Esempio n. 1
0
        /// <summary>
        ///     Renders a given layer of the scene graph.
        /// </summary>
        /// <param name="layer">Layer of scene graph to render.</param>
        public void Render(int layer)
        {
            // Render all the camera views.
            foreach (CameraNode camera in _cameraList)
            {
                GraphicsManager.ClearRenderState();

                // camera.Render(new Transformation(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f), camera, 0);
                Transformation cameraTransformation = camera.CalculateTransformation();

                // Clear the depth buffer so that this layer renders ontop of all others.
                GraphicsManager.ClearDepthBuffer();

                // Clear the depth buffer so this layer is drawn above all others.
                _rootNode.Render(cameraTransformation, camera, layer);
            }
        }
Esempio n. 2
0
        /// <summary>
        ///		Renders all nodes in this scene graph.
        /// </summary>
        public void Render()
        {
            // Work out what layers we need to render.
            ArrayList layers = new ArrayList();

            foreach (SceneNode node in _nodeList)
            {
                if (node as EntityNode != null)
                {
                    if (!layers.Contains(((EntityNode)node).DepthLayer))
                    {
                        layers.Add(((EntityNode)node).DepthLayer);
                    }
                }
            }
            layers.Sort();

            // Render all the camera views.
            foreach (CameraNode camera in _cameraList)
            {
                GraphicsManager.ClearRenderState();

                camera.Render(new Transformation(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f), camera, 0);
                Transformation cameraTransformation = camera.CalculateTransformation();

                // Render each layer.
                for (int i = 0; i < layers.Count; i++)
                {
                    // What layer will we render?
                    int layer = (int)layers[i];

                    // Clear the depth buffer so that this layer renders ontop of all others.
                    GraphicsManager.ClearDepthBuffer();

                    // Clear the depth buffer so this layer is drawn above all others.
                    _rootNode.Render(cameraTransformation, camera, layer);
                }
            }
        }
Esempio n. 3
0
        /// <summary>
        ///		Renders the event lines of this entity.
        /// </summary>
        /// <param name="transformation">Transformation to render event lines at.</param>
        protected override void RenderEventLines(Transformation transformation, CameraNode camera)
        {
            GraphicsManager.PushRenderState();
            GraphicsManager.ClearRenderState();
            GraphicsManager.DepthBufferEnabled      = false;
            GraphicsManager.VertexColors.AllVertexs = _eventLineColor;

            // Normal.
            foreach (SceneNode node in _eventNodes)
            {
                EntityNode entityNode = node as EntityNode;
                if (entityNode == null)
                {
                    continue;
                }

                Transformation relativeTransformation = entityNode.CalculateTransformation(camera);
                int            x1 = (int)(transformation.X + ((_boundingRectangle.Width * transformation.ScaleX) / 2));
                int            y1 = (int)(transformation.Y + ((_boundingRectangle.Height * transformation.ScaleY) / 2));
                int            x2 = (int)(relativeTransformation.X + ((entityNode.BoundingRectangle.Width * relativeTransformation.ScaleX) / 2));
                int            y2 = (int)(relativeTransformation.Y + ((entityNode.BoundingRectangle.Height * relativeTransformation.ScaleY) / 2));
                GraphicsManager.RenderLine(x1, y1, transformation.Z, x2, y2, relativeTransformation.Z);
            }

            // Our special ones!
            GraphicsManager.VertexColors.AllVertexs = _pathLineColor;
            if (_nextNode != null)
            {
                Transformation relativeTransformation = _nextNode.CalculateTransformation(camera);
                int            x1 = (int)(transformation.X + ((_boundingRectangle.Width * transformation.ScaleX) / 2));
                int            y1 = (int)(transformation.Y + ((_boundingRectangle.Height * transformation.ScaleY) / 2));
                int            x2 = (int)(relativeTransformation.X + ((_nextNode._boundingRectangle.Width * relativeTransformation.ScaleX) / 2));
                int            y2 = (int)(relativeTransformation.Y + ((_nextNode._boundingRectangle.Height * relativeTransformation.ScaleY) / 2));
                GraphicsManager.RenderLine(x1, y1, transformation.Z, x2, y2, relativeTransformation.Z);
            }

            GraphicsManager.PopRenderState();
        }
Esempio n. 4
0
 public void ClearRenderState(ScriptThread thread)
 {
     GraphicsManager.ClearRenderState();
 }
Esempio n. 5
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;
        }