private void UpdateQuad()
 {
     quadRenderer.Begin();
     quadRenderer.Quad(
         new Vector3(renderer.Width - texture.Size.Width, 0, 0.0f),
         new Vector3(renderer.Width, texture.Size.Height, 0.0f)
         );
     quadRenderer.End();
 }
        public void UpdateQuads()
        {
            int   n    = currentLightCount;
            float gap  = 5.0f;
            float size = (renderer.Width / (n + 1)) - gap;
            float x    = gap;

            quadRenderer.Begin();
            for (int i = 0; i < n; ++i)
            {
                quadRenderer.Quad(
                    new Vector3(x, gap, (float)(i)),
                    new Vector3(x + size, gap + size, (float)(i))
                    );
                x += size + gap;
            }
            quadRenderer.End();
        }
Example #3
0
 void UpdateQuad()
 {
     quadRenderer.Begin();
     quadRenderer.Quad(Vector3.Zero, new Vector3(window.Width, window.Height, 0.0f));
     quadRenderer.End();
 }
Example #4
0
        public void Render()
        {
            renderer.Push();

            quadRenderer.Begin();
            Vector3 o     = new Vector3(10.0f, 64, 0.0f);
            Vector3 a     = o;
            float   alpha = 0.50f;

            textRenderer.TextBuffer.BeginPrint();

            foreach (var timer in Timer.Timers)
            {
                quadRenderer.Quad(
                    o,
                    o + new Vector3(10.0f * timer.CPUTime, 5.0f, 0.0f),
                    new Vector4(timer.Color, alpha)
                    );
                o.Y += 6.0f;
                quadRenderer.Quad(
                    o,
                    o + new Vector3(10.0f * timer.GPUTime, 5.0f, 0.0f),
                    new Vector4(timer.Color, alpha)
                    );
                textRenderer.TextBuffer.LowPrint(
                    o.X,
                    o.Y - 4.0f,
                    0.0f,
                    timer.ToString()
                    );

                o.Y += 6.0f;
            }
            quadRenderer.Quad(
                new Vector3(10.0f + 159.0f, a.Y, 0.0f),
                new Vector3(10.0f + 161.0f, o.Y, 0.0f),
                new Vector4(1.0f, 1.0f, 1.0f, alpha)
                );
            quadRenderer.End();

            textRenderer.TextBuffer.EndPrint();
            renderer.Requested.Mesh     = textRenderer.TextBuffer.Mesh;
            renderer.Requested.Material = textRenderer.Material;
            renderer.Requested.Program  = textRenderer.Material.Program;
            renderer.Requested.MeshMode = MeshMode.PolygonFill;
            //renderer.SetTexture("t_font", textRenderer.TextBuffer.FontStyle.Texture);
            renderer.SetFrame(renderer.DefaultFrame);
            renderer.RenderCurrent();

            renderer.Global.Floats("alpha").Set(0.5f);
            renderer.Global.Sync();

            renderer.Requested.Mesh = quadRenderer.Mesh;
            // \todo
            //renderer.Requested.Material = uiMaterial; //  this has blending on
            renderer.Requested.Program  = renderer.Programs["ColorFill"]; //colorFill;
            renderer.Requested.MeshMode = MeshMode.PolygonFill;
            renderer.SetFrame(renderer.DefaultFrame);
            renderer.RenderCurrent();

            renderer.Pop();
        }