Пример #1
0
        /// <summary>
        /// Should always be created through Backend.CreateSpriteBatch
        /// </summary>
        internal SpriteBatch(Backend backend, Renderer.RenderSystem renderSystem, Common.ResourceManager resourceManager)
        {
            if (backend == null)
                throw new ArgumentNullException("backend");
            if (renderSystem == null)
                throw new ArgumentNullException("renderSystem");
            if (resourceManager == null)
                throw new ArgumentNullException("resourceManager");

            Backend = backend;

            Buffer = new BatchBuffer(renderSystem, new Renderer.VertexFormat(new Renderer.VertexFormatElement[]
                {
                    new Renderer.VertexFormatElement(Renderer.VertexFormatSemantic.Position, Renderer.VertexPointerType.Float, 3, 0),
                    new Renderer.VertexFormatElement(Renderer.VertexFormatSemantic.TexCoord, Renderer.VertexPointerType.Float, 2, sizeof(float) * 3),
                    new Renderer.VertexFormatElement(Renderer.VertexFormatSemantic.Color, Renderer.VertexPointerType.Float, 4, sizeof(float) * 5),
                }), 32);

            Shader = resourceManager.Load<Resources.ShaderProgram>("/shaders/sprite");
            ShaderSRGB = resourceManager.Load<Resources.ShaderProgram>("/shaders/sprite", "SRGB");

            Quads = new List<QuadInfo>();
            for (var i = 0; i < 32; i++)
            {
                Quads.Add(new QuadInfo());
            }

            RenderStateAlphaBlend = Backend.CreateRenderState(true, false, false, Renderer.BlendingFactorSrc.SrcAlpha, Renderer.BlendingFactorDest.OneMinusSrcAlpha, Renderer.CullFaceMode.Front);
            RenderStateNoAlphaBlend = Backend.CreateRenderState(false, false, false, Renderer.BlendingFactorSrc.Zero, Renderer.BlendingFactorDest.One, Renderer.CullFaceMode.Front);
        }
Пример #2
0
        public World(Backend backend, ResourceManager resourceManager)
        {
            var collisionSystem = new Jitter.Collision.CollisionSystemPersistentSAP();
            PhysicsWorld = new Jitter.World(collisionSystem);

            DebugDrawer = new DebugDrawer(backend, resourceManager);
        }
Пример #3
0
        public DebugDrawer(Backend backend, ResourceManager resourceManager)
        {
            if (backend == null)
                throw new ArgumentNullException("backend");

            Backend = backend;
            Batch = Backend.CreateBatchBuffer(new Renderer.VertexFormat(new Renderer.VertexFormatElement[]
                {
                    new Renderer.VertexFormatElement(Renderer.VertexFormatSemantic.Position, Renderer.VertexPointerType.Float, 3, 0),
                    new Renderer.VertexFormatElement(Renderer.VertexFormatSemantic.Color, Renderer.VertexPointerType.Float, 3, sizeof(float) * 3),
                    new Renderer.VertexFormatElement(Renderer.VertexFormatSemantic.Normal, Renderer.VertexPointerType.Float, 3, sizeof(float) * 6),
                }));
            Batch.Begin();

            Shader = resourceManager.Load<Graphics.Resources.ShaderProgram>("/shaders/physic_debug_drawer");
            RenderStateId = backend.CreateRenderState(false, true, true, BlendingFactorSrc.One, BlendingFactorDest.One);
        }
Пример #4
0
 public void EndInline(Backend backend)
 {
     backend.UpdateMeshInline(MeshHandle, IndexCount / 3, DataCount, IndexCount, VertexData, IndexData, true);
 }