private void addToDisplayList(List <IObject> displayList, IObject obj, IRoom room) { if (!obj.Visible) { IImageRenderer imageRenderer = getImageRenderer(obj); imageRenderer.Prepare(obj, obj, room.Viewport); return; } addToDisplayList(displayList, obj); }
public AGSRendererLoop (Resolver resolver, IGame game, IImageRenderer renderer, IInput input, AGSWalkBehindsMap walkBehinds, IAGSRoomTransitions roomTransitions, IGLUtils glUtils) { this._glUtils = glUtils; this._resolver = resolver; this._walkBehinds = walkBehinds; this._game = game; this._gameState = game.State; this._renderer = renderer; this._input = input; this._comparer = new RenderOrderSelector (); this._roomTransitions = roomTransitions; _roomTransitions.Transition = new RoomTransitionInstant (); }
public AGSRendererLoop(Resolver resolver, IGame game, IImageRenderer renderer, IInput input, AGSWalkBehindsMap walkBehinds, IAGSRoomTransitions roomTransitions, IGLUtils glUtils) { this._glUtils = glUtils; this._resolver = resolver; this._walkBehinds = walkBehinds; this._game = game; this._gameState = game.State; this._renderer = renderer; this._input = input; this._comparer = new RenderOrderSelector(); this._roomTransitions = roomTransitions; _roomTransitions.Transition = new RoomTransitionInstant(); }
private void renderObject(IViewport viewport, IObject obj) { _matrixUpdater.RefreshMatrix(obj); Size resolution = obj.RenderLayer == null || obj.RenderLayer.IndependentResolution == null ? _game.Settings.VirtualResolution : obj.RenderLayer.IndependentResolution.Value; _glUtils.AdjustResolution(resolution.Width, resolution.Height); IImageRenderer imageRenderer = getImageRenderer(obj); var shader = applyObjectShader(obj); imageRenderer.Render(obj, viewport); removeObjectShader(shader); }
private void renderObject(IRoom room, IObject obj) { Size resolution = obj.RenderLayer == null || obj.RenderLayer.IndependentResolution == null ? _game.Settings.VirtualResolution : obj.RenderLayer.IndependentResolution.Value; _glUtils.AdjustResolution(resolution.Width, resolution.Height); IImageRenderer imageRenderer = getImageRenderer(obj); imageRenderer.Prepare(obj, obj, room.Viewport); var shader = applyObjectShader(obj); imageRenderer.Render(obj, room.Viewport); removeObjectShader(shader); }
public AGSDisplayList(IGameState gameState, IInput input, AGSWalkBehindsMap walkBehinds, IImageRenderer renderer, IGameEvents events, IAGSRoomTransitions roomTransitions) { _roomTransitions = roomTransitions; _gameState = gameState; _input = input; _renderer = renderer; _walkBehinds = walkBehinds; _cache = new ConcurrentDictionary <IViewport, List <IObject> >(); _viewportSubscribers = new ConcurrentDictionary <IViewport, ViewportSubscriber>(); _bindings = new ConcurrentDictionary <string, List <API.IComponentBinding> >(); _comparer = new RenderOrderSelector(); events.OnRepeatedlyExecute?.Subscribe(onRepeatedlyExecute); gameState.UI.OnListChanged.Subscribe(onUiChanged); subscribeObjects(gameState.UI); subscribeRoom(); onSomethingChanged(); }
public AGSRendererLoop(Resolver resolver, IGame game, IImageRenderer renderer, IAGSRoomTransitions roomTransitions, IGLUtils glUtils, IGameWindow gameWindow, IBlockingEvent <DisplayListEventArgs> onBeforeRenderingDisplayList, IDisplayList displayList, IInput input, IMatrixUpdater matrixUpdater) { _input = input; _displayList = displayList; _glUtils = glUtils; _gameWindow = gameWindow; _resolver = resolver; _game = game; _gameState = game.State; _renderer = renderer; _roomTransitions = roomTransitions; _displayListEventArgs = new DisplayListEventArgs(null); _matrixUpdater = matrixUpdater; OnBeforeRenderingDisplayList = onBeforeRenderingDisplayList; _roomTransitions.Transition = new RoomTransitionInstant(); }
public TagsCloudVisualiser(IWordsPreparer preparer, IWordsLayouter layouter, IImageRenderer renderer) { this.preparer = preparer; this.layouter = layouter; this.renderer = renderer; }