Exemple #1
0
 protected override void Dispose(bool disposing)
 {
     base.Dispose(disposing);
     this.TargetRenderer.ReturnTarget(this.RtHandle);
     this.RtHandle = (RenderTargetHandle)null;
     this.CloneMesh.Dispose();
     this.DotMesh.Dispose();
     this.CloneMesh = this.DotMesh = (Mesh)null;
     this.VignetteEffect.Dispose();
     this.VignetteEffect = (VignetteEffect)null;
     this.ScanlineEffect.Dispose();
     this.ScanlineEffect = (ScanlineEffect)null;
     this.DotEffect      = (InstancedDotEffect)null;
 }
Exemple #2
0
 protected override void Dispose(bool disposing)
 {
   base.Dispose(disposing);
   this.TargetRenderer.ReturnTarget(this.RtHandle);
   this.RtHandle = (RenderTargetHandle) null;
   this.CloneMesh.Dispose();
   this.DotMesh.Dispose();
   this.CloneMesh = this.DotMesh = (Mesh) null;
   this.VignetteEffect.Dispose();
   this.VignetteEffect = (VignetteEffect) null;
   this.ScanlineEffect.Dispose();
   this.ScanlineEffect = (ScanlineEffect) null;
   this.DotEffect = (InstancedDotEffect) null;
 }
Exemple #3
0
 private void MakeDot()
 {
   this.CloneMesh = new Mesh()
   {
     Effect = (BaseEffect) new DefaultEffect.Textured(),
     DepthWrites = false,
     Culling = CullMode.None,
     AlwaysOnTop = true,
     SamplerState = SamplerState.PointWrap
   };
   for (int index1 = -10; index1 <= 10; ++index1)
   {
     for (int index2 = -10; index2 <= 10; ++index2)
       this.CloneMesh.AddFace(new Vector3(600f, 337.5f, 1f), Vector3.Zero, FaceOrientation.Front, true).Position = new Vector3((float) (index2 * 575), (float) ((double) (index1 * 575) / 16.0 * 9.0), 0.0f);
   }
   this.CloneMesh.CollapseToBuffer<FezVertexPositionNormalTexture>();
   this.DotMesh = new Mesh()
   {
     Effect = (BaseEffect) (this.DotEffect = new InstancedDotEffect()),
     Blending = new BlendingMode?(BlendingMode.Additive),
     DepthWrites = false,
     Culling = CullMode.None,
     AlwaysOnTop = true,
     Material = {
       Opacity = 0.4f
     }
   };
   Group group = this.DotMesh.AddGroup();
   ShaderInstancedIndexedPrimitives<VertexPosition4ColorInstance, Vector4> indexedPrimitives = new ShaderInstancedIndexedPrimitives<VertexPosition4ColorInstance, Vector4>(PrimitiveType.TriangleList, 100);
   group.Geometry = (IIndexedPrimitiveCollection) indexedPrimitives;
   List<Vector4> list = new List<Vector4>()
   {
     new Vector4(-1f, -1f, -1f, -1f),
     new Vector4(1f, -1f, -1f, -1f),
     new Vector4(-1f, 1f, -1f, -1f),
     new Vector4(1f, 1f, -1f, -1f),
     new Vector4(-1f, -1f, 1f, -1f),
     new Vector4(1f, -1f, 1f, -1f),
     new Vector4(-1f, 1f, 1f, -1f),
     new Vector4(1f, 1f, 1f, -1f),
     new Vector4(-1f, -1f, -1f, 1f),
     new Vector4(1f, -1f, -1f, 1f),
     new Vector4(-1f, 1f, -1f, 1f),
     new Vector4(1f, 1f, -1f, 1f),
     new Vector4(-1f, -1f, 1f, 1f),
     new Vector4(1f, -1f, 1f, 1f),
     new Vector4(-1f, 1f, 1f, 1f),
     new Vector4(1f, 1f, 1f, 1f)
   };
   int[] numArray = new int[96]
   {
     0,
     2,
     3,
     1,
     1,
     3,
     7,
     5,
     5,
     7,
     6,
     4,
     4,
     6,
     2,
     0,
     0,
     4,
     5,
     1,
     2,
     6,
     7,
     3,
     8,
     10,
     11,
     9,
     9,
     11,
     15,
     13,
     13,
     15,
     14,
     12,
     12,
     14,
     10,
     8,
     8,
     12,
     13,
     9,
     10,
     14,
     15,
     11,
     0,
     1,
     9,
     8,
     0,
     2,
     10,
     8,
     2,
     3,
     11,
     10,
     3,
     1,
     9,
     11,
     4,
     5,
     13,
     12,
     6,
     7,
     15,
     14,
     4,
     6,
     14,
     12,
     5,
     7,
     15,
     13,
     4,
     0,
     8,
     12,
     6,
     2,
     10,
     14,
     3,
     7,
     15,
     11,
     1,
     5,
     13,
     9
   };
   indexedPrimitives.Vertices = new VertexPosition4ColorInstance[96];
   for (int index1 = 0; index1 < 4; ++index1)
   {
     for (int index2 = 0; index2 < 6; ++index2)
     {
       Vector3 vector3 = Vector3.Zero;
       switch ((index2 + index1 * 6) % 6)
       {
         case 0:
           vector3 = new Vector3(0.0f, 1f, 0.75f);
           break;
         case 1:
           vector3 = new Vector3(0.1666667f, 1f, 0.75f);
           break;
         case 2:
           vector3 = new Vector3(0.3333333f, 1f, 0.75f);
           break;
         case 3:
           vector3 = new Vector3(0.5f, 1f, 0.75f);
           break;
         case 4:
           vector3 = new Vector3(0.6666667f, 1f, 0.75f);
           break;
         case 5:
           vector3 = new Vector3(0.8333333f, 1f, 0.75f);
           break;
       }
       for (int index3 = 0; index3 < 4; ++index3)
       {
         int index4 = index3 + index2 * 4 + index1 * 24;
         indexedPrimitives.Vertices[index4].Color = new Color(vector3.X, vector3.Y, vector3.Z);
         indexedPrimitives.Vertices[index4].Position = list[numArray[index4]];
       }
     }
   }
   indexedPrimitives.Indices = new int[144]
   {
     0,
     2,
     1,
     0,
     3,
     2,
     4,
     6,
     5,
     4,
     7,
     6,
     8,
     10,
     9,
     8,
     11,
     10,
     12,
     14,
     13,
     12,
     15,
     14,
     16,
     17,
     18,
     16,
     18,
     19,
     20,
     22,
     21,
     20,
     23,
     22,
     24,
     26,
     25,
     24,
     27,
     26,
     28,
     30,
     29,
     28,
     31,
     30,
     32,
     34,
     33,
     32,
     35,
     34,
     36,
     38,
     37,
     36,
     39,
     38,
     40,
     41,
     42,
     40,
     42,
     43,
     44,
     46,
     45,
     44,
     47,
     46,
     48,
     50,
     49,
     48,
     51,
     50,
     52,
     54,
     53,
     52,
     55,
     54,
     56,
     58,
     57,
     56,
     59,
     58,
     60,
     62,
     61,
     60,
     63,
     62,
     64,
     65,
     66,
     64,
     66,
     67,
     68,
     70,
     69,
     68,
     71,
     70,
     72,
     74,
     73,
     72,
     75,
     74,
     76,
     78,
     77,
     76,
     79,
     78,
     80,
     82,
     81,
     80,
     83,
     82,
     84,
     86,
     85,
     84,
     87,
     86,
     88,
     89,
     90,
     88,
     90,
     91,
     92,
     94,
     93,
     92,
     95,
     94
   };
   int num1 = (int) Math.Floor(96.0);
   int length = 54 * num1;
   indexedPrimitives.Instances = new Vector4[length];
   int num2 = (int) Math.Floor(27.0);
   int num3 = (int) Math.Floor((double) num1 / 2.0);
   Random random = RandomHelper.Random;
   for (int index1 = -num2; index1 < num2; ++index1)
   {
     for (int index2 = -num3; index2 < num3; ++index2)
     {
       int index3 = (index1 + num2) * num1 + (index2 + num3);
       indexedPrimitives.Instances[index3] = new Vector4((float) (index2 * 6), (float) (index1 * 6 + (Math.Abs(index2) % 2 == 0 ? 0 : 3)), 0.0f, index2 != 0 || index1 != 0 ? (float) (random.NextDouble() * 3.14159274101257 * 2.0) : 0.0f);
     }
   }
   indexedPrimitives.InstanceCount = length;
   indexedPrimitives.UpdateBuffers();
 }
Exemple #4
0
        private void MakeDot()
        {
            this.CloneMesh = new Mesh()
            {
                Effect       = (BaseEffect) new DefaultEffect.Textured(),
                DepthWrites  = false,
                Culling      = CullMode.None,
                AlwaysOnTop  = true,
                SamplerState = SamplerState.PointWrap
            };
            for (int index1 = -10; index1 <= 10; ++index1)
            {
                for (int index2 = -10; index2 <= 10; ++index2)
                {
                    this.CloneMesh.AddFace(new Vector3(600f, 337.5f, 1f), Vector3.Zero, FaceOrientation.Front, true).Position = new Vector3((float)(index2 * 575), (float)((double)(index1 * 575) / 16.0 * 9.0), 0.0f);
                }
            }
            this.CloneMesh.CollapseToBuffer <FezVertexPositionNormalTexture>();
            this.DotMesh = new Mesh()
            {
                Effect      = (BaseEffect)(this.DotEffect = new InstancedDotEffect()),
                Blending    = new BlendingMode?(BlendingMode.Additive),
                DepthWrites = false,
                Culling     = CullMode.None,
                AlwaysOnTop = true,
                Material    =
                {
                    Opacity = 0.4f
                }
            };
            Group group = this.DotMesh.AddGroup();
            ShaderInstancedIndexedPrimitives <VertexPosition4ColorInstance, Vector4> indexedPrimitives = new ShaderInstancedIndexedPrimitives <VertexPosition4ColorInstance, Vector4>(PrimitiveType.TriangleList, 100);

            group.Geometry = (IIndexedPrimitiveCollection)indexedPrimitives;
            List <Vector4> list = new List <Vector4>()
            {
                new Vector4(-1f, -1f, -1f, -1f),
                new Vector4(1f, -1f, -1f, -1f),
                new Vector4(-1f, 1f, -1f, -1f),
                new Vector4(1f, 1f, -1f, -1f),
                new Vector4(-1f, -1f, 1f, -1f),
                new Vector4(1f, -1f, 1f, -1f),
                new Vector4(-1f, 1f, 1f, -1f),
                new Vector4(1f, 1f, 1f, -1f),
                new Vector4(-1f, -1f, -1f, 1f),
                new Vector4(1f, -1f, -1f, 1f),
                new Vector4(-1f, 1f, -1f, 1f),
                new Vector4(1f, 1f, -1f, 1f),
                new Vector4(-1f, -1f, 1f, 1f),
                new Vector4(1f, -1f, 1f, 1f),
                new Vector4(-1f, 1f, 1f, 1f),
                new Vector4(1f, 1f, 1f, 1f)
            };

            int[] numArray = new int[96]
            {
                0,
                2,
                3,
                1,
                1,
                3,
                7,
                5,
                5,
                7,
                6,
                4,
                4,
                6,
                2,
                0,
                0,
                4,
                5,
                1,
                2,
                6,
                7,
                3,
                8,
                10,
                11,
                9,
                9,
                11,
                15,
                13,
                13,
                15,
                14,
                12,
                12,
                14,
                10,
                8,
                8,
                12,
                13,
                9,
                10,
                14,
                15,
                11,
                0,
                1,
                9,
                8,
                0,
                2,
                10,
                8,
                2,
                3,
                11,
                10,
                3,
                1,
                9,
                11,
                4,
                5,
                13,
                12,
                6,
                7,
                15,
                14,
                4,
                6,
                14,
                12,
                5,
                7,
                15,
                13,
                4,
                0,
                8,
                12,
                6,
                2,
                10,
                14,
                3,
                7,
                15,
                11,
                1,
                5,
                13,
                9
            };
            indexedPrimitives.Vertices = new VertexPosition4ColorInstance[96];
            for (int index1 = 0; index1 < 4; ++index1)
            {
                for (int index2 = 0; index2 < 6; ++index2)
                {
                    Vector3 vector3 = Vector3.Zero;
                    switch ((index2 + index1 * 6) % 6)
                    {
                    case 0:
                        vector3 = new Vector3(0.0f, 1f, 0.75f);
                        break;

                    case 1:
                        vector3 = new Vector3(0.1666667f, 1f, 0.75f);
                        break;

                    case 2:
                        vector3 = new Vector3(0.3333333f, 1f, 0.75f);
                        break;

                    case 3:
                        vector3 = new Vector3(0.5f, 1f, 0.75f);
                        break;

                    case 4:
                        vector3 = new Vector3(0.6666667f, 1f, 0.75f);
                        break;

                    case 5:
                        vector3 = new Vector3(0.8333333f, 1f, 0.75f);
                        break;
                    }
                    for (int index3 = 0; index3 < 4; ++index3)
                    {
                        int index4 = index3 + index2 * 4 + index1 * 24;
                        indexedPrimitives.Vertices[index4].Color    = new Color(vector3.X, vector3.Y, vector3.Z);
                        indexedPrimitives.Vertices[index4].Position = list[numArray[index4]];
                    }
                }
            }
            indexedPrimitives.Indices = new int[144]
            {
                0,
                2,
                1,
                0,
                3,
                2,
                4,
                6,
                5,
                4,
                7,
                6,
                8,
                10,
                9,
                8,
                11,
                10,
                12,
                14,
                13,
                12,
                15,
                14,
                16,
                17,
                18,
                16,
                18,
                19,
                20,
                22,
                21,
                20,
                23,
                22,
                24,
                26,
                25,
                24,
                27,
                26,
                28,
                30,
                29,
                28,
                31,
                30,
                32,
                34,
                33,
                32,
                35,
                34,
                36,
                38,
                37,
                36,
                39,
                38,
                40,
                41,
                42,
                40,
                42,
                43,
                44,
                46,
                45,
                44,
                47,
                46,
                48,
                50,
                49,
                48,
                51,
                50,
                52,
                54,
                53,
                52,
                55,
                54,
                56,
                58,
                57,
                56,
                59,
                58,
                60,
                62,
                61,
                60,
                63,
                62,
                64,
                65,
                66,
                64,
                66,
                67,
                68,
                70,
                69,
                68,
                71,
                70,
                72,
                74,
                73,
                72,
                75,
                74,
                76,
                78,
                77,
                76,
                79,
                78,
                80,
                82,
                81,
                80,
                83,
                82,
                84,
                86,
                85,
                84,
                87,
                86,
                88,
                89,
                90,
                88,
                90,
                91,
                92,
                94,
                93,
                92,
                95,
                94
            };
            int num1   = (int)Math.Floor(96.0);
            int length = 54 * num1;

            indexedPrimitives.Instances = new Vector4[length];
            int    num2   = (int)Math.Floor(27.0);
            int    num3   = (int)Math.Floor((double)num1 / 2.0);
            Random random = RandomHelper.Random;

            for (int index1 = -num2; index1 < num2; ++index1)
            {
                for (int index2 = -num3; index2 < num3; ++index2)
                {
                    int index3 = (index1 + num2) * num1 + (index2 + num3);
                    indexedPrimitives.Instances[index3] = new Vector4((float)(index2 * 6), (float)(index1 * 6 + (Math.Abs(index2) % 2 == 0 ? 0 : 3)), 0.0f, index2 != 0 || index1 != 0 ? (float)(random.NextDouble() * 3.14159274101257 * 2.0) : 0.0f);
                }
            }
            indexedPrimitives.InstanceCount = length;
            indexedPrimitives.UpdateBuffers();
        }