Beispiel #1
0
        static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *__ret = ILIntepreter.Minus(__esp, 0);

            var result_of_this_method = new UnityEngine.GL();

            return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method));
        }
Beispiel #2
0
        static int __CreateInstance(RealStatePtr L)
        {
            try {
                ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    UnityEngine.GL gen_ret = new UnityEngine.GL();
                    translator.Push(L, gen_ret);

                    return(1);
                }
            }
            catch (System.Exception gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.GL constructor!"));
        }
Beispiel #3
0
        public void RenderDebugData(ref UnityEngine.Matrix4x4 projection, ref UnityEngine.Matrix4x4 view, UnityEngine.Material mat)
        {
            if (!Enabled)
            {
                return;
            }

            //Nothing is enabled - don't draw the debug view.
            if (Flags == 0)
            {
                return;
            }

            //_device.RasterizerState = RasterizerState.CullNone;
            //_device.DepthStencilState = DepthStencilState.Default;

            lineListBatch.Clear();
            triangleListBatch.Clear();
            //_primitiveBatch.Begin(ref projection, ref view);
            DrawDebugData();
            //_primitiveBatch.End();



            if ((Flags & DebugViewFlags.PerformanceGraph) == DebugViewFlags.PerformanceGraph)
            {
                //_primitiveBatch.Begin(ref _localProjection, ref _localView);
                DrawPerformanceGraph();
                //_primitiveBatch.End();
            }

            GL.PushMatrix();
            mat.SetPass(0);
            //GL.LoadOrtho();
            //GL.MultMatrix(projection);

            GL.Begin(GL.LINES);
            int nlines = lineListBatch.Count;

            for (int i = 0; i < nlines; i++)
            {
                GL.Color(lineListBatch[i].Color);
                GL.Vertex(lineListBatch[i].Position[0]);
                GL.Vertex(lineListBatch[i].Position[1]);
            }
            GL.End();
            GL.Begin(GL.TRIANGLES);
            nlines = triangleListBatch.Count;
            for (int i = 0; i < nlines; i++)
            {
                GL.Color(triangleListBatch[i].Color);
                GL.Vertex(triangleListBatch[i].Position[0]);
                GL.Vertex(triangleListBatch[i].Position[1]);
                GL.Vertex(triangleListBatch[i].Position[2]);
            }
            GL.End();

            GL.PopMatrix();

            // begin the sprite batch effect
            //_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);

            // draw any strings we have
            //for (int i = 0; i < _stringData.Count; i++)
            //{
            //    _batch.DrawString(_font, string.Format(_stringData[i].S, _stringData[i].Args),
            //                      new FVector2(_stringData[i].X + 1f, _stringData[i].Y + 1f), Color.Black);
            //    _batch.DrawString(_font, string.Format(_stringData[i].S, _stringData[i].Args),
            //                      new FVector2(_stringData[i].X, _stringData[i].Y), _stringData[i].Color);
            //}
            // end the sprite batch effect
            //_batch.End();

            //_stringData.Clear();
        }