Пример #1
0
 /// <summary>Creates an instance of a sprite.</summary>
 /// <param name="texture">The texture to have this sprite mapped to.</param>
 public Sprite(Texture texture)
 {
     if (_gpuVertexBufferHandle == 0)
     GenerateVertexBuffer();
       _position = new Vector(0, 0, -10);
       _scale = new Point(1, 1);
       _rotation = 0f;
       _texture = texture;
       GenerateTextureCoordinateBuffer();
 }
Пример #2
0
 public static Comparison CompareTo(Texture left, string right)
 {
   int comparison = left.Id.CompareTo(right);
   if (comparison > 0)
     return Comparison.Greater;
   else if (comparison < 0)
     return Comparison.Less;
   else
     return Comparison.Equal;
 }
Пример #3
0
 /// <summary>Creates an instance of a sprite.</summary>
 /// <param name="texture">The texture to have this sprite mapped to.</param>
 /// <param name="textureMappings">The texture mappings for this sprite.</param>
 public Sprite(Texture texture, float[] textureMappings)
 {
     if (_gpuVertexBufferHandle == 0)
     GenerateVertexBuffer(_verteces);
       _position = new Vector(0, 0, -10);
       _scale = new Point(1, 1);
       _rotation = 0f;
       _texture = texture;
       if (textureMappings.Length != 12)
     throw new Exception("Invalid number of texture coordinates in sprite constructor.");
       GenerateTextureCoordinateBuffer(textureMappings);
 }
Пример #4
0
 /// <summary>Creates an instance of a sprite.</summary>
 /// <param name="texture">The texture to have this sprite mapped to.</param>
 public Sprite(Texture texture)
 {
     if (_gpuVertexBufferHandle == 0)
     GenerateVertexBuffer(_verteces);
       _position = new Vector(0, 0, -10);
       _scale = new Point(1, 1);
       _rotation = 0f;
       _texture = texture;
       if (_gpuTextureMappingBufferHandleDefault == 0)
       {
     GenerateTextureCoordinateBuffer(_textureMappingsDefault);
     _gpuTextureMappingBufferHandleDefault = _gpuTextureMappingBufferHandle;
       }
       else
     _gpuTextureMappingBufferHandle = _gpuTextureMappingBufferHandleDefault;
 }
Пример #5
0
    /// <summary>Creates an instance of a sprite.</summary>
    /// <param name="texture">The texture to have this sprite mapped to.</param>
    /// <param name="textureMappings">The texture mappings for this sprite.</param>
    public CharacterSprite(Texture texture, int id, int xAdvance, int x, int y, int width, int height, int xOffset, int yOffset)
    {
      _texture = texture;
      _id = id;
      _xAdvance = xAdvance;
      _xOffset = xOffset;
      _yOffset = yOffset;
      _originalWidth = width;
      _originalHeight = height;
      _kearnings = new List_Array<Link<int, int>>(1);

      if (_gpuVertexBufferHandle == 0)
        GenerateVertexBuffer(_verteces);
      GenerateTextureCoordinateBuffer( new float[] {
        (x + width) / (float)_texture.Width, y / (float)_texture.Height,
        x / (float)_texture.Width, y / (float)_texture.Height,
        (x + width) / (float)_texture.Width, (y + height) / (float)_texture.Height,
        x / (float)_texture.Width, (y + height) / (float)_texture.Height,
        (x + width) / (float)_texture.Width, (y + height) / (float)_texture.Height,
        x / (float)_texture.Width, y / (float)_texture.Height });
    }
Пример #6
0
    /// <summary>Creates an instance of a StaticMesh.</summary>
    /// <param name="filePath">The file path of the model that the data came from.</param>
    /// <param name="id">The name associated with this mash when in was created.</param>
    /// <param name="vertexBufferHandle">The number reference of the vertex buffer on the GPU (default is 0).</param>
    /// <param name="colorBufferHandle">The number reference of the color buffer on the GPU (default is 0).</param>
    /// <param name="textureCoordinatesHandle">The number reference of the texture coordinate buffer on the GPU (default is 0).</param>
    /// <param name="normalBufferHandle">The number reference of the normal buffer on the GPU (default is 0).</param>
    /// <param name="elementBufferHandle">The number reference of the element buffer on the GPU (default is 0).</param>
    /// <param name="vertexCount">The number of verteces making up the mesh.</param>
    internal StaticMesh(
      string filePath,
      string id,
      int vertexBufferHandle,
      int colorBufferHandle,
      int textureCoordinatesHandle,
      int normalBufferHandle,
      int elementBufferHandle,
      int vertexCount,
      Texture originalTexture)
    {
      _existingReferences = 0;

      _filePath = filePath;
      _id = id;
      _vertexBufferHandle = vertexBufferHandle;
      _colorBufferHandle = colorBufferHandle;
      _textureCoordinateBufferHandle = textureCoordinatesHandle;
      _normalBufferHandle = normalBufferHandle;
      _elementBufferHandle = elementBufferHandle;
      _vertexCount = vertexCount;
      _texture = originalTexture;
    }
Пример #7
0
 internal StaticMesh(string id, Texture texture, StaticMeshInstance staticMesh)
 {
     _id = id;
       _texture = texture;
       _staticMesh = staticMesh;
 }
Пример #8
0
        /// <summary>Draws triangles from provided float arrays.</summary>
        /// <param name="verteces">The list of vertex positions (x, y, z) to draw.</param>
        /// <param name="colors">The list of vertex colors (r, g, b, a) to draw.</param>
        /// <param name="textureCoordinates">The list of vertex texture mappings (u, v) to draw.</param>
        /// <param name="texture">The parameter this drawing will be mapped to.</param>
        public static void DrawTriangles(float[] verteces, float[] colors, float[] textureCoordinates, Texture texture)
        {
            GL.EnableClientState(ArrayCap.ColorArray);
              GL.EnableClientState(ArrayCap.VertexArray);
              GL.EnableClientState(ArrayCap.TextureCoordArray);

              GL.VertexPointer(3, VertexPointerType.Float, 0, verteces);
              GL.ColorPointer(4, ColorPointerType.Float, 0, colors);
              GL.TexCoordPointer(2, TexCoordPointerType.Float, 0, textureCoordinates);

              GL.BindTexture(TextureTarget.Texture2D, texture.GpuHandle);

              GL.DrawArrays(BeginMode.Triangles, 0, verteces.Length / 3);
        }
Пример #9
0
 public static int CompareTo(Texture left, string right)
 {
     return left.Id.CompareTo(right);
 }
Пример #10
0
 public static int CompareTo(Texture left, Texture right)
 {
     return left.Id.CompareTo(right.Id);
 }