/// <summary> /// Configures the game engine placeholder. /// </summary> void FakeEngine() { CWindow = new GameClientWindow("SHOULD NEVER SHOW", true) { Textures = Textures, Models = Models, Animations = Animations, Shaders = Shaders, Rendering3D = Rendering, Files = Files, FontSets = FontSets, GLFonts = Fonts, Window = Window }; CWindow.MainUI = new ViewUI2D(CWindow); CWindow.Engine3D.MainView = MainWorldView; CWindow.Engine3D.ZFar = ZFar; CWindow.Engine3D.ZFarOut = ZFarOut; CWindow.Engine3D.AllowLL = AllowLL; CWindow.Engine3D.Sounds = Sounds; CWindow.Engine3D.FogMaxDist = FogMaxDist; Engine = CWindow.Engine3D; CVars.r_dynamicshadows.OnChanged += (o, e) => Engine.EnableDynamicShadows = CVars.r_dynamicshadows.ValueB; CVars.r_dynamicshadows.OnChanged(null, null); CVars.r_znear.OnChanged += (o, e) => Engine.ZNear = CVars.r_znear.ValueF; CVars.r_znear.OnChanged(null, null); CVars.r_fov.OnChanged += (o, e) => Engine.FOV = CVars.r_fov.ValueF; CVars.r_fov.OnChanged(null, null); CVars.r_decals.OnChanged += (o, e) => Engine.DisplayDecals = CVars.r_decals.ValueB; CVars.r_decals.OnChanged(null, null); CVars.r_forwardreflections.OnChanged += (o, e) => Engine.ForwardReflections = CVars.r_forwardreflections.ValueB; CVars.r_forwardreflections.OnChanged(null, null); CVars.r_forward_lights.OnChanged += (o, e) => Engine.Forward_Lights = CVars.r_forward_lights.ValueB; CVars.r_forward_lights.OnChanged(null, null); CVars.r_forward_shadows.OnChanged += (o, e) => Engine.Forward_Shadows = CVars.r_forward_shadows.ValueB; CVars.r_forward_shadows.OnChanged(null, null); CVars.r_forward_normals.OnChanged += (o, e) => Engine.Forward_Normals = CVars.r_forward_normals.ValueB; CVars.r_forward_normals.OnChanged(null, null); CVars.r_exposure.OnChanged += (o, e) => Engine.Exposure = CVars.r_exposure.ValueF; CVars.r_exposure.OnChanged(null, null); CVars.r_brighttransp.OnChanged += (o, e) => Engine.Deferred_BrightTransp = CVars.r_brighttransp.ValueB; CVars.r_brighttransp.OnChanged(null, null); CVars.r_grayscale.OnChanged += (o, e) => Engine.Deferred_Grayscale = CVars.r_grayscale.ValueB; CVars.r_grayscale.OnChanged(null, null); CVars.r_toonify.OnChanged += (o, e) => Engine.Deferred_Toonify = CVars.r_toonify.ValueB; CVars.r_toonify.OnChanged(null, null); CVars.r_motionblur.OnChanged += (o, e) => Engine.Deferred_MotionBlur = CVars.r_motionblur.ValueB; CVars.r_motionblur.OnChanged(null, null); CVars.r_ssao.OnChanged += (o, e) => Engine.Deferred_SSAO = CVars.r_ssao.ValueB; CVars.r_ssao.OnChanged(null, null); CVars.r_shadows.OnChanged += (o, e) => Engine.Deferred_Shadows = CVars.r_shadows.ValueB; CVars.r_shadows.OnChanged(null, null); CVars.r_hdr.OnChanged += (o, e) => Engine.Deferred_HDR = CVars.r_hdr.ValueB; CVars.r_hdr.OnChanged(null, null); CVars.r_transplighting.OnChanged += (o, e) => Engine.Deferred_TransparentLights = CVars.r_transplighting.ValueB; CVars.r_transplighting.OnChanged(null, null); CVars.r_lighting.OnChanged += (o, e) => Engine.Deferred_Lights = CVars.r_lighting.ValueB; CVars.r_lighting.OnChanged(null, null); // TODO: Update SunAdjust data }
/// <summary> /// Starts the game. /// </summary> public void Start() { Engine = new GameEngine3D() { Forward_Shadows = true }; Engine.MainView.ShadowTexSize = () => 512; Engine.OnWindowLoad += Engine_WindowLoad; Engine.Start(); }
/// <summary> /// Constructs a new 3D sub-engine. /// </summary> /// <param name="pos">The position of the element.</param> /// <param name="alphaBack">Whether to have an alpha background.</param> public UI3DSubEngine(UIPositionHelper pos, bool alphaBack) : base(pos) { SubEngine = new GameEngine3D() { IsSubEngine = true, SubSize = new Vector2i(Position.Width, Position.Height) }; SubEngine.OwningInstance = pos.View.Client; if (alphaBack) { SubEngine.MainView.ClearColor = new float[] { 0f, 0f, 0f, 0f }; } }
/// <summary> /// Fires when the window is set up but not loaded. /// </summary> public void WindowSetup() { // Grab the engine reference. Engine = Window.Engine3D; // Configure any other options core here... }