private void CreateSkyboxes(GraphicsDevice device, ContentStack content, FrameService frameService, CubeMapGenerator cubeMapGenerator, IrradianceMapGenerator irradianceMapGenerator, EnvironmentMapGenerator environmentMapGenerator) { var skyboxNames = new string[] { "Skyboxes/Circus/Circus_Backstage_3k", "Skyboxes/Industrial/fin4_Bg", "Skyboxes/Milkyway/Milkyway_small", "Skyboxes/Grid/testgrid", "Skyboxes/Loft/Newport_Loft_Ref" }; foreach (var name in skyboxNames) { content.Push("generator"); var equiRect = content.Load <Texture2D>(name); var albedo = cubeMapGenerator.Generate(equiRect); var irradiance = irradianceMapGenerator.Generate(equiRect); var environment = environmentMapGenerator.Generate(equiRect); content.Pop(); content.Link(albedo); content.Link(irradiance); content.Link(environment); this.Textures.Add(new SkyboxTextures(name, albedo, irradiance, environment)); } frameService.Skybox = SkyboxGenerator.Generate(device, this.Textures[0].Albedo, this.Textures[0].Irradiance, this.Textures[0].Environment); }
public Race(string filename, string playerVehicleFile) { Race.Current = this; Logger.Log("Starting race " + Path.GetFileName(filename)); ConfigFile = new RaceFile(filename); foreach (string matFileName in ConfigFile.MaterialFiles) { MatFile matFile = new MatFile(matFileName); ResourceCache.Add(matFile); } foreach (string pixFileName in ConfigFile.PixFiles) { PixFile pixFile = new PixFile(pixFileName); ResourceCache.Add(pixFile); } if (GameVars.Emulation == EmulationMode.Demo) { ResourceCache.Add(new CMaterial("drkcurb.mat", 226)); //demo doesn't have this file, I guess the color is hard-coded } else { ResourceCache.Add(new MatFile("drkcurb.mat")); } ResourceCache.ResolveMaterials(); if (filename.Contains("TESTMAP")) //nasty hack... { GameVars.Scale.Y *= 0.5f; } DatFile modelFile = new DatFile(ConfigFile.ModelFile); ActFile actFile = new ActFile(ConfigFile.ActorFile); _actors = actFile.Hierarchy; _actors.AttachModels(modelFile.Models); _actors.ResolveTransforms(false, ConfigFile.Grooves); if (filename.Contains("TESTMAP")) //nasty hack... { GameVars.Scale.Y *= 2f; } // link the actors and grooves foreach (BaseGroove g in ConfigFile.Grooves) { g.SetActor(_actors.GetByName(g.ActorName)); } // link the funks and materials foreach (BaseFunk f in ConfigFile.Funks) { f.Resolve(); } if (ConfigFile.SkyboxTexture != "none") { PixFile horizonPix = new PixFile(ConfigFile.SkyboxTexture); _skybox = SkyboxGenerator.Generate(horizonPix.PixMaps[0].Texture, ConfigFile.SkyboxRepetitionsX - 3f, ConfigFile.DepthCueMode); _skybox.HeightOffset = -220 + ConfigFile.SkyboxPositionY * 1.5f; } Physics.TrackProcessor.GenerateTrackActor(ConfigFile, _actors, out _nonCars); Logger.Log("NonCars: " + _nonCars.Count); GridPlacer.Reset(); List <int> opponentIds = new List <int>(); List <int> pickedNbrs = new List <int>(); for (int i = 0; i < 5; i++) { int index = 0; while (true) { index = GameEngine.Random.Next(1, OpponentsFile.Instance.Opponents.Count); if (!pickedNbrs.Contains(index)) { pickedNbrs.Add(index); break; } } try { Opponents.Add(new Opponent(OpponentsFile.Instance.Opponents[index].FileName, ConfigFile.GridPosition, ConfigFile.GridDirection)); NbrOpponents++; } catch (Exception ex) { Logger.Log("Error while loading opponent " + OpponentsFile.Instance.Opponents[index].FileName + ", " + ex.Message); } } foreach (CopStartPoint point in ConfigFile.CopStartPoints) { Opponents.Add(new Opponent(point.IsSpecialForces ? "bigapc.txt" : "apc.txt", point.Position, 0, new CopDriver())); } foreach (Opponent o in Opponents) { Drivers.Add(o.Driver); } OpponentController.Nodes = ConfigFile.OpponentPathNodes; PlayerVehicle = new Vehicle(GameVars.BasePath + @"cars\" + playerVehicleFile, new PlayerDriver()); PlayerVehicle.PlaceOnGrid(ConfigFile.GridPosition, ConfigFile.GridDirection); Drivers.Add(PlayerVehicle.Driver); Peds = new PedestrianController(ConfigFile.Peds); _map = new RaceMap(this); RaceTime = new RaceTimeController(); PhysX.Instance.Scene.SetActorGroupPairFlags(PhysXConsts.TrackId, PhysXConsts.VehicleId, ContactPairFlag.Forces | ContactPairFlag.OnStartTouch | ContactPairFlag.OnTouch); PhysX.Instance.Scene.SetActorGroupPairFlags(PhysXConsts.VehicleId, PhysXConsts.NonCarId, ContactPairFlag.Forces | ContactPairFlag.OnStartTouch | ContactPairFlag.OnTouch); PhysX.Instance.Scene.SetActorGroupPairFlags(PhysXConsts.TrackId, PhysXConsts.NonCarId, ContactPairFlag.OnTouch); PhysX.Instance.Scene.SetActorGroupPairFlags(PhysXConsts.VehicleId, PhysXConsts.VehicleId, ContactPairFlag.Forces | ContactPairFlag.OnTouch | ContactPairFlag.OnStartTouch | ContactPairFlag.OnEndTouch); }