protected override void OnLoad(System.EventArgs e) { //generate stopwatch sw = new Stopwatch(); //set size of the render virtual_size = new Vector2(1920, 1080); state = new GameState(); string versionOpenGL = GL.GetString(StringName.Version); log(versionOpenGL); // make the Coursor disapear Cursor.Hide(); // center it on the window Cursor.Position = new Point( (Bounds.Left + Bounds.Right) / 2, (Bounds.Top + Bounds.Bottom) / 2); // other state GL.ClearColor(System.Drawing.Color.Black); VSync = VSyncMode.On; screenSize = new Vector2(Width, Height); // create instances of necessary objects textureLoader = new TextureLoader(this); framebufferCreator = new FramebufferCreator(this); meshLoader = new MeshLoader(this); shaderLoader = new ShaderLoader(this); materialLoader = new MaterialLoader(this); templateLoader = new TemplateLoader(this); mScene = new Scene(this); // create gameInput gameInput = new GameInput(mScene, Keyboard, Mouse); // set files for displaying loading screen shaderLoader.fromXmlFile("shaders\\composite.xsp"); shaderLoader.fromTextFile("shaders\\composite.vs", "shaders\\splash_shader.fs"); meshLoader.fromObj("models\\sprite_plane.obj"); textureLoader.fromFile("materials\\ultra_engine_back.png",true); textureLoader.fromFile("materials\\ultra_engine_back_h.png",true); materialLoader.fromXmlFile("materials\\composite.xmf"); //loading noise manualy so we can disable multisampling textureLoader.fromFile("materials\\noise_pixel.png", false); // load files for loading screen textureLoader.LoadTextures(); meshLoader.loadMeshes(); shaderLoader.loadShaders(); materialLoader.loadMaterials(); // setup 2d filter (loading screen) splashFilter2d = new Quad2d(this); // set time to zero spawnTime = get_time(); }
protected override void OnLoad(System.EventArgs e) { //generate stopwatch sw = new Stopwatch(); //set size of the render virtual_size = Settings.Instance.video.CreateSizeVector(VideoSettings.Target.main); state = new GameState(); string versionOpenGL = GL.GetString(StringName.Version); log(versionOpenGL); // make the Coursor disapear Cursor.Hide(); // center it on the window Cursor.Position = new Point( (Bounds.Left + Bounds.Right) / 2, (Bounds.Top + Bounds.Bottom) / 2); // other state GL.ClearColor(System.Drawing.Color.Black); VSync = VSyncMode.On; screenSize = new Vector2(Width, Height); // create instances of necessary objects textureLoader = new TextureLoader(this); framebufferCreator = new FramebufferCreator(this); meshLoader = new MeshLoader(this); shaderLoader = new ShaderLoader(this); materialLoader = new MaterialLoader(this); templateLoader = new TemplateLoader(this); mScene = new Scene(this); // create gameInput gameInput = new GameInput(mScene, Keyboard, Mouse); // set files for displaying loading screen shaderLoader.fromXmlFile("shaders\\composite.xsp"); shaderLoader.fromTextFile("shaders\\composite.vs", "shaders\\splash_shader.fs"); meshLoader.fromObj("models\\sprite_plane.obj"); textureLoader.fromPng("materials\\ultra_engine_back.png", true); textureLoader.fromPng("materials\\ultra_engine_back_h.png", true); materialLoader.fromXmlFile("materials\\composite.xmf"); //loading noise manualy so we can disable multisampling textureLoader.fromPng("materials\\noise_pixel.png", false); // load files for loading screen textureLoader.LoadTextures(); meshLoader.loadMeshes(); shaderLoader.loadShaders(); materialLoader.loadMaterials(); // load files from cache if (Settings.Instance.game.useCache) { meshLoader.readCacheFile(); //shaderLoader.readCacheFile(); //textureLoader.readCacheFile(); materialLoader.readCacheFile(); templateLoader.readCacheFile(); } // setup 2d filter (loading screen) splashFilter2d = new Quad2d(this); // set time to zero spawnTime = get_time(); }