Ejemplo n.º 1
0
        internal HolofunkSceneGraph(
            GraphicsDevice graphicsDevice,
            Vector2 canvasSize,
            Texture2D depthTexture,
            HolofunkTextureContent holofunkContent,
            HolofunkBass audio,
            Clock clock)
            : base()
        {
            m_content = holofunkContent;
            m_clock = clock;

            RootNode = new GroupNode(null, Transform.Identity, "Root");
            m_canvasSize = canvasSize;

            m_background = new SpriteNode(
                RootNode,
                "Background",
                TextureFactory.ShadedCornerColor(
                    graphicsDevice,
                    canvasSize,
                    Color.Black,
                    new Color(0x10, 0x10, 0x10, 0x10),
                    new Color(0x20, 0x20, 0x20, 0x20),
                    new Color(0x20, 0x20, 0x20, 0x20)));
            m_background.LocalTransform = Transform.Identity;

            m_slide = new SpriteNode(
                RootNode,
                "Slide",
                Content.Slides[0]);
            m_slide.LocalTransform = new Transform(new Vector2(canvasSize.X - (int)(Content.Slides[0].Width * 1.1f),
                (canvasSize.Y - (int)Content.Slides[0].Height) / 2));
            m_slide.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.TextureMirrored);

            // constructing the nodes adds them as children of the parent, in first-at-bottom Z order.

            SpriteNode depthNode = new SpriteNode(
                RootNode,
                "DepthImage",
                depthTexture);
            depthNode.LocalTransform = new Transform(
                Vector2.Zero,
                new Vector2((float)canvasSize.X / depthTexture.Width, (float)canvasSize.Y / depthTexture.Height));

            // we want the depth node texture (only) to be mirrored about the center of the viewport
            depthNode.SetSecondaryViewOption(SecondaryViewOption.TextureMirrored); // B4CR: should this also be | PositionMirrored?

            m_audio = audio;

            // Center the textures.
            Vector2 origin = new Vector2(0.5f);

            m_statusText = new TextNode(RootNode, "StatusText");
            m_statusText.SetSecondaryViewOption(SecondaryViewOption.Hidden);
            m_statusText.LocalTransform = new Transform(new Vector2(30f, 20f), new Vector2(MagicNumbers.StatusTextScale));

            // make sure that first update pushes status text
            m_frameCount = MagicNumbers.StatusTextUpdateInterval - 1;

            m_beatNode = new BeatNode(
                RootNode,
                new Transform(new Vector2(m_canvasSize.X / 2, m_canvasSize.Y / 8 * 7)),
                "Root Beater",
                false,
                MagicNumbers.MeasureCircleScale,
                () => (long)((float)clock.ContinuousBeatDuration * 4),
                () => 0,
                () => Color.White);

            m_trackGroupNode = new GroupNode(RootNode, Transform.Identity, "Track group");
        }
Ejemplo n.º 2
0
        protected override void LoadContent()
        {
            base.LoadContent();

            float scale = GraphicsDevice.PresentationParameters.BackBufferHeight / m_viewportSize.Y;
            float scaledViewportWidth = m_viewportSize.X * scale;
            float scaledViewportOffset = (GraphicsDevice.PresentationParameters.BackBufferWidth - scaledViewportWidth) / 2;
            Transform transform = new Transform(new Vector2(scaledViewportOffset, 0), new Vector2(scale));

            m_spriteBatch = new SpriteBatchWrapper(new SpriteBatch(GraphicsDevice), ViewportSize, transform);

            var holofunkContent = new HolofunkTextureContent(Content, GraphicsDevice);

            m_model = new HolofunkModel(
                GraphicsDevice,
                m_clock,
                m_holofunkBass,
                m_kinect,
                holofunkContent,
                m_viewportSize,
                m_clock.BPM,
                m_audioAllocator,
                m_videoAllocator);
        }