Exemple #1
0
        void Init()
        {
            m_densityTexture = new RenderTarget2D(Engine.Renderer.Device, 1280, 720, false, SurfaceFormat.Single, DepthFormat.None);
            m_densitySprite  = Sprite.CreateFromTexture(m_densityTexture);

            m_drawEffect     = Engine.AssetManager.GetAsset <Effect>("heatmap.fx");
            m_drawSpotEffect = Engine.AssetManager.GetAsset <Effect>("heatmapSpot.fx");

            m_heatMapGradient = Engine.AssetManager.GetAsset <Texture2D>("System/heatMapGradient.jpg");

            m_quadMesh = new DynamicMesh <VertexPositionTexture>(Engine.Renderer.Device, VertexPositionTexture.VertexDeclaration, PrimitiveType.TriangleStrip, 12);
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 0)));
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(+1, -1, 0), new Vector2(1, 0)));
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(-1, +1, 0), new Vector2(0, 1)));
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(+1, +1, 0), new Vector2(1, 1)));

            m_quadMesh.Index(0);
            m_quadMesh.Index(1);
            m_quadMesh.Index(2);
            m_quadMesh.Index(3);

            m_quadMesh.PrepareDraw();

            DrawToRT();
        }
Exemple #2
0
        public void Draw()
        {
            m_lineMesh.PrepareDraw();
            m_triangleMesh.PrepareDraw();

            Engine.Renderer.Device.BlendState        = BlendState.NonPremultiplied;
            Engine.Renderer.Device.RasterizerState   = RasterizerState.CullNone;
            Engine.Renderer.Device.DepthStencilState = DepthStencilState.None;

            Engine.Renderer.DrawMesh(m_lineMesh, m_effect);
            Engine.Renderer.DrawMesh(m_triangleMesh, m_effect);
        }
Exemple #3
0
        public void Draw()
        {
            if (!m_active)
            {
                return;
            }

            m_mesh.PrepareDraw();

            Engine.Renderer.Device.BlendState        = BlendState.NonPremultiplied;
            Engine.Renderer.Device.RasterizerState   = RasterizerState.CullNone;
            Engine.Renderer.Device.DepthStencilState = DepthStencilState.None;
            Engine.Renderer.DrawMesh(m_mesh, m_effect);
        }
Exemple #4
0
        public override void Start()
        {
            //Initialise SpriteComponent
            base.Start();

            m_effect = ColorMaskingEffect.Create("Graphics/Shaders/ColorMasking.fx");

            m_quadMesh = new DynamicMesh <VertexPositionTexture>(Engine.Renderer.Device, VertexPositionTexture.VertexDeclaration, PrimitiveType.TriangleStrip, 12);
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(-1, +1, 0), new Vector2(0, 0)));
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(+1, +1, 0), new Vector2(1, 0)));
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(-1, -1, 0), new Vector2(0, 1)));
            m_quadMesh.Vertex(new VertexPositionTexture(new Vector3(+1, -1, 0), new Vector2(1, 1)));

            m_quadMesh.Index(0);
            m_quadMesh.Index(1);
            m_quadMesh.Index(2);
            m_quadMesh.Index(3);

            m_quadMesh.PrepareDraw();
        }
Exemple #5
0
        public void Draw()
        {
            if (!Engine.Debug.Flags.RenderDebug)
            {
                return;
            }

            float textBoxMargin = 1.0f;

            Engine.Renderer.CurrentCamera = Engine.Renderer.Cameras[0];

            //Build log debug string
            StringBuilder sb = new StringBuilder();

            sb.AppendLine();
            sb.AppendLine();
            sb.AppendLine();
            sb.AppendLine();
            foreach (var dbValue in Engine.Log.DebugValues)
            {
                sb.AppendLine(dbValue.Key + ": " + dbValue.Value);
            }
            String  logDebugString       = sb.ToString();
            Vector2 logDebugOriginScreen = new Vector2(5, 5);
            Vector2 logDebugSize         = Engine.Renderer.SpriteFont.MeasureString(logDebugString);
            float   logDebugMinWidth     = 150;

            logDebugSize.X = Math.Max(logDebugMinWidth, logDebugSize.X);
            Vector2 logDebugCenterWorld = Engine.Renderer.CurrentCamera.ScreenToWorld(logDebugOriginScreen + logDebugSize / 2);

            //Prepare render paramters for text boxes
            var underlayColor = new Color(32, 32, 32);
            var lineColor     = new Color(16, 16, 16);

            Brush.DrawWireframe = true;
            Brush.LineColor     = lineColor;
            Brush.LineAlpha     = 1.0f;
            Brush.DrawSurface   = true;
            Brush.SurfaceColor  = underlayColor;
            Brush.SurfaceAlpha  = 0.75f;

            //Add debug strings text boxes
            foreach (var msg in m_texts)
            {
                if (msg.Background)
                {
                    Vector2 size = Engine.Renderer.SpriteFont.MeasureString(msg.Text);
                    AddRectangle(msg.Position, size / 2 + new Vector2(textBoxMargin, textBoxMargin));
                }
            }

            //Add log debug text box
            if (Engine.Log.DebugEnabled)
            {
                AddRectangle(logDebugCenterWorld, logDebugSize / 2 + new Vector2(textBoxMargin, textBoxMargin));
            }

            m_lineMesh.PrepareDraw();
            m_triangleMesh.PrepareDraw();

            Engine.Renderer.Device.BlendState        = BlendState.AlphaBlend;
            Engine.Renderer.Device.RasterizerState   = RasterizerState.CullNone;
            Engine.Renderer.Device.DepthStencilState = DepthStencilState.None;

            if (m_triangleMesh.PrimitiveCount > 0)
            {
                Engine.Renderer.DrawMesh(m_triangleMesh, m_effect);
            }

            if (m_lineMesh.PrimitiveCount > 0)
            {
                Engine.Renderer.DrawMesh(m_lineMesh, m_effect);
            }

            foreach (var msg in m_texts)
            {
                Vector2 size      = Engine.Renderer.SpriteFont.MeasureString(msg.Text);
                Vector2 screenPos = Engine.Renderer.CurrentCamera.WorldToScreen(msg.Position) - size / 2;
                Engine.Renderer.DrawStringUnbatched(screenPos, msg.Text, Color.White);
            }

            if (Engine.Log.DebugEnabled)
            {
                Engine.Renderer.DrawStringUnbatched(logDebugOriginScreen, logDebugString, Color.White);
            }
        }