コード例 #1
0
ファイル: Quad.cs プロジェクト: Milstein/GameStack
        public Quad(Material material, Vector4 rect, Vector4 color, bool flipV = false)
        {
            _material = material;
            _color    = color;
            _vbuffer  = new VertexBuffer(VertexFormat.PositionColorUV);
            _ibuffer  = new IndexBuffer();

            if (rect == Vector4.Zero)
            {
                rect = new Vector4(-0.5f, -0.5f, 0.5f, 0.5f);
            }

            _vbuffer.Data = new [] {
                rect.X, rect.Y, 0f, _color.X, _color.Y, _color.Z, _color.W, 0f, flipV ? 1f : 0f,
                rect.Z, rect.Y, 0f, _color.X, _color.Y, _color.Z, _color.W, 1f, flipV ? 1f : 0f,
                rect.Z, rect.W, 0f, _color.X, _color.Y, _color.Z, _color.W, 1f, flipV ? 0f : 1f,
                rect.X, rect.W, 0f, _color.X, _color.Y, _color.Z, _color.W, 0f, flipV ? 0f : 1f
            };
            _vbuffer.Commit();
            _ibuffer.Data = new [] { 0, 1, 2, 2, 3, 0 };
            _ibuffer.Commit();
        }
コード例 #2
0
        public Sprite(Stream stream, TextureSettings settings, Vector4 rect, bool relativeRect, Vector4 color, bool flipV = true)
        {
            var tex = new Texture(stream, settings);

            _material = new SpriteMaterial(new SpriteShader(), tex);

            if (rect == Vector4.Zero)
            {
                rect = new Vector4(0, 0, tex.Size.Width, tex.Size.Height);
            }
            else if (relativeRect)
            {
                rect.X *= tex.Size.Width;
                rect.Y *= tex.Size.Height;
                rect.Z *= tex.Size.Width;
                rect.W *= tex.Size.Height;
            }

            _size = new Vector2(rect.Z - rect.X, rect.W - rect.Y);

            _vbuffer      = new VertexBuffer(VertexFormat.PositionColorUV);
            _vbuffer.Data = new [] {
                rect.X, rect.Y, 0f, color.X, color.Y, color.Z, color.W, 0f, flipV ? 1f : 0f,
                rect.Z, rect.Y, 0f, color.X, color.Y, color.Z, color.W, 1f, flipV ? 1f : 0f,
                rect.Z, rect.W, 0f, color.X, color.Y, color.Z, color.W, 1f, flipV ? 0f : 1f,
                rect.X, rect.W, 0f, color.X, color.Y, color.Z, color.W, 0f, flipV ? 0f : 1f
            };
            _vbuffer.Commit();

            _ibuffer      = new IndexBuffer();
            _ibuffer.Data = new [] { 0, 1, 2, 2, 3, 0 };
            _ibuffer.Commit();

            _ioffset = 0;
            _icount  = 6;

            _ownResources = true;
        }
コード例 #3
0
ファイル: Batch.cs プロジェクト: Milstein/GameStack
        protected override void OnEnd()
        {
            var cam = ScopedObject.Find <Camera>();

            if (cam == null)
            {
                throw new InvalidOperationException("There is no active camera.");
            }

            if (_vbuffer == null || _ibuffer == null)
            {
                return;
            }
            _vbuffer.Commit();
            _ibuffer.Commit();

            using (_material.Begin()) {
                cam.Apply(ref Matrix4.Identity);
                using (_vbuffer.Begin()) {
                    _ibuffer.Draw(0, _iidx);
                }
            }
        }
コード例 #4
0
ファイル: Atlas.cs プロジェクト: Milstein/GameStack
        void Initialize(Stream stream, Shader shader = null)
        {
            ThreadContext.Current.EnsureGLContext();

            if (shader == null)
            {
                shader = new SpriteShader();
            }

            int filterMode = 0;
            var defs       = new Dictionary <string, SpriteDefinition>();

            var tr = new TarReader(stream);

            while (tr.MoveNext(false))
            {
                switch (tr.FileInfo.FileName)
                {
                case "atlas.bin":
                    using (var atlasStream = new MemoryStream()) {
                        tr.Read(atlasStream);
                        atlasStream.Position = 0;
                        using (var br = new BinaryReader(atlasStream)) {
                            filterMode = br.ReadInt32();
                            for (var count = br.ReadInt32(); count > 0; --count)
                            {
                                var key   = br.ReadString();
                                var value = SpriteDefinition.Read(br);
                                defs.Add(key, value);
                            }
                        }
                    }
                    break;

                case "sheet.png":
                    using (var sheetStream = new MemoryStream((int)tr.FileInfo.SizeInBytes)) {
                        tr.Read(sheetStream);
                        sheetStream.Position = 0;
                        var tex = new Texture(sheetStream, new TextureSettings {
                            MagFilter = filterMode > 0 ? TextureFilter.Linear : TextureFilter.Nearest,
                            MinFilter = filterMode == 1 ? TextureFilter.Linear : filterMode == 2 ? TextureFilter.Trilinear : TextureFilter.Nearest,
                        });
                        _material = new SpriteMaterial(shader, tex);
                    }
                    break;

                default:
                    throw new ContentException("Unrecognized atlas file " + tr.FileInfo.FileName);
                }
            }

            if (defs == null)
            {
                throw new ContentException("Missing atlas file.");
            }
            if (_material == null)
            {
                throw new ContentException("Missing image file.");
            }

            _sprites = new Dictionary <string, Sprite>();

            _vbuffer = new VertexBuffer(VertexFormat.PositionColorUV);
            _ibuffer = new IndexBuffer();
            var vstride = _vbuffer.Format.Stride * 4;

            int vOffset = 0, iOffset = 0, vcount = 0;
            var vertices = new float[vstride * defs.Count];
            var indices  = new int[6 * defs.Count];
            var tsz      = new Vector2(_material.Texture.Size.Width, _material.Texture.Size.Height);

            foreach (var kvp in defs)
            {
                var def   = kvp.Value;
                var pos   = def.Position;
                var sz    = def.Size;
                var orig  = def.Origin;
                var color = ParseColor(def.Color);
                orig.X *= sz.X;
                orig.Y *= sz.Y;

                if (def.Border != Vector4.Zero)
                {
                    _sprites.Add(kvp.Key, new SlicedSprite(_material, pos, sz, orig, color, def.Border, def.TileX, def.TileY, def.Hollow));
                    continue;
                }

                var uv = new Vector4(
                    pos.X / tsz.X,
                    ((pos.Y + sz.Y)) / tsz.Y,
                    (pos.X + sz.X) / tsz.X,
                    (pos.Y) / tsz.Y
                    );

                Array.Copy(new[] {
                    -orig.X, -orig.Y, 0f, color.X, color.Y, color.Z, color.W, uv.X, uv.Y,
                    sz.X - orig.X, -orig.Y, 0f, color.X, color.Y, color.Z, color.W, uv.Z, uv.Y,
                    sz.X - orig.X, sz.Y - orig.Y, 0f, color.X, color.Y, color.Z, color.W, uv.Z, uv.W,
                    -orig.X, sz.Y - orig.Y, 0f, color.X, color.Y, color.Z, color.W, uv.X, uv.W
                }, 0, vertices, vOffset, vstride);

                Array.Copy(new[] {
                    vcount + 0, vcount + 1, vcount + 2, vcount + 2, vcount + 3, vcount + 0
                }, 0, indices, iOffset, 6);

                var sprite = new Sprite(_material, sz, _vbuffer, _ibuffer, iOffset, 6);
                _sprites.Add(kvp.Key, sprite);
                vOffset += vstride;
                iOffset += 6;
                vcount  += 4;
            }

            _vbuffer.Data = vertices;
            _vbuffer.Commit();

            _ibuffer.Data = indices;
            _ibuffer.Commit();
        }
コード例 #5
0
ファイル: TextBlock.cs プロジェクト: Milstein/GameStack
        public void Build()
        {
            if (!_isDirty || _text == null || _font == null)
            {
                return;
            }

            if (_vbuffer == null)
            {
                _vbuffer = new VertexBuffer(VertexFormat.PositionColorUV);
            }
            if (_ibuffer == null)
            {
                _ibuffer = new IndexBuffer();
            }

            var     i     = 0;
            TextRun run   = null;
            var     lines = new List <List <TextRun> >();
            var     line  = new List <TextRun>();

            //var nestedRuns = new Stack<TextRun>();
            //var nestedTags = new Stack<string>();
            lines.Add(line);
            run = new TextRun(_font, i, _kerning, _color);
            line.Add(run);

            var trim = false;

            while (i < _text.Length)
            {
                if (char.IsLowSurrogate(_text, i))
                {
                    i++;
                    continue;
                }

                if (trim)
                {
                    if (char.IsWhiteSpace(_text, i))
                    {
                        i++;
                        continue;
                    }
                    else
                    {
                        trim = false;
                    }
                }

                var c = char.ConvertToUtf32(_text, i++);
                if (c == '\n')
                {
                    run.End = i;
                    line    = new List <TextRun>();
                    lines.Add(line);
                    run = new TextRun(run, i);
                    line.Add(run);
                    continue;
                }
                else if (c < 32)
                {
                    continue;
                }

                var ch = run.Font[c];
                if (ch == null)
                {
                    ch = run.Font['?'];
                    if (ch == null)
                    {
                        ch = run.Font[' '];
                        if (ch == null)
                        {
                            continue;
                        }
                    }
                }

                run.Push(ch);
                if (_width > 0f && line.Sum(tr => tr.Width) > _width)
                {
                    int count;
                    var back = run.FindBreak(out count);
                    if (i - back <= run.Start)
                    {
                        if (line.Count > 1)
                        {
                            line.RemoveAt(line.Count - 1);
                            line = new List <TextRun>();
                            lines.Add(line);
                            line.Add(run);
                            trim = true;
                            continue;
                        }
                        else
                        {
                            back = 1;
                        }
                    }
                    i -= back - count;
                    run.Pop(back);
                    line = new List <TextRun>();
                    lines.Add(line);
                    run = new TextRun(run, i);
                    line.Add(run);
                    trim = true;
                }
            }
            run.End = i;

            _actualSize.X = lines.Max(l => l.Sum(tr => tr.Width));
            _actualSize.Y = lines.Sum(l => l.Max(tr => tr.Height) + _leading);

            var vertices = new List <float>();
            var indices  = new List <int>();
            var y        = 0f;

            for (i = lines.Count - 1; i >= 0; --i)
            {
                var tl = lines[i];
                var x  = 0f;
                if (_halign == HorizontalAlignment.Right)
                {
                    x = _width - tl.Sum(tr => tr.Width);
                }
                else if (_halign == HorizontalAlignment.Center)
                {
                    x = Mathf.Floor((_width - tl.Sum(tr => tr.Width)) / 2f);
                }

                foreach (var tr in tl)
                {
                    tr.Build(vertices, indices, new Vector3(x, y + (tr.Font.LineHeight - tr.Font.Base), 0f));
                    x += tr.Width;
                }
                y += tl.Max(tr => tr.Height) + _leading;
            }

            _vbuffer.Data = vertices.ToArray();
            _vbuffer.Commit();
            _ibuffer.Data = indices.ToArray();
            _ibuffer.Commit();

            _isDirty = false;
        }