Exemple #1
0
        /// <summary>
        ///		Sets the rendering state so that all children of this
        ///		camera are drawn correctly.
        /// </summary>
        /// <param name="position">Position where this entity's parent node was rendered.</param>
        public override void Render(Transformation transformation, CameraNode camera, int layer)
        {
            //Statistics.StoreInt("Nodes Rendered", Statistics.ReadInt("Nodes Rendered") + 1);

            Transformation relativeTransformation = CalculateRelativeTransformation(transformation);

            SetupRenderingState(relativeTransformation);

            GraphicsManager.ClearColor = _clearColor;
            GraphicsManager.Viewport   = _viewport;
            GraphicsManager.ClearScene();

            if (_backgroundImage != null)
            {
                GraphicsManager.ScaleFactor = new float[] { _zoom, _zoom, 1.0f };
                GraphicsManager.TileImage(_backgroundImage, relativeTransformation.X, relativeTransformation.Y, relativeTransformation.Z);

                // Clear up the depth buffer so this image is always at the back.
                GraphicsManager.ClearDepthBuffer();
            }

            // Set the audio listener position at this cameras current position.
            Audio.AudioManager.ListenerPosition = new Vector((-relativeTransformation.X) + (_viewport.Width / 2), -(relativeTransformation.Y) + (_viewport.Height / 2), 0.0f);

            RenderChildren(relativeTransformation, camera, layer);
        }
        /// <summary>
        ///		Renders this segment to an image buffer to speed up rendering.
        /// </summary>
        public void PreRenderSegment()
        {
            // Create an image to render to and set it as the render target.
            _preRenderedImage = new Image(_width * 16, _height * 16, ImageFlags.Dynamic);
            IRenderTarget previousTarget = GraphicsManager.RenderTarget;

            GraphicsManager.RenderTarget = (IRenderTarget)_preRenderedImage[0];
            GraphicsManager.BeginScene();
            GraphicsManager.ClearColor = unchecked ((int)0xFFFF00FF);
            GraphicsManager.ClearScene();

            // Go through each tile and render it to this image.
            for (int tileX = 0; tileX < _width; tileX++)
            {
                for (int tileY = 0; tileY < _height; tileY++)
                {
                    if (_tileData[tileX, tileY] == null)
                    {
                        continue;
                    }
                    _tileData[tileX, tileY].Render(new Transformation(0, 0, 0, 0, 0, 0, 1, 1, 1), null, 0);
                }
            }

            // Go back to rendering on the window.
            GraphicsManager.FinishScene();
            GraphicsManager.PresentScene();
            GraphicsManager.RenderTarget = previousTarget;
        }
        /// <summary>
        ///     Renders a preview of the image to the preview panel.
        /// </summary>
        private void RenderPreview()
        {
            if (Visible == false)
            {
                return;
            }
            lock (_imageLock)
            {
                IRenderTarget previousTarget = GraphicsManager.RenderTarget;
                GraphicsManager.RenderTarget = _canvas;
                GraphicsManager.Viewport     = new Rectangle(0, 0, previewPanel.Width, previewPanel.Height);
                GraphicsManager.SetResolution(previewPanel.Width, previewPanel.Height, false);
                GraphicsManager.BeginScene();
                GraphicsManager.ClearColor = unchecked ((int)0xFFD3D3D3);
                GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                GraphicsManager.ClearScene();

                if (_reloadImage == true)
                {
                    ReloadImage();
                    _reloadImage = false;
                }

                if (_image != null)
                {
                    int imageX       = (int)((GraphicsManager.Viewport.Width / 2.0f) - (_image.Width / 2.0f));
                    int imageY       = (int)((GraphicsManager.Viewport.Height / 2.0f) - (_image.Height / 2.0f));
                    int cellWidth    = (int)cellWidthBox.Value;
                    int cellHeight   = (int)cellHeightBox.Value;
                    int cellSpacingX = (int)cellSpaceXBox.Value;
                    int cellSpacingY = (int)cellSpaceYBox.Value;

                    GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                    GraphicsManager.RenderImage(_image, imageX, imageY, 0);
                    if (cellWidth != 0 && cellHeight != 0)
                    {
                        GraphicsManager.BlendMode = BlendMode.Invert;
                        GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFF666666);
                        int cellsH = (_image.Width / (cellWidth + cellSpacingX));
                        int cellsV = (_image.Height / (cellHeight + cellSpacingY));

                        for (int i = 0; i < (cellsH * cellsV); i++)
                        {
                            int px = (i % cellsH) * cellWidth;
                            int py = (i / cellsH) * cellHeight;
                            GraphicsManager.RenderDashedRectangle(imageX + px + ((i % cellsH) * cellSpacingX), imageY + py + ((i / cellsH) * cellSpacingY), 0, cellWidth, cellHeight, 1);
                        }
                        GraphicsManager.BlendMode = BlendMode.Alpha;
                        GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                    }
                }
                else if (_loadImageThread != null)
                {
                    GraphicsManager.RenderText("Loading...", 5, 5, 0);
                }
                GraphicsManager.FinishScene();
                GraphicsManager.PresentScene();
                GraphicsManager.RenderTarget = previousTarget;
            }
        }
        /// <summary>
        ///     Renders a preview of the image to the preview panel.
        /// </summary>
        private void RenderPreview()
        {
            if (Visible == false)
            {
                return;
            }
            lock (_fontLock)
            {
                IRenderTarget previousTarget = GraphicsManager.RenderTarget;
                GraphicsManager.RenderTarget = _canvas;
                GraphicsManager.BeginScene();
                GraphicsManager.ClearColor = unchecked ((int)0xFFD3D3D3);
                GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                GraphicsManager.ClearScene();
                if (_fontImage != null)
                {
                    int imageX = (int)((GraphicsManager.Viewport.Width / 2.0f) - (_fontImage.Width / 2.0f));
                    int imageY = (int)((GraphicsManager.Viewport.Height / 2.0f) - (_fontImage.Height / 2.0f));

                    GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                    GraphicsManager.RenderImage(_fontImage, imageX, imageY, 0);
                }
                else if (_loadFontThread != null)
                {
                    GraphicsManager.RenderText("Loading...", 5, 5, 0);
                }
                GraphicsManager.FinishScene();
                GraphicsManager.PresentScene();
                GraphicsManager.RenderTarget = previousTarget;
            }
        }
        public void ClearSceneB(ScriptThread thread)
        {
            int clearColor = GraphicsManager.ClearColor;

            GraphicsManager.ClearColor = thread.GetIntegerParameter(0);
            GraphicsManager.ClearScene();
            GraphicsManager.ClearColor = clearColor;
        }
        /// <summary>
        ///     Invoked when the canvas needs to be rendered.
        /// </summary>
        public void Render()
        {
            if (Visible == false)
            {
                return;
            }
            GraphicsManager.RenderTarget = (IRenderTarget)_canvas;
            GraphicsManager.BeginScene();
            GraphicsManager.ClearColor = unchecked ((int)0xFFACACAC);
            GraphicsManager.ClearScene();
            GraphicsManager.VertexColors.AllVertexs = _color;

            if (_tileset != null)
            {
                // Work out the offset based on the slider values.
                int hOffset = -(tilesetHScrollBar.Value * (_tileset.Image.Width + _tileset.Image.HorizontalSpacing));
                int vOffset = -(tilesetVScrollBar.Value * (_tileset.Image.Height + _tileset.Image.VerticalSpacing));

                // Render the current tileset.
                GraphicsManager.VertexColors.AllVertexs = _color;
                GraphicsManager.RenderImage(_tileset.FullImage, hOffset, vOffset, 0, 0);
                GraphicsManager.DepthBufferEnabled = false;

                // Render the selection cursor to if something has been selected.
                if (_selectedTiles == true || _selectingTiles == true)
                {
                    int x = ((_selection.X) * (_tileset.Image.Width + _tileset.Image.HorizontalSpacing)) + hOffset;
                    int y = ((_selection.Y) * (_tileset.Image.Height + _tileset.Image.VerticalSpacing)) + vOffset;
                    int w = (_selection.Width * (_tileset.Image.Width + _tileset.Image.HorizontalSpacing));
                    int h = (_selection.Height * (_tileset.Image.Height + _tileset.Image.VerticalSpacing));

                    GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                    GraphicsManager.RenderRectangle(x, y, 0, w, h, false);
                    GraphicsManager.RenderRectangle(x + 2, y + 2, 0, w - 4, h - 4, false);
                    GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFF0000);
                    GraphicsManager.RenderRectangle(x + 1, y + 1, 0, w - 2, h - 2, false);
                    GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0x6600AAFF);
                    GraphicsManager.RenderRectangle(x + 3, y + 3, 0, w - 6, h - 6, true);
                }

                // Render the tile cursor.
                int  mouseX = Input.InputManager.MouseX, mouseY = Input.InputManager.MouseY;
                bool mouseInPanel = !(mouseX <0 || mouseY <0 || mouseX> canvasPanel.ClientSize.Width || mouseY> canvasPanel.ClientSize.Height);
                int  tileX        = (mouseX / (_tileset.Image.Width + _tileset.Image.HorizontalSpacing)) + tilesetHScrollBar.Value;
                int  tileY        = (mouseY / (_tileset.Image.Height + _tileset.Image.VerticalSpacing)) + tilesetVScrollBar.Value;
                int  rx           = (tileX * _tileset.Image.Width) + hOffset + (_tileset.Image.HorizontalSpacing * tileX);
                int  ry           = (tileY * _tileset.Image.Height) + vOffset + (_tileset.Image.VerticalSpacing * tileY);
                int  rw           = _tileset.Image.Width;
                int  rh           = _tileset.Image.Height;

                GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                GraphicsManager.RenderRectangle(rx, ry, 0, rw, rh, false);
                GraphicsManager.RenderRectangle(rx + 2, ry + 2, 0, rw - 4, rh - 4, false);
                GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFF0000);
                GraphicsManager.RenderRectangle(rx + 1, ry + 1, 0, rw - 2, rh - 2, false);
            }

            GraphicsManager.FinishScene();
            GraphicsManager.PresentScene();
            GraphicsManager.RenderTarget = null;
        }
 public void ClearSceneA(ScriptThread thread)
 {
     GraphicsManager.ClearScene();
 }
Exemple #8
0
        /// <summary>
        ///     Called when the preview panel needs rendering.
        /// </summary>
        private void Render()
        {
            if (Visible == false)
            {
                return;
            }

            IRenderTarget previousRenderTarget = GraphicsManager.RenderTarget;

            // Render the preview.
            GraphicsManager.RenderTarget = _canvas;
            GraphicsManager.BeginScene();
            GraphicsManager.ClearColor = unchecked ((int)0xFFACACAC);
            GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
            GraphicsManager.SetResolution(previewPanel.ClientSize.Width, previewPanel.ClientSize.Height, false);
            GraphicsManager.Viewport = new Rectangle(0, 0, previewPanel.ClientSize.Width, previewPanel.ClientSize.Height);
            GraphicsManager.ClearScene();

            // Render the origin.
            if (_showOrigin == true)
            {
                GraphicsManager.VertexColors.AllVertexs = unchecked ((int)0xFFFFFFFF);
                GraphicsManager.RenderLine(0, _cameraTransformation.Y + (_canvas.RenderControl.ClientSize.Height / 2), 0, _canvas.RenderControl.ClientSize.Width, _cameraTransformation.Y + (_canvas.RenderControl.ClientSize.Height / 2), 0);
                GraphicsManager.RenderLine(_cameraTransformation.X + (_canvas.RenderControl.ClientSize.Width / 2), 0, 0, _cameraTransformation.X + (_canvas.RenderControl.ClientSize.Width / 2), _canvas.RenderControl.ClientSize.Height, 0);
            }

            // Render the emitter node in the middle.
            if (_emitterNode != null)
            {
                _emitterNode.Think(1.0f); // Allow it some thinking time as well.

                _emitterNode.IsBoundingBoxVisible  = _showBoundingBox;
                _emitterNode.IsCollisionBoxVisible = false;
                _emitterNode.IsEventLinesVisible   = false;
                _emitterNode.IsSizingPointsVisible = false;
                _emitterNode.Transformation        = _cameraTransformation;
                _emitterNode.Render(new Transformation((previewPanel.ClientSize.Width - _emitterNode.BoundingRectangle.Width) / 2.0f, (previewPanel.ClientSize.Height - _emitterNode.BoundingRectangle.Height) / 2.0f, 0, 0, 0, 0, 1, 1, 1), null, 0);
            }

            GraphicsManager.FinishScene();
            GraphicsManager.PresentScene();

            // Set the status strips.
            fpsToolStripStatusLabel.Text           = "FPS: " + Editor.GlobalInstance.CurrentFPS;
            particleCountToolStripStatusLabel.Text = "Particles: " + _emitterNode.Particles.Count + "/" + _emitterNode.MaximumParticles;

            // Move the camera around if we have been asked to.
            if (InputManager.KeyDown(KeyCodes.LeftMouse) || InputManager.KeyDown(KeyCodes.RightMouse))
            {
                if (_cameraMoving == true)
                {
                    _cameraTransformation.X += (InputManager.MouseX - _cameraMoveX);
                    _cameraTransformation.Y += (InputManager.MouseY - _cameraMoveY);
                    _cameraMoveX             = InputManager.MouseX;
                    _cameraMoveY             = InputManager.MouseY;
                }
                else if (InputManager.MouseX >= 0 && InputManager.MouseY >= 0 && InputManager.MouseX < previewPanel.ClientSize.Width && InputManager.MouseY < previewPanel.ClientSize.Height)
                {
                    if (InputManager.KeyPressed(KeyCodes.LeftMouse) || InputManager.KeyPressed(KeyCodes.RightMouse))
                    {
                        _cameraMoving = true;
                        _cameraMoveX  = InputManager.MouseX;
                        _cameraMoveY  = InputManager.MouseY;
                    }
                }
            }
            else
            {
                _cameraMoving = false;
            }

            GraphicsManager.RenderTarget = previousRenderTarget;
        }
Exemple #9
0
        /// <summary>
        ///     Renders the game in all its glory!
        /// </summary>
        public void Render()
        {
            /* GraphicsManager.BeginScene();
             * GraphicsManager.ClearRenderState();
             * GraphicsManager.Viewport = new Rectangle(0, 0, GraphicsManager.Resolution[0], GraphicsManager.Resolution[1]);
             * GraphicsManager.ClearColor = unchecked((int)0xFFFF0000);
             * GraphicsManager.ClearScene();
             *
             * GraphicsManager.VertexColors[0] = unchecked((int)0xFFFFFFFF);
             * GraphicsManager.VertexColors[1] = unchecked((int)0xFF00FF00);
             * GraphicsManager.VertexColors[2] = unchecked((int)0xFFFF00FF);
             * GraphicsManager.VertexColors[3] = unchecked((int)0xFF0000FF);
             * GraphicsManager.RenderRectangle(5, 5, 0, 16, 16, true);
             * GraphicsManager.RenderRectangle(5, 37, 0, 16, 16, false);
             *
             * GraphicsManager.RenderOval(37, 5, 0, 16, 16, true);
             * GraphicsManager.RenderOval(37, 37, 0, 16, 16, false);
             *
             * GraphicsManager.RenderLine(74, 5, 0, 74 + 16, 5 + 16, 0);
             * GraphicsManager.RenderLine(74, 37, 0, 74 + 16, 37 + 16, 0);
             *
             * GraphicsManager.FinishScene();
             * GraphicsManager.PresentScene();
             *
             * return;*/
            //HighPreformanceTimer timer = new HighPreformanceTimer();

            // Don't try and render if we don't have a loading function.
            if (_renderLoadingScreen == true && (Fusion.GlobalInstance.GameScriptProcess == null || Fusion.GlobalInstance.GameScriptProcess.Process == null || Fusion.GlobalInstance.GameScriptProcess.Process.SymbolExists("OnLoadingRender") == false))
            {
                return;
            }

            // Begin rendering.
            GraphicsManager.PushRenderState();
            GraphicsManager.BeginScene();
            GraphicsManager.ClearRenderState();
            // GraphicsManager.ClearColor = unchecked((int)0xFFFF0000);
            GraphicsManager.ClearScene();
            GraphicsManager.Viewport = new Rectangle(0, 0, GraphicsManager.Resolution[0], GraphicsManager.Resolution[1]);

            if (_renderThisFrame == true)
            {
                // Render the current scene graph.
                if (_renderSceneGraph == true)
                {
                    GraphicsManager.PushRenderState();
                    Engine.GlobalInstance.Map.SceneGraph.Render();
                    GraphicsManager.PopRenderState();
                }

                // Do we have a game script render function?
                if (_gameScriptRenderFunction != null)
                {
                    GraphicsManager.PushRenderState();
                    Fusion.GlobalInstance.GameScriptProcess.Process[0].InvokeFunction(_gameScriptRenderFunction, true, true, true);
                    GraphicsManager.PopRenderState();
                }

                // Do we have a map script render function?
                if (_mapScriptRenderFunction != null)
                {
                    GraphicsManager.PushRenderState();
                    Fusion.GlobalInstance.MapScriptProcess.Process[0].InvokeFunction(_mapScriptRenderFunction, true, true, true);
                    GraphicsManager.PopRenderState();
                }
            }
            else
            {
                _renderThisFrame = true;
            }

            // Render the loading screen if we have been asked to.
            if (_renderLoadingScreen == true && Fusion.GlobalInstance.GameScriptProcess != null && Fusion.GlobalInstance.GameScriptProcess.Process != null && Fusion.GlobalInstance.GameScriptProcess.Process.SymbolExists("OnLoadingRender"))
            {
                GraphicsManager.PushRenderState();
                Fusion.GlobalInstance.GameScriptProcess.Process[0].InvokeFunction("OnLoadingRender", true, true, true);
                GraphicsManager.PopRenderState();
            }

            // Tell plugins to render.
            Plugin.CallPluginMethod("Render");

            // Render the console.
            GraphicsManager.Resolution       = new int[] { ClientSize.Width, ClientSize.Height };
            GraphicsManager.ResolutionOffset = new float[] { 0, 0 };
            GraphicsManager.ResolutionScale  = new float[] { 1.0f, 1.0f };
            GraphicalConsole.Render();

            GraphicsManager.FinishScene();
            GraphicsManager.PresentScene();
            GraphicsManager.PopRenderState();
            //System.Console.WriteLine("R: " + (float)timer.DurationMillisecond);
            //System.Console.WriteLine("Spent " + Graphics.Image._tileTime);
            //Graphics.Image._tileTime = 0;
        }