コード例 #1
0
ファイル: SpriteNode.cs プロジェクト: Daramkun/ProjectLiqueur
 public SpriteNode( ITexture2D texture )
 {
     sprite = new Sprite ( texture );
     World = World2.Identity;
     tempWorld = World2.Identity;
     Alignment = SpriteAlignment.LeftTop;
 }
コード例 #2
0
            public override void Intro( params object [] args )
            {
                LiqueurSystem.GraphicsDevice.IsZWriteEnable = true;
                LiqueurSystem.GraphicsDevice.CullingMode = CullingMode.None;
                LiqueurSystem.GraphicsDevice.ScreenSize = new Vector2 ( 800, 600 );
                LiqueurSystem.GraphicsDevice.BlendState = true;
                LiqueurSystem.GraphicsDevice.BlendOperation = BlendOperation.AlphaBlend;

                vertexShader = LiqueurSystem.GraphicsDevice.CreateShader ( @"#version 120
                attribute vec3 a_position;
                attribute vec2 a_texcoord;

                uniform mat4 proj;
                uniform mat4 modelView;

                varying vec2 v_texcoord;

                void main () {
                vec4 pos = vec4(a_position, 1);
                pos = modelView * pos;
                pos = proj * pos;
                gl_Position = pos;
                v_texcoord = a_texcoord;
                }
                    ", ShaderType.VertexShader );
                vertexShader.Option = new ShaderOption ()
                {
                    AttributeOrdering = new ShaderOption.AttributeOrder []
                    {
                        new ShaderOption.AttributeOrder () { Name = "a_position", VertexType = FlexibleVertexFormat.PositionXYZ },
                        new ShaderOption.AttributeOrder () { Name = "a_texcoord", VertexType = FlexibleVertexFormat.TextureUV1 }
                    }
                };
                fragShader = LiqueurSystem.GraphicsDevice.CreateShader ( @"#version 120
                varying vec2 v_texcoord;

                uniform sampler2D texture;

                void main () {
                gl_FragColor = texture2D ( texture, v_texcoord.st );
                }
                    ", ShaderType.FragmentShader );
                effect = LiqueurSystem.GraphicsDevice.CreateEffect ( vertexShader, fragShader );
                effect.SetArgument<Matrix4x4> ( "modelView", Matrix4x4.Identity * new Daramkun.Liqueur.Mathematics.Transforms.View ( new Vector3 ( -7, 7, 10 ),
                                                                                            new Vector3 ( 0f, 0f, 0f ),
                                                                                            new Vector3 ( 0, 1, 0 ) ).Matrix );
                effect.SetArgument<Matrix4x4> ( "proj", new PerspectiveFieldOfViewProjection ( ( float ) Math.PI / 4, 800 / 600.0f, 0.0001f, 1000.0f ).Matrix );

                vertexBuffer = LiqueurSystem.GraphicsDevice.CreateVertexBuffer<Vertex> ( FlexibleVertexFormat.PositionXY |
                                                                                        FlexibleVertexFormat.Diffuse, new Vertex []
                                                                                        {
                    new Vertex ( new Vector2 ( -5.0f, +5.0f ), new Vector2 ( 0, 1 ) ),
                    new Vertex ( new Vector2 ( +5.0f, -5.0f ), new Vector2 ( 1, 0 ) ),
                    new Vertex ( new Vector2 ( -5.0f, -5.0f ), new Vector2 ( 0, 0 ) ),
                    new Vertex ( new Vector2 ( +5.0f, +5.0f ), new Vector2 ( 1, 1 ) ),
                } );
                indexBuffer = LiqueurSystem.GraphicsDevice.CreateIndexBuffer ( new int [] { 0, 2, 1, 0, 1, 3, } );

                texture = LiqueurSystem.GraphicsDevice.CreateTexture2D ( new PngDecoder ().Decode (
                    Assembly.GetEntryAssembly ().GetManifestResourceStream ( "Test.Windows.CSharp.temp.png" ) )
                                                                        );

                renderBuffer = LiqueurSystem.GraphicsDevice.CreateRenderBuffer ( 1024, 1024 );

                sprite = new Sprite ( texture );
                font = new LsfFont ( Assembly.GetEntryAssembly ().GetManifestResourceStream ( "Test.Windows.CSharp.temp.lsf" ) );

                FpsCalculator calc = new FpsCalculator ();
                calc.DrawEvent += ( object sender, GameTimeEventArgs e ) =>
                {
                    string fpsString = string.Format ( "Update FPS: {0:0.00}\nRender FPS: {1:0.00}", calc.UpdateFPS, calc.DrawFPS );
                    font.DrawFont ( fpsString, Color.Black,
                                   new Vector2 ( 0, LiqueurSystem.GraphicsDevice.ScreenSize.Y - font.MeasureString ( fpsString ).Y ) );
                };
                Add ( calc );

                base.Intro ( args );
            }
コード例 #3
0
ファイル: Font.cs プロジェクト: Daramkun/ProjectLiqueur
 public Font()
 {
     spriteEngine = new Sprite ( null );
 }
コード例 #4
0
ファイル: Font.cs プロジェクト: Daramkun/ProjectLiqueur
 protected virtual void Dispose( bool isDisposing )
 {
     if ( isDisposing )
     {
         if ( spriteEngine != null )
         {
             spriteEngine.Dispose ();
             spriteEngine = null;
         }
     }
 }