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Use path relative to executable to load shaders and icons
This commit is contained in:
parent
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55
CodeWalker/CodeWalker - Backup.csproj
Normal file
55
CodeWalker/CodeWalker - Backup.csproj
Normal file
@ -0,0 +1,55 @@
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<Project Sdk="Microsoft.NET.Sdk.WindowsDesktop">
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net48</TargetFramework>
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<UseWindowsForms>true</UseWindowsForms>
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<UseWPF>true</UseWPF>
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<ApplicationIcon>CW.ico</ApplicationIcon>
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<Copyright>dexyfex</Copyright>
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<Company>dexyfex software</Company>
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<Authors>dexyfex</Authors>
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<LangVersion>latest</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
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<PlatformTarget>x64</PlatformTarget>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="DockPanelSuite.ThemeVS2015" Version="3.0.6" />
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<PackageReference Include="FCTB" Version="2.16.24" />
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<PackageReference Include="SharpDX" Version="4.2.0" />
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<PackageReference Include="SharpDX.D3DCompiler" Version="4.2.0" />
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<PackageReference Include="SharpDX.Direct2D1" Version="4.2.0" />
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<PackageReference Include="SharpDX.Direct3D11" Version="4.2.0" />
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<PackageReference Include="SharpDX.Mathematics" Version="4.2.0" />
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<PackageReference Include="SharpDX.XAudio2" Version="4.2.0" />
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<PackageReference Include="SharpDX.XInput" Version="4.2.0" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\CodeWalker.Core\CodeWalker.Core.csproj" />
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<ProjectReference Include="..\CodeWalker.WinForms\CodeWalker.WinForms.csproj" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="System.Windows.Forms.DataVisualization" />
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</ItemGroup>
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<ItemGroup>
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<Compile Update="Properties\Settings.Designer.cs">
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<DesignTimeSharedInput>True</DesignTimeSharedInput>
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<AutoGen>True</AutoGen>
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<DependentUpon>Settings.settings</DependentUpon>
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</Compile>
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</ItemGroup>
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<ItemGroup>
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<None Update="Properties\Settings.settings">
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<Generator>PublicSettingsSingleFileGenerator</Generator>
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<LastGenOutput>Settings.Designer.cs</LastGenOutput>
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</None>
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</ItemGroup>
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</Project>
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@ -12,6 +12,7 @@ using MapFlags = SharpDX.Direct3D11.MapFlags;
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using SharpDX;
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using CodeWalker.GameFiles;
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using CodeWalker.World;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -184,34 +185,35 @@ namespace CodeWalker.Rendering
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public BasicShader(Device device)
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{
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byte[] vspnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCT.cso");
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byte[] vspncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTT.cso");
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byte[] vspnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTT.cso");
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byte[] vspncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCT.cso");
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byte[] vspnccttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTT.cso");
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byte[] vspncctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTT.cso");
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byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTX.cso");
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byte[] vspncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTX.cso");
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byte[] vspncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTX.cso");
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byte[] vspnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTX.cso");
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byte[] vspnctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCTTTX.cso");
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byte[] vspncctttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PNCCTTTX.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] vspnctbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCT.cso"));
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byte[] vspncttbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCTT.cso"));
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byte[] vspnctttbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCTTT.cso"));
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byte[] vspncctbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCCT.cso"));
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byte[] vspnccttbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCCTT.cso"));
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byte[] vspncctttbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCCTTT.cso"));
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byte[] vspnctxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCTX.cso"));
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byte[] vspncctxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCCTX.cso"));
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byte[] vspncttxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCTTX.cso"));
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byte[] vspnccttxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCCTTX.cso"));
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byte[] vspnctttxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCTTTX.cso"));
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byte[] vspncctttxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PNCCTTTX.cso"));
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byte[] vspbbnctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCT.cso");
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byte[] vspbbnctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTX.cso");
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byte[] vspbbncttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTT.cso");
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byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
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byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
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byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
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byte[] vspbbnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTTX.cso");
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byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
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byte[] vspbbnctbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCT.cso"));
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byte[] vspbbnctxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCTX.cso"));
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byte[] vspbbncttbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCTT.cso"));
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byte[] vspbbnctttbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCTTT.cso"));
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byte[] vspbbncctbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCCT.cso"));
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byte[] vspbbncctxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCCTX.cso"));
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byte[] vspbbnccttxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCCTTX.cso"));
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byte[] vspbbncttxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_PBBNCTTX.cso"));
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byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
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byte[] vsspherebytes = File.ReadAllBytes("Shaders\\BasicVS_Sphere.cso");
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byte[] vscapsulebytes = File.ReadAllBytes("Shaders\\BasicVS_Capsule.cso");
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byte[] vscylinderbytes = File.ReadAllBytes("Shaders\\BasicVS_Cylinder.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\BasicPS.cso");
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byte[] psdefbytes = File.ReadAllBytes("Shaders\\BasicPS_Deferred.cso");
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byte[] vsboxbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_Box.cso"));
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byte[] vsspherebytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_Sphere.cso"));
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byte[] vscapsulebytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_Capsule.cso"));
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byte[] vscylinderbytes = File.ReadAllBytes(Path.Combine(folder, "BasicVS_Cylinder.cso"));
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byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "BasicPS.cso"));
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byte[] psdefbytes = File.ReadAllBytes(Path.Combine(folder, "BasicPS_Deferred.cso"));
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basicvspnct = new VertexShader(device, vspnctbytes);
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basicvspnctt = new VertexShader(device, vspncttbytes);
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@ -12,6 +12,7 @@ using CodeWalker.GameFiles;
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using System.IO;
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using SharpDX.DXGI;
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using CodeWalker.World;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -71,9 +72,10 @@ namespace CodeWalker.Rendering
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public BoundsShader(Device device)
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{
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byte[] spherevsbytes = File.ReadAllBytes("Shaders\\BoundingSphereVS.cso");
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byte[] boxvsbytes = File.ReadAllBytes("Shaders\\BoundingBoxVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\BoundsPS.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] spherevsbytes = File.ReadAllBytes(Path.Combine(folder, "BoundingSphereVS.cso"));
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byte[] boxvsbytes = File.ReadAllBytes(Path.Combine(folder, "BoundingBoxVS.cso"));
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byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "BoundsPS.cso"));
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spherevs = new VertexShader(device, spherevsbytes);
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boxvs = new VertexShader(device, boxvsbytes);
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@ -12,6 +12,7 @@ using MapFlags = SharpDX.Direct3D11.MapFlags;
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using SharpDX;
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using CodeWalker.GameFiles;
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using CodeWalker.World;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -88,9 +89,10 @@ namespace CodeWalker.Rendering
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public CableShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\CableVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\CablePS.cso");
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byte[] psdefbytes = File.ReadAllBytes("Shaders\\CablePS_Deferred.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "CableVS.cso"));
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byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "CablePS.cso"));
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byte[] psdefbytes = File.ReadAllBytes(Path.Combine(folder, "CablePS_Deferred.cso"));
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vs = new VertexShader(device, vsbytes);
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ps = new PixelShader(device, psbytes);
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@ -8,6 +8,7 @@ using CodeWalker.World;
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using SharpDX.Direct3D11;
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using System.IO;
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using SharpDX;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -106,8 +107,9 @@ namespace CodeWalker.Rendering
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public CloudsShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\CloudsVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\CloudsPS.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "CloudsVS.cso"));
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byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "CloudsPS.cso"));
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vs = new VertexShader(device, vsbytes);
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ps = new PixelShader(device, psbytes);
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@ -13,6 +13,7 @@ using CodeWalker.World;
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using SharpDX;
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using SharpDX.DXGI;
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using SharpDX.Mathematics.Interop;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -128,17 +129,18 @@ namespace CodeWalker.Rendering
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{
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var device = dxman.device;
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byte[] bDirLightVS = File.ReadAllBytes("Shaders\\DirLightVS.cso");
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byte[] bDirLightPS = File.ReadAllBytes("Shaders\\DirLightPS.cso");
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byte[] bDirLightMSPS = File.ReadAllBytes("Shaders\\DirLightPS_MS.cso");
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byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
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byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
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byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
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byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
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byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
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byte[] bLightMSPS = File.ReadAllBytes("Shaders\\LightPS_MS.cso");
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byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] bDirLightVS = File.ReadAllBytes(Path.Combine(folder, "DirLightVS.cso"));
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byte[] bDirLightPS = File.ReadAllBytes(Path.Combine(folder, "DirLightPS.cso"));
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byte[] bDirLightMSPS = File.ReadAllBytes(Path.Combine(folder, "DirLightPS_MS.cso"));
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byte[] bLodLightVS = File.ReadAllBytes(Path.Combine(folder, "LodLightsVS.cso"));
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byte[] bLodLightPS = File.ReadAllBytes(Path.Combine(folder, "LodLightsPS.cso"));
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byte[] bLodLightMSPS = File.ReadAllBytes(Path.Combine(folder, "LodLightsPS_MS.cso"));
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byte[] bLightVS = File.ReadAllBytes(Path.Combine(folder, "LightVS.cso"));
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byte[] bLightPS = File.ReadAllBytes(Path.Combine(folder, "LightPS.cso"));
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byte[] bLightMSPS = File.ReadAllBytes(Path.Combine(folder, "LightPS_MS.cso"));
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byte[] bFinalVS = File.ReadAllBytes(Path.Combine(folder, "PPFinalPassVS.cso"));
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byte[] bSSAAPS = File.ReadAllBytes(Path.Combine(folder, "PPSSAAPS.cso"));
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DirLightVS = new VertexShader(device, bDirLightVS);
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DirLightPS = new PixelShader(device, bDirLightPS);
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@ -12,6 +12,7 @@ using Device = SharpDX.Direct3D11.Device;
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using Buffer = SharpDX.Direct3D11.Buffer;
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using MapFlags = SharpDX.Direct3D11.MapFlags;
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using CodeWalker.World;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -41,8 +42,9 @@ namespace CodeWalker.Rendering
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public DistantLightsShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\DistantLightsVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\DistantLightsPS.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "DistantLightsVS.cso"));
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byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "DistantLightsPS.cso"));
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lightsvs = new VertexShader(device, vsbytes);
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lightsps = new PixelShader(device, psbytes);
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@ -12,6 +12,7 @@ using CodeWalker.GameFiles;
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using System.IO;
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using SharpDX.DXGI;
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using CodeWalker.World;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -46,8 +47,9 @@ namespace CodeWalker.Rendering
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public MarkerShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\MarkerVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\MarkerPS.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "MarkerVS.cso"));
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byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "MarkerPS.cso"));
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markervs = new VertexShader(device, vsbytes);
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markerps = new PixelShader(device, psbytes);
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@ -12,6 +12,7 @@ using CodeWalker.GameFiles;
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using System.IO;
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using SharpDX.DXGI;
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using CodeWalker.World;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -46,11 +47,12 @@ namespace CodeWalker.Rendering
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public PathShader(Device device)
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{
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byte[] boxvsbytes = File.ReadAllBytes("Shaders\\PathBoxVS.cso");
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byte[] boxpsbytes = File.ReadAllBytes("Shaders\\PathBoxPS.cso");
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byte[] dynvsbytes = File.ReadAllBytes("Shaders\\PathDynVS.cso");
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byte[] vsbytes = File.ReadAllBytes("Shaders\\PathVS.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\PathPS.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] boxvsbytes = File.ReadAllBytes(Path.Combine(folder, "PathBoxVS.cso"));
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byte[] boxpsbytes = File.ReadAllBytes(Path.Combine(folder, "PathBoxPS.cso"));
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byte[] dynvsbytes = File.ReadAllBytes(Path.Combine(folder, "PathDynVS.cso"));
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byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "PathVS.cso"));
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byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "PathPS.cso"));
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boxvs = new VertexShader(device, boxvsbytes);
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@ -13,6 +13,7 @@ using CodeWalker.World;
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using SharpDX;
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using SharpDX.DXGI;
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using SharpDX.Mathematics.Interop;
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using System.Diagnostics;
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namespace CodeWalker.Rendering
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{
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@ -186,14 +187,15 @@ namespace CodeWalker.Rendering
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{
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var device = dxman.device;
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byte[] bReduceTo1DCS = File.ReadAllBytes("Shaders\\PPReduceTo1DCS.cso");
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byte[] bReduceTo0DCS = File.ReadAllBytes("Shaders\\PPReduceTo0DCS.cso");
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byte[] bLumBlendCS = File.ReadAllBytes("Shaders\\PPLumBlendCS.cso");
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byte[] bBloomFilterBPHCS = File.ReadAllBytes("Shaders\\PPBloomFilterBPHCS.cso");
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byte[] bBloomFilterVCS = File.ReadAllBytes("Shaders\\PPBloomFilterVCS.cso");
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byte[] bCopyPixelsPS = File.ReadAllBytes("Shaders\\PPCopyPixelsPS.cso");
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byte[] bFinalPassVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bFinalPassPS = File.ReadAllBytes("Shaders\\PPFinalPassPS.cso");
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string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
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byte[] bReduceTo1DCS = File.ReadAllBytes(Path.Combine(folder, "PPReduceTo1DCS.cso"));
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byte[] bReduceTo0DCS = File.ReadAllBytes(Path.Combine(folder, "PPReduceTo0DCS.cso"));
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byte[] bLumBlendCS = File.ReadAllBytes(Path.Combine(folder, "PPLumBlendCS.cso"));
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byte[] bBloomFilterBPHCS = File.ReadAllBytes(Path.Combine(folder, "PPBloomFilterBPHCS.cso"));
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byte[] bBloomFilterVCS = File.ReadAllBytes(Path.Combine(folder, "PPBloomFilterVCS.cso"));
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byte[] bCopyPixelsPS = File.ReadAllBytes(Path.Combine(folder, "PPCopyPixelsPS.cso"));
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byte[] bFinalPassVS = File.ReadAllBytes(Path.Combine(folder, "PPFinalPassVS.cso"));
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byte[] bFinalPassPS = File.ReadAllBytes(Path.Combine(folder, "PPFinalPassPS.cso"));
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ReduceTo1DCS = new ComputeShader(device, bReduceTo1DCS);
|
||||
ReduceTo0DCS = new ComputeShader(device, bReduceTo0DCS);
|
||||
|
@ -10,6 +10,8 @@ using Device = SharpDX.Direct3D11.Device;
|
||||
using Buffer = SharpDX.Direct3D11.Buffer;
|
||||
using MapFlags = SharpDX.Direct3D11.MapFlags;
|
||||
using CodeWalker.World;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
@ -25,6 +27,5 @@ namespace CodeWalker.Rendering
|
||||
public abstract void UnbindResources(DeviceContext context);
|
||||
|
||||
//public abstract void Dispose();
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -12,6 +12,7 @@ using MapFlags = SharpDX.Direct3D11.MapFlags;
|
||||
using SharpDX;
|
||||
using CodeWalker.GameFiles;
|
||||
using CodeWalker.World;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
@ -81,9 +82,10 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public ShadowShader(Device device)
|
||||
{
|
||||
byte[] vsbytes = File.ReadAllBytes("Shaders\\ShadowVS.cso");
|
||||
byte[] vssbytes = File.ReadAllBytes("Shaders\\ShadowVS_Skin.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\ShadowPS.cso");
|
||||
string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
|
||||
byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "ShadowVS.cso"));
|
||||
byte[] vssbytes = File.ReadAllBytes(Path.Combine(folder, "ShadowVS_Skin.cso"));
|
||||
byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "ShadowPS.cso"));
|
||||
|
||||
shadowvs = new VertexShader(device, vsbytes);
|
||||
shadowvs_skin = new VertexShader(device, vssbytes);
|
||||
|
@ -11,6 +11,7 @@ using SharpDX.Direct3D11;
|
||||
using System.IO;
|
||||
using CodeWalker.GameFiles;
|
||||
using CodeWalker.World;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
@ -131,12 +132,13 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public SkydomeShader(Device device)
|
||||
{
|
||||
byte[] skyvsbytes = File.ReadAllBytes("Shaders\\SkydomeVS.cso");
|
||||
byte[] skypsbytes = File.ReadAllBytes("Shaders\\SkydomePS.cso");
|
||||
byte[] sunvsbytes = File.ReadAllBytes("Shaders\\SkySunVS.cso");
|
||||
byte[] sunpsbytes = File.ReadAllBytes("Shaders\\SkySunPS.cso");
|
||||
byte[] moonvsbytes = File.ReadAllBytes("Shaders\\SkyMoonVS.cso");
|
||||
byte[] moonpsbytes = File.ReadAllBytes("Shaders\\SkyMoonPS.cso");
|
||||
string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
|
||||
byte[] skyvsbytes = File.ReadAllBytes(Path.Combine(folder, "SkydomeVS.cso"));
|
||||
byte[] skypsbytes = File.ReadAllBytes(Path.Combine(folder, "SkydomePS.cso"));
|
||||
byte[] sunvsbytes = File.ReadAllBytes(Path.Combine(folder, "SkySunVS.cso"));
|
||||
byte[] sunpsbytes = File.ReadAllBytes(Path.Combine(folder, "SkySunPS.cso"));
|
||||
byte[] moonvsbytes = File.ReadAllBytes(Path.Combine(folder, "SkyMoonVS.cso"));
|
||||
byte[] moonpsbytes = File.ReadAllBytes(Path.Combine(folder, "SkyMoonPS.cso"));
|
||||
|
||||
skyvs = new VertexShader(device, skyvsbytes);
|
||||
skyps = new PixelShader(device, skypsbytes);
|
||||
|
@ -12,6 +12,7 @@ using MapFlags = SharpDX.Direct3D11.MapFlags;
|
||||
using SharpDX;
|
||||
using CodeWalker.GameFiles;
|
||||
using CodeWalker.World;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
@ -101,15 +102,16 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public TerrainShader(Device device)
|
||||
{
|
||||
byte[] vspncct = File.ReadAllBytes("Shaders\\TerrainVS_PNCCT.cso");
|
||||
byte[] vspncctt = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTT.cso");
|
||||
byte[] vspnccttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTTX.cso");
|
||||
byte[] vspncctttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTTTX.cso");
|
||||
byte[] vspncctx = File.ReadAllBytes("Shaders\\TerrainVS_PNCCTX.cso");
|
||||
byte[] vspnctttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTTX.cso");
|
||||
byte[] vspncttx = File.ReadAllBytes("Shaders\\TerrainVS_PNCTTX.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\TerrainPS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\TerrainPS_Deferred.cso");
|
||||
string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
|
||||
byte[] vspncct = File.ReadAllBytes(Path.Combine(folder, "TerrainVS_PNCCT.cso"));
|
||||
byte[] vspncctt = File.ReadAllBytes(Path.Combine(folder, "TerrainVS_PNCCTT.cso"));
|
||||
byte[] vspnccttx = File.ReadAllBytes(Path.Combine(folder, "TerrainVS_PNCCTTX.cso"));
|
||||
byte[] vspncctttx = File.ReadAllBytes(Path.Combine(folder, "TerrainVS_PNCCTTTX.cso"));
|
||||
byte[] vspncctx = File.ReadAllBytes(Path.Combine(folder, "TerrainVS_PNCCTX.cso"));
|
||||
byte[] vspnctttx = File.ReadAllBytes(Path.Combine(folder, "TerrainVS_PNCTTTX.cso"));
|
||||
byte[] vspncttx = File.ReadAllBytes(Path.Combine(folder, "TerrainVS_PNCTTX.cso"));
|
||||
byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "TerrainPS.cso"));
|
||||
byte[] psdefbytes = File.ReadAllBytes(Path.Combine(folder, "TerrainPS_Deferred.cso"));
|
||||
|
||||
pncctvs = new VertexShader(device, vspncct);
|
||||
pnccttvs = new VertexShader(device, vspncctt);
|
||||
|
@ -12,6 +12,7 @@ using MapFlags = SharpDX.Direct3D11.MapFlags;
|
||||
using SharpDX;
|
||||
using CodeWalker.GameFiles;
|
||||
using CodeWalker.World;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
@ -77,9 +78,10 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public TreesLodShader(Device device)
|
||||
{
|
||||
byte[] vsbytes = File.ReadAllBytes("Shaders\\TreesLodVS.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\TreesLodPS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\TreesLodPS_Deferred.cso");
|
||||
string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
|
||||
byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "TreesLodVS.cso"));
|
||||
byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "TreesLodPS.cso"));
|
||||
byte[] psdefbytes = File.ReadAllBytes(Path.Combine(folder, "TreesLodPS_Deferred.cso"));
|
||||
|
||||
vs = new VertexShader(device, vsbytes);
|
||||
ps = new PixelShader(device, psbytes);
|
||||
|
@ -8,6 +8,7 @@ using CodeWalker.World;
|
||||
using SharpDX.Direct3D11;
|
||||
using SharpDX;
|
||||
using System.IO;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
@ -121,12 +122,13 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public WaterShader(Device device)
|
||||
{
|
||||
byte[] vsptbytes = File.ReadAllBytes("Shaders\\WaterVS_PT.cso");
|
||||
byte[] vspctbytes = File.ReadAllBytes("Shaders\\WaterVS_PCT.cso");
|
||||
byte[] vspnctbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCT.cso");
|
||||
byte[] vspnctxbytes = File.ReadAllBytes("Shaders\\WaterVS_PNCTX.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\WaterPS.cso");
|
||||
byte[] psdefbytes = File.ReadAllBytes("Shaders\\WaterPS_Deferred.cso");
|
||||
string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
|
||||
byte[] vsptbytes = File.ReadAllBytes(Path.Combine(folder, "WaterVS_PT.cso"));
|
||||
byte[] vspctbytes = File.ReadAllBytes(Path.Combine(folder, "WaterVS_PCT.cso"));
|
||||
byte[] vspnctbytes = File.ReadAllBytes(Path.Combine(folder, "WaterVS_PNCT.cso"));
|
||||
byte[] vspnctxbytes = File.ReadAllBytes(Path.Combine(folder, "WaterVS_PNCTX.cso"));
|
||||
byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "WaterPS.cso"));
|
||||
byte[] psdefbytes = File.ReadAllBytes(Path.Combine(folder, "WaterPS_Deferred.cso"));
|
||||
|
||||
|
||||
vspt = new VertexShader(device, vsptbytes);
|
||||
|
@ -8,6 +8,7 @@ using CodeWalker.World;
|
||||
using SharpDX.Direct3D11;
|
||||
using SharpDX;
|
||||
using System.IO;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace CodeWalker.Rendering
|
||||
{
|
||||
@ -39,8 +40,9 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public WidgetShader(Device device)
|
||||
{
|
||||
byte[] vsbytes = File.ReadAllBytes("Shaders\\WidgetVS.cso");
|
||||
byte[] psbytes = File.ReadAllBytes("Shaders\\WidgetPS.cso");
|
||||
string folder = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "Shaders");
|
||||
byte[] vsbytes = File.ReadAllBytes(Path.Combine(folder, "WidgetVS.cso"));
|
||||
byte[] psbytes = File.ReadAllBytes(Path.Combine(folder, "WidgetPS.cso"));
|
||||
|
||||
vs = new VertexShader(device, vsbytes);
|
||||
ps = new PixelShader(device, psbytes);
|
||||
|
@ -6,6 +6,7 @@ using System.Windows.Forms;
|
||||
using System.Threading;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using SharpDX;
|
||||
using SharpDX.XInput;
|
||||
using Device = SharpDX.Direct3D11.Device;
|
||||
@ -314,7 +315,7 @@ namespace CodeWalker
|
||||
|
||||
private MapIcon AddIcon(string name, string filename, int texw, int texh, float centerx, float centery, float scale)
|
||||
{
|
||||
string filepath = "icons\\" + filename;
|
||||
string filepath = Path.Combine(Path.GetDirectoryName(Process.GetCurrentProcess().MainModule.FileName), "icons", filename);
|
||||
try
|
||||
{
|
||||
MapIcon mi = new MapIcon(name, filepath, texw, texh, centerx, centery, scale);
|
||||
|
Loading…
Reference in New Issue
Block a user