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PR #219 but neater and allowing debugging in VS
This commit is contained in:
parent
86044e2c89
commit
bad84d7bdc
@ -3,7 +3,9 @@ using System.Collections.Generic;
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using System.ComponentModel;
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using System.ComponentModel;
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using System.Drawing;
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using System.Drawing;
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using System.Globalization;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Text;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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@ -14,6 +16,29 @@ namespace CodeWalker
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{
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{
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public static class PathUtil
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{
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public static string AppPath = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
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public static string WorkPath = Directory.GetCurrentDirectory();
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public static string GetFilePath(string appRelativePath)
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{
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var path = Path.Combine(AppPath, appRelativePath);
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if (File.Exists(path)) return path;
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path = Path.Combine(WorkPath, appRelativePath);
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return path;
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}
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public static byte[] ReadAllBytes(string appRelativePath)
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{
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var path = GetFilePath(appRelativePath);
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return File.ReadAllBytes(path);
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}
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}
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public static class TextUtil
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public static class TextUtil
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{
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{
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@ -184,34 +184,34 @@ namespace CodeWalker.Rendering
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public BasicShader(Device device)
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public BasicShader(Device device)
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{
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{
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byte[] vspnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
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byte[] vspnctbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
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byte[] vspncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
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byte[] vspncttbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
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byte[] vspnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTT.cso");
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byte[] vspnctttbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCTTT.cso");
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byte[] vspncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
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byte[] vspncctbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
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byte[] vspnccttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
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byte[] vspnccttbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
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byte[] vspncctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
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byte[] vspncctttbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
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byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTX.cso");
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byte[] vspnctxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCTX.cso");
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byte[] vspncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTX.cso");
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byte[] vspncctxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCCTX.cso");
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byte[] vspncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTX.cso");
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byte[] vspncttxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCTTX.cso");
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byte[] vspnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTX.cso");
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byte[] vspnccttxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCCTTX.cso");
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byte[] vspnctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTTX.cso");
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byte[] vspnctttxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCTTTX.cso");
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byte[] vspncctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTTX.cso");
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byte[] vspncctttxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PNCCTTTX.cso");
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byte[] vspbbnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCT.cso");
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byte[] vspbbnctbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCT.cso");
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byte[] vspbbnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTX.cso");
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byte[] vspbbnctxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCTX.cso");
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byte[] vspbbncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTT.cso");
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byte[] vspbbncttbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCTT.cso");
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byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
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byte[] vspbbnctttbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
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byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
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byte[] vspbbncctbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
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byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
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byte[] vspbbncctxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
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byte[] vspbbnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTTX.cso");
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byte[] vspbbnccttxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCCTTX.cso");
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byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
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byte[] vspbbncttxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
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byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
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byte[] vsboxbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_Box.cso");
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byte[] vsspherebytes = File.ReadAllBytes("Shaders\\BasicVS_Sphere.cso");
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byte[] vsspherebytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_Sphere.cso");
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byte[] vscapsulebytes = File.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
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byte[] vscapsulebytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
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byte[] vscylinderbytes = File.ReadAllBytes("Shaders\\BasicVS_Cylinder.cso");
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byte[] vscylinderbytes = PathUtil.ReadAllBytes("Shaders\\BasicVS_Cylinder.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\BasicPS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\BasicPS.cso");
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byte[] psdefbytes = File.ReadAllBytes("Shaders\\BasicPS_Deferred.cso");
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byte[] psdefbytes = PathUtil.ReadAllBytes("Shaders\\BasicPS_Deferred.cso");
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basicvspnct = new VertexShader(device, vspnctbytes);
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basicvspnct = new VertexShader(device, vspnctbytes);
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basicvspnctt = new VertexShader(device, vspncttbytes);
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basicvspnctt = new VertexShader(device, vspncttbytes);
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@ -71,9 +71,9 @@ namespace CodeWalker.Rendering
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public BoundsShader(Device device)
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public BoundsShader(Device device)
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{
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{
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byte[] spherevsbytes = File.ReadAllBytes("Shaders\\BoundingSphereVS.cso");
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byte[] spherevsbytes = PathUtil.ReadAllBytes("Shaders\\BoundingSphereVS.cso");
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byte[] boxvsbytes = File.ReadAllBytes("Shaders\\BoundingBoxVS.cso");
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byte[] boxvsbytes = PathUtil.ReadAllBytes("Shaders\\BoundingBoxVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\BoundsPS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\BoundsPS.cso");
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spherevs = new VertexShader(device, spherevsbytes);
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spherevs = new VertexShader(device, spherevsbytes);
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boxvs = new VertexShader(device, boxvsbytes);
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boxvs = new VertexShader(device, boxvsbytes);
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@ -88,9 +88,9 @@ namespace CodeWalker.Rendering
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public CableShader(Device device)
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public CableShader(Device device)
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{
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\CableVS.cso");
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byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\CableVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\CablePS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\CablePS.cso");
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byte[] psdefbytes = File.ReadAllBytes("Shaders\\CablePS_Deferred.cso");
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byte[] psdefbytes = PathUtil.ReadAllBytes("Shaders\\CablePS_Deferred.cso");
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vs = new VertexShader(device, vsbytes);
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vs = new VertexShader(device, vsbytes);
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ps = new PixelShader(device, psbytes);
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ps = new PixelShader(device, psbytes);
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@ -106,8 +106,8 @@ namespace CodeWalker.Rendering
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public CloudsShader(Device device)
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public CloudsShader(Device device)
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{
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\CloudsVS.cso");
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byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\CloudsVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\CloudsPS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\CloudsPS.cso");
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vs = new VertexShader(device, vsbytes);
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vs = new VertexShader(device, vsbytes);
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ps = new PixelShader(device, psbytes);
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ps = new PixelShader(device, psbytes);
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@ -128,17 +128,17 @@ namespace CodeWalker.Rendering
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{
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{
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var device = dxman.device;
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var device = dxman.device;
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byte[] bDirLightVS = File.ReadAllBytes("Shaders\\DirLightVS.cso");
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byte[] bDirLightVS = PathUtil.ReadAllBytes("Shaders\\DirLightVS.cso");
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byte[] bDirLightPS = File.ReadAllBytes("Shaders\\DirLightPS.cso");
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byte[] bDirLightPS = PathUtil.ReadAllBytes("Shaders\\DirLightPS.cso");
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byte[] bDirLightMSPS = File.ReadAllBytes("Shaders\\DirLightPS_MS.cso");
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byte[] bDirLightMSPS = PathUtil.ReadAllBytes("Shaders\\DirLightPS_MS.cso");
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byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
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byte[] bLodLightVS = PathUtil.ReadAllBytes("Shaders\\LodLightsVS.cso");
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byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
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byte[] bLodLightPS = PathUtil.ReadAllBytes("Shaders\\LodLightsPS.cso");
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byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
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byte[] bLodLightMSPS = PathUtil.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
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byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
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byte[] bLightVS = PathUtil.ReadAllBytes("Shaders\\LightVS.cso");
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byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
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byte[] bLightPS = PathUtil.ReadAllBytes("Shaders\\LightPS.cso");
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byte[] bLightMSPS = File.ReadAllBytes("Shaders\\LightPS_MS.cso");
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byte[] bLightMSPS = PathUtil.ReadAllBytes("Shaders\\LightPS_MS.cso");
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byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bFinalVS = PathUtil.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
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byte[] bSSAAPS = PathUtil.ReadAllBytes("Shaders\\PPSSAAPS.cso");
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DirLightVS = new VertexShader(device, bDirLightVS);
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DirLightVS = new VertexShader(device, bDirLightVS);
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DirLightPS = new PixelShader(device, bDirLightPS);
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DirLightPS = new PixelShader(device, bDirLightPS);
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@ -41,8 +41,8 @@ namespace CodeWalker.Rendering
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public DistantLightsShader(Device device)
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public DistantLightsShader(Device device)
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{
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\DistantLightsVS.cso");
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byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\DistantLightsVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\DistantLightsPS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\DistantLightsPS.cso");
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lightsvs = new VertexShader(device, vsbytes);
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lightsvs = new VertexShader(device, vsbytes);
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lightsps = new PixelShader(device, psbytes);
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lightsps = new PixelShader(device, psbytes);
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public MarkerShader(Device device)
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public MarkerShader(Device device)
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{
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\MarkerVS.cso");
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byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\MarkerVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\MarkerPS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\MarkerPS.cso");
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markervs = new VertexShader(device, vsbytes);
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markervs = new VertexShader(device, vsbytes);
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markerps = new PixelShader(device, psbytes);
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markerps = new PixelShader(device, psbytes);
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@ -46,11 +46,11 @@ namespace CodeWalker.Rendering
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public PathShader(Device device)
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public PathShader(Device device)
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{
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{
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byte[] boxvsbytes = File.ReadAllBytes("Shaders\\PathBoxVS.cso");
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byte[] boxvsbytes = PathUtil.ReadAllBytes("Shaders\\PathBoxVS.cso");
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byte[] boxpsbytes = File.ReadAllBytes("Shaders\\PathBoxPS.cso");
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byte[] boxpsbytes = PathUtil.ReadAllBytes("Shaders\\PathBoxPS.cso");
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byte[] dynvsbytes = File.ReadAllBytes("Shaders\\PathDynVS.cso");
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byte[] dynvsbytes = PathUtil.ReadAllBytes("Shaders\\PathDynVS.cso");
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byte[] vsbytes = File.ReadAllBytes("Shaders\\PathVS.cso");
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byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\PathVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\PathPS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\PathPS.cso");
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boxvs = new VertexShader(device, boxvsbytes);
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boxvs = new VertexShader(device, boxvsbytes);
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@ -186,14 +186,14 @@ namespace CodeWalker.Rendering
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{
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{
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var device = dxman.device;
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var device = dxman.device;
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byte[] bReduceTo1DCS = File.ReadAllBytes("Shaders\\PPReduceTo1DCS.cso");
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byte[] bReduceTo1DCS = PathUtil.ReadAllBytes("Shaders\\PPReduceTo1DCS.cso");
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byte[] bReduceTo0DCS = File.ReadAllBytes("Shaders\\PPReduceTo0DCS.cso");
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byte[] bReduceTo0DCS = PathUtil.ReadAllBytes("Shaders\\PPReduceTo0DCS.cso");
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byte[] bLumBlendCS = File.ReadAllBytes("Shaders\\PPLumBlendCS.cso");
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byte[] bLumBlendCS = PathUtil.ReadAllBytes("Shaders\\PPLumBlendCS.cso");
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byte[] bBloomFilterBPHCS = File.ReadAllBytes("Shaders\\PPBloomFilterBPHCS.cso");
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byte[] bBloomFilterBPHCS = PathUtil.ReadAllBytes("Shaders\\PPBloomFilterBPHCS.cso");
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byte[] bBloomFilterVCS = File.ReadAllBytes("Shaders\\PPBloomFilterVCS.cso");
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byte[] bBloomFilterVCS = PathUtil.ReadAllBytes("Shaders\\PPBloomFilterVCS.cso");
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byte[] bCopyPixelsPS = File.ReadAllBytes("Shaders\\PPCopyPixelsPS.cso");
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byte[] bCopyPixelsPS = PathUtil.ReadAllBytes("Shaders\\PPCopyPixelsPS.cso");
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byte[] bFinalPassVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bFinalPassVS = PathUtil.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bFinalPassPS = File.ReadAllBytes("Shaders\\PPFinalPassPS.cso");
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byte[] bFinalPassPS = PathUtil.ReadAllBytes("Shaders\\PPFinalPassPS.cso");
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ReduceTo1DCS = new ComputeShader(device, bReduceTo1DCS);
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ReduceTo1DCS = new ComputeShader(device, bReduceTo1DCS);
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ReduceTo0DCS = new ComputeShader(device, bReduceTo0DCS);
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ReduceTo0DCS = new ComputeShader(device, bReduceTo0DCS);
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public ShadowShader(Device device)
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public ShadowShader(Device device)
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{
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\ShadowVS.cso");
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byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\ShadowVS.cso");
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byte[] vssbytes = File.ReadAllBytes("Shaders\\ShadowVS_Skin.cso");
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byte[] vssbytes = PathUtil.ReadAllBytes("Shaders\\ShadowVS_Skin.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\ShadowPS.cso");
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byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\ShadowPS.cso");
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shadowvs = new VertexShader(device, vsbytes);
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shadowvs = new VertexShader(device, vsbytes);
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shadowvs_skin = new VertexShader(device, vssbytes);
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shadowvs_skin = new VertexShader(device, vssbytes);
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public SkydomeShader(Device device)
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public SkydomeShader(Device device)
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{
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{
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byte[] skyvsbytes = File.ReadAllBytes("Shaders\\SkydomeVS.cso");
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byte[] skyvsbytes = PathUtil.ReadAllBytes("Shaders\\SkydomeVS.cso");
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byte[] skypsbytes = File.ReadAllBytes("Shaders\\SkydomePS.cso");
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byte[] skypsbytes = PathUtil.ReadAllBytes("Shaders\\SkydomePS.cso");
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byte[] sunvsbytes = File.ReadAllBytes("Shaders\\SkySunVS.cso");
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byte[] sunvsbytes = PathUtil.ReadAllBytes("Shaders\\SkySunVS.cso");
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byte[] sunpsbytes = File.ReadAllBytes("Shaders\\SkySunPS.cso");
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byte[] sunpsbytes = PathUtil.ReadAllBytes("Shaders\\SkySunPS.cso");
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byte[] moonvsbytes = File.ReadAllBytes("Shaders\\SkyMoonVS.cso");
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byte[] moonvsbytes = PathUtil.ReadAllBytes("Shaders\\SkyMoonVS.cso");
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byte[] moonpsbytes = File.ReadAllBytes("Shaders\\SkyMoonPS.cso");
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byte[] moonpsbytes = PathUtil.ReadAllBytes("Shaders\\SkyMoonPS.cso");
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skyvs = new VertexShader(device, skyvsbytes);
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skyvs = new VertexShader(device, skyvsbytes);
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skyps = new PixelShader(device, skypsbytes);
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skyps = new PixelShader(device, skypsbytes);
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public TerrainShader(Device device)
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public TerrainShader(Device device)
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{
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{
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byte[] vspncct = File.ReadAllBytes("Shaders\\TerrainVS_PNCCT.cso");
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byte[] vspncct = PathUtil.ReadAllBytes("Shaders\\TerrainVS_PNCCT.cso");
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byte[] vspncctt = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTT.cso");
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byte[] vspncctt = PathUtil.ReadAllBytes("Shaders\\TerrainVS_PNCCTT.cso");
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byte[] vspnccttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTTX.cso");
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byte[] vspnccttx = PathUtil.ReadAllBytes("Shaders\\TerrainVS_PNCCTTX.cso");
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byte[] vspncctttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTTTX.cso");
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byte[] vspncctttx = PathUtil.ReadAllBytes("Shaders\\TerrainVS_PNCCTTTX.cso");
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byte[] vspncctx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTX.cso");
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byte[] vspncctx = PathUtil.ReadAllBytes("Shaders\\TerrainVS_PNCCTX.cso");
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byte[] vspnctttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTTX.cso");
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byte[] vspnctttx = PathUtil.ReadAllBytes("Shaders\\TerrainVS_PNCTTTX.cso");
|
||||||
byte[] vspncttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTX.cso");
|
byte[] vspncttx = PathUtil.ReadAllBytes("Shaders\\TerrainVS_PNCTTX.cso");
|
||||||
byte[] psbytes = File.ReadAllBytes("Shaders\\TerrainPS.cso");
|
byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\TerrainPS.cso");
|
||||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\TerrainPS_Deferred.cso");
|
byte[] psdefbytes = PathUtil.ReadAllBytes("Shaders\\TerrainPS_Deferred.cso");
|
||||||
|
|
||||||
pncctvs = new VertexShader(device, vspncct);
|
pncctvs = new VertexShader(device, vspncct);
|
||||||
pnccttvs = new VertexShader(device, vspncctt);
|
pnccttvs = new VertexShader(device, vspncctt);
|
||||||
|
@ -77,9 +77,9 @@ namespace CodeWalker.Rendering
|
|||||||
|
|
||||||
public TreesLodShader(Device device)
|
public TreesLodShader(Device device)
|
||||||
{
|
{
|
||||||
byte[] vsbytes = File.ReadAllBytes("Shaders\\TreesLodVS.cso");
|
byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\TreesLodVS.cso");
|
||||||
byte[] psbytes = File.ReadAllBytes("Shaders\\TreesLodPS.cso");
|
byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\TreesLodPS.cso");
|
||||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\TreesLodPS_Deferred.cso");
|
byte[] psdefbytes = PathUtil.ReadAllBytes("Shaders\\TreesLodPS_Deferred.cso");
|
||||||
|
|
||||||
vs = new VertexShader(device, vsbytes);
|
vs = new VertexShader(device, vsbytes);
|
||||||
ps = new PixelShader(device, psbytes);
|
ps = new PixelShader(device, psbytes);
|
||||||
|
@ -121,12 +121,12 @@ namespace CodeWalker.Rendering
|
|||||||
|
|
||||||
public WaterShader(Device device)
|
public WaterShader(Device device)
|
||||||
{
|
{
|
||||||
byte[] vsptbytes = File.ReadAllBytes("Shaders\\WaterVS_PT.cso");
|
byte[] vsptbytes = PathUtil.ReadAllBytes("Shaders\\WaterVS_PT.cso");
|
||||||
byte[] vspctbytes = File.ReadAllBytes("Shaders\\WaterVS_PCT.cso");
|
byte[] vspctbytes = PathUtil.ReadAllBytes("Shaders\\WaterVS_PCT.cso");
|
||||||
byte[] vspnctbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCT.cso");
|
byte[] vspnctbytes = PathUtil.ReadAllBytes("Shaders\\WaterVS_PNCT.cso");
|
||||||
byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCTX.cso");
|
byte[] vspnctxbytes = PathUtil.ReadAllBytes("Shaders\\WaterVS_PNCTX.cso");
|
||||||
byte[] psbytes = File.ReadAllBytes("Shaders\\WaterPS.cso");
|
byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\WaterPS.cso");
|
||||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\WaterPS_Deferred.cso");
|
byte[] psdefbytes = PathUtil.ReadAllBytes("Shaders\\WaterPS_Deferred.cso");
|
||||||
|
|
||||||
|
|
||||||
vspt = new VertexShader(device, vsptbytes);
|
vspt = new VertexShader(device, vsptbytes);
|
||||||
|
@ -39,8 +39,8 @@ namespace CodeWalker.Rendering
|
|||||||
|
|
||||||
public WidgetShader(Device device)
|
public WidgetShader(Device device)
|
||||||
{
|
{
|
||||||
byte[] vsbytes = File.ReadAllBytes("Shaders\\WidgetVS.cso");
|
byte[] vsbytes = PathUtil.ReadAllBytes("Shaders\\WidgetVS.cso");
|
||||||
byte[] psbytes = File.ReadAllBytes("Shaders\\WidgetPS.cso");
|
byte[] psbytes = PathUtil.ReadAllBytes("Shaders\\WidgetPS.cso");
|
||||||
|
|
||||||
vs = new VertexShader(device, vsbytes);
|
vs = new VertexShader(device, vsbytes);
|
||||||
ps = new PixelShader(device, psbytes);
|
ps = new PixelShader(device, psbytes);
|
||||||
|
@ -314,7 +314,7 @@ namespace CodeWalker
|
|||||||
|
|
||||||
private MapIcon AddIcon(string name, string filename, int texw, int texh, float centerx, float centery, float scale)
|
private MapIcon AddIcon(string name, string filename, int texw, int texh, float centerx, float centery, float scale)
|
||||||
{
|
{
|
||||||
string filepath = "icons\\" + filename;
|
string filepath = PathUtil.GetFilePath("icons\\" + filename);
|
||||||
try
|
try
|
||||||
{
|
{
|
||||||
MapIcon mi = new MapIcon(name, filepath, texw, texh, centerx, centery, scale);
|
MapIcon mi = new MapIcon(name, filepath, texw, texh, centerx, centery, scale);
|
||||||
|
Loading…
Reference in New Issue
Block a user