public override void Start() { base.Start(); customEffect = EffectSystem.LoadEffect("Effect").WaitForResult(); customEffectInstance = new EffectInstance(customEffect); spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(1) }; // set fixed parameters once customEffectInstance.Parameters.Set(TexturingKeys.Sampler, samplerState); customEffectInstance.Parameters.Set(EffectKeys.Center, new Vector2(0.5f, 0.5f)); customEffectInstance.Parameters.Set(EffectKeys.Frequency, 40); customEffectInstance.Parameters.Set(EffectKeys.Spread, 0.5f); customEffectInstance.Parameters.Set(EffectKeys.Amplitude, 0.015f); customEffectInstance.Parameters.Set(EffectKeys.InvAspectRatio, GraphicsDevice.Presenter.BackBuffer.Height / (float)GraphicsDevice.Presenter.BackBuffer.Width); // NOTE: Linear-Wrap sampling is not available for non-square non-power-of-two textures on opengl es 2.0 samplerState = SamplerState.New(GraphicsDevice, new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Clamp)); // Add Effect rendering to the end of the pipeline var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); renderer = new SceneDelegateRenderer(RenderQuad); compositor.Master.Renderers.Add(renderer); }
public override void Start() { // create the ball sprite. var virtualResolution = new Vector3(GraphicsDevice.Presenter.BackBuffer.Width, GraphicsDevice.Presenter.BackBuffer.Height, 1); spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = virtualResolution }; // Initialize ball's state related variables. resolution = new Vector2(virtualResolution.X, virtualResolution.Y); ballHalfSize = new Vector2(SphereWidth / 2f, SphereHeight / 2f); if (!IsLiveReloading) { ballPosition = resolution / 2; ballSpeed = new Vector2(600, -400); } // Add Graphics Layer var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(RenderSpheres)); }
public override void Start() { // create the SpriteBatch used to render them spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(virtualResolution, 1000) }; // initialize parameters textHeight = Font.MeasureString(KeyboardSessionString).Y; screenSize = new Vector2(virtualResolution.X, virtualResolution.Y); roundTextureSize = new Vector2(RoundTexture.Width, RoundTexture.Height); // activate the gesture recognitions if (!IsLiveReloading) // Live Scripting: do it only on first launch { Input.ActivatedGestures.Add(new GestureConfigDrag()); Input.ActivatedGestures.Add(new GestureConfigFlick()); Input.ActivatedGestures.Add(new GestureConfigLongPress()); Input.ActivatedGestures.Add(new GestureConfigComposite()); Input.ActivatedGestures.Add(new GestureConfigTap()); } // Add Graphics Layer var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(Render)); }
/// <summary> /// Draw all text groups with SpriteBatch /// </summary> public override void Start() { // Create the SpriteBatch used to render them spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(virtualResolution, 1000) }; centerVirtualPosition = new Vector2(virtualResolution.X * 0.5f, virtualResolution.Y * 0.5f); screenSize = new Vector2(GraphicsDevice.Presenter.BackBuffer.Width, GraphicsDevice.Presenter.BackBuffer.Height); screenRenderers.Add(DrawIntroductionCategory); screenRenderers.Add(DrawStaticCategory); screenRenderers.Add(DrawDynamicCategory); screenRenderers.Add(DrawStyleCategory); screenRenderers.Add(DrawAliasCategory); screenRenderers.Add(DrawLanguageCategory); screenRenderers.Add(DrawAlignmentCategory); screenRenderers.Add(DrawAnimationCategory); // Add Graphics Layer var scene = SceneSystem.SceneInstance.Scene; var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor); compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(DrawFont)); }