예제 #1
0
        void AutoFill()
        {
            //load last time's values
            if (LoadValues())
            {
                return;
            }

            //if no saved stuff, just fill in the textures
            List <string> textures = mSK.GetTexture2DList();

            foreach (string tex in textures)
            {
                if (tex.StartsWith("Terrain\\"))
                {
                    HeightMap.TexData gd = new HeightMap.TexData();

                    gd.TextureName = tex;

                    mGridData.Add(gd);
                }
            }
        }
예제 #2
0
        internal ParticleForm(MatLib mats, StuffKeeper sk) : base()
        {
            InitializeComponent();

            mMats    = mats;
            mSKeeper = sk;

            StartColor.BackColor = mCurrentColor;

            Array shapeVals = Enum.GetValues(typeof(ParticleLib.Emitter.Shapes));

            Shape.Items.Clear();

            foreach (object val in shapeVals)
            {
                Shape.Items.Add(val);
            }
            Shape.SelectedIndex = 0;

            List <string> texs = sk.GetTexture2DList();

            if (texs.Count <= 0)
            {
                return;
            }

            foreach (string tex in texs)
            {
                if (tex.StartsWith("Particles"))
                {
                    mParticleTextures.Add(tex);
                }
            }

            if (mParticleTextures.Count <= 0)
            {
                TextureBox.Items.Add("Empty!");
                return;
            }

            foreach (string tex in mParticleTextures)
            {
                //strip particles off the front
                string justTex = tex.Substring(10);

                TextureBox.Items.Add(justTex);
            }
            TextureBox.SelectedIndex = 0;
        }
예제 #3
0
        void LoadTerrainTextureStuff(string path)
        {
            string noExt = FileUtil.StripExtension(path);

            string fname = noExt + ".TerTexData";

            FileStream fs = new FileStream(fname, FileMode.Open, FileAccess.Read);

            if (fs == null)
            {
                return;
            }

            BinaryReader br = new BinaryReader(fs);

            if (br == null)
            {
                return;
            }


            UInt32 magic = br.ReadUInt32();

            if (magic != 0x7EC5DA7A)
            {
                br.Close();
                fs.Close();
                return;
            }

            //atlas size
            int atlasX = br.ReadInt32();
            int atlasY = br.ReadInt32();

            //transition height
            int transitionHeight = br.ReadInt32();

            TexAtlas ta = new TexAtlas(mGD, atlasX, atlasY);

            //load into a temp list first
            List <HeightMap.TexData> gridStuffs = new List <HeightMap.TexData>();

            int count = br.ReadInt32();

            for (int i = 0; i < count; i++)
            {
                HeightMap.TexData td = new HeightMap.TexData();

                td.BottomElevation = br.ReadSingle();
                td.TopElevation    = br.ReadSingle();
                td.Steep           = br.ReadBoolean();
                td.ScaleFactor     = br.ReadSingle();
                td.TextureName     = br.ReadString();
                td.mScaleU         = br.ReadDouble();
                td.mScaleV         = br.ReadDouble();
                td.mUOffs          = br.ReadDouble();
                td.mVOffs          = br.ReadDouble();

                gridStuffs.Add(td);
            }

            br.Close();
            fs.Close();

            List <string> textures = mSK.GetTexture2DList();

            for (int i = 0; i < gridStuffs.Count; i++)
            {
                HeightMap.TexData gd = gridStuffs[i];
                if (textures.Contains(gd.TextureName))
                {
                    if (!mSK.AddTexToAtlas(ta, gd.TextureName, mGD,
                                           out gd.mScaleU, out gd.mScaleV, out gd.mUOffs, out gd.mVOffs))
                    {
                        //todo something here
                    }
                }
            }

            ta.Finish(mGD);

            Texture(ta, gridStuffs, transitionHeight);
        }
예제 #4
0
        internal MapLoop(GraphicsDevice gd, string gameRootDir)
        {
            mGD          = gd;
            mGameRootDir = gameRootDir;
            mResX        = gd.RendForm.ClientRectangle.Width;
            mResY        = gd.RendForm.ClientRectangle.Height;

            mSKeeper = new StuffKeeper();

            mSKeeper.eCompileNeeded += SharedForms.ShaderCompileHelper.CompileNeededHandler;
            mSKeeper.eCompileDone   += SharedForms.ShaderCompileHelper.CompileDoneHandler;

            mSKeeper.Init(mGD, gameRootDir);

            mZoneMats = new MatLib(gd, mSKeeper);
            mZone     = new Zone();
            mZoneDraw = new MeshLib.IndoorMesh(gd, mZoneMats);
            mPartMats = new MatLib(mGD, mSKeeper);
            mPB       = new ParticleBoss(gd.GD, mPartMats);
            mFontMats = new MatLib(gd, mSKeeper);

            mFontMats.CreateMaterial("Text");
            mFontMats.SetMaterialEffect("Text", "2D.fx");
            mFontMats.SetMaterialTechnique("Text", "Text");

            mFonts = mSKeeper.GetFontList();

            mST = new ScreenText(gd.GD, mFontMats, mFonts[0], 1000);

            mTextProj = Matrix.OrthoOffCenterLH(0, mResX, mResY, 0, 0.1f, 5f);

            //grab two UI textures to show how to do gumpery
            List <string> texs  = mSKeeper.GetTexture2DList();
            List <string> uiTex = new List <string>();

            foreach (string tex in texs)
            {
                if (tex.StartsWith("UI"))
                {
                    uiTex.Add(tex);
                }
            }

            Vector4 color = Vector4.UnitY + (Vector4.UnitW * 0.15f);

            //string indicators for various statusy things
            mST.AddString(mFonts[0], "Stuffs", "ClimbStatus",
                          color, Vector2.UnitX * 20f + Vector2.UnitY * 600f, Vector2.One);
            mST.AddString(mFonts[0], "Stuffs", "LevelStatus",
                          color, Vector2.UnitX * 20f + Vector2.UnitY * 620f, Vector2.One);
            mST.AddString(mFonts[0], "Stuffs", "PosStatus",
                          color, Vector2.UnitX * 20f + Vector2.UnitY * 640f, Vector2.One);
            mST.AddString(mFonts[0], "(G), (H) to clear:  Dynamic Lights: 0", "DynStatus",
                          color, Vector2.UnitX * 20f + Vector2.UnitY * 660f, Vector2.One);

            mZoneMats.InitCelShading(1);
//			mZoneMats.GenerateCelTexturePreset(gd.GD,
//				gd.GD.FeatureLevel == FeatureLevel.Level_9_3, false, 0);
//			mZoneMats.SetCelTexture(0);

            float   [] thresholds = new float[3 - 1];
            float   [] levels     = new float[3];

            thresholds[0] = 0.7f;
            thresholds[1] = 0.3f;

            levels[0] = 1;
            levels[1] = 0.8f;
            levels[2] = 0.5f;

            mZoneMats.GenerateCelTexture(gd.GD,
                                         gd.GD.FeatureLevel == SharpDX.Direct3D.FeatureLevel.Level_9_3,
                                         0, 256, thresholds, levels);
            mZoneMats.SetCelTexture(0);

            mZoneDraw = new IndoorMesh(gd, mZoneMats);

            mAudio.LoadAllSounds(mGameRootDir + "\\Audio\\SoundFX");

            //set up post processing module
            mPost = new PostProcess(gd, mZoneMats, "Post.fx");

#if true
            mPost.MakePostTarget(gd, "SceneColor", mResX, mResY, Format.R16G16B16A16_Float);
            mPost.MakePostDepth(gd, "SceneDepth", mResX, mResY,
                                (gd.GD.FeatureLevel != FeatureLevel.Level_9_3)?
                                Format.D32_Float_S8X24_UInt : Format.D24_UNorm_S8_UInt);
            mPost.MakePostTarget(gd, "SceneDepthMatNorm", mResX, mResY, Format.R16G16B16A16_Float);
            mPost.MakePostTarget(gd, "Bleach", mResX, mResY, Format.R16G16B16A16_Float);
            mPost.MakePostTarget(gd, "Outline", mResX, mResY, Format.R16G16B16A16_Float);
            mPost.MakePostTargetHalfRes(gd, "Bloom1", mResX / 2, mResY / 2, Format.R16G16B16A16_Float);
            mPost.MakePostTargetHalfRes(gd, "Bloom2", mResX / 2, mResY / 2, Format.R16G16B16A16_Float);
#elif ThirtyTwo
            mPost.MakePostTarget(gd, "SceneColor", mResX, mResY, Format.R8G8B8A8_UNorm);
            mPost.MakePostDepth(gd, "SceneDepth", mResX, mResY,
                                (gd.GD.FeatureLevel != FeatureLevel.Level_9_3)?
                                Format.D32_Float_S8X24_UInt : Format.D24_UNorm_S8_UInt);
            mPost.MakePostTarget(gd, "SceneDepthMatNorm", mResX, mResY, Format.R16G16B16A16_Float);
            mPost.MakePostTarget(gd, "Bleach", mResX, mResY, Format.R8G8B8A8_UNorm);
            mPost.MakePostTarget(gd, "Outline", mResX, mResY, Format.R8G8B8A8_UNorm);
            mPost.MakePostTarget(gd, "Bloom1", mResX / 2, mResY / 2, Format.R8G8B8A8_UNorm);
            mPost.MakePostTarget(gd, "Bloom2", mResX / 2, mResY / 2, Format.R8G8B8A8_UNorm);
#else
            mPost.MakePostTarget(gd, "SceneColor", mResX, mResY, Format.B5G5R5A1_UNorm);
            mPost.MakePostDepth(gd, "SceneDepth", mResX, mResY,
                                (gd.GD.FeatureLevel != FeatureLevel.Level_9_3)?
                                Format.D32_Float_S8X24_UInt : Format.D24_UNorm_S8_UInt);
            mPost.MakePostTarget(gd, "SceneDepthMatNorm", mResX, mResY, Format.R16G16B16A16_Float);
            mPost.MakePostTarget(gd, "Bleach", mResX, mResY, Format.B5G5R5A1_UNorm);
            mPost.MakePostTarget(gd, "Outline", mResX, mResY, Format.B5G5R5A1_UNorm);
            mPost.MakePostTarget(gd, "Bloom1", mResX / 2, mResY / 2, Format.B5G5R5A1_UNorm);
            mPost.MakePostTarget(gd, "Bloom2", mResX / 2, mResY / 2, Format.B5G5R5A1_UNorm);
#endif

            if (gd.GD.FeatureLevel != FeatureLevel.Level_9_3)
            {
                mDynLights = new DynamicLights(mGD, mZoneMats, "BSP.fx");
            }

            //see if any static stuff
            if (Directory.Exists(mGameRootDir + "/Statics"))
            {
                DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Statics");

                FileInfo[] fi = di.GetFiles("*.MatLib", SearchOption.TopDirectoryOnly);

                if (fi.Length > 0)
                {
                    mStaticMats = new MatLib(gd, mSKeeper);
                    mStaticMats.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name);

                    mStaticMats.InitCelShading(1);
                    mStaticMats.GenerateCelTexturePreset(gd.GD,
                                                         (gd.GD.FeatureLevel == FeatureLevel.Level_9_3),
                                                         true, 0);
                    mStaticMats.SetCelTexture(0);
                }
                mStatics = Mesh.LoadAllStaticMeshes(mGameRootDir + "\\Statics", gd.GD);

                //gen bounds, they don't seem to save correctly
                foreach (KeyValuePair <string, IArch> ia in mStatics)
                {
                    ia.Value.UpdateBounds();
                }
            }

            //load character stuff if any around
            if (Directory.Exists(mGameRootDir + "/Characters"))
            {
                DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Characters");

                FileInfo[] fi = di.GetFiles("*.AnimLib", SearchOption.TopDirectoryOnly);
                if (fi.Length > 0)
                {
                    mPAnims = new AnimLib();
                    mPAnims.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name);

                    List <Anim> anims = mPAnims.GetAnims();
                    foreach (Anim a in anims)
                    {
                        mAnims.Add(a.Name);
                    }
                }

                fi = di.GetFiles("*.MatLib", SearchOption.TopDirectoryOnly);
                if (fi.Length > 0)
                {
                    mPMats = new MatLib(mGD, mSKeeper);
                    mPMats.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name);
                    mPMats.InitCelShading(1);
                    mPMats.GenerateCelTexturePreset(gd.GD,
                                                    gd.GD.FeatureLevel == FeatureLevel.Level_9_3, false, 0);
                    mPMats.SetCelTexture(0);
                }

                fi = di.GetFiles("*.Character", SearchOption.TopDirectoryOnly);
                if (fi.Length > 0)
                {
                    mPArch = new CharacterArch();
                    mPArch.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name, mGD.GD, false);
                }

                fi = di.GetFiles("*.CharacterInstance", SearchOption.TopDirectoryOnly);
                if (fi.Length > 0)
                {
                    mPChar = new Character(mPArch, mPAnims);
                    mPChar.ReadFromFile(fi[0].DirectoryName + "\\" + fi[0].Name);
                    mPChar.SetMatLib(mPMats);

                    mPShad = new ShadowHelper.Shadower();

                    mPShad.mChar    = mPChar;
                    mPShad.mContext = this;

                    mPEntity = new Entity(true, mEBoss);

                    mPMeshLighting = new MeshLighting(mPEntity, mZone, PlayerBoxStanding / 2f, mZoneDraw.GetStyleStrength);

                    mPEntity.AddComponent(mPMeshLighting);
                }
            }

            mPMob    = new Mobile(mPChar, PlayerBoxWidth, PlayerBoxStanding, PlayerEyeStanding, true);
            mPCamMob = new Mobile(mPChar, PlayerBoxWidth, PlayerBoxStanding, PlayerEyeStanding, true);
            mFatBox  = Misc.MakeBox(PlayerBoxWidth + 1, PlayerBoxStanding);

            mKeeper.AddLib(mZoneMats);

            if (mStaticMats != null)
            {
                mKeeper.AddLib(mStaticMats);
            }

            if (mPMats != null)
            {
                mKeeper.AddLib(mPMats);
            }

            //example material groups
            //these treat all materials in the group
            //as a single material for the purposes
            //of drawing cartoony outlines around them
            List <string> skinMats = new List <string>();

            skinMats.Add("Face");
            skinMats.Add("Skin");
            skinMats.Add("EyeWhite");
            skinMats.Add("EyeLiner");
            skinMats.Add("LeftIris");
            skinMats.Add("LeftPupil");
            skinMats.Add("RightIris");
            skinMats.Add("RightPupil");
//			skinMats.Add("Nails");
            mKeeper.AddMaterialGroup("SkinGroup", skinMats);

            if (Directory.Exists(mGameRootDir + "/Levels"))
            {
                DirectoryInfo di = new DirectoryInfo(mGameRootDir + "/Levels");

                FileInfo[] fi = di.GetFiles("*.Zone", SearchOption.TopDirectoryOnly);
                foreach (FileInfo f in fi)
                {
                    mLevels.Add(f.Name.Substring(0, f.Name.Length - 5));
                }
            }

            //if debugger lands here, levels are sort of needed
            //otherwise there's not much point for this test prog
            ChangeLevel(mLevels[mCurLevel]);
            mST.ModifyStringText(mFonts[0], "(L) CurLevel: " + mLevels[mCurLevel], "LevelStatus");
        }