Exemplo n.º 1
0
 private void OnEnable()
 {
     this.MyCamera         = base.gameObject.GetComponent <Camera>();
     this.frostEffect      = base.GetComponent <Frost>();
     this.ScionStuff       = base.GetComponent <ScionPostProcess>();
     this.bleedEffect      = base.GetComponent <BleedBehavior>();
     this.aa_FXAA          = base.GetComponent <FXAA>();
     this.aa_SMAA          = base.GetComponent <SMAA>();
     this.amplifyMotion    = base.GetComponent <AmplifyMotionEffect>();
     this.sessao           = base.GetComponent <SESSAO>();
     this.hbao             = base.GetComponent <HBAO>();
     this.waterViz         = base.gameObject.GetComponent <WaterViz>();
     this.waterBlur        = base.gameObject.GetComponent <WaterBlurEffect>();
     this.waterBlurCeto    = base.gameObject.GetComponent <UnderWaterPostEffect>();
     this.farShadowCascade = base.gameObject.GetComponent <FarShadowCascade>();
     if (Sunshine.Instance)
     {
         this.SunshineOccluders = Sunshine.Instance.Occluders;
     }
     this.reflexionMode_complex = LayerMask.GetMask(new string[]
     {
         "Camera",
         "Ignore Raycast"
     });
     this.reflexionMode_simple = LayerMask.GetMask(new string[]
     {
         "Camera"
     });
     this.reflexionMode_off = 0;
 }
Exemplo n.º 2
0
 static public int get_shader(IntPtr l)
 {
     try {
         FXAA self = (FXAA)checkSelf(l);
         pushValue(l, self.shader);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemplo n.º 3
0
 static public int constructor(IntPtr l)
 {
     try {
         FXAA o;
         o = new FXAA();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemplo n.º 4
0
 static public int set_shader(IntPtr l)
 {
     try {
         FXAA self = (FXAA)checkSelf(l);
         UnityEngine.Shader v;
         checkType(l, 2, out v);
         self.shader = v;
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemplo n.º 5
0
 static public int OnRenderImage(IntPtr l)
 {
     try {
         FXAA self = (FXAA)checkSelf(l);
         UnityEngine.RenderTexture a1;
         checkType(l, 2, out a1);
         UnityEngine.RenderTexture a2;
         checkType(l, 3, out a2);
         self.OnRenderImage(a1, a2);
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
Exemplo n.º 6
0
        private void LoadContent()
        {
            Bloom bloom = new Bloom(PostProcessor, Content);

            bloom.Radius = 1.5f;
            PostProcessor.Effects.Add(bloom);

            _fxaaPPE = new FXAA(PostProcessor, Content);
            PostProcessor.Effects.Add(_fxaaPPE);

            //Negative negative = new Negative(PostProcessor, Content);
            //PostProcessor.Effects.Add(negative);

            _smaaPPE = new SMAA(PostProcessor, Content);
            PostProcessor.Effects.Add(_smaaPPE);
        }
Exemplo n.º 7
0
        /// <summary>
        /// Creates a bunch of stuff (such as the biome library, primitive library etc.) which won't change
        /// from game to game.
        /// </summary>
        public void InitializeStaticData(string companyName, string companyMotto, NamedImageFrame companyLogo, Color companyColor)
        {
            CompositeLibrary.Initialize();
            CraftLibrary = new CraftLibrary();

            if (SoundManager.Content == null)
            {
                SoundManager.Content = Content;
                SoundManager.LoadDefaultSounds();
                SoundManager.SetActiveSongs(ContentPaths.Music.dwarfcorp, ContentPaths.Music.dwarfcorp_2, ContentPaths.Music.dwarfcorp_3, ContentPaths.Music.dwarfcorp_4);
            }
            new PrimitiveLibrary(GraphicsDevice, Content);
            InstanceManager = new InstanceManager();

            EntityFactory.InstanceManager = InstanceManager;
            InstanceManager.CreateStatics(Content);

            Color[] white = new Color[1];
            white[0] = Color.White;
            pixel = new Texture2D(GraphicsDevice, 1, 1);
            pixel.SetData(white);

            Tilesheet = TextureManager.GetTexture(ContentPaths.Terrain.terrain_tiles);
            AspectRatio = GraphicsDevice.Viewport.AspectRatio;
            DefaultShader = Content.Load<Effect>(ContentPaths.Shaders.TexturedShaders);
            DefaultShader.Parameters["xFogStart"].SetValue(40.0f);
            DefaultShader.Parameters["xFogEnd"].SetValue(80.0f);

            VoxelLibrary = new VoxelLibrary();
            VoxelLibrary.InitializeDefaultLibrary(GraphicsDevice, Tilesheet);

            bloom = new BloomComponent(Game)
            {
                Settings = BloomSettings.PresetSettings[5]
            };
            bloom.Initialize();

            fxaa = new FXAA();
            fxaa.Initialize();

            SoundManager.Content = Content;
            PlanService.Restart();

            ComponentManager = new ComponentManager(this, companyName, companyMotto, companyLogo, companyColor);
            ComponentManager.RootComponent = new Body("root", null, Matrix.Identity, Vector3.Zero, Vector3.Zero, false);
            Vector3 origin = new Vector3(WorldOrigin.X, 0, WorldOrigin.Y);
            Vector3 extents = new Vector3(1500, 1500, 1500);
            ComponentManager.CollisionManager = new CollisionManager(new BoundingBox(origin - extents, origin + extents));

            Alliance.Relationships = Alliance.InitializeRelationships();

            JobLibrary.Initialize();
            MonsterSpawner = new MonsterSpawner();
            EntityFactory.Initialize();
        }
        public override void Load()
        {
            base.Load();

            if (GraphicsDevice != null)
            {
                // Effects
                m_ClearGBufferEffect = RenderManager.Instance.LoadEffect("Shaders/Deferred Rendering/ClearGBuffer");

                // Post Processing 
                m_GaussianEffect = RenderManager.Instance.GetEffect("GaussianBlurPostProcessor");
                m_DepthOfFieldEffect = RenderManager.Instance.GetEffect("DOFPostProcessor");
                m_BloomEffect = RenderManager.Instance.GetEffect("BloomPostProcessor");
                m_MergeEffect = RenderManager.Instance.GetEffect("MergeBloomPostProcessor");
                m_EdgeDetectionEffect = RenderManager.Instance.GetEffect("EdgeDetectionPostProcessor");
                m_MLAAEffect = RenderManager.Instance.GetEffect("MLAAPostProcessor");
                m_FilmGrainEffect = RenderManager.Instance.GetEffect("FilmMappingPostProcessor");
                m_SSAOEffect = RenderManager.Instance.GetEffect("SSAO");
                m_SSAOBlurEffect = RenderManager.Instance.GetEffect("SSAOBlur");
                m_SSAOMergeEffect = RenderManager.Instance.GetEffect("SSAOMerge");
                m_FXAAEffect = RenderManager.Instance.GetEffect("FXAA");

                // Post Processor
                m_MLAAProcessor = new MLAA(GraphicsDevice, m_MLAAEffect, m_EdgeDetectionEffect);
                m_SSAOProcessor = new SSAO(GraphicsDevice, m_SSAOEffect, m_SSAOBlurEffect, m_SSAOMergeEffect);
                m_FXAAProcessor = new FXAA(GraphicsDevice, m_FXAAEffect);

                // These post processors were created up front so just assign the effect so them
                m_DepthOfFieldPostProcessor.Effect = m_DepthOfFieldEffect;
                m_DepthOfFieldPostProcessor.BlurEffect = m_GaussianEffect;
                m_BloomPostProcessor.Effect = m_BloomEffect;
                m_BloomPostProcessor.BlurEffect = m_GaussianEffect;
                m_BloomPostProcessor.MergeEffect = m_MergeEffect;
                m_FilmGrainProcessor.Effect = m_FilmGrainEffect;
            }
        }