protected override void InitializeCore()
        {
            base.InitializeCore();

            backgroundEffect = new EffectInstance(new Effect(RenderSystem.GraphicsDevice, BackgroundEffect.Bytecode) { Name = "BackgroundEffect" });
            spriteBatch = new SpriteBatch(RenderSystem.GraphicsDevice) { VirtualResolution = new Vector3(1) };
        }
        protected override void InitializeCore()
        {
            base.InitializeCore();

            backgroundEffect = new Effect(Context.GraphicsDevice, BackgroundEffect.Bytecode) { Name = "BackgroundEffect" };
            spriteBatch = new SpriteBatch(Context.GraphicsDevice) { VirtualResolution = new Vector3(1)};
        }
        public override void Start()
        {
            // create the SpriteBatch used to render them
            spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(virtualResolution, 1000) };

            // initialize parameters
            textHeight = Font.MeasureString(KeyboardSessionString).Y;
            screenSize = new Vector2(virtualResolution.X, virtualResolution.Y);
            roundTextureSize = new Vector2(RoundTexture.Width, RoundTexture.Height);

            // activate the gesture recognitions
            if (!IsLiveReloading) // Live Scripting: do it only on first launch
            {
                Input.ActivatedGestures.Add(new GestureConfigDrag());
                Input.ActivatedGestures.Add(new GestureConfigFlick());
                Input.ActivatedGestures.Add(new GestureConfigLongPress());
                Input.ActivatedGestures.Add(new GestureConfigComposite());
                Input.ActivatedGestures.Add(new GestureConfigTap());
            }

            // Add Graphics Layer
            var scene = SceneSystem.SceneInstance.Scene;
            var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
            compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(Render));
        }
示例#4
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        public override void Start()
        {
            base.Start();

            customEffect = EffectSystem.LoadEffect("Effect").WaitForResult();
            customEffectInstance = new EffectInstance(customEffect);

            spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(1) };

            // set fixed parameters once
            customEffectInstance.Parameters.Set(TexturingKeys.Sampler, samplerState);
            customEffectInstance.Parameters.Set(EffectKeys.Center, new Vector2(0.5f, 0.5f));
            customEffectInstance.Parameters.Set(EffectKeys.Frequency, 40);
            customEffectInstance.Parameters.Set(EffectKeys.Spread, 0.5f);
            customEffectInstance.Parameters.Set(EffectKeys.Amplitude, 0.015f);
            customEffectInstance.Parameters.Set(EffectKeys.InvAspectRatio, GraphicsDevice.Presenter.BackBuffer.Height / (float)GraphicsDevice.Presenter.BackBuffer.Width);

            // NOTE: Linear-Wrap sampling is not available for non-square non-power-of-two textures on opengl es 2.0
            samplerState = SamplerState.New(GraphicsDevice, new SamplerStateDescription(TextureFilter.Linear, TextureAddressMode.Clamp));
            
            // Add Effect rendering to the end of the pipeline
            var scene = SceneSystem.SceneInstance.Scene;
            var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
            renderer = new SceneDelegateRenderer(RenderQuad);
            compositor.Master.Renderers.Add(renderer);
        }
示例#5
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        /// <summary>
        /// Draw a sprite using a sprite batch.
        /// </summary>
        /// <param name="sprite">The sprite</param>
        /// <param name="spriteBatch">The sprite batch used to draw the sprite.</param>
        /// <param name="position">The position to which draw the sprite</param>
        /// <param name="color">The color to use to draw the sprite</param>
        /// <param name="rotation">The rotation to apply on the sprite</param>
        /// <param name="scales">The scale factors to apply on the sprite</param>
        /// <param name="depthLayer">The depth layer to which draw the sprite</param>
        /// <param name="spriteEffects">The sprite effect to apply on the sprite</param>
        /// <remarks>This function must be called between the <see cref="SpriteBatch.Begin(SiliconStudio.Xenko.Graphics.SpriteSortMode,SiliconStudio.Xenko.Graphics.Effect)"/> 
        /// and <see cref="SpriteBatch.End()"/> calls of the provided <paramref name="spriteBatch"/></remarks>
        /// <exception cref="ArgumentException">The provided frame index is not valid.</exception>
        /// <exception cref="ArgumentOutOfRangeException">The provided spriteBatch is null</exception>
        public static void Draw(this Sprite sprite, SpriteBatch spriteBatch, Vector2 position, Color color, Vector2 scales, float rotation = 0f, float depthLayer = 0, SpriteEffects spriteEffects = SpriteEffects.None)
        {
            if (spriteBatch == null) throw new ArgumentNullException("spriteBatch");

            if (sprite.Texture == null)
                return;

            spriteBatch.Draw(sprite.Texture, position, sprite.Region, color, rotation, sprite.Center, scales, spriteEffects, sprite.Orientation, depthLayer);
        }
 public void DrawSprite(SpriteBatch spriteBatch)
 {
     // DrawParallax the first quad
     spriteBatch.Draw(texture, firstQuadPos + screenCenter, firstQuadRegion, Color.White, 0f, firstQuadOrigin, 1f, SpriteEffects.None, ImageOrientation.AsIs, depth);
     
     if (secondQuadRegion.Width > 0)
     {
         // DrawParallax the second quad
         spriteBatch.Draw(texture, secondQuadPos + screenCenter, secondQuadRegion, Color.White, 0f, secondQuadOrigin, 1f, SpriteEffects.None, ImageOrientation.AsIs, depth);
     }
 }
示例#7
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        /// <summary>
        /// Initializes a new instance of the <see cref="XenkoRenderer"/> class.
        /// </summary>
        /// <param name="graphicsDeviceManager">The graphics device manager.</param>
        public XenkoRenderer(GraphicsDeviceManager graphicsDeviceManager, EffectSystem effectSystem)
            : base()
        {
            manager = graphicsDeviceManager;
            this.effectSystem = effectSystem;
            spriteBatch = new SpriteBatch(manager.GraphicsDevice);
            clipRectanges = new Stack<Rectangle>();
            activeEffects = new Stack<EffectInstance>();

            scissorRasterizerStateDescription = RasterizerStates.CullNone;
            scissorRasterizerStateDescription.ScissorTestEnable = true; // enables the scissor test

            geometryRasterizerStateDescription = RasterizerStates.CullNone;
            //geometryRasterizerStateDescription.FillMode = FillMode.Wireframe;
            geometryPipelineState = new MutablePipelineState(manager.GraphicsDevice);
            geometryPipelineState.State.DepthStencilState = DepthStencilStates.None;
        }
示例#8
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        protected override async Task LoadContent()
        {
            await base.LoadContent();

            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Asset.Load<SpriteFont>("Font");

            wireframeState = RasterizerState.New(GraphicsDevice, new RasterizerStateDescription(CullMode.Back) { FillMode = FillMode.Wireframe });

            materials.Add(Asset.Load<Material>("NoTessellation"));
            materials.Add(Asset.Load<Material>("FlatTessellation"));
            materials.Add(Asset.Load<Material>("PNTessellation"));
            materials.Add(Asset.Load<Material>("PNTessellationAE"));
            materials.Add(Asset.Load<Material>("FlatTessellationDispl"));
            materials.Add(Asset.Load<Material>("FlatTessellationDisplAE"));
            materials.Add(Asset.Load<Material>("PNTessellationDisplAE"));

            var cube = new Entity("Cube") { new ModelComponent(new ProceduralModelDescriptor(new CubeProceduralModel { Size = new Vector3(80), MaterialInstance = { Material = materials[0] } }).GenerateModel(Services)) };
            var sphere = new Entity("Sphere") { new ModelComponent(new ProceduralModelDescriptor(new SphereProceduralModel { Radius = 50, Tessellation = 5, MaterialInstance = { Material = materials[0] }} ).GenerateModel(Services)) };

            var megalodon = new Entity { new ModelComponent { Model = Asset.Load<Model>("megalodon Model") } };
            megalodon.Transform.Position= new Vector3(0, -30f, -10f);

            var knight = new Entity { new ModelComponent { Model = Asset.Load<Model>("knight Model") } };
            knight.Transform.RotationEulerXYZ = new Vector3(-MathUtil.Pi / 2, MathUtil.Pi / 4, 0);
            knight.Transform.Position = new Vector3(0, -50f, 20f);
            knight.Transform.Scale= new Vector3(0.6f);

            entities.Add(sphere);
            entities.Add(cube);
            entities.Add(megalodon);
            entities.Add(knight);

            camera = new TestCamera();
            CameraComponent = camera.Camera;
            Script.Add(camera);

            LightingKeys.EnableFixedAmbientLight(GraphicsDevice.Parameters, true);
            GraphicsDevice.Parameters.Set(EnvironmentLightKeys.GetParameterKey(LightSimpleAmbientKeys.AmbientLight, 0), (Color3)Color.White);

            ChangeModel(0);
            SetWireframe(true);

            camera.Position = new Vector3(25, 45, 80);
            camera.SetTarget(currentEntity, true);
        }
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("Font");

            wireframeState = new RasterizerStateDescription(CullMode.Back) { FillMode = FillMode.Wireframe };

            materials.Add(Content.Load<Material>("NoTessellation"));
            materials.Add(Content.Load<Material>("FlatTessellation"));
            materials.Add(Content.Load<Material>("PNTessellation"));
            materials.Add(Content.Load<Material>("PNTessellationAE"));
            materials.Add(Content.Load<Material>("FlatTessellationDispl"));
            materials.Add(Content.Load<Material>("FlatTessellationDisplAE"));
            materials.Add(Content.Load<Material>("PNTessellationDisplAE"));

            RenderContext.GetShared(Services).RendererInitialized += RendererInitialized;

            var cube = new Entity("Cube") { new ModelComponent(new ProceduralModelDescriptor(new CubeProceduralModel { Size = new Vector3(80), MaterialInstance = { Material = materials[0] } }).GenerateModel(Services)) };
            var sphere = new Entity("Sphere") { new ModelComponent(new ProceduralModelDescriptor(new SphereProceduralModel { Radius = 50, Tessellation = 5, MaterialInstance = { Material = materials[0] }} ).GenerateModel(Services)) };

            var megalodon = new Entity { new ModelComponent { Model = Content.Load<Model>("megalodon Model") } };
            megalodon.Transform.Position= new Vector3(0, -30f, -10f);

            var knight = new Entity { new ModelComponent { Model = Content.Load<Model>("knight Model") } };
            knight.Transform.RotationEulerXYZ = new Vector3(-MathUtil.Pi / 2, MathUtil.Pi / 4, 0);
            knight.Transform.Position = new Vector3(0, -50f, 20f);
            knight.Transform.Scale= new Vector3(0.6f);

            entities.Add(sphere);
            entities.Add(cube);
            entities.Add(megalodon);
            entities.Add(knight);

            camera = new TestCamera();
            CameraComponent = camera.Camera;
            Script.Add(camera);

            // TODO GRAPHICS REFACTOR
            ChangeModel(0);

            camera.Position = new Vector3(25, 45, 80);
            camera.SetTarget(currentEntity, true);
        }
示例#10
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        public override void Start()
        {
            // create the ball sprite.
            var virtualResolution = new Vector3(GraphicsDevice.Presenter.BackBuffer.Width, GraphicsDevice.Presenter.BackBuffer.Height, 1);
            spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = virtualResolution };

            // Initialize ball's state related variables.
            resolution = new Vector2(virtualResolution.X, virtualResolution.Y);
            ballHalfSize = new Vector2(SphereWidth / 2f, SphereHeight / 2f);
            if (!IsLiveReloading)
            {
                ballPosition = resolution / 2;
                ballSpeed = new Vector2(600, -400);
            }

            // Add Graphics Layer
            var scene = SceneSystem.SceneInstance.Scene;
            var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
            compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(RenderSpheres));
        }
示例#11
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        protected override async Task LoadContent()
        {
            await base.LoadContent();

            font = Content.Load<SpriteFont>("Font");
            teapot = Content.Load<Model>("Teapot");
            batch = new SpriteBatch(GraphicsDevice);

            BuildUI();

            spriteComponent = new SpriteComponent { SpriteProvider = new SpriteFromSheet { Sheet = Content.Load<SpriteSheet>("SpriteSheet") } };
            modelComponent = new ModelComponent { Model = teapot };
            modelComponent2 = new ModelComponent { Model = teapot };
            modelComponent3 = new ModelComponent { Model = teapot };
            entity = new Entity { spriteComponent, modelComponent };
            entity2 = new Entity { modelComponent2 };
            entity3 = new Entity { modelComponent3 };
            SceneSystem.SceneInstance.Scene.Entities.Add(entity);
            SceneSystem.SceneInstance.Scene.Entities.Add(entity2);
            SceneSystem.SceneInstance.Scene.Entities.Add(entity3);

            if (Input.Accelerometer.IsSupported)
                Input.Accelerometer.IsEnabled = true;

            if (Input.Compass.IsSupported)
                Input.Compass.IsEnabled = true;

            if (Input.Gyroscope.IsSupported)
                Input.Gyroscope.IsEnabled = true;

            if (Input.UserAcceleration.IsSupported)
                Input.UserAcceleration.IsEnabled = true;

            if (Input.Gravity.IsSupported)
                Input.Gravity.IsEnabled = true;

            if (Input.Orientation.IsSupported)
                Input.Orientation.IsEnabled = true;

            ChangeScene(0);
        }
        // Complete the graphic pipeline, initialize texture data
        public override void Start()
        {
            // create the sprite batch used in our custom rendering function
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // insert the custom renderer in between the 2 camera renderer.
            var scene = SceneSystem.SceneInstance.Scene;
            var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
            compositor.Master.Renderers.Insert(2, new SceneDelegateRenderer(RenderTexture));
            
            // Create and initialize the dynamic texture
            renderTexture = Texture.New2D(GraphicsDevice, RenderTextureSize, RenderTextureSize, 1, PixelFormat.R8G8B8A8_UNorm_SRgb, usage: GraphicsResourceUsage.Dynamic);

            // Setup initial data in "SymmetricDefaultShape" to the texture
            for (var i = 0; i < SymmetricDefaultShape.Length; i += 2)
            {
                TogglePixel(SymmetricDefaultShape[i], SymmetricDefaultShape[i + 1]);
                if (SymmetricDefaultShape[i] != (RenderTextureSize - 1) - SymmetricDefaultShape[i])
                    TogglePixel((RenderTextureSize - 1) - SymmetricDefaultShape[i], SymmetricDefaultShape[i + 1]);
            }

            renderTexture.SetData(Game.GraphicsContext.CommandList, textureData);
        }
示例#13
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 /// <summary>
 /// Draw a sprite using a sprite batch and with white color and scale of 1.
 /// </summary>
 /// <param name="sprite">The sprite</param>
 /// <param name="spriteBatch">The sprite batch used to draw the sprite.</param>
 /// <param name="position">The position to which draw the sprite</param>
 /// <param name="rotation">The rotation to apply on the sprite</param>
 /// <param name="depthLayer">The depth layer to which draw the sprite</param>
 /// <param name="spriteEffects">The sprite effect to apply on the sprite</param>
 /// <remarks>This function must be called between the <see cref="SpriteBatch.Begin(SiliconStudio.Xenko.Graphics.SpriteSortMode,SiliconStudio.Xenko.Graphics.Effect)"/> 
 /// and <see cref="SpriteBatch.End()"/> calls of the provided <paramref name="spriteBatch"/></remarks>
 /// <exception cref="ArgumentException">The provided frame index is not valid.</exception>
 /// <exception cref="ArgumentOutOfRangeException">The provided spriteBatch is null</exception>
 public static void Draw(this Sprite sprite, SpriteBatch spriteBatch, Vector2 position, float rotation = 0, float depthLayer = 0, SpriteEffects spriteEffects = SpriteEffects.None)
 {
     sprite.Draw(spriteBatch, position, Color.White, Vector2.One, rotation, depthLayer, spriteEffects);
 }
        protected override Task LoadContent()
        {
            // Load the fonts
            spriteFont11 = Content.Load<SpriteFont>("Arial");

            // load the round texture 
            roundTexture = Content.Load<Texture>("round");

            // create the SpriteBatch used to render them
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // initialize parameters
            textHeight = spriteFont11.MeasureString(KeyboardSessionString).Y;
            screenSize = new Vector2(GraphicsDevice.Presenter.BackBuffer.Width, GraphicsDevice.Presenter.BackBuffer.Height);
            roundTextureSize = new Vector2(roundTexture.Width, roundTexture.Height);

            // activate the gesture recognitions
            Input.ActivatedGestures.Add(new GestureConfigDrag());
            Input.ActivatedGestures.Add(new GestureConfigFlick());
            Input.ActivatedGestures.Add(new GestureConfigLongPress());
            Input.ActivatedGestures.Add(new GestureConfigComposite());
            Input.ActivatedGestures.Add(new GestureConfigTap());

            // add a task to the task scheduler that will be executed asynchronously 
            Script.AddTask(UpdateInputStates);

            return Task.FromResult(0);
        }
        public override void Draw(GameTime gameTime)
        {
            if (overlayMessages.Count == 0)
            {
                return;
            }

            //TODO, this is not so nice
            if (spriteBatch == null)
            {
                spriteBatch = new SpriteBatch(Game.GraphicsDevice);
            }

            //TODO, this is not so nice
            if (Font == null)
            {
                try
                {
                    Font = Content.Load<SpriteFont>("XenkoDefaultFont");
                }
                catch (Exception)
                {
                    Visible = false;
                    return;
                }
            }

            // TODO GRAPHICS REFACTOR where to get command list from?
            Game.GraphicsContext.CommandList.SetRenderTargetAndViewport(null, Game.GraphicsDevice.Presenter.BackBuffer);
            spriteBatch.Begin(Game.GraphicsContext, depthStencilState: DepthStencilStates.None);

            foreach (var msg in overlayMessages)
            {
                spriteBatch.DrawString(msg.TextFont ?? Font, msg.Message, msg.Position, msg.TextColor);
            }

            spriteBatch.End();
        }
示例#16
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        /// <summary>
        /// Draw all text groups with SpriteBatch
        /// </summary>
        public override void Start()
        {
            // Create the SpriteBatch used to render them
            spriteBatch = new SpriteBatch(GraphicsDevice) { VirtualResolution = new Vector3(virtualResolution, 1000) };

            centerVirtualPosition = new Vector2(virtualResolution.X * 0.5f, virtualResolution.Y * 0.5f);
            screenSize = new Vector2(GraphicsDevice.Presenter.BackBuffer.Width, GraphicsDevice.Presenter.BackBuffer.Height);

            screenRenderers.Add(DrawIntroductionCategory);
            screenRenderers.Add(DrawStaticCategory);
            screenRenderers.Add(DrawDynamicCategory);
            screenRenderers.Add(DrawStyleCategory);
            screenRenderers.Add(DrawAliasCategory);
            screenRenderers.Add(DrawLanguageCategory);
            screenRenderers.Add(DrawAlignmentCategory);
            screenRenderers.Add(DrawAnimationCategory);
            
            // Add Graphics Layer
            var scene = SceneSystem.SceneInstance.Scene;
            var compositor = ((SceneGraphicsCompositorLayers)scene.Settings.GraphicsCompositor);
            compositor.Master.Renderers.Add(delegateRenderer = new SceneDelegateRenderer(DrawFont));
        }