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
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            GraphicsDevice gd = new GraphicsDevice("Particle Editing Tool",
                                                   FeatureLevel.Level_11_0, 0.1f, 3000f);

            //save renderform position
            gd.RendForm.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                          Settings.Default,
                                                                          "MainWindowPos", true,
                                                                          System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            gd.RendForm.Location = Settings.Default.MainWindowPos;

            //used to have a hard coded path here for #debug
            //but now can just use launch.json to provide it
            string rootDir = ".";

            SharedForms.ShaderCompileHelper.mTitle = "Compiling Shaders...";

            StuffKeeper sk = new StuffKeeper();

            sk.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler;
            sk.eCompileDone   += SharedForms.ShaderCompileHelper.CompileDoneHandler;

            sk.Init(gd, rootDir);

            MatLib      matLib = new MatLib(gd, sk);
            CommonPrims cprims = new CommonPrims(gd, sk);

            matLib.InitCelShading(1);
            matLib.GenerateCelTexturePreset(gd.GD,
                                            gd.GD.FeatureLevel == FeatureLevel.Level_9_3, false, 0);
            matLib.SetCelTexture(0);

            PlayerSteering pSteering    = SetUpSteering();
            Input          inp          = SetUpInput();
            Random         rand         = new Random();
            ParticleForm   partForm     = SetUpForms(gd.GD, matLib, sk);
            ParticleEditor partEdit     = new ParticleEditor(gd, partForm, matLib);
            bool           bMouseLookOn = false;

            EventHandler actHandler = new EventHandler(
                delegate(object s, EventArgs ea)
                { inp.ClearInputs(); });

            EventHandler <EventArgs> deActHandler = new EventHandler <EventArgs>(
                delegate(object s, EventArgs ea)
            {
                gd.SetCapture(false);
                bMouseLookOn = false;
            });

            gd.RendForm.Activated      += actHandler;
            gd.RendForm.AppDeactivated += deActHandler;

            Vector3 pos      = Vector3.One * 5f;
            Vector3 lightDir = -Vector3.UnitY;
            long    lastTime = Stopwatch.GetTimestamp();
            long    freq     = Stopwatch.Frequency;

            RenderLoop.Run(gd.RendForm, () =>
            {
                if (!gd.RendForm.Focused)
                {
                    Thread.Sleep(33);
                }

                gd.CheckResize();

                if (bMouseLookOn && gd.RendForm.Focused)
                {
                    gd.ResetCursorPos();
                }

                //Clear views
                gd.ClearViews();

                long timeNow   = Stopwatch.GetTimestamp();
                long delta     = timeNow - lastTime;
                float secDelta = Math.Min((float)delta / freq, 0.1f);
                int msDelta    = Math.Max((int)(secDelta * 1000f), 1);

                List <Input.InputAction> actions = UpdateInput(inp, gd, secDelta, ref bMouseLookOn);
                if (!gd.RendForm.Focused)
                {
                    actions.Clear();
                    bMouseLookOn = false;
                    gd.SetCapture(false);
                    inp.UnMapAxisAction(Input.MoveAxis.MouseYAxis);
                    inp.UnMapAxisAction(Input.MoveAxis.MouseXAxis);
                }

                Vector3 moveDelta = pSteering.Update(pos, gd.GCam.Forward, gd.GCam.Left, gd.GCam.Up, actions);

                moveDelta *= 300f;

                pos -= moveDelta;

                gd.GCam.Update(pos, pSteering.Pitch, pSteering.Yaw, pSteering.Roll);

                matLib.UpdateWVP(Matrix.Identity, gd.GCam.View, gd.GCam.Projection, gd.GCam.Position);

                cprims.Update(gd.GCam, lightDir);

                cprims.DrawAxis(gd.DC);

                partEdit.Update(msDelta);
                partEdit.Draw();

                gd.Present();

                lastTime = timeNow;
            }, true);                   //true here is slow but needed for winforms events

            matLib.FreeAll();

            Settings.Default.Save();

            gd.RendForm.Activated      -= actHandler;
            gd.RendForm.AppDeactivated -= deActHandler;

            cprims.FreeAll();
            inp.FreeAll();
            matLib.FreeAll();

            sk.eCompileDone   -= SharedForms.ShaderCompileHelper.CompileDoneHandler;
            sk.eCompileNeeded -= SharedForms.ShaderCompileHelper.CompileNeededHandler;

            sk.FreeAll();

            //Release all resources
            gd.ReleaseAll();
        }
コード例 #3
0
ファイル: Program.cs プロジェクト: Kharzette/GrogTools
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            //turn this on for help with leaky stuff
            //Configuration.EnableObjectTracking	=true;

            GraphicsDevice gd = new GraphicsDevice("Collada Conversion Tool",
                                                   FeatureLevel.Level_9_3, 0.1f, 3000f);

            //save renderform position
            gd.RendForm.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                          Settings.Default,
                                                                          "MainWindowPos", true,
                                                                          System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            gd.RendForm.Location = Settings.Default.MainWindowPos;

            SharedForms.ShaderCompileHelper.mTitle = "Compiling Shaders...";

            StuffKeeper sk = new StuffKeeper();

            sk.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler;
            sk.eCompileDone   += SharedForms.ShaderCompileHelper.CompileDoneHandler;

            sk.Init(gd, ".");

            MatLib matLib = new MatLib(gd, sk);

            matLib.InitCelShading(1);
            matLib.GenerateCelTexturePreset(gd.GD,
                                            gd.GD.FeatureLevel == FeatureLevel.Level_9_3, false, 0);
            matLib.SetCelTexture(0);

            PlayerSteering pSteering    = SetUpSteering();
            Input          inp          = SetUpInput();
            Random         rand         = new Random();
            CommonPrims    comPrims     = new CommonPrims(gd, sk);
            bool           bMouseLookOn = false;

            //set up post processing module
            PostProcess post = new PostProcess(gd, matLib, "Post.fx");

            EventHandler actHandler = new EventHandler(
                delegate(object s, EventArgs ea)
                { inp.ClearInputs(); });

            EventHandler <EventArgs> deActHandler = new EventHandler <EventArgs>(
                delegate(object s, EventArgs ea)
            {
                gd.SetCapture(false);
                bMouseLookOn = false;
            });

            gd.RendForm.Activated      += actHandler;
            gd.RendForm.AppDeactivated += deActHandler;

            int resx = gd.RendForm.ClientRectangle.Width;
            int resy = gd.RendForm.ClientRectangle.Height;

            AnimForm ss = SetUpForms(gd.GD, matLib, sk, comPrims);

            Vector3 pos      = Vector3.One * 5f;
            Vector3 lightDir = -Vector3.UnitY;

            UpdateTimer time = new UpdateTimer(true, false);

            time.SetFixedTimeStepSeconds(1f / 60f);             //60fps update rate
            time.SetMaxDeltaSeconds(MaxTimeDelta);

            List <Input.InputAction> acts = new List <Input.InputAction>();

            RenderLoop.Run(gd.RendForm, () =>
            {
                if (!gd.RendForm.Focused)
                {
                    Thread.Sleep(33);
                }

                gd.CheckResize();

                if (bMouseLookOn && gd.RendForm.Focused)
                {
                    gd.ResetCursorPos();
                }

                //Clear views
                gd.ClearViews();

                time.Stamp();
                while (time.GetUpdateDeltaSeconds() > 0f)
                {
                    acts = UpdateInput(inp, gd,
                                       time.GetUpdateDeltaSeconds(), ref bMouseLookOn);
                    if (!gd.RendForm.Focused)
                    {
                        acts.Clear();
                        bMouseLookOn = false;
                        gd.SetCapture(false);
                        inp.UnMapAxisAction(Input.MoveAxis.MouseYAxis);
                        inp.UnMapAxisAction(Input.MoveAxis.MouseXAxis);
                    }

                    Vector3 deltaMove = pSteering.Update(pos,
                                                         gd.GCam.Forward, gd.GCam.Left, gd.GCam.Up, acts);

                    deltaMove *= 200f;
                    pos       -= deltaMove;

                    ChangeLight(acts, ref lightDir);

                    time.UpdateDone();
                }

                //light direction is backwards now for some strange reason
                matLib.SetParameterForAll("mLightDirection", -lightDir);

                gd.GCam.Update(pos, pSteering.Pitch, pSteering.Yaw, pSteering.Roll);

                matLib.UpdateWVP(Matrix.Identity, gd.GCam.View, gd.GCam.Projection, gd.GCam.Position);

                comPrims.Update(gd.GCam, lightDir);

                ss.RenderUpdate(time.GetRenderUpdateDeltaSeconds());

                post.SetTargets(gd, "BackColor", "BackDepth");

                post.ClearTarget(gd, "BackColor", Color.CornflowerBlue);
                post.ClearDepth(gd, "BackDepth");

                ss.Render(gd.DC);

                if (ss.GetDrawAxis())
                {
                    comPrims.DrawAxis(gd.DC);
                }

                if (ss.GetDrawBox())
                {
                    comPrims.DrawBox(gd.DC, Matrix.Identity);
                }

                if (ss.GetDrawSphere())
                {
                    comPrims.DrawSphere(gd.DC, Matrix.Identity);
                }

                gd.Present();

                acts.Clear();
            }, true);                   //true here is slow but needed for winforms events

            Settings.Default.Save();

            gd.RendForm.Activated      -= actHandler;
            gd.RendForm.AppDeactivated -= deActHandler;

            comPrims.FreeAll();
            inp.FreeAll();
            post.FreeAll(gd);
            matLib.FreeAll();

            sk.eCompileDone   -= SharedForms.ShaderCompileHelper.CompileDoneHandler;
            sk.eCompileNeeded -= SharedForms.ShaderCompileHelper.CompileNeededHandler;

            sk.FreeAll();

            //Release all resources
            gd.ReleaseAll();
        }
コード例 #4
0
ファイル: Program.cs プロジェクト: Kharzette/GrogTools
        static AnimForm SetUpForms(Device gd, MatLib matLib, StuffKeeper sk, CommonPrims ep)
        {
            MeshLib.AnimLib animLib = new MeshLib.AnimLib();
            AnimForm        af      = new AnimForm(gd, matLib, animLib);
            StripElements   se      = new StripElements();
            SkeletonEditor  skel    = new SkeletonEditor();

            SharedForms.MaterialForm matForm = new SharedForms.MaterialForm(matLib, sk);
            SharedForms.CelTweakForm celForm = new SharedForms.CelTweakForm(gd, matLib);
            SharedForms.Output       outForm = new SharedForms.Output();

            //save positions
            matForm.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                      Settings.Default, "MaterialFormPos", true,
                                                                      System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            matForm.DataBindings.Add(new System.Windows.Forms.Binding("Size",
                                                                      Settings.Default, "MaterialFormSize", true,
                                                                      System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            af.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                 Settings.Default, "AnimFormPos", true,
                                                                 System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            skel.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                   Settings.Default, "SkeletonEditorFormPos", true,
                                                                   System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            skel.DataBindings.Add(new System.Windows.Forms.Binding("Size",
                                                                   Settings.Default, "SkeletonEditorFormSize", true,
                                                                   System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            celForm.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                      Settings.Default, "CelTweakFormPos", true,
                                                                      System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            outForm.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                      Settings.Default, "OutputFormPos", true,
                                                                      System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            outForm.DataBindings.Add(new System.Windows.Forms.Binding("Size",
                                                                      Settings.Default, "OutputFormSize", true,
                                                                      System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            SeamEditor seam = null;

            MakeSeamForm(ref seam);

            af.eMeshChanged        += (sender, args) => matForm.SetMesh(sender);
            af.ePrint              += (sender, args) => outForm.Print(sender as string);
            matForm.eNukedMeshPart += (sender, args) => af.NukeMeshPart(sender as List <int>);
            matForm.eStripElements += (sender, args) =>
            { if (se.Visible)
              {
                  return;
              }
              se.Populate(args as ArchEventArgs); };
            matForm.eGenTangents += (sender, args) =>
            { ArchEventArgs aea = args as ArchEventArgs;
              if (aea != null)
              {
                  aea.mArch.GenTangents(gd, aea.mIndexes, matForm.GetTexCoordSet());
              }
            };
            matForm.eFoundSeams += (sender, args) =>
            { if (seam.IsDisposed)
              {
                  MakeSeamForm(ref seam);
              }
              seam.Initialize(gd);
              seam.AddSeams(sender as List <EditorMesh.WeightSeam>);
              seam.SizeColumns();
              seam.Visible = true; };
            se.eDeleteElement += (sender, args) =>
            { List <int> elements = sender as List <int>;
              af.NukeVertexElement(se.GetIndexes(), elements);
              se.Populate(null);      se.Visible = false;
              matForm.RefreshMeshPartList(); };
            se.eEscape += (sender, args) =>
            { se.Populate(null);      se.Visible = false; };
            af.eSkeletonChanged += (sender, args) => skel.Initialize(sender as MeshLib.Skeleton);
            af.eBoundsChanged   += (sender, args) => ep.ReBuildBoundsDrawData(gd, sender);

            skel.eSelectUnUsedBones += (sender, args) => af.GetBoneNamesInUseByDraw(sender as List <string>);
            skel.eBonesChanged      += (sender, args) => af.BonesChanged();

            af.Visible      = true;
            matForm.Visible = true;
            skel.Visible    = true;
            celForm.Visible = true;
            outForm.Visible = true;

            return(af);
        }
コード例 #5
0
ファイル: Program.cs プロジェクト: Kharzette/GrogTest
        static void Main()
        {
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            GraphicsDevice gd = new GraphicsDevice("Audio Test Program",
                                                   FeatureLevel.Level_9_3, 0.1f, 3000f);

            //save renderform position
            gd.RendForm.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                          Settings.Default,
                                                                          "MainWindowPos", true,
                                                                          System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            gd.RendForm.Location = Settings.Default.MainWindowPos;

            //used to have a hard coded path here for #debug
            //but now can just use launch.json to provide it
            string gameRootDir = ".";

            Audio aud = new Audio();

            aud.LoadAllSounds(gameRootDir + "/Audio/SoundFX");
            aud.LoadAllSounds(gameRootDir + "/Audio/Music");

            List <string> sounds = aud.GetSoundList();

            int curSound = 0;

            Emitter emitter = Audio.MakeEmitter(Vector3.Zero);

            SharedForms.ShaderCompileHelper.mTitle = "Compiling Shaders...";

            StuffKeeper sk = new StuffKeeper();

            sk.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler;
            sk.eCompileDone   += SharedForms.ShaderCompileHelper.CompileDoneHandler;

            sk.Init(gd, gameRootDir);

            PlayerSteering pSteering    = SetUpSteering();
            Input          inp          = SetUpInput();
            Random         rand         = new Random();
            CommonPrims    comPrims     = new CommonPrims(gd, sk);
            bool           bMouseLookOn = false;

            EventHandler actHandler = new EventHandler(
                delegate(object s, EventArgs ea)
                { inp.ClearInputs(); });

            EventHandler <EventArgs> deActHandler = new EventHandler <EventArgs>(
                delegate(object s, EventArgs ea)
            {
                gd.SetCapture(false);
                bMouseLookOn = false;
            });

            gd.RendForm.Activated      += actHandler;
            gd.RendForm.AppDeactivated += deActHandler;

            int resx = gd.RendForm.ClientRectangle.Width;
            int resy = gd.RendForm.ClientRectangle.Height;

            MatLib fontMats = new MatLib(gd, sk);

            fontMats.CreateMaterial("Text");
            fontMats.SetMaterialEffect("Text", "2D.fx");
            fontMats.SetMaterialTechnique("Text", "Text");

            List <string> fonts = sk.GetFontList();

            ScreenText st = new ScreenText(gd.GD, fontMats, fonts[0], 1000);

            Matrix textProj = Matrix.OrthoOffCenterLH(0, resx, resy, 0, 0.1f, 5f);

            Vector4 color = Vector4.UnitX + (Vector4.UnitW * 0.95f);

            //string indicators for various statusy things
            st.AddString(fonts[0], "P - Play2D   L - Play at Emitter   [] - Prev/Next Sound  E - Set Emitter Pos to Camera Pos",
                         "Instructions", color, Vector2.UnitX * 20f + Vector2.UnitY * 520f, Vector2.One);
            st.AddString(fonts[0], "Stuffs", "CurrentSound",
                         color, Vector2.UnitX * 20f + Vector2.UnitY * 540f, Vector2.One);
            st.AddString(fonts[0], "Stuffs", "EmitterPosition",
                         color, Vector2.UnitX * 20f + Vector2.UnitY * 560f, Vector2.One);
            st.AddString(fonts[0], "Stuffs", "PosStatus",
                         color, Vector2.UnitX * 20f + Vector2.UnitY * 580f, Vector2.One);

            Vector3     pos      = Vector3.One * 5f;
            Vector3     lightDir = -Vector3.UnitY;
            UpdateTimer time     = new UpdateTimer(false, false);

            time.SetFixedTimeStepSeconds(1f / 60f);             //60fps update rate
            time.SetMaxDeltaSeconds(MaxTimeDelta);

            List <Input.InputAction> acts = new List <Input.InputAction>();

            RenderLoop.Run(gd.RendForm, () =>
            {
                if (!gd.RendForm.Focused)
                {
                    Thread.Sleep(33);
                }

                gd.CheckResize();

                if (bMouseLookOn && gd.RendForm.Focused)
                {
                    gd.ResetCursorPos();
                }

                time.Stamp();
                while (time.GetUpdateDeltaSeconds() > 0f)
                {
                    acts = UpdateInput(inp, gd,
                                       time.GetUpdateDeltaSeconds(), ref bMouseLookOn);
                    if (!gd.RendForm.Focused)
                    {
                        acts.Clear();
                        bMouseLookOn = false;
                        gd.SetCapture(false);
                        inp.UnMapAxisAction(Input.MoveAxis.MouseYAxis);
                        inp.UnMapAxisAction(Input.MoveAxis.MouseXAxis);
                    }
                    Vector3 moveDelta = pSteering.Update(pos, gd.GCam.Forward,
                                                         gd.GCam.Left, gd.GCam.Up, acts);

                    moveDelta *= 200f;

                    pos -= moveDelta;

                    gd.GCam.Update(pos, pSteering.Pitch, pSteering.Yaw, pSteering.Roll);

                    CheckInputKeys(acts, aud, ref curSound, sounds, emitter, gd.GCam.Position);

                    //update status text
                    st.ModifyStringText(fonts[0], "Current Sound: " + sounds[curSound], "CurrentSound");
                    st.ModifyStringText(fonts[0], "Emitter Pos: " + emitter.Position.X + ", " + emitter.Position.Y + ", " + emitter.Position.Z, "EmitterPosition");
                    st.ModifyStringText(fonts[0], "Cam Pos: " + gd.GCam.Position +
                                        ", Sounds Playing: " + aud.GetNumInstances(), "PosStatus");
                    time.UpdateDone();
                }


                st.Update(gd.DC);

                comPrims.Update(gd.GCam, lightDir);

                aud.Update(gd.GCam);

                //Clear views
                gd.ClearViews();

                comPrims.DrawAxis(gd.DC);

                st.Draw(gd.DC, Matrix.Identity, textProj);

                gd.Present();

                acts.Clear();
            }, true);                   //true here is slow but needed for winforms events

            Settings.Default.Save();

            gd.RendForm.Activated      -= actHandler;
            gd.RendForm.AppDeactivated -= deActHandler;

            //Release all resources
            st.FreeAll();
            fontMats.FreeAll();
            comPrims.FreeAll();
            inp.FreeAll();

            sk.eCompileDone   -= SharedForms.ShaderCompileHelper.CompileDoneHandler;
            sk.eCompileNeeded -= SharedForms.ShaderCompileHelper.CompileNeededHandler;
            sk.FreeAll();

            aud.FreeAll();
            gd.ReleaseAll();
        }
コード例 #6
0
        static void Main()
        {
            Application.SetHighDpiMode(HighDpiMode.SystemAware);
            Application.EnableVisualStyles();
            Application.SetCompatibleTextRenderingDefault(false);

            //turn this on for help with leaky stuff
            //Configuration.EnableObjectTracking	=true;

            GraphicsDevice gd = new GraphicsDevice("BSP Light Explorer",
                                                   FeatureLevel.Level_11_0, 0.1f, 3000f);

            //save renderform position
            gd.RendForm.DataBindings.Add(new System.Windows.Forms.Binding("Location",
                                                                          Settings.Default,
                                                                          "MainWindowPos", true,
                                                                          System.Windows.Forms.DataSourceUpdateMode.OnPropertyChanged));

            gd.RendForm.Location = Settings.Default.MainWindowPos;

            SharedForms.ShaderCompileHelper.mTitle = "Compiling Shaders...";

            StuffKeeper sk = new StuffKeeper();

            sk.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler;
            sk.eCompileDone   += SharedForms.ShaderCompileHelper.CompileDoneHandler;

            sk.Init(gd, ".");

            MatLib matLib = new MatLib(gd, sk);

            PlayerSteering pSteering    = SetUpSteering();
            Input          inp          = SetUpInput();
            Random         rand         = new Random();
            CommonPrims    comPrims     = new CommonPrims(gd, sk);
            bool           bMouseLookOn = false;
            LightExplorer  lex          = new LightExplorer(gd, sk);

            EventHandler actHandler = new EventHandler(
                delegate(object s, EventArgs ea)
                { inp.ClearInputs(); });

            EventHandler <EventArgs> deActHandler = new EventHandler <EventArgs>(
                delegate(object s, EventArgs ea)
            {
                gd.SetCapture(false);
                bMouseLookOn = false;
            });

            gd.RendForm.Activated      += actHandler;
            gd.RendForm.AppDeactivated += deActHandler;

            int resx = gd.RendForm.ClientRectangle.Width;
            int resy = gd.RendForm.ClientRectangle.Height;

            Vector3 pos      = Vector3.One * 5f;
            Vector3 lightDir = -Vector3.UnitY;

            UpdateTimer time = new UpdateTimer(true, false);

            time.SetFixedTimeStepSeconds(1f / 60f);             //60fps update rate
            time.SetMaxDeltaSeconds(MaxTimeDelta);

            List <Input.InputAction> acts = new List <Input.InputAction>();

            RenderLoop.Run(gd.RendForm, () =>
            {
                if (!gd.RendForm.Focused)
                {
                    Thread.Sleep(33);
                }

                gd.CheckResize();

                if (bMouseLookOn && gd.RendForm.Focused)
                {
                    gd.ResetCursorPos();
                }

                //Clear views
                gd.ClearViews();

                time.Stamp();
                while (time.GetUpdateDeltaSeconds() > 0f)
                {
                    acts = UpdateInput(inp, gd,
                                       time.GetUpdateDeltaSeconds(), ref bMouseLookOn);
                    if (!gd.RendForm.Focused)
                    {
                        acts.Clear();
                        bMouseLookOn = false;
                        gd.SetCapture(false);
                        inp.UnMapAxisAction(Input.MoveAxis.MouseYAxis);
                        inp.UnMapAxisAction(Input.MoveAxis.MouseXAxis);
                    }

                    //check for speediness
                    //psteering only allows speedy ground sprinting
                    bool bFast = false;
                    for (int i = 0; i < acts.Count; i++)
                    {
                        if (acts[i].mAction.Equals(MyActions.MoveForwardFast))
                        {
                            bFast = true;
                        }
                    }

                    Vector3 deltaMove = pSteering.Update(pos,
                                                         gd.GCam.Forward, gd.GCam.Left, gd.GCam.Up, acts);

                    if (bFast)
                    {
                        deltaMove *= 400f;
                    }
                    else
                    {
                        deltaMove *= 200f;
                    }
                    pos -= deltaMove;

                    ChangeLight(acts, ref lightDir);

                    lex.UpdateActions(acts);

                    time.UpdateDone();
                }

                //light direction is backwards now for some strange reason
                matLib.SetParameterForAll("mLightDirection", -lightDir);

                gd.GCam.Update(pos, pSteering.Pitch, pSteering.Yaw, pSteering.Roll);

                matLib.UpdateWVP(Matrix.Identity, gd.GCam.View, gd.GCam.Projection, gd.GCam.Position);

                comPrims.Update(gd.GCam, lightDir);

                lex.Update(time.GetUpdateDeltaMilliSeconds(), gd);
                lex.Render(gd);

                gd.Present();

                acts.Clear();
            }, true);                   //true here is slow but needed for winforms events

            Settings.Default.Save();

            gd.RendForm.Activated      -= actHandler;
            gd.RendForm.AppDeactivated -= deActHandler;

            lex.FreeAll();
            comPrims.FreeAll();
            inp.FreeAll();
            matLib.FreeAll();

            sk.eCompileDone   -= SharedForms.ShaderCompileHelper.CompileDoneHandler;
            sk.eCompileNeeded -= SharedForms.ShaderCompileHelper.CompileNeededHandler;

            sk.FreeAll();

            //Release all resources
            gd.ReleaseAll();
//			Application.Run(new Form1());
        }