public Tortoise2d(string windowTitle, int windowWidth, int windowHeight, int unitsOnX, int unitsOnY, int renderSize, int stateSize) { Console.WriteLine(author); WWidth = windowWidth; WHeight = windowHeight; WTitle = windowTitle; this.X = 100; this.Y = 100; References.game = this; Title = WTitle; ClientSize = new System.Drawing.Size(WWidth, WHeight); Debug.PrintEngine("Window: W:" + ClientSize.Width + ",H:" + ClientSize.Height); //this.WindowState = WindowState.Fullscreen; this.renderSize = renderSize; this.stateSize = stateSize; grid = new Grid(unitsOnX, unitsOnY, WWidth, WHeight); CX = unitsOnX; CY = unitsOnY; textures = new TextureManager(); renderer = new Renderer(this, WWidth, WHeight + 44, renderSize, 1000, textures, grid); layers = new LayerManager(10); input = new PCInput(this); states = new GameStateManager(this, stateSize); camera = new Camera(this, 0, 0); sound = new SoundManager(1000); fps = new FPS(); matrix = new Math.Matrix2(); matrix.SetAll(0); random = new Random(); References.renderer = renderer; References.input = input; References.textures = textures; References.layers = layers; References.states = states; References.grid = grid; References.camera = camera; References.sound = sound; References.matrix = matrix; References.random = random; References.fps = fps; Debug.DEBUG = true; Debug.ENGINE_DEBUG = true; }
public Renderer(Tortoise2d gg, int w, int h, int sprites, int maxlights, TextureManager t, Grid g) { game = gg; tm = t; width = w; height = h; _1920scale = (float)w / 1920; _1080scale = (float)h / 1080; //if not replace your stone-age-gpu for a decent one! Shader.GetSupported(); shader_plain = new Shader(Shader.RShaderFF("shaders/vertex_plain.glsl"), Shader.RShaderFF("shaders/frag_plain.glsl")); shader_w_light = new Shader(Shader.RShaderFF("shaders/vertex_plain.glsl"), Shader.RShaderFF("shaders/frag_with_light.glsl")); shader_o_light = new Shader(Shader.RShaderFF("shaders/vertex_plain.glsl"), Shader.RShaderFF("shaders/frag_only_light.glsl")); shader_merge = new Shader(Shader.RShaderFF("shaders/vertex_plain.glsl"), Shader.RShaderFF("shaders/frag_merge.glsl")); shader_merge_effect = new Shader(Shader.RShaderFF("shaders/vertex_plain.glsl"), Shader.RShaderFF("shaders/frag_merge_effect.glsl")); core = new RendererCore(sprites); fbo = new Fbo(width, height); this.grid = g; }