public LoadTexture2D ( Stream s ) : Microsoft.Xna.Framework.Graphics.Texture2D | ||
s | Stream | |
return | Microsoft.Xna.Framework.Graphics.Texture2D |
public void Load(RTSRenderer renderer, ParticleOptions o) { // Create Bullet System plBullets = new ParticleList <BulletParticle, VertexBulletInstance>(renderer, o.BulletMaxCount, ParticleType.Bullet); using (var fs = File.OpenRead(o.BulletModel)) { LoadBulletModel(renderer, fs, ParsingFlags.ConversionOpenGL); } LoadBulletTexture(renderer, o.BulletTexture); // Create Fire System plFires = new ParticleList <FireParticle, VertexFireInstance>(renderer, o.FireMaxCount, ParticleType.Fire); BuildFireModel(renderer, o.FireDetail); LoadFireShader(renderer, o.FireNoise, o.FireColor, o.FireAlpha); // Create Lightning System plBolts = new ParticleList <LightningParticle, VertexLightningInstance>(renderer, o.LightningMaxCount, ParticleType.Lightning); BuildLightningModel(renderer); LoadLightningShader(renderer, o.LightningImage, o.LightningNumTypes); // Create Alert System plAlerts = new ParticleList <AlertParticle, VertexAlertInstance>(renderer, o.AlertMaxCount, ParticleType.Alert); BuildAlertModel(renderer); tAlert = renderer.LoadTexture2D(o.AlertImage); // Create Blood System plBloods = new ParticleList <BloodParticle, VertexAlertInstance>(renderer, o.BloodMaxCount, ParticleType.Blood); BuildBloodModel(renderer); tBlood = renderer.LoadTexture2D(o.BloodImage); }
public void Build(RTSRenderer renderer, string rootPath, string model, string[] tex) { using(var sModel = File.OpenRead(Path.Combine(rootPath, model))) { View = new RTSBuildingModel(renderer, sModel); } View.ModelTexture = renderer.LoadTexture2D(Path.Combine(rootPath, tex[0])); View.ColorCodeTexture = renderer.LoadTexture2D(Path.Combine(rootPath, tex[1])); }
public RTSUnitDataPanel(RTSRenderer renderer, WidgetRenderer wr, UICUnitData _uic, UICCombatStats _uicCS) { uic = _uic; iconLib = renderer.IconLibrary; WidgetBase = new RectWidget(wr, renderer.LoadTexture2D(uic.PanelImage)); WidgetBase.Width = uic.PanelSize.X; WidgetBase.Height = uic.PanelSize.Y; WidgetBase.Color = uic.PanelColor; icon = new RectWidget(wr); icon.Width = uic.IconSize; icon.Height = uic.IconSize; icon.Color = Color.White; icon.Offset = new Point(uic.IconBuffer, uic.IconBuffer); icon.Parent = WidgetBase; rectHealthBack = new RectWidget(wr); rectHealthBack.Width = uic.IconSize; rectHealthBack.Height = uic.HealthHeight; rectHealthBack.AlignX = Alignment.MID; rectHealthBack.OffsetAlignX = Alignment.MID; rectHealthBack.OffsetAlignY = Alignment.BOTTOM; rectHealthBack.Offset = new Point(0, uic.IconBuffer); rectHealthBack.Color = UserConfig.MainScheme.WidgetBorder; rectHealthBack.Parent = icon; rectHealthFore = new RectWidget(wr); rectHealthFore.Width = uic.IconSize; rectHealthFore.Height = uic.HealthHeight; rectHealthFore.AlignX = Alignment.MID; rectHealthFore.AlignY = Alignment.MID; rectHealthFore.OffsetAlignX = Alignment.MID; rectHealthFore.OffsetAlignY = Alignment.MID; rectHealthFore.Offset = new Point(0, 0); rectHealthFore.Color = uic.HealthMaxColor; rectHealthFore.Parent = rectHealthBack; txtName = new TextWidget(wr); txtName.Height = uic.TextHeight; txtName.OffsetAlignX = Alignment.RIGHT; txtName.Offset = new Point(uic.IconBuffer, 0); txtName.Color = UserConfig.MainScheme.Text; txtName.Parent = icon; combatData = new RectButton(wr, uic.CombatSize, uic.CombatSize, Color.Gray, Color.White, renderer.LoadTexture2D(uic.CombatImage)); combatData.AlignX = Alignment.RIGHT; combatData.AlignY = Alignment.BOTTOM; combatData.OffsetAlignX = Alignment.RIGHT; combatData.OffsetAlignY = Alignment.BOTTOM; combatData.Parent = WidgetBase; uiCStats = new RTSUICombatStats(wr, _uicCS); uiCStats.WidgetBase.AlignY = Alignment.BOTTOM; uiCStats.WidgetBase.Anchor = new Point(1000000, 1000000); uiCSHover = new RTSUIHoverPanel(combatData, uiCStats.WidgetBase); }
public void Build(RTSRenderer renderer, string rootPath, string model, string[] tex) { using(var sModel = File.OpenRead(Path.Combine(rootPath, model))) { Texture2D tAnim = AnimationFromBitmap(renderer, Path.Combine(rootPath, tex[0])); View = new RTSUnitModel(renderer, sModel, tAnim); } View.ModelTexture = renderer.LoadTexture2D(Path.Combine(rootPath, tex[1])); View.ColorCodeTexture = renderer.LoadTexture2D(Path.Combine(rootPath, tex[2])); }
public void Build(RTSRenderer renderer, string image, Vector3 radii, Vector3 heights) { fx = renderer.CreateEffect(); fx.FogEnabled = false; fx.VertexColorEnabled = false; fx.LightingEnabled = false; fx.TextureEnabled = true; if (image == null || !File.Exists(image)) { Texture = renderer.CreateTexture2D(3, 3, SurfaceFormat.Color, false); Texture.SetData(new Color[] { Color.White, Color.Transparent, Color.White, Color.Transparent, Color.Transparent, Color.Transparent, Color.White, Color.Transparent, Color.White }); } else { Texture = renderer.LoadTexture2D(image); } fx.Texture = Texture; VertexPositionTexture[] verts = new VertexPositionTexture[] { new VertexPositionTexture(new Vector3(-1, 1f, -1), new Vector2(0, 0)), new VertexPositionTexture(new Vector3(1, 1f, -1), new Vector2(0.5f, 0)), new VertexPositionTexture(new Vector3(-1, 1f, 1), new Vector2(0, 0.5f)), new VertexPositionTexture(new Vector3(1, 1f, 1), new Vector2(0.5f, 0.5f)), new VertexPositionTexture(new Vector3(-1, 1f, -1), new Vector2(0.5f, 0)), new VertexPositionTexture(new Vector3(1, 1f, -1), new Vector2(1f, 0)), new VertexPositionTexture(new Vector3(-1, 1f, 1), new Vector2(0.5f, 0.5f)), new VertexPositionTexture(new Vector3(1, 1f, 1), new Vector2(1f, 0.5f)), new VertexPositionTexture(new Vector3(-1, 1f, -1), new Vector2(0, 0.5f)), new VertexPositionTexture(new Vector3(1, 1f, -1), new Vector2(0.5f, 0.5f)), new VertexPositionTexture(new Vector3(-1, 1f, 1), new Vector2(0, 1f)), new VertexPositionTexture(new Vector3(1, 1f, 1), new Vector2(0.5f, 1f)) }; int[] inds = new int[] { 0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11 }; for (int i = 0; i < 4; i++) { verts[i].Position *= new Vector3(radii.X, heights.X, radii.X); verts[i + 4].Position *= new Vector3(radii.Y, heights.Y, radii.Y); verts[i + 8].Position *= new Vector3(radii.Z, heights.Z, radii.Z); } vb = renderer.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, verts.Length, BufferUsage.WriteOnly); vb.SetData(verts); ib = renderer.CreateIndexBuffer(IndexElementSize.ThirtyTwoBits, inds.Length, BufferUsage.WriteOnly); ib.SetData(inds); }
public void Build(RTSRenderer renderer, string image, Vector3 radii, Vector3 heights) { fx = renderer.CreateEffect(); fx.FogEnabled = false; fx.VertexColorEnabled = false; fx.LightingEnabled = false; fx.TextureEnabled = true; if(image == null || !File.Exists(image)) { Texture = renderer.CreateTexture2D(3, 3, SurfaceFormat.Color, false); Texture.SetData(new Color[] { Color.White, Color.Transparent, Color.White, Color.Transparent, Color.Transparent, Color.Transparent, Color.White, Color.Transparent, Color.White }); } else { Texture = renderer.LoadTexture2D(image); } fx.Texture = Texture; VertexPositionTexture[] verts = new VertexPositionTexture[] { new VertexPositionTexture(new Vector3(-1, 1f, -1), new Vector2(0, 0)), new VertexPositionTexture(new Vector3(1, 1f, -1), new Vector2(0.5f, 0)), new VertexPositionTexture(new Vector3(-1, 1f, 1), new Vector2(0, 0.5f)), new VertexPositionTexture(new Vector3(1, 1f, 1), new Vector2(0.5f, 0.5f)), new VertexPositionTexture(new Vector3(-1, 1f, -1), new Vector2(0.5f, 0)), new VertexPositionTexture(new Vector3(1, 1f, -1), new Vector2(1f, 0)), new VertexPositionTexture(new Vector3(-1, 1f, 1), new Vector2(0.5f, 0.5f)), new VertexPositionTexture(new Vector3(1, 1f, 1), new Vector2(1f, 0.5f)), new VertexPositionTexture(new Vector3(-1, 1f, -1), new Vector2(0, 0.5f)), new VertexPositionTexture(new Vector3(1, 1f, -1), new Vector2(0.5f, 0.5f)), new VertexPositionTexture(new Vector3(-1, 1f, 1), new Vector2(0, 1f)), new VertexPositionTexture(new Vector3(1, 1f, 1), new Vector2(0.5f, 1f)) }; int[] inds = new int[] { 0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11 }; for(int i = 0; i < 4; i++) { verts[i].Position *= new Vector3(radii.X, heights.X, radii.X); verts[i + 4].Position *= new Vector3(radii.Y, heights.Y, radii.Y); verts[i + 8].Position *= new Vector3(radii.Z, heights.Z, radii.Z); } vb = renderer.CreateVertexBuffer(VertexPositionTexture.VertexDeclaration, verts.Length, BufferUsage.WriteOnly); vb.SetData(verts); ib = renderer.CreateIndexBuffer(IndexElementSize.ThirtyTwoBits, inds.Length, BufferUsage.WriteOnly); ib.SetData(inds); }
public RTSUIMinimap(RTSRenderer renderer, WidgetRenderer wr, Texture2D tPhys, Texture2D tImp, UICMinimap uic) { tPhysical = tPhys; tImpact = tImp; WidgetBase = new RectWidget(wr); WidgetBase.Width = uic.ButtonWidth + uic.MapSize + uic.Buffer * 2; WidgetBase.Height = uic.MapSize + uic.Buffer * 2; WidgetBase.Color = uic.BaseColor; int bh = uic.MapSize / 2; btnPhysical = new RectButton(wr, uic.ButtonWidth, bh, uic.PhysicalInactiveColor, uic.PhysicalActiveColor, renderer.LoadTexture2D(uic.PhysicalTexture) ); btnImpact = new RectButton(wr, uic.ButtonWidth, bh, uic.ImpactInactiveColor, uic.ImpactActiveColor, renderer.LoadTexture2D(uic.ImpactTexture) ); btnPhysical.Offset = new Point(uic.Buffer, uic.Buffer); btnPhysical.Parent = WidgetBase; btnImpact.OffsetAlignY = Alignment.BOTTOM; btnImpact.Parent = btnPhysical; MapRect = new RectWidget(wr, tPhysical); MapRect.Width = uic.MapSize; MapRect.Height = uic.MapSize; MapRect.Color = Color.White; MapRect.OffsetAlignX = Alignment.RIGHT; MapRect.Parent = btnPhysical; btnPhysical.OnButtonPress += (b, p) => { MapRect.Texture = tPhysical; }; btnImpact.OnButtonPress += (b, p) => { MapRect.Texture = tImpact; }; }
private void LoadLightningShader(RTSRenderer renderer, string fLMap, int splits) { tLightningMap = renderer.LoadTexture2D(fLMap); fxParticle.LightningSplits = splits; }
private void LoadFireShader(RTSRenderer renderer, string fNoise, string fColor, string fAlpha) { tFireColor = renderer.LoadTexture2D(fColor); tFireNoise = renderer.LoadTexture2D(fNoise); tFireAlpha = renderer.LoadTexture2D(fAlpha); }
private void LoadBulletTexture(RTSRenderer renderer, string f) { tBullet = renderer.LoadTexture2D(f); }
private void BuildSelectionPanel(RTSRenderer renderer) { SelectionPanel = new RTSUISelectionPanel(wrMain, uic.SelectionRows, uic.SelectionColumns, uic.SelectionIconSize, uic.SelectionIconBuffer); SelectionPanel.BackPanel.Texture = renderer.LoadTexture2D(uic.SelectionTexture); SelectionPanel.IconLibrary = renderer.IconLibrary; SelectionPanel.BackPanel.AlignX = Alignment.LEFT; SelectionPanel.BackPanel.AlignY = Alignment.BOTTOM; SelectionPanel.BackPanel.OffsetAlignX = Alignment.RIGHT; SelectionPanel.BackPanel.OffsetAlignY = Alignment.BOTTOM; SelectionPanel.BackPanel.Color = UserConfig.MainScheme.WidgetBase; SelectionPanel.BackPanel.Offset = new Point(0, 0); SelectionPanel.BackPanel.Parent = BBPanel.BackPanel; }
public void Build(RTSRenderer renderer, string fxFile, string fLightningMap, int numSplits) { Build(renderer, renderer.LoadEffect(fxFile), renderer.LoadTexture2D(fLightningMap), numSplits); }
public void Build(RTSRenderer renderer, string fxFile, string fLightningMap, int numSplits) { Build(renderer, renderer.LoadEffect(fxFile), renderer.LoadTexture2D(fLightningMap), numSplits); }
private void BuildBBPanel(RTSRenderer renderer) { BBPanel = new RTSUIBuildingButtonPanel(wrMain, uic.BBRows, uic.BBColumns, uic.BBIconSize, uic.BBIconBuffer); BBPanel.BackPanel.Texture = renderer.LoadTexture2D(uic.BBTexture); BBPanel.BackPanel.Parent = rectBounds; BBPanel.BackPanel.AlignY = Alignment.BOTTOM; BBPanel.BackPanel.OffsetAlignY = Alignment.BOTTOM; BBPanel.BackPanel.Offset = new Point(0, 0); BBPanel.IconLibrary = renderer.IconLibrary; BBPanel.BackPanel.Color = UserConfig.MainScheme.WidgetBase; }
private void LoadLightningShader(RTSRenderer renderer, string fLMap, int splits) { tLightningMap = renderer.LoadTexture2D(fLMap); fxParticle.LightningSplits = splits; }
private void LoadFireShader(RTSRenderer renderer, string fNoise, string fColor, string fAlpha) { tFireColor = renderer.LoadTexture2D(fColor); tFireNoise = renderer.LoadTexture2D(fNoise); tFireAlpha = renderer.LoadTexture2D(fAlpha); }
private void LoadBulletTexture(RTSRenderer renderer, string f) { tBullet = renderer.LoadTexture2D(f); }
public void Load(RTSRenderer renderer, ParticleOptions o) { // Create Bullet System plBullets = new ParticleList<BulletParticle, VertexBulletInstance>(renderer, o.BulletMaxCount, ParticleType.Bullet); using(var fs = File.OpenRead(o.BulletModel)) { LoadBulletModel(renderer, fs, ParsingFlags.ConversionOpenGL); } LoadBulletTexture(renderer, o.BulletTexture); // Create Fire System plFires = new ParticleList<FireParticle, VertexFireInstance>(renderer, o.FireMaxCount, ParticleType.Fire); BuildFireModel(renderer, o.FireDetail); LoadFireShader(renderer, o.FireNoise, o.FireColor, o.FireAlpha); // Create Lightning System plBolts = new ParticleList<LightningParticle, VertexLightningInstance>(renderer, o.LightningMaxCount, ParticleType.Lightning); BuildLightningModel(renderer); LoadLightningShader(renderer, o.LightningImage, o.LightningNumTypes); // Create Alert System plAlerts = new ParticleList<AlertParticle, VertexAlertInstance>(renderer, o.AlertMaxCount, ParticleType.Alert); BuildAlertModel(renderer); tAlert = renderer.LoadTexture2D(o.AlertImage); // Create Blood System plBloods = new ParticleList<BloodParticle, VertexAlertInstance>(renderer, o.BloodMaxCount, ParticleType.Blood); BuildBloodModel(renderer); tBlood = renderer.LoadTexture2D(o.BloodImage); }