Exemple #1
0
        private static Texture GetTex(PatchMapInfo pm, int layer, Color col)
        {
            if (pm == null)
            {
                return(null);
            }
            if (col == BLACK)
            {
                return(null);
            }
            if (layer < 1 || layer > COUNT)
            {
                return(null);
            }

            Texture t = null;

            if (col == RED)
            {
                t = pm.R[layer - 1];
            }
            if (col == GREEN)
            {
                t = pm.G[layer - 1];
            }
            if (col == BLUE)
            {
                t = pm.B[layer - 1];
            }

            return(t);
        }
Exemple #2
0
        /// <summary>
        /// Save
        /// </summary>
        /// <param name="path"></param>
        /// <param name="backup"></param>
        public static void Save(string path, bool backup)
        {
            if (m_Shader == null || !m_Changed)
            {
                return; //not even loaded...
            }
            if (!backup)
            {
                m_Changed = false;
            }
            bool changed = false;

            #region patchmaps

            Loading.Update("Saving " + Path.GetFileName(path) + " - Patchmaps");
            foreach (PatchMapInfo pi in m_PatchInfos)
            {
                if (!pi.Changed)
                {
                    continue;
                }
                pi.Exists = true;
                changed   = true;

                if (!backup)
                {
                    pi.Changed = false;
                }

                for (int i = 0; i < COUNT; i++)
                {
                    if (pi.Patch[i] != null)
                    {
                        Texture p  = pi.Patch[i];
                        string  pp = path + string.Format("patch{0:D2}{1:D2}-{2:D2}.dds", pi.X, pi.Y, i);
                        TextureLoader.Save(pp, ImageFileFormat.Dds, p);

                        //Mips
                        try {
                            using (
                                Texture mip = TextureLoader.FromFile(p.Device, pp, 0, 0, 0, Usage.Dynamic, Format.A8R8G8B8, Pool.Default,
                                                                     Filter.Linear, Filter.Linear, 0)) {
                                //mip.GenerateMipSubLevels();
                                TextureLoader.Save(pp, ImageFileFormat.Dds, mip);
                                mip.Dispose();
                            }
                        }
                        catch (Exception ex) {
                            CrashDialog.Show(ex);
                        }
                    }
                }
            }

            #endregion

            #region textures.csv

            if (changed)
            {
                Loading.Update("Saving " + Path.GetFileName(path) + "... - textures.csv");

                var w = new StreamWriter(string.Format("{0}textures.csv", path), false);
                w.WriteLine(
                    "patch x,patch y,base texture filename,rotate,u translate,v translate,u scale,v scale,visible,num tiles,tileable,normal map filename,specular tint color,specular power,mask type,mask window size");
                w.WriteLine();

                for (int y = 0; y < m_PatchInfos.GetLength(1); y++)
                {
                    for (int x = 0; x < m_PatchInfos.GetLength(0); x++)
                    {
                        PatchMapInfo i = m_PatchInfos[x, y];

                        const string format = "{0},{1},{2},0.00,0.00,0.00,1.00,1.00,1,{3},{4},,0,32.0,0,16";

                        for (int j = 0; j < COUNT; j++)
                        {
                            if (i.Patch[j] != null)
                            {
                                w.WriteLine(string.Format(format,
                                                          x, y, Path.GetFileNameWithoutExtension(TerrainTex.Get(i.R[j])),
                                                          i.RTiles[j], i.RTiles[j] > 1 ? "1" : "0"));
                                w.WriteLine(string.Format(format,
                                                          x, y, Path.GetFileNameWithoutExtension(TerrainTex.Get(i.G[j])),
                                                          i.GTiles[j], i.GTiles[j] > 1 ? "1" : "0"));
                                w.WriteLine(string.Format(format,
                                                          x, y, Path.GetFileNameWithoutExtension(TerrainTex.Get(i.B[j])),
                                                          i.BTiles[j], i.BTiles[j] > 1 ? "1" : "0"));
                                w.WriteLine();
                            }
                        }
                    }
                }

                w.Flush();
                w.Close();
            }

            #endregion
        }
Exemple #3
0
        /// <summary>
        /// Init
        /// </summary>
        public static void Init()
        {
            if (m_Shader != null)
            {
                return;
            }

            //Init
            string err;
            string shaderSrc = Encoding.Default.GetString(Resources.patchmap);
            Effect s         = Effect.FromString(Program.FORM.renderControl1.DEVICE, shaderSrc, null, null, ShaderFlags.Debug, null,
                                                 out err);

            if (s == null || !string.IsNullOrEmpty(err))
            {
                // There are Compilation errors show them and then close app
                MessageBox.Show(err ?? "ERROR");
                return;
            }

            s.Technique = "PM";

            var sh = new Shader();

            sh.Effect = s;
            sh.Patch  = sh.Effect.GetParameter(null, "tex");
            sh.R      = sh.Effect.GetParameter(null, "texR");
            sh.G      = sh.Effect.GetParameter(null, "texG");
            sh.B      = sh.Effect.GetParameter(null, "texB");
            sh.RTiles = sh.Effect.GetParameter(null, "numR");
            sh.GTiles = sh.Effect.GetParameter(null, "numG");
            sh.BTiles = sh.Effect.GetParameter(null, "numB");
            sh.Layer  = sh.Effect.GetParameter(null, "layer");
            m_Shader  = sh;


            effCursor  = s.GetParameter(null, "cursor");
            effRadius  = s.GetParameter(null, "radius");
            effMode    = s.GetParameter(null, "mode");
            effBorders = s.GetParameter(null, "border");

            //Load patchmap data..
            string pTer = Program.ZONE.PATH + string.Format(@"\ter{0}.mpk\", Program.ZONE.ZoneID.ToString("D3"));
            var    r    = new StreamReader(pTer + "textures.csv");

            r.ReadLine();

            int          cX  = -1;
            int          cY  = -1;
            PatchMapInfo cur = null;

            while (!r.EndOfStream)
            {
                string l = r.ReadLine();

                if (String.IsNullOrEmpty(l))
                {
                    continue;
                }

                string[] split = l.Split(',');

                int    pX    = int.Parse(split[0]);
                int    pY    = int.Parse(split[1]);
                string tex   = split[2] + ".dds";
                float  tiles = int.Parse(split[9]);

                if (cX != pX || cY != pY || cur == null)
                {
                    cur                  = new PatchMapInfo();
                    cur.Exists           = true;
                    cur.X                = pX;
                    cur.Y                = pY;
                    cur.Changed          = false;
                    m_PatchInfos[pX, pY] = cur;
                    cX = pX;
                    cY = pY;

                    string ppp = pTer + "patch{0:D2}{1:D2}-{2:D2}.dds";

                    for (int i = 0; i < COUNT; i++)
                    {
                        if (File.Exists(string.Format(ppp, pX, pY, i)))
                        {
                            Texture p = LocalTextures.Get(string.Format(ppp, pX, pY, i), false);
                            cur.Patch[i] = p;
                        }
                    }
                }

                Texture t = TerrainTex.Get(tex);
                float   n = tiles;

                for (int i = 0; i < COUNT; i++)
                {
                    if (cur.R[i] == null)
                    {
                        cur.R[i]      = t;
                        cur.RTiles[i] = n;
                        break;
                    }
                    if (cur.G[i] == null)
                    {
                        cur.G[i]      = t;
                        cur.GTiles[i] = n;
                        break;
                    }
                    if (cur.B[i] == null)
                    {
                        cur.B[i]      = t;
                        cur.BTiles[i] = n;
                        break;
                    }
                }
            }
            r.Close();

            //Cur Thingies
            SelectCurrent(0, 0);
            SelectedLayer = 1;
            SelectedColor = Color.Red;
        }
Exemple #4
0
        /// <summary>
        /// Begin
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="m"></param>
        public static void Render(int x, int y, Mesh m)
        {
            //Get Info
            PatchMapInfo ci = m_PatchInfos[x, y];

            if (ci == null)
            {
                ci                 = new PatchMapInfo();
                ci.X               = x;
                ci.Y               = y;
                ci.Changed         = false;
                ci.Exists          = false;
                m_PatchInfos[x, y] = ci;
            }

            //1.) Patches
            if (m_Shader != null)
            {
                Shader s  = m_Shader;
                Effect sh = s.Effect;
                sh.Begin(0);

                //a) Begin
                for (int l = 0; l < COUNT; l++)
                {
                    if (ci.Patch[l] == null || ci.R[l] == null)
                    {
                        if (l == 0)
                        {
                            m.DrawSubset(0); //Render Base
                        }
                        break;
                    }

                    if (s.Patch != null)
                    {
                        sh.SetValue(s.Patch, ci.Patch[l]);
                    }
                    if (s.R != null)
                    {
                        sh.SetValue(s.R, ci.R[l]);
                    }
                    if (s.G != null)
                    {
                        sh.SetValue(s.G, ci.G[l]);
                    }
                    if (s.B != null)
                    {
                        sh.SetValue(s.B, ci.B[l]);
                    }

                    if (s.RTiles != null)
                    {
                        sh.SetValue(s.RTiles, ci.RTiles[l]);
                    }
                    if (s.GTiles != null)
                    {
                        sh.SetValue(s.GTiles, ci.GTiles[l]);
                    }
                    if (s.BTiles != null)
                    {
                        sh.SetValue(s.BTiles, ci.BTiles[l]);
                    }

                    if (s.Layer != null)
                    {
                        sh.SetValue(s.Layer, l);
                    }

                    for (int c = 1; c <= 3; c++)
                    {
                        //Three passes - for each color one
                        sh.BeginPass(c);
                        m.DrawSubset(0);
                        sh.EndPass();
                    }
                }

                //2. Render Effects
                if (effRadius != null)
                {
                    sh.SetValue(effRadius, Program.MODE == Program.eMode.Texturing ? Program.TOOL_TEXTURE.Radius / 65536f : 0);
                }
                if (effCursor != null)
                {
                    sh.SetValue(effCursor, new[] { Program.FORM.lastMapPos.X / 65536f, Program.FORM.lastMapPos.Y / 65536f });
                }
                if (effMode != null)
                {
                    sh.SetValue(effMode, (int)Program.TOOL_TEXTURE.PaintMode);
                }
                if (effBorders != null)
                {
                    sh.SetValue(effBorders, /*(Program.FORM.m_TexCtrl != null && Program.FORM.m_TexCtrl.Visible)*/
                                Program.TOOL_TEXTURE.ShowGrid);
                }

                sh.BeginPass(0);
                m.DrawSubset(0);
                sh.EndPass();
                sh.End();
            }
        }