コード例 #1
0
ファイル: TexturaMagna.cs プロジェクト: simo-andreev/Sol12
        public void Draw(RenderComposer composer)
        {
            _rendered = 0;

            _drawMemory.Clear();
            var rect = new Rectangle(
                Engine.Renderer.Camera.ScreenToWorld(Vector2.Zero),
                Engine.Renderer.Camera.ScreenToWorld(Engine.Renderer.DrawBuffer.Size) * 2
                // Engine.Configuration.RenderSize * (Engine.Renderer.Scale - (Engine.Renderer.IntScale - 1)) / Engine.Renderer.Camera.Zoom
                );

            quadTree.GetObjects(rect, ref _drawMemory);
            composer.RenderOutline(new Vector3(rect.Position, 0f), rect.Size, Color.CornflowerBlue, 2);
            _rendered = _drawMemory.Count;

            Engine.Log.Info("\t" + "Mouse position \t" + Engine.Host.MousePosition, "TAAAG");
            // ReSharper disable once ForCanBeConvertedToForeach
            for (var i = 0; i < _drawMemory.Count; i++)
            {
                var tile = _drawMemory[i];

                var c = Color.White.ToUint();

                var a    = composer.GetBatch();
                var data = a.GetData(_tileTexture.Texture);
                data[0].Vertex = tile.Vertex0;
                data[0].Color  = c;
                data[0].UV     = Vector2.Zero;

                data[1].Vertex = tile.Vertex1;
                data[1].Color  = c;
                data[1].UV     = new Vector2(1, 0);

                data[2].Vertex = tile.Vertex2;
                data[2].Color  = c;
                data[2].UV     = new Vector2(1, 1);

                data[3].Vertex = tile.Vertex3;
                data[3].Color  = c;
                data[3].UV     = new Vector2(0, 1);
            }

            composer.SetDepthTest(false);
            composer.SetUseViewMatrix(false);
            composer.RenderLine(new Vector2(20, 20), new Vector2(20, 30), Color.Green, 2);
            composer.RenderLine(new Vector2(20, 20), new Vector2(30, 20), Color.Red, 2);
            composer.RenderLine(new Vector3(20, 20, 0), new Vector3(20, 20, 30), Color.Blue, 10);

            RenderGui(composer);
        }
コード例 #2
0
        private void RenderMouseOverTiles(RenderComposer composer)
        {
            var mouseRect = new Rectangle(Engine.Renderer.Camera.ScreenToWorld(Vector2.Zero), new Vector2(1, 1))
            {
                Center = Engine.Renderer.Camera.ScreenToWorld(Engine.InputManager.MousePosition)
            };

            composer.RenderOutline(new Vector3(mouseRect.Position, 10), mouseRect.Size, Color.Magenta, 2);

            //composer.PushModelMatrix(Matrix4x4.CreateTranslation(new Vector3(-mouseRect.Position, 0)));
            composer.RenderTo(_frameBuffer);
            _drawMemory.Clear();
            quadTree.GetObjects(mouseRect, ref _drawMemory);
            for (var i = 0; i < _drawMemory.Count; i++)
            {
                var tile = _drawMemory[i];

                var a    = composer.GetBatch();
                var data = a.GetData(null);
                data[0].Vertex = tile.Vertex0.ToVec3();
                data[0].Color  = new Color(50 + i, i, 0).ToUint();

                data[1].Vertex = tile.Vertex1.ToVec3();
                data[1].Color  = new Color(i * 20, i, 0).ToUint();

                data[2].Vertex = tile.Vertex2.ToVec3();
                data[2].Color  = new Color(i * 20, i * 20, 0).ToUint();

                data[3].Vertex = tile.Vertex3.ToVec3();
                data[3].Color  = new Color(i, i * 20, 0).ToUint();
            }

            composer.PushCommand(new ExecCodeCommand()
            {
                Func = () =>
                {
                    byte[] pixels = _frameBuffer.Sample(new Rectangle(Engine.InputManager.MousePosition, Vector2.One));

                    _lastMouseX = pixels[3];
                    _lastMouseY = pixels[2];
                }
            });

            //composer.PopModelMatrix();
            composer.RenderTo(null);
        }
コード例 #3
0
        private void RenderMap(RenderComposer composer)
        {
            _drawMemory.Clear();
            var rect = new Rectangle(
                Engine.Renderer.Camera.ScreenToWorld(Vector2.Zero),
                Engine.Configuration.RenderSize * (Engine.Renderer.Scale - (Engine.Renderer.IntScale - 1)) / Engine.Renderer.Camera.Zoom
                );

            quadTree.GetObjects(rect, ref _drawMemory);
            _rendered = _drawMemory.Count;

            composer.RenderOutline(new Vector3(rect.Position, 0f), rect.Size, Color.CornflowerBlue, 2);

            // ReSharper disable once ForCanBeConvertedToForeach
            for (var i = 0; i < _drawMemory.Count; i++)
            {
                var tile = _drawMemory[i];

                var c       = Color.White.ToUint();
                var texture = tile.Height == 1 ? _tileMntTexture : i % 27 == 0 ? _tileGrs2Texture : _tileGrs1Texture;

                var a    = composer.GetBatch();
                var data = a.GetData(texture.Texture);
                data[0].Vertex = tile.Vertex0.ToVec3();
                data[0].Color  = c;
                data[0].UV     = Vector2.Zero;

                data[1].Vertex = tile.Vertex1.ToVec3();
                data[1].Color  = c;
                data[1].UV     = new Vector2(1, 0);

                data[2].Vertex = tile.Vertex2.ToVec3();
                data[2].Color  = c;
                data[2].UV     = new Vector2(1, 1);

                data[3].Vertex = tile.Vertex3.ToVec3();
                data[3].Color  = c;
                data[3].UV     = new Vector2(0, 1);
            }
        }
コード例 #4
0
ファイル: TestScene.cs プロジェクト: simo-andreev/Infflow
        private void RenderMap(RenderComposer composer)
        {
            _drawMemory.Clear();
            var rect = new Rectangle(
                Engine.Renderer.Camera.ScreenToWorld(Vector2.Zero),
                Engine.Configuration.RenderSize * (Engine.Renderer.Scale - (Engine.Renderer.IntScale - 1)) / Engine.Renderer.Camera.Zoom
                );

            quadTree.GetObjects(rect, ref _drawMemory);

            // ReSharper disable once ForCanBeConvertedToForeach
            for (var i = 0; i < _drawMemory.Count; i++)
            {
                var tile = _drawMemory[i];
                var span = composer.GetBatch().GetData(null);
                SetTileRenderData(tile, span);
                if (tile._hasStation)
                {
                    composer.RenderSprite(tile.Position, towerSize, towerTextureAsset.Texture); // render tower
                }
            }
        }