private static MyTextureAtlas LoadTextureAtlas(string textureDir, string atlasFile)
        {
            var atlas  = new MyTextureAtlas(64);
            var fsPath = Path.Combine(MyFileSystem.ContentPath, atlasFile);

            using (var stream = MyFileSystem.OpenRead(fsPath))
                using (StreamReader sr = new StreamReader(stream))
                {
                    while (!sr.EndOfStream)
                    {
                        string line = sr.ReadLine();

                        if (line.StartsWith("#"))
                        {
                            continue;
                        }
                        if (line.Trim(' ').Length == 0)
                        {
                            continue;
                        }

                        string[] parts = line.Split(new char[] { ' ', '\t', ',' }, StringSplitOptions.RemoveEmptyEntries);

                        string name = parts[0];

                        string atlasName = parts[1];

                        Vector4 uv = new Vector4(
                            Convert.ToSingle(parts[4], System.Globalization.CultureInfo.InvariantCulture),
                            Convert.ToSingle(parts[5], System.Globalization.CultureInfo.InvariantCulture),
                            Convert.ToSingle(parts[7], System.Globalization.CultureInfo.InvariantCulture),
                            Convert.ToSingle(parts[8], System.Globalization.CultureInfo.InvariantCulture));

                        string             atlasTexture = textureDir + atlasName;
                        MyTextureAtlasItem item         = new MyTextureAtlasItem(atlasTexture, uv);
                        atlas.Add(name, item);
                    }
                }

            return(atlas);
        }
        private static MyTextureAtlas LoadTextureAtlas(string textureDir, string atlasFile)
        {
            var atlas = new MyTextureAtlas(64);
            var fsPath = Path.Combine(MyFileSystem.ContentPath, atlasFile);

            using (var stream = MyFileSystem.OpenRead(fsPath))
            using (StreamReader sr = new StreamReader(stream))
            {
                while (!sr.EndOfStream)
                {
                    string line = sr.ReadLine();

                    if (line.StartsWith("#"))
                        continue;
                    if (line.Trim(' ').Length == 0)
                        continue;

                    string[] parts = line.Split(new char[] { ' ', '\t', ',' }, StringSplitOptions.RemoveEmptyEntries);

                    string name = parts[0];

                    string atlasName = parts[1];

                    Vector4 uv = new Vector4(
                        Convert.ToSingle(parts[4], System.Globalization.CultureInfo.InvariantCulture),
                        Convert.ToSingle(parts[5], System.Globalization.CultureInfo.InvariantCulture),
                        Convert.ToSingle(parts[7], System.Globalization.CultureInfo.InvariantCulture),
                        Convert.ToSingle(parts[8], System.Globalization.CultureInfo.InvariantCulture));

                    string atlasTexture = textureDir + atlasName;
                    MyTextureAtlasItem item = new MyTextureAtlasItem(atlasTexture, uv);
                    atlas.Add(name, item);
                }
            }

            return atlas;
        }
Exemplo n.º 3
0
        internal void Synchronize(MyRenderSettings settings)
        {
            EnableHWOcclusionQueries = settings.EnableHWOcclusionQueries;

            SkipLOD_NEAR = settings.SkipLOD_NEAR;
            SkipLOD_0    = settings.SkipLOD_0;
            SkipLOD_1    = settings.SkipLOD_1;

            SkipVoxels = settings.SkipVoxels;

            //Debug properties
            ShowEnvironmentScreens = settings.ShowEnvironmentScreens;
            ShowBlendedScreens     = settings.ShowBlendedScreens;
            ShowGreenBackground    = settings.ShowGreenBackground;
            ShowLod1WithRedOverlay = settings.ShowLod1WithRedOverlay;

            EnableLightsRuntime            = settings.EnableLightsRuntime;
            ShowEnhancedRenderStatsEnabled = settings.ShowEnhancedRenderStatsEnabled;
            ShowResourcesStatsEnabled      = settings.ShowResourcesStatsEnabled;
            ShowTexturesStatsEnabled       = settings.ShowTexturesStatsEnabled;

            EnableSun             = settings.EnableSun;
            EnableShadows         = settings.EnableShadows;
            EnableAsteroidShadows = settings.EnableAsteroidShadows;
            EnableFog             = settings.EnableFog;

            DebugRenderClipmapCells = settings.DebugRenderClipmapCells;

            EnableEnvironmentMapAmbient    = settings.EnableEnvironmentMapAmbient;
            EnableEnvironmentMapReflection = settings.EnableEnvironmentMapReflection;
            EnablePerVertexVoxelAmbient    = settings.EnablePerVertexVoxelAmbient;
            ShowCascadeSplits = settings.ShowCascadeSplits;

            //blinkg moving asteroids
            ShadowInterleaving = settings.ShadowInterleaving;

            FreezeCascade[0] = settings.FreezeCascade[0];
            FreezeCascade[1] = settings.FreezeCascade[1];
            FreezeCascade[2] = settings.FreezeCascade[2];
            FreezeCascade[3] = settings.FreezeCascade[3];

            Wireframe = settings.Wireframe;
            EnableStencilOptimization     = settings.EnableStencilOptimization;
            EnableStencilOptimizationLOD1 = settings.EnableStencilOptimizationLOD1;
            ShowStencilOptimization       = settings.ShowStencilOptimization;

            CheckDiffuseTextures = settings.CheckDiffuseTextures;
            CheckNormalTextures  = settings.CheckNormalTextures;

            ShowSpecularIntensity = settings.ShowSpecularIntensity;
            ShowSpecularPower     = settings.ShowSpecularPower;
            ShowEmissivity        = settings.ShowEmissivity;
            ShowReflectivity      = settings.ShowReflectivity;

            EnableSpotShadows = settings.EnableSpotShadows;

            VisualizeOverdraw = settings.VisualizeOverdraw;
            MultimonTest      = settings.MultimonTest;

            EnableCameraInterpolation = settings.EnableCameraInterpolation;
            EnableObjectInterpolation = settings.EnableObjectInterpolation;
            InterpolationLagMs        = settings.InterpolationLagMs;
            LagFeedbackMult           = settings.LagFeedbackMult;

            DisplayGbufferColor       = settings.DisplayGbufferColor;
            DisplayGbufferColorLinear = settings.DisplayGbufferColorLinear;
            DisplayGbufferNormal      = settings.DisplayGbufferNormal;
            DisplayGbufferGlossiness  = settings.DisplayGbufferGlossiness;
            DisplayGbufferMetalness   = settings.DisplayGbufferMetalness;
            DisplayGbufferMaterialID  = settings.DisplayGbufferMaterialID;
            DisplayAO       = settings.DisplayAO;
            DisplayEmissive = settings.DisplayEmissive;
            DisplayEdgeMask = settings.DisplayEdgeMask;

            DisplayAmbientDiffuse  = settings.DisplayAmbientDiffuse;
            DisplayAmbientSpecular = settings.DisplayAmbientSpecular;
            NightMode            = settings.NightMode;
            DisplayIDs           = settings.DisplayIDs;
            DisplayAabbs         = settings.DisplayAabbs;
            DrawOnlyMergedMeshes = settings.DrawOnlyMergedMeshes;

            TerrainDetailD0      = settings.TerrainDetailD0;
            TerrainDetailD1      = settings.TerrainDetailD1;
            TerrainDetailD2      = settings.TerrainDetailD2;
            TerrainDetailD3      = settings.TerrainDetailD3;
            FreezeTerrainQueries = settings.FreezeTerrainQueries;

            GrassPostprocess = settings.GrassPostprocess;
            GrassPostprocessCloseDistance      = settings.GrassPostprocessCloseDistance;
            GrassGeometryClippingDistance      = settings.GrassGeometryClippingDistance;
            GrassGeometryScalingNearDistance   = settings.GrassGeometryScalingNearDistance;
            GrassGeometryScalingFarDistance    = settings.GrassGeometryScalingFarDistance;
            GrassGeometryDistanceScalingFactor = settings.GrassGeometryDistanceScalingFactor;

            WindStrength = settings.WindStrength;
            WindAzimuth  = settings.WindAzimuth;

            DisplayShadowsWithDebug = settings.DisplayShadowsWithDebug;

            UpdateCascadesEveryFrame = settings.UpdateCascadesEveryFrame;
            CascadesSplit0           = settings.CascadesSplit0;
            CascadesSplit1           = settings.CascadesSplit1;
            CascadesSplit2           = settings.CascadesSplit2;
            CascadesSplit3           = settings.CascadesSplit3;

            EnableParallelRendering = settings.EnableParallelRendering;
            ForceImmediateContext   = settings.ForceImmediateContext;
            RenderBatchSize         = settings.RenderBatchSize;
            AmortizeBatchWork       = settings.AmortizeBatchWork;
            LoopObjectThenPass      = settings.LoopObjectThenPass;
            RenderThreadAsWorker    = settings.RenderThreadAsWorker;

            Cascade0SmallSkip = settings.Cascade0SmallSkip;
            Cascade1SmallSkip = settings.Cascade1SmallSkip;
            Cascade2SmallSkip = settings.Cascade2SmallSkip;
            Cascade3SmallSkip = settings.Cascade3SmallSkip;

            EnableTonemapping        = settings.EnableTonemapping;
            DispalyHdrDebug          = settings.DispalyHdrDebug;
            AdaptationTau            = settings.AdaptationTau;
            LuminanceExposure        = settings.LuminanceExposure;
            Contrast                 = settings.Contrast;
            Brightness               = settings.Brightness;
            MiddleGrey               = settings.MiddleGrey;
            BloomExposure            = settings.BloomExposure;
            BloomMult                = settings.BloomMult;
            MiddleGreyCurveSharpness = settings.MiddleGreyCurveSharpness;
            MiddleGreyAt0            = settings.MiddleGreyAt0;
            BlueShiftRapidness       = settings.BlueShiftRapidness;
            BlueShiftScale           = settings.BlueShiftScale;

            BacklightMult = settings.BacklightMult;
            EnvMult       = settings.EnvMult;

            FogDensity = settings.FogDensity;
            FogMult    = settings.FogMult;
            FogYOffset = settings.FogYOffset;
            FogColor   = settings.FogColor;

            FoliageLod0Distance = settings.FoliageLod0Distance;
            FoliageLod1Distance = settings.FoliageLod1Distance;
            FoliageLod2Distance = settings.FoliageLod2Distance;
            FoliageLod3Distance = settings.FoliageLod3Distance;
            EnableFoliageDebug  = settings.EnableFoliageDebug;
            FreezeFoliageViewer = settings.FreezeFoliageViewer;
        }
 public void SetDiffuseColor4(VRageMath.Vector4 diffuseColor)
 {
     m_D3DEffect.SetValue(m_diffuseColor, diffuseColor);
 }