Esempio n. 1
0
        public virtual void Begin()
        {
            // Save the current matrix
            CCDrawManager.PushMatrix();

            CCSize texSize = m_pTexture.ContentSizeInPixels;

            // Calculate the adjustment ratios based on the old and new projections
            CCDirector director    = CCDirector.SharedDirector;
            CCSize     size        = director.WinSizeInPixels;
            float      widthRatio  = size.Width / texSize.Width;
            float      heightRatio = size.Height / texSize.Height;

            CCDrawManager.SetRenderTarget(m_pTexture);

            CCDrawManager.SetViewPort(0, 0, (int)texSize.Width, (int)texSize.Height);

            Matrix projection = Matrix.CreateOrthographicOffCenter(
                -1.0f / widthRatio, 1.0f / widthRatio,
                -1.0f / heightRatio, 1.0f / heightRatio,
                -1, 1
                );

            CCDrawManager.MultMatrix(ref projection);

            if (m_bFirstUsage)
            {
                CCDrawManager.Clear(Color.Transparent);
                m_bFirstUsage = false;
            }
        }
Esempio n. 2
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        /// <summary>
        /// Draw the scene.
        /// This method is called every frame. Don't call it manually.
        /// </summary>
        protected void DrawScene(GameTime gameTime)
        {
            CCDrawManager.PushMatrix();

            // draw the scene
            if (m_pRunningScene != null)
            {
                m_pRunningScene.Visit();
            }

            // draw the notifications node
            if (m_pNotificationNode != null)
            {
                NotificationNode.Visit();
            }

            ShowStats();

            CCDrawManager.PopMatrix();

            m_uTotalFrames++;

            if (m_bDisplayStats)
            {
                CalculateMPF();
            }
        }
Esempio n. 3
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        // CCParticleBatchNode - composition

        // override visit.
        // Don't call visit on it's children
        public override void Visit()
        {
            // CAREFUL:
            // This visit is almost identical to CCNode#visit
            // with the exception that it doesn't call visit on it's children
            //
            // The alternative is to have a void CCSprite#visit, but
            // although this is less mantainable, is faster
            //
            if (!m_bVisible)
            {
                return;
            }

            //kmGLPushMatrix();
            CCDrawManager.PushMatrix();

            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.BeforeDraw();
                TransformAncestors();
            }

            Transform();

            Draw();

            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.AfterDraw(this);
            }

            //kmGLPopMatrix();
            CCDrawManager.PopMatrix();
        }
Esempio n. 4
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        public override void Visit()
        {
            if (m_pStencil == null || !m_pStencil.Visible)
            {
                if (m_bInverted)
                {
                    // draw everything
                    base.Visit();
                }
                return;
            }

            if (CCDrawManager.BeginDrawMask(m_bInverted, m_fAlphaThreshold))
            {
                CCDrawManager.PushMatrix();
                Transform();

                m_pStencil.Visit();

                CCDrawManager.PopMatrix();

                CCDrawManager.EndDrawMask();

                base.Visit();

                CCDrawManager.EndMask();
            }
            else
            {
                base.Visit();
            }
        }
Esempio n. 5
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        private void BeforeDraw()
        {
            m_bNoDrawChildren = false;

            if (m_childClippingMode == CCClipMode.Bounds)
            {
                // We always clip to the bounding box
                var rect   = new CCRect(0, 0, m_obContentSize.Width, m_obContentSize.Height);
                var bounds = CCAffineTransform.Transform(rect, NodeToWorldTransform());

                var winSize = CCDirector.SharedDirector.WinSize;

                CCRect prevScissorRect;
                if (CCDrawManager.ScissorRectEnabled)
                {
                    prevScissorRect = CCDrawManager.ScissorRect;
                }
                else
                {
                    prevScissorRect = new CCRect(0, 0, winSize.Width, winSize.Height);
                }

                if (!bounds.IntersectsRect(prevScissorRect))
                {
                    m_bNoDrawChildren = true;
                    return;
                }

                float minX = Math.Max(bounds.MinX, prevScissorRect.MinX);
                float minY = Math.Max(bounds.MinY, prevScissorRect.MinY);
                float maxX = Math.Min(bounds.MaxX, prevScissorRect.MaxX);
                float maxY = Math.Min(bounds.MaxY, prevScissorRect.MaxY);

                if (CCDrawManager.ScissorRectEnabled)
                {
                    m_bRestoreScissor = true;
                }
                else
                {
                    CCDrawManager.ScissorRectEnabled = true;
                }

                m_tSaveScissorRect = prevScissorRect;

                CCDrawManager.SetScissorInPoints(minX, minY, maxX - minX, maxY - minY);
            }
            else if (m_childClippingMode == CCClipMode.BoundsWithRenderTarget)
            {
                m_tSaveScissorRect = CCDrawManager.ScissorRect;
                m_bRestoreScissor  = CCDrawManager.ScissorRectEnabled;

                CCDrawManager.ScissorRectEnabled = false;

                CCDrawManager.PushMatrix();
                CCDrawManager.SetIdentityMatrix();

                m_pRenderTexture.BeginWithClear(0, 0, 0, 0);
            }
        }
Esempio n. 6
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        /// <summary>
        /// Draw the scene.
        /// This method is called every frame. Don't call it manually.
        /// </summary>
        protected void DrawScene(GameTime gameTime)
        {
            if (m_NeedsInit)
            {
                return;
            }

            float startTime = 0;

            if (m_bDisplayStats)
            {
                startTime = (float)m_pStopwatch.Elapsed.TotalMilliseconds;
            }

            CCDrawManager.PushMatrix();

            // draw the scene
            if (m_pRunningScene != null)
            {
                GraphIndex = 0;
                m_pRunningScene.Visit();
            }

            // draw the notifications node
            if (m_pNotificationNode != null)
            {
                NotificationNode.Visit();
            }

            if (m_bDisplayStats)
            {
                ShowStats();
            }

            CCDrawManager.PopMatrix();

            m_uTotalFrames++;

            if (m_bDisplayStats)
            {
                m_uDrawCount++;
                m_fAccumDraw += (float)m_pStopwatch.Elapsed.TotalMilliseconds - startTime;
            }
        }
Esempio n. 7
0
        /// <summary>
        /// This is called with every call to the MainLoop on the CCDirector class. In XNA, this is the same as the Draw() call.
        /// </summary>
        public virtual void Visit()
        {
            // quick return if not visible. children won't be drawn.
            if (!m_bVisible)
            {
                return;
            }

            CCDrawManager.PushMatrix();

            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.BeforeDraw();
                //TransformAncestors();
            }
            else
            {
                Transform();
            }

            int i = 0;

            if ((m_pChildren != null) && (m_pChildren.count > 0))
            {
                SortAllChildren();

                CCNode[] elements = m_pChildren.Elements;
                int      count    = m_pChildren.count;

                // draw children zOrder < 0
                for (; i < count; ++i)
                {
                    if (elements[i].Visible && elements[i].m_nZOrder < 0)
                    {
                        elements[i].Visit();
                    }
                    else
                    {
                        break;
                    }
                }

                // self draw
                Draw();
                // draw the children
                for (; i < count; ++i)
                {
                    // Draw the z >= 0 order children next.
                    if (elements[i].Visible /* && elements[i].m_nZOrder >= 0*/)
                    {
                        elements[i].Visit();
                    }
                }
            }
            else
            {
                // self draw
                Draw();
            }

            m_uOrderOfArrival = 0;

            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.AfterDraw(this);
                Transform();
                m_pGrid.Blit();
            }

            //kmGLPopMatrix();
            CCDrawManager.PopMatrix();
        }
Esempio n. 8
0
        /**
         * Determines whether it clips its children or not.
         */

        public override void Visit()
        {
            // quick return if not visible
            if (!Visible)
            {
                return;
            }

            CCDrawManager.PushMatrix();
            //kmGLPushMatrix();

            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.BeforeDraw();
                TransformAncestors();
            }

            Transform();

            BeforeDraw();

            if (m_pChildren != null)
            {
                CCNode[] arrayData = m_pChildren.Elements;
                int      count     = m_pChildren.count;
                int      i         = 0;

                // draw children zOrder < 0
                for (; i < count; i++)
                {
                    CCNode child = arrayData[i];
                    if (child.m_nZOrder < 0)
                    {
                        child.Visit();
                    }
                    else
                    {
                        break;
                    }
                }

                // this draw
                Draw();

                // draw children zOrder >= 0
                for (; i < count; i++)
                {
                    arrayData[i].Visit();
                }
            }
            else
            {
                Draw();
            }

            AfterDraw();

            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.AfterDraw(this);
            }

            CCDrawManager.PopMatrix();
            //kmGLPopMatrix();

/*
 *                      // draw bounding box
 *                      CCRect box = m_pContainer.boundingBox;
 *                      var v = new[]
 *              {
 *                  new CCPoint(box.origin.x, box.origin.y),
 *                  new CCPoint(box.origin.x + box.size.width, box.origin.y),
 *                  new CCPoint(box.origin.x + box.size.width, box.origin.y + box.size.height),
 *                  new CCPoint(box.origin.x, box.origin.y + box.size.height),
 *              };
 *                      CCDrawingPrimitives.ccDrawPoly(v, 4, true, new ccColor4F(255, 0, 0, 255));
 */
        }
Esempio n. 9
0
        /**
         * Determines whether it clips its children or not.
         */

        public override void Visit()
        {
            // quick return if not visible
            if (!Visible)
            {
                return;
            }

            CCDrawManager.PushMatrix();

            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.BeforeDraw();
                TransformAncestors();
            }

            Transform();
            BeforeDraw();

            if (m_pChildren != null)
            {
                SortAllChildren();

                CCNode[] arrayData = m_pChildren.Elements;
                int      count     = m_pChildren.count;
                int      i         = 0;

                // draw children zOrder < 0
                for (; i < count; i++)
                {
                    CCNode child = arrayData[i];
                    if (child.m_nZOrder < 0)
                    {
                        child.Visit();
                    }
                    else
                    {
                        break;
                    }
                }

                // this draw
                Draw();

                // draw children zOrder >= 0
                for (; i < count; i++)
                {
                    arrayData[i].Visit();
                }
            }
            else
            {
                Draw();
            }

            AfterDraw();
            if (m_pGrid != null && m_pGrid.Active)
            {
                m_pGrid.AfterDraw(this);
            }

            CCDrawManager.PopMatrix();
        }
Esempio n. 10
0
        public override void Visit()
        {
            if (m_pStencil == null || !m_pStencil.Visible)
            {
                if (m_bInverted)
                {
                    // draw everything
                    base.Visit();
                }
                return;
            }

            if (_layer + 1 == 8) //DepthFormat.Depth24Stencil8
            {
                if (_once)
                {
                    CCLog.Log(
                        "Nesting more than 8 stencils is not supported. Everything will be drawn without stencil for this node and its childs."
                        );
                    _once = false;
                }
                base.Visit();
                return;
            }

            _layer++;

            int maskLayer   = 1 << _layer;
            int maskLayerL  = maskLayer - 1;
            int maskLayerLe = maskLayer | maskLayerL;

            var saveDepthStencilState = CCDrawManager.DepthStencilState;

            ///////////////////////////////////
            // CLEAR STENCIL BUFFER

            var stencilState = new DepthStencilState()
            {
                DepthBufferEnable = false,

                StencilEnable = true,

                StencilFunction = CompareFunction.Never,

                StencilMask      = maskLayer,
                StencilWriteMask = maskLayer,
                ReferenceStencil = maskLayer,

                StencilFail = !m_bInverted ? StencilOperation.Zero : StencilOperation.Replace
            };

            CCDrawManager.DepthStencilState = stencilState;

            // draw a fullscreen solid rectangle to clear the stencil buffer
            var size = CCDirector.SharedDirector.WinSize;

            CCDrawManager.PushMatrix();
            CCDrawManager.SetIdentityMatrix();

            CCDrawingPrimitives.Begin();
            CCDrawingPrimitives.DrawSolidRect(CCPoint.Zero, new CCPoint(size.Width, size.Height), new CCColor4B(255, 255, 255, 255));
            CCDrawingPrimitives.End();

            CCDrawManager.PopMatrix();

            ///////////////////////////////////
            // DRAW CLIPPING STENCIL

            stencilState = new DepthStencilState()
            {
                DepthBufferEnable = false,

                StencilEnable = true,

                StencilFunction = CompareFunction.Never,

                StencilMask      = maskLayer,
                StencilWriteMask = maskLayer,
                ReferenceStencil = maskLayer,

                StencilFail = !m_bInverted ? StencilOperation.Replace : StencilOperation.Zero,
            };
            CCDrawManager.DepthStencilState = stencilState;

            if (m_fAlphaThreshold < 1)
            {
                if (_alphaTest == null)
                {
                    _alphaTest = new AlphaTestEffect(CCDrawManager.GraphicsDevice);
                    _alphaTest.AlphaFunction = CompareFunction.Greater;
                }

                _alphaTest.ReferenceAlpha = (byte)(255 * m_fAlphaThreshold);

                CCDrawManager.PushEffect(_alphaTest);
            }

            CCDrawManager.PushMatrix();
            Transform();
            m_pStencil.Visit();
            CCDrawManager.PopMatrix();

            if (m_fAlphaThreshold < 1)
            {
                CCDrawManager.PopEffect();
            }

            ///////////////////////////////////
            // DRAW CONTENT

            stencilState = new DepthStencilState()
            {
                DepthBufferEnable = saveDepthStencilState.DepthBufferEnable,

                StencilEnable = true,

                StencilMask      = maskLayerLe,
                StencilWriteMask = 0,
                ReferenceStencil = maskLayerLe,

                StencilFunction = CompareFunction.Equal,

                StencilPass = StencilOperation.Keep,
                StencilFail = StencilOperation.Keep,
            };
            CCDrawManager.DepthStencilState = stencilState;


            base.Visit();

            //Restore DepthStencilState
            CCDrawManager.DepthStencilState = saveDepthStencilState;

            _layer--;
        }