示例#1
0
        protected override void OnRender(float dt, float betweenFrameAlpha)
        {
            //var world = Matrix.Identity;
            //var view = Matrix.CreateLookAt(Vector3.Backward, Vector3.Forward, Vector3.Up);
            //var projection = Matrix.CreatePerspectiveFieldOfView(
            //    MathHelper.PiOver2,
            //    GameManager.GraphicsDevice.Viewport.Width / (float)GameManager.GraphicsDevice.Viewport.Height,
            //    0.01f,
            //    1000.0f);

            //var wvp = world * view * projection;

            /** Based on MonoGame SpriteBatch implementation!! **/

            // Normal 3D cameras look into the -z direction (z = 1 is in front of z = 0). The
            // sprite batch layer depth is the opposite (z = 0 is in front of z = 1).
            // --> We get the correct matrix with near plane 0 and far plane -1.
            Matrix projection;

            //Matrix.CreateOrthographicOffCenter(0, GameManager.GraphicsDevice.Viewport.Width, GameManager.GraphicsDevice.Viewport.Height,
            //    0, 0, -1, out projection);
            Matrix.CreateOrthographicOffCenter(0, GameManager.GraphicsDevice.Viewport.Width, 0,
                                               GameManager.GraphicsDevice.Viewport.Height, -1, 1, out projection);

            Matrix wvp = Camera.GetInterpolatedTransformMatrix(1) * projection;

            int enableFrameSmoothingFlag = CVars.Get <bool>("graphics_frame_smoothing") ? 0 : 1;

            _textRenderer.Begin(wvp);
            foreach (Entity entity in Engine.GetEntitiesFor(fontFamily))
            {
                TransformComponent transformComp = entity.GetComponent <TransformComponent>();
                FieldFontComponent fieldFontComp = entity.GetComponent <FieldFontComponent>();

                Vector2 position = transformComp.Position
                                   + (transformComp.LastPosition - transformComp.Position)
                                   * (1 - betweenFrameAlpha) * enableFrameSmoothingFlag;

                float rotation = transformComp.Rotation
                                 + MathHelper.WrapAngle(transformComp.LastRotation - transformComp.Rotation) * (1 - betweenFrameAlpha) * enableFrameSmoothingFlag;
                rotation *= -1;

                float transformScale = transformComp.Scale + (transformComp.LastScale - transformComp.Scale) * (1 - betweenFrameAlpha) * enableFrameSmoothingFlag;

                _textRenderer.Draw(fieldFontComp.Font, fieldFontComp.Content,
                                   position, rotation, fieldFontComp.Color, transformScale,
                                   fieldFontComp.EnableKerning);
            }
            _textRenderer.End();

            base.OnRender(dt, betweenFrameAlpha);
        }
示例#2
0
        private void DrawFieldFontEntities(Camera camera, byte groupMask, float dt, float betweenFrameAlpha, Camera debugCamera)
        {
            Matrix transformMatrix = debugCamera == null?camera.GetInterpolatedTransformMatrix(betweenFrameAlpha) : debugCamera.GetInterpolatedTransformMatrix(betweenFrameAlpha);

            if (_fieldFontEntities.Count > 0)
            {
                CheckUpdateProjections();
                Matrix wvp = transformMatrix * _fieldFontRendererProjection;
                FieldFontRenderer.Begin(wvp);
                foreach (Entity entity in _fieldFontEntities)
                {
                    FieldFontComponent fieldFontComp = entity.GetComponent <FieldFontComponent>();
                    if (fieldFontComp.Hidden || (fieldFontComp.RenderGroup & groupMask) == 0)
                    {
                        continue;
                    }

                    TransformComponent transformComp = entity.GetComponent <TransformComponent>();
                    BoundingRect       boundRect     = new BoundingRect(transformComp.Position.X - (fieldFontComp.Font.MeasureString(fieldFontComp.Content).X *transformComp.Scale / 2),
                                                                        transformComp.Position.Y - (fieldFontComp.Font.MeasureString(fieldFontComp.Content).Y *transformComp.Scale / 2),
                                                                        fieldFontComp.Font.MeasureString(fieldFontComp.Content).X *transformComp.Scale,
                                                                        fieldFontComp.Font.MeasureString(fieldFontComp.Content).Y *transformComp.Scale);

                    if (!boundRect.Intersects(camera.BoundingRect) && CVars.Get <bool>("debug_show_render_culling"))
                    {
                        continue;
                    }

                    Vector2 position;
                    float   rotation;
                    float   transformScale;
                    transformComp.Interpolate(betweenFrameAlpha, out position, out rotation, out transformScale);

                    FieldFontRenderer.Draw(fieldFontComp.Font,
                                           fieldFontComp.Content,
                                           position,
                                           rotation,
                                           fieldFontComp.Color,
                                           transformScale,
                                           fieldFontComp.EnableKerning);
                }
                FieldFontRenderer.End();
            }
        }
示例#3
0
        public override void Render(SpriteBatch spriteBatch, FieldFontRenderer fieldFontRenderer)
        {
            if (!Hidden)
            {
                // Labels maintain aspect-ratio, so it shouldn't matter which
                // axis we get the scale from.
                float scale = (BottomRight.X - TopLeft.X) / _bounds.X;

                Vector2 position = (BottomRight - TopLeft) / 2 + TopLeft;
                position.Y = Root.Height - position.Y;
                fieldFontRenderer.Draw(_font,
                                       Content,
                                       position,
                                       0,
                                       TintColor,
                                       scale,
                                       true);
            }
        }