Пример #1
0
        public override void Draw(GameTime gameTime, Frame frame)
        {
            var ir = new ImperativeRenderer(frame, Materials);

            ir.AutoIncrementLayer = true;

            ir.Clear(color: ClearColor);

            var rect1 = new Rectangle(0, 0, 32, 32);
            var rect2 = new Rectangle(1, 1, 30, 30);

            var drawSet = (Action <Rectangle, float>)((r, y) => {
                DrawRow(ref ir, 0f, y + 0f, SamplerState.PointClamp, r);
                DrawRow(ref ir, 0.5f, y + 1 + 64f, SamplerState.PointClamp, r);
                DrawRow(ref ir, 0f, (y + 3 + 128) + 0.5f, SamplerState.PointClamp, r);

                DrawRow(ref ir, 0f, y + 5 + 192f, SamplerState.LinearClamp, r);
                DrawRow(ref ir, 0.5f, y + 7 + 256f, SamplerState.LinearClamp, r);
                DrawRow(ref ir, 0f, (y + 9 + 320) + 0.5f, SamplerState.LinearClamp, r);
            });

            drawSet(rect1, 0f);

            drawSet(rect2, (70f * 6));

            var cornerSamplers = SamplerState.LinearClamp;

            ir.Draw(TestTexture, new Vector2(Graphics.PreferredBackBufferWidth - 1, Graphics.PreferredBackBufferHeight - 1), origin: new Vector2(1, 1), samplerState: cornerSamplers);
            ir.Draw(TestTexture, new Vector2(0, Graphics.PreferredBackBufferHeight - 1), origin: new Vector2(0, 1), samplerState: cornerSamplers);
            ir.Draw(TestTexture, new Vector2(Graphics.PreferredBackBufferWidth - 1, 0), origin: new Vector2(1, 0), samplerState: cornerSamplers);
        }
Пример #2
0
        private void DrawRow(ref ImperativeRenderer ir, float x, float y, SamplerState samplerState)
        {
            var sourceRect = new Rectangle(1, 1, 30, 30);

            ir.Draw(TestTexture, x, y, sourceRect, samplerState: samplerState);
            x += 64f;
            ir.Draw(TestTexture, x, y, sourceRect, scaleX: 2f, scaleY: 2f, samplerState: samplerState);
            x += 96f;

            for (float r = 0.1f; r < Math.PI / 2f; r += 0.2f)
            {
                ir.Draw(TestTexture, x, y, sourceRect, rotation: r, samplerState: samplerState);

                x += 64f;
            }
        }
Пример #3
0
Файл: Game.cs Проект: sq/FNATest
        public override void Draw(GameTime gameTime, Frame frame)
        {
            using (var rtb = BatchGroup.ForRenderTarget(frame, -1, Rt)) {
                var ir = new ImperativeRenderer(rtb, Materials);
                ir.Clear(color: Color.Transparent);
                ir.SetViewport(new Rectangle(128, 128, 256, 256), true);
                ir.FillRectangle(new Rectangle(0, 0, 512, 512), Color.Black, customMaterial: Vpos);
            }

            {
                var ir = new ImperativeRenderer(frame, Materials)
                {
                    AutoIncrementLayer = true
                };
                ir.SetViewport(null, true);
                ir.Clear(color: Color.SteelBlue);
                const float scale = 0.65f;
                var         pos   = new Vector2(Graphics.PreferredBackBufferWidth, Graphics.PreferredBackBufferHeight) / 2f;
                ir.Draw(
                    Texture, pos, origin: Vector2.One * 0.5f, scale: Vector2.One * scale,
                    blendState: BlendState.Opaque,
                    samplerState: SamplerState.LinearClamp
                    );

                ir.DrawString(
                    Font, "Hello, World!", Vector2.Zero,
                    blendState: BlendState.AlphaBlend,
                    material: Materials.ScreenSpaceShadowedBitmap
                    );

                var sg = ir.MakeSubgroup();
                sg.AutoIncrementLayer = true;
                sg.SetViewport(new Rectangle(128, 128, 512, 512), true);
                sg.FillRectangle(new Rectangle(0, 0, 1024, 1024), Color.Black, customMaterial: Vpos);
                sg.SetViewport(null, true);

                ir.Draw(
                    Rt, new Vector2(1920 - 512, 0)
                    );
            }
        }
Пример #4
0
        private void DrawRow(ref ImperativeRenderer ir, float x, float y, SamplerState samplerState, Rectangle sourceRect, bool mirror)
        {
            var tlState = samplerState;

            if ((x == 0) && (y == 0))
            {
                tlState = SamplerState.LinearClamp;
            }

            ir.Draw(TestTexture, x, y, sourceRect, samplerState: tlState, mirrorX: mirror);
            x += 64f;
            ir.Draw(TestTexture, x, y, sourceRect, scaleX: 2f, scaleY: 2f, samplerState: samplerState, mirrorX: mirror);
            x += 96f;

            for (float r = 0.1f; r < Math.PI / 2f; r += 0.2f)
            {
                ir.Draw(TestTexture, x, y, sourceRect, rotation: r, samplerState: samplerState, mirrorX: mirror);

                x += 64f;
            }
        }
Пример #5
0
        private void DrawHud(Frame frame)
        {
            Rectangle titleSafeArea = GraphicsDevice.Viewport.TitleSafeArea;
            Vector2   hudLocation   = new Vector2(titleSafeArea.X, titleSafeArea.Y);
            Vector2   center        = new Vector2(titleSafeArea.X + titleSafeArea.Width / 2.0f,
                                                  titleSafeArea.Y + titleSafeArea.Height / 2.0f);

            // Draw time remaining. Uses modulo division to cause blinking when the
            // player is running out of time.
            string timeString = "TIME: " + level.TimeRemaining.Minutes.ToString("00") + ":" + level.TimeRemaining.Seconds.ToString("00");
            Color  timeColor;

            if (level.TimeRemaining > WarningTime ||
                level.ReachedExit ||
                (int)level.TimeRemaining.TotalSeconds % 2 == 0)
            {
                timeColor = Color.Yellow;
            }
            else
            {
                timeColor = Color.Red;
            }

            var renderer = new ImperativeRenderer(frame, materials, 100, blendState: BlendState.AlphaBlend);

            renderer.DrawString(hudFont, timeString, hudLocation, timeColor, sortKey: 1);
            renderer.DrawString(hudFont, timeString, hudLocation + Vector2.One, Color.Black, sortKey: 0);

            var timeHeight = hudFont.MeasureString(timeString).Y;

            hudLocation.Y = (float)Math.Floor(hudLocation.Y + (timeHeight * 1.2f));

            var scoreText = "SCORE: " + level.Score;

            renderer.DrawString(hudFont, scoreText, hudLocation, Color.Yellow, sortKey: 1);
            renderer.DrawString(hudFont, scoreText, hudLocation + Vector2.One, Color.Black, sortKey: 0);

            // Determine the status overlay message to show.
            Texture2D status = null;

            if (level.TimeRemaining == TimeSpan.Zero)
            {
                if (level.ReachedExit)
                {
                    status = winOverlay;
                }
                else
                {
                    status = loseOverlay;
                }
            }
            else if (!level.Player.IsAlive)
            {
                status = diedOverlay;
            }

            if (status != null)
            {
                // Draw status message.
                Vector2 statusSize = new Vector2(status.Width, status.Height);
                renderer.Draw(status, center - statusSize / 2);
            }
        }