public SimpleOverlay(string textureName, string shaderName = "Default", EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { this._texture = TextureManager.AsyncLoad(textureName == null ? "" : textureName); this._shader = new ScreenShaderData(Main.ScreenShaderRef, shaderName); }
public SimpleOverlay(string textureName, ScreenShaderData shader, EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { this._texture = TextureManager.AsyncLoad(textureName == null ? "" : textureName); this._shader = shader; }
public void Draw(SpriteBatch spriteBatch, RenderLayers layer) { if (_overlayCount == 0) { return; } bool flag = false; for (int i = 0; i < _activeOverlays.Length; i++) { for (LinkedListNode <Overlay> linkedListNode = _activeOverlays[i].First; linkedListNode != null; linkedListNode = linkedListNode.Next) { Overlay value = linkedListNode.Value; if (value.Layer == layer && value.IsVisible()) { if (!flag) { spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, null, Main.Transform); flag = true; } value.Draw(spriteBatch); } } } if (flag) { spriteBatch.End(); } }
public void Draw(SpriteBatch spriteBatch, RenderLayers layer) { if (this._overlayCount == 0) { return; } bool flag = false; for (int index = 0; index < this._activeOverlays.Length; ++index) { for (LinkedListNode <Overlay> linkedListNode = this._activeOverlays[index].First; linkedListNode != null; linkedListNode = linkedListNode.Next) { Overlay overlay = linkedListNode.Value; if (overlay.Layer == layer && overlay.IsVisible()) { if (!flag) { spriteBatch.Begin((SpriteSortMode)1, (BlendState)BlendState.AlphaBlend, (SamplerState)SamplerState.LinearClamp, (DepthStencilState)DepthStencilState.Default, (RasterizerState)RasterizerState.CullNone, (Effect)null, Main.Transform); flag = true; } overlay.Draw(spriteBatch); } } } if (!flag) { return; } spriteBatch.End(); }
public void Draw(SpriteBatch spriteBatch, RenderLayers layer) { // padding area of 5 for draws Rectangle area = GetScreenArea(5); for (int x = area.Left; x <= area.Right; x++) { for (int y = area.Top; y <= area.Bottom; y++) { CoverData data = GetData(x, y); // don't do anything if (data.Orientation == 0) { continue; } if (_coveringTypes[data.Type].Layer != layer) { continue; } _coveringTypes[data.Type].Draw(spriteBatch, x, y, data.Variation, data.Orientation); } } }
public Cell(float x, float y, Texture2D texture, RenderLayers layer, Color?tint) { Position = new Vector2(x, y); Texture = texture; Layer = layer; Tint = tint.HasValue ? tint.GetValueOrDefault() : Color.White; GameLoopFunctions.Renderable.Add(this); }
public Button(Texture2D disabled, Texture2D shown, Texture2D clicked, Rectangle position, Color?tint, RenderLayers layer = RenderLayers.FrontSpriteLayer) { textures[0] = disabled; textures[1] = shown; textures[2] = clicked; Position = position; Tint = tint.GetValueOrDefault(); Layer = layer; }
public SimpleOverlay( string textureName, string shaderName = "Default", EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { this._texture = (Asset <Texture2D>)Main.Assets.Request <Texture2D>(textureName == null ? "" : textureName, (AssetRequestMode)1); this._shader = new ScreenShaderData(Main.ScreenShaderRef, shaderName); }
public override void OnInitialize(Microsoft.DirectX.Direct3D.Device d) { ShowMouseCursor = true; d.RenderState.Lighting = true; d.RenderState.FillMode = FillMode.Solid; d.RenderState.ZBufferEnable = true; d.RenderState.ShadeMode = ShadeMode.Phong; d.RenderState.SpecularEnable = true; d.RenderState.AntiAliasedLineEnable = true; d.RenderState.MultiSampleAntiAlias = true; d.RenderState.Ambient = Color.White; d.Lights[0].Diffuse = Color.White; d.Lights[0].Type = LightType.Directional; d.Lights[0].Falloff = 132f; d.Lights[0].InnerConeAngle = 10; d.Lights[0].OuterConeAngle = 20; d.Lights[0].Specular = Color.White; d.Lights[0].Position = new Vector3(0, 0, -100); d.Lights[0].Direction = new Vector3(0, 0, 1); d.Lights[0].Update(); d.Lights[0].Enabled = true; _Projection_ = Matrix.PerspectiveFovLH(.8f, (float)d.Viewport.Width / (float)d.Viewport.Height, 1.0f, 100.0f); _View_ = Matrix.LookAtLH(new Vector3(0, 0, -4f), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); selected_material.Diffuse = Color.Yellow; selected_material.Specular = Color.White; selected_material.SpecularSharpness = 32f; teapot_material.Diffuse = Color.DodgerBlue; teapot_material.Specular = Color.White; teapot_material.SpecularSharpness = 32f; font = new Microsoft.DirectX.Direct3D.Font(d, new System.Drawing.Font("Arial", 12)); teapot = Mesh.Teapot(d); _Line_ = new Microsoft.DirectX.Direct3D.Line(d); RenderLayers.Add(new RenderableLayer(this.Layer1)); RenderLayers.Add(new RenderableLayer(this.Layer2)); /* Remember to set the appropriate State, or risk being stuck in INIT * forever. To begin rendering set the scene state to RENDER. * */ State = SceneState.RENDER; }
public override void Initialise() { base.Initialise(); //Setup the render as a forward renderer Renderer = new RendererForward(); //Load a scene Scene = new DummyScene(); // Load the shaders from disk Shader = new Shader(GraphicsDevice, "ShaderTest0"); var cubeShader = new Shader(GraphicsDevice, "Cube"); // Define the model's vertices and indices VertexPositionColor[] quadVertices = { new VertexPositionColor(new Vector2(-.75f, .75f), Color.Red), new VertexPositionColor(new Vector2(.75f, .75f), Color.Green), new VertexPositionColor(new Vector2(-.75f, -.75f), Color.Blue), new VertexPositionColor(new Vector2(.75f, -.75f), Color.Yellow) }; ushort[] quadIndices = { 0, 1, 2, 3 }; //Create a vertex buffer vertexBuffer = new VertexBuffer <VertexPositionColor>( GraphicsDevice, new VertexPositionColor(), quadVertices.Length, VertexPositionColor.SizeInBytes); //Set the data of the vertex buffer to the vertices vertexBuffer.SetData(0, quadVertices); //Create an index buffer indexBuffer = new IndexBuffer( GraphicsDevice, quadIndices.Length, IndexFormat.UInt16); //Set the data of the index buffer to the indices indexBuffer.SetData(0, quadIndices); // Register the ImGUI Layer RenderLayers.Add(new ImGUILayer(GraphicsDevice)); // Init RenderDoc // RenderDoc.LaunchReplayUI(); }
public override void DrawAtLayer(SpriteBatch spriteBatch, RenderLayers layer, bool beginSB) { if (layer == RenderLayers.All) { if (beginSB) { spriteBatch.Begin(); } spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), null, _color * _opacity.Ease(_currentTime)); if (beginSB) { spriteBatch.End(); } } }
public override void DrawAtLayer(SpriteBatch spriteBatch, RenderLayers layer, bool beginSB) { // draw beacon overlay and particles if (layer == RenderLayers.TilesAndNPCs) { if (beginSB) { spriteBatch.Begin(); } spriteBatch.Draw(SpiritMod.Instance.GetTexture("Textures/Events/BeaconOverlay"), _center - new Vector2(16f, 10f) - Main.screenPosition, Color.White * _overlayOpacity.Ease(_currentTime)); float overlayOpacity = 1.0f - _overlayOpacity.Ease(_currentTime); if (_currentTime < BUILDUP_LENGTH + PAUSE_TIME * 0.5f) { for (int i = 0; i < _particles.Count; i++) { Vector2 scale = _particles[i].Size * new Vector2(0.0625f); spriteBatch.Draw(Main.blackTileTexture, _particles[i].Position - Main.screenPosition, null, Color.White * _particles[i].Lifetime * _particles[i].Opacity * overlayOpacity, 0f, Vector2.Zero, scale, SpriteEffects.None, 0f); } } if (beginSB) { spriteBatch.End(); } } // draw screen flash if (layer == RenderLayers.All) { if (beginSB) { spriteBatch.Begin(); } spriteBatch.Draw(Main.blackTileTexture, new Rectangle(0, 0, Main.screenWidth, Main.screenHeight), null, Color.White * _flashOpacity.Ease(_currentTime)); if (beginSB) { spriteBatch.End(); } } }
#pragma warning restore CC0074 // Make field readonly public static void DrawTexture(SpriteBatch spriteBatch, Texture2D texture, Vector2 cell, RenderLayers layer, Color tint) { spriteBatch.Draw(texture, cell, null, null, null, 0.0f, Vector2.One, tint, SpriteEffects.None, Layers[(int)layer]); }
public virtual void DrawAtLayer(SpriteBatch spriteBatch, RenderLayers layer, bool beginSB) { }
public CoveringOverlay(EffectPriority priority, RenderLayers layer) : base(priority, layer) { }
public AshstormOverlay(EffectPriority priority = 0, RenderLayers layer = RenderLayers.TilesAndNPCs) : base(priority, layer) { _ashes = new Ash[1000]; }
public override void OnInitialize(Microsoft.DirectX.Direct3D.Device d) { RenderLayers.Add(new RenderableLayer(this.Layer1)); State = SceneState.RENDER; }
/// <summary> /// Adds a layer filter for rendering meshes only on the specified layer. /// </summary> /// <param name="modelRenderer">The model renderer.</param> /// <param name="activelayers">The activelayers.</param> /// <returns>ModelRenderer.</returns> public static ModelRenderer AddLayerFilter(this ModelRenderer modelRenderer, RenderLayers activelayers) { modelRenderer.AcceptRenderMesh.Add((context, renderMesh) => (renderMesh.Parameters.Get(RenderingParameters.RenderLayer) & activelayers) != RenderLayers.RenderLayerNone); modelRenderer.AppendDebugName("Layer " + activelayers); return(modelRenderer); }
public static void DrawTexture(SpriteBatch spriteBatch, Texture2D texture, Rectangle cell, RenderLayers layer, Color tint) { spriteBatch.Draw(texture, destinationRectangle: cell, layerDepth: Layers[(int)layer], color: tint); }
public SimpleOverlay(string textureName, ScreenShaderData shader, EffectPriority priority = EffectPriority.VeryLow, RenderLayers layer = RenderLayers.All) : base(priority, layer) { _texture = Main.Assets.Request <Texture2D>((textureName == null) ? "" : textureName, Main.content, (AssetRequestMode)1); _shader = shader; }
public override void Update(double timestep) { if (inputStore.WasPressed(Keys.F2)) { enabledLayers ^= RenderLayers.Normal; } if (inputStore.WasPressed(Keys.F3)) { enabledLayers ^= RenderLayers.Debug; } if (inputStore.WasPressed(Keys.F4)) { enabledLayers ^= RenderLayers.Collision; } if (inputStore.WasPressed(Keys.F5)) { enabledLayers ^= RenderLayers.Scripting; } var entities = this.world.Scene.Entities.Values; foreach (var entity in entities) { var rootTransform = Matrix4x4.Identity; if (entity.TryGetChild <TransformComponent>(out var transform)) { rootTransform = transform.TransformationMatrix; } var renderModels = entity.GetChildren <RenderModelComponent>(); for (int j = 0; j < renderModels.Length; j++) { var renderModel = renderModels[j]; if ((renderModel.RenderModel.RenderLayer & this.enabledLayers) == 0) { continue; } var localTransform = renderModel.RenderModel.CreateTransformationMatrix(); var finalTransform = Matrix4x4.Multiply(localTransform, rootTransform); if (renderModel.DrawCommands == null) { graphics.UploadModel(renderModel.RenderModel, out var commands); renderModel.UpdateDrawCommands(commands); } // BUG: If a model should be rendered by multiple shaders, (ie diffuse + wireframe) we'll need to // submit a draw group with unique draw command instances per shader. This is because the // shader uniform handle is stored on the draw commands. Alternatively, we could perhaps // move the shader uniform handle to the draw group and submit same commands with different // wrapping DrawGroup instances // If we get rid of rendering a single item in multiple shaders, this wouldn't be a problem DrawGroup group = new DrawGroup() { DrawCommands = renderModel.DrawCommands, Transform = finalTransform, Flags = renderModel.RenderModel.Flags }; renderList.Add(group); } if (entity.TryGetChild <PointLightEmitterComponent>(out var pointLight)) { renderList.Add(new PointLight() { Position = pointLight.Light.Position + rootTransform.Translation, Color = pointLight.Light.Color, Radius = pointLight.Light.Radius }); } } }
public AuroraOverlay(EffectPriority priority = EffectPriority.High, RenderLayers layer = RenderLayers.Sky) : base(priority, layer) { }
public Entity(float x, float y, Texture2D texture, RenderLayers layer, Color?tint) : base(x, y, texture, layer, tint) { GameLoopFunctions.Updatable.Add(this); }
public static void Main(string[] args) { //// *********************************************************** //// GroupDocs.Viewer Cloud API Examples //// *********************************************************** //TODO: Get your Client Id and Client Secret at https://dashboard.groupdocs.cloud (free registration is required). Constants.MyClientId = "XXXX-XXXX-XXXX-XXXX"; Constants.MyClientSecret = "XXXXXXXXXXXXXXXX"; Constants.MyStorage = "First Storage"; // Uploading sample test files from local disk to cloud storage Constants.UploadSampleTestFiles(); #region Basic usage GetSupportedFormats.Run(); GetDocumentInformation.Run(); GetAttachments.Run(); HtmlViewerExcludeFonts.Run(); HtmlViewerMinifyHtml.Run(); HtmlViewerResponsiveLayout.Run(); ImageViewerAddTextOverlay.Run(); ImageViewerAdjustImageSize.Run(); ImageViewerAdjustJpgQuality.Run(); ImageViewerGetTextCoordinates.Run(); PdfViewerAdjustJpgQuality.Run(); PdfViewerProtectPdf.Run(); #endregion #region AdvancedUsage ViewProtectedDocument.Run(); SpecifyEncoding.Run(); RenderWithCustomFonts.Run(); AddWatermark.Run(); RenderComments.Run(); RenderNotes.Run(); RenderHiddenPages.Run(); RenderConsecutivePages.Run(); RenderSelectedPages.Run(); ReplaceMissingFont.Run(); ReorderPages.Run(); FlipRotatePages.Run(); GetInfoForArchiveFile.Run(); RenderArchiveFolder.Run(); AdjustOutputImageSize.Run(); GetInfoForCadDrawing.Run(); RenderAllLayouts.Run(); RenderLayers.Run(); RenderSingleLayout.Run(); SplitIntoTiles.Run(); AdjustPageSize.Run(); RenameEmailFields.Run(); GetInfoForProjectFile.Run(); AdjustTimeUnit.Run(); RenderTimeInterval.Run(); GetInfoForOutlookDataFile.Run(); LimitCountOfItemsToRender.Run(); RenderFolder.Run(); FilterMessages.Run(); AdjustImageQuality.Run(); DisableCharsGrouping.Run(); EnableFontHinting.Run(); EnableLayeredRendering.Run(); GetInfoForPdfFile.Run(); RenderOriginalPageSize.Run(); AdjustTextOverflowInCells.Run(); RenderSpreadsheetWithGridLines.Run(); RenderHiddenColumnsAndRows.Run(); RenderPrintAreas.Run(); SkipRenderingOfEmptyColumns.Run(); SkipRenderingOfEmptyRows.Run(); SplitWorksheetsIntoPages.Run(); RenderTrackedChanges.Run(); SpecifyMaxCharsAndRows.Run(); RenderVisioDocumentFigures.Run(); FilterMailStorage.Run(); HtmlViewerLimitImageSize.Run(); HtmlViewerOptimizeForPrinting.Run(); #endregion Console.WriteLine("Completed!"); Console.ReadKey(); }
public Overlay(EffectPriority priority, RenderLayers layer) { this._priority = priority; this._layer = layer; }
//////////////// public CustomEntityOverlay(EffectPriority priority = EffectPriority.VeryHigh, RenderLayers layer = RenderLayers.Walls) : base(priority, layer) { }