コード例 #1
0
ファイル: Game.cs プロジェクト: Kharzette/GrogTest
        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();
        }
コード例 #2
0
ファイル: MapLoop.cs プロジェクト: Kharzette/GrogTest
        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");
        }