Base class for all texture types.
Inheritance: System.DisposableBase
コード例 #1
1
		/// <summary>
		/// Creates texture atlas from stream.
		/// </summary>
		/// <param name="device"></param>
		public TextureAtlas ( RenderSystem rs, Stream stream, bool useSRgb = false )
		{
			var device = rs.Game.GraphicsDevice;

			using ( var br = new BinaryReader(stream) ) {
			
				br.ExpectFourCC("ATLS", "texture atlas");
				
				int count = br.ReadInt32();
				
				for ( int i=0; i<count; i++ ) {
					var element = new Element();
					element.Index	=	i;
					element.Name	=	br.ReadString();
					element.X		=	br.ReadInt32();
					element.Y		=	br.ReadInt32();
					element.Width	=	br.ReadInt32();
					element.Height	=	br.ReadInt32();

					elements.Add( element );
				}				

				int ddsFileLength	=	br.ReadInt32();
				
				var ddsImageBytes	=	br.ReadBytes( ddsFileLength );

				texture	=	new UserTexture( rs, ddsImageBytes, useSRgb );
			}


			dictionary	=	elements.ToDictionary( e => e.Name );
		}
コード例 #2
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Draw string using specified font texture, position, text and color.
		/// Font texture should contain character glyphs arranged in grid 16x16.
		/// Only ASCII is supported.
		/// </summary>
		/// <param name="fontTexture"></param>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <param name="text"></param>
		/// <param name="color"></param>
		/// <param name="scale"></param>
		/// <param name="clipRectIndex"></param>
		public void DrawDebugString(Texture fontTexture, float x, float y, string text, Color color, float scale, int clipRectIndex )
		{
			int len = text.Length;
			var duv = 1.0f / 16.0f;

			for (int i=0; i<len; i++) {
				int ch = text[i];

				var u  = (ch%16)/16.0f;
				var v  = (ch/16)/16.0f;

				DrawUV(fontTexture, x, y, 8 * scale, 8 * scale, color, u, v, duv, duv, clipRectIndex);
				x += 8 * scale;
			}
		}
コード例 #3
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Adds a sprite to a batch of sprites for rendering using the specified texture, destination rectangle, and color.
		/// </summary>
		/// <param name="texture"></param>
		/// <param name="dstRect"></param>
		/// <param name="color"></param>
		/// <param name="clipRectIndex"></param>
		public void Draw ( Texture texture, RectangleF dstRect, Color color, int clipRectIndex=0 )
		{
			texture	=	texture ?? defaultTexture;

			float w = texture.Width;
			float h = texture.Height;

			DrawUV( texture, dstRect.X, dstRect.Y, dstRect.Width, dstRect.Height, color, 0,0,1,1, clipRectIndex );
		}
コード例 #4
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// 
		/// </summary>
		public void DrawUV( Texture srv, Vector3 leftTopCorner, Vector3 rightBottomCorner, Color color, float u, float v, float tw, float th, int clipRectIndex=0 )
		{
			PushQuad(srv,
					 new SpriteVertex(leftTopCorner.X,		leftTopCorner.Y,	leftTopCorner.Z,	 color, u + 0,  v + 0 , clipRectIndex ),
					 new SpriteVertex(rightBottomCorner.X,	leftTopCorner.Y,	leftTopCorner.Z,	 color, u + tw, v + 0 , clipRectIndex ),
					 new SpriteVertex(rightBottomCorner.X,	leftTopCorner.Y,	rightBottomCorner.Z, color, u + tw, v + th, clipRectIndex ),
					 new SpriteVertex(leftTopCorner.X,		leftTopCorner.Y,	rightBottomCorner.Z, color, u + 0,  v + th, clipRectIndex ));
		}
コード例 #5
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// 
		/// </summary>
		/// <param name="texture"></param>
		/// <param name="dstRect"></param>
		/// <param name="srcRect"></param>
		/// <param name="offsetX"></param>
		/// <param name="offsetY"></param>
		/// <param name="color"></param>
		/// <param name="clipRectIndex"></param>
		public void Draw ( Texture texture, Rectangle dstRect, Rectangle srcRect, int offsetX, int offsetY, Color color, int clipRectIndex=0 )
		{
			texture	=	texture ?? defaultTexture;

			float w = texture.Width;
			float h = texture.Height;

			DrawUV( texture, dstRect.X + offsetY, dstRect.Y + offsetY, dstRect.Width, dstRect.Height, color, srcRect.X/w, srcRect.Y/h, srcRect.Width/w, srcRect.Height/h, clipRectIndex );
		}
コード例 #6
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Draw rotated square with specified position, width, height and rotation angle.
		/// </summary>
		/// <param name="srv"></param>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <param name="size"></param>
		/// <param name="angle"></param>
		/// <param name="color"></param>
        public void DrawSprite( Texture srv, float x, float y, float size, float angle, Color color, int clipRectIndex=0 )
        {
			DrawSprite( srv, x, y, size, size, angle, color, clipRectIndex );
        }
コード例 #7
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Draws beam.
		/// </summary>
		/// <param name="srv"></param>
		/// <param name="p0"></param>
		/// <param name="p1"></param>
		/// <param name="color"></param>
		/// <param name="width"></param>
		public void DrawBeam ( Texture srv, Vector2 p0, Vector2 p1, Color color0, Color color1, float width, float scale=1, float offset=0, int clipRectIndex=0 )
		{
			if (p1 == p0) {
				return;
			}

			var origin	=	new Vector3( p0, 0 );
			var basisX	=	new Vector3( p1 - p0, 0 );
			var basisY	=	new Vector3( -basisX.Y, basisX.X, 0 );

			basisY.Normalize();
			basisY *= (width / 2);

			float u0	=	0 * scale - offset;
			float u1	=	1 * scale - offset;

            PushQuad(srv,
                new SpriteVertex( origin - basisY 			, color0, new Vector2(u0, 0)),
                new SpriteVertex( origin - basisY + basisX	, color1, new Vector2(u1, 0)),
                new SpriteVertex( origin + basisY + basisX	, color1, new Vector2(u1, 1)),
                new SpriteVertex( origin + basisY 			, color0, new Vector2(u0, 1)) 
				);
		}
コード例 #8
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Draw rotated rectangle with specified position, width, height and rotation angle.
		/// </summary>
		/// <param name="srv"></param>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <param name="width"></param>
		/// <param name="height"></param>
		/// <param name="angle"></param>
		/// <param name="color"></param>
        public void DrawSprite(Texture srv, float x, float y, float width, float height, float angle, Color color, int clipRectIndex=0 )
		{
			float c		=	(float)Math.Cos( angle );
			float s		=	(float)Math.Sin( angle );
			float nszx	=	-width / 2;
			float nszy	=	-height / 2;
			float pszx	=	width / 2;
			float pszy	=	height / 2;



            var p0 = new Vector3( pszx * c + pszy * s + x, - pszx * s + pszy * c + y, 0 );
            var p1 = new Vector3( pszx * c + nszy * s + x, - pszx * s + nszy * c + y, 0 );
            var p2 = new Vector3( nszx * c + nszy * s + x, - nszx * s + nszy * c + y, 0 );
            var p3 = new Vector3( nszx * c + pszy * s + x, - nszx * s + pszy * c + y, 0 );
            
            PushQuad(srv,
                new SpriteVertex(p0, color, new Vector2(1, 1), clipRectIndex),
                new SpriteVertex(p1, color, new Vector2(1, 0), clipRectIndex),
                new SpriteVertex(p2, color, new Vector2(0, 0), clipRectIndex),
                new SpriteVertex(p3, color, new Vector2(0, 1), clipRectIndex));
		}
コード例 #9
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Draw axis-aligned quad with stretched texture.
		/// </summary>
		/// <param name="srv"></param>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <param name="w"></param>
		/// <param name="h"></param>
		/// <param name="color"></param>
		/// <param name="clipRectIndex"></param>
		public void Draw ( Texture srv, float x, float y, float w, float h, Color color, int clipRectIndex=0 )
		{
			var c = color;
			PushQuad( srv,
					 new SpriteVertex( x + 0, y + 0, 0, c, 0, 0, clipRectIndex ),
					 new SpriteVertex( x + w, y + 0, 0, c, 1, 0, clipRectIndex ),
					 new SpriteVertex( x + w, y + h, 0, c, 1, 1, clipRectIndex ),
					 new SpriteVertex( x + 0, y + h, 0, c, 0, 1, clipRectIndex ) );
		}
コード例 #10
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Draw axis-aligned quad with specified UV coordinates.
		/// </summary>
		/// <param name="srv"></param>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <param name="w"></param>
		/// <param name="h"></param>
		/// <param name="color"></param>
		/// <param name="u"></param>
		/// <param name="v"></param>
		/// <param name="tw"></param>
		/// <param name="th"></param>
		public void DrawUV ( Texture srv, float x, float y, float w, float h, Color color, float u, float v, float tw, float th, int clipRectIndex=0 )
		{
			var c = color;
			PushQuad( srv,
					 new SpriteVertex( x + 0, y + 0, 0, c, u + 0 ,  v + 0 , clipRectIndex ),
					 new SpriteVertex( x + w, y + 0, 0, c, u + tw,  v + 0 , clipRectIndex ),
					 new SpriteVertex( x + w, y + h, 0, c, u + tw,  v + th, clipRectIndex ),
					 new SpriteVertex( x + 0, y + h, 0, c, u + 0 ,  v + th, clipRectIndex ) );
		}
コード例 #11
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// Draws arbitrary quad with specified vertices.
		/// </summary>
		/// <param name="texture"></param>
		/// <param name="v0"></param>
		/// <param name="v1"></param>
		/// <param name="v2"></param>
		/// <param name="v3"></param>
		internal void DrawQuad ( Texture texture, SpriteVertex v0, SpriteVertex v1, SpriteVertex v2, SpriteVertex v3 )
		{
			PushQuad( texture, v0, v1, v2, v3 );
		}
コード例 #12
0
ファイル: SpriteLayer.cs プロジェクト: demiurghg/FusionEngine
		/// <summary>
		/// 
		/// </summary>
		/// <param name="texture"></param>
		/// <param name="v0"></param>
		/// <param name="v1"></param>
		/// <param name="v2"></param>
		/// <param name="v3"></param>
		void PushQuad ( Texture texture, SpriteVertex v0, SpriteVertex v1, SpriteVertex v2, SpriteVertex v3 )
		{
			texture	=	texture ?? defaultTexture;

			if ( groups.Count == 0 || groups[groups.Count-1].Texture != texture ) {
				groups.Add( new Group { Texture = texture, StartSprite = spriteCount } );
			}

			groups[groups.Count-1].SpriteCount++;
			spriteCount++;

			vertices.Add( v0 );
			vertices.Add( v1 );
			vertices.Add( v2 );
			
			vertices.Add( v0 );
			vertices.Add( v2 );
			vertices.Add( v3 );

			dirty	=	true;
		}