예제 #1
0
        static void LoadGameDll(string BasePath)
        {
            BasePath = Path.Combine(BasePath, "Game.dll");

            Assembly GameAssembly = Reflect.LoadAssembly(BasePath);

            Type[] GameImplementations = Reflect.GetAllImplementationsOf(GameAssembly, typeof(LibTechGame)).ToArray();

            if (GameImplementations.Length == 0)
            {
                GConsole.WriteLine("No game implementations found in " + BasePath);
                Environment.Exit(0);
            }
            else if (GameImplementations.Length > 1)
            {
                GConsole.WriteLine("Too many game implementations in " + BasePath);
                Environment.Exit(0);
            }

            AppDomain.CurrentDomain.AssemblyResolve += (S, E) => TryLoadAssembly(E.Name, BasePath);
            Importers.RegisterAll(GameAssembly);

            Game = (LibTechGame)Activator.CreateInstance(GameImplementations[0]);
            Game.Load();
        }
예제 #2
0
        static void RunGame()
        {
            InitConsole();

            FileWatcher.Init("content");
            Importers.RegisterAll(Reflect.GetExeAssembly());

            Engine.GUI = new libGUI();

            Engine.Window              = new RenderWindow(Engine.WindowWidth, Engine.WindowHeight, "libTech", Engine.WindowResizable);
            Engine.Window.OnMouseMove += Engine.GUI.OnMouseMove;
            Engine.Window.OnKey       += OnKey;
            Engine.Window.OnChar      += Engine.GUI.OnChar;

            Engine.GUI.Init(Engine.Window, new ShaderProgram(new ShaderStage(ShaderType.VertexShader, "content/shaders/gui.vert"), new ShaderStage(ShaderType.FragmentShader, "content/shaders/gui.frag")));

            GConsole.Init();
            GConsole.WriteLine("Running {0}", RenderAPI.Renderer, RenderAPI.Version);

            GConsole.Color = FishGfx.Color.Orange;
            foreach (var DllName in FailedToLoadDLLs)
            {
                GConsole.WriteLine("Failed to load '{0}'", DllName);
            }
            GConsole.Color = FishGfx.Color.White;

            // Graphics init
            Gfx.ShadersDirectory = "content/shaders";
            //Gfx.Line3D = DefaultShaders.Line3D;
            //Gfx.Point3D = DefaultShaders.Point3D;
            //Gfx.Default3D = DefaultShaders.DefaultColor3D;

            // Camera init
            Engine.Camera2D = new Camera();
            Engine.Camera2D.SetOrthogonal(0, 0, Engine.Window.WindowWidth, Engine.Window.WindowHeight);

            Engine.Camera3D = new Camera();
            Engine.Camera3D.SetPerspective(Engine.Window.WindowWidth, Engine.Window.WindowHeight);

            LoadGameDll(Engine.GamePath);

            float Dt = 0;

            while (!Engine.Window.ShouldClose)
            {
                Update(Dt);
                Draw(Dt);
                Thread.Sleep(0);
            }
        }
예제 #3
0
        static void LoadGameDll(string BasePath)
        {
            string   GameDllPath   = Path.Combine(BasePath, "Game.dll");
            Assembly GameAssembly  = Assembly.GetExecutingAssembly();
            bool     LoadImporters = false;

            if (File.Exists(GameDllPath))
            {
                GameAssembly  = Reflect.LoadAssembly(GameDllPath);
                LoadImporters = true;
            }

            Type[] GameImplementations = Reflect.GetAllImplementationsOf(GameAssembly, typeof(LibTechGame)).ToArray();

            if (GameImplementations.Length == 0)
            {
                GConsole.WriteLine("No game implementations found in " + GameDllPath);
                Environment.Exit(0);
            }
            else if (GameImplementations.Length > 1)
            {
                GConsole.WriteLine("Too many game implementations in " + GameDllPath);
                Environment.Exit(0);
            }

            AppDomain.CurrentDomain.AssemblyResolve += (S, E) => TryLoadAssembly(E.Name, GameDllPath);

            if (LoadImporters)
            {
                Importers.RegisterAll(GameAssembly);
            }

            Entity.LoadAllTypes();

            Engine.Game = (LibTechGame)Activator.CreateInstance(GameImplementations[0]);
            Engine.Game.Load();
        }
예제 #4
0
        static void RunGame()
        {
            TimeStopwatch = Stopwatch.StartNew();
            InitConsole();

            Engine.VFS = new VirtualFileSystem(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location));
            Engine.VFS.Mount("/content/", "./content");
            Engine.VFS.Mount("/materials/", "C:/Program Files (x86)/Steam/steamapps/common/GarrysMod/garrysmod/addons/quake_3_gmod_160207505/materials");

            string[] SourceGameDirs = Engine.SourceGameDirs.Value.Split(new[] { ',', ';' }, StringSplitOptions.RemoveEmptyEntries).Where(Pth => Directory.Exists(Pth)).ToArray();

            if (SourceGameDirs.Length > 0)
            {
                foreach (var GameDir in SourceGameDirs)
                {
                    Engine.VFS.GetSourceProvider().AddRoot(GameDir);
                }
            }

            if (Directory.Exists(Path.Combine(Engine.GamePath, "content")))
            {
                Engine.VFS.Mount("/content/", Path.Combine(Engine.GamePath, "content"));
            }

            List <string> ZipResources = new List <string>();

            ZipResources.AddRange(Engine.VFS.GetFiles("/content/").Where(P => Path.GetExtension(P) == ".pk3" || Path.GetExtension(P) == ".zip"));

            foreach (var ZipResource in ZipResources)
            {
                Engine.VFS.MountArchive("/content/", ZipResource);
            }

            FileWatcher.Init("content");
            Importers.RegisterAll(Reflect.GetExeAssembly());

            Engine.GUI = new NuklearGUI();

            Engine.Window              = new RenderWindow(Engine.WindowWidth, Engine.WindowHeight, "libTech", Engine.WindowResizable);
            Engine.Window.OnMouseMove += Engine.GUI.OnMouseMove;
            Engine.Window.OnKey       += OnKey;
            Engine.Window.OnChar      += Engine.GUI.OnChar;

            RenderDoc.Init();

            GConsole.Init();
            GConsole.WriteLine("Running {0}", RenderAPI.Renderer, RenderAPI.Version);

            string ExtensionsFile = "extensions.txt";

            if (File.Exists(ExtensionsFile))
            {
                File.Delete(ExtensionsFile);
            }

            File.WriteAllLines(ExtensionsFile, RenderAPI.Extensions);
            EngineRenderer.Init();

            Engine.GUI.Init(Engine.Window, new ShaderProgram(new ShaderStage(ShaderType.VertexShader, "content/shaders/gui.vert"), new ShaderStage(ShaderType.FragmentShader, "content/shaders/gui.frag")));
            Engine.UI = new libGUI(Engine.Window);

            DbgDraw.Init();
            Lua.Init();

            GConsole.Color = Color.Orange;
            foreach (var DllName in FailedToLoadDLLs)
            {
                GConsole.WriteLine("Failed to load '{0}'", DllName);
            }
            GConsole.Color = Color.White;

            // Graphics init
            Gfx.ShadersDirectory = "content/shaders";
            //Gfx.Line3D = DefaultShaders.Line3D;
            //Gfx.Point3D = DefaultShaders.Point3D;
            //Gfx.Default3D = DefaultShaders.DefaultColor3D;

            // Camera init
            Engine.Camera2D = new Camera();
            Engine.Camera2D.SetOrthogonal(0, 0, Engine.Window.WindowWidth, Engine.Window.WindowHeight);

            Engine.Camera3D = new Camera();
            Engine.Camera3D.SetPerspective(Engine.Window.WindowWidth, Engine.Window.WindowHeight, FarPlane: 16000);

            LoadGameDll(Engine.GamePath);

            Stopwatch SWatch = Stopwatch.StartNew();

            int MaxFPS = Engine.MaxFPS;

            if (MaxFPS <= 0)
            {
                MaxFPS = 900;
            }

            float FrameCap = 1.0f / MaxFPS;
            float Dt       = 1.0f / 60.0f;

            while (!Engine.Window.ShouldClose)
            {
                Engine.FrameTime.Push(Dt);

                Update(Dt);
                EngineRenderer.Draw(Dt);

                // TODO: Move frame cap somewhere else
                while ((SWatch.ElapsedMilliseconds / 1000.0f) < FrameCap)
                {
                    Thread.Sleep(0);
                }

                Dt = SWatch.ElapsedMilliseconds / 1000.0f;
                SWatch.Restart();
            }
        }
예제 #5
0
        static void LoadContent()
        {
            string GameDllPath = Path.Combine(CVar.GetString("game"), "Game.dll");

            if (!File.Exists(GameDllPath))
            {
                FatalError("File not found: {0}", GameDllPath);
            }

            Assembly GameAssembly = Reflect.LoadAssembly(GameDllPath);

            Importers.RegisterAll(GameAssembly);

            Type[] GameImplementations = Reflect.GetAllImplementationsOf(GameAssembly, typeof(LibTechGame)).ToArray();

            if (GameImplementations.Length == 0)
            {
                FatalError("Could not find game implementation in {0}", GameDllPath);
            }
            if (GameImplementations.Length > 1)
            {
                FatalError("Found too many game implementations in {0}", GameDllPath);
            }

            Game = (LibTechGame)Activator.CreateInstance(GameImplementations[0]);
            Game.Load();

            RenderDevice = new RenderDevice(ShaderProgram.GUI, Width, Height);
            NuklearAPI.Init(RenderDevice);
            NuklearAPI.SetClipboardCallback((Txt) => {
                if (string.IsNullOrEmpty(Txt))
                {
                    return;
                }

                Glfw.SetClipboardString(Window, Txt);
            }, () => {
                string Str = Glfw.GetClipboardString(Window);
                if (Str == null)
                {
                    Str = "";
                }

                return(Str);
            });

            Glfw.SetCursorPosCallback(Window, (Wnd, X, Y) => {
                RenderDevice.OnMouseMove((int)X, (int)Y);
            });

            Glfw.SetMouseButtonCallback(Window, (Wnd, Button, State, Mods) => {
                NuklearEvent.MouseButton NkButton;
                bool IsDown = State == Glfw.InputState.Press ? true : false;

                if (!(State == Glfw.InputState.Press || State == Glfw.InputState.Release))
                {
                    return;
                }

                if (Button == Glfw.MouseButton.ButtonLeft)
                {
                    NkButton = NuklearEvent.MouseButton.Left;
                }
                else if (Button == Glfw.MouseButton.ButtonMiddle)
                {
                    NkButton = NuklearEvent.MouseButton.Middle;
                }
                else if (Button == Glfw.MouseButton.ButtonRight)
                {
                    NkButton = NuklearEvent.MouseButton.Right;
                }
                else
                {
                    return;
                }

                RenderDevice.OnMouseButton(NkButton, (int)MousePos.X, (int)MousePos.Y, IsDown);
            });

            Glfw.SetScrollCallback(Window, (Wnd, X, Y) => {
                RenderDevice.OnScroll((float)X, (float)Y);
            });

            Glfw.SetCharCallback(Window, (Wnd, Chr) => {
                RenderDevice.OnText(((char)Chr).ToString());
            });

            Glfw.SetKeyCallback(Window, (Wnd, KCode, SCode, State, Mods) => {
                if (KCode == Glfw.KeyCode.F1 && State == Glfw.InputState.Press)
                {
                    GConsole.Open = true;
                }

                NkKeys K = ConvertToNkKey(KCode, Mods);

                if (K != NkKeys.None)
                {
                    RenderDevice.OnKey(K, State == Glfw.InputState.Press);
                    if (State == Glfw.InputState.Repeat)
                    {
                        RenderDevice.OnKey(K, true);
                    }
                }
            });

            Glfw.SetDropCallback(Window, (Wnd, Cnt, Paths) => {
                DragDropPaths = Paths;
            });
        }
예제 #6
0
        static void Main(string[] args)
        {
            CVar.InitMode = true;
            CVar.Register("game", "basegame", CVarType.Replicated | CVarType.Init, (This, Old, New) => This.Value = Path.GetFullPath((string)New));

            CVar.Register("width", 1366, CVarType.Archive);
            CVar.Register("height", 768, CVarType.Archive);
            CVar.Register("borderless", false, CVarType.Archive);
            CVar.Register("resizable", false, CVarType.Archive);
            CVar.Register("gl_doublebuffer", true, CVarType.Archive);
            CVar.Register("gl_samples", 8, CVarType.Archive);

            CVar.Register("gl_forwardcompat", true, CVarType.Archive | CVarType.Init | CVarType.Unsafe);
            CVar.Register("gl_major", 4, CVarType.Archive | CVarType.Init | CVarType.Unsafe);
            CVar.Register("gl_minor", 5, CVarType.Archive | CVarType.Init | CVarType.Unsafe);

            // Parse all arguments and set CVars
            foreach (var Arg in ArgumentParser.All)
            {
                switch (Arg.Key)
                {
                case "console":
                    GConsole.Open = true;
                    break;

                default: {
                    CVar CVar = CVar.Find(Arg.Key);

                    if (CVar != null)
                    {
                        CVar.Value = Arg.Value.LastOrDefault();
                    }
                    else
                    {
                        CVar.Register(Arg.Key, Arg.Value.LastOrDefault());
                    }

                    break;
                }
                }
            }

            CVar.InitMode = false;
            foreach (var CVar in CVar.GetAll())
            {
                GConsole.WriteLine(CVar);
            }

            FileWatcher.Init("content");
            Importers.RegisterAll(Reflect.GetExeAssembly());

            CreateContext();
            InitPhysics();

            LoadContent();

            Stopwatch SWatch = Stopwatch.StartNew();
            float     Target = 1.0f / 120;
            float     Dt     = Target;

            TextureTarget Tgt = TextureTarget.Texture2dMultisample;

            if (CVar.GetInt("gl_samples") == 0)
            {
                Tgt = TextureTarget.Texture2d;
            }

            Texture ColorTex = new Texture(Width, Height, Tgt, 1, InternalFormat.Rgb16f);
            Texture DepthTex = new Texture(Width, Height, Tgt, 1, InternalFormat.Depth24Stencil8);

            Framebuffer FB = new Framebuffer();

            FB.AttachColorTexture(ColorTex);
            FB.AttachDepthTexture(DepthTex);

            Texture SkyboxCubeMap = new Texture(1024, 1024, TextureTarget.TextureCubeMap, 1, InternalFormat.Srgb8Alpha8);

            SkyboxCubeMap.SetFilter(Gl.LINEAR, Gl.LINEAR);
            SkyboxCubeMap.SubImage3D(Image.FromFile("content/textures/skybox/interstellar/front.png"), Z: Texture.FRONT);
            SkyboxCubeMap.SubImage3D(Image.FromFile("content/textures/skybox/interstellar/back.png"), Z: Texture.BACK);
            SkyboxCubeMap.SubImage3D(Image.FromFile("content/textures/skybox/interstellar/left.png"), Z: Texture.LEFT);
            SkyboxCubeMap.SubImage3D(Image.FromFile("content/textures/skybox/interstellar/right.png"), Z: Texture.RIGHT);
            SkyboxCubeMap.SubImage3D(Image.FromFile("content/textures/skybox/interstellar/top.png"), Z: Texture.TOP);
            SkyboxCubeMap.SubImage3D(Image.FromFile("content/textures/skybox/interstellar/bottom.png"), Z: Texture.BOTTOM);

            //FB.Clear(new Vector4(1, 0, 0, 1));

            Model SkyboxCube = Importers.Load <Model>("content/models/cube.obj");

            SkyboxCube.Scale = new Vector3(2);
            SkyboxCube.Meshes[0].Material.Shader  = ShaderProgram.Skybox;
            SkyboxCube.Meshes[0].Material.Diffuse = SkyboxCubeMap;

            //bool DoDebug = true;

            while (!Glfw.WindowShouldClose(Window))
            {
                /*if (Khronos.KhronosApi.LogEnabled) {
                 *      Khronos.KhronosApi.LogCommand("END FRAME", null, null);
                 *      Khronos.KhronosApi.LogEnabled = false;
                 * }
                 *
                 * if (DoDebug) {
                 *      DoDebug = false;
                 *      Khronos.KhronosApi.LogEnabled = true;
                 *      Khronos.KhronosApi.LogCommand("BEGIN FRAME", null, null);
                 * }*/

                Update(Dt);
                Gl.Clear(ClearBufferMask.DepthBufferBit | ClearBufferMask.ColorBufferBit | ClearBufferMask.StencilBufferBit);

                FB.Bind();
                {
                    Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit);
                    SetupState();

                    Gl.Disable(EnableCap.CullFace);
                    Gl.DepthMask(false);
                    SkyboxCube.Position = Camera.ActiveCamera?.Position ?? Vector3.Zero;
                    SkyboxCube.Draw();
                    Gl.DepthMask(true);

                    DrawScene(Dt);
                }
                FB.Unbind();

                // Swap to GUI camera
                Gl.Disable(EnableCap.DepthTest);
                Gl.Disable(EnableCap.CullFace);
                Camera.ActiveCamera = Camera.GUICamera;

                Immediate.UseShaders(() => {
                    if (ColorTex.Multisampled)
                    {
                        Immediate.TriangleShader = ShaderProgram.PostMultisample;
                        Immediate.TriangleShader.Uniform2f("TexSize", new Vector2(ColorTex.Width, ColorTex.Height));
                    }
                    else
                    {
                        Immediate.TriangleShader = ShaderProgram.Post;
                    }

                    Immediate.TriangleShader.Uniform1f("Exposure", 1.0f);

                    Gl.Enable(EnableCap.FramebufferSrgb);
                    Immediate.Texture2D(Vector2.Zero, ColorTex, UVInvertY: true);
                    Gl.Disable(EnableCap.FramebufferSrgb);
                });

                DrawGUI(Dt);
                Glfw.SwapBuffers(Window);

                // Cap at Target framerate
                while ((float)SWatch.ElapsedMilliseconds / 1000 < Target)
                {
                    ;
                }

                Dt  = (float)SWatch.ElapsedMilliseconds / 1000;
                FPS = (int)(1.0f / Dt);
                SWatch.Restart();
            }

            Environment.Exit(0);
        }