public SpriteNode( Sprite sprite ) { this.sprite = sprite; OverlayColor = Color.White; World = World2.Identity; tempWorld = World2.Identity; Alignment = SpriteAlignment.LeftTop; CalculateMoveUnit (); }
public Particle2D( ITexture2D texture, Vector2 position, Vector2 velocity, float angle, float angularVelocity, Color overlayColor, float size, TimeSpan ttl ) { sprite = new Sprite ( texture ); world = new World2 ( position, new Vector2 ( size ), texture.Size () / 2, angle, texture.Size () / 2 ); sprite.OverlayColor = overlayColor; Velocity = velocity; AngularVelocity = angularVelocity; TTL = ttl; }
public FadeTransitor( Color fadeColor, float fadeUnit ) { FadeColor = fadeColor; FadeUnit = fadeUnit; fadeTexture = Core.GraphicsDevice.CreateTexture2D ( 1, 1 ); fadeTexture.Buffer = new Color [ 1 ] { Color.White }; fadeSprite = new Sprite ( fadeTexture ); fadeSpriteWorld = new World2 (); fadeSpriteWorld.Scale = Core.GraphicsDevice.BackBuffer.Size (); }
public Font() { spriteEngine = new Sprite ( null ); fontWorld = new World2 (); SpacingOfChars = 1; SpacingOfLines = 2; IsPrerenderMode = false; cachedRenderBuffer = new Dictionary<string, IRenderBuffer> (); }
public override void Intro( params object [] args ) { contentManager = new ResourceTable ( FileSystemManager.GetFileSystem ( "ManifestFileSystem" ) ); contentManager.AddDefaultContentLoader (); //Core.Launcher.InvokeInMainThread ( () => //{ titleFont = contentManager.Load<TrueTypeFont> ( "Resources/test.ttf", 64 ); menuFont = contentManager.Load<TrueTypeFont> ( "Resources/test.ttf", 24 ); //} ); logo = new Sprite ( contentManager.Load<ITexture2D> ( "Resources/Dodge/logo.png" ) ); logoWorld = new World2 (); base.Intro ( args ); }
public override void Intro( params object [] args ) { Core.GraphicsDevice.ImmediateContext.BlendState = BlendState.AlphaBlend; contentManager = new ResourceTable ( FileSystemManager.GetFileSystem ( "ManifestFileSystem" ) ); contentManager.AddDefaultContentLoader (); Texture2DContentLoader.AddDefaultDecoders (); sprite = contentManager.Load<Sprite> ( "Resources/test.jpg", Color.Magenta ); font = contentManager.Load<TrueTypeFont> ( "Resources/test.ttf", 24 ); animate = new Animate ( TimeSpan.FromSeconds ( 4 ), 400 ); loopAnimate = new Animate ( TimeSpan.FromSeconds ( 4 ), 400 ) { IsLoopingMode = true }; loopAnimate.Start (); Add ( InputHelper.Instance ); world = new World2 (); base.Intro ( args ); }
public override void Intro( params object [] args ) { Core.GraphicsDevice.ImmediateContext.CullMode = CullMode.ClockWise; contentManager = new ResourceTable ( FileSystemManager.GetFileSystem ( "ManifestFileSystem" ) ); contentManager.AddDefaultContentLoader (); texture1 = contentManager.Load<ITexture2D> ( "Resources/Terrain/terrain_02.png" ); texture2 = contentManager.Load<ITexture2D> ( "Resources/Terrain/terrain_01.png" ); Color [] colours = texture2.Buffer; effect = contentManager.Load<IEffect> ( "Resources/Terrain/TerrainShader.xml" ); textureArgs = new SamplerState ( texture1, TextureFilter.Anisotropic, TextureAddressing.Clamp, Core.GraphicsDevice.Information.MaximumAnisotropicLevel ); vertexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.VertexBuffer, typeof ( TerrainVertex ), texture2.Width * texture2.Height ); vertexDeclaration = Core.GraphicsDevice.CreateVertexDeclaration ( Utilities.CreateVertexElementArray<TerrainVertex> () ); numOfIndices = ( texture2.Width - 1 ) * ( texture2.Height - 1 ) * 2; indexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.IndexBuffer, typeof ( TerrainIndex ), numOfIndices ); TerrainVertex [] vertices = new TerrainVertex [ texture2.Width * texture2.Height ]; int index = 0; for ( int x = 0; x < texture2.Height; x++ ) { for ( int z = 0; z < texture2.Width; z++ ) { int location = x * texture2.Width + z; vertices [ index ] = new TerrainVertex () { Position = new Vector3 ( ( x - texture2.Height / 2 ) * 5.0f, colours [ location ].RedValue * 5.0f / 3, ( z - texture2.Width / 2 ) * 5.0f ), UV = new Vector2 ( z / ( float ) texture2.Width, x / ( float ) texture2.Height ) }; ++index; } } vertexBuffer.SetBufferDatas<TerrainVertex> ( vertices ); TerrainIndex [] indices = new TerrainIndex [ numOfIndices ]; index = 0; for ( int z = 0; z < texture2.Height - 1; z++ ) { for ( int x = 0; x < texture2.Width - 1; x++ ) { indices [ index ]._0 = z * texture2.Width + x; indices [ index ]._1 = z * texture2.Width + ( x + 1 ); indices [ index ]._2 = ( z + 1 ) * texture2.Width + x; ++index; indices [ index ]._0 = ( z + 1 ) * texture2.Width + x; indices [ index ]._1 = z * texture2.Width + ( x + 1 ); indices [ index ]._2 = ( z + 1 ) * texture2.Width + ( x + 1 ); ++index; } } indexBuffer.SetBufferDatas<TerrainIndex> ( indices ); proj = new PerspectiveFieldOfViewProjection ( 3.141592f / 4, 4 / 3f, 1, 10000 ); look = new LookAt ( new Vector3 ( 1000, 2000, 1000 ), new Vector3 ( 0, 0, 0 ), new Vector3 ( 0, 1, 0 ) ); world = new World3 (); sprite = new Sprite ( null ); spriteWorld = new World2 (); Add ( new FpsCalculator () ); base.Intro ( args ); }
public Sprite( ITexture2D texture, IEffect effect ) { if ( effect == null ) { if ( baseSpriteEffect == null ) baseSpriteEffect = new SpriteEffect (); effect = baseSpriteEffect; } if ( projectionMatrix == null ) projectionMatrix = new OrthographicOffCenterProjection ( 0, 800, 600, 0, 0.001f, 1000.0f ); Effect = effect; if ( vertexDeclaration == null ) { vertexDeclaration = Core.GraphicsDevice.CreateVertexDeclaration ( Utilities.CreateVertexElementArray<SpriteVertex> () ); } indexReference++; vertexBuffer = Core.GraphicsDevice.CreateBuffer ( BufferType.VertexBuffer, typeof ( SpriteVertex ), 4 ); textureArgument = new SamplerState ( texture, Graphics.TextureFilter.Nearest, TextureAddressing.Clamp, 0 ); Reset ( texture ); innerWorld = new World2(); }
public void Draw( World2 transform, IGraphicsContext graphicsContext = null ) { if ( graphicsContext == null ) graphicsContext = Core.GraphicsDevice.ImmediateContext; Matrix4x4 matrix; Effect.Use ( graphicsContext ); //Effect.SetTextures ( textureArgument ); graphicsContext.SetSampler ( 0, textureArgument ); projectionMatrix.OffCenterSize = graphicsContext.CurrentRenderBuffer.Size (); projectionMatrix.GetMatrix ( out matrix ); Effect.SetUniform<Matrix4x4> ( "projectionMatrix", ref matrix ); transform.GetMatrix ( out matrix ); Effect.SetUniform<Matrix4x4> ( "worldMatrix", ref matrix ); graphicsContext.InputAssembler = new InputAssembler ( vertexBuffer, vertexDeclaration, PrimitiveType.TriangleStrip ); graphicsContext.Draw ( 0, 2 ); }