internal void ApplyShadingInfo(TerrainShading.ShadingInfo si) { mTerMats.SetMaterialParameter("Terrain", "mFogStart", si.mFogStart); mTerMats.SetMaterialParameter("Terrain", "mFogEnd", si.mFogEnd); mTerMats.SetMaterialParameter("Terrain", "mFogEnabled", si.mbFogEnabled? 1f : 0f); mTerMats.SetMaterialParameter("Sky", "mSkyGradient0", si.mSkyColor0.ToVector3()); mTerMats.SetMaterialParameter("Sky", "mSkyGradient1", si.mSkyColor1.ToVector3()); Viewport vp = mGD.GetScreenViewPort(); mGD.GCam.Projection = Matrix.PerspectiveFovLH( MathUtil.DegreesToRadians(45f), vp.Width / (float)vp.Height, 0.1f, si.mFogEnd); mGD.SetClip(0.1f, si.mFogEnd); mChunkRange = si.mChunkRange; }
static void Main() { Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); GraphicsDevice gd = new GraphicsDevice("Terrain Editor", FeatureLevel.Level_11_0, 0.1f, 3000f); //save form positions gd.RendForm.DataBindings.Add(new Binding("Location", Settings.Default, "MainWindowPos", true, DataSourceUpdateMode.OnPropertyChanged)); gd.RendForm.Location = Settings.Default.MainWindowPos; //used to have a hard coded path here for #debug //but now can just use launch.json to provide it string rootDir = "."; StuffKeeper sk = new StuffKeeper(); SharedForms.ShaderCompileHelper.mTitle = "Compiling Shaders..."; sk.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler; sk.eCompileDone += SharedForms.ShaderCompileHelper.CompileDoneHandler; sk.Init(gd, rootDir); TerrainAtlas ta = new TerrainAtlas(gd, sk); ta.DataBindings.Add(new Binding("Location", Settings.Default, "AtlasFormPos", true, DataSourceUpdateMode.OnPropertyChanged)); ta.DataBindings.Add(new Binding("Size", Settings.Default, "AtlasFormSize", true, DataSourceUpdateMode.OnPropertyChanged)); ta.Location = Settings.Default.AtlasFormPos; ta.Size = Settings.Default.AtlasFormSize; ta.Visible = true; TerrainForm tf = new TerrainForm(); tf.DataBindings.Add(new Binding("Location", Settings.Default, "TerrainFormPos", true, DataSourceUpdateMode.OnPropertyChanged)); tf.Location = Settings.Default.TerrainFormPos; tf.Visible = true; TerrainShading ts = new TerrainShading(); ts.DataBindings.Add(new Binding("Location", Settings.Default, "ShadingFormPos", true, DataSourceUpdateMode.OnPropertyChanged)); ts.Location = Settings.Default.ShadingFormPos; ts.Visible = true; PlayerSteering pSteering = SetUpSteering(); Input inp = SetUpInput(); Random rand = new Random(); Vector3 pos = Vector3.One * 5f; Vector3 lightDir = -Vector3.UnitY; bool bMouseLookOn = false; EventHandler actHandler = new EventHandler( delegate(object s, EventArgs ea) { inp.ClearInputs(); }); EventHandler <EventArgs> deActHandler = new EventHandler <EventArgs>( delegate(object s, EventArgs ea) { gd.SetCapture(false); bMouseLookOn = false; }); gd.RendForm.Activated += actHandler; gd.RendForm.AppDeactivated += deActHandler; GameLoop gLoop = new GameLoop(gd, sk, rootDir); EventHandler buildHandler = new EventHandler( delegate(object s, EventArgs ea) { ListEventArgs <HeightMap.TexData> lea = ea as ListEventArgs <HeightMap.TexData>; gLoop.Texture((TexAtlas)s, lea.mList, ta.GetTransitionHeight()); }); EventHandler applyHandler = new EventHandler( delegate(object s, EventArgs ea) { TerrainShading.ShadingInfo si = s as TerrainShading.ShadingInfo; gLoop.ApplyShadingInfo(si); }); ta.eReBuild += buildHandler; ts.eApply += applyHandler; EventHandler tBuildHandler = new EventHandler( delegate(object s, EventArgs ea) { int gridSize, chunkSize, tilingIterations, threads; int erosionIterations, polySize, smoothPasses, seed; float medianHeight, variance, borderSize; float rainFall, solubility, evaporation; tf.GetBuildData(out gridSize, out chunkSize, out medianHeight, out variance, out polySize, out tilingIterations, out borderSize, out smoothPasses, out seed, out erosionIterations, out rainFall, out solubility, out evaporation, out threads); gLoop.TBuild(gridSize, chunkSize, medianHeight, variance, polySize, tilingIterations, borderSize, smoothPasses, seed, erosionIterations, rainFall, solubility, evaporation, threads); }); EventHandler tLoadHandler = new EventHandler( delegate(object s, EventArgs ea) { gLoop.TLoad(s as string); ta.LoadAtlasInfo(s as string); }); EventHandler tSaveHandler = new EventHandler( delegate(object s, EventArgs ea) { if (gLoop.TSave(s as string)) { ta.SaveAtlasInfo(s as string); ts.SaveShadingInfo(s as string); } }); tf.eBuild += tBuildHandler; tf.eLoad += tLoadHandler; tf.eSave += tSaveHandler; UpdateTimer time = new UpdateTimer(true, false); time.SetFixedTimeStepSeconds(1f / 60f); //60fps update rate time.SetMaxDeltaSeconds(MaxTimeDelta); List <Input.InputAction> acts = new List <Input.InputAction>(); RenderLoop.Run(gd.RendForm, () => { if (!gd.RendForm.Focused) { Thread.Sleep(33); } gd.CheckResize(); if (bMouseLookOn && gd.RendForm.Focused) { gd.ResetCursorPos(); } //Clear views gd.ClearViews(); time.Stamp(); while (time.GetUpdateDeltaSeconds() > 0f) { acts = UpdateInput(inp, gd, time.GetUpdateDeltaSeconds(), ref bMouseLookOn); if (!gd.RendForm.Focused) { acts.Clear(); bMouseLookOn = false; gd.SetCapture(false); inp.UnMapAxisAction(Input.MoveAxis.MouseYAxis); inp.UnMapAxisAction(Input.MoveAxis.MouseXAxis); } gLoop.Update(time, acts, pSteering); time.UpdateDone(); } gLoop.RenderUpdate(time.GetRenderUpdateDeltaMilliSeconds()); gLoop.Render(); gd.Present(); acts.Clear(); }, true); //true here is slow but needed for winforms events Settings.Default.Save(); sk.eCompileNeeded -= SharedForms.ShaderCompileHelper.CompileNeededHandler; sk.eCompileDone -= SharedForms.ShaderCompileHelper.CompileDoneHandler; gd.RendForm.Activated -= actHandler; gd.RendForm.AppDeactivated -= deActHandler; ta.eReBuild -= buildHandler; tf.eBuild -= tBuildHandler; ts.eApply -= applyHandler; gLoop.FreeAll(); inp.FreeAll(); ta.FreeAll(); sk.FreeAll(); //Release all resources gd.ReleaseAll(); }