public static ShapeDescriptor DrawRectangularOutline(Vector2 position, Size size, int borderSize, Color borderColor, BorderStyle style, Border borders) { switch (style) { case BorderStyle.Raised: return(DrawRectangularOutline(position, size, Color.FromArgb(255, ColorOperator.Scale(borderColor, lightShadeFactor)), Color.FromArgb(255, ColorOperator.Scale(borderColor, darkShadeFactor)), borderSize, borders)); case BorderStyle.Sunken: return(DrawRectangularOutline(position, size, Color.FromArgb(255, ColorOperator.Scale(borderColor, darkShadeFactor)), Color.FromArgb(255, ColorOperator.Scale(borderColor, lightShadeFactor)), borderSize, borders)); case BorderStyle.Flat: default: return(DrawRectangularOutline(position, size, borderColor, borderColor, borderSize, borders)); } }
/// <summary> /// Shades a rectangle right to left using the specified color. /// </summary> /// <param name="color">The color.</param> /// <returns>An array of ints containing the color of each vertex (0: top left 1: top right 2: bottomLeft 3: bottom right</returns> public static int[] ShadeRightToLeft(Color color) { int colorTopLeft = Color.FromArgb(color.A, ColorOperator.Scale(color, darkShadeFactor)).ToArgb(); int colorTopRight = color.ToArgb(); int colorBottomLeft = colorTopLeft; int colorBottomRight = colorTopRight; return(new int[] { colorTopLeft, colorTopRight, colorBottomLeft, colorBottomRight }); }
/// <summary> /// Draws a right trapezoidal outline. /// </summary> /// <param name="position">The position.</param> /// <param name="size">The size.</param> /// <param name="triangleWidth">Width of the triangle.</param> /// <param name="isTriangleUpside">Ff set to <c>true</c> the triangle will be upside.</param> /// <param name="color">The color.</param> /// <param name="borderSize">Size of the border.</param> /// <param name="borderColor">Color of the border.</param> /// <param name="style">The style.</param> /// <param name="rectangleBorders">The rectangle borders.</param> /// <param name="triangleBorders">The triangle borders.</param> /// <returns>A right trapezoidal outline ShapeDescriptor object.</returns> public static ShapeDescriptor DrawRightTrapezoidalOutline(Vector2 position, Size size, int triangleWidth, bool isTriangleUpside, Color color, int borderSize, Color borderColor, BorderStyle style, Border rectangleBorders, Border triangleBorders) { Vector2 topLeft = position; Size innerSize = new Size(size.Width - borderSize, size.Height - borderSize); ShapeDescriptor sTriangleSide = ShapeDescriptor.Empty; ShapeDescriptor sTriangleBase = ShapeDescriptor.Empty; ShapeDescriptor sRectangleOutline = DrawRectangularOutline(topLeft, size, borderSize, borderColor, style, rectangleBorders); if (isTriangleUpside) { if ((triangleBorders & Border.Right) == Border.Right) { sTriangleSide = DrawLine(borderSize, Color.FromArgb(255, ColorOperator.Scale(borderColor, lightShadeFactor)), new Vector2(topLeft.X + size.Width, position.Y + (borderSize / 2)), new Vector2(topLeft.X + size.Width + triangleWidth, topLeft.Y + size.Height - (borderSize / 2))); } if ((triangleBorders & Border.Bottom) == Border.Bottom) { sTriangleBase = DrawRectangle(new Vector2(topLeft.X + size.Width, topLeft.Y + size.Height - borderSize), new Size(triangleWidth, borderSize), Color.FromArgb(255, ColorOperator.Scale(borderColor, darkShadeFactor))); } } else { if ((triangleBorders & Border.Left) == Border.Left) { sTriangleSide = DrawLine(borderSize, Color.FromArgb(255, ColorOperator.Scale(borderColor, darkShadeFactor)), new Vector2(topLeft.X + innerSize.Width, position.Y + size.Height - (borderSize / 2)), new Vector2(topLeft.X + innerSize.Width + triangleWidth, position.Y + (borderSize / 2))); } if ((triangleBorders & Border.Top) == Border.Top) { sTriangleBase = DrawRectangle(new Vector2(topLeft.X + innerSize.Width - borderSize, topLeft.Y), new Size(triangleWidth, borderSize), Color.FromArgb(255, ColorOperator.Scale(borderColor, lightShadeFactor))); } } return(ShapeDescriptor.Join(sRectangleOutline, sTriangleSide, sTriangleBase)); }
/// <summary> /// This callback function will be called at the end of every frame to perform all the /// rendering calls for the scene, and it will also be called if the window needs to be /// repainted. After this function has returned, the sample framework will call /// Device.Present to display the contents of the next buffer in the swap chain /// </summary> public void OnFrameRender(Device device, double appTime, float elapsedTime) { bool beginSceneCalled = false; // Clear the render target and the zbuffer device.Clear(ClearFlags.ZBuffer | ClearFlags.Target, unchecked ((int)0x8C003F3F), 1.0f, 0); try { device.BeginScene(); beginSceneCalled = true; // Render the arrows so the user can visually see the light direction ColorValue arrowColor = LightColor; lightControl.OnRender(arrowColor, camera.ViewMatrix, camera.ProjectionMatrix, camera.EyeLocation); if (nif != null) { // Update the effects now Vector3 ldir = lightControl.LightDirection; Vector3 edir = -camera.EyeVector; Vector3 hdir = ldir + edir; hdir.Normalize(); float[] dir = new float[] { ldir.X, ldir.Y, ldir.Z }; effect.SetValue(ehLightDir, dir); effect.SetValue(ehLightCol, ColorOperator.Scale(LightColor, lightScale)); effect.SetValue(egAmbCol, ColorOperator.Scale(AmbientLightColor, ambLightScale)); effect.SetValue(ehViewProj, camera.ViewMatrix * camera.ProjectionMatrix); dir = new float[] { camera.EyeLocation.X, camera.EyeLocation.Y, camera.EyeLocation.Z }; effect.SetValue(ehEyePos, dir); dir = new float[] { edir.X, edir.Y, edir.Z }; effect.SetValue(ehEyeVec, dir); dir = new float[] { hdir.X, hdir.Y, hdir.Z }; effect.SetValue(ehHalfVec, dir); // Apply the technique contained in the effect if (currentSubset == -1) { nif.Render(); } else { nif.RenderSubset(currentSubset); } } // Show frame rate and help, etc RenderText(appTime); // Show UI hud.OnRender(elapsedTime); sampleUi.OnRender(elapsedTime); } finally { if (beginSceneCalled) { device.EndScene(); } } }
public override void CreateShape() { base.CreateShape(); buttonDescriptor = ShapeDescriptor.ComputeShape(this, Shape.Rectangle); triangleDescriptor = Shapes.DrawEquilateralTriangle(triangleLeftVertexAbsolutePosition, DefaultTriangleSideLength, ColorOperator.Scale(Color.Black, 0.5f), false, false); buttonDescriptor.Depth = depth; triangleDescriptor.Depth = Depth.AsChildOf(depth); shapeDescriptors[0] = buttonDescriptor; shapeDescriptors[1] = triangleDescriptor; }
public static ShapeDescriptor DrawEquilateralTriangle(Vector2 leftVertex, float sideLength, Color color, bool isShaded, bool isTriangleUpside) { CustomVertex.TransformedColored[] vertices = new CustomVertex.TransformedColored[3]; Color shaded; float heightOffset = (float)(sideLength / 2 * Math.Sqrt(3)); int col1 = color.ToArgb(); int col2; if (isShaded) { shaded = Color.FromArgb(color.A, ColorOperator.Scale(color, darkShadeFactor)); col2 = shaded.ToArgb(); } else { col2 = col1; } vertices[0] = new CustomVertex.TransformedColored(leftVertex.X, leftVertex.Y, 0, 1, col2); vertices[1] = new CustomVertex.TransformedColored(leftVertex.X + sideLength, leftVertex.Y, 0, 1, col2); int[] indices = new int[3]; if (isTriangleUpside) { heightOffset *= -1; indices[0] = 0; indices[1] = 1; indices[2] = 2; } else { indices[0] = 2; indices[1] = 0; indices[2] = 1; } vertices[2] = new CustomVertex.TransformedColored(leftVertex.X + sideLength / 2, leftVertex.Y + heightOffset, 0, 1, col1); return(new ShapeDescriptor(1, vertices, indices)); }
/// <summary> /// This callback function will be called at the end of every frame to perform all the /// rendering calls for the scene, and it will also be called if the window needs to be /// repainted. After this function has returned, the sample framework will call /// Device.Present to display the contents of the next buffer in the swap chain /// </summary> public unsafe void OnFrameRender(Device device, double appTime, float elapsedTime) { bool beginSceneCalled = false; // Clear the render target and the zbuffer device.Clear(ClearFlags.ZBuffer | ClearFlags.Target, unchecked ((int)0x8C003F3F), 1.0f, 0); try { device.BeginScene(); beginSceneCalled = true; Vector3 * pLightDir = stackalloc Vector3[MaxNumberLights]; ColorValue *pLightDiffuse = stackalloc ColorValue[MaxNumberLights]; // Render the arrows so the user can visually see the light direction for (int i = 0; i < numberActiveLights; i++) { ColorValue arrowColor = (i == activeLight) ? YellowColor : WhiteColor; lightControl[i].OnRender(arrowColor, camera.ViewMatrix, camera.ProjectionMatrix, camera.EyeLocation); // Get the light direction and color pLightDir[i] = lightControl[i].LightDirection; pLightDiffuse[i] = ColorOperator.Scale(WhiteColor, lightScale); } Matrix worldMatrix = worldFix * camera.WorldMatrix; // Update the effects now effect.SetValue("g_LightDir", pLightDir, sizeof(Vector3) * MaxNumberLights); effect.SetValue("g_LightDiffuse", pLightDiffuse, sizeof(ColorValue) * MaxNumberLights); // Update the effect's variables. Instead of using strings, it would // be more efficient to cache a handle to the parameter by calling // Effect.GetParameter effect.SetValue("worldViewProjection", worldMatrix * camera.ViewMatrix * camera.ProjectionMatrix); effect.SetValue("worldMatrix", worldMatrix); effect.SetValue("appTime", (float)appTime); effect.SetValue("g_MaterialDiffuseColor", WhiteColor); effect.SetValue("g_nNumLights", numberActiveLights); // Render the scene with this technique as defined in the .fx file switch (numberActiveLights) { case 1: effect.Technique = "RenderSceneWithTexture1Light"; break; case 2: effect.Technique = "RenderSceneWithTexture2Light"; break; case 3: effect.Technique = "RenderSceneWithTexture3Light"; break; } // Apply the technique contained in the effect int passes = effect.Begin(0); for (int pass = 0; pass < passes; pass++) { effect.BeginPass(pass); // The effect interface queues up the changes and performs them // with the CommitChanges call. You do not need to call CommitChanges if // you are not setting any parameters between the BeginPass and EndPass. // effect.CommitChanges() ); // Render the mesh with the applied technique mesh.DrawSubset(0); effect.EndPass(); } effect.End(); // Show frame rate and help, etc RenderText(appTime); // Show UI hud.OnRender(elapsedTime); sampleUi.OnRender(elapsedTime); } finally { if (beginSceneCalled) { device.EndScene(); } } }