Exemple #1
0
        protected override void LoadContent()
        {
            TrileSet      trileSet      = this.CMProvider.Global.Load <TrileSet>("Trile Sets/LOADING");
            float         viewAspect    = 1.777778f;
            LoadingScreen loadingScreen = this;
            Mesh          mesh1         = new Mesh();
            Mesh          mesh2         = mesh1;

            DefaultEffect.LitTextured litTextured1 = new DefaultEffect.LitTextured();
            litTextured1.Specular               = true;
            litTextured1.AlphaIsEmissive        = true;
            litTextured1.Emissive               = 0.5f;
            litTextured1.ForcedProjectionMatrix = new Matrix?(Matrix.CreateOrthographic(14f * viewAspect, 14f, 0.1f, 100f));
            litTextured1.ForcedViewMatrix       = new Matrix?(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 10f), Vector3.Zero, Vector3.Up));
            DefaultEffect.LitTextured litTextured2 = litTextured1;
            mesh2.Effect       = (BaseEffect)litTextured2;
            mesh1.Blending     = new BlendingMode?(BlendingMode.Alphablending);
            mesh1.SamplerState = SamplerState.PointClamp;
            mesh1.AlwaysOnTop  = false;
            mesh1.DepthWrites  = true;
            mesh1.Texture      = (Dirtyable <Texture>)((Texture)trileSet.TextureAtlas);
            mesh1.Rotation     = Quaternion.CreateFromAxisAngle(Vector3.Right, (float)Math.Asin(Math.Sqrt(2.0) / Math.Sqrt(3.0))) * Quaternion.CreateFromAxisAngle(Vector3.Up, 0.7853982f);
            mesh1.Position     = new Vector3(5.5f * viewAspect, -4.5f, 0.0f);
            Mesh mesh3 = mesh1;

            loadingScreen.mesh = mesh3;
            Group group = this.mesh.AddGroup();
            ShaderInstancedIndexedPrimitives <VertexPositionNormalTextureInstance, Vector4> geometry = trileSet.Triles[0].Geometry;

            group.Geometry = (IIndexedPrimitiveCollection) new IndexedUserPrimitives <VertexPositionNormalTextureInstance>(Enumerable.ToArray <VertexPositionNormalTextureInstance>((IEnumerable <VertexPositionNormalTextureInstance>)geometry.Vertices), geometry.Indices, geometry.PrimitiveType);
            group.Scale    = new Vector3(0.95f);
            this.starBack  = this.CMProvider.Global.Load <Texture2D>("Other Textures/hud/starback");
            this.sDrone    = this.CMProvider.Global.Load <SoundEffect>("Sounds/Intro/FezLogoDrone");
            ServiceHelper.AddComponent((IGameComponent)(this.fakeDot = new FakeDot(ServiceHelper.Game)));
            this.LevelManager.LevelChanged += (Action)(() =>
            {
                lock (LoadingScreen.EffectRefreshMutex)
                {
                    if (this.mesh.Effect != null)
                    {
                        this.mesh.Effect.Dispose();
                    }
                    if (this.LevelManager.WaterType == LiquidType.Sewer || this.LevelManager.WaterType == LiquidType.Lava || this.LevelManager.BlinkingAlpha)
                    {
                        Mesh temp_131 = this.mesh;
                        DefaultEffect.Textured temp_135 = new DefaultEffect.Textured()
                        {
                            AlphaIsEmissive = true
                        };
                        temp_131.Effect = (BaseEffect)temp_135;
                    }
                    else
                    {
                        Mesh temp_179 = this.mesh;
                        DefaultEffect.LitTextured temp_187 = new DefaultEffect.LitTextured()
                        {
                            Specular = true,
                            Emissive = 0.5f,
                            AlphaIsEmissive = true
                        };
                        temp_179.Effect = (BaseEffect)temp_187;
                    }
                    this.mesh.Effect.ForcedProjectionMatrix = new Matrix?(Matrix.CreateOrthographic(14f * viewAspect, 14f, 0.1f, 100f));
                    this.mesh.Effect.ForcedViewMatrix = new Matrix?(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 10f), Vector3.Zero, Vector3.Up));
                    this.mesh.TextureMatrix.Dirty = true;
                }
            });
        }
Exemple #2
0
 protected override void LoadContent()
 {
   TrileSet trileSet = this.CMProvider.Global.Load<TrileSet>("Trile Sets/LOADING");
   float viewAspect = 1.777778f;
   LoadingScreen loadingScreen = this;
   Mesh mesh1 = new Mesh();
   Mesh mesh2 = mesh1;
   DefaultEffect.LitTextured litTextured1 = new DefaultEffect.LitTextured();
   litTextured1.Specular = true;
   litTextured1.AlphaIsEmissive = true;
   litTextured1.Emissive = 0.5f;
   litTextured1.ForcedProjectionMatrix = new Matrix?(Matrix.CreateOrthographic(14f * viewAspect, 14f, 0.1f, 100f));
   litTextured1.ForcedViewMatrix = new Matrix?(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 10f), Vector3.Zero, Vector3.Up));
   DefaultEffect.LitTextured litTextured2 = litTextured1;
   mesh2.Effect = (BaseEffect) litTextured2;
   mesh1.Blending = new BlendingMode?(BlendingMode.Alphablending);
   mesh1.SamplerState = SamplerState.PointClamp;
   mesh1.AlwaysOnTop = false;
   mesh1.DepthWrites = true;
   mesh1.Texture = (Dirtyable<Texture>) ((Texture) trileSet.TextureAtlas);
   mesh1.Rotation = Quaternion.CreateFromAxisAngle(Vector3.Right, (float) Math.Asin(Math.Sqrt(2.0) / Math.Sqrt(3.0))) * Quaternion.CreateFromAxisAngle(Vector3.Up, 0.7853982f);
   mesh1.Position = new Vector3(5.5f * viewAspect, -4.5f, 0.0f);
   Mesh mesh3 = mesh1;
   loadingScreen.mesh = mesh3;
   Group group = this.mesh.AddGroup();
   ShaderInstancedIndexedPrimitives<VertexPositionNormalTextureInstance, Vector4> geometry = trileSet.Triles[0].Geometry;
   group.Geometry = (IIndexedPrimitiveCollection) new IndexedUserPrimitives<VertexPositionNormalTextureInstance>(Enumerable.ToArray<VertexPositionNormalTextureInstance>((IEnumerable<VertexPositionNormalTextureInstance>) geometry.Vertices), geometry.Indices, geometry.PrimitiveType);
   group.Scale = new Vector3(0.95f);
   this.starBack = this.CMProvider.Global.Load<Texture2D>("Other Textures/hud/starback");
   this.sDrone = this.CMProvider.Global.Load<SoundEffect>("Sounds/Intro/FezLogoDrone");
   ServiceHelper.AddComponent((IGameComponent) (this.fakeDot = new FakeDot(ServiceHelper.Game)));
   this.LevelManager.LevelChanged += (Action) (() =>
   {
     lock (LoadingScreen.EffectRefreshMutex)
     {
       if (this.mesh.Effect != null)
         this.mesh.Effect.Dispose();
       if (this.LevelManager.WaterType == LiquidType.Sewer || this.LevelManager.WaterType == LiquidType.Lava || this.LevelManager.BlinkingAlpha)
       {
         Mesh temp_131 = this.mesh;
         DefaultEffect.Textured temp_135 = new DefaultEffect.Textured()
         {
           AlphaIsEmissive = true
         };
         temp_131.Effect = (BaseEffect) temp_135;
       }
       else
       {
         Mesh temp_179 = this.mesh;
         DefaultEffect.LitTextured temp_187 = new DefaultEffect.LitTextured()
         {
           Specular = true,
           Emissive = 0.5f,
           AlphaIsEmissive = true
         };
         temp_179.Effect = (BaseEffect) temp_187;
       }
       this.mesh.Effect.ForcedProjectionMatrix = new Matrix?(Matrix.CreateOrthographic(14f * viewAspect, 14f, 0.1f, 100f));
       this.mesh.Effect.ForcedViewMatrix = new Matrix?(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 10f), Vector3.Zero, Vector3.Up));
       this.mesh.TextureMatrix.Dirty = true;
     }
   });
 }
Exemple #3
0
        public override void Initialize()
        {
            base.Initialize();
            this.Vertices = 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)
            };
            float     aspectRatio = this.GraphicsDevice.Viewport.AspectRatio;
            FakeDot   fakeDot1    = this;
            Mesh      mesh1       = new Mesh();
            Mesh      mesh2       = mesh1;
            DotEffect dotEffect1  = new DotEffect();

            dotEffect1.ForcedProjectionMatrix = new Matrix?(Matrix.CreateOrthographic(14f * aspectRatio, 14f, 0.1f, 100f));
            dotEffect1.ForcedViewMatrix       = new Matrix?(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 10f), Vector3.Zero, Vector3.Up));
            DotEffect dotEffect2 = dotEffect1;

            mesh2.Effect           = (BaseEffect)dotEffect2;
            mesh1.Blending         = new BlendingMode?(BlendingMode.Additive);
            mesh1.DepthWrites      = false;
            mesh1.Culling          = CullMode.None;
            mesh1.AlwaysOnTop      = true;
            mesh1.Material.Opacity = 0.3333333f;
            Mesh mesh3 = mesh1;

            fakeDot1.DotMesh = mesh3;
            FakeDot fakeDot2 = this;
            Mesh    mesh4    = new Mesh();
            Mesh    mesh5    = mesh4;

            DefaultEffect.Textured textured1 = new DefaultEffect.Textured();
            textured1.ForcedProjectionMatrix = new Matrix?(Matrix.CreateOrthographic(14f * aspectRatio, 14f, 0.1f, 100f));
            textured1.ForcedViewMatrix       = new Matrix?(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 10f), Vector3.Zero, Vector3.Up));
            DefaultEffect.Textured textured2 = textured1;
            mesh5.Effect       = (BaseEffect)textured2;
            mesh4.Texture      = (Dirtyable <Texture>)((Texture)this.CMProvider.Global.Load <Texture2D>("Other Textures/smooth_ray"));
            mesh4.Blending     = new BlendingMode?(BlendingMode.Additive);
            mesh4.SamplerState = SamplerState.AnisotropicClamp;
            mesh4.DepthWrites  = false;
            mesh4.AlwaysOnTop  = true;
            Mesh mesh6 = mesh4;

            fakeDot2.RaysMesh = mesh6;
            FakeDot fakeDot3 = this;
            Mesh    mesh7    = new Mesh();
            Mesh    mesh8    = mesh7;

            DefaultEffect.Textured textured3 = new DefaultEffect.Textured();
            textured3.ForcedProjectionMatrix = new Matrix?(Matrix.CreateOrthographic(14f * aspectRatio, 14f, 0.1f, 100f));
            textured3.ForcedViewMatrix       = new Matrix?(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 10f), Vector3.Zero, Vector3.Up));
            DefaultEffect.Textured textured4 = textured3;
            mesh8.Effect       = (BaseEffect)textured4;
            mesh7.Texture      = (Dirtyable <Texture>)((Texture)this.CMProvider.Global.Load <Texture2D>("Other Textures/rainbow_flare"));
            mesh7.Blending     = new BlendingMode?(BlendingMode.Additive);
            mesh7.SamplerState = SamplerState.AnisotropicClamp;
            mesh7.DepthWrites  = false;
            mesh7.AlwaysOnTop  = true;
            Mesh mesh9 = mesh7;

            fakeDot3.FlareMesh = mesh9;
            this.FlareMesh.AddFace(Vector3.One, Vector3.Zero, FaceOrientation.Front, true);
            this.DotMesh.AddGroup().Geometry = (IIndexedPrimitiveCollection)(this.DotWireGeometry = new IndexedUserPrimitives <FezVertexPositionColor>(PrimitiveType.LineList));
            this.DotMesh.AddGroup().Geometry = (IIndexedPrimitiveCollection)(this.DotFacesGeometry = new IndexedUserPrimitives <FezVertexPositionColor>(PrimitiveType.TriangleList));
            this.DotWireGeometry.Vertices    = new FezVertexPositionColor[16];
            for (int index = 0; index < 16; ++index)
            {
                this.DotWireGeometry.Vertices[index].Color = new Color(1f, 1f, 1f, 1f);
            }
            this.DotWireGeometry.Indices = new int[64]
            {
                0,
                1,
                0,
                2,
                2,
                3,
                3,
                1,
                4,
                5,
                6,
                7,
                4,
                6,
                5,
                7,
                4,
                0,
                6,
                2,
                3,
                7,
                1,
                5,
                10,
                11,
                8,
                9,
                8,
                10,
                9,
                11,
                12,
                14,
                14,
                15,
                15,
                13,
                12,
                13,
                12,
                8,
                14,
                10,
                15,
                11,
                13,
                9,
                2,
                10,
                3,
                11,
                0,
                8,
                1,
                9,
                6,
                14,
                7,
                15,
                4,
                12,
                5,
                13
            };
            this.DotFacesGeometry.Vertices = new FezVertexPositionColor[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)
                    {
                        this.DotFacesGeometry.Vertices[index3 + index2 * 4 + index1 * 24].Color = new Color(vector3.X, vector3.Y, vector3.Z);
                    }
                }
            }
            this.FaceVertexIndices = 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
            };
            this.DotFacesGeometry.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
            };
        }