Merge pull request #2272 from Areloch/CoreModuleification
Core module-ification
143
Templates/BaseGame/game/core/Core.cs
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@ -0,0 +1,143 @@
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function CoreModule::onCreate(%this)
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{
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// ----------------------------------------------------------------------------
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// Initialize core sub system functionality such as audio, the Canvas, PostFX,
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// rendermanager, light managers, etc.
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//
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// Note that not all of these need to be initialized before the client, although
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// the audio should and the canvas definitely needs to be. I've put things here
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// to distinguish between the purpose and functionality of the various client
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// scripts. Game specific script isn't needed until we reach the shell menus
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// and start a game or connect to a server. We get the various subsystems ready
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// to go, and then use initClient() to handle the rest of the startup sequence.
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//
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// If this is too convoluted we can reduce this complexity after futher testing
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// to find exactly which subsystems should be readied before kicking things off.
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// ----------------------------------------------------------------------------
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ModuleDatabase.LoadExplicit( "Core_Rendering" );
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ModuleDatabase.LoadExplicit( "Core_Utility" );
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ModuleDatabase.LoadExplicit( "Core_GUI" );
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ModuleDatabase.LoadExplicit( "CoreModule" );
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ModuleDatabase.LoadExplicit( "Core_Lighting" );
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ModuleDatabase.LoadExplicit( "Core_SFX" );
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ModuleDatabase.LoadExplicit( "Core_PostFX" );
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ModuleDatabase.LoadExplicit( "Core_ClientServer" );
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%prefPath = getPrefpath();
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if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
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exec( %prefPath @ "/clientPrefs.cs" );
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else
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exec("data/defaults.cs");
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%der = $pref::Video::displayDevice;
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//We need to hook the missing/warn material stuff early, so do it here
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/*$Core::MissingTexturePath = "core/images/missingTexture";
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$Core::UnAvailableTexturePath = "core/images/unavailable";
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$Core::WarningTexturePath = "core/images/warnMat";
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$Core::CommonShaderPath = "core/shaders";
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/*%classList = enumerateConsoleClasses( "Component" );
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foreach$( %componentClass in %classList )
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{
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echo("Native Component of type: " @ %componentClass);
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}*/
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//exec("./helperFunctions.cs");
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// We need some of the default GUI profiles in order to get the canvas and
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// other aspects of the GUI system ready.
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//exec("./profiles.cs");
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//This is a bit of a shortcut, but we'll load the client's default settings to ensure all the prefs get initialized correctly
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// Initialization of the various subsystems requires some of the preferences
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// to be loaded... so do that first.
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/*exec("./globals.cs");
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exec("./canvas.cs");
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exec("./cursor.cs");
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exec("./renderManager.cs");
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exec("./lighting.cs");
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exec("./audio.cs");
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exec("./sfx/audioAmbience.cs");
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exec("./sfx/audioData.cs");
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exec("./sfx/audioDescriptions.cs");
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exec("./sfx/audioEnvironments.cs");
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exec("./sfx/audioStates.cs");
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exec("./parseArgs.cs");
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// Materials and Shaders for rendering various object types
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exec("./gfxData/commonMaterialData.cs");
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exec("./gfxData/shaders.cs");
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exec("./gfxData/terrainBlock.cs");
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exec("./gfxData/water.cs");
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exec("./gfxData/scatterSky.cs");
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exec("./gfxData/clouds.cs");
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// Initialize all core post effects.
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exec("./postFx.cs");
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//VR stuff
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exec("./oculusVR.cs");*/
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// Seed the random number generator.
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setRandomSeed();
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// Parse the command line arguments
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echo("\n--------- Parsing Arguments ---------");
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parseArgs();
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// The canvas needs to be initialized before any gui scripts are run since
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// some of the controls assume that the canvas exists at load time.
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createCanvas($appName);
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//load canvas
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//exec("./console/main.cs");
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ModuleDatabase.LoadExplicit( "Core_Console" );
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// Init the physics plugin.
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physicsInit();
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sfxStartup();
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// Set up networking.
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setNetPort(0);
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// Start processing file change events.
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startFileChangeNotifications();
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// If we have editors, initialize them here as well
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if (isToolBuild())
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{
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if(isFile("tools/main.cs") && !$isDedicated)
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exec("tools/main.cs");
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ModuleDatabase.scanModules( "tools", false );
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ModuleDatabase.LoadGroup( "Tools" );
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}
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}
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function CoreModule::onDestroy(%this)
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{
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}
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//-----------------------------------------------------------------------------
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// Called when the engine is shutting down.
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function onExit()
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{
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// Stop file change events.
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stopFileChangeNotifications();
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ModuleDatabase.UnloadExplicit( "Game" );
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}
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@ -1,11 +1,11 @@
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<ModuleDefinition
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ModuleId="CoreComponentsModule"
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ModuleId="CoreModule"
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VersionId="1"
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Description="Module that implements the core engine-level components for the game."
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ScriptFile="CoreComponents.cs"
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Description="Module that implements the core engine-level setup for the game."
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ScriptFile="Core.cs"
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CreateFunction="onCreate"
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DestroyFunction="onDestroy"
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Group="Game">
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Group="Core">
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<DeclaredAssets
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canSave="true"
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canSaveDynamicFields="true"
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@ -1,10 +0,0 @@
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function CoreComponentsModule::onCreate(%this)
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{
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%classList = enumerateConsoleClasses( "Component" );
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foreach$( %componentClass in %classList )
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{
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echo("Native Component of type: " @ %componentClass);
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}
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}
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@ -12,7 +12,7 @@
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// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
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// connected to it via createAndConnectToLocalServer().
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function ClientServer::create( %this )
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function Core_ClientServer::create( %this )
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{
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echo("\n--------- Initializing Directory: scripts ---------");
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exec( "./scripts/client/client.cs" );
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@ -35,7 +35,7 @@ function ClientServer::create( %this )
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}
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}
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function ClientServer::destroy( %this )
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function Core_ClientServer::destroy( %this )
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{
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// Ensure that we are disconnected and/or the server is destroyed.
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// This prevents crashes due to the SceneGraph being deleted before
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@ -1,9 +1,9 @@
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<ModuleDefinition
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ModuleId="ClientServer"
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ModuleId="Core_ClientServer"
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VersionId="1"
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Description="Default module for the game."
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ScriptFile="ClientServer.cs"
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ScriptFile="Core_ClientServer.cs"
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CreateFunction="create"
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DestroyFunction="destroy"
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Group="Game">
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Group="Core">
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</ModuleDefinition>
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@ -9,10 +9,10 @@ function initClient()
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$Client::GameTypeQuery = $appName;
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$Client::MissionTypeQuery = "Any";
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exec( "data/clientServer/scripts/client/message.cs" );
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exec( "data/clientServer/scripts/client/connectionToServer.cs" );
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exec( "data/clientServer/scripts/client/levelDownload.cs" );
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exec( "data/clientServer/scripts/client/levelLoad.cs" );
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exec( "./message.cs" );
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exec( "./connectionToServer.cs" );
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exec( "./levelDownload.cs" );
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exec( "./levelLoad.cs" );
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//load prefs
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%prefPath = getPrefpath();
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@ -27,21 +27,21 @@ function initServer()
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//load prefs
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//Force-load the defaults just so we don't have any mistakes
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exec( "data/clientServer/scripts/server/defaults.cs" );
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exec( "./defaults.cs" );
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//Then, if the user has saved preferences, we load those over-top the defaults
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%prefPath = getPrefpath();
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if ( isFile( %prefPath @ "/serverPrefs.cs" ) )
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exec( %prefPath @ "/serverPrefs.cs" );
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exec( "data/clientServer/scripts/server/audio.cs" );
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exec( "data/clientServer/scripts/server/commands.cs" );
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exec( "data/clientServer/scripts/server/kickban.cs" );
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exec( "data/clientServer/scripts/server/message.cs" );
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exec( "data/clientServer/scripts/server/levelDownload.cs" );
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exec( "data/clientServer/scripts/server/levelLoad.cs" );
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exec( "data/clientServer/scripts/server/levelInfo.cs" );
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exec( "data/clientServer/scripts/server/connectionToClient.cs" );
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exec( "./audio.cs" );
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exec( "./commands.cs" );
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exec( "./kickban.cs" );
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exec( "./message.cs" );
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exec( "./levelDownload.cs" );
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exec( "./levelLoad.cs" );
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exec( "./levelInfo.cs" );
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exec( "./connectionToClient.cs" );
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// Server::Status is returned in the Game Info Query and represents the
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// current status of the server. This string sould be very short.
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@ -0,0 +1,8 @@
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function Core_Components::onCreate(%this)
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{
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}
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function Core_Components::onDestroy(%this)
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{
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}
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@ -0,0 +1,14 @@
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<ModuleDefinition
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ModuleId="Core_Components"
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VersionId="1"
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Description="Module that implements the core engine-level setup for the game."
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ScriptFile="Core_Components.cs"
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CreateFunction="onCreate"
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DestroyFunction="onDestroy"
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Group="Core">
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<DeclaredAssets
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canSave="true"
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canSaveDynamicFields="true"
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Extension="asset.taml"
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Recurse="true" />
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</ModuleDefinition>
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@ -1,8 +0,0 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="CollisionComponentAsset"
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componentClass="CollisionComponent"
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friendlyName="Collision"
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componentType="Collision"
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description="Enables an entity to collide with things." />
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@ -0,0 +1,8 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="ShapeCollisionComponentAsset"
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componentClass="ShapeCollisionComponent"
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friendlyName="Shape Collision"
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componentType="Collision"
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description="Enables an entity to collide with things with bounds, collision or visible meshes" />
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@ -6,4 +6,4 @@
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friendlyName="Camera"
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componentType="Game"
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description="Allows the component owner to operate as a camera."
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scriptFile="core/components/game/camera.cs" />
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scriptFile="core/components/components/game/camera.cs" />
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@ -7,4 +7,4 @@
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friendlyName="Control Object"
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componentType="Game"
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description="Allows the component owner to be controlled by a client."
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scriptFile="core/components/game/controlObject.cs" />
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scriptFile="core/components/components/game/controlObject.cs" />
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@ -7,4 +7,4 @@
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friendlyName="Item Rotation"
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componentType="Game"
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description="Rotates the entity around an axis, like an item pickup."
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scriptFile="core/components/game/itemRotate.cs" />
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scriptFile="core/components/components/game/itemRotate.cs" />
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@ -7,4 +7,4 @@
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friendlyName="Player Spawner"
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componentType="Game"
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description="When a client connects, it spawns a player object for them and attaches them to it."
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scriptFile="core/components/game/playerSpawner.cs" />
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scriptFile="core/components/components/game/playerSpawner.cs" />
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@ -0,0 +1,8 @@
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<ComponentAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="TriggerComponentAsset"
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componentClass="TriggerComponent"
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friendlyName="Trigger Component"
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componentType="Collision"
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description="Enables callback and event behaviors on collision with the entity." />
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12
Templates/BaseGame/game/core/console/Core_Console.cs
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@ -0,0 +1,12 @@
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function Core_Console::onCreate(%this)
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{
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exec("./scripts/profiles.cs");
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exec("./scripts/console.cs");
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exec("./guis/console.gui");
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}
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function Core_Console::onDestroy(%this)
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{
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}
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10
Templates/BaseGame/game/core/console/Core_Console.module
Normal file
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@ -0,0 +1,10 @@
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<ModuleDefinition
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ModuleId="Core_Console"
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VersionId="1"
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Description="Module that implements the core engine-level setup for the game."
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ScriptFile="Core_Console.cs"
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CreateFunction="onCreate"
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DestroyFunction="onDestroy"
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Group="Core"
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Dependencies="Core_GUI=1">
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</ModuleDefinition>
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@ -20,9 +20,6 @@
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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exec("./profiles.cs");
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exec("./console.gui");
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GlobalActionMap.bind("keyboard", "tilde", "toggleConsole");
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function ConsoleEntry::eval()
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11
Templates/BaseGame/game/core/gui/Core_GUI.cs
Normal file
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@ -0,0 +1,11 @@
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function Core_GUI::onCreate(%this)
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{
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exec("./scripts/profiles.cs");
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exec("./scripts/canvas.cs");
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exec("./scripts/cursor.cs");
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}
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function Core_GUI::onDestroy(%this)
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{
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}
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10
Templates/BaseGame/game/core/gui/Core_GUI.module
Normal file
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@ -0,0 +1,10 @@
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<ModuleDefinition
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ModuleId="Core_GUI"
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VersionId="1"
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Description="Module that implements the core engine-level setup for the game."
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||||
ScriptFile="Core_GUI.cs"
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CreateFunction="onCreate"
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DestroyFunction="onDestroy"
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Group="Core"
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Dependencies="Core_Rendering=1">
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</ModuleDefinition>
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Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 3.9 KiB |
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Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
|
Before Width: | Height: | Size: 131 B After Width: | Height: | Size: 131 B |
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Before Width: | Height: | Size: 635 B After Width: | Height: | Size: 635 B |
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Before Width: | Height: | Size: 3.3 KiB After Width: | Height: | Size: 3.3 KiB |
|
Before Width: | Height: | Size: 250 B After Width: | Height: | Size: 250 B |
|
Before Width: | Height: | Size: 778 B After Width: | Height: | Size: 778 B |
|
Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.5 KiB |
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@ -107,7 +107,7 @@ new GuiControlProfile (GuiWindowProfile)
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bevelColorHL = "255 255 255";
|
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bevelColorLL = "0 0 0";
|
||||
text = "untitled";
|
||||
bitmap = "./images/window";
|
||||
bitmap = "core/gui/images/window";
|
||||
textOffset = "8 4";
|
||||
hasBitmapArray = true;
|
||||
justify = "left";
|
||||
|
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@ -119,7 +119,7 @@ if(!isObject(GuiTextEditProfile))
|
|||
new GuiControlProfile(GuiTextEditProfile)
|
||||
{
|
||||
opaque = true;
|
||||
bitmap = "./images/textEdit";
|
||||
bitmap = "core/gui/images/textEdit";
|
||||
hasBitmapArray = true;
|
||||
border = -2;
|
||||
fillColor = "242 241 240 0";
|
||||
|
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@ -145,7 +145,7 @@ new GuiControlProfile(GuiScrollProfile)
|
|||
fontColor = "0 0 0";
|
||||
fontColorHL = "150 150 150";
|
||||
border = true;
|
||||
bitmap = "./images/scrollBar";
|
||||
bitmap = "core/gui/images/scrollBar";
|
||||
hasBitmapArray = true;
|
||||
category = "Core";
|
||||
};
|
||||
|
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@ -173,7 +173,7 @@ new GuiControlProfile(GuiCheckBoxProfile)
|
|||
fontColorNA = "200 200 200";
|
||||
fixedExtent = true;
|
||||
justify = "left";
|
||||
bitmap = "./images/checkbox";
|
||||
bitmap = "core/gui/images/checkbox";
|
||||
hasBitmapArray = true;
|
||||
category = "Tools";
|
||||
};
|
||||
|
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@ -193,7 +193,7 @@ new GuiControlProfile( GuiProgressBitmapProfile )
|
|||
{
|
||||
border = false;
|
||||
hasBitmapArray = true;
|
||||
bitmap = "./images/loadingbar";
|
||||
bitmap = "core/gui/images/loadingbar";
|
||||
category = "Core";
|
||||
};
|
||||
|
||||
|
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@ -220,7 +220,7 @@ new GuiControlProfile( GuiButtonProfile )
|
|||
fixedExtent = false;
|
||||
justify = "center";
|
||||
canKeyFocus = false;
|
||||
bitmap = "./images/button";
|
||||
bitmap = "core/gui/images/button";
|
||||
hasBitmapArray = false;
|
||||
category = "Core";
|
||||
};
|
||||
20
Templates/BaseGame/game/core/lighting/Core_Lighting.cs
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
|
||||
function Core_Lighting::onCreate(%this)
|
||||
{
|
||||
exec("./scripts/lighting.cs");
|
||||
|
||||
//Advanced/Deferred
|
||||
exec("./scripts/advancedLighting_Shaders.cs");
|
||||
exec("./scripts/deferredShading.cs");
|
||||
exec("./scripts/advancedLighting_Init.cs");
|
||||
|
||||
//Basic/Forward
|
||||
exec("./scripts/basicLighting_shadowFilter.cs");
|
||||
exec("./scripts/shadowMaps_Init.cs");
|
||||
exec("./scripts/basicLighting_Init.cs");
|
||||
|
||||
}
|
||||
|
||||
function Core_Lighting::onDestroy(%this)
|
||||
{
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
<ModuleDefinition
|
||||
ModuleId="Core_Lighting"
|
||||
VersionId="1"
|
||||
Description="Module that implements the core engine-level setup for the game."
|
||||
ScriptFile="Core_Lighting.cs"
|
||||
CreateFunction="onCreate"
|
||||
DestroyFunction="onDestroy"
|
||||
Group="Core">
|
||||
</ModuleDefinition>
|
||||
|
|
@ -39,8 +39,8 @@ $pref::LightManager::sgUseDynamicShadows = "1";
|
|||
$pref::LightManager::sgUseToneMapping = "";
|
||||
*/
|
||||
|
||||
exec( "./shaders.cs" );
|
||||
exec( "./deferredShading.cs" );
|
||||
//exec( "./shaders.cs" );
|
||||
//exec( "./deferredShading.cs" );
|
||||
|
||||
function onActivateAdvancedLM()
|
||||
{
|
||||
|
|
@ -20,7 +20,7 @@
|
|||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
exec( "./shadowFilter.cs" );
|
||||
//exec( "./shadowFilter.cs" );
|
||||
|
||||
singleton GFXStateBlockData( BL_ProjectedShadowSBData )
|
||||
{
|
||||
|
|
@ -26,12 +26,12 @@ function initLightingSystems(%manager)
|
|||
|
||||
// First exec the scripts for the different light managers
|
||||
// in the lighting folder.
|
||||
%pattern = "./lighting/*/init.cs";
|
||||
/*%pattern = "./lighting/*//*init.cs";
|
||||
%file = findFirstFile( %pattern );
|
||||
if ( %file $= "" )
|
||||
{
|
||||
// Try for DSOs next.
|
||||
%pattern = "./lighting/*/init.cs.dso";
|
||||
%pattern = "./lighting/*//*init.cs.dso";
|
||||
%file = findFirstFile( %pattern );
|
||||
}
|
||||
|
||||
|
|
@ -39,7 +39,7 @@ function initLightingSystems(%manager)
|
|||
{
|
||||
exec( %file );
|
||||
%file = findNextFile( %pattern );
|
||||
}
|
||||
}*/
|
||||
|
||||
// Try the perfered one first.
|
||||
%success = setLightManager(%manager);
|
||||
|
|
@ -1,99 +0,0 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2012 GarageGames, LLC
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Initialize core sub system functionality such as audio, the Canvas, PostFX,
|
||||
// rendermanager, light managers, etc.
|
||||
//
|
||||
// Note that not all of these need to be initialized before the client, although
|
||||
// the audio should and the canvas definitely needs to be. I've put things here
|
||||
// to distinguish between the purpose and functionality of the various client
|
||||
// scripts. Game specific script isn't needed until we reach the shell menus
|
||||
// and start a game or connect to a server. We get the various subsystems ready
|
||||
// to go, and then use initClient() to handle the rest of the startup sequence.
|
||||
//
|
||||
// If this is too convoluted we can reduce this complexity after futher testing
|
||||
// to find exactly which subsystems should be readied before kicking things off.
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
//We need to hook the missing/warn material stuff early, so do it here
|
||||
$Core::MissingTexturePath = "core/images/missingTexture";
|
||||
$Core::UnAvailableTexturePath = "core/images/unavailable";
|
||||
$Core::WarningTexturePath = "core/images/warnMat";
|
||||
$Core::CommonShaderPath = "core/shaders";
|
||||
|
||||
ModuleDatabase.setModuleExtension("module");
|
||||
|
||||
//Core components
|
||||
ModuleDatabase.scanModules( "core", false );
|
||||
ModuleDatabase.LoadExplicit( "CoreComponentsModule" );
|
||||
|
||||
exec("./helperFunctions.cs");
|
||||
|
||||
// We need some of the default GUI profiles in order to get the canvas and
|
||||
// other aspects of the GUI system ready.
|
||||
exec("./profiles.cs");
|
||||
|
||||
//This is a bit of a shortcut, but we'll load the client's default settings to ensure all the prefs get initialized correctly
|
||||
%prefPath = getPrefpath();
|
||||
if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
|
||||
exec( %prefPath @ "/clientPrefs.cs" );
|
||||
else
|
||||
exec("data/defaults.cs");
|
||||
|
||||
%der = $pref::Video::displayDevice;
|
||||
|
||||
// Initialization of the various subsystems requires some of the preferences
|
||||
// to be loaded... so do that first.
|
||||
exec("./globals.cs");
|
||||
|
||||
exec("./canvas.cs");
|
||||
exec("./cursor.cs");
|
||||
|
||||
exec("./renderManager.cs");
|
||||
exec("./lighting.cs");
|
||||
|
||||
exec("./audio.cs");
|
||||
exec("./sfx/audioAmbience.cs");
|
||||
exec("./sfx/audioData.cs");
|
||||
exec("./sfx/audioDescriptions.cs");
|
||||
exec("./sfx/audioEnvironments.cs");
|
||||
exec("./sfx/audioStates.cs");
|
||||
|
||||
exec("./parseArgs.cs");
|
||||
|
||||
// Materials and Shaders for rendering various object types
|
||||
exec("./gfxData/commonMaterialData.cs");
|
||||
exec("./gfxData/shaders.cs");
|
||||
exec("./gfxData/terrainBlock.cs");
|
||||
exec("./gfxData/water.cs");
|
||||
exec("./gfxData/scatterSky.cs");
|
||||
exec("./gfxData/clouds.cs");
|
||||
|
||||
// Initialize all core post effects.
|
||||
exec("./postFx.cs");
|
||||
|
||||
//VR stuff
|
||||
exec("./oculusVR.cs");
|
||||
|
||||
// Seed the random number generator.
|
||||
setRandomSeed();
|
||||
33
Templates/BaseGame/game/core/postFX/Core_PostFX.cs
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
|
||||
function Core_PostFX::onCreate(%this)
|
||||
{
|
||||
//
|
||||
exec("./scripts/postFx.cs");
|
||||
/*exec("./scripts/postFxManager.gui.cs");
|
||||
exec("./scripts/postFxManager.gui.settings.cs");
|
||||
exec("./scripts/postFxManager.persistance.cs");
|
||||
|
||||
exec("./scripts/default.postfxpreset.cs");
|
||||
|
||||
exec("./scripts/caustics.cs");
|
||||
exec("./scripts/chromaticLens.cs");
|
||||
exec("./scripts/dof.cs");
|
||||
exec("./scripts/edgeAA.cs");
|
||||
exec("./scripts/flash.cs");
|
||||
exec("./scripts/fog.cs");
|
||||
exec("./scripts/fxaa.cs");
|
||||
exec("./scripts/GammaPostFX.cs");
|
||||
exec("./scripts/glow.cs");
|
||||
exec("./scripts/hdr.cs");
|
||||
exec("./scripts/lightRay.cs");
|
||||
exec("./scripts/MLAA.cs");
|
||||
exec("./scripts/MotionBlurFx.cs");
|
||||
exec("./scripts/ovrBarrelDistortion.cs");
|
||||
exec("./scripts/ssao.cs");
|
||||
exec("./scripts/turbulence.cs");
|
||||
exec("./scripts/vignette.cs");*/
|
||||
}
|
||||
|
||||
function Core_PostFX::onDestroy(%this)
|
||||
{
|
||||
}
|
||||
10
Templates/BaseGame/game/core/postFX/Core_PostFX.module
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
<ModuleDefinition
|
||||
ModuleId="Core_PostFX"
|
||||
VersionId="1"
|
||||
Description="Module that implements the core engine-level setup for the game."
|
||||
ScriptFile="Core_PostFX.cs"
|
||||
CreateFunction="onCreate"
|
||||
DestroyFunction="onDestroy"
|
||||
Group="Core"
|
||||
Dependencies="Core_Rendering=1,Core_Lighting=1">
|
||||
</ModuleDefinition>
|
||||
|
|
@ -2526,7 +2526,7 @@
|
|||
sinkAllKeyEvents = "0";
|
||||
password = "0";
|
||||
passwordMask = "*";
|
||||
text = "core/images/null_color_ramp.png";
|
||||
text = "core/postFX/images/null_color_ramp.png";
|
||||
maxLength = "1024";
|
||||
margin = "0 0 0 0";
|
||||
padding = "0 0 0 0";
|
||||
|
Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 34 KiB |
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 33 KiB |
BIN
Templates/BaseGame/game/core/postFX/images/inactive-overlay.png
Normal file
|
After Width: | Height: | Size: 131 B |
|
Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
|
Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 26 KiB |