示例#1
0
 public void ShadersCheck()
 {
     string def = CVars.r_good_graphics.ValueB ? "#MCM_GOOD_GRAPHICS" : "#";
     s_shadow = Shaders.GetShader("shadow" + def);
     s_shadowvox = Shaders.GetShader("shadowvox" + def);
     s_fbo = Shaders.GetShader("fbo" + def);
     s_fbot = Shaders.GetShader("fbo" + def + ",MCM_TRANSP_ALLOWED");
     s_fbov = Shaders.GetShader("fbo_vox" + def);
     s_fbo_refract = Shaders.GetShader("fbo" + def + ",MCM_REFRACT");
     s_fbov_refract = Shaders.GetShader("fbo_vox" + def + ",MCM_REFRACT");
     s_shadowadder = Shaders.GetShader("lightadder" + def + ",MCM_SHADOWS");
     s_lightadder = Shaders.GetShader("lightadder" + def);
     s_transponly = Shaders.GetShader("transponly" + def);
     s_transponlyvox = Shaders.GetShader("transponlyvox" + def);
     s_transponlylit = Shaders.GetShader("transponly" + def + ",MCM_LIT");
     s_transponlyvoxlit = Shaders.GetShader("transponlyvox" + def + ",MCM_LIT");
     s_transponlylitsh = Shaders.GetShader("transponly" + def + ",MCM_LIT,MCM_SHADOWS");
     s_transponlyvoxlitsh = Shaders.GetShader("transponlyvox" + def + ",MCM_LIT,MCM_SHADOWS");
     s_godray = Shaders.GetShader("godray" + def);
     s_mapvox = Shaders.GetShader("map_vox" + def);
     s_transpadder = Shaders.GetShader("transpadder" + def);
     s_finalgodray = Shaders.GetShader("finalgodray" + def);
     s_finalgodray_toonify = Shaders.GetShader("finalgodray" + def + ",MCM_TOONIFY");
     s_finalgodray_lights = Shaders.GetShader("finalgodray" + def + ",MCM_LIGHTS");
     s_finalgodray_lights_toonify = Shaders.GetShader("finalgodray" + def + ",MCM_LIGHTS,MCM_TOONIFY");
     s_finalgodray_lights_motblur = Shaders.GetShader("finalgodray" + def + ",MCM_LIGHTS,MCM_MOTBLUR");
     s_forw = Shaders.GetShader("forward" + def);
     s_forw_vox = Shaders.GetShader("forward" + def + ",MCM_VOX");
     s_forw_trans = Shaders.GetShader("forward" + def + ",MCM_TRANSP");
     s_forw_vox_trans = Shaders.GetShader("forward" + def + ",MCM_VOX,MCM_TRANSP");
     s_transponly_ll = Shaders.GetShader("transponly" + def + ",MCM_LL");
     s_transponlyvox_ll = Shaders.GetShader("transponlyvox" + def + ",MCM_LL");
     s_transponlylit_ll = Shaders.GetShader("transponly" + def + ",MCM_LIT,MCM_LL");
     s_transponlyvoxlit_ll = Shaders.GetShader("transponlyvox" + def + ",MCM_LIT,MCM_LL");
     s_transponlylitsh_ll = Shaders.GetShader("transponly" + def + ",MCM_LIT,MCM_SHADOWS,MCM_LL");
     s_transponlyvoxlitsh_ll = Shaders.GetShader("transponlyvox" + def + ",MCM_LIT,MCM_SHADOWS,MCM_LL");
     s_ll_clearer = Shaders.GetShader("clearer" + def);
     s_ll_fpass = Shaders.GetShader("fpass" + def);
     s_hdrpass = Shaders.GetShader("hdrpass" + def);
     s_forw_grass = Shaders.GetShader("forward" + def + ",MCM_GEOM_ACTIVE?grass");
     s_fbo_grass = Shaders.GetShader("fbo" + def + ",MCM_GEOM_ACTIVE,MCM_PRETTY?grass");
     s_forw_particles = Shaders.GetShader("forward" + def + ",MCM_GEOM_ACTIVE,MCM_TRANSP,MCM_NO_ALPHA_CAP?particles");
     // TODO: Better place for models?
     RainCyl = Models.GetModel("raincyl");
     RainCyl.LoadSkin(Textures);
     SnowCyl = Models.GetModel("snowcyl");
     SnowCyl.LoadSkin(Textures);
 }
示例#2
0
 public PlayerEntity(Region tregion)
     : base(tregion)
 {
     SetMass(tmass);
     mod_scale = 1.5f;
     CanRotate = false;
     EID = -1;
     model = TheClient.Models.GetModel("players/human_male_004");
     model.LoadSkin(TheClient.Textures);
     CGroup = CollisionUtil.Player;
     NMTWOWorld.ForceUpdater.Gravity = TheRegion.PhysicsWorld.ForceUpdater.Gravity;
     NMTWOWorld.TimeStepSettings.MaximumTimeStepsPerFrame = 10;
     SetPosition(new Location(0, 0, 1000));
 }
示例#3
0
 public void PreHandleSpawn()
 {
     model = TheClient.Models.GetModel(mod);
     model.LoadSkin(TheClient.Textures);
     int ignoreme;
     if (mode == ModelCollisionMode.PRECISE)
     {
         Shape = TheClient.Models.Handler.MeshToBepu(model.Original, out ignoreme);
     }
     else if (mode == ModelCollisionMode.CONVEXHULL)
     {
         Shape = TheClient.Models.Handler.MeshToBepuConvex(model.Original, out ignoreme);
     }
     else if (mode == ModelCollisionMode.AABB)
     {
         List<BEPUutilities.Vector3> vecs = TheClient.Models.Handler.GetCollisionVertices(model.Original);
         Location zero = new Location(vecs[0]);
         AABB abox = new AABB() { Min = zero, Max = zero };
         for (int v = 1; v < vecs.Count; v++)
         {
             abox.Include(new Location(vecs[v]));
         }
         Location size = abox.Max - abox.Min;
         Location center = abox.Max - size / 2;
         Shape = new BoxShape((float)size.X * (float)scale.X, (float)size.Y * (float)scale.Y, (float)size.Z * (float)scale.Z);
         Offset = -center;
     }
     else
     {
         List<BEPUutilities.Vector3> vecs = TheClient.Models.Handler.GetCollisionVertices(model.Original);
         // Location zero = new Location(vecs[0].X, vecs[0].Y, vecs[0].Z);
         double distSq = 0;
         for (int v = 1; v < vecs.Count; v++)
         {
             if (vecs[v].LengthSquared() > distSq)
             {
                 distSq = vecs[v].LengthSquared();
             }
         }
         double size = Math.Sqrt(distSq);
         Offset = Location.Zero;
         Shape = new SphereShape((float)size * (float)scale.X);
     }
 }