示例#1
0
        public void DrawFloatingMessage(Camera camera, string message, float factor)
        {
            BitmapFont font = ContentManager.Get <BitmapFont>("Fonts/Pericles");

            if (!camera.Eye.HasValue)
            {
                Vector2 position = camera.ViewportSize / 2f;
                position.X += 0.07f * camera.ViewportSize.X * (float)MathUtils.Sin(1.7300000190734863 * Time.FrameStartTime);
                position.Y += 0.07f * camera.ViewportSize.Y * (float)MathUtils.Cos(1.1200000047683716 * Time.FrameStartTime);
                FontBatch2D fontBatch2D = m_primitivesRenderer2D.FontBatch(font, 1, DepthStencilState.None, null, BlendState.AlphaBlend);
                int         count       = fontBatch2D.TriangleVertices.Count;
                fontBatch2D.QueueText(message, position, 0f, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.One * camera.GameWidget.GlobalScale, Vector2.Zero);
                fontBatch2D.TransformTriangles(camera.ViewportMatrix, count);
                fontBatch2D.Flush();
            }
            else
            {
                Vector3 position2 = -4f * Vector3.UnitZ;
                position2.X += 0.28f * (float)MathUtils.Sin(1.7300000190734863 * Time.FrameStartTime);
                position2.Y += 0.28f * (float)MathUtils.Cos(1.1200000047683716 * Time.FrameStartTime);
                FontBatch3D fontBatch3D = m_primitivesRenderer3D.FontBatch(font, 1, DepthStencilState.None, RasterizerState.CullNoneScissor, BlendState.AlphaBlend);
                fontBatch3D.QueueText(message, position2, 0.008f * Vector3.UnitX, -0.008f * Vector3.UnitY, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.Zero);
                fontBatch3D.Flush(camera.ProjectionMatrix);
            }
        }
示例#2
0
        public void DrawMessage(Camera camera, string message, float factor)
        {
            BitmapFont font = ContentManager.Get <BitmapFont>("Fonts/Pericles");

            if (!camera.Eye.HasValue)
            {
                Vector2     position    = new Vector2(camera.ViewportSize.X / 2f, camera.ViewportSize.Y - 25f);
                FontBatch2D fontBatch2D = m_primitivesRenderer2D.FontBatch(font, 0, DepthStencilState.None, null, BlendState.AlphaBlend);
                int         count       = fontBatch2D.TriangleVertices.Count;
                fontBatch2D.QueueText(message, position, 0f, Color.Gray * factor, TextAnchor.HorizontalCenter | TextAnchor.Bottom, Vector2.One * camera.GameWidget.GlobalScale, Vector2.Zero);
                fontBatch2D.TransformTriangles(camera.ViewportMatrix, count);
                fontBatch2D.Flush();
            }
            else
            {
                Vector3     position2   = -4f * Vector3.UnitZ + -0.24f / camera.ProjectionMatrix.M22 * 2f * Vector3.UnitY;
                FontBatch3D fontBatch3D = m_primitivesRenderer3D.FontBatch(font, 0, DepthStencilState.None, RasterizerState.CullNoneScissor, BlendState.AlphaBlend);
                fontBatch3D.QueueText(message, position2, 0.0104f * Vector3.UnitX, -0.0104f * Vector3.UnitY, Color.White * factor, TextAnchor.HorizontalCenter | TextAnchor.VerticalCenter, Vector2.Zero);
                fontBatch3D.Flush(camera.ProjectionMatrix);
            }
        }