protected override void LoadContent() { base.LoadContent(); Client.Load(); const int TEXTURE_WIDTH = 32; const int TEXTURE_HEIGHT = 2048; uint[] buffer = new uint[TEXTURE_WIDTH * TEXTURE_HEIGHT * 2]; HuesLoader.Instance.CreateShaderColors(buffer); _hueSamplers[0] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT); _hueSamplers[0].SetData(buffer, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT); _hueSamplers[1] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT); _hueSamplers[1].SetData(buffer, TEXTURE_WIDTH * TEXTURE_HEIGHT, TEXTURE_WIDTH * TEXTURE_HEIGHT); GraphicsDevice.Textures[1] = _hueSamplers[0]; GraphicsDevice.Textures[2] = _hueSamplers[1]; AuraManager.CreateAuraTexture(); UIManager.InitializeGameCursor(); AnimatedStaticsManager.Initialize(); SetScene(new LoginScene()); SetWindowPositionBySettings(); }
protected override void LoadContent() { base.LoadContent(); const int TEXTURE_WIDTH = 32; const int TEXTURE_HEIGHT = 2048; const int LIGHTS_TEXTURE_WIDTH = 32; const int LIGHTS_TEXTURE_HEIGHT = 63; uint[] buffer = System.Buffers.ArrayPool <uint> .Shared.Rent(TEXTURE_WIDTH *TEXTURE_HEIGHT * 2); try { HuesLoader.Instance.CreateShaderColors(buffer); _hueSamplers[0] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT); _hueSamplers[0].SetData(buffer, 0, TEXTURE_WIDTH * TEXTURE_HEIGHT); _hueSamplers[1] = new Texture2D(GraphicsDevice, TEXTURE_WIDTH, TEXTURE_HEIGHT); _hueSamplers[1].SetData(buffer, TEXTURE_WIDTH * TEXTURE_HEIGHT, TEXTURE_WIDTH * TEXTURE_HEIGHT); } finally { System.Buffers.ArrayPool <uint> .Shared.Return(buffer, true); } buffer = System.Buffers.ArrayPool <uint> .Shared.Rent(LIGHTS_TEXTURE_WIDTH *LIGHTS_TEXTURE_HEIGHT); try { LightColors.CreateLookupTables(buffer); _hueSamplers[2] = new Texture2D(GraphicsDevice, LIGHTS_TEXTURE_WIDTH, LIGHTS_TEXTURE_HEIGHT); _hueSamplers[2].SetData(buffer, 0, LIGHTS_TEXTURE_WIDTH * LIGHTS_TEXTURE_HEIGHT); } finally { System.Buffers.ArrayPool <uint> .Shared.Return(buffer, true); } GraphicsDevice.Textures[1] = _hueSamplers[0]; GraphicsDevice.Textures[2] = _hueSamplers[1]; GraphicsDevice.Textures[3] = _hueSamplers[2]; GumpsLoader.Instance.CreateAtlas(GraphicsDevice); LightsLoader.Instance.CreateAtlas(GraphicsDevice); AnimationsLoader.Instance.CreateAtlas(GraphicsDevice); _fontRenderer = new UOFontRenderer(GraphicsDevice); UIManager.InitializeGameCursor(); AnimatedStaticsManager.Initialize(); SetScene(new LoginScene()); SetWindowPositionBySettings(); }
protected override void LoadContent() { base.LoadContent(); Client.Load(); const int TEXTURE_WIDHT = 32; const int TEXTURE_HEIGHT = 2048 * 1; uint[] buffer = new uint[TEXTURE_WIDHT * TEXTURE_HEIGHT * 2]; HuesLoader.Instance.CreateShaderColors(buffer); _hues_sampler[0] = new Texture2D( GraphicsDevice, TEXTURE_WIDHT, TEXTURE_HEIGHT); _hues_sampler[0].SetData(buffer, 0, TEXTURE_WIDHT * TEXTURE_HEIGHT, true); _hues_sampler[1] = new Texture2D( GraphicsDevice, TEXTURE_WIDHT, TEXTURE_HEIGHT); _hues_sampler[1].SetData(buffer, TEXTURE_WIDHT * TEXTURE_HEIGHT, TEXTURE_WIDHT * TEXTURE_HEIGHT, true); GraphicsDevice.Textures[1] = _hues_sampler[0]; GraphicsDevice.Textures[2] = _hues_sampler[1]; GraphicsDevice.Textures[1].UnityTexture.filterMode = UnityEngine.FilterMode.Point; GraphicsDevice.Textures[2].UnityTexture.filterMode = UnityEngine.FilterMode.Point; // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue1.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[0].UnityTexture as UnityEngine.Texture2D)); // File.WriteAllBytes(Path.Combine(UnityEngine.Application.persistentDataPath, "hue2.png"), UnityEngine.ImageConversion.EncodeToPNG(_hues_sampler[1].UnityTexture as UnityEngine.Texture2D)); AuraManager.CreateAuraTexture(); UIManager.InitializeGameCursor(); AnimatedStaticsManager.Initialize(); SetScene(new LoginScene()); SetWindowPositionBySettings(); }