Beispiel #1
0
 public bool Draw2D(Texture2D texture, Vector3 position, Vector3 hue)
 {
     m_AllocatedVertices[0]     = new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
     m_AllocatedVertices[1]     = new VertexPositionNormalTextureHue(new Vector3(position.X + texture.Width, position.Y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
     m_AllocatedVertices[2]     = new VertexPositionNormalTextureHue(new Vector3(position.X, position.Y + texture.Height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
     m_AllocatedVertices[3]     = new VertexPositionNormalTextureHue(new Vector3(position.X + texture.Width, position.Y + texture.Height, 0), new Vector3(0, 0, 1), new Vector3(1, 1, 0));
     m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
     return(DrawSprite(texture, m_AllocatedVertices));
 }
Beispiel #2
0
        public bool Draw2D(Texture2D texture, Rectangle destRect, Vector3 hue)
        {
            m_AllocatedVertices[0] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
            m_AllocatedVertices[1] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
            m_AllocatedVertices[2] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
            m_AllocatedVertices[3] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(1, 1, 0));

            m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
            return(DrawSprite(texture, m_AllocatedVertices));
        }
Beispiel #3
0
        public bool Draw2D(Texture2D texture, Rectangle destRect, Rectangle sourceRect, Vector3 hue)
        {
            float minX = sourceRect.X / (float)texture.Width, maxX = (sourceRect.X + sourceRect.Width) / (float)texture.Width;
            float minY = sourceRect.Y / (float)texture.Height, maxY = (sourceRect.Y + sourceRect.Height) / (float)texture.Height;

            m_AllocatedVertices[0] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(minX, minY, 0));
            m_AllocatedVertices[1] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y, 0), new Vector3(0, 0, 1), new Vector3(maxX, minY, 0));
            m_AllocatedVertices[2] = new VertexPositionNormalTextureHue(new Vector3(destRect.X, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(minX, maxY, 0));
            m_AllocatedVertices[3] = new VertexPositionNormalTextureHue(new Vector3(destRect.X + destRect.Width, destRect.Y + destRect.Height, 0), new Vector3(0, 0, 1), new Vector3(maxX, maxY, 0));

            m_AllocatedVertices[0].Hue = m_AllocatedVertices[1].Hue = m_AllocatedVertices[2].Hue = m_AllocatedVertices[3].Hue = hue;
            return(DrawSprite(texture, m_AllocatedVertices));
        }