Example #1
0
 /// <summary>
 /// Begins using the <see cref="Brush"/> to paint a geometry. Must be followed by a call to the <see cref="Brush.EndUse"/> method
 /// </summary>
 /// <param name="drawing">The <see cref="Drawing"/> to render</param>
 public override void BeginUse(Drawing drawing)
 {
     Color color;
     if (this.Opacity != 1)
     {
         color = Color.FromArgb((int)(this.Color.A * this.Opacity), this.Color.R, this.Color.G, this.Color.B);
     }
     else
     {
         color = this.Color;
     }
     GL.Color4(color);
 }
Example #2
0
 /// <summary>
 /// Begins using the <see cref="Brush"/> to paint a geometry. Must be followed by a call to the <see cref="Brush.EndUse"/> method
 /// </summary>
 /// <param name="drawing">The <see cref="Drawing"/> to render</param>
 public override void BeginUse(Drawing drawing)
 {
     Rectangle bounds;
     //Sets the drawing as the active drawing
     this._ActiveDrawing = drawing;
     //Make sure that the texture exists
     if (this.Texture == null)
     {
         return;
     }
     //Load the texture if it hasn't already been done
     this.Texture.Load();
     //Gets the bounds of the geometry
     bounds = drawing.Bounds;
     //Clears the buffer
     //GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
     //Sets the color, that is white with its alpha multiplied by the brush's opacity
     GL.Color4(Color.FromArgb((byte)(255 * this.Opacity), 255, 255, 255));
     //Clears the stencil
     GL.ClearStencil(0);
     //Sets the stencil mask to 1
     GL.StencilMask(1);
     //Enables stencil test
     GL.Enable(EnableCap.StencilTest);
     //Sets the stencil function to draw the mask
     GL.StencilFunc(StencilFunction.Always, 1, 1);
     //Sets the stencil operation to draw the mask
     GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Replace);
 }
Example #3
0
 /// <summary>
 /// Ends using the <see cref="Brush"/>
 /// </summary>
 public override void EndUse()
 {
     //Sets the stencil function to draw the masked geometry
     GL.StencilFunc(StencilFunction.Equal, 1, 1);
     //Sets the stencil operation to draw the masked geometry
     GL.StencilOp(StencilOp.Keep, StencilOp.Keep, StencilOp.Keep);
     //Enable 2D texturing
     GL.Enable(EnableCap.Texture2D);
     //Binds the TextureId
     GL.BindTexture(TextureTarget.Texture2D, this.Texture.Id);
     //Begins rendering the texture
     GL.Begin(PrimitiveType.Quads);
     //Top left texture coordinate and vertex
     GL.TexCoord2(0, 0);
     GL.Vertex2(this._ActiveDrawing.Bounds.Left, this._ActiveDrawing.Bounds.Top);
     //Top right texture coordinate and vertex
     GL.TexCoord2(1, 0);
     GL.Vertex2(this._ActiveDrawing.Bounds.Right, this._ActiveDrawing.Bounds.Top);
     //Bottom right texture coordinate and vertex
     GL.TexCoord2(1, 1);
     GL.Vertex2(this._ActiveDrawing.Bounds.Right, this._ActiveDrawing.Bounds.Bottom);
     //Bottom left texture coordinate and vertex
     GL.TexCoord2(0, 1);
     GL.Vertex2(this._ActiveDrawing.Bounds.Left, this._ActiveDrawing.Bounds.Bottom);
     //Ends rendering the texture
     GL.End();
     //Unbinds the texture
     GL.BindTexture(TextureTarget.Texture2D, 0);
     //Disable 2D texturing
     GL.Disable(EnableCap.Texture2D);
     //Disable the stencil test
     GL.Disable(EnableCap.StencilTest);
     //Clears the active drawing
     this._ActiveDrawing = null;
 }
Example #4
0
 /// <summary>
 /// Begins using the <see cref="Brush"/> to render the specified <see cref="Drawing"/>. Must be followed by a call to the <see cref="Brush.EndUse"/> method
 /// </summary>
 /// <param name="drawing">The <see cref="Drawing"/> to render</param>
 public abstract void BeginUse(Drawing drawing);