const float InvertIncrement = 0.01f; //10ms internal Game(GraphicsDevice gd, string gameRootDir) { mGD = gd; mGameRootDir = gameRootDir; mResX = gd.RendForm.ClientRectangle.Width; mResY = gd.RendForm.ClientRectangle.Height; mSKeeper = new StuffKeeper(); mSKeeper.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler; mSKeeper.eCompileDone += SharedForms.ShaderCompileHelper.CompileDoneHandler; mSKeeper.Init(mGD, gameRootDir); mFontMats = new MatLib(gd, mSKeeper); mCPrims = new CommonPrims(gd, mSKeeper); mFonts = mSKeeper.GetFontList(); mFontMats.CreateMaterial("Text"); mFontMats.SetMaterialEffect("Text", "2D.fx"); mFontMats.SetMaterialTechnique("Text", "Text"); mST = new ScreenText(gd.GD, mFontMats, mFonts[0], 1000); mSUI = new ScreenUI(gd.GD, mFontMats, 100); mTextProj = Matrix.OrthoOffCenterLH(0, mResX, mResY, 0, 0.1f, 5f); //load avail static stuff if (Directory.Exists(mGameRootDir + "/Statics")) { DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Statics"); FileInfo[] fi = di.GetFiles("*.MatLib", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mStaticMats = new MatLib(gd, mSKeeper); mStaticMats.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name); mStaticMats.InitCelShading(1); mStaticMats.GenerateCelTexturePreset(gd.GD, (gd.GD.FeatureLevel == FeatureLevel.Level_9_3), false, 0); mStaticMats.SetCelTexture(0); mKeeper.AddLib(mStaticMats); } mStatics = Mesh.LoadAllStaticMeshes(mGameRootDir + "\\Statics", gd.GD); foreach (KeyValuePair <string, IArch> arch in mStatics) { arch.Value.UpdateBounds(); } fi = di.GetFiles("*.StaticInstance", SearchOption.TopDirectoryOnly); foreach (FileInfo f in fi) { string archName = FileUtil.StripExtension(f.Name); if (archName.Contains('_')) { archName = archName.Substring(0, f.Name.IndexOf('_')); } archName += ".Static"; if (!mStatics.ContainsKey(archName)) { continue; } StaticMesh sm = new StaticMesh(mStatics[archName]); sm.ReadFromFile(f.DirectoryName + "\\" + f.Name); mMeshes.Add(sm); sm.UpdateBounds(); sm.SetMatLib(mStaticMats); Vector3 randPos = Mathery.RandomPosition(mRand, Vector3.UnitX * 100f + Vector3.UnitZ * 100f); mMeshPositions.Add(randPos); mMeshRotations.Add(Vector3.Zero); mMeshScales.Add(Vector3.One); UpdateStaticTransform(mMeshes.Count - 1); } AddStaticCollision(); } //skip hair stuff when computing bone bounds //hits to hair usually wouldn't activate much List <string> skipMats = new List <string>(); skipMats.Add("Hair"); //load character stuff if any around if (Directory.Exists(mGameRootDir + "/Characters")) { DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Characters"); FileInfo[] fi = di.GetFiles("*.AnimLib", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mCharAnims = new AnimLib(); mCharAnims.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name); List <Anim> anims = mCharAnims.GetAnims(); foreach (Anim a in anims) { mAnims.Add(a.Name); } } fi = di.GetFiles("*.MatLib", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mCharMats = new MatLib(mGD, mSKeeper); mCharMats.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name); mCharMats.InitCelShading(1); mCharMats.GenerateCelTexturePreset(gd.GD, gd.GD.FeatureLevel == FeatureLevel.Level_9_3, false, 0); mCharMats.SetCelTexture(0); mKeeper.AddLib(mCharMats); } fi = di.GetFiles("*.Character", SearchOption.TopDirectoryOnly); foreach (FileInfo f in fi) { IArch arch = new CharacterArch(); arch.ReadFromFile(f.DirectoryName + "\\" + f.Name, mGD.GD, true); mCharArchs.Add(FileUtil.StripExtension(f.Name), arch); } fi = di.GetFiles("*.CharacterInstance", SearchOption.TopDirectoryOnly); foreach (FileInfo f in fi) { string archName = f.Name; if (archName.Contains('_')) { archName = f.Name.Substring(0, f.Name.IndexOf('_')); } if (!mCharArchs.ContainsKey(archName)) { continue; } Character c = new Character(mCharArchs[archName], mCharAnims); //map this to an arch mCharToArch.Add(c, mCharArchs[archName]); c.ReadFromFile(f.DirectoryName + "\\" + f.Name); c.SetMatLib(mCharMats); c.SetTransform(Matrix.Translation( Mathery.RandomPosition(mRand, Vector3.UnitX * 100f + Vector3.UnitZ * 100f))); c.ComputeBoneBounds(skipMats); c.AutoInvert(true, mInvertInterval); mCharacters.Add(c); } if (mCharacters.Count > 0) { mAnimTimes = new float[mCharacters.Count]; mCurAnims = new int[mCharacters.Count]; mCBone = new int[mCharacters.Count]; mCBones = new Dictionary <int, Matrix> [mCharacters.Count]; } foreach (KeyValuePair <string, IArch> arch in mCharArchs) { //build draw data for bone bounds (arch.Value as CharacterArch).BuildDebugBoundDrawData(mGD.GD, mCPrims); } } //typical material group for characters //or at least it works with the ones //I have right now //TODO: way to define these in the asset? List <string> skinMats = new List <string>(); skinMats.Add("Face"); skinMats.Add("Skin"); skinMats.Add("EyeWhite"); skinMats.Add("EyeLiner"); skinMats.Add("IrisLeft"); skinMats.Add("PupilLeft"); skinMats.Add("IrisRight"); skinMats.Add("PupilRight"); skinMats.Add("Nails"); mKeeper.AddMaterialGroup("SkinGroup", skinMats); mTextColor = Vector4.UnitY + (Vector4.UnitW * 0.15f); mHitColor = Vector4.One * 0.9f; mHitColor.Y = mHitColor.Z = 0f; mSUI.AddGump("UI\\CrossHair", "CrossHair", Vector4.One, Vector2.UnitX * ((mResX / 2) - 16) + Vector2.UnitY * ((mResY / 2) - 16), Vector2.One); //string indicators for various statusy things mST.AddString(mFonts[0], "", "StaticStatus", mTextColor, Vector2.UnitX * 20f + Vector2.UnitY * 460f, Vector2.One); mST.AddString(mFonts[0], "", "InvertStatus", mTextColor, Vector2.UnitX * 20f + Vector2.UnitY * 480f, Vector2.One); mST.AddString(mFonts[0], "", "AnimStatus", mTextColor, Vector2.UnitX * 20f + Vector2.UnitY * 500f, Vector2.One); mST.AddString(mFonts[0], "", "CharStatus", mTextColor, Vector2.UnitX * 20f + Vector2.UnitY * 520f, Vector2.One); mST.AddString(mFonts[0], "", "PosStatus", mTextColor, Vector2.UnitX * 20f + Vector2.UnitY * 540f, Vector2.One); mST.AddString(mFonts[0], "", "HitStatus", mTextColor, Vector2.UnitX * 20f + Vector2.UnitY * 560f, Vector2.One); mST.AddString(mFonts[0], "", "ThreadStatus", mTextColor, Vector2.UnitX * 20f + Vector2.UnitY * 580f, Vector2.One); UpdateCAStatus(); UpdateInvertStatus(); UpdateStaticStatus(); }
internal MapLoop(GraphicsDevice gd, string gameRootDir) { mGD = gd; mGameRootDir = gameRootDir; mResX = gd.RendForm.ClientRectangle.Width; mResY = gd.RendForm.ClientRectangle.Height; mSKeeper = new StuffKeeper(); mSKeeper.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler; mSKeeper.eCompileDone += SharedForms.ShaderCompileHelper.CompileDoneHandler; mSKeeper.Init(mGD, gameRootDir); mZoneMats = new MatLib(gd, mSKeeper); mZone = new Zone(); mZoneDraw = new MeshLib.IndoorMesh(gd, mZoneMats); mPartMats = new MatLib(mGD, mSKeeper); mPB = new ParticleBoss(gd.GD, mPartMats); mFontMats = new MatLib(gd, mSKeeper); mFontMats.CreateMaterial("Text"); mFontMats.SetMaterialEffect("Text", "2D.fx"); mFontMats.SetMaterialTechnique("Text", "Text"); mFonts = mSKeeper.GetFontList(); mST = new ScreenText(gd.GD, mFontMats, mFonts[0], 1000); mTextProj = Matrix.OrthoOffCenterLH(0, mResX, mResY, 0, 0.1f, 5f); //grab two UI textures to show how to do gumpery List <string> texs = mSKeeper.GetTexture2DList(); List <string> uiTex = new List <string>(); foreach (string tex in texs) { if (tex.StartsWith("UI")) { uiTex.Add(tex); } } Vector4 color = Vector4.UnitY + (Vector4.UnitW * 0.15f); //string indicators for various statusy things mST.AddString(mFonts[0], "Stuffs", "ClimbStatus", color, Vector2.UnitX * 20f + Vector2.UnitY * 600f, Vector2.One); mST.AddString(mFonts[0], "Stuffs", "LevelStatus", color, Vector2.UnitX * 20f + Vector2.UnitY * 620f, Vector2.One); mST.AddString(mFonts[0], "Stuffs", "PosStatus", color, Vector2.UnitX * 20f + Vector2.UnitY * 640f, Vector2.One); mST.AddString(mFonts[0], "(G), (H) to clear: Dynamic Lights: 0", "DynStatus", color, Vector2.UnitX * 20f + Vector2.UnitY * 660f, Vector2.One); mZoneMats.InitCelShading(1); // mZoneMats.GenerateCelTexturePreset(gd.GD, // gd.GD.FeatureLevel == FeatureLevel.Level_9_3, false, 0); // mZoneMats.SetCelTexture(0); float [] thresholds = new float[3 - 1]; float [] levels = new float[3]; thresholds[0] = 0.7f; thresholds[1] = 0.3f; levels[0] = 1; levels[1] = 0.8f; levels[2] = 0.5f; mZoneMats.GenerateCelTexture(gd.GD, gd.GD.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_9_3, 0, 256, thresholds, levels); mZoneMats.SetCelTexture(0); mZoneDraw = new IndoorMesh(gd, mZoneMats); mAudio.LoadAllSounds(mGameRootDir + "\\Audio\\SoundFX"); //set up post processing module mPost = new PostProcess(gd, mZoneMats, "Post.fx"); #if true mPost.MakePostTarget(gd, "SceneColor", mResX, mResY, Format.R16G16B16A16_Float); mPost.MakePostDepth(gd, "SceneDepth", mResX, mResY, (gd.GD.FeatureLevel != FeatureLevel.Level_9_3)? Format.D32_Float_S8X24_UInt : Format.D24_UNorm_S8_UInt); mPost.MakePostTarget(gd, "SceneDepthMatNorm", mResX, mResY, Format.R16G16B16A16_Float); mPost.MakePostTarget(gd, "Bleach", mResX, mResY, Format.R16G16B16A16_Float); mPost.MakePostTarget(gd, "Outline", mResX, mResY, Format.R16G16B16A16_Float); mPost.MakePostTargetHalfRes(gd, "Bloom1", mResX / 2, mResY / 2, Format.R16G16B16A16_Float); mPost.MakePostTargetHalfRes(gd, "Bloom2", mResX / 2, mResY / 2, Format.R16G16B16A16_Float); #elif ThirtyTwo mPost.MakePostTarget(gd, "SceneColor", mResX, mResY, Format.R8G8B8A8_UNorm); mPost.MakePostDepth(gd, "SceneDepth", mResX, mResY, (gd.GD.FeatureLevel != FeatureLevel.Level_9_3)? Format.D32_Float_S8X24_UInt : Format.D24_UNorm_S8_UInt); mPost.MakePostTarget(gd, "SceneDepthMatNorm", mResX, mResY, Format.R16G16B16A16_Float); mPost.MakePostTarget(gd, "Bleach", mResX, mResY, Format.R8G8B8A8_UNorm); mPost.MakePostTarget(gd, "Outline", mResX, mResY, Format.R8G8B8A8_UNorm); mPost.MakePostTarget(gd, "Bloom1", mResX / 2, mResY / 2, Format.R8G8B8A8_UNorm); mPost.MakePostTarget(gd, "Bloom2", mResX / 2, mResY / 2, Format.R8G8B8A8_UNorm); #else mPost.MakePostTarget(gd, "SceneColor", mResX, mResY, Format.B5G5R5A1_UNorm); mPost.MakePostDepth(gd, "SceneDepth", mResX, mResY, (gd.GD.FeatureLevel != FeatureLevel.Level_9_3)? Format.D32_Float_S8X24_UInt : Format.D24_UNorm_S8_UInt); mPost.MakePostTarget(gd, "SceneDepthMatNorm", mResX, mResY, Format.R16G16B16A16_Float); mPost.MakePostTarget(gd, "Bleach", mResX, mResY, Format.B5G5R5A1_UNorm); mPost.MakePostTarget(gd, "Outline", mResX, mResY, Format.B5G5R5A1_UNorm); mPost.MakePostTarget(gd, "Bloom1", mResX / 2, mResY / 2, Format.B5G5R5A1_UNorm); mPost.MakePostTarget(gd, "Bloom2", mResX / 2, mResY / 2, Format.B5G5R5A1_UNorm); #endif if (gd.GD.FeatureLevel != FeatureLevel.Level_9_3) { mDynLights = new DynamicLights(mGD, mZoneMats, "BSP.fx"); } //see if any static stuff if (Directory.Exists(mGameRootDir + "/Statics")) { DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Statics"); FileInfo[] fi = di.GetFiles("*.MatLib", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mStaticMats = new MatLib(gd, mSKeeper); mStaticMats.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name); mStaticMats.InitCelShading(1); mStaticMats.GenerateCelTexturePreset(gd.GD, (gd.GD.FeatureLevel == FeatureLevel.Level_9_3), true, 0); mStaticMats.SetCelTexture(0); } mStatics = Mesh.LoadAllStaticMeshes(mGameRootDir + "\\Statics", gd.GD); //gen bounds, they don't seem to save correctly foreach (KeyValuePair <string, IArch> ia in mStatics) { ia.Value.UpdateBounds(); } } //load character stuff if any around if (Directory.Exists(mGameRootDir + "/Characters")) { DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Characters"); FileInfo[] fi = di.GetFiles("*.AnimLib", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mPAnims = new AnimLib(); mPAnims.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name); List <Anim> anims = mPAnims.GetAnims(); foreach (Anim a in anims) { mAnims.Add(a.Name); } } fi = di.GetFiles("*.MatLib", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mPMats = new MatLib(mGD, mSKeeper); mPMats.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name); mPMats.InitCelShading(1); mPMats.GenerateCelTexturePreset(gd.GD, gd.GD.FeatureLevel == FeatureLevel.Level_9_3, false, 0); mPMats.SetCelTexture(0); } fi = di.GetFiles("*.Character", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mPArch = new CharacterArch(); mPArch.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name, mGD.GD, false); } fi = di.GetFiles("*.CharacterInstance", SearchOption.TopDirectoryOnly); if (fi.Length > 0) { mPChar = new Character(mPArch, mPAnims); mPChar.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name); mPChar.SetMatLib(mPMats); mPShad = new ShadowHelper.Shadower(); mPShad.mChar = mPChar; mPShad.mContext = this; mPEntity = new Entity(true, mEBoss); mPMeshLighting = new MeshLighting(mPEntity, mZone, PlayerBoxStanding / 2f, mZoneDraw.GetStyleStrength); mPEntity.AddComponent(mPMeshLighting); } } mPMob = new Mobile(mPChar, PlayerBoxWidth, PlayerBoxStanding, PlayerEyeStanding, true); mPCamMob = new Mobile(mPChar, PlayerBoxWidth, PlayerBoxStanding, PlayerEyeStanding, true); mFatBox = Misc.MakeBox(PlayerBoxWidth + 1, PlayerBoxStanding); mKeeper.AddLib(mZoneMats); if (mStaticMats != null) { mKeeper.AddLib(mStaticMats); } if (mPMats != null) { mKeeper.AddLib(mPMats); } //example material groups //these treat all materials in the group //as a single material for the purposes //of drawing cartoony outlines around them List <string> skinMats = new List <string>(); skinMats.Add("Face"); skinMats.Add("Skin"); skinMats.Add("EyeWhite"); skinMats.Add("EyeLiner"); skinMats.Add("LeftIris"); skinMats.Add("LeftPupil"); skinMats.Add("RightIris"); skinMats.Add("RightPupil"); // skinMats.Add("Nails"); mKeeper.AddMaterialGroup("SkinGroup", skinMats); if (Directory.Exists(mGameRootDir + "/Levels")) { DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Levels"); FileInfo[] fi = di.GetFiles("*.Zone", SearchOption.TopDirectoryOnly); foreach (FileInfo f in fi) { mLevels.Add(f.Name.Substring(0, f.Name.Length - 5)); } } //if debugger lands here, levels are sort of needed //otherwise there's not much point for this test prog ChangeLevel(mLevels[mCurLevel]); mST.ModifyStringText(mFonts[0], "(L) CurLevel: " + mLevels[mCurLevel], "LevelStatus"); }