Beispiel #1
0
        public void OnMainLoop(object sender, EventArgs e)
        {
            _sprite.Begin(Dx9.SpriteFlags.AlphaBlend);

            _font.DrawString(_sprite, "Hello World", 0, 0, SD.Color.White);
            _sprite.Draw(_circleTexture, Vector3.Zero, _mousePosition, new Color4(SD.Color.White));

            _sprite.End();

            using (Dx9.Sprite s = new Dx9.Sprite(_control.Device))
            {
                s.Begin(Dx9.SpriteFlags.AlphaBlend);

                s.Draw(_texture, Vector3.Zero, Vector3.Zero, new Color4(SD.Color.White));

                UpdateCamera();

                s.End();
            }

            _shipSprite.Begin(Dx9.SpriteFlags.AlphaBlend);

            Matrix matrix = Matrix.Transformation2D(new Vector2(0, 0), 0.0f, new Vector2(1f, 1f),
                                                    new Vector2(_shipVector3.X + 100f, _shipVector3.Y + 100f), _rotation, new Vector2(0f, 0f));

            _shipSprite.Transform = matrix;

            _shipSprite.Draw(_shipTexture, Vector3.Zero, _shipVector3, SD.Color.White);

            UpdateCamera();
            _shipSprite.End();
        }
Beispiel #2
0
        public void Render(GameTime RenderTime, SlimDX.Direct3D9.Sprite SpriteRenderer)
        {
            if (engine.crashed)
            {
                crashFade.FadeIn();
                crashFadeBack.FadeIn();
            }
            else
            {
                crashFade.FadeOut();
                crashFadeBack.FadeOut();
            }

            if (!crashFade.IsOut || engine.crashed)
            {
                crashFade.Update(RenderTime.Elapsed);
                crashFadeBack.Update(RenderTime.Elapsed);
                crashWait.Update(RenderTime.Elapsed);
                crashWait.FadeIn();

                SpriteRenderer.Begin(SpriteFlags.SortTexture | SpriteFlags.SortDepthFrontToBack | SpriteFlags.AlphaBlend);

                System.Drawing.Rectangle rc = new System.Drawing.Rectangle(0, 0, size.x, size.y);
                SpriteRenderer.Draw(emptyTexture, rc, new SlimDX.Vector3(0, 0, 0), new SlimDX.Vector3(0, 0, 0.001f), new SlimDX.Color4(crashFadeBack.State * 0.8f, 0, 0, 0));

                SpriteRenderer.Transform = SlimDX.Matrix.Translation(size.x / 2, size.y / 2, 0);
                SpriteRenderer.Transform = SlimDX.Matrix.Scaling(0.5f, 0.5f, 0.5f) * SpriteRenderer.Transform;

                SpriteRenderer.Draw(crashedTexture, new SlimDX.Vector3(128, 128, 0), new SlimDX.Vector3(0, 0, 0), new SlimDX.Color4(crashFade.State, 1, 1, 1));

                SpriteRenderer.End();
                if (crashWait.IsIn)
                {
                    engine.RecoverAfterCrash();
                    crashWait.State = 0;
                }
            }
        }
Beispiel #3
0
        public void Render(GameTime RenderTime, SlimDX.Direct3D9.Sprite SpriteRenderer)
        {
            if (!(block && blendFade.IsFadingOut))
            {
                blendFade.Update(RenderTime.Elapsed);
            }

            if (!blendFade.IsOut)
            {
                SpriteRenderer.Transform = SlimDX.Matrix.Identity;
                System.Drawing.Rectangle rc = new System.Drawing.Rectangle(0, 0, size.x, size.y);
                SpriteRenderer.Draw(emptyTexture, rc, new SlimDX.Vector3(0, 0, 0), new SlimDX.Vector3(0, 0, 0), new SlimDX.Color4(blendFade.State, 0, 0, 0));
            }
        }
Beispiel #4
0
        public void Render(GameTime RenderTime, SlimDX.Direct3D9.Sprite SpriteRenderer)
        {
            // loading render
            rotationState += rotationSpeed * RenderTime.Elapsed;
            if (rotationState >= 1)
            {
                rotationState -= (float)System.Math.Floor(rotationState);
            }

            if (!engine.isLoading)
            {
                if (engine.loadingStack > 0 || engine.ResourceManager.IsLoading)
                {
                    loadingDelayState += loadingDelay * RenderTime.Elapsed;
                    if (loadingDelayState >= 1)
                    {
                        engine.isLoading = true;
                    }
                }
            }
            else
            {
                if (engine.loadingStack == 0 && !engine.ResourceManager.IsLoading)
                {
                    engine.isLoading = false;
                }
                loadingDelayState = 0;
                fadeOutState      = 1;
            }

            if (fadeOutState > 0)
            {
                SpriteRenderer.Begin(SpriteFlags.SortTexture | SpriteFlags.SortDepthFrontToBack | SpriteFlags.AlphaBlend);

                SpriteRenderer.Transform = SlimDX.Matrix.Translation(size.x - 32, size.y - 32, 0);
                SpriteRenderer.Transform = SlimDX.Matrix.RotationZ(-(float)System.Math.PI * rotationState * 2) * SpriteRenderer.Transform;
                SpriteRenderer.Transform = SlimDX.Matrix.Scaling(1.5f, 1.5f, 1.5f) * SpriteRenderer.Transform;

                SpriteRenderer.Draw(loadingTexture, new SlimDX.Vector3(16, 16, 0), new SlimDX.Vector3(0, 0, 0), new SlimDX.Color4(fadeOutState, 1, 1, 1));

                SpriteRenderer.End();

                fadeOutState -= RenderTime.Elapsed * fadeOutSpeed;
            }
        }
Beispiel #5
0
        void Render(GameTime RenderTime)
        {
            lock (queue)
            {
                if (queue.Count > 0)
                {
                    render = queue.Dequeue();
                }
            }

            spriteRenderer.Begin(SpriteFlags.SortTexture | SpriteFlags.SortDepthFrontToBack | SpriteFlags.AlphaBlend);

            //if (engine.UseTextureFilter)
            //{
            //    device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic);
            //    device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic);
            //    device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Anisotropic);
            //}
            //else
            {
                device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Point);
                device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Point);
                device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Point);
            }

            // TODO engine scale
            spriteRenderer.Transform = SlimDX.Matrix.Scaling(new SlimDX.Vector3(renderScale, renderScale, 1));

            SlimDX.Matrix lineMatrix = SlimDX.Matrix.AffineTransformation2D(1, new SlimDX.Vector2(), 0, new SlimDX.Vector2());
            // TODO engine scale
            //lineMatrix = SlimDX.Matrix.Transformation2D(new SlimDX.Vector2(), 0, new SlimDX.Vector2(engine.Scale.x, engine.Scale.y), new SlimDX.Vector2(), 0, new SlimDX.Vector2());
            lineMatrix = SlimDX.Matrix.Transformation2D(new SlimDX.Vector2(), 0, new SlimDX.Vector2(renderScale, renderScale), new SlimDX.Vector2(), 0, new SlimDX.Vector2());
            lineMatrix = spriteRenderer.Transform;
            lineRenderer.Begin();

            // application render
            engine.MainTarget.elapsed = RenderTime.Elapsed;

            float currentFactor = 1;

            if (render != null)
            {
                foreach (RenderEntity entity in render)
                {
                    if (entity is SpriteEntity)
                    {
                        SpriteEntity sprite = entity as SpriteEntity;
                        // diposed texture links may remain in queue after direct3d reset, just skip them
                        if (sprite.Texture.Disposed)
                        {
                            continue;
                        }

                        // if sprite resolution changed, then update transform matrix
                        if (currentFactor != sprite.Factor)
                        {
                            currentFactor = sprite.Factor;
                            // TODO engine scale
                            //spriteRenderer.Transform = SlimDX.Matrix.Scaling(new SlimDX.Vector3(engine.Scale.x * sprite.Factor, engine.Scale.y * sprite.Factor, 1));
                            spriteRenderer.Transform = SlimDX.Matrix.Scaling(new SlimDX.Vector3(renderScale * sprite.Factor, renderScale * sprite.Factor, 1));
                        }

                        // recompute position for not 1:1 sprite resolutions
                        SlimDX.Vector3 pos = sprite.Position;
                        if (currentFactor != 1)
                        {
                            pos.X /= currentFactor;
                            pos.Y /= currentFactor;
                        }

                        spriteRenderer.Draw(sprite.Texture, sprite.Rectangle, new SlimDX.Vector3(0, 0, 0), pos, sprite.Color);
                    }
                    else if (entity is LineEntity)
                    {
                        LineEntity       line = entity as LineEntity;
                        SlimDX.Vector3[] vec  = new SlimDX.Vector3[] { line.Start, line.End };
                        SlimDX.Vector4[] v    = SlimDX.Vector3.Transform(vec, ref lineMatrix);

                        SlimDX.Vector2[] vec2 = new SlimDX.Vector2[] { new SlimDX.Vector2(v[0].X, v[0].Y), new SlimDX.Vector2(v[1].X, v[1].Y) };
                        lineRenderer.Draw(vec2, line.Color);
                    }
                }
            }

            lineRenderer.End();

            blendOverlay.BlockFadeOut = engine.IsLoading || blockBlend;
            blendOverlay.Render(RenderTime, spriteRenderer);
            if (engine.MusicBlend)
            {
                engine.Music.Volume = 1 - BlendState;
            }
            else
            {
                engine.Music.Volume = 1;
            }

            spriteRenderer.End();

            errorOverlay.Render(RenderTime, spriteRenderer);

            loadingOverlay.Render(RenderTime, spriteRenderer);
        }