Exemple #1
0
        public void Bind(Effect effect)
        {
            this.effect = effect;
            effectCache.Load(effect, TechniqueExt + "_SURF");

            LoadTextures();
        }
Exemple #2
0
        /// <summary>
        /// Load up anything that doesn't require a device.
        /// </summary>
        /// <param name="immediate"></param>
        public static void LoadContent(bool immediate)
        {
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\ShowBudget");
                ShaderGlobals.RegisterEffect("ShowBudget", effect);
                effectCache.Load(effect, "");

                budgetTechnique = effect.Techniques["ShowBudget"];
                glowTechnique   = effect.Techniques["BorderGlow"];
            }

            if (background == null)
            {
                background = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BudgetBackground");
            }
            if (mask == null)
            {
                mask = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BudgetMask");
            }
            if (glow == null)
            {
                glow = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BudgetGlow");
            }
        }
        public static void Load(GraphicsDevice device)
        {
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Ripple");
                ShaderGlobals.RegisterEffect("Ripple", effect);
                effectCache.Load(effect);
            }
            if (texture == null)
            {
                texture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\BullsEye1");
            }
            if (verts == null)
            {
                verts = new DynamicVertexBuffer(device, typeof(Vertex), kMaxVerts, BufferUsage.WriteOnly);
            }
            if (indices == null)
            {
                indices = new IndexBuffer(device, typeof(Int16), kMaxIndices, BufferUsage.WriteOnly);
                Int16[] localIdx = new Int16[kMaxIndices];
                for (int i = 0; i < kMaxTiles; ++i)
                {
                    localIdx[i * 6 + 0] = (short)(i * 4 + 0);
                    localIdx[i * 6 + 1] = (short)(i * 4 + 1);
                    localIdx[i * 6 + 2] = (short)(i * 4 + 2);

                    localIdx[i * 6 + 3] = (short)(i * 4 + 2);
                    localIdx[i * 6 + 4] = (short)(i * 4 + 1);
                    localIdx[i * 6 + 5] = (short)(i * 4 + 3);
                }
                indices.SetData <Int16>(localIdx);
            }
        }
Exemple #4
0
 /// <summary>
 /// Load up resource needed for rendering, all shared statics.
 /// </summary>
 /// <param name="immediate"></param>
 public static void LoadContent(bool immediate)
 {
     if (bump == null)
     {
         bump = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\DistortionWake");
     }
     if (effect == null)
     {
         effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Standard");
         ShaderGlobals.RegisterEffect("Standard", effect);
         effectCache.Load(effect, "");
     }
 }
Exemple #5
0
        public static void Load()
        {
            if (effect == null)
            {
                effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Shield");
                ShaderGlobals.RegisterEffect("Shield", effect);
                effectCache.Load(effect, "");
            }

            if (crossTexture == null)
            {
                crossTexture = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\Ring");
            }
        }
Exemple #6
0
            /// <summary>
            /// Called to tell an object to load any device dependent parts of itself.
            /// </summary>
            public override void LoadContent(bool immediate)
            {
                if (mask == null)
                {
                    mask = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\FPEMask");
                }

                if (effect == null)
                {
                    effect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\FPEGlow");
                    effectCache.Load(Effect, "");
                }

                base.LoadContent(immediate);
            }
        public static void LoadContent(bool immediate)
        {
            if (EnabledSM2 || EnabledSM3)
            {
                if (bump == null)
                {
                    bump = BokuGame.Load <Texture2D>(BokuGame.Settings.MediaPath + @"Textures\DistortionWake");
                }

                if (partyEffect == null)
                {
                    partyEffect = BokuGame.Load <Effect>(BokuGame.Settings.MediaPath + @"Shaders\Particle2D");
                    effectCache.Load(PartyEffect, "");
                }

                if (distFilter == null)
                {
                    distFilter = new DistortFilter("DistortFilter");
                }
                distFilter.LoadContent(immediate);
            }

            Distortion.LoadContent(immediate);
        }