Beispiel #1
0
 public bool Draw2D(Texture2DInfo texture, RectInt destRect, Vector3 hue)
 {
     _allocatedVertices[0]     = new VertexPositionNormalTextureHue(new Vector3(destRect.x, destRect.y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
     _allocatedVertices[1]     = new VertexPositionNormalTextureHue(new Vector3(destRect.x + destRect.width, destRect.y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
     _allocatedVertices[2]     = new VertexPositionNormalTextureHue(new Vector3(destRect.x, destRect.y + destRect.height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
     _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));
     _allocatedVertices[0].Hue = _allocatedVertices[1].Hue = _allocatedVertices[2].Hue = _allocatedVertices[3].Hue = hue;
     return(DrawSprite(texture, _allocatedVertices));
 }
Beispiel #2
0
 public bool Draw2D(Texture2DInfo texture, Vector3 position, Vector3 hue)
 {
     _allocatedVertices[0]     = new VertexPositionNormalTextureHue(new Vector3(position.x, position.y, 0), new Vector3(0, 0, 1), new Vector3(0, 0, 0));
     _allocatedVertices[1]     = new VertexPositionNormalTextureHue(new Vector3(position.x + texture.Width, position.y, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0));
     _allocatedVertices[2]     = new VertexPositionNormalTextureHue(new Vector3(position.x, position.y + texture.Height, 0), new Vector3(0, 0, 1), new Vector3(0, 1, 0));
     _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));
     _allocatedVertices[0].Hue = _allocatedVertices[1].Hue = _allocatedVertices[2].Hue = _allocatedVertices[3].Hue = hue;
     return(DrawSprite(texture, _allocatedVertices));
 }
Beispiel #3
0
        public bool Draw2D(Texture2DInfo texture, RectInt destRect, RectInt 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;

            _allocatedVertices[0]     = new VertexPositionNormalTextureHue(new Vector3(destRect.x, destRect.y, 0), new Vector3(0, 0, 1), new Vector3(minX, minY, 0));
            _allocatedVertices[1]     = new VertexPositionNormalTextureHue(new Vector3(destRect.x + destRect.width, destRect.y, 0), new Vector3(0, 0, 1), new Vector3(maxX, minY, 0));
            _allocatedVertices[2]     = new VertexPositionNormalTextureHue(new Vector3(destRect.x, destRect.y + destRect.height, 0), new Vector3(0, 0, 1), new Vector3(minX, maxY, 0));
            _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));
            _allocatedVertices[0].Hue = _allocatedVertices[1].Hue = _allocatedVertices[2].Hue = _allocatedVertices[3].Hue = hue;
            return(DrawSprite(texture, _allocatedVertices));
        }