Example #1
0
        public void DrawSquares(DrawContext dc)
        {
            FlatBatch2D flatBatch2D = dc.PrimitivesRenderer2D.FlatBatch(1, DepthStencilState.None, null, BlendState.AlphaBlend);
            int         count       = flatBatch2D.LineVertices.Count;
            int         count2      = flatBatch2D.TriangleVertices.Count;
            float       num         = (float)MathUtils.Remainder(Time.FrameStartTime + (double)m_timeOffset, 10000.0);
            float       num2        = base.ActualSize.X / 12f;
            float       num3        = (float)(int)base.GlobalColorTransform.A / 255f;

            for (float num4 = 0f; num4 < base.ActualSize.X; num4 += num2)
            {
                for (float num5 = 0f; num5 < base.ActualSize.Y; num5 += num2)
                {
                    float   num6    = 0.35f * MathUtils.Pow(MathUtils.Saturate(SimplexNoise.OctavedNoise(num4 + 1000f, num5, 0.7f * num, 0.5f, 1, 2f, 1f) - 0.1f), 1f) * num3;
                    float   num7    = 0.7f * MathUtils.Pow(SimplexNoise.OctavedNoise(num4, num5, 0.5f * num, 0.5f, 1, 2f, 1f), 3f) * num3;
                    Vector2 corner  = new Vector2(num4, num5);
                    Vector2 corner2 = new Vector2(num4 + num2, num5 + num2);
                    if (num6 > 0.01f)
                    {
                        flatBatch2D.QueueRectangle(corner, corner2, 0f, new Color(0f, 0f, 0f, num6));
                    }
                    if (num7 > 0.01f)
                    {
                        flatBatch2D.QueueQuad(corner, corner2, 0f, new Color(0f, 0f, 0f, num7));
                    }
                }
            }
            flatBatch2D.TransformLines(base.GlobalTransform, count);
            flatBatch2D.TransformTriangles(base.GlobalTransform, count2);
        }
Example #2
0
        public override void Update(float dt)
        {
            dt = MathUtils.Min(dt, 0.1f);
            Vector3 zero = Vector3.Zero;

            if (Keyboard.IsKeyDown(Key.A))
            {
                zero.X = -1f;
            }
            if (Keyboard.IsKeyDown(Key.D))
            {
                zero.X = 1f;
            }
            if (Keyboard.IsKeyDown(Key.W))
            {
                zero.Z = 1f;
            }
            if (Keyboard.IsKeyDown(Key.S))
            {
                zero.Z = -1f;
            }
            Vector2 vector    = 0.03f * new Vector2(Mouse.MouseMovement.X, -Mouse.MouseMovement.Y);
            bool    num       = Keyboard.IsKeyDown(Key.Shift);
            bool    flag      = Keyboard.IsKeyDown(Key.Control);
            Vector3 direction = m_direction;
            Vector3 unitY     = Vector3.UnitY;
            Vector3 vector2   = Vector3.Normalize(Vector3.Cross(direction, unitY));
            float   num2      = 8f;

            if (num)
            {
                num2 *= 10f;
            }
            if (flag)
            {
                num2 /= 10f;
            }
            Vector3 zero2 = Vector3.Zero;

            zero2      += num2 * zero.X * vector2;
            zero2      += num2 * zero.Y * unitY;
            zero2      += num2 * zero.Z * direction;
            m_position += zero2 * dt;
            m_direction = Vector3.Transform(m_direction, Matrix.CreateFromAxisAngle(unitY, -4f * vector.X * dt));
            m_direction = Vector3.Transform(m_direction, Matrix.CreateFromAxisAngle(vector2, 4f * vector.Y * dt));
            SetupPerspectiveCamera(m_position, m_direction, Vector3.UnitY);
            Vector2     v           = ViewportSize / 2f;
            FlatBatch2D flatBatch2D = PrimitivesRenderer2D.FlatBatch(0, DepthStencilState.None);
            int         count       = flatBatch2D.LineVertices.Count;

            flatBatch2D.QueueLine(v - new Vector2(5f, 0f), v + new Vector2(5f, 0f), 0f, Color.White);
            flatBatch2D.QueueLine(v - new Vector2(0f, 5f), v + new Vector2(0f, 5f), 0f, Color.White);
            flatBatch2D.TransformLines(ViewportMatrix, count);
            PrimitivesRenderer2D.Flush();
        }