void SFML.Graphics.Drawable.Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states) { rnd = new SFML.Graphics.CircleShape(10); ((SFML.Graphics.CircleShape)rnd).Position = new SFML.System.Vector2f(myBody.Position.X, myBody.Position.Y); ((SFML.Graphics.CircleShape)rnd).FillColor = new SFML.Graphics.Color(255, 255, 255, 255); ((SFML.Graphics.CircleShape)rnd).Draw(target, states); Console.Out.Write("Y: " + myBody.Position.Y); }
public RenderStates(GLSLShader shader) { if (shader == null) { SFMLRenderStates = Default.SFMLRenderStates; } else { SFMLRenderStates = new SRenderStates(shader.SFMLShader); } }
private void DrawPreviewLighting(SFML.Graphics.RenderWindow rw) { //pack data in matrix as SFML doesn't support array uniforms SFML.Window.Vector2f[] positions = new SFML.Window.Vector2f[m_maxLights]; for (var i = 0; i < m_lights.Count; ++i) { positions[i] = m_lights[i].Position; } SFML.Graphics.Transform t = new SFML.Graphics.Transform( positions[0].X, positions[0].Y, positions[1].X, positions[1].Y, positions[2].X, positions[2].Y, positions[3].X, positions[3].Y, 0f); m_lightShaderTextured.SetParameter("u_lightColour", m_sunColour); m_lightShaderTextured.SetParameter("u_ambientColour", m_ambientColour); m_lightShaderTextured.SetParameter("u_lightPositions", t); m_lightShaderColoured.SetParameter("u_lightColour", m_sunColour); m_lightShaderColoured.SetParameter("u_ambientColour", m_ambientColour); m_lightShaderColoured.SetParameter("u_lightPositions", t); for (var i = 0; i < m_lights.Count; ++i) { string param = "u_pointColour" + i.ToString(); m_lightShaderTextured.SetParameter(param, m_lights[i].Colour); m_lightShaderColoured.SetParameter(param, m_lights[i].Colour); } SFML.Graphics.RenderStates states = SFML.Graphics.RenderStates.Default; foreach (var layer in m_previewLayers) { //if (layer != m_previewLayers[(int)Layer.Dynamic]) //{ // states.Shader = m_lightShaderTextured; //} foreach (var d in layer) { if (d.Texture == null) { m_lightShaderColoured.SetParameter("u_inverseWorldViewMatrix", d.InverseTransform); states.Shader = m_lightShaderColoured; } else { m_lightShaderTextured.SetParameter("u_texture", SFML.Graphics.Shader.CurrentTexture); m_lightShaderTextured.SetParameter("u_inverseWorldViewMatrix", d.InverseTransform); states.Shader = m_lightShaderTextured; } rw.Draw(d, states); } if (layer == m_previewLayers[(int)Layer.Background] && checkBoxSnap.Checked) { rw.Draw(m_grid); } } }
public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates renderStates);
internal RenderStates(SRenderStates states) { SFMLRenderStates = states; }