         Shaders     = Shaders,
         Rendering3D = Rendering,
         Files       = Files,
         FontSets    = FontSets,
         GLFonts     = Fonts,
         Window      = Window
     };
     CWindow.MainUI              = new ViewUI2D(CWindow);
     CWindow.Engine3D.MainView   = MainWorldView;
     CWindow.Engine3D.ZFar       = ZFar;
     CWindow.Engine3D.ZFarOut    = ZFarOut;
     CWindow.Engine3D.AllowLL    = AllowLL;
     CWindow.Engine3D.Sounds     = Sounds;
     CWindow.Engine3D.FogMaxDist = FogMaxDist;
     Engine = CWindow.Engine3D;
     CVars.r_dynamicshadows.OnChanged += (o, e) => Engine.EnableDynamicShadows = CVars.r_dynamicshadows.ValueB;
     CVars.r_dynamicshadows.OnChanged(null, null);
     CVars.r_znear.OnChanged += (o, e) => Engine.ZNear = CVars.r_znear.ValueF;
     CVars.r_znear.OnChanged(null, null);
     CVars.r_fov.OnChanged += (o, e) => Engine.FOV = CVars.r_fov.ValueF;
     CVars.r_fov.OnChanged(null, null);
     CVars.r_decals.OnChanged += (o, e) => Engine.DisplayDecals = CVars.r_decals.ValueB;
     CVars.r_decals.OnChanged(null, null);
     CVars.r_forwardreflections.OnChanged += (o, e) => Engine.ForwardReflections = CVars.r_forwardreflections.ValueB;
     CVars.r_forwardreflections.OnChanged(null, null);
     CVars.r_forward_lights.OnChanged += (o, e) => Engine.Forward_Lights = CVars.r_forward_lights.ValueB;
     CVars.r_forward_lights.OnChanged(null, null);
     CVars.r_forward_shadows.OnChanged += (o, e) => Engine.Forward_Shadows = CVars.r_forward_shadows.ValueB;
     CVars.r_forward_shadows.OnChanged(null, null);
     CVars.r_forward_normals.OnChanged += (o, e) => Engine.Forward_Normals = CVars.r_forward_normals.ValueB;
     CVars.r_forward_normals.OnChanged(null, null);
     CVars.r_exposure.OnChanged += (o, e) => Engine.Exposure = CVars.r_exposure.ValueF;
     CVars.r_exposure.OnChanged(null, null);
     CVars.r_brighttransp.OnChanged += (o, e) => Engine.Deferred_BrightTransp = CVars.r_brighttransp.ValueB;
     CVars.r_brighttransp.OnChanged(null, null);
     CVars.r_grayscale.OnChanged += (o, e) => Engine.Deferred_Grayscale = CVars.r_grayscale.ValueB;
     CVars.r_grayscale.OnChanged(null, null);
     CVars.r_toonify.OnChanged += (o, e) => Engine.Deferred_Toonify = CVars.r_toonify.ValueB;
     CVars.r_toonify.OnChanged(null, null);
     CVars.r_motionblur.OnChanged += (o, e) => Engine.Deferred_MotionBlur = CVars.r_motionblur.ValueB;
     CVars.r_motionblur.OnChanged(null, null);
     CVars.r_ssao.OnChanged += (o, e) => Engine.Deferred_SSAO = CVars.r_ssao.ValueB;
     CVars.r_ssao.OnChanged(null, null);
     CVars.r_shadows.OnChanged += (o, e) => Engine.Deferred_Shadows = CVars.r_shadows.ValueB;
     CVars.r_shadows.OnChanged(null, null);
     CVars.r_hdr.OnChanged += (o, e) => Engine.Deferred_HDR = CVars.r_hdr.ValueB;
     CVars.r_hdr.OnChanged(null, null);
     CVars.r_transplighting.OnChanged += (o, e) => Engine.Deferred_TransparentLights = CVars.r_transplighting.ValueB;
     CVars.r_transplighting.OnChanged(null, null);
     CVars.r_lighting.OnChanged += (o, e) => Engine.Deferred_Lights = CVars.r_lighting.ValueB;
     CVars.r_lighting.OnChanged(null, null);
     // TODO: Update SunAdjust data
 }
Exemple #2
0
 /// <summary>
 /// Starts the game.
 /// </summary>
 public void Start()
 {
     Engine = new GameEngine3D()
     {
         Forward_Shadows = true
     };
     Engine.MainView.ShadowTexSize = () => 512;
     Engine.OnWindowLoad          += Engine_WindowLoad;
     Engine.Start();
 }
 /// <summary>
 /// Constructs a new 3D sub-engine.
 /// </summary>
 /// <param name="pos">The position of the element.</param>
 /// <param name="alphaBack">Whether to have an alpha background.</param>
 public UI3DSubEngine(UIPositionHelper pos, bool alphaBack)
     : base(pos)
 {
     SubEngine = new GameEngine3D()
     {
         IsSubEngine = true,
         SubSize     = new Vector2i(Position.Width, Position.Height)
     };
     SubEngine.OwningInstance = pos.View.Client;
     if (alphaBack)
     {
         SubEngine.MainView.ClearColor = new float[] { 0f, 0f, 0f, 0f };
     }
 }
Exemple #4
0
 /// <summary>
 /// Fires when the window is set up but not loaded.
 /// </summary>
 public void WindowSetup()
 {
     // Grab the engine reference.
     Engine = Window.Engine3D;
     // Configure any other options core here...
 }