Exemple #1
0
 public void Init(Client tclient, ClientCVar cvar)
 {
     if (Context != null)
     {
         Context.Dispose();
     }
     TheClient = tclient;
     CVars = cvar;
     Context = new AudioContext(AudioContext.DefaultDevice, 0, 0, false, true);
     Context.MakeCurrent();
     try
     {
         if (Microphone != null)
         {
             Microphone.StopEcho();
         }
         Microphone = new MicrophoneHandler(this);
     }
     catch (Exception ex)
     {
         SysConsole.Output("Loading microphone handling", ex);
     }
     if (Effects != null)
     {
         foreach (SoundEffect sfx in Effects.Values)
         {
             sfx.Internal = -2;
         }
     }
     Effects = new Dictionary<string, SoundEffect>();
     PlayingNow = new List<ActiveSound>();
     Noise = LoadSound(new DataStream(Convert.FromBase64String(NoiseDefault.NoiseB64)), "noise");
 }
Exemple #2
0
 /// <summary>
 /// Start up and run the server.
 /// </summary>
 public void StartUp(string args)
 {
     Files.Init();
     SysConsole.Output(OutputType.INIT, "Launching as new client, this is " + (this == Central ? "" : "NOT ") + "the Central client.");
     SysConsole.Output(OutputType.INIT, "Loading command system...");
     Commands = new ClientCommands();
     Commands.Init(new ClientOutputter(this), this);
     SysConsole.Output(OutputType.INIT, "Loading CVar system...");
     CVars = new ClientCVar();
     CVars.Init(this, Commands.Output);
     SysConsole.Output(OutputType.INIT, "Loading default settings...");
     if (Files.Exists("clientdefaultsettings.cfg"))
     {
         string contents = Files.ReadText("clientdefaultsettings.cfg");
         Commands.ExecuteCommands(contents);
     }
     Commands.ExecuteCommands(args);
     SysConsole.Output(OutputType.INIT, "Generating window...");
     Window = new GameWindow(CVars.r_width.ValueI, CVars.r_height.ValueI, new GraphicsMode(24, 24, 0, 0), Program.GameName + " v" + Program.GameVersion,
         GameWindowFlags.Default, DisplayDevice.Default, 4, 3, GraphicsContextFlags.ForwardCompatible);
     Window.Location = new Point(0, 0);
     Window.WindowState = CVars.r_fullscreen.ValueB ? WindowState.Fullscreen : WindowState.Normal;
     Window.Load += new EventHandler<EventArgs>(Window_Load);
     Window.RenderFrame += new EventHandler<FrameEventArgs>(Window_RenderFrame);
     Window.Mouse.Move += new EventHandler<MouseMoveEventArgs>(MouseHandler.Window_MouseMove);
     Window.KeyDown += new EventHandler<KeyboardKeyEventArgs>(KeyHandler.PrimaryGameWindow_KeyDown);
     Window.KeyPress += new EventHandler<KeyPressEventArgs>(KeyHandler.PrimaryGameWindow_KeyPress);
     Window.KeyUp += new EventHandler<KeyboardKeyEventArgs>(KeyHandler.PrimaryGameWindow_KeyUp);
     Window.Mouse.WheelChanged += new EventHandler<MouseWheelEventArgs>(KeyHandler.Mouse_Wheel);
     Window.Mouse.ButtonDown += new EventHandler<MouseButtonEventArgs>(KeyHandler.Mouse_ButtonDown);
     Window.Mouse.ButtonUp += new EventHandler<MouseButtonEventArgs>(KeyHandler.Mouse_ButtonUp);
     Window.Resize += Window_Resize;
     Window.Closed += Window_Closed;
     onVsyncChanged(CVars.r_vsync, null);
     Window.Run(1, CVars.r_maxfps.ValueD);
 }
Exemple #3
0
 public void Generate(Client tclient, ClientCVar cvars, TextureEngine eng)
 {
     TheClient = tclient;
     if (Anims != null)
     {
         for (int i = 0; i < Anims.Count; i++)
         {
             Anims[i].Destroy();
         }
     }
     if (TextureID > -1)
     {
         GL.DeleteTexture(TextureID);
         GL.DeleteTexture(NormalTextureID);
         GL.DeleteTexture(HelpTextureID);
     }
     Anims = new List<AnimatedTexture>();
     TEngine = eng;
     TextureID = GL.GenTexture();
     TWidth = cvars.r_blocktexturewidth.ValueI;
     GL.BindTexture(TextureTarget.Texture2DArray, TextureID);
     GL.TexStorage3D(TextureTarget3d.Texture2DArray, 1, SizedInternalFormat.Rgba8, TWidth, TWidth, MaterialHelpers.Textures.Length);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)(cvars.r_blocktexturelinear.ValueB ? TextureMinFilter.Linear: TextureMinFilter.Nearest));
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)(cvars.r_blocktexturelinear.ValueB ? TextureMagFilter.Linear : TextureMagFilter.Nearest));
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
     HelpTextureID = GL.GenTexture();
     GL.BindTexture(TextureTarget.Texture2DArray, HelpTextureID);
     GL.TexStorage3D(TextureTarget3d.Texture2DArray, 1, SizedInternalFormat.Rgba8, TWidth, TWidth, MaterialHelpers.Textures.Length);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
     NormalTextureID = GL.GenTexture();
     GL.BindTexture(TextureTarget.Texture2DArray, NormalTextureID);
     GL.TexStorage3D(TextureTarget3d.Texture2DArray, 1, SizedInternalFormat.Rgba8, TWidth, TWidth, MaterialHelpers.Textures.Length);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
     GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
     // TODO: Use normal.a!
     List<MaterialTextureInfo> texs = new List<MaterialTextureInfo>(MaterialHelpers.Textures.Length);
     IntTexs = new string[MaterialHelpers.Textures.Length];
     //float time = 0;
     for (int ia = 0; ia < MaterialHelpers.Textures.Length; ia++)
     {
         int i = ia;
         // TODO: Make this saner, and don't allow entering a game until it's done maybe?
         //TheClient.Schedule.ScheduleSyncTask(() =>
         {
             MaterialTextureInfo tex = new MaterialTextureInfo();
             tex.Mat = (Material)i;
             string[] refrornot = MaterialHelpers.Textures[i].SplitFast('@');
             if (refrornot.Length > 1)
             {
                 string[] rorn = refrornot[1].SplitFast('%');
                 if (rorn.Length > 1)
                 {
                     tex.RefrRate = Utilities.StringToFloat(rorn[1]);
                 }
                 tex.RefractTextures = rorn[0].SplitFast(',');
             }
             string[] glowornot = refrornot[0].SplitFast('!');
             if (glowornot.Length > 1)
             {
                 tex.GlowingTextures = glowornot[1].SplitFast(',');
             }
             string[] reflornot = glowornot[0].SplitFast('*');
             if (reflornot.Length > 1)
             {
                 tex.ReflectTextures = reflornot[1].SplitFast(',');
             }
             string[] specularornot = reflornot[0].SplitFast('&');
             if (specularornot.Length > 1)
             {
                 tex.SpecularTextures = specularornot[1].SplitFast(',');
             }
             string[] normalornot = specularornot[0].SplitFast('$');
             GL.BindTexture(TextureTarget.Texture2DArray, NormalTextureID);
             if (normalornot.Length > 1)
             {
                 string[] rorn = normalornot[1].SplitFast('%');
                 if (rorn.Length > 1)
                 {
                     tex.NormRate = Utilities.StringToFloat(rorn[1]);
                 }
                 tex.NormalTextures = rorn[0].SplitFast(',');
                 SetTexture((int)tex.Mat, tex.NormalTextures[0]);
                 if (tex.NormalTextures.Length > 1)
                 {
                     SetAnimated((int)tex.Mat, tex.NormRate, tex.NormalTextures, NormalTextureID);
                 }
             }
             else
             {
                 SetTexture((int)tex.Mat, "normal_def");
             }
             string[] rateornot = normalornot[0].SplitFast('%');
             if (rateornot.Length > 1)
             {
                 tex.Rate = Utilities.StringToFloat(rateornot[1]);
             }
             tex.Textures = rateornot[0].SplitFast(',');
             GL.BindTexture(TextureTarget.Texture2DArray, TextureID);
             SetTexture((int)tex.Mat, tex.Textures[0]);
             if (tex.Textures.Length > 1)
             {
                 SetAnimated((int)tex.Mat, tex.Rate, tex.Textures, TextureID);
             }
             texs.Add(tex);
             IntTexs[(int)tex.Mat] = tex.Textures[0];
         }//, i * LoadRate);
         //time = i * 0.1f;
     }
     for (int ia = 0; ia < texs.Count; ia++)
     {
         int i = ia;
         //TheClient.Schedule.ScheduleSyncTask(() =>
         {
             GL.BindTexture(TextureTarget.Texture2DArray, HelpTextureID);
             Bitmap combo = GetCombo(texs[i], 0);
             TEngine.LockBitmapToTexture(combo, (int)texs[i].Mat);
             if ((texs[i].SpecularTextures != null) && (texs[i].ReflectTextures != null) && (texs[i].RefractTextures != null) && (texs[i].GlowingTextures != null) && texs[i].SpecularTextures.Length > 1)
             {
                 Bitmap[] bmps = new Bitmap[texs[i].SpecularTextures.Length];
                 bmps[0] = combo;
                 for (int x = 1; x < bmps.Length; x++)
                 {
                     bmps[x] = GetCombo(texs[i], x);
                 }
                 SetAnimated((int)texs[i].Mat, texs[i].RefrRate, bmps, HelpTextureID);
                 for (int x = 1; x < bmps.Length; x++)
                 {
                     bmps[x].Dispose();
                 }
             }
             combo.Dispose();
         }//, time + i * LoadRate);
     }
     GL.BindTexture(TextureTarget.Texture2DArray, 0);
     GL.BindTexture(TextureTarget.Texture2DArray, 0);
 }