public override void Draw(Camera camera) { if (m_batch == null) { m_batch = SubsystemParticles.PrimitivesRenderer.FontBatch(ContentManager.Get <BitmapFont>("Fonts/Pericles"), 0, DepthStencilState.None); } Vector3 viewDirection = camera.ViewDirection; Vector3 vector = Vector3.Normalize(Vector3.Cross(viewDirection, Vector3.UnitY)); Vector3 v = -Vector3.Normalize(Vector3.Cross(vector, viewDirection)); for (int i = 0; i < base.Particles.Length; i++) { Particle particle = base.Particles[i]; if (particle.IsActive) { float num = Vector3.Distance(camera.ViewPosition, particle.Position); float num2 = MathUtils.Saturate(3f * (num - 0.2f)); float num3 = MathUtils.Saturate(0.2f * (20f - num)); float num4 = num2 * num3; if (num4 > 0f) { float s = 0.006f * MathUtils.Sqrt(num); Color color = particle.Color * num4; m_batch.QueueText(particle.Text, particle.Position, vector * s, v * s, color, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.Zero); } } } }
public void DrawFloatingMessage(Camera camera, string message, float factor) { BitmapFont font = ContentManager.Get <BitmapFont>("Fonts/Pericles"); if (!camera.Eye.HasValue) { Vector2 position = camera.ViewportSize / 2f; position.X += 0.07f * camera.ViewportSize.X * (float)MathUtils.Sin(1.7300000190734863 * Time.FrameStartTime); position.Y += 0.07f * camera.ViewportSize.Y * (float)MathUtils.Cos(1.1200000047683716 * Time.FrameStartTime); FontBatch2D fontBatch2D = m_primitivesRenderer2D.FontBatch(font, 1, DepthStencilState.None, null, BlendState.AlphaBlend); int count = fontBatch2D.TriangleVertices.Count; fontBatch2D.QueueText(message, position, 0f, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.One * camera.GameWidget.GlobalScale, Vector2.Zero); fontBatch2D.TransformTriangles(camera.ViewportMatrix, count); fontBatch2D.Flush(); } else { Vector3 position2 = -4f * Vector3.UnitZ; position2.X += 0.28f * (float)MathUtils.Sin(1.7300000190734863 * Time.FrameStartTime); position2.Y += 0.28f * (float)MathUtils.Cos(1.1200000047683716 * Time.FrameStartTime); FontBatch3D fontBatch3D = m_primitivesRenderer3D.FontBatch(font, 1, DepthStencilState.None, RasterizerState.CullNoneScissor, BlendState.AlphaBlend); fontBatch3D.QueueText(message, position2, 0.008f * Vector3.UnitX, -0.008f * Vector3.UnitY, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.Zero); fontBatch3D.Flush(camera.ProjectionMatrix); } }
public void DrawMessage(Camera camera, string message, float factor) { BitmapFont font = ContentManager.Get <BitmapFont>("Fonts/Pericles"); if (!camera.Eye.HasValue) { Vector2 position = new Vector2(camera.ViewportSize.X / 2f, camera.ViewportSize.Y - 25f); FontBatch2D fontBatch2D = m_primitivesRenderer2D.FontBatch(font, 0, DepthStencilState.None, null, BlendState.AlphaBlend); int count = fontBatch2D.TriangleVertices.Count; fontBatch2D.QueueText(message, position, 0f, Color.Gray * factor, TextAnchor.HorizontalCenter | TextAnchor.Bottom, Vector2.One * camera.GameWidget.GlobalScale, Vector2.Zero); fontBatch2D.TransformTriangles(camera.ViewportMatrix, count); fontBatch2D.Flush(); } else { Vector3 position2 = -4f * Vector3.UnitZ + -0.24f / camera.ProjectionMatrix.M22 * 2f * Vector3.UnitY; FontBatch3D fontBatch3D = m_primitivesRenderer3D.FontBatch(font, 0, DepthStencilState.None, RasterizerState.CullNoneScissor, BlendState.AlphaBlend); fontBatch3D.QueueText(message, position2, 0.0104f * Vector3.UnitX, -0.0104f * Vector3.UnitY, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.Zero); fontBatch3D.Flush(camera.ProjectionMatrix); } }
public override void Draw(DrawContext dc) { if (Design == null) { return; } Matrix matrix; if (Mode == ViewMode.Perspective) { Viewport viewport = Display.Viewport; Vector3 vector = new Vector3(0.5f, 0.5f, 0.5f); Matrix m = Matrix.CreateLookAt(2.65f * m_direction + vector, vector, Vector3.UnitY); Matrix m2 = Matrix.CreatePerspectiveFieldOfView(1.2f, base.ActualSize.X / base.ActualSize.Y, 0.4f, 4f); Matrix m3 = MatrixUtils.CreateScaleTranslation(base.ActualSize.X, 0f - base.ActualSize.Y, base.ActualSize.X / 2f, base.ActualSize.Y / 2f) * base.GlobalTransform * MatrixUtils.CreateScaleTranslation(2f / (float)viewport.Width, -2f / (float)viewport.Height, -1f, 1f); matrix = m * m2 * m3; FlatBatch3D flatBatch3D = m_primitivesRenderer3d.FlatBatch(1, DepthStencilState.DepthRead); for (int i = 0; i <= Design.Resolution; i++) { float num = (float)i / (float)Design.Resolution; Color color = (i % 2 == 0) ? new Color(56, 56, 56, 56) : new Color(28, 28, 28, 28); color *= base.GlobalColorTransform; flatBatch3D.QueueLine(new Vector3(num, 0f, 0f), new Vector3(num, 0f, 1f), color); flatBatch3D.QueueLine(new Vector3(0f, 0f, num), new Vector3(1f, 0f, num), color); flatBatch3D.QueueLine(new Vector3(0f, num, 0f), new Vector3(0f, num, 1f), color); flatBatch3D.QueueLine(new Vector3(0f, 0f, num), new Vector3(0f, 1f, num), color); flatBatch3D.QueueLine(new Vector3(0f, num, 1f), new Vector3(1f, num, 1f), color); flatBatch3D.QueueLine(new Vector3(num, 0f, 1f), new Vector3(num, 1f, 1f), color); } Color color2 = new Color(64, 64, 64, 255) * base.GlobalColorTransform; FontBatch3D fontBatch3D = m_primitivesRenderer3d.FontBatch(ContentManager.Get <BitmapFont>("Fonts/Pericles"), 1); fontBatch3D.QueueText("Front", new Vector3(0.5f, 0f, 0f), 0.004f * new Vector3(-1f, 0f, 0f), 0.004f * new Vector3(0f, 0f, -1f), color2, TextAnchor.HorizontalCenter); fontBatch3D.QueueText("Side", new Vector3(1f, 0f, 0.5f), 0.004f * new Vector3(0f, 0f, -1f), 0.004f * new Vector3(1f, 0f, 0f), color2, TextAnchor.HorizontalCenter); if (DrawDebugFurniture) { DebugDraw(); } } else { Vector3 position; Vector3 up; if (Mode == ViewMode.Side) { position = new Vector3(1f, 0f, 0f); up = new Vector3(0f, 1f, 0f); } else if (Mode != ViewMode.Top) { position = new Vector3(0f, 0f, -1f); up = new Vector3(0f, 1f, 0f); } else { position = new Vector3(0f, 1f, 0f); up = new Vector3(0f, 0f, 1f); } Viewport viewport2 = Display.Viewport; float num2 = MathUtils.Min(base.ActualSize.X, base.ActualSize.Y); Matrix m4 = Matrix.CreateLookAt(position, new Vector3(0f, 0f, 0f), up); Matrix m5 = Matrix.CreateOrthographic(2f, 2f, -10f, 10f); Matrix m6 = MatrixUtils.CreateScaleTranslation(num2, 0f - num2, base.ActualSize.X / 2f, base.ActualSize.Y / 2f) * base.GlobalTransform * MatrixUtils.CreateScaleTranslation(2f / (float)viewport2.Width, -2f / (float)viewport2.Height, -1f, 1f); matrix = Matrix.CreateTranslation(-0.5f, -0.5f, -0.5f) * m4 * m5 * m6; FlatBatch2D flatBatch2D = m_primitivesRenderer2d.FlatBatch(); Matrix m7 = base.GlobalTransform; for (int j = 1; j < Design.Resolution; j++) { float num3 = (float)j / (float)Design.Resolution; Vector2 v = new Vector2(base.ActualSize.X * num3, 0f); Vector2 v2 = new Vector2(base.ActualSize.X * num3, base.ActualSize.Y); Vector2 v3 = new Vector2(0f, base.ActualSize.Y * num3); Vector2 v4 = new Vector2(base.ActualSize.X, base.ActualSize.Y * num3); Vector2.Transform(ref v, ref m7, out v); Vector2.Transform(ref v2, ref m7, out v2); Vector2.Transform(ref v3, ref m7, out v3); Vector2.Transform(ref v4, ref m7, out v4); Color color3 = (j % 2 == 0) ? new Color(0, 0, 0, 56) : new Color(0, 0, 0, 28); Color color4 = (j % 2 == 0) ? new Color(56, 56, 56, 56) : new Color(28, 28, 28, 28); color3 *= base.GlobalColorTransform; color4 *= base.GlobalColorTransform; flatBatch2D.QueueLine(v, v2, 0f, (j % 2 == 0) ? color3 : (color3 * 0.75f)); flatBatch2D.QueueLine(v + new Vector2(1f, 0f), v2 + new Vector2(1f, 0f), 0f, color4); flatBatch2D.QueueLine(v3, v4, 0f, color3); flatBatch2D.QueueLine(v3 + new Vector2(0f, 1f), v4 + new Vector2(0f, 1f), 0f, color4); } } Matrix matrix2 = Matrix.Identity; FurnitureGeometry geometry = Design.Geometry; for (int k = 0; k < 6; k++) { Color globalColorTransform = base.GlobalColorTransform; if (Mode == ViewMode.Perspective) { float num4 = LightingManager.LightIntensityByLightValueAndFace[15 + 16 * CellFace.OppositeFace(k)]; globalColorTransform *= new Color(num4, num4, num4); } if (geometry.SubsetOpaqueByFace[k] != null) { BlocksManager.DrawMeshBlock(m_primitivesRenderer3d, geometry.SubsetOpaqueByFace[k], globalColorTransform, 1f, ref matrix2, null); } if (geometry.SubsetAlphaTestByFace[k] != null) { BlocksManager.DrawMeshBlock(m_primitivesRenderer3d, geometry.SubsetAlphaTestByFace[k], globalColorTransform, 1f, ref matrix2, null); } } m_primitivesRenderer3d.Flush(matrix); m_primitivesRenderer2d.Flush(); }