void Setup() { m_ProgramParam = new GLProgramParameter("Shader", "Shader"); m_SpriteBatcher = new SpriteBatcher(m_GLGraphics, m_ProgramParam, 100); GL.FrontFace(FrontFaceDirection.Ccw); //GL.Enable(EnableCap.DepthTest); GL.Enable(EnableCap.CullFace); }
internal void DoDraw(GameTime aGameTime) { if (!_devicesLoaded) { return; } // GG EDIT if (_isActive && _initialized) { SpriteBatcher.startFrame(); Draw(aGameTime); } }
public SkeletonRenderer (GraphicsDevice device) { this.device = device; batcher = new SpriteBatcher(); effect = new BasicEffect(device); effect.World = Matrix.Identity; effect.View = Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up); effect.TextureEnabled = true; effect.VertexColorEnabled = true; rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.None; Bone.yDown = true; }
public static void Main(string[] args) { var batcher = new SpriteBatcher(); batcher.DrawBatch(0); }
/// <summary> /// Redraw the scroll button's image /// </summary> private void ReDrawImage() { // *** // Draw the non-highlighted version // *** int width = this.Size.x - 5; int height = this.Size.y - 5; SpriteBatcher batcher = new SpriteBatcher(width, height); batcher.BeginDraw(Color.Transparent); // Draw your card // build picture background batcher.Draw(this.buildingBack, new Rectangle(0, 15, cardImageWidth, 3), new Rectangle(1, 0, 2, 3)); batcher.Draw(this.buildingBack, new Rectangle(0, 15, 3, cardImageHeight), new Rectangle(1, 0, 3, 2)); batcher.Draw(this.buildingBack, new Rectangle(3, 18, cardImageWidth - 3, cardImageHeight - 3), new Rectangle(2, 2, 1, 1)); // build picture double scale = Math.Min(this.cardImageWidth / (double)this.data.IconImage.Width, this.cardImageHeight / (double)this.data.IconImage.Height); int offsetX = (this.cardImageWidth - (int)(this.data.IconImage.Width * scale)) / 2; int offsetY = (this.cardImageHeight - (int)(this.data.IconImage.Height * scale)) / 2; batcher.Draw(this.data.IconImage, new Rectangle(offsetX, 15 + offsetY, (int)(this.data.IconImage.Width * scale), (int)(this.data.IconImage.Height * scale))); // text int textY = 15; batcher.DrawString(titleFont, this.data.Name, new Vector2(1, 0), Color.Black); batcher.DrawString(buttonFont, "$" + this.data.Cost.ToString(), new Vector2(70, textY), Color.Green); foreach (var spec in this.specsString) { textY += 13; batcher.DrawString(buttonFont, spec, new Vector2(70, textY), Color.Black); } batcher.EndDraw(); this.image = batcher.GetTexture(); // *** // Draw the highlighted version // This is a lot of repeated work to make a second copy of the image... but it's the easiest solution I can think of now // (and I've spent too much time thinking about this already) // *** batcher = new SpriteBatcher(width, height); batcher.BeginDraw(Color.Transparent); // Draw your card // build picture background batcher.Draw(this.buildingBack, new Rectangle(0, 15, cardImageWidth, 3), new Rectangle(1, 0, 2, 3)); batcher.Draw(this.buildingBack, new Rectangle(0, 15, 3, cardImageHeight), new Rectangle(1, 0, 3, 2)); batcher.Draw(this.buildingBack, new Rectangle(3, 18, cardImageWidth - 3, cardImageHeight - 3), new Rectangle(2, 2, 1, 1)); // build picture scale = Math.Min(this.cardImageWidth / (double)this.data.IconImage.Width, this.cardImageHeight / (double)this.data.IconImage.Height); offsetX = (this.cardImageWidth - (int)(this.data.IconImage.Width * scale)) / 2; offsetY = (this.cardImageHeight - (int)(this.data.IconImage.Height * scale)) / 2; batcher.Draw(this.data.IconImage, new Rectangle(offsetX, 15 + offsetY, (int)(this.data.IconImage.Width * scale), (int)(this.data.IconImage.Height * scale))); // text textY = 15; batcher.DrawString(titleFont, this.data.Name, new Vector2(1, 0), Color.Black); batcher.DrawString(buttonFont, "$" + this.data.Cost.ToString(), new Vector2(70, textY), Color.Green); foreach (var spec in this.specsString) { textY += 13; batcher.DrawString(buttonFont, spec, new Vector2(70, textY), Color.Black); } // draw the highlight int line_width = 2; batcher.Draw(this.whitePixel, new Rectangle(0, 0, line_width, height)); batcher.Draw(this.whitePixel, new Rectangle(0, 0, width, line_width)); batcher.Draw(this.whitePixel, new Rectangle(width - line_width, 0, line_width, height)); batcher.Draw(this.whitePixel, new Rectangle(0, height - line_width, width, line_width)); batcher.EndDraw(); this.imageHighlight = batcher.GetTexture(); this.dirtyImageBit = false; }
public static void Main (string[] args) { var batcher = new SpriteBatcher(); batcher.DrawBatch(0); }