Example #1
0
        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);
                    }
                }
            }
        }
Example #2
0
        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);
            }
        }
Example #3
0
        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();
        }