public FXAARenderer(GameCoreRenderer renderer, GraphicsDevice gd, ContentManager content, AssetFinder finder) : base(renderer, gd, content, finder) { _fxaaEffect = Content.Load <Effect>("fxaa3"); _sb = new SpriteBatch(GraphicsDevice); }
public LightRenderer(GameCoreRenderer renderer, GraphicsDevice gd, ContentManager content, AssetFinder finder) : base(renderer, gd, content, finder) { _sb = new SpriteBatch(GraphicsDevice); _lightRenderer = Content.Load <Effect>("lightMaskRenderer"); _lightMaskPreCompositor = Content.Load <Effect>("lightMaskPreCompositor"); }
public AssetCache(GraphicsDevice gd, AssetLoader loader, GameCoreRenderer renderer) { _graphics = gd; _loader = loader; _renderer = renderer; GenerateInternalSpriteSheet(); }
protected override void LoadContent() { _sb = new SpriteBatch(GraphicsDevice); _renderer = new GameCoreRenderer(this, GameSettings.Instance.AssetSearchPaths, new[] { 0 }, new NullLogger()); _renderer.Game = _game; _ui = new UserInterface(this); CreateMap(); UI_ShowPrimaryMenu(); base.LoadContent(); }
public GameWorldRenderer(GameCoreRenderer renderer, GraphicsDevice gd, ContentManager content, AssetFinder finder) : base(renderer, gd, content, finder) { if (_shadowEffect == null) { _shadowEffect = Content.Load <Effect>("shadowRenderer"); } if (_drawEffect == null) { _drawEffect = Content.Load <Effect>("componentRenderer"); } _vertexBuffer = new DynamicVertexBuffer( GraphicsDevice, GPUDrawable.VertexDeclaration, 1000, BufferUsage.None); _preProcessors = new PreProcessor[] { new PreProcessorTypes.AnimationPreProcessor(renderer, finder, this), new PreProcessorTypes.GameObjectPreProcessor(renderer, finder, this), new PreProcessorTypes.ParticlePreProcessor(renderer, finder, this) }; _spriteBatch = new SpriteBatch(gd); //Generate indices var indices = new ushort[ushort.MaxValue]; //6 to 4 ratio //0, 1, 2 | 2, 3, 0 int arrCounter = 0; ushort vertCounter = 0; while (arrCounter < indices.Length - 8) { indices[arrCounter++] = (ushort)(vertCounter); indices[arrCounter++] = (ushort)(vertCounter + 1); indices[arrCounter++] = (ushort)(vertCounter + 2); indices[arrCounter++] = (ushort)(vertCounter + 2); indices[arrCounter++] = (ushort)(vertCounter + 3); indices[arrCounter++] = (ushort)(vertCounter); vertCounter += 4; } _indexBuffer = new IndexBuffer( GraphicsDevice, IndexElementSize.SixteenBits, ushort.MaxValue, BufferUsage.WriteOnly); _indexBuffer.SetData(indices); }
/// <summary> /// Put init logic here. Will be called after LoadContent() /// </summary> private void InitializeGame() { //Log in to ZSB Servers try { ZSB.DrmClient.Initialize(GlobalSettings.Instance.StoredAccountInfo); } catch { ZSB.DrmClient.Initialize(); } //If an error occurs, clear info and restart ZSB.DrmClient.OnPersistentStorageChanged += (a, b) => GlobalSettings.Instance.StoredAccountInfo.Value = ZSB.DrmClient.PersistentData; //Handle fatal login errors if (!ZSB.DrmClient.LoggedIn && !GlobalSettings.Instance.NoLoginMode) { Logger.Fatal("Not logged in. Panicking at the disco. Did you launch the game executable by accident?"); Exit(); return; } _fx = new BasicEffect(GraphicsDevice); //Create the user interface _ui = new UserInterface(this); //Initialize the input driver from the configuration InputDriver = InputDriverBase.GetDriver(GameSettings.Instance.InputDriverName, this); if (GameSettings.Instance.InputKeyBindings.Value != null) { InputDriver.SetKeyBindings(GameSettings.Instance.InputKeyBindings); } ShowSetupPrompt(); //Initialize renderers GameRenderer = new GameCoreRenderer(this, GameSettings.Instance.AssetSearchPaths, new[] { 0 }, new NLogLogger(Logger.Instance)); SoundPlayer = new SoundPlayer(); //And, finally, Begin the async mod loading _modLoader = AsyncModLoader.Create(GameSettings.Instance); _hasInitialized = true; }
public AssetLoader(GameCoreRenderer renderer, GraphicsDevice gd, AssetResolver resolver) { _renderer = renderer; _graphics = gd; _resolver = resolver; }
public ParticlePreProcessor(GameCoreRenderer renderer, Assets.AssetFinder finder, GameWorldRenderer compositor) : base(renderer, finder, compositor) { }
public AssetResolver(string[] searchPaths, GameCoreRenderer renderer) { SearchPaths = searchPaths; _renderer = renderer; }
public MapBackgroundRenderer(GameCoreRenderer renderer, GraphicsDevice gd, ContentManager content, AssetFinder finder) : base(renderer, gd, content, finder) { }
public AssetFinder(GameCoreRenderer renderer, AssetCache cache) { _renderer = renderer; Cache = cache; }