public override void Render()
        {
            base.Render();

            _hudCamera.Apply();

            _tessellator.Begin(PrimitiveType.Quads);
            _tessellator.LoadIdentity();
            _tessellator.Translate(0, 0, 10);

            var scale = new Vector2(_ascii.Width, _ascii.Height) * 2;

            _tessellator.Scale(scale.X, scale.Y);

            var alpha = 255;

            _tessellator.Translate(_hudCamera.Projection.Left, _hudCamera.Projection.Bottom - scale.Y);
            foreach (var message in _progressMessages)
            {
                _tessellator.BindColor(Color.FromArgb(alpha, Color.White));
                _ascii.RenderText(_tessellator, message);
                _tessellator.Translate(0, -scale.Y);
                alpha = MathHelper.Clamp(alpha - 8, 0, 255);
            }

            _tessellator.End();
        }
Beispiel #2
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        public override void Render()
        {
            base.Render();

            _hudCamera.Apply();

            _tessellator.Begin(PrimitiveType.Quads);
            _tessellator.LoadIdentity();
            _tessellator.Translate(0, 0, -10);

            _tessellator.BindTexture(null);
            _tessellator.BindColor(Color.FromArgb(64, Color.Black));
            _tessellator.AddPoint(_hudCamera.Projection.Left, _hudCamera.Projection.Top);
            _tessellator.AddPoint(_hudCamera.Projection.Left, _hudCamera.Projection.Bottom);
            _tessellator.AddPoint(_hudCamera.Projection.Right, _hudCamera.Projection.Bottom);
            _tessellator.AddPoint(_hudCamera.Projection.Right, _hudCamera.Projection.Top);

            _tessellator.BindColor(Color.White);
            var scale = new Vector2(_ascii.Width, _ascii.Height) * 4;

            _tessellator.Scale(scale.X, scale.Y);
            _tessellator.Translate(-scale.X * PAUSE_MESSAGE.Length / 2, -scale.Y / 2);
            _ascii.RenderText(_tessellator, PAUSE_MESSAGE);

            _tessellator.End();

            //_writer.Write(PAUSE_MESSAGE);
        }
Beispiel #3
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        /// <summary>
        /// Calculate a scale according to the current position.
        /// </summary>
        /// <remarks>
        /// This assumes you are inside of RenderContent, and handles pushing and popping the current transformation accordingly.
        /// </remarks>
        protected void Scale(ITessellator tessellator, float scale)
        {
            var position = tessellator.Transform(Vector2.Zero);

            tessellator.PopTransform();
            tessellator.PushTransform();
            tessellator.Scale(scale, scale);
            tessellator.Translate(position);
        }
Beispiel #4
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		public void Apply(ITessellator tessellator)
		{
			var position = tessellator.Transform(Vector2.Zero);
			tessellator.Translate(-position);
			tessellator.Scale(Scale.X, Scale.Y);
			tessellator.Rotate(Rotation, 0, 0, 1);
			tessellator.Translate(Translation);
			tessellator.Translate(position);
		}
Beispiel #5
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        public void Apply(ITessellator tessellator)
        {
            var position = tessellator.Transform(Vector2.Zero);

            tessellator.Translate(-position);
            tessellator.Scale(Scale.X, Scale.Y);
            tessellator.Rotate(Rotation, 0, 0, 1);
            tessellator.Translate(Translation);
            tessellator.Translate(position);
        }
        private void Render(ITessellator tessellator, PlayerEntity entity)
        {
            tessellator.PushTransform();

            var origin = tessellator.Transform(Vector3.Zero);

            tessellator.LoadIdentity();
            tessellator.Scale(entity.Size, entity.Size);
            tessellator.Translate(origin);
            //tessellator.Translate(0.1f, 0.1f); // center on the current tile position

            tessellator.Translate(entity.Position);             // move to the entity's position

            _playerTile.Render(tessellator);
            tessellator.PopTransform();
        }
		private void Render(ITessellator tessellator, BlockEntity entity)
		{
			var color = tessellator.CurrentColor;
			tessellator.BindColor(Color.FromArgb(196, entity.IsSelected ? Color.Red : Color.White));
			tessellator.PushTransform();

			var origin = tessellator.Transform(Vector3.Zero);

			tessellator.LoadIdentity();
			tessellator.Scale(entity.Size, entity.Size);
			tessellator.Translate(-entity.Size / 2, -entity.Size / 2); // center the rotation
			tessellator.Rotate(entity.Rotation, 0, 0, 1);
			tessellator.Translate(entity.Size, entity.Size);
			tessellator.Translate(origin);
			//tessellator.Translate(entity.Size, entity.Size); // center on the current tile position
			tessellator.Translate(entity.Position); // move to the entity's position

			BlockRegistry.Instance.GetById(entity.BlockID).Renderer.Render(tessellator);

			tessellator.PopTransform();
			tessellator.BindColor(color); // TODO: Is this still needed?
		}
        private void Render(ITessellator tessellator, BlockEntity entity)
        {
            var color = tessellator.CurrentColor;

            tessellator.BindColor(Color.FromArgb(196, entity.IsSelected ? Color.Red : Color.White));
            tessellator.PushTransform();

            var origin = tessellator.Transform(Vector3.Zero);

            tessellator.LoadIdentity();
            tessellator.Scale(entity.Size, entity.Size);
            tessellator.Translate(-entity.Size / 2, -entity.Size / 2);             // center the rotation
            tessellator.Rotate(entity.Rotation, 0, 0, 1);
            tessellator.Translate(entity.Size, entity.Size);
            tessellator.Translate(origin);
            //tessellator.Translate(entity.Size, entity.Size); // center on the current tile position
            tessellator.Translate(entity.Position);             // move to the entity's position

            BlockRegistry.Instance.GetById(entity.BlockID).Renderer.Render(tessellator);

            tessellator.PopTransform();
            tessellator.BindColor(color);             // TODO: Is this still needed?
        }
Beispiel #9
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		/// <summary>
		/// Calculate a scale according to the current position.
		/// </summary>
		/// <remarks>
		/// This assumes you are inside of RenderContent, and handles pushing and popping the current transformation accordingly.
		/// </remarks>
		protected void Scale(ITessellator tessellator, float scale)
		{
			var position = tessellator.Transform(Vector2.Zero);
			tessellator.PopTransform();
			tessellator.PushTransform();
			tessellator.Scale(scale, scale);
			tessellator.Translate(position);
		}
		private void Render(ITessellator tessellator, PlayerEntity entity)
		{
			tessellator.PushTransform();

			var origin = tessellator.Transform(Vector3.Zero);

			tessellator.LoadIdentity();
			tessellator.Scale(entity.Size, entity.Size);
			tessellator.Translate(origin);
			//tessellator.Translate(0.1f, 0.1f); // center on the current tile position

			tessellator.Translate(entity.Position); // move to the entity's position

			_playerTile.Render(tessellator);
			tessellator.PopTransform();
		}