public void InitWithTextureBlock(Texture.TexturePacket.TextureBlock tb) { block = tb; seedsize.X = (float)tb.parent.texture.Width * tb.uv.Width; seedsize.Y = (float)tb.parent.texture.Height * tb.uv.Height; seedorient = new Vector2(0, 0); }
public RenderTargetBinding(RenderTarget2D renderTarget) { if (renderTarget == null) throw new ArgumentNullException("renderTarget"); this._renderTarget = (Texture) renderTarget; this.isTargetCube = false; }
public static int GetIdFromCharacterWorldTexture(Texture tex) { if (tex == MCGirlWorld) return 1; if (tex == MCBoyWorld) return 2; if (tex == ChristmanWorld) return 3; return 0; }
} // Reload() #endregion #region Reset parameters /// <summary> /// Reset parameters /// </summary> protected virtual void ResetParameters() { lastUsedInverseViewMatrix = Matrix.Identity; lastUsedScale = 0.0f; lastUsedAmbientColor = ColorHelper.Empty; lastUsedDiffuseTexture = null; } // ResetParameters()
public override void Draw(GameTime gameTime) { if (this.RtHandle != null && this.TargetRenderer.IsHooked(this.RtHandle.Target)) { this.TargetRenderer.Resolve(this.RtHandle.Target, false); this.capturedScreen = (Texture) this.RtHandle.Target; if (this.ScreenCaptured != null) this.ScreenCaptured(); } GraphicsDeviceExtensions.PrepareStencilRead(this.GraphicsDevice, CompareFunction.Always, StencilMask.None); if (this.capturedScreen != null) { SettingsManager.SetupViewport(this.GraphicsDevice, false); this.TargetRenderer.DrawFullscreen(this.capturedScreen); } this.Elapsed += gameTime.ElapsedGameTime; float num = (float) this.Elapsed.TotalSeconds / this.Duration; float amount = FezMath.Saturate(this.EaseOut ? Easing.EaseOut((double) num, this.EasingType) : Easing.EaseIn((double) num, this.EasingType)); if ((double) amount == 1.0 && (this.WaitUntil == null || this.WaitUntil())) { if (this.Faded != null) { this.Faded(); this.Faded = (Action) null; } this.WaitUntil = (Func<bool>) null; ServiceHelper.RemoveComponent<ScreenFade>(this); } this.TargetRenderer.DrawFullscreen(Color.Lerp(this.FromColor, this.ToColor, amount)); }
public RenderTargetBinding(RenderTarget2D renderTarget) { if (renderTarget == null) throw new ArgumentNullException("renderTarget"); this._renderTarget = (Texture) renderTarget; this._cubeMapFace = CubeMapFace.PositiveX; }
public Player( GamerEntity owner, string entityName, Vector3 position, float orientation) : base("characters", entityName, position, orientation, Color.White, 0) { this.owner = owner; entityState = tEntityState.Active; setCollisions(); // life stuff initializeLifeStuff(); // actions stuff fastShotCooldownTime = 0.0f; dashCooldownTime = 0.0f; dashVelocity = Vector2.Zero; dashParticleTimer = 0.0f; bigShotChargeTimer = 0.0f; bigShotCharging = false; bigShotCooldownTime = 0.0f; mode = tMode.Arcade; if (bigShotBall == null) bigShotBall = TextureManager.Instance.getTexture("projectiles/bigShotPlayer"); if (starXP == null) starXP = TextureManager.Instance.getTexture("GUI/menu/starXP"); if (garlicGunTexture == null) garlicGunTexture = TextureManager.Instance.getTexture("characters/garlicGun"); if (garlicGunBandTexture == null) garlicGunBandTexture = TextureManager.Instance.getTexture("characters/garlicGunBand"); if (wishLife == null) wishLife = TextureManager.Instance.getTexture("GUI/ingame/wishLife"); if (wishLifePortion == null) wishLifePortion = TextureManager.Instance.getTexture("GUI/ingame/wishLifePortion"); if (wishLifePortionEmpty == null) wishLifePortionEmpty = TextureManager.Instance.getTexture("GUI/ingame/wishLifePortionEmpty"); }
public Munitions(Rectangle position, Texture2D texture, Direction direction, int spriteWidth, int spriteHeigth) : base(PlayerType.Munition, spriteWidth, spriteHeigth) { this.Hitbox = position; this.texture = texture; this.Direction = direction; }
public GUIElement(Vector2 min, Vector2 max, Texture image, Vector4 color) { Color = color; ScaleOffset = Vector4.Zero; Image = image; SetDimensions(min, max); }
public void InitWithSeed(Seed seed, Texture.TextureMgr tmgr) { var block = tmgr.GetTexture(seed.texname); tex = block.parent.texture; srcuv = block.uv; seedsize = seed.size; seedorient = seed.orient; }
public void LoadContent() { if (!String.IsNullOrEmpty(_fileName)) { _baseTexture = EngineManager.Game.Content.Load<Texture>(_fileName); _readyToRender = true; } }
public GUIElement(Vector2 min, Vector2 max, Texture image, Vector3 color) { Color = new Vector4(color,1.0f); ScaleOffset = Vector4.Zero; Image = image; UseAlphaOnly = false; SetDimensions(min, max); }
public GUIElementTC(Vector2 min, Vector2 max, Texture image, Vector2 minTC, Vector2 maxTC) { Color = Vector4.One; ScaleOffset = Vector4.Zero; TCMinMax = new Vector4(minTC.X, minTC.Y, maxTC.X, maxTC.Y); Image = image; SetDimensions(min, max); }
public GUIElement(Vector2 min, Vector2 max, Texture image, Vector4 color, bool useAlphaOnly) { Color = color; ScaleOffset = Vector4.Zero; Image = image; UseAlphaOnly = useAlphaOnly; SetDimensions(min, max); }
public static void Init() { Color[] colors = new Color[1]; colors[0] = new Color(255, 255, 255, 255); Texture2D tempTexture = new Texture2D(Stator.device, 1, 1, false, SurfaceFormat.Color); tempTexture.SetData(colors); particleTexture = new Graphics.Texture("#ParticleTexture", tempTexture); }
public RenderTargetBinding (RenderTarget2D renderTarget) { if (renderTarget == null) { throw new ArgumentNullException ("renderTarget"); } _renderTarget = renderTarget; isTargetCube = false; }
public RenderTargetBinding(RenderTarget2D renderTarget) { if (renderTarget == null) throw new ArgumentNullException("renderTarget"); _renderTarget = renderTarget; _arraySlice = (int)CubeMapFace.PositiveX; }
public GUIElement(Vector2 min, Vector2 max, Texture image) { Color = Vector4.One; ScaleOffset = Vector4.Zero; Image = image; UseAlphaOnly = false; SetDimensions(min, max); }
public BillboardRenderComponent(Actor owner) : base(owner) { Effect = null; mDepthOnlyEffect = null; mTexture = null; mGeometry = null; mCurrentTime = 0.0f; }
public RenderTargetBinding(RenderTargetCube renderTarget, CubeMapFace cubeMapFace) { if (renderTarget == null) throw new ArgumentNullException("renderTarget"); if (cubeMapFace < CubeMapFace.PositiveX || cubeMapFace > CubeMapFace.NegativeZ) throw new ArgumentOutOfRangeException("cubeMapFace"); this._renderTarget = (Texture) renderTarget; this._cubeMapFace = cubeMapFace; }
public RenderTargetBinding(RenderTarget2D renderTarget) { if (renderTarget == null) { throw new ArgumentNullException("renderTarget"); } this.renderTarget = renderTarget; cubeMapFace = CubeMapFace.PositiveX; }
public RenderTargetBinding(RenderTargetCube renderTarget, CubeMapFace cubeMapFace) { if (renderTarget == null) throw new ArgumentNullException("renderTarget"); if (cubeMapFace < CubeMapFace.PositiveX || cubeMapFace > CubeMapFace.NegativeZ) throw new ArgumentOutOfRangeException("cubeMapFace"); _renderTarget = renderTarget; _arraySlice = (int)cubeMapFace; }
/// <summary> /// Set value helper to set an effect parameter. /// </summary> /// <param name="param">Param</param> /// <param name="lastUsedValue">Last used value</param> /// <param name="newValue">New value</param> private static void SetValue(EffectParameter param, ref XnaTexture lastUsedValue, XnaTexture newValue) { if (param != null && lastUsedValue != newValue) { lastUsedValue = newValue; param.SetValue(newValue); } }
protected override void Dispose(bool disposing) { base.Dispose(disposing); if (this.RtHandle != null) { this.TargetRenderer.ReturnTarget(this.RtHandle); this.RtHandle = (RenderTargetHandle) null; } this.Faded = (Action) null; this.ScreenCaptured = (Action) null; this.WaitUntil = (Func<bool>) null; this.capturedScreen = (Texture) null; this.IsDisposed = true; }
public void Initialize(Player player, Texture2D textura, Texture texturaFrameProyectil, float daño, Vector2 pos, Vector2 incremento, Colision colision) { _player = player; _textura = textura; _daño = (int)daño; _pos = pos; _colision = colision; _incremento = incremento; //Datos de color de la textura _texturaFrame = textura; textureData = new Color[_texturaFrame.Width * _texturaFrame.Height]; _texturaFrame.GetData(textureData); }
public override void DrawVertices(VerticesMode mode, VertexPositionColorTextured[] vertices) { CheckCreatePositionColorTextureBuffer(); positionColorUvVertexBuffer.SetData(vertices, 0, vertices.Length, SetDataOptions.Discard); BindVertexBuffer(positionColorUvVertexBuffer); if (lastTexture != device.NativeDevice.Textures[0]) { ApplyEffect(true); lastTexture = device.NativeDevice.Textures[0]; } if (lastIndicesCount == -1) DoDraw(mode, vertices.Length); else DoDrawIndexed(mode, vertices.Length, lastIndicesCount); }
public override void Draw(GameTime gameTime) { if (this.effect == null) { this.effect = this.Game.Content.Load<Effect>("Shaders/LightSourceMask"); this.lishsourceTexture = this.Game.Content.Load<Texture2D>(this.lightSourceasset); } this.effect.Parameters["screenRes"].SetValue(new Vector2(16f, 9f)); this.effect.Parameters["halfPixel"].SetValue(this.HalfPixel); this.effect.CurrentTechnique = this.effect.Techniques["LightSourceMask"]; this.effect.Parameters["flare"].SetValue(this.lishsourceTexture); this.effect.Parameters["SunSize"].SetValue(this.lightSize); this.effect.Parameters["lightScreenPosition"].SetValue(this.lighScreenSourcePos); base.Draw(gameTime); }
public override void Initialize(ContentManager contentLoader, ComponentManifest manifest) { Effect genericEffect = contentLoader.Load<Effect>("shaders\\PhongShadow"); // If we have several of these objects, the content manager will return // a single shared effect instance to them all. But we want to preconfigure // the effect with parameters that are specific to this particular // object. By cloning the effect, we prevent one // from stomping over the parameter settings of another. Effect = genericEffect.Clone(); mTexture = contentLoader.Load<Texture>((string)(manifest.Properties[ManifestKeys.TEXTURE])); base.Initialize(contentLoader, manifest); }
public XnaHardwarePixelBuffer(BufferUsage usage) : base(0, 0, 0, PixelFormat.Unknown, usage, false, false) { device = null; surface = null; tempSurface = null; #if !SILVERLIGHT volume = null; tempVolume = null; #endif doMipmapGen = false; HWMipmaps = false; mipTex = null; sliceTRT = new List <RenderTexture>(); }
/// <summary> /// This is called after the scene has been rendered to actually perform the post processing effect. /// The base implementation simply calls SceneRenderer.RenderManager.RenderQuad, passing it the /// material, position, and size to use for rendering. /// </summary> /// <param name="texture">The texture containing the rendered scene.</param> /// <param name="position">The position on the screen to render at.</param> /// <param name="size">The size of the quad to render.</param> public virtual void Run(Texture texture, Vector2 position, Vector2 size) { if (_material == null) { TorqueConsole.Warn("\nPostProcessor.Run - Cannot perform post processing. No material."); return; } GFXDevice.Instance.Device.RenderState.AlphaBlendEnable = false; _material.Texture = texture; SceneRenderer.RenderManager.RenderQuad(_material, position, size); GFXDevice.Instance.Device.RenderState.AlphaBlendEnable = true; }
public QuadTree(Game game, Vector3 position, Matrix view, Matrix projection) { this.graphicsDevice = game.GraphicsDevice; this.position = position; effect = game.Content.Load<Effect>("Multitexture"); sand = game.Content.Load<Texture>("Dirt cracked 00 seamless"); grass = game.Content.Load<Texture>("grass0026_1_l2"); rock = game.Content.Load<Texture>("Tileable stone texture (2)"); snow = game.Content.Load<Texture>("snow"); View = view; Projection = projection; InitializeEffect(); }
public void DrawSprite(Matrix trans, Texture tex, Vector2 ll, Vector2 ur) { VertexPositionTexture[] drawBox = MakeBox(ll, ur); effect.CurrentTechnique = techniqueBasicTexturedRender; paramViewMatrix.SetValue(trans * ortho); paramBoundTexture.SetValue(tex); effect.Begin(); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Begin(); graphics.GraphicsDevice.VertexDeclaration = new VertexDeclaration(graphics.GraphicsDevice, VertexPositionTexture.VertexElements); graphics.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleFan, drawBox, 0, 2); pass.End(); } effect.End(); }
public void ThreadPoolCallback(Object threadContext) { if (this.texture.IsDisposed == false) { try { Global.RemoveTexture(this.texture); this.texture.Dispose(); } catch(Exception e) { Trace.WriteLine("Exception caught disposing of texture: " + e.ToString(), "TextureUse"); } } this.texture = null; }
} // SetParameters() /// <summary> /// Set parameters, this overload sets all material parameters too. /// </summary> public virtual void SetParametersOptimizedGeneral() { if (worldViewProj != null) { worldViewProj.SetValue(BaseGame.WorldViewProjectionMatrix); } if (viewProj != null) { viewProj.SetValue(BaseGame.ViewProjectionMatrix); } if (world != null) { world.SetValue(BaseGame.WorldMatrix); } if (viewInverse != null) { viewInverse.SetValue(BaseGame.InverseViewMatrix); } if (lightDir != null) { lightDir.SetValue(BaseGame.LightDirection); } // Set the reflection cube texture only once if (lastUsedReflectionCubeTexture == null && reflectionCubeTexture != null) { ReflectionCubeTexture = BaseGame.skyCube.SkyCubeMapTexture; } // if (lastUsedReflectionCubeTexture) // This shader is used for MeshRenderManager and we want all // materials to be opacque, else hotels will look wrong. //obs: AlphaFactor = 1.0f; // lastUsed parameters for colors and textures are not used, // but we overwrite the values in SetParametersOptimized. // We fix this by clearing all lastUsed values we will use later. lastUsedAmbientColor = ColorHelper.Empty; lastUsedDiffuseColor = ColorHelper.Empty; lastUsedSpecularColor = ColorHelper.Empty; lastUsedDiffuseTexture = null; lastUsedNormalTexture = null; } // SetParametersOptimizedGeneral()
/// <summary> /// Set parameters, this overload sets all material parameters too. /// </summary> public virtual void SetParametersOptimizedGeneral() { if (worldViewProj != null) { worldViewProj.SetValue(BaseGame.WorldViewProjectionMatrix); } if (viewProj != null) { viewProj.SetValue(BaseGame.ViewProjectionMatrix); } if (world != null) { world.SetValue(BaseGame.WorldMatrix); } if (viewInverse != null) { viewInverse.SetValue(BaseGame.InverseViewMatrix.Translation); } if (lightDir != null) { lightDir.SetValue(BaseGame.LightDirection); } // Set the reflection cube texture only once if (lastUsedReflectionCubeTexture == null && reflectionCubeTexture != null) { ReflectionCubeTexture = BaseGame.UI.SkyCubeMapTexture; } // lastUsed parameters for colors and textures are not used, // but we overwrite the values in SetParametersOptimized. // We fix this by clearing all lastUsed values we will use later. lastUsedAmbientColor = ColorHelper.Empty; lastUsedDiffuseColor = ColorHelper.Empty; lastUsedSpecularColor = ColorHelper.Empty; lastUsedDiffuseTexture = null; lastUsedNormalTexture = null; }
internal void SetMipmapping(bool doMipmapGen, bool MipmapsHardwareGenerated, Texture texture) { this.doMipmapGen = doMipmapGen; HWMipmaps = MipmapsHardwareGenerated; mipTex = texture; }