Пример #1
0
        protected override Material ConstructDefaultWireframeMaterial()
        {
            Material m = new SFMLMaterial();

            m.Topology = RenderTopology.Line_List;
            return(m);
        }
Пример #2
0
        public void Draw(RenderTarget target, RenderStates states)
        {
            if (ClearColor.HasValue)
            {
                target.Clear(new SFMLColor(ClearColor.Value.R, ClearColor.Value.G, ClearColor.Value.B, ClearColor.Value.A));
            }
            if (VertexBuffer == null)
            {
                return;
            }

            Vector2 Offset = Vector2.One;

            if (Texture != null && (Texture is Texture))
            {
                Texture SFMLTexture = Texture as Texture;

                Offset         = new Vector2(SFMLTexture.Size.X, SFMLTexture.Size.Y);
                states.Texture = SFMLTexture;
            }

            SFMLVertexBuffer simpleVertexBuffer = VertexBuffer as SFMLVertexBuffer;
            SFMLMaterial     sfmlMat            = Material as SFMLMaterial;

            List <Vertex> SFMLVerts = new List <Vertex>();
            int           LastIndex = StartIndex + NumIndicies;

            for (int i = StartIndex; i < LastIndex; i++)
            {
                Watertight.Math.Vertex wtvert = simpleVertexBuffer.VertexBuffer[simpleVertexBuffer.IndexBuffer[i]];
                Vertex sfmlvert = new Vertex
                {
                    Position  = new Vector2f(wtvert.Location.X, wtvert.Location.Y),
                    TexCoords = new Vector2f(wtvert.UV.X * Offset.X, wtvert.UV.Y * Offset.Y),
                    Color     = new Color(wtvert.Color.R, wtvert.Color.G, wtvert.Color.B, wtvert.Color.A)
                };

                SFMLVerts.Add(sfmlvert);
            }
            states.Transform = SFMLTransform.Identity;
            states.Transform.Translate(new Vector2f(Transform.Translation.X, Transform.Translation.Y));



            target.Draw(SFMLVerts.ToArray(), sfmlMat.SFMLPrimitiveType, states);
        }