Пример #1
0
        public void SetDrawInformation(DrawInformation drawInfo)
        {
            this.drawInformation = drawInfo;

            drawInformation.SetPixelShader(GUID_RipplePixelShader, PixelOptions.None);
            drawInformation.SetInputDescription(0, new InputDescription(Filter.MinimumMagLinearMipPoint, 1));
        }
Пример #2
0
        public void SetDrawInformation(DrawInformation drawInfo)
        {
            this.drawInformation = drawInfo;

            drawInformation.SetVertexProcessing(
                vertexBuffer,
                VertexOptions.UseDepthBuffer,
                null,
                new VertexRange(0, numberOfVertices),
                GUID_WaveVertexShader
                );
        }
Пример #3
0
        public void SetDrawInformation(DrawInformation drawInfo)
        {
            this.drawInformation = drawInfo;

            drawInformation.SetVertexProcessing(
               vertexBuffer,
               VertexOptions.UseDepthBuffer,
               null,
               new VertexRange(0, numberOfVertices),
               GUID_WaveVertexShader
               );
        }
Пример #4
0
 public void Draw(SpriteBatch batch, DrawInformation information)
 {
     if (_isLight != information.DrawLights)
         return;
     for (int index = 0; index < _particles.Count; index++)
     {
         _particles[index].Draw(Game1.Instance.SpriteBatch,information);
     }
 }
Пример #5
0
        public void SetDrawInformation(DrawInformation drawInfo)
        {
            this.drawInformation = drawInfo;

            drawInformation.SetPixelShader(GUID_RipplePixelShader, PixelOptions.None);
            drawInformation.SetInputDescription(0, new InputDescription(Filter.MinimumMagLinearMipPoint, 1));
        }
Пример #6
0
        public void Draw(SpriteBatch spriteBatch,DrawInformation information)
        {
            Rectangle sourceRectangle = new Rectangle(0, 0, Texture.Width, Texture.Height);
            Vector2 origin = new Vector2(Texture.Width / 2, Texture.Height / 2);
            Vector2 _loc = information.Position;
            Vector2 _size = new Vector2(Size,Size);
            if (information.Centered)
                _loc = information.Position - (_size / 2);
            else
                _loc = information.Position;

            Vector2 center = Game1.Instance.Camera.Center;
            Rectangle bounds = Game1.Instance.Window.ClientBounds;

               // spriteBatch.Draw(Texture, new Rectangle((int)_loc.X - (int)center.X + (int)Math.Round(bounds.Width / 2.0f),
               //     (int)_loc.Y - (int)center.Y + (int)Math.Round(bounds.Height / 2.0f), (int)_size.X, (int)_size.Y),
               //     new Rectangle(0, 0, (int)_size.X, (int)_size.Y), Color.White, information.Rotation, _size / 2, SpriteEffects.None, 0.5f);

            spriteBatch.Draw(Texture, information.Position-center+PositionOffset+new Vector2((float)Math.Round(bounds.Width / 2.0f),(float)Math.Round(bounds.Height / 2.0f)), sourceRectangle, Color*Alpha,
                Angle, origin, Size, SpriteEffects.None, 0f);
        }