private static void RenderShadowMap(GraphicsDevice graphicsDevice) { // Set the shadow map as the current render target and clear it graphicsDevice.SetRenderTargets(_shadowMap); graphicsDevice.Clear(ClearOptions.Target, new Vector4(1.0f), 1.0f, 0); graphicsDevice.Clear(ClearOptions.DepthBuffer, new Vector4(1.0f), 1.0f, 0); // Set up the effect _shadowEffect.CurrentTechnique = _shadowEffect.Techniques["GenerateShadowMap"]; //_shadowEffect.Parameters["g_matWorld"].SetValue(Matrix.Identity); _shadowEffect.Parameters["g_matViewProj"].SetValue(_lightCamera.ViewProjectionMatrix); _shadowEffect.CurrentTechnique.Passes[0].Apply(); DeferredRenderer.RenderScene(graphicsDevice, _shadowEffect, _lightCamera); }
public static void Process() { // limit FPS and handle events int minMsec = (com_maxFPS.GetValue <int>() > 0) ? (1000 / com_maxFPS.GetValue <int>()) : 1; uint msec = 0; do { _frameTime = EventSystem.HandleEvents(); msec = _frameTime - _lastTime; } while (msec < minMsec); // handle time scaling var scale = timescale.GetValue <float>(); msec = (uint)(msec * scale); if (msec < 1) { msec = 1; } else if (msec > 5000) { msec = 5000; } if (msec > 500) { Log.Write(LogLevel.Info, "Hitch warning: {0} msec frame time", msec); } DeltaTime = msec / 1000f; FrameMsec = msec; _lastTime = _frameTime; // process the command buffer Command.ExecuteBuffer(); // handle network stuff NetManager.Process(); // process game stuff Server.Process(); // process client Client.Process(); // more stuff (needs to be moved) Camera.Process(); if (!sv_running.GetValue <bool>()) { CellManager.Recenter(new[] { Camera.MainCamera.Position }); } Renderer2D.InitPerFrame(); FontManager.SetColor(Color.White); // camera moving DebugCamera.Process(); ConsoleRenderer.Process(); // render stuff if (Renderer.MakeDeviceAvailable()) { Renderer.Clear(); if (Client.State == Client.ClientState.Ingame) { DeferredRenderer.Render3DStuff(Renderer.Device); } Renderer2D.Render(Renderer.Device); Renderer.Device.Present(); } }
public static void Initialize() { // set the current culture to the invariant culture Thread.CurrentThread.CurrentCulture = CultureInfo.InvariantCulture; // initialize the logging service Log.Initialize(LogLevel.All); Log.AddListener(new ConsoleLogListener()); Log.AddListener(new GameLogListener()); Log.AddListener(new FileLogListener("GBHGame.log", false)); Log.Write(LogLevel.Info, "GBH2 v0 initializing"); Log.Write(LogLevel.Critical, "jeremych is an egghead and a nabsalad"); ConVar.Initialize(); FileSystem.Initialize(); Win32System.Initialize(); MapGeometry.Initialize(); //StyleManager.Load("Styles/bil.sty"); //MapManager.Load("Maps/MP1-comp.gmp"); Camera.Initialize(); NetManager.Initialize(29960); Client.Initialize(); Server.Initialize(); GameWindow.Initialize(); com_maxFPS = ConVar.Register("com_maxFPS", 0, "Maximum framerate for the game loop.", ConVarFlags.Archived); timescale = ConVar.Register("timescale", 1.0f, "Scale time by this amount", ConVarFlags.Cheat); sv_running = ConVar.Register("sv_running", true, "Is the server running?", ConVarFlags.ReadOnly); cl_running = ConVar.Register("cl_running", false, "Is the client running?", ConVarFlags.ReadOnly); sv_paused = ConVar.Register("sv_paused", false, "Is the server paused?", ConVarFlags.ReadOnly); cl_paused = ConVar.Register("cl_paused", false, "Is the client paused?", ConVarFlags.ReadOnly); net_showpackets = ConVar.Register("net_showpackets", false, "Show network packets.", ConVarFlags.None); mapname = ConVar.Register("mapname", "", "Current mapname", ConVarFlags.ReadOnly); nickname = ConVar.Register("nickname", Environment.GetEnvironmentVariable("username"), "Your nickname", ConVarFlags.Archived); Renderer.Initialize(); MaterialManager.ReadMaterialFile("base.material"); MaterialManager.ReadMaterialFile("Styles/bil.material"); ConsoleRenderer.Initialize(); //StyleManager.CreateTextures(Renderer.Device); MapRenderer.Initialize(Renderer.Device); DeferredRenderer.Initialize(Renderer.Device); Renderer2D.Initialize(Renderer.Device); // jeez, people these days just need to get a *proper* nickname if (ConVar.GetValue <string>("nicknamee") == Environment.GetEnvironmentVariable("username")) { Log.Write(LogLevel.Info, "It looks it's your first time running GBH2. Please type 'nickname <WANTED NICKNAME>' to set your nickname."); } var path = Directory.GetCurrentDirectory() + "\\config.ini"; IniFile ini = new IniFile(path); var value = ini.IniReadValue("CONFIG", "nickname"); if (value != null) { ConVar.SetValue <string>("nicknamee", value); } }