public Chart2DSpriteContainer(SpriteSet<UVColorVertexData> sprites, FontGeometry fontGeo, VertexSurface<FastChart2DBarVertex> fastBarSurface = null) { this.line = (Sprite2DGeometry)sprites["line"].Geometry; this.point = (Sprite2DGeometry)sprites["point"].Geometry; this.surface = sprites.Surface; this.quadUV = sprites["quad"].Geometry.UV; this.font = fontGeo; this.ThinLineWidth = 0.015f; this.ThickLineWidth = 0.03f; this.SmallPointSize = 0.03f; this.LargePointSize = 0.1f; this.Color = Color.DeepPink; if (fastBarSurface != null) { this.fastBarSurface = fastBarSurface; this.fastBarSurface.AddSettings(sprites.Surface.Settings); this.fastBarSurface.AddSettings( new Vector2Uniform("uv01", this.quadUV.TopLeft), new Vector2Uniform("uv11", this.quadUV.TopRight), new Vector2Uniform("uv00", this.quadUV.BottomLeft), new Vector2Uniform("uv10", this.quadUV.BottomRight) ); } }
public GeometryManager(SurfaceManager surfaces) { this.surfaces = surfaces; ConsoleBackground = new PrimitiveGeometry(surfaces.ConsoleBackground); ConsoleFont = new FontGeometry(surfaces.ConsoleFontSurface, surfaces.ConsoleFont); }
public Chart2DSpriteContainer(SpriteSet <UVColorVertexData> sprites, FontGeometry fontGeo, VertexSurface <FastChart2DBarVertex> fastBarSurface = null) { this.line = (Sprite2DGeometry)sprites["line"].Geometry; this.point = (Sprite2DGeometry)sprites["point"].Geometry; this.surface = sprites.Surface; this.quadUV = sprites["quad"].Geometry.UV; this.font = fontGeo; this.ThinLineWidth = 0.015f; this.ThickLineWidth = 0.03f; this.SmallPointSize = 0.03f; this.LargePointSize = 0.1f; this.Color = Color.DeepPink; if (fastBarSurface != null) { this.fastBarSurface = fastBarSurface; this.fastBarSurface.AddSettings(sprites.Surface.Settings); this.fastBarSurface.AddSettings( new Vector2Uniform("uv01", this.quadUV.TopLeft), new Vector2Uniform("uv11", this.quadUV.TopRight), new Vector2Uniform("uv00", this.quadUV.BottomLeft), new Vector2Uniform("uv10", this.quadUV.BottomRight) ); } }
public GeometryManager(SurfaceManager surfaces) { this.Primitives = new PrimitiveGeometry(surfaces.Primitives); var font = Font.FromJsonFile("data/fonts/inconsolata.json"); this.Text = new FontGeometry(surfaces.Text, font) { SizeCoefficient = new Vector2(1, -1) }; }
// Methods public ParagraphList(FontGeometry fontGeo, Vector2 position, Color colour, int paragraphOffsetX = 10, int textHeight = 24, int textMargin = 4) { // Set all values this.Text = new List <Paragraph>(); this.FontGeometrie = fontGeo; this.Position = position; this.Colour = colour; this.ParagraphOffsetX = paragraphOffsetX; this.TextHeight = textHeight; this.TextMargin = textMargin; }
public GeometryManager() { var surfaces = SurfaceManager.Instance; this.Primitives = new PrimitiveGeometry(surfaces.Primitives); this.GameText = new FontGeometry(surfaces.GameText, surfaces.MonoFont) { SizeCoefficient = new Vector2(1, -1) }; this.HudText = new FontGeometry(surfaces.HudText, surfaces.MonoFont) { SizeCoefficient = new Vector2(1, -1) }; }
public ParticleEmitterText2D(string text, Vector2 position, int emitterLifeTime, FontGeometry geo) : base(text, new Vector3(position), emitterLifeTime, geo) { this.Velocity = RandomVector2.Zero; this.Acceleration = RandomVector2.Zero; }
public Graphics(Audio audio) { // Save a pointer to the audio class, for convenience this.Audio = audio; // Load Shader Programs. ShaderProgram uvShader = new ShaderProgram(VertexShader.FromFile("data/shaders/uvcolor_vs.glsl"), FragmentShader.FromFile("data/shaders/uvcolor_fs.glsl")); ShaderProgram objShader = new ShaderProgram(VertexShader.FromFile("data/shaders/obj_vs.glsl"), FragmentShader.FromFile("data/shaders/obj_fs.glsl")); ShaderProgram objShaderHax = new ShaderProgram(VertexShader.FromFile("data/shaders/obj_vs_hax.glsl"), FragmentShader.FromFile("data/shaders/obj_fs.glsl")); this.wallShader = objShader; // Create matrix uniforms used for rendering. this.view2D = new Matrix4Uniform("viewMatrix"); this.projection2D = new Matrix4Uniform("projectionMatrix"); this.view3D = new Matrix4Uniform("viewMatrix"); this.projection3D = new Matrix4Uniform("projectionMatrix"); this.createColorMatrices(); this.WallColorUniform = new Matrix4Uniform("mixColor", this.Blue); this.lightDirection = new Vector3(-1f, -0.5f, -0.4f); this.lightDirection.Normalize(); // Create the surfaces #region Font Surface Texture t = new Texture("data/fonts/freshman.png"); this.FontSurface = new IndexedSurface <UVColorVertexData>(); this.FontSurface.AddSettings( this.view2D, this.projection2D, new TextureUniform("diffuseTexture", t), SurfaceBlendSetting.Alpha, SurfaceDepthMaskSetting.DontMask ); this.FontSurface.SetShaderProgram(uvShader); // the following line loads the json file this.FontGeometry = new FontGeometry(this.FontSurface, amulware.Graphics.Font.FromJsonFile("data/fonts/freshman_monospaced_numbers.json")); // this.FontGeometry.SizeCoefficient = new Vector2(1, -1); // FLIP IT this.MenuFontGeometry = this.FontGeometry; #endregion #region 3D font Surface t = new Texture("data/fonts/freshman.png"); this.FontSurface3D = new IndexedSurface <UVColorVertexData>(); this.FontSurface3D.AddSettings( this.view3D, this.projection3D, new TextureUniform("diffuseTexture", t), SurfaceBlendSetting.Alpha, SurfaceDepthMaskSetting.DontMask ); this.FontSurface3D.SetShaderProgram(uvShader); // the following line loads the json file this.FontGeometry3D = new FontGeometry(this.FontSurface3D, amulware.Graphics.Font.FromJsonFile("data/fonts/freshman_monospaced_numbers.json")); this.FontGeometry3D.SizeCoefficient = new Vector2(1, -1); // FLIP IT #endregion #region PacmanSurface MeshData m = new MeshData("data/models/Pacman.obj"); t = new Texture("data/sprites/PacmanTexture.png"); this.pacManModel = new Matrix4Uniform("modelMatrix", Matrix4.Identity); this.PacmanSurface = m.ToIndexedSurface <NormalUVColorVertexData>(NormalUVColorVertexData.FromMesh); this.PacmanSurface.AddSettings( this.pacManModel, this.view3D, this.projection3D, new TextureUniform("diffuseTexture", t), new Vector3Uniform("lightDirection", this.lightDirection), new FloatUniform("ambientIntensity", 0.3f), new FloatUniform("diffuseIntensity", 0.8f), new Matrix4Uniform("mixColor", Matrix4.Identity) ); this.PacmanSurface.SetShaderProgram(objShader); #endregion #region PacmanMouthSurface (must be placed directly after the 'PacmanSurface') m = new MeshData("data/models/Pacman_mouth.obj"); this.PacManMouthTopTexture = new Texture("data/sprites/OrbTexture.png"); // 't' is the same texture as pacman, 't-top' is a plain white pixel (as used for the orbs). this.PacManMouthBottomTexture = t; this.PacManMouthTextureUniform = new TextureUniform("diffuseTexture", t); this.PacManMouthColorUniform = new Matrix4Uniform("mixColor", Matrix4.Identity); this.PacmanMouthSurface = m.ToIndexedSurface <NormalUVColorVertexData>(NormalUVColorVertexData.FromMesh); this.PacmanMouthSurface.AddSettings( this.pacManModel, this.view3D, this.projection3D, this.PacManMouthTextureUniform, new Vector3Uniform("lightDirection", this.lightDirection), new FloatUniform("ambientIntensity", 0.3f), new FloatUniform("diffuseIntensity", 0.8f), this.PacManMouthColorUniform ); this.PacmanMouthSurface.SetShaderProgram(objShaderHax); #endregion #region GhostSurface m = new MeshData("data/models/Ghost.obj"); t = new Texture("data/sprites/GhostTexture.png"); this.GhostColorUniform = new Matrix4Uniform("mixColor", this.Red); this.ghostModel = new Matrix4Uniform("modelMatrix", Matrix4.Identity); this.GhostSurface = m.ToIndexedSurface <NormalUVColorVertexData>(NormalUVColorVertexData.FromMesh); this.GhostSurface.AddSettings( this.ghostModel, this.view3D, this.projection3D, new TextureUniform("diffuseTexture", t), new Vector3Uniform("lightDirection", this.lightDirection), new FloatUniform("ambientIntensity", 0.3f), new FloatUniform("diffuseIntensity", 0.8f), this.GhostColorUniform ); this.GhostSurface.SetShaderProgram(objShader); #endregion #region OrbSurface m = new MeshData("data/models/Orb.obj"); t = new Texture("data/sprites/OrbTexture.png"); this.orbModel = new Matrix4Uniform("modelMatrix", Matrix4.Identity); this.OrbSurface = m.ToIndexedSurface <NormalUVColorVertexData>(NormalUVColorVertexData.FromMesh); this.OrbSurface.AddSettings( this.orbModel, this.view3D, this.projection3D, new TextureUniform("diffuseTexture", t), new Vector3Uniform("lightDirection", this.lightDirection), new FloatUniform("ambientIntensity", 0.3f), new FloatUniform("diffuseIntensity", 0.8f), new Matrix4Uniform("mixColor", Matrix4.Identity) ); this.OrbSurface.SetShaderProgram(objShader); #endregion }
public override void Initialize(Vector3 position, Vector3 velocity, Vector3 acceleration, float lifeTime, PercentageArray <Color> colorPs, PercentageArray <float> scalePs, PercentageArray <float> alphas, FontGeometry geo) { base.Initialize(position, velocity, acceleration, lifeTime, colorPs, scalePs, alphas, geo); this.position.Z = 0; this.velocity.Z = 0; this.acceleration.Z = 0; }
private void createFonts() { FreshmanFont = new FontGeometry(surfaces.FreshmanFontSurface, surfaces.FreshmanFont); ConsolasFont = new FontGeometry(surfaces.ConsolasFontSurface, surfaces.ConsolasFont); }