Esempio n. 1
0
        /// <summary>
        /// Gets the texture object for a specific texture name.
        /// </summary>
        /// <param name="texturename">The name of the texture.</param>
        /// <param name="twidth">The texture width, if any.</param>
        /// <returns>A valid texture object.</returns>
        public Texture GetTexture(string texturename, int twidth = 0)
        {
            texturename = FileHandler.CleanFileName(texturename);
            for (int i = 0; i < LoadedTextures.Count; i++)
            {
                if (LoadedTextures[i].Name == texturename && (twidth == 0 || LoadedTextures[i].Width == twidth))
                {
                    return(LoadedTextures[i]);
                }
            }
            Texture Loaded = LoadTexture(texturename, twidth);

            if (Loaded == null && twidth == 0)
            {
                Loaded = new Texture()
                {
                    Engine              = this,
                    Name                = texturename,
                    Internal_Texture    = White.Original_InternalID,
                    Original_InternalID = White.Original_InternalID,
                    LoadedProperly      = false,
                    Width               = White.Width,
                    Height              = White.Height,
                };
            }
            if (Loaded == null)
            {
                Loaded                = LoadTexture("white", twidth);
                Loaded.Name           = texturename;
                Loaded.LoadedProperly = false;
            }
            LoadedTextures.Add(Loaded);
            OnTextureLoaded?.Invoke(this, new TextureLoadedEventArgs(Loaded));
            return(Loaded);
        }
Esempio n. 2
0
        /// <summary>
        /// Gets the texture object for a specific texture name.
        /// </summary>
        /// <param name="texturename">The name of the texture.</param>
        /// <returns>A valid texture object.</returns>
        public Texture GetTexture(string texturename)
        {
            texturename = FileEngine.CleanFileName(texturename);
            if (LoadedTextures.TryGetValue(texturename, out Texture foundTexture))
            {
                return(foundTexture);
            }
            Texture Loaded = LoadTexture(texturename, 0);

            if (Loaded == null)
            {
                Loaded = new Texture()
                {
                    Engine              = this,
                    Name                = texturename,
                    Internal_Texture    = White.Original_InternalID,
                    Original_InternalID = White.Original_InternalID,
                    LoadedProperly      = false,
                    Width               = White.Width,
                    Height              = White.Height,
                };
            }
            LoadedTextures.Add(texturename, Loaded);
            OnTextureLoaded?.Invoke(this, new TextureLoadedEventArgs(Loaded));
            return(Loaded);
        }
Esempio n. 3
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        public void LoadTextures()
        {
            foreach (string file in Directory.EnumerateFiles("assets/textures", "*.*", SearchOption.AllDirectories))
            {
                var texture = new Texture(file);

                Textures.Add(file.Substring("assets/textures".Length + 1).Replace("\\", "/"), texture);
                OnTextureLoaded?.Invoke(file, texture);
            }
        }
        /// <summary>
        /// Gets the texture object for a specific texture name.
        /// </summary>
        /// <param name="textureName">The name of the texture.</param>
        /// <returns>A valid texture object.</returns>
        public Texture GetTexture(string textureName)
        {
            textureName = FileEngine.CleanFileName(textureName);
            if (LoadedTextures.TryGetValue(textureName, out Texture foundTexture))
            {
                return(foundTexture);
            }
            Texture loaded = DynamicLoadTexture(textureName);

            LoadedTextures.Add(textureName, loaded);
            OnTextureLoaded?.Invoke(this, new TextureLoadedEventArgs(loaded));
            return(loaded);
        }
Esempio n. 5
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        void thread_LoadTexture(SceneNode node, string path, Dimension2Di size)
        {
            Texture      t;
            Dimension2Di si;
            Image        i = irrDevice.DriverNoCheck.CreateImage(path);

            if (i != null)
            {
                Image j = irrDevice.DriverNoCheck.CreateImage(ColorFormat.A8R8G8B8, size);
                i.CopyToScaling(j);

                irrDevice.Lock();
                t = irrDevice.Driver.AddTexture(path + "|" + size.ToString(), j);
                irrDevice.Unlock();

                si = i.Dimension;

                i.Drop();
                j.Drop();

                lock (loadedTextures)
                {
                    loadedTextures.Add(t.Name.Path);
                }
            }
            else
            {
                t  = noPreviewTexture;
                si = noPreviewTexture.Size;
            }

            irrDevice.Lock();
            node.SetMaterialTexture(0, t);
            irrDevice.Unlock();

            OnTextureLoaded?.Invoke(node, t, si);

            node.Drop();
        }
        public async void LoadParallax()
        {
            if (!_configurationManager.GetCVar <bool>("parallax.enabled"))
            {
                return;
            }

            Stream    configStream = null;
            string    contents;
            TomlTable table;

            try
            {
                // Load normal config into memory
                if (!_resourceCache.TryContentFileRead(ParallaxConfigPath, out configStream))
                {
                    Logger.ErrorS("parallax", "Parallax config not found.");
                    return;
                }

                using (var reader = new StreamReader(configStream, EncodingHelpers.UTF8))
                {
                    contents = reader.ReadToEnd();
                }

                if (_resourceCache.UserData.Exists(ParallaxConfigOld))
                {
                    bool match;
                    using (var data = _resourceCache.UserData.Open(ParallaxConfigOld, FileMode.Open))
                        using (var reader = new StreamReader(data, EncodingHelpers.UTF8))
                        {
                            match = reader.ReadToEnd() == contents;
                        }

                    if (match)
                    {
                        using (var stream = _resourceCache.UserData.Open(ParallaxPath, FileMode.Open))
                        {
                            ParallaxTexture = Texture.LoadFromPNGStream(stream, "Parallax");
                        }

                        OnTextureLoaded?.Invoke(ParallaxTexture);
                        return;
                    }
                }

                table = Toml.ReadString(contents);
            }
            finally
            {
                configStream?.Dispose();
            }

            var sawmill = _logManager.GetSawmill("parallax");
            // Generate the parallax in the thread pool.
            var image = await Task.Run(() => ParallaxGenerator.GenerateParallax(table, new Size(1920, 1080), sawmill));

            // And load it in the main thread for safety reasons.
            ParallaxTexture = Texture.LoadFromImage(image, "Parallax");

            // Store it and CRC so further game starts don't need to regenerate it.
            using (var stream = _resourceCache.UserData.Open(ParallaxPath, FileMode.Create))
            {
                image.SaveAsPng(stream);
            }

            using (var stream = _resourceCache.UserData.Open(ParallaxConfigOld, FileMode.Create))
                using (var writer = new StreamWriter(stream, EncodingHelpers.UTF8))
                {
                    writer.Write(contents);
                }

            OnTextureLoaded?.Invoke(ParallaxTexture);
        }
        public async void LoadParallax()
        {
            if (!_configurationManager.GetCVar <bool>("parallax.enabled"))
            {
                return;
            }

            var       debugParallax = _configurationManager.GetCVar <bool>("parallax.debug");
            string    contents;
            TomlTable table;

            // Load normal config into memory
            if (!_resourceCache.TryContentFileRead(ParallaxConfigPath, out var configStream))
            {
                Logger.ErrorS("parallax", "Parallax config not found.");
                return;
            }

            using (configStream)
            {
                using (var reader = new StreamReader(configStream, EncodingHelpers.UTF8))
                {
                    contents = reader.ReadToEnd();
                }

                if (!debugParallax && _resourceCache.UserData.Exists(ParallaxConfigOld))
                {
                    var match = _resourceCache.UserData.ReadAllText(ParallaxConfigOld) == contents;

                    if (match)
                    {
                        using (var stream = _resourceCache.UserData.OpenRead(ParallaxPath))
                        {
                            ParallaxTexture = Texture.LoadFromPNGStream(stream, "Parallax");
                        }

                        OnTextureLoaded?.Invoke(ParallaxTexture);
                        return;
                    }
                }

                table = Toml.ReadString(contents);
            }

            List <Image <Rgba32> > debugImages = null;

            if (debugParallax)
            {
                debugImages = new List <Image <Rgba32> >();
            }

            var sawmill = _logManager.GetSawmill("parallax");
            // Generate the parallax in the thread pool.
            var image = await Task.Run(() =>
                                       ParallaxGenerator.GenerateParallax(table, new Size(1920, 1080), sawmill, debugImages));

            // And load it in the main thread for safety reasons.
            ParallaxTexture = Texture.LoadFromImage(image, "Parallax");

            // Store it and CRC so further game starts don't need to regenerate it.
            using (var stream = _resourceCache.UserData.Create(ParallaxPath))
            {
                image.SaveAsPng(stream);
            }

            if (debugParallax)
            {
                var i = 0;
                foreach (var debugImage in debugImages)
                {
                    using (var stream = _resourceCache.UserData.Create(new ResourcePath($"/parallax_debug_{i}.png")))
                    {
                        debugImage.SaveAsPng(stream);
                    }

                    i += 1;
                }
            }

            image.Dispose();

            using (var stream = _resourceCache.UserData.Create(ParallaxConfigOld))
                using (var writer = new StreamWriter(stream, EncodingHelpers.UTF8))
                {
                    writer.Write(contents);
                }

            OnTextureLoaded?.Invoke(ParallaxTexture);
        }