Пример #1
0
        /// <summary>Function called to render the sprite data.</summary>
        /// <returns>The presentation interval to use when rendering.</returns>
        protected override int OnRender()
        {
            var spriteRegion = SpriteContent.Texture.ToPixel(SpriteContent.TextureCoordinates).ToRectangleF();
            var imageRegion  = new DX.RectangleF(0, 0, SpriteContent.Texture.Width, SpriteContent.Texture.Height);

            RenderSpriteTextureWithoutSprite(imageRegion, spriteRegion);

            SwapChain.RenderTargetView.Clear(BackgroundColor);

            Renderer.Begin();

            if (IsAnimating)
            {
                // Draw the pattern layer.
                Renderer.DrawFilledRectangle(new DX.RectangleF(0, 0, SwapChain.Width, SwapChain.Height),
                                             new GorgonColor(GorgonColor.White, (0.5f - TextureAlpha.Min(0.5f).Max(0)) * 2),
                                             BackgroundPattern,
                                             new DX.RectangleF(0, 0, SwapChain.Width / BackgroundPattern.Width, SwapChain.Height / BackgroundPattern.Height));

                RenderRect(imageRegion, new GorgonColor(GorgonColor.White, TextureAlpha * 2), BackgroundPattern, new DX.RectangleF(0, 0, (imageRegion.Width * ZoomScaleValue) / BackgroundPattern.Width, (imageRegion.Height * ZoomScaleValue) / BackgroundPattern.Height));
                RenderRect(spriteRegion, GorgonColor.White, BackgroundPattern, new DX.RectangleF(0, 0, (spriteRegion.Width * ZoomScaleValue) / BackgroundPattern.Width, (spriteRegion.Height * ZoomScaleValue) / BackgroundPattern.Height));
            }
            else
            {
                // Draw the pattern layer.
                RenderRect(imageRegion, GorgonColor.White, BackgroundPattern, new DX.RectangleF(0, 0, (imageRegion.Width * ZoomScaleValue) / BackgroundPattern.Width, (imageRegion.Height * ZoomScaleValue) / BackgroundPattern.Height));
            }

            // Draw the image buffer layer.
            Renderer.DrawFilledRectangle(new DX.RectangleF(0, 0, SwapChain.Width, SwapChain.Height), new GorgonColor(GorgonColor.White, TextureAlpha), ImageBufferTexture, new DX.RectangleF(0, 0, 1, 1));

            // Draw the sprite layer.
            Renderer.DrawSprite(_workingSprite);

            // Draw an indicator for the anchor.
            DX.Vector2 anchorPos = ToClient(new DX.Vector2(SpriteContent.Anchor.X * spriteRegion.Width + spriteRegion.Left,
                                                           SpriteContent.Anchor.Y * spriteRegion.Height + spriteRegion.Top)).Truncate();

            Renderer.DrawEllipse(new DX.RectangleF(anchorPos.X - 4, anchorPos.Y - 4, 8, 8), GorgonColor.Black);
            Renderer.DrawEllipse(new DX.RectangleF(anchorPos.X - 3, anchorPos.Y - 3, 6, 6), GorgonColor.White);

            // We convert to integer first so we can clip the decimal places.
            _marchAnts.Draw(Renderer.MeasureSprite(_workingSprite).Truncate());

            Renderer.End();

            return(1);
        }
Пример #2
0
        /// <summary>Function called to render the sprite data.</summary>
        /// <returns>The presentation interval to use when rendering.</returns>
        protected override int OnRender()
        {
            DX.RectangleF spriteRegion = _picker.Rectangle;
            var           imageRegion  = new DX.RectangleF(0, 0, SpriteContent.Texture.Width, SpriteContent.Texture.Height);

            RenderSpriteTextureWithoutSprite(imageRegion, spriteRegion);

            SwapChain.RenderTargetView.Clear(BackgroundColor);

            Renderer.Begin();

            // Draw the pattern layer.
            RenderRect(imageRegion, GorgonColor.White, BackgroundPattern, new DX.RectangleF(0, 0, (imageRegion.Width * ZoomScaleValue) / BackgroundPattern.Width, (imageRegion.Height * ZoomScaleValue) / BackgroundPattern.Height));
            // Draw the image buffer layer.
            Renderer.DrawFilledRectangle(new DX.RectangleF(0, 0, SwapChain.Width, SwapChain.Height), new GorgonColor(GorgonColor.White, 0.5f), ImageBufferTexture, new DX.RectangleF(0, 0, 1, 1));
            // Draw the sprite layer.
            RenderRect(spriteRegion, GorgonColor.White, SpriteContent.Texture, SpriteContent.Texture.ToTexel(spriteRegion.ToRectangle()), TextureArrayIndex, GorgonSamplerState.PointFiltering);

            _marchAnts.Draw(ToClient(spriteRegion));

            Renderer.End();

            return(1);
        }
Пример #3
0
        /// <summary>Function to draw the texture.</summary>
        /// <param name="renderer">The renderer used to draw the texture.</param>
        /// <param name="image">The image being rendered.</param>
        /// <param name="batchState">The currently active batch render state.</param>
        protected override void OnDrawTexture(Gorgon2D renderer, IImageContent image, Gorgon2DBatchState batchState)
        {
            renderer.End();

            float imageWidth  = TextureBounds.Width / 4;
            float imageHeight = TextureBounds.Height / 3;

            float centerCanvasX = TextureBounds.Width / 2.0f + TextureBounds.Left;
            float centerCanvasY = TextureBounds.Height / 2.0f + TextureBounds.Top;

            float imageX = centerCanvasX - imageWidth;
            float imageY = centerCanvasY - (imageHeight / 2.0f);

            var bounds = new DX.RectangleF(imageX,
                                           imageY,
                                           imageWidth,
                                           imageHeight);

            int cubeGroup = image.CurrentArrayIndex / 6;

            _cubeImageBounds[0] = new DX.RectangleF(bounds.Left + bounds.Width, bounds.Top, bounds.Width, bounds.Height);
            _cubeImageBounds[1] = new DX.RectangleF(bounds.Left - bounds.Width, bounds.Top, bounds.Width, bounds.Height);
            _cubeImageBounds[2] = new DX.RectangleF(bounds.Left, bounds.Top - bounds.Height, bounds.Width, bounds.Height);
            _cubeImageBounds[3] = new DX.RectangleF(bounds.Left, bounds.Top + bounds.Height, bounds.Width, bounds.Height);
            _cubeImageBounds[4] = bounds;
            _cubeImageBounds[5] = new DX.RectangleF(bounds.Left + (bounds.Width * 2), bounds.Top, bounds.Width, bounds.Height);

            int selectedImage = image.CurrentArrayIndex % 6;

            renderer.Begin(batchState);

            for (int i = 0; i < 6; ++i)
            {
                renderer.DrawFilledRectangle(_cubeImageBounds[i],
                                             new GorgonColor(GorgonColor.White, Alpha),
                                             _textureView,
                                             new DX.RectangleF(0, 0, 1, 1),
                                             (cubeGroup * 6) + i,
                                             textureSampler: GorgonSamplerState.PointFiltering);
            }

            renderer.End();

            renderer.Begin();

            for (int i = 0; i < _cubeImageBounds.Length; ++i)
            {
                renderer.DrawRectangle(_cubeImageBounds[i], new GorgonColor(GorgonColor.Black, 0.88f), 1);
            }

            _selectionRect.Draw(_cubeImageBounds[selectedImage]);

            var offset = new DX.Vector2(0, _axisFont.MeasureLine("+X", true).Height);

            renderer.DrawString("+X", _cubeImageBounds[0].BottomLeft - offset, _axisFont, GorgonColor.White);
            renderer.DrawString("-X", _cubeImageBounds[1].BottomLeft - offset, _axisFont, GorgonColor.White);
            renderer.DrawString("+Y", _cubeImageBounds[2].BottomLeft - offset, _axisFont, GorgonColor.White);
            renderer.DrawString("-Y", _cubeImageBounds[3].BottomLeft - offset, _axisFont, GorgonColor.White);
            renderer.DrawString("+Z", _cubeImageBounds[4].BottomLeft - offset, _axisFont, GorgonColor.White);
            renderer.DrawString("-Z", _cubeImageBounds[5].BottomLeft - offset, _axisFont, GorgonColor.White);

            renderer.End();
        }