示例#1
0
		public Sprite (Stream stream, TextureSettings settings, Vector4 rect, bool relativeRect, Vector4 color, bool flipV = true) {
			var tex = new Texture(stream, settings);
			_material = new SpriteMaterial(new SpriteShader(), tex);
			
			if (rect == Vector4.Zero)
				rect = new Vector4(0, 0, tex.Size.Width, tex.Size.Height);
			else if (relativeRect) {
				rect.X *= tex.Size.Width;
				rect.Y *= tex.Size.Height;
				rect.Z *= tex.Size.Width;
				rect.W *= tex.Size.Height;
			}
			
			_size = new Vector2(rect.Z - rect.X, rect.W - rect.Y);

			_vbuffer = new VertexBuffer(VertexFormat.PositionColorUV);
			_vbuffer.Data = new [] {
				rect.X, rect.Y, 0f, color.X, color.Y, color.Z, color.W, 0f, flipV ? 1f : 0f,
				rect.Z, rect.Y, 0f, color.X, color.Y, color.Z, color.W, 1f, flipV ? 1f : 0f,
				rect.Z, rect.W, 0f, color.X, color.Y, color.Z, color.W, 1f, flipV ? 0f : 1f,
				rect.X, rect.W, 0f, color.X, color.Y, color.Z, color.W, 0f, flipV ? 0f : 1f
			};
			_vbuffer.Commit ();
			
			_ibuffer = new IndexBuffer();
			_ibuffer.Data = new [] { 0, 1, 2, 2, 3, 0 };
			_ibuffer.Commit ();
			
			_ioffset = 0;
			_icount = 6;
			
			_ownResources = true;
		}
示例#2
0
文件: Mesh.cs 项目: jpernst/GameStack
		public Mesh (string name, Material mat, VertexFormat format, float[] vertices, int[] indices, Bone[] bones) {
			_name = name;
			_material = mat;
			_vbuffer = new VertexBuffer(format, vertices);
			_ibuffer = new IndexBuffer(indices, BeginMode.Triangles);
			_bones = bones;
			if(_bones != null)
				_boneTransforms = new Matrix4[_bones.Length];
		}
示例#3
0
		public Sprite (Material material, Vector2 size, VertexBuffer vbuffer = null, IndexBuffer ibuffer = null, int ioffset = 0, int icount = 0, bool ownMaterial = false) {
			_material = material;
			_size = size;
			_vbuffer = vbuffer;
			_ibuffer = ibuffer;
			_ioffset = ioffset;
			_icount = icount;
			_ownResources = ownMaterial;
		}
示例#4
0
文件: Quad.cs 项目: jpernst/GameStack
		public Quad (Material material, Vector4 rect, Vector4 color, bool flipV = false) {
			_material = material;
			_color = color;
			_vbuffer = new VertexBuffer (VertexFormat.PositionColorUV);
			_ibuffer = new IndexBuffer ();

			if (rect == Vector4.Zero)
				rect = new Vector4(-0.5f, -0.5f, 0.5f, 0.5f);

			_vbuffer.Data = new [] {
				rect.X, rect.Y, 0f, _color.X, _color.Y, _color.Z, _color.W, 0f, flipV ? 1f : 0f,
				rect.Z, rect.Y, 0f, _color.X, _color.Y, _color.Z, _color.W, 1f, flipV ? 1f : 0f,
				rect.Z, rect.W, 0f, _color.X, _color.Y, _color.Z, _color.W, 1f, flipV ? 0f : 1f,
				rect.X, rect.W, 0f, _color.X, _color.Y, _color.Z, _color.W, 0f, flipV ? 0f : 1f
			};
			_vbuffer.Commit ();
			_ibuffer.Data = new [] { 0, 1, 2, 2, 3, 0 };
			_ibuffer.Commit ();
		}
示例#5
0
		unsafe Mesh[] ReadMeshes (BinaryReader reader, Material[] materials) {
			var meshCount = reader.ReadInt32();
			var meshes = new Mesh[meshCount];
			for (var i = 0; i < meshCount; i++) {
				var name = reader.ReadString();
				var format = GetVertexFormat((VertexFlags)reader.ReadInt32(), reader.ReadInt32());
				var matIdx = reader.ReadInt32();
				if (matIdx < 0 || matIdx >= materials.Length)
					throw new ContentException("Invalid material index " + matIdx);
				var count = reader.ReadInt32();
				var vertices = new float[count];
				byte[] buf = new byte[count * sizeof(float)];
				reader.Read(buf, 0, buf.Length);
				fixed(byte *bp = &buf[0]) {
					fixed(float *fp = &vertices[0]) {
						float* src = (float*)bp;
						float* dst = fp;
						for (var j = 0; j < count; j++) {
							*(dst++) = *(src++);
						}
					}
				}
				count = reader.ReadInt32();
				var indices = new int[count];
				buf = new byte[count * sizeof(int)];
				reader.Read(buf, 0, buf.Length);
				fixed(byte *bp = &buf[0]) {
					fixed(int *ip = &indices[0]) {
						int* src = (int*)bp;
						int* dst = ip;
						for (var j = 0; j < count; j++) {
							*(dst++) = *(src++);
						}
					}
				}
				count = reader.ReadInt32();
				Bone[] bones = null;
				if (count > 0) {
					bones = new Bone[count];
					for (var j = 0; j < count; j++) {
						var boneName = reader.ReadString();
						Matrix4 offset;
						reader.ReadMatrix4(out offset);
						var weightCount = reader.ReadInt32();
						var weights = new VertexWeight[weightCount];
						var sz = weightCount * sizeof(VertexWeight);
						if (buf.Length < sz)
							buf = new byte[sz];
						reader.Read(buf, 0, sz);
						fixed(byte *src = &buf[0]) {
							var p = (VertexWeight*)src;
							fixed(VertexWeight *dst = &weights[0]) {
								for (var k = 0; k < weightCount; k++) {
									*(dst + k) = *(p + k);
								}
							}
						}
						bones[j] = new Bone(j, boneName, ref offset, weights);
					}
				}
				meshes[i] = new Mesh(name, materials[matIdx], format, vertices, indices, bones);
			}
			return meshes;
		}
示例#6
0
		private SlicedSprite (Material material, Vector2 size) : base(material, size) {
			_vbuffer = new VertexBuffer(VertexFormat.PositionColorUV);
			_ibuffer = new IndexBuffer();
		}