Esempio n. 1
0
        /** If you wrap this with another class you MUST call render each frame */
        public nSprite[] Render(nGraphicsPipe pipe)
        {
            if (_data == null)
            _data = new nSprite[1] { pipe.Sprite() };

              if (Data.Invalid) {
            _data[0].Load(Data);
            Data.Reset();
              }

              return _data;
        }
Esempio n. 2
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        public nSprite[] Render(nGraphicsPipe pipe)
        {
            /* We can't reuse our sprites if we're changing sizes; reset them */
              if (_size.Invalid)
            _data = null;

              if (Rebuild()) {
            var pos = _camera.ScreenBounds;
            var wide = (int)Math.Ceiling (pos.width / Size [0]);
            var high = (int)Math.Ceiling (pos.height / Size [1]);

            /* Always add one extra tile in every direction, to account for offset */
            wide += 2;
            high += 2;

            /* new set of sprites */
            if (_data == null) {
              _data = new nSprite[wide * high];
              for (var i = 0; i < _data.Length; ++i) {
            _data [i] = pipe.Sprite ();
              }
            }

            for (var x = 0; x < wide; ++x) {
              for (var y = 0; y < high; ++y) {

            /* Tile coordinates */
            var xMin = pos.x + Size [0] * x;
            var xMax = xMin + Size [0];
            var yMin = pos.y + Size [1] * y;
            var yMax = yMin + Size [1];

            /* Apply offset for hidden bits */
            xMin -= Size[0];
            xMax -= Size[0];
            yMin -= Size[1];
            yMax -= Size[1];

            /* Set sprite to cover entire size of window */
            var s = _data [y * wide + x];
            s.Depth = _depth;
            s.Texture = Texture;
            s.Color.Set (Color);
            //s.Points.Set (new float[8] {xMax, yMax, xMax, yMin, xMin, yMin, xMin, yMax});
            s.Points.Set (new float[8] {xMax, yMax, xMin, yMax, xMin, yMin, xMax, yMin});
              }
            }
            Reset ();
              }

              /* Moved is a special case; don't rebuild if all we did was shuffle a little */
              if (_offset.Invalid) {

            /* Offset cannot be larger than the size of the tile */
            var ox = _offset[0] % Size[0];
            var oy = _offset[1] % Size[1];

            for (int i = 0; i < _data.Length; ++i) {
              _data[i].Position[0] = ox;
              _data[i].Position[1] = oy;
              if (_uv != null) {
            _data[i].UV.Set (_uv);
              }
            }
            _uv = null;
            _offset.Reset();
              }
              return _data;
        }
Esempio n. 3
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        public nSprite[] Render(nGraphicsPipe pipe)
        {
            if (_data == null) {
            _data = new nSprite[4];
            for (var i = 0; i < _data.Length; ++i) {
              _data[i] = pipe.Sprite ();
              _data[i].Depth = _depth;
            }
            _data[0].Points.Set(LineSegment(_points[0], _points[1] + _thickness / 2.0f, _points[2], _points[3] - _thickness / 2.0f));
            _data[1].Points.Set(LineSegment(_points[2], _points[3], _points[4], _points[5]));
            _data[2].Points.Set(LineSegment(_points[4], _points[5] - _thickness / 2.0f, _points[6], _points[7] + _thickness / 2.0f));
            _data[3].Points.Set(LineSegment(_points[6], _points[7], _points[0], _points[1]));
              }

              /* Rebuild content? */
              if (Redraw()) {
            foreach (var item in _data) {
              item.Color.Set(_color);
              item.Rotation = _rotation;
              item.Position.Set(_position);
              item.Texture = (Texture) Resources.Load("Line.jpg");
            }
              }

              return _data;
        }
Esempio n. 4
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 /** Create the segment buffer */
 private void CreateSegments(nGraphicsPipe pipe)
 {
     _sprites = new nSprite[_segmentCount];
       for (int i = 0; i < _segmentCount; ++i) {
     var s = pipe.Sprite();
     s.Depth = 28f;
     s.Texture = (Texture) Resources.Load("rainbow");
     s.Color.Set(new float[4] { 1f, 1f, 1f, 1f });
     s.UV.Set(new float[8] { 1, 1, 1, 0, 0, 0, 0, 1 });
     _sprites[i] = s;
       }
 }
Esempio n. 5
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 public nSprite[] Render(nGraphicsPipe pipe)
 {
     if (Invalid) return null;
       if (_sprites == null) {
     _sprites = new nSprite[1];
     _sprites[0] = pipe.Sprite();
     _sprites[0].Points.Set(new nGQuad(Size).Points);
     _sprites[0].Texture = (Texture) Resources.Load("Line");
     _sprites[0].Position.Set(Position);
     _sprites[0].Color.Set(Color);
     _sprites[0].Depth = nRand.Float(4f, 1f);
       }
       return _sprites;
 }
Esempio n. 6
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 public nSprite[] Render(nGraphicsPipe pipe)
 {
     if (Invalid) return null;
       if (_sprites == null) {
     _sprites = new nSprite[1];
     _sprites[0] = pipe.Sprite();
     _sprites[0].Points.Set(new nGQuad(Size[0], Size[1]).Points);
     _sprites[0].Texture = (Texture) Resources.Load("points500");
     _sprites[0].Position.Set(Position);
     _sprites[0].Depth = nRand.Float(3f, 1f);
     _sprites[0].Color.Set(new float[4] {
       nRand.Float(0f, 1f, 0f),
       nRand.Float(0f, 1f, 0f),
       nRand.Float(0f, 1f, 0f),
       1f
     });
       }
       return _sprites;
 }
Esempio n. 7
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 public nSprite[] Render(nGraphicsPipe pipe)
 {
     if (_sprites == null) {
     _sprites = new nSprite[1] {
       pipe.Sprite()
     };
       }
       return _sprites;
 }