Esempio n. 1
0
        public LiveSphere()
        {
            int num  = this.sphereDiv;
            int num2 = this.sphereDiv * 2;

            this.spherePrim                    = new UIPrimitive((DrawMode)4, (num + 1) * (num2 + 1), num * 2 * (num2 + 1));
            this.spherePrim.Culling            = true;
            this.spherePrim.InternalShaderType = InternalShaderType.LiveSphere;
            float num3 = 3.14159274f / (float)num;
            float num4 = 6.28318548f / (float)num2;
            float num5 = 1f / (float)num2;
            float num6 = 1f / (float)num;

            for (int i = 0; i < num + 1; i++)
            {
                for (int j = 0; j < num2 + 1; j++)
                {
                    float             num7   = -(float)Math.Sin((double)((float)i * num3)) * (float)Math.Cos((double)((float)j * num4));
                    float             num8   = -(float)Math.Cos((double)((float)i * num3));
                    float             num9   = -(float)Math.Sin((double)((float)i * num3)) * (float)Math.Sin((double)((float)j * num4));
                    UIPrimitiveVertex vertex = this.spherePrim.GetVertex(i * (num2 + 1) + j);
                    vertex.Position3D = new Vector3(num7, num8, num9);
                    vertex.U          = num5 * (float)j;
                    vertex.V          = num6 * (float)i;
                }
            }
            ushort[] array = new ushort[num * 2 * (num2 + 1)];
            for (int k = 0; k < num; k++)
            {
                for (int l = 0; l < num2 + 1; l++)
                {
                    array[k * (num2 + 1) * 2 + l * 2]     = (ushort)(k * (num2 + 1) + l);
                    array[k * (num2 + 1) * 2 + l * 2 + 1] = (ushort)((k + 1) * (num2 + 1) + l);
                }
            }
            this.spherePrim.SetIndices(array);
            base.RootUIElement.AddChildLast(this.spherePrim);
            this.LightDirection = new Vector4((float)(Math.Sin((double)this.LightZAngle) * Math.Cos((double)this.LightYAngle)), (float)Math.Cos((double)this.LightZAngle), (float)(Math.Sin((double)this.LightZAngle) * Math.Sin((double)this.LightYAngle)), 0f);
            this.spherePrim.ShaderUniforms["Shininess"] = new float[]
            {
                this.Shininess
            };
            this.spherePrim.ShaderUniforms["Specular"] = new float[]
            {
                this.Specular
            };
            this.SetSize(this.radius * 2f, this.radius * 2f);
            this.flickGesture                = new FlickGestureDetector();
            this.flickGesture.Direction      = FlickDirection.All;
            this.flickGesture.FlickDetected += new EventHandler <FlickEventArgs>(this.FlickEventHandler);
            base.AddGestureDetector(this.flickGesture);
            this.dragGesture = new DragGestureDetector();
            this.dragGesture.DragDetected += new EventHandler <DragEventArgs>(this.DragEventHandler);
            base.AddGestureDetector(this.dragGesture);
            this.PriorityHit = true;
        }
Esempio n. 2
0
        protected internal override void Render()
        {
            if (!this.isExistRenderedVertex())
            {
                return;
            }
            GraphicsContext graphicsContext = UISystem.GraphicsContext;

            ShaderProgramManager.ShaderProgramUnit shaderProgramUnit = ShaderProgramManager.GetShaderProgramUnit(base.InternalShaderType);
            graphicsContext.SetShaderProgram(shaderProgramUnit.ShaderProgram);
            Texture2D texture = base.GetTexture();

            graphicsContext.SetTexture(0, texture);
            bool flag  = false;
            bool flag2 = false;
            bool flag3 = false;

            for (int i = 0; i < this.vertexCount; i++)
            {
                UIPrimitiveVertex uIPrimitiveVertex = this.vertices[i];
                flag  |= uIPrimitiveVertex.NeedUpdatePosition;
                flag2 |= uIPrimitiveVertex.NeedUpdateColor;
                flag3 |= uIPrimitiveVertex.NeedUpdateTexcoord;
                uIPrimitiveVertex.NeedUpdatePosition = false;
                uIPrimitiveVertex.NeedUpdateColor    = false;
                uIPrimitiveVertex.NeedUpdateTexcoord = false;
            }
            if (this.needUpdateVertexAll || flag)
            {
                float[] array = new float[this.VertexCount * 3];
                int     num   = 0;
                for (int j = 0; j < this.VertexCount; j++)
                {
                    UIPrimitiveVertex uIPrimitiveVertex2 = this.vertices[j];
                    array[num++] = uIPrimitiveVertex2.X;
                    array[num++] = uIPrimitiveVertex2.Y;
                    array[num++] = uIPrimitiveVertex2.Z;
                }
                this.vertexBuffer.SetVertices(0, array, 0, 0, this.VertexCount);
            }
            if (this.needUpdateVertexAll || flag)
            {
                float[] array2 = new float[this.VertexCount * 4];
                int     num2   = 0;
                for (int k = 0; k < this.VertexCount; k++)
                {
                    UIPrimitiveVertex uIPrimitiveVertex3 = this.vertices[k];
                    array2[num2++] = uIPrimitiveVertex3.Color.R;
                    array2[num2++] = uIPrimitiveVertex3.Color.G;
                    array2[num2++] = uIPrimitiveVertex3.Color.B;
                    array2[num2++] = uIPrimitiveVertex3.Color.A;
                }
                this.vertexBuffer.SetVertices(1, array2, 0, 0, this.VertexCount);
            }
            if (texture != null)
            {
                if (this.needUpdateVertexAll || flag3)
                {
                    float[] array3 = new float[this.VertexCount * 2];
                    int     num3   = 0;
                    for (int l = 0; l < this.VertexCount; l++)
                    {
                        UIPrimitiveVertex uIPrimitiveVertex4 = this.vertices[l];
                        array3[num3++] = uIPrimitiveVertex4.U;
                        array3[num3++] = uIPrimitiveVertex4.V;
                    }
                    this.vertexBuffer.SetVertices(2, array3, 0, 0, this.VertexCount);
                }
            }
            else if ((this.needUpdateVertexAll || flag3) && this.vertexCount > 0)
            {
                this.vertices[0].NeedUpdateTexcoord = true;
            }
            if (this.needUpdateIndices)
            {
                if (this.indexCount > 0)
                {
                    this.vertexBuffer.SetIndices(this.indices, 0, 0, this.indexCount);
                }
                this.needUpdateIndices = false;
            }
            this.needUpdateVertexAll = false;
            graphicsContext.SetVertexBuffer(0, this.vertexBuffer);
            this.updateLocalToWorld();
            Matrix4 matrix;

            UISystem.viewProjectionMatrix.Multiply(ref this.localToWorld, out matrix);
            shaderProgramUnit.ShaderProgram.SetUniformValue(shaderProgramUnit.UniformIndexOfModelViewProjection, ref matrix);
            shaderProgramUnit.ShaderProgram.SetUniformValue(shaderProgramUnit.UniformIndexOfAlpha, this.finalAlpha);
            using (List <string> .Enumerator enumerator = shaderProgramUnit.OtherUniformNames.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    string current = enumerator.Current;
                    if (base.ShaderUniforms.ContainsKey(current))
                    {
                        shaderProgramUnit.ShaderProgram.SetUniformValue(shaderProgramUnit.Uniforms[current], base.ShaderUniforms[current]);
                    }
                }
            }
            int num4 = (this.indexCount > 0) ? this.indexCount : this.VertexCount;

            graphicsContext.DrawArrays(this.DrawMode, 0, num4);
        }
Esempio n. 3
0
 public static void SetupNinePatch(UIPrimitive primitive, float width, float height, float offsetX, float offsetY, ImageRect imageRect, NinePatchMargin ninePatchMargin)
 {
     if (primitive.MaxVertexCount < 16)
     {
         throw new ArgumentOutOfRangeException("primitive", "UIPrimitive MaxVertexCount is out of range.");
     }
     if (primitive.MaxIndexCount < 28)
     {
         throw new ArgumentOutOfRangeException("primitive", "UIPrimitive MaxIndexCount is out of range.");
     }
     if (primitive.Image != null)
     {
         float[] array = new float[]
         {
             0f,
             (float)ninePatchMargin.Left,
             width - (float)ninePatchMargin.Right,
             width
         };
         float[] array2 = new float[]
         {
             0f,
             (float)ninePatchMargin.Top,
             height - (float)ninePatchMargin.Bottom,
             height
         };
         if (array[1] > width)
         {
             array[1] = width;
         }
         if (array[2] < 0f)
         {
             array[2] = 0f;
         }
         if (array[1] > array[2])
         {
             array[1] = (array[2] = (array[1] + array[2]) / 2f);
         }
         if (array2[1] > height)
         {
             array2[1] = height;
         }
         if (array2[2] < 0f)
         {
             array2[2] = 0f;
         }
         if (array2[1] > array2[2])
         {
             array2[1] = (array2[2] = (array2[1] + array2[2]) / 2f);
         }
         int num     = 0;
         int num2    = 0;
         int width2  = primitive.Image.Width;
         int height2 = primitive.Image.Height;
         int num3    = width2;
         int num4    = height2;
         if (imageRect.X < width2 && imageRect.Y < height2 && imageRect.Width > 0 && imageRect.Height > 0)
         {
             if (imageRect.X > 0)
             {
                 num = imageRect.X;
             }
             num3 = num + imageRect.Width;
             if (num3 > width2)
             {
                 num3 = width2;
             }
             if (imageRect.Y > 0)
             {
                 num2 = imageRect.Y;
             }
             num4 = num2 + imageRect.Height;
             if (num4 > height2)
             {
                 num4 = height2;
             }
         }
         float   num5   = (float)width2;
         float   num6   = (float)height2;
         float   num7   = ((float)ninePatchMargin.Left < array[1] - array[0]) ? ((float)(num + ninePatchMargin.Left)) : ((float)num + array[1] - array[0]);
         float   num8   = ((float)ninePatchMargin.Right < array[3] - array[2]) ? ((float)(num3 - ninePatchMargin.Right)) : ((float)num3 - (array[3] - array[2]));
         float   num9   = ((float)ninePatchMargin.Top < array2[1] - array2[0]) ? ((float)(num2 + ninePatchMargin.Top)) : ((float)num2 + array2[1] - array2[0]);
         float   num10  = ((float)ninePatchMargin.Bottom < array2[3] - array2[2]) ? ((float)(num4 - ninePatchMargin.Bottom)) : ((float)num4 - (array2[3] - array2[2]));
         float[] array3 = new float[]
         {
             (float)num / num5,
             num7 / num5,
             num8 / num5,
             (float)num3 / num5
         };
         float[] array4 = new float[]
         {
             (float)num2 / num6,
             num9 / num6,
             num10 / num6,
             (float)num4 / num6
         };
         if (array3[2] < array3[0])
         {
             array3[2] = array3[0];
         }
         if (array4[2] < array4[0])
         {
             array4[2] = array4[0];
         }
         if (array3[1] > array3[3])
         {
             array3[1] = array3[3];
         }
         if (array4[1] > array4[3])
         {
             array4[1] = array4[3];
         }
         primitive.VertexCount = 16;
         primitive.SetIndices(new ushort[]
         {
             0,
             4,
             1,
             5,
             2,
             6,
             3,
             7,
             7,
             4,
             4,
             8,
             5,
             9,
             6,
             10,
             7,
             11,
             11,
             8,
             8,
             12,
             9,
             13,
             10,
             14,
             11,
             15
         });
         primitive.IndexCount = 28;
         for (int i = 0; i < 4; i++)
         {
             for (int j = 0; j < 4; j++)
             {
                 UIPrimitiveVertex vertex = primitive.GetVertex(i * 4 + j);
                 vertex.X = array[j] + offsetX;
                 vertex.Y = array2[i] + offsetY;
                 vertex.U = array3[j];
                 vertex.V = array4[i];
             }
         }
     }
 }
Esempio n. 4
0
 public static void SetupVerticalThreePatch(UIPrimitive primitive, float width, float height, float offsetX, float offsetY, float topMargin, float bottomMargin)
 {
     if (primitive.MaxVertexCount < 8)
     {
         throw new ArgumentOutOfRangeException("primitive", "UIPrimitive MaxVertexCount is out of range.");
     }
     if (primitive.Image != null)
     {
         int height2 = primitive.Image.Height;
         if ((float)height2 == 0f)
         {
             return;
         }
         float   num   = (float)height2;
         float[] array = new float[]
         {
             0f,
             width
         };
         float[] array2 = new float[]
         {
             0f,
             (topMargin < height) ? topMargin : height,
             (bottomMargin < height) ? (height - bottomMargin) : 0f,
             height
         };
         if (array2[1] > array2[2])
         {
             array2[1] = (array2[2] = (array2[1] + array2[2]) / 2f);
         }
         float[] array3 = new float[]
         {
             0f,
             1f
         };
         float   num2   = (topMargin < array2[1]) ? topMargin : array2[1];
         float   num3   = (bottomMargin < height - array2[2]) ? bottomMargin : (height - array2[2]);
         float[] array4 = new float[]
         {
             0f,
             num2 / num,
             (num - num3) / num,
             1f
         };
         if (array4[2] < 0f)
         {
             array4[2] = 0f;
         }
         if (array4[1] > 1f)
         {
             array4[1] = 1f;
         }
         primitive.VertexCount = 8;
         primitive.SetIndices(new ushort[]
         {
             0,
             1,
             2,
             3,
             4,
             5,
             6,
             7
         });
         primitive.IndexCount = 8;
         for (int i = 0; i < 4; i++)
         {
             for (int j = 1; j >= 0; j--)
             {
                 UIPrimitiveVertex vertex = primitive.GetVertex(i * 2 + j);
                 vertex.X = array[j] + offsetX;
                 vertex.Y = array2[i] + offsetY;
                 vertex.U = array3[j];
                 vertex.V = array4[i];
             }
         }
     }
 }
Esempio n. 5
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 public static void SetupHorizontalThreePatch(UIPrimitive primitive, float width, float height, float offsetX, float offsetY, float leftMargin, float rightMargin)
 {
     if (primitive.MaxVertexCount < 8)
     {
         throw new ArgumentOutOfRangeException("primitive", "UIPrimitive MaxVertexCount is out of range.");
     }
     if (primitive.Image != null)
     {
         int width2 = primitive.Image.Width;
         if ((float)width2 == 0f)
         {
             return;
         }
         float   num   = (float)width2;
         float[] array = new float[]
         {
             0f,
             (leftMargin < width) ? leftMargin : width,
             (rightMargin < width) ? (width - rightMargin) : 0f,
             width
         };
         if (array[1] > array[2])
         {
             array[1] = (array[2] = (array[1] + array[2]) / 2f);
         }
         float[] array2 = new float[]
         {
             0f,
             height
         };
         float   num2   = (leftMargin < array[1]) ? leftMargin : array[1];
         float   num3   = (rightMargin < width - array[2]) ? rightMargin : (width - array[2]);
         float[] array3 = new float[]
         {
             0f,
             num2 / num,
             (num - num3) / num,
             1f
         };
         float[] array4 = new float[]
         {
             0f,
             1f
         };
         if (array3[2] < 0f)
         {
             array3[2] = 0f;
         }
         if (array3[1] > 1f)
         {
             array3[1] = 1f;
         }
         primitive.VertexCount = 8;
         primitive.SetIndices(new ushort[]
         {
             0,
             4,
             1,
             5,
             2,
             6,
             3,
             7
         });
         primitive.IndexCount = 8;
         for (int i = 0; i < 2; i++)
         {
             for (int j = 0; j < 4; j++)
             {
                 UIPrimitiveVertex vertex = primitive.GetVertex(i * 4 + j);
                 vertex.X = array[j] + offsetX;
                 vertex.Y = array2[i] + offsetY;
                 vertex.U = array3[j];
                 vertex.V = array4[i];
             }
         }
     }
 }