protected override void Load()
        {
            Debug.Profile("Loading assets", true, new Task(() =>
            {
                Debug.Profile("Loading textures", true, new Task(() =>
                {
                    // Load textures
                    TextureRegistry.Register(Texture.Load("loading_texture", "textures/gui/loading.png"));
                    TextureRegistry.Register(Texture.Load("block_placeholder", "textures/blocks/placeholder.png"));
                }));

                Debug.Profile("Loading shaders", true, new Task(() =>
                {
                    // Load shaders
                    ShaderRegistry.Register(Shader.Load("interface_shader", "shaders/ui_shader.vert", "shaders/ui_shader.frag"));
                }));

                /*Debug.Profile("Loading models", true, new Task(() =>
                 * {
                 *
                 * }));*/

                /*Debug.Profile("Loading sounds", true, new Task(() =>
                 * {
                 *
                 * }));*/

                /*Debug.Profile("Loading music", true, new Task(() =>
                 * {
                 *
                 * }));*/
            }));
        }
 protected override void PreWarm()
 {
     Debug.LogDebug($"Profiler resolution: {Debug.GetProfilerResolution():n0} ticks/sec, High res: {(Debug.IsProfilerHighResolution() ? "Yes" : "No")}");
     TextureRegistry.CheckIn();
     ShaderRegistry.CheckIn();
     __BlockInformation.GetAllBlockInformation();
 }
    public void Set(string bundleName, string shaderName)
    {
        if (bundleName == null)
        {
            throw new CYFException("shader.Set: The first argument, the name of the AssetBundle to load, is nil.");
        }
        if (shaderName == null)
        {
            throw new CYFException("shader.Set: The second argument, the name of the shader to load, is nil.");
        }

        material = Object.Instantiate(ShaderRegistry.Get(bundleName, shaderName));
        switch (mode)
        {
        case "camera": {
            CameraShader cs = gameObject.GetComponent <CameraShader>();
            cs.enabled  = true;
            cs.material = material;
            material.EnableKeyword("CYF_SHADER_IS_CAMERA");
            break;
        }

        case "event": gameObject.GetComponent <SpriteRenderer>().material = material; break;

        default:      gameObject.GetComponent <Image>().material = material;          break;
        }
        _isActive = true;
    }
Esempio n. 4
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 static void ProcessArguments(IReadOnlyList <string> args)
 {
     if (args.Count == 2)
     {
         if (args[0] == "-install")
         {
             ShaderRegistry.Install(args[1]);
         }
     }
 }
Esempio n. 5
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        private static void PreLoad()
        {
            Debug.LogInfo("Loading shaders", p_post: Indent);
            {
                Shader.Load("ui_shader", "ui_shader");
                ui_shader = ShaderRegistry.Get("ui_shader");
            }
            Debug.LogInfo("Shaders loaded", p_pre: Unindent);

            GUIAtlas    = TextureAtlas.Build("gui_texture_atlas", "GUI", "gui");
            BlocksAtlas = TextureAtlas.Build("blocks_texture_atlas", "Blocks", "block");
        }
Esempio n. 6
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        protected override void OnLoad(EventArgs e)
        {
            GL.ClearColor(Color.Black);

            InitVbo();

            ShaderInfo shader = Config.ShaderName != null?ShaderRegistry.Get(Config.ShaderName) : ShaderRegistry.First();

            SetShaders(shader?.VertexCode, shader?.FragmentCode);

            base.OnLoad(e);
        }
Esempio n. 7
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        public DisplayWindow() : base(1, 1, GraphicsMode.Default, Reference.NAME, GameWindowFlags.FixedWindow)
        {
            Win32.SetWindowAsDesktopChild(WindowInfo.Handle);

            WindowBorder = WindowBorder.Hidden;
            Location     = new Point(0, 0);
            Size         = new Size(SystemInformation.VirtualScreen.Width, SystemInformation.VirtualScreen.Height);

            Config.FramesPerSecondChange  += (sender, i) => TargetRenderFrequency = i;
            Config.UpdatesPerSecondChange += (sender, i) => TargetUpdateFrequency = i;
            Config.ShaderChange           += (sender, s) => queue.Enqueue(ShaderRegistry.Get(s));

            Instance = this;
        }
Esempio n. 8
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    public static void InitAll(bool shaders = false)
    {
        if (!Initialized && (!GlobalControls.isInFight || GlobalControls.modDev))
        {
            //UnitaleUtil.createFile();
            Stopwatch sw = new Stopwatch(); //benchmarking terrible loading times
            sw.Start();
            ScriptRegistry.Init();
            sw.Stop();
            UnityEngine.Debug.Log("Script registry loading time: " + sw.ElapsedMilliseconds + "ms");
            sw.Reset();

            sw.Start();
            SpriteRegistry.Init();
            sw.Stop();
            UnityEngine.Debug.Log("Sprite registry loading time: " + sw.ElapsedMilliseconds + "ms");
            sw.Reset();

            sw.Start();
            AudioClipRegistry.Init();
            sw.Stop();
            UnityEngine.Debug.Log("Audio clip registry loading time: " + sw.ElapsedMilliseconds + "ms");
            sw.Reset();

            sw.Start();
            SpriteFontRegistry.Init();
            sw.Stop();
            UnityEngine.Debug.Log("Sprite font registry loading time: " + sw.ElapsedMilliseconds + "ms");
            sw.Reset();

            if (shaders)
            {
                sw.Start();
                ShaderRegistry.Init();
                sw.Stop();
                UnityEngine.Debug.Log("Shader registry loading time: " + sw.ElapsedMilliseconds + "ms");
                sw.Reset();
            }
        }
        else
        {
            Initialized = true;
        }
        LateUpdater.Init(); // must be last; lateupdater's initialization is for classes that depend on the above registries
        MusicManager.src = Camera.main.GetComponent <AudioSource>();
        SendLoaded();
        //CurrENCOUNTER = ENCOUNTER;
        //CurrMODFOLDER = MODFOLDER;
    }
Esempio n. 9
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 public static void Start()
 {
     if (!firstInit)
     {
         firstInit = true;
         SpriteRegistry.Start();
         AudioClipRegistry.Start();
         SpriteFontRegistry.Start();
         ShaderRegistry.Start();
     }
     if (string.IsNullOrEmpty(MODFOLDER))
     {
         MODFOLDER = EDITOR_MODFOLDER;
     }
     //if (CurrMODFOLDER != MODFOLDER || CurrENCOUNTER != ENCOUNTER)
     InitAll();
     Initialized = true;
 }
Esempio n. 10
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        static void Main(string[] args)
        {
            if (mutex.WaitOne(TimeSpan.Zero, true))
            {
                Logger.FilePath = "./latest.log";

                ShaderRegistry.Load();
                Config.Load();

                ProcessArguments(args);

                Application.SetCompatibleTextRenderingDefault(false);
                Application.EnableVisualStyles();

                Application.Run(new Context());

                Config.Save();
                mutex.ReleaseMutex();
            }

            mutex.ReleaseMutex();
        }