public static void SetupViewport(this GraphicsDevice device, bool forceLetterbox = false) { int backBufferWidth = device.PresentationParameters.BackBufferWidth; int backBufferHeight = device.PresentationParameters.BackBufferHeight; if (!forceLetterbox) { RenderTargetBinding[] renderTargets = device.GetRenderTargets(); if (renderTargets.Length > 0 && renderTargets[0].RenderTarget is Texture2D) { return; } } device.ScissorRectangle = new Rectangle(0, 0, backBufferWidth, backBufferHeight); double num1 = (double)backBufferWidth / (double)backBufferHeight; int num2 = Math.Max(backBufferWidth / 640 * 640, 1280); int num3 = FezMath.Round((double)num2 / 1.77777779102325); device.Viewport = new Viewport() { X = (backBufferWidth - num2) / 2, Y = (backBufferHeight - num3) / 2, Width = num2, Height = num3, MinDepth = 0.0f, MaxDepth = 1f }; SettingsManager.viewScale = (float)device.Viewport.Width / 1280f; }
public void RebuildGeometry() { if (this.surfaces == null) { return; } if (this.Geometry == null) { this.Geometry = new ShaderInstancedIndexedPrimitives <VertexPositionNormalTextureInstance, Matrix>(PrimitiveType.TriangleList, 60); } int capacity = Enumerable.Sum <TrixelSurface>((IEnumerable <TrixelSurface>) this.surfaces, (Func <TrixelSurface, int>)(x => x.RectangularParts.Count)); Dictionary <RectangularTrixelSurfacePart, FaceMaterialization <VertexPositionNormalTextureInstance> > dictionary = new Dictionary <RectangularTrixelSurfacePart, FaceMaterialization <VertexPositionNormalTextureInstance> >(capacity * 4); VertexGroup <VertexPositionNormalTextureInstance> vertexGroup = new VertexGroup <VertexPositionNormalTextureInstance>(capacity); Vector3 vector3_1 = this.size / 2f; foreach (RectangularTrixelSurfacePart key in Enumerable.SelectMany <TrixelSurface, RectangularTrixelSurfacePart>((IEnumerable <TrixelSurface>) this.surfaces, (Func <TrixelSurface, IEnumerable <RectangularTrixelSurfacePart> >)(x => (IEnumerable <RectangularTrixelSurfacePart>)x.RectangularParts))) { if (!dictionary.ContainsKey(key)) { Vector3 normal = FezMath.AsVector(key.Orientation); Vector3 vector3_2 = FezMath.AsVector(FezMath.GetTangent(key.Orientation)) * (float)key.TangentSize / 16f; Vector3 vector3_3 = FezMath.AsVector(FezMath.GetBitangent(key.Orientation)) * (float)key.BitangentSize / 16f; Vector3 v = key.Start.Position / 16f + (FezMath.IsPositive(key.Orientation) ? 1f : 0.0f) * normal / 16f - vector3_1; FaceMaterialization <VertexPositionNormalTextureInstance> faceMaterialization = new FaceMaterialization <VertexPositionNormalTextureInstance>() { V0 = vertexGroup.Reference(new VertexPositionNormalTextureInstance(FezMath.Round(v, 4), normal)), V1 = vertexGroup.Reference(new VertexPositionNormalTextureInstance(FezMath.Round(v + vector3_2, 4), normal)), V2 = vertexGroup.Reference(new VertexPositionNormalTextureInstance(FezMath.Round(v + vector3_2 + vector3_3, 4), normal)), V3 = vertexGroup.Reference(new VertexPositionNormalTextureInstance(FezMath.Round(v + vector3_3, 4), normal)) }; faceMaterialization.SetupIndices(key.Orientation); dictionary.Add(key, faceMaterialization); } } VertexPositionNormalTextureInstance[] normalTextureInstanceArray = new VertexPositionNormalTextureInstance[vertexGroup.Vertices.Count]; int index = 0; foreach (SharedVertex <VertexPositionNormalTextureInstance> sharedVertex in (IEnumerable <SharedVertex <VertexPositionNormalTextureInstance> >)vertexGroup.Vertices) { normalTextureInstanceArray[index] = sharedVertex.Vertex; normalTextureInstanceArray[index].TextureCoordinate = FezMath.ComputeTexCoord <VertexPositionNormalTextureInstance>(normalTextureInstanceArray[index], this.size) * new Vector2(1.333333f, 1f); sharedVertex.Index = index++; } int[] numArray = new int[dictionary.Count * 6]; int num = 0; foreach (FaceMaterialization <VertexPositionNormalTextureInstance> faceMaterialization in dictionary.Values) { for (ushort relativeIndex = (ushort)0; (int)relativeIndex < 6; ++relativeIndex) { numArray[num++] = faceMaterialization.GetIndex(relativeIndex); } } this.Geometry.Vertices = normalTextureInstanceArray; this.Geometry.Indices = numArray; if (this.artObject == null) { return; } this.PostInitialize(); }
public static Vector3 Round(this Vector3 v) { return(new Vector3((float)FezMath.Round((double)v.X), (float)FezMath.Round((double)v.Y), (float)FezMath.Round((double)v.Z))); }
public static Vector2 Round(this Vector2 v) { return(new Vector2((float)FezMath.Round((double)v.X), (float)FezMath.Round((double)v.Y))); }
public static float SnapPhi(float phi) { return((float)FezMath.Round(0.636619754652023 * (double)phi) / 0.6366197f); }