public override void Render( SpriteShader shader ) { double secs = ( CurrentMilliseconds() - myStartTime + myStopTime ) / 1000.0; int frame = StartFrame + (int) ( (long) ( secs * FrameRate ) % (long) FrameCount ); if ( frame != myLastFrame ) SubrectOffset = myFrameLocations[ frame ]; base.Render( shader ); }
public override void Render(SpriteShader shader) { double secs = (CurrentMilliseconds() - myStartTime + myStopTime) / 1000.0; int frame = StartFrame + (int)((long)(secs * FrameRate) % (long)FrameCount); if (frame != myLastFrame) { SubrectOffset = myFrameLocations[frame]; } base.Render(shader); }
public virtual void Render(SpriteShader shader) { if (VertsChanged) { myVertices = FindVerts(); VertsChanged = false; } if (!Texture.Ready || shader.Texture.ID != Texture.ID) { shader.Texture = Texture; } shader.Render(myVertices); }
protected override void OnLoad( System.EventArgs e ) { Plugin.Register( "MarsMiner.Shared.CorePlugin", true, true ); Plugin.Register( "MarsMiner.Shared.MarsMinerPlugin", true, true ); ServerBuilder sb = new ServerBuilder { Name = "Local Server", Password = null, SlotCount = 1 }; myLocalServer = new GameServer( sb ); myServerThread = new Thread( myLocalServer.Run ); myServerThread.Start(); myLocalClient = new GameClient(); myLocalClient.ConnectLocal(); myClientThread = new Thread( myLocalClient.Run ); myClientThread.Start(); mySpriteShader = new SpriteShader( Width, Height ); myUIRoot = new UIObject( new Vector2( Width, Height ) ); myFPSText = new UILabel( Font.Large, new Vector2( 4.0f, 4.0f ) ); myFPSText.Text = "FT: ??ms FPS: ?? MEM: ??"; myUIRoot.AddChild( myFPSText ); Mouse.Move += OnMouseMove; Mouse.ButtonUp += OnMouseButtonEvent; Mouse.ButtonDown += OnMouseButtonEvent; /* myTestWorld = new World(); myGeoShader = new GeometryShader( Width, Height ); myGeoShader.UpdateTileMap( 16 ); myGeoRenderers = new List<ChunkRenderer>(); myTestWorld.ChunkLoaded += OnChunkEvent; myTestWorld.ChunkUnloaded += OnChunkEvent; myTestWorld.ChunkChanged += OnChunkEvent; myTestWorld.Generate( 1024, 1024, 4 ); myGeoShader.CameraPosition = new Vector3( 0.0f, 1024.0f, 0.0f ); */ GL.ClearColor( new Color4( 223, 186, 168, 255 ) ); myFrameTimer.Start(); }
public virtual void Render( SpriteShader shader ) { if ( VertsChanged ) { myVertices = FindVerts(); VertsChanged = false; } if ( !Texture.Ready || shader.Texture.ID != Texture.ID ) shader.Texture = Texture; shader.Render( myVertices ); }
protected override void OnRender( SpriteShader shader, Vector2 renderPosition = new Vector2() ) { mySprite.Position = renderPosition; mySprite.Render( shader ); }
protected override void OnRender( SpriteShader shader, Vector2 renderPosition = new Vector2() ) { myButtonSprite.Position = renderPosition; myButtonSprite.Colour = ( IsEnabled ? Colour : DisabledColour ); myButtonSprite.Render( shader ); }
protected override void OnRender( SpriteShader shader, Vector2 renderPosition = new Vector2() ) { myFrameSprite.Position = renderPosition; myFrameSprite.Colour = ( IsEnabled ? OpenTK.Graphics.Color4.White : DisabledColour ); myFrameSprite.Render( shader ); }
public RenderEventArgs( SpriteShader shader, Vector2 drawPosition ) { ShaderProgram = shader; DrawPosition = drawPosition; }
protected virtual void OnRender( SpriteShader shader, Vector2 renderPosition = new Vector2() ) { }
public void Render( SpriteShader shader, Vector2 parentPosition = new Vector2() ) { if ( IsVisible ) { parentPosition += Position; OnRender( shader, parentPosition ); if ( RenderObject != null ) RenderObject( this, new RenderEventArgs( shader, parentPosition ) ); try { foreach ( UIObject child in myChildren ) child.Render( shader, parentPosition + myPaddingTopLeft ); } catch ( Exception ) { } } }