Esempio n. 1
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        public void ShaderBrokenLoad()
        {
            var shader = Engine.AssetLoader.Get <ShaderAsset>("Shaders/BrokenShader.xml");

            ;

            Runner.ExecuteAsLoop(_ =>
            {
                RenderComposer composer = Engine.Renderer.StartFrame();

                // Set shader.
                composer.SetShader(shader.Shader);

                // Render a blank square.
                composer.RenderSprite(new Vector3(10, 10, 0), new Vector2(10, 10), Color.White);

                // Reset to default shader.
                composer.SetShader();

                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.BrokenShader);
            }).WaitOne();

            // Even though the shader is broken, and it doesn't specify a fallback, it should load the compat shader.
            Assert.True(shader.Shader != null);
            Assert.True(shader.IsFallback);

            Engine.AssetLoader.Destroy(shader.Name);
        }
Esempio n. 2
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        protected override void RenderContent(RenderComposer composer)
        {
            ImGui.InputInt("Font Size", ref _size);

            if (ImGui.Button("Select Font"))
            {
                var explorer = new FileExplorer <FontAsset>(f => { _font = f; });
                Parent.AddWindow(explorer);
            }

            if (_font == null)
            {
                return;
            }

            ImGui.Text($"Font: {_font.Font.FullName}");
            ImGui.Text($"Asset Name: {_font.Name}");
            if (ImGui.Checkbox("Emotion Renderer", ref _emotionRenderer))
            {
                FontAsset.GlyphRasterizer = _emotionRenderer ? GlyphRasterizer.Emotion : GlyphRasterizer.StbTrueType;
            }
            ImGui.InputTextMultiline("Test Text", ref _testText, 200, new Vector2(200, 100));

            composer.RenderString(new Vector3(0, 100, 0), Color.Black, _testText, _font.GetAtlas(_size));
        }
Esempio n. 3
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        public void ShaderFallback()
        {
            var shader = Engine.AssetLoader.Get <ShaderAsset>("Shaders/BrokenShaderWithFallback.xml");

            ;

            Runner.ExecuteAsLoop(_ =>
            {
                RenderComposer composer = Engine.Renderer.StartFrame();

                // Set shader.
                composer.SetShader(shader.Shader);

                // Render a blank square.
                composer.RenderSprite(new Vector3(10, 10, 0), new Vector2(10, 10), Color.White);

                // Reset to default shader.
                composer.SetShader();

                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.ShaderFallback);
            }).WaitOne();

            // The shader should've loaded its fallback.
            Assert.True(shader.Shader != null);
            Assert.True(shader.IsFallback);

            Engine.AssetLoader.Destroy(shader.Name);
        }
Esempio n. 4
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        public void TestDepthFromOtherFrameBuffer()
        {
            Runner.ExecuteAsLoop(_ =>
            {
                FrameBuffer testBuffer = new FrameBuffer(Engine.Renderer.DrawBuffer.Size).WithColor().WithDepth(true);
                var shader             = Engine.AssetLoader.Get <ShaderAsset>("Shaders/DepthTest.xml");

                RenderComposer composer = Engine.Renderer.StartFrame();
                composer.RenderTo(testBuffer);
                composer.ClearFrameBuffer();
                composer.RenderSprite(new Vector3(0, 0, 10), new Vector2(100, 100), Color.Green);
                composer.RenderTo(null);

                composer.SetUseViewMatrix(false);
                composer.SetShader(shader.Shader);
                shader.Shader.SetUniformInt("depthTexture", 1);
                Texture.EnsureBound(testBuffer.DepthTexture.Pointer, 1);
                composer.RenderSprite(new Vector3(0, 0, 0), testBuffer.Texture.Size, Color.White, testBuffer.Texture);
                composer.SetShader();
                composer.SetUseViewMatrix(true);

                composer.RenderSprite(new Vector3(20, 20, 15), new Vector2(100, 100), Color.Blue);
                composer.RenderSprite(new Vector3(10, 10, 0), new Vector2(100, 100), Color.Red);

                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.TestDepthFromOtherFrameBuffer);

                testBuffer.Dispose();
            }).WaitOne();
        }
Esempio n. 5
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        public void Draw(RenderComposer composer)
        {
            Vector2 pen = Vector2.Zero;

            string[] assets = Engine.AssetLoader.AllAssets;
            for (int i = 0; i < assets.Length; i++)
            {
                if (!assets[i].Contains(".png"))
                {
                    continue;
                }

                var texture = Engine.AssetLoader.Get <TextureAsset>(assets[i]);
                if (texture == null || texture.Texture == null)
                {
                    continue;
                }
                composer.RenderSprite(pen.ToVec3(), texture.Texture.Size, Color.White, texture.Texture);
                pen.X += texture.Texture.Size.X;
                if (pen.X > 1000)
                {
                    pen.Y += 500;
                    pen.X  = 0;
                }
            }
        }
Esempio n. 6
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        protected override void RenderContent(RenderComposer composer)
        {
            List <Texture> textures = Texture.AllTextures;

            ImGui.BeginChild("Texture List", new Vector2(500, 600), true);
            ImGui.BeginListBox("", new Vector2(490, 580));
            for (var i = 0; i < textures.Count; i++)
            {
                Texture texture = textures[i];
                if (ImGui.Button($"{texture.Pointer} - {texture.CreationStack.Substring(0, Math.Min(100, texture.CreationStack.Length))}"))
                {
                    _selectedTexture = texture;
                }
            }

            ImGui.EndListBox();
            ImGui.EndChild();

            ImGui.SameLine();

            ImGui.BeginChild("Texture", new Vector2(600, 600), true, ImGuiWindowFlags.HorizontalScrollbar);
            if (_selectedTexture != null)
            {
                ImGui.Text(_selectedTexture.CreationStack);
                int byteSize = (int)(_selectedTexture.Size.X * _selectedTexture.Size.Y) * Gl.PixelTypeToByteCount(_selectedTexture.PixelType) *
                               Gl.PixelFormatToComponentCount(_selectedTexture.PixelFormat);
                ImGui.Text(
                    $"Dimensions: {_selectedTexture.Size}, Format: {_selectedTexture.PixelFormat}, Memory Usage: {Helpers.FormatByteAmountAsString(byteSize)}, Smooth: {_selectedTexture.Smooth}");
                Tuple <Vector2, Vector2> uv = _selectedTexture.GetImGuiUV();
                ImGui.Image(new IntPtr(_selectedTexture.Pointer), _selectedTexture.Size, uv.Item1, uv.Item2);
            }

            ImGui.EndChild();
        }
Esempio n. 7
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        public void DecodeBmp256()
        {
            string bmp256 = Path.Join("Assets", "Images", "256colorbmp.bmp");

            byte[] bytes = File.ReadAllBytes(bmp256);
            Assert.True(BmpFormat.IsBmp(bytes));

            byte[] decodedPixelData = BmpFormat.Decode(bytes, out BmpFileHeader fileHeader);
            Assert.True(decodedPixelData != null);

            Runner.ExecuteAsLoop(_ =>
            {
                var r = new Texture(
                    new Vector2(fileHeader.Width, fileHeader.Height),
                    decodedPixelData,
                    PixelFormat.Bgra
                    )
                {
                    FlipY = true
                };

                RenderComposer composer = Engine.Renderer.StartFrame();
                composer.RenderSprite(Vector3.Zero, new Vector2(fileHeader.Width, fileHeader.Height), Color.White, r);
                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.Bmp256ColorDecode);
                r.Dispose();
            }).WaitOne();
        }
Esempio n. 8
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 public override void Render(RenderComposer composer)
 {
     foreach (Collision.LineSegment seg in Segments)
     {
         composer.RenderLine(new Vector3(seg.PointA, 6), new Vector3(seg.PointB, 6), Color.Pink, 2);
     }
 }
Esempio n. 9
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        public override void Render(RenderComposer composer)
        {
            if (InclineAngle != 0f)
            {
                composer.PushModelMatrix(
                    Matrix4x4.CreateRotationZ(InclineAngle, new Vector3(Center, 0))
                    );
            }
            composer.RenderSprite(
                Position,
                Size,
                !IsAffectedByGravityPush ? Color.White : Color.Pink,
                TextureAsset.Texture,
                null,
                IsFacingRight
                );
            if (InclineAngle != 0f)
            {
                composer.PopModelMatrix();
            }

            if (IsInteracting)
            {
                string text = Dialogues[0].DialogueLines[0];
                composer.RenderString(Position + new Vector3(-30, -30, 0), Color.Black, text, Engine.AssetLoader.Get <FontAsset>("Fonts/Calibri 400.ttf").GetAtlas(16));
            }


            //Rectangle futurePosition = new Rectangle(CollisionBox.X, CollisionBox.Y - (GravityTimer.Progress * StartingVelocityY), CollisionBox.Width, CollisionBox.Height);
            //composer.RenderOutline(futurePosition, Color.Green, 1);
            //composer.RenderOutline(CollisionBox.ToRectangle(), Color.Red, 2);
        }
Esempio n. 10
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        public void FramebufferResizing()
        {
            Runner.ExecuteAsLoop(_ =>
            {
                FrameBuffer testBuffer = new FrameBuffer(new Vector2(1000, 1000)).WithColor();

                RenderComposer composer = Engine.Renderer.StartFrame();

                composer.RenderToAndClear(testBuffer);
                composer.RenderSprite(new Vector3(0, 0, 0), new Vector2(1000, 1000), Color.Red);
                composer.RenderTo(null);

                composer.RenderSprite(new Vector3(0, 0, 0), new Vector2(100, 100), Color.White, testBuffer.Texture);
                testBuffer.Resize(new Vector2(500, 500), true);

                composer.RenderToAndClear(testBuffer);
                composer.RenderSprite(new Vector3(0, 0, 0), new Vector2(500, 500), Color.Green);
                composer.RenderTo(null);

                composer.RenderFrameBuffer(testBuffer, new Vector2(100, 100), new Vector3(100, 0, 0));

                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.FramebufferResizing);

                testBuffer.Dispose();
            }).WaitOne();
        }
Esempio n. 11
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        public void Render(RenderComposer composer)
        {
            for (var i = 0; i < _openWindows.Count; i++)
            {
                // Remove closed.
                if (!_openWindows[i].Open)
                {
                    lock (_openWindows)
                    {
                        _openWindows[i].Dispose();
                        _openWindows.RemoveAt(i);
                        i--;
                        continue;
                    }
                }

                // Overlap prevention on open. (kind of)
                var spawnOffset = new Vector2(10, 10);
                if (i != 0)
                {
                    ImGuiWindow prev = _openWindows[i - 1];
                    spawnOffset = prev.Position.X + prev.Size.X * 2 > Engine.Renderer.DrawBuffer.Size.X ?
                                  new Vector2(prev.Position.X, prev.Position.Y + prev.Size.Y + 10) :
                                  new Vector2(_openWindows[i - 1].Position.X + _openWindows[i - 1].Size.X + 10, _openWindows[i - 1].Position.Y);
                }

                _openWindows[i].Render(spawnOffset, composer);
            }
        }
Esempio n. 12
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        public void RenderComposerSpriteLimit()
        {
            Runner.ExecuteAsLoop(_ =>
            {
                RenderComposer composer = Engine.Renderer.StartFrame();

                const int count = ushort.MaxValue * 2;
                const int size  = 1;

                var y        = 0;
                var x        = 0;
                var elements = 0;

                while (elements < count)
                {
                    var c = new Color(elements, 255 - elements, elements < ushort.MaxValue ? 255 : 0);

                    composer.RenderSprite(new Vector3(x * size, y * size, 0), new Vector2(size, size), c);
                    x++;
                    elements++;

                    if (x * size < Engine.Renderer.CurrentTarget.Size.X)
                    {
                        continue;
                    }
                    y++;
                    x = 0;
                }

                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.RenderComposerSpriteLimitTest);
            }).WaitOne();
        }
Esempio n. 13
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        public void Draw(RenderComposer composer)
        {
            // The vertices were taken from a font, and the polygon is huge.
            composer.PushModelMatrix(Matrix4x4.CreateScale(0.1f, 0.1f, 1f));

            composer.SetStencilTest(true);
            composer.StencilWindingStart();
            composer.ToggleRenderColor(false);

            // Draw all of them together. Winding will take care of the overlap.
            var accum = Rectangle.Empty;

            for (var i = 0; i < _testPolygon.Length; i++)
            {
                composer.RenderVertices(_testPolygon[i].Vertices, Color.White);
                accum = accum.Union(_testPolygon[i].Bounds2D);
            }

            composer.StencilWindingEnd();
            composer.ToggleRenderColor(true);

            // You need one quad which covers the bounds of all the polygons.
            // In this case I added the bounding boxes, but you could just draw a screen sized quad.
            composer.RenderSprite(accum, Color.Red);

            composer.SetStencilTest(false);

            composer.PopModelMatrix();
        }
Esempio n. 14
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        public void Draw(RenderComposer composer)
        {
            composer.RenderToAndClear(_fbo);
            composer.SetUseViewMatrix(false);
            composer.RenderSprite(new Vector3(0, 0, 0), new Vector2(100, 100), new Color(_currentRedValue, (byte)50, (byte)50));
            composer.RenderTo(null);
            composer.SetUseViewMatrix(true);
            composer.RenderSprite(new Vector3(10, -50, 0), new Vector2(100, 100), new Color(_currentRedValue, (byte)50, (byte)50));

            if (_asyncSample)
            {
                if (_sampleReq == null || _sampleReq.Finished)
                {
                    if (_sampleReq != null && _sampleReq.Finished)
                    {
                        _lastColorResult = new Color(_sampleReq.Data[0], _sampleReq.Data[1], _sampleReq.Data[2], _sampleReq.Data[3]);
                    }
                    _sampleReq = _fbo.SampleAsync(new Rectangle(0, 0, 1, 1), OpenGL.PixelFormat.Rgba);
                }
            }
            else
            {
                byte[] sampleReq = _fbo.Sample(new Rectangle(0, 0, 1, 1), OpenGL.PixelFormat.Rgba);
                _lastColorResult = new Color(sampleReq[0], sampleReq[1], sampleReq[2], sampleReq[3]);
            }

            composer.RenderSprite(new Vector3(-100, -50, 10), new Vector2(100, 100), _lastColorResult);
        }
Esempio n. 15
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        public override void Draw(RenderComposer composer)
        {
            Color textCol = new Color(32, 32, 32);

            int    size = 20;
            string text = "The quick brown fox jumped over the lazy dog.";

            composer.SetUseViewMatrix(false);

            composer.RenderSprite(new Vector3(0, 0, 0), Engine.Renderer.CurrentTarget.Size, new Color(240, 240, 240));

            composer.PushModelMatrix(Matrix4x4.CreateScale(1, 1, 1) * Matrix4x4.CreateTranslation(100, 100, 0));

            FontAsset.GlyphRasterizer = GlyphRasterizer.Emotion;
            composer.RenderLine(new Vector3(0, 0, 0), new Vector3(500, 0, 0), Color.Red);
            composer.RenderString(new Vector3(0, 0, 0), textCol, "Emotion Renderer:\n" + text, _font.GetAtlas(size));

            FontAsset.GlyphRasterizer = GlyphRasterizer.EmotionSDFVer3;
            composer.RenderLine(new Vector3(0, 140, 0), new Vector3(500, 140, 0), Color.Red);
            composer.RenderString(new Vector3(0, 140, 0), textCol, "EmotionSDFVer3:\n" + text, _font.GetAtlas(size));

            FontAsset.GlyphRasterizer = GlyphRasterizer.EmotionSDFVer4;
            composer.RenderLine(new Vector3(0, 300, 0), new Vector3(500, 300, 0), Color.Red);
            composer.RenderString(new Vector3(0, 300, 0), textCol, "EmotionSDFVer4:\n" + text, _font.GetAtlas(size));

            FontAsset.GlyphRasterizer = GlyphRasterizer.StbTrueType;
            composer.RenderLine(new Vector3(0, 450, 0), new Vector3(500, 450, 0), Color.Red);
            composer.RenderString(new Vector3(0, 450, 0), textCol, "StbTrueType:\n" + text, _font.GetAtlas(size));

            composer.PopModelMatrix();

            composer.SetUseViewMatrix(true);
        }
Esempio n. 16
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        public void Draw(RenderComposer composer)
        {
            RenderMap(composer);
            RenderMouseOverTiles(composer);

            RenderGui(composer);
        }
Esempio n. 17
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        protected override void RenderContent(RenderComposer composer)
        {
            ImGui.Checkbox("FadeIn", ref _fadeIn);
            if (_fadeIn)
            {
                ImGui.SameLine();
                ImGui.DragFloat("FadeIn Duration", ref _fadeInTimestamp, 0.5f, 0.0f, _asset.Duration);
            }

            ImGui.Checkbox("FadeOut", ref _fadeOut);
            if (_fadeOut)
            {
                ImGui.SameLine();
                ImGui.DragFloat("FadeOut Duration", ref _fadeOutTimestamp, 0.5f, 0.0f, _asset.Duration);
            }

            ImGui.Checkbox("CrossFade", ref _crossFade);
            if (_crossFade)
            {
                ImGui.SameLine();
                ImGui.DragFloat("CrossFade Duration", ref _crossFadeTimestamp, 0.5f, 0.0f, _asset.Duration);
            }

            if (ImGui.Button("Ok"))
            {
                _trackCallback(GetTrack());
                Open = false;
            }
        }
Esempio n. 18
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        protected override bool RenderInternal(RenderComposer c)
        {
            var open = true;

            ImGui.SetNextWindowPos(new Vector2(0, 20), ImGuiCond.Always);
            ImGui.SetNextWindowSize(new Vector2(c.CurrentTarget.Size.X, 20));
            ImGui.Begin(Title, ref open, ImGuiWindowFlags.MenuBar | ImGuiWindowFlags.NoBackground | ImGuiWindowFlags.NoCollapse | ImGuiWindowFlags.NoResize | ImGuiWindowFlags.NoMove);

            RenderImGui();

            RenderLayerUI(c);

            ImGui.End();

            Position = Vector3.Zero;
            Size     = c.CurrentTarget.Size;
            if (!open)
            {
                Parent?.RemoveChild(this);
                return(false);
            }

            EditorHelpers.RenderToolGrid(c, Position, Size, new Color(32, 32, 32), 20);

            Vector2 posVec2 = Position.ToVec2();

            c.RenderLine(posVec2 + new Vector2(Size.X / 2, 0), posVec2 + new Vector2(Size.X / 2, Size.Y), Color.White * 0.7f);
            c.RenderLine(posVec2 + new Vector2(0, Size.Y / 2), posVec2 + new Vector2(Size.X, Size.Y / 2), Color.White * 0.7f);

            c.SetUseViewMatrix(true);
            _map?.Render(c);
            c.SetUseViewMatrix(false);

            return(true);
        }
Esempio n. 19
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        public override void Draw(RenderComposer composer)
        {
            composer.SetUseViewMatrix(false);
            composer.RenderSprite(new Vector3(0, 0, 0), Engine.Renderer.CurrentTarget.Size, Color.CornflowerBlue);
            composer.SetUseViewMatrix(true);

            foreach (RopeSimConnection2D p in _connections)
            {
                composer.RenderLine((p.Start.Position + new Vector2(_circleRadius)).ToVec3(), (p.End.Position + new Vector2(_circleRadius)).ToVec3(), Color.White);
            }

            if (_dragging != null)
            {
                Vector2 worldMouse = Engine.Renderer.Camera.ScreenToWorld(Engine.Host.MousePosition);
                composer.RenderLine((_dragging.Position + new Vector2(_circleRadius)).ToVec3(), worldMouse.ToVec3(), Color.Red);
            }

            if (_draggingCut != Vector2.Zero)
            {
                Vector2 worldMouse = Engine.Renderer.Camera.ScreenToWorld(Engine.Host.MousePosition);
                composer.RenderLine(_draggingCut.ToVec3(), worldMouse.ToVec3(), Color.Red);
            }

            foreach (var p in _points)
            {
                composer.RenderCircle(p.Position.ToVec3(), _circleRadius, p.Locked ? Color.Magenta : Color.Black);
            }
        }
Esempio n. 20
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        protected override bool RenderInternal(RenderComposer composer)
        {
            if (TextureAsset == null)
            {
                return(false);
            }

            // Corners
            composer.RenderSprite(_topLeftDraw, _topLeftDrawSize, _calculatedColor, TextureAsset.Texture, _topLeftUV);
            composer.RenderSprite(_topRightDraw, _topRightDrawSize, _calculatedColor, TextureAsset.Texture, _topRightUV);
            composer.RenderSprite(_bottomLeftDraw, _bottomLeftDrawSize, _calculatedColor, TextureAsset.Texture, _bottomLeftUV);
            composer.RenderSprite(_bottomRightDraw, _bottomRightDrawSize, _calculatedColor, TextureAsset.Texture, _bottomRightUV);

            // Center
            composer.RenderSprite(_centerDraw, _centerDrawSize, _calculatedColor, TextureAsset.Texture, _centerUV);

            // Vertical bars
            DrawTileVertical(composer, _verticalBarLeftDraw, _verticalBarLeftDrawSize, _verticalBarLeftTileArea, _verticalBarLeftUV);
            DrawTileVertical(composer, _verticalBarRightDraw, _verticalBarRightDrawSize, _verticalBarRightTileArea, _verticalBarRightUV);

            // Horizontal bars
            DrawTileHorizontal(composer, _horizontalBarTopDraw, _horizontalBarTopDrawSize, _horizontalBarTopTileArea, _horizontalBarTopUV);
            DrawTileHorizontal(composer, _horizontalBarBottomDraw, _horizontalBarBottomDrawSize, _horizontalBarBottomTileArea, _horizontalBarBottomUV);

            return(true);
        }
Esempio n. 21
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        public void DecodePngInterlaced()
        {
            string png = Path.Join("Assets", "Images", "spritesheetAnimation.png");

            byte[] bytes = File.ReadAllBytes(png);
            Assert.True(PngFormat.IsPng(bytes));

            byte[] decodedPixelData = PngFormat.Decode(bytes, out PngFileHeader fileHeader);
            Assert.True(decodedPixelData != null);
            Assert.True(fileHeader.InterlaceMethod == 1);

            Runner.ExecuteAsLoop(_ =>
            {
                var r = new Texture(
                    fileHeader.Size,
                    decodedPixelData,
                    fileHeader.PixelFormat);

                RenderComposer composer = Engine.Renderer.StartFrame();
                composer.RenderSprite(Vector3.Zero, fileHeader.Size, Color.White, r);
                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.PngDecodeInterlaced);
                r.Dispose();
            }).WaitOne();
        }
Esempio n. 22
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        protected override void RenderContent(RenderComposer composer)
        {
            if (ImGui.Button("Choose File"))
            {
                var explorer = new FileExplorer <TextAsset>(LoadFile);
                Parent.AddWindow(explorer);
            }

            ImGui.Text($"Current File: {_file?.Name ?? "None"}");
            if (_file == null)
            {
                return;
            }
            if (ImGui.Button("Reload"))
            {
                LoadFile(FileExplorer <TextAsset> .ExplorerLoadAsset(_file.Name));
            }

            ImGui.Text("Tile Layers");
            for (var i = 0; i < _map.TiledMap.TileLayers.Count; i++)
            {
                TmxLayer curLayer = _map.TiledMap.TileLayers[i];
                ImGui.Text($"{curLayer.Name} {curLayer.Width}x{curLayer.Height}" + (curLayer.Visible ? "" : " Hidden"));
            }

            composer.SetUseViewMatrix(true);
            composer.Render(_map);
        }
Esempio n. 23
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        public void TestUVMapping()
        {
            var asset = Engine.AssetLoader.Get <TextureAsset>("Images/logoAsymmetric.png");

            Runner.ExecuteAsLoop(_ =>
            {
                RenderComposer composer = Engine.Renderer.StartFrame();

                composer.RenderSprite(new Vector3(10, 10, 0), new Vector2(100, 100), Color.White, asset.Texture, null, true);
                composer.RenderSprite(new Vector3(100, 10, 0), new Vector2(100, 100), Color.White, asset.Texture, null, false, true);
                composer.RenderSprite(new Vector3(200, 10, 0), new Vector2(100, 100), Color.White, asset.Texture, null, true, true);

                composer.FlushRenderStream();
                asset.Texture.Tile = false;

                composer.RenderSprite(new Vector3(10, 100, 0), new Vector2(100, 100), Color.White, asset.Texture, null, true);
                composer.RenderSprite(new Vector3(100, 100, 0), new Vector2(100, 100), Color.White, asset.Texture, null, false, true);
                composer.RenderSprite(new Vector3(200, 100, 0), new Vector2(100, 100), Color.White, asset.Texture, null, true, true);

                composer.RenderSprite(new Vector3(10, 200, 0), new Vector2(100, 100), Color.White, asset.Texture, new Rectangle(0, 0, 50, 50), true);
                composer.RenderSprite(new Vector3(100, 200, 0), new Vector2(100, 100), Color.White, asset.Texture, new Rectangle(0, 0, 50, 50), false, true);
                composer.RenderSprite(new Vector3(200, 200, 0), new Vector2(100, 100), Color.White, asset.Texture, new Rectangle(0, 0, 50, 50), true, true);

                composer.FlushRenderStream();
                asset.Texture.Tile = true;
                Engine.Renderer.EndFrame();
                Runner.VerifyScreenshot(ResultDb.TestUVMapping);
            }).WaitOne();
        }
Esempio n. 24
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        protected override bool RenderInternal(RenderComposer c)
        {
            c.SetUseViewMatrix(false);
            c.RenderSprite(Vector3.Zero, c.CurrentTarget.Size, Color.CornflowerBlue);

            base.RenderInternal(c);
            _ui.Render(c);
            return(true);
        }
Esempio n. 25
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 protected override bool RenderInternal(RenderComposer c)
 {
     if (OutlineColor != null)
     {
         c.RenderSprite(Position - _scaledOutline.ToVec3(), Size + _scaledOutline * 2, OutlineColor.Value);
     }
     c.RenderSprite(Bounds, _calculatedColor);
     return(true);
 }
        public override unsafe void Render(RenderComposer composer)
        {
            var data = new Span <VertexDataSprite>((void *)_memoryPtr, _mappedTo / 4);

            // Temp sort until https://github.com/dotnet/corefx/issues/15329 reaches us.
            QuickSort(data, 0, data.Length - 1);

            base.Render(composer);
        }
 public override void Render(RenderComposer composer)
 {
     // Render
     composer.RenderOutline(
         Position,
         Size,
         Color.Pink,
         2
         );
 }
Esempio n. 28
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        private void RenderAnimation(RenderComposer composer)
        {
            var offset = new Vector2(100, 100);

            if (_animation.Anchors.Length > 0)
            {
                offset += _animation.Anchors[_animation.CurrentFrameIndex] * Scale;
            }
            composer.RenderSprite(new Vector3(offset, 1), _animation.CurrentFrame.Size * Scale, Color.White, _animation.Texture, _animation.CurrentFrame, _mirrored);
        }
Esempio n. 29
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 protected override void RenderContent(RenderComposer composer)
 {
     ImGui.InputText("Text: ", ref _text, 100);
     if (!ImGui.Button("Done"))
     {
         return;
     }
     _callback(_text);
     Open = false;
 }
Esempio n. 30
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        public override void Render(RenderComposer composer)
        {
            base.Render(composer);

            //composer.RenderLine(
            //    CollisionLine.AwithZ(Position.Z),
            //    CollisionLine.BwithZ(Position.Z),
            //    Color.Yellow
            //);
        }