Exemple #1
0
 public void Load()
 {
     Loader.Load();
     Shaders.Load();
     OpenSauce.Load();
     Chimera.Load();
 }
Exemple #2
0
 public void Load()
 {
     Kernel.Load();    // kernel/loader bin
     Loader = spv3;    // loader bin. Copy static instance to local instance. Deprecate local instance?
     Shaders.Load();   // kernel bin, load from Kernel.hxe
     OpenSauce.Load(); // OS_Settings.user.xml
     Chimera.Load();   // chimera bin
 }
        private IEnumerator DoReloadAssets()
        {
            yield return(Shaders.Load());

            yield return(ComputeShaders.Load());

            yield return(Textures.Load());
        }
        protected override void OnLoad(EventArgs e)
        {
            Shaders.Load();
            MSAABuffer = new MsaaFbo();
            var renderer = new Gwen.Renderer.OpenTK();

            var skinpng = new Texture(renderer);

            Gwen.Renderer.OpenTK.LoadTextureInternal(
                skinpng,
                GameResources.DefaultSkin);

            var fontpng = new Texture(renderer);

            Gwen.Renderer.OpenTK.LoadTextureInternal(
                fontpng,
                GameResources.gamefont_15_png);

            var gamefont_15 = new Gwen.Renderer.BitmapFont(
                renderer,
                GameResources.gamefont_15_fnt,
                fontpng);

            var skin = new Gwen.Skin.TexturedBase(renderer,
                                                  skinpng,
                                                  GameResources.DefaultColors
                                                  )
            {
                DefaultFont = gamefont_15
            };

            Canvas = new GameCanvas(skin,
                                    this,
                                    renderer);

            _input = new Gwen.Input.OpenTK(this);
            _input.Initialize(Canvas);
            Canvas.ShouldDrawBackground = false;
            InitControls();
            Models.LoadModels();

            AddCursor("pencil", GameResources.cursor_pencil, 6, 25);
            AddCursor("line", GameResources.cursor_line, 11, 11);
            AddCursor("eraser", GameResources.cursor_eraser, 8, 8);
            AddCursor("hand", GameResources.cursor_move, 16, 16);
            AddCursor("closed_hand", GameResources.cursor_dragging, 16, 16);
            AddCursor("adjustline", GameResources.cursor_select, 4, 4);
            AddCursor("size_nesw", GameResources.cursor_size_nesw, 16, 16);
            AddCursor("size_nwse", GameResources.cursor_size_nwse, 16, 16);
            AddCursor("size_hor", GameResources.cursor_size_horz, 16, 16);
            AddCursor("size_ver", GameResources.cursor_size_vert, 16, 16);
            AddCursor("size_all", GameResources.cursor_size_all, 16, 16);
            AddCursor("default", GameResources.cursor_default, 7, 4);
            AddCursor("zoom", GameResources.cursor_zoom_in, 11, 10);
            Gwen.Platform.Neutral.CursorSetter = new UI.CursorImpl(this);
            Program.UpdateCheck();
            Track.AutoLoadPrevious();
        }
        //Load content
        public void Load(ContentManager content, GraphicsDevice graphicsDevice)
        {
            _renderer    = new Renderer.Renderer();
            _logic       = new MainLogic();
            _editorLogic = new EditorLogic();
            _assets      = new Assets();
            _debug       = new DebugScreen();
            _uiLogic     = new UILogic();

            Shaders.Load(content);
            _assets.Load(content, graphicsDevice);
            _renderer.Load(content);
            _logic.Load(content);
            _debug.LoadContent(content);
            _uiLogic.Load(content);
        }
        //Load content
        public void Load(ContentManager content, GraphicsDevice graphicsDevice)
        {
            _renderer    = new Renderer.Renderer();
            _sceneLogic  = new MainSceneLogic();
            _guiLogic    = new GUILogic();
            _editorLogic = new EditorLogic();
            _assets      = new Assets();
            _debug       = new DebugScreen();
            _guiRenderer = new GUIRenderer();

            Globals.content = content;
            Shaders.Load(content);
            _assets.Load(content, graphicsDevice);
            _renderer.Load(content);
            _sceneLogic.Load(content);
            _debug.LoadContent(content);
            _guiRenderer.Load(content);
        }
    public override void Start()
    {
        GL.ClearColor(0.0f, 0.0f, 0.4f, 0.0f);
        // An array of 3 vectors which represents 3 vertices
        var vertexBufferData = new[]
        {
            -1.0f, -1.0f, 0.0f,
            1.0f, -1.0f, 0.0f,
            0.0f, 1.0f, 0.0f,
        };

        // Generate 1 buffer, put the resulting identifier in vertexbuffer
        GL.GenBuffers(1, out vertexBuffer);
        // The following commands will talk about our 'vertexbuffer' buffer
        GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBuffer);
        // Give our vertices to OpenGL.
        GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * vertexBufferData.Length, vertexBufferData, BufferUsageHint.StaticDraw);
        programId = Shaders.Load(
            "2-Triangle/SimpleVertexShader.glsl",
            "2-Triangle/SimpleFragmentShader.glsl");
    }
        private void Load()
        {
            Log.Info("Starting asset loading thread");

            SaveManager.Load(gameArea, SaveType.Global);
            checkFullscreen = true;
            progress++;

            var t = DateTime.Now.Millisecond;
            var c = DateTime.Now.Millisecond;

            Assets.Load(ref progress);
            Log.Info($"Assets took {(DateTime.Now.Millisecond - c) / 1000f} seconds");
            c = DateTime.Now.Millisecond;

            Dialogs.Load();
            progress++;
            CommonAse.Load();
            progress++;
            ImGuiHelper.BindTextures();
            progress++;
            Shaders.Load();
            progress++;
            Prefabs.Load();
            progress++;
            Items.Load();
            progress++;
            LootTables.Load();
            progress++;
            Mods.Load();
            progress++;             // Should be 13 here
            Log.Info($"Custom assets took {(DateTime.Now.Millisecond - c) / 1000f} seconds");

            Log.Info("Done loading assets! Loading level now.");

            Lights.Init();
            Physics.Init();
            gameArea = new Area();

            Run.Level = null;
            Tilesets.Load();
            progress++;

            Achievements.Load();
            c = DateTime.Now.Millisecond;

            if (!LoadEditor)
            {
                SaveManager.Load(gameArea, SaveType.Game);
                progress++;
                Log.Info($"Game took {(DateTime.Now.Millisecond - c) / 1000f} seconds");
                c = DateTime.Now.Millisecond;

                Rnd.Seed = $"{Run.Seed}_{Run.Depth}";

                SaveManager.Load(gameArea, SaveType.Level);
                progress++;
                Log.Info($"Level took {(DateTime.Now.Millisecond - c) / 1000f} seconds");
                c = DateTime.Now.Millisecond;

                if (Run.Depth > 0)
                {
                    SaveManager.Load(gameArea, SaveType.Player);
                }
                else
                {
                    SaveManager.Generate(gameArea, SaveType.Player);
                }

                Log.Info($"Player took {(DateTime.Now.Millisecond - c) / 1000f}");
            }

            progress++;             // Should be 18 here
            Log.Info($"Done loading level! ({(DateTime.Now.Millisecond - t) / 1000f} seconds) Going to menu.");

            Engine.AssetsLoaded?.Invoke();
            ready = true;
        }
        protected override void OnLoad(EventArgs e)
        {
            Shaders.Load();
            MSAABuffer = new MsaaFbo();
            var renderer = new Gwen.Renderer.OpenTK();

            var skinpng = renderer.CreateTexture(GameResources.DefaultSkin);

            var fontpng     = renderer.CreateTexture(GameResources.liberation_sans_15_png);
            var fontpngbold = renderer.CreateTexture(GameResources.liberation_sans_15_bold_png);

            var gamefont_15 = new Gwen.Renderer.BitmapFont(
                renderer,
                GameResources.liberation_sans_15_fnt,
                fontpng);


            var gamefont_15_bold = new Gwen.Renderer.BitmapFont(
                renderer,
                GameResources.liberation_sans_15_bold_fnt,
                fontpngbold);

            var skin = new Gwen.Skin.TexturedBase(renderer,
                                                  skinpng,
                                                  GameResources.DefaultColors
                                                  )
            {
                DefaultFont = gamefont_15
            };

            Fonts f = new Fonts(gamefont_15, gamefont_15_bold);

            Canvas = new GameCanvas(skin,
                                    this,
                                    renderer,
                                    f);

            _input = new Gwen.Input.OpenTK(this);
            _input.Initialize(Canvas);
            Canvas.ShouldDrawBackground = false;
            Models.LoadModels();

            AddCursor("pencil", GameResources.cursor_pencil, 6, 25);
            AddCursor("line", GameResources.cursor_line, 11, 11);
            AddCursor("eraser", GameResources.cursor_eraser, 8, 8);
            AddCursor("hand", GameResources.cursor_move, 16, 16);
            AddCursor("hand_point", GameResources.cursor_hand, 14, 8);
            AddCursor("closed_hand", GameResources.cursor_dragging, 16, 16);
            AddCursor("adjustline", GameResources.cursor_select, 4, 4);
            AddCursor("size_nesw", GameResources.cursor_size_nesw, 16, 16);
            AddCursor("size_nwse", GameResources.cursor_size_nwse, 16, 16);
            AddCursor("size_hor", GameResources.cursor_size_horz, 16, 16);
            AddCursor("size_ver", GameResources.cursor_size_vert, 16, 16);
            AddCursor("size_all", GameResources.cursor_size_all, 16, 16);
            AddCursor("default", GameResources.cursor_default, 7, 4);
            AddCursor("zoom", GameResources.cursor_zoom_in, 11, 10);
            AddCursor("ibeam", GameResources.cursor_ibeam, 11, 11);
            Program.UpdateCheck();
            Track.AutoLoadPrevious();
            linerider.Tools.CurrentTools.Init();
        }