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; }
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); }