本文整理汇总了C#中Game.GLPopMatrix方法的典型用法代码示例。如果您正苦于以下问题:C# Game.GLPopMatrix方法的具体用法?C# Game.GLPopMatrix怎么用?C# Game.GLPopMatrix使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Game
的用法示例。
在下文中一共展示了Game.GLPopMatrix方法的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnNewFrameDraw3d
public override void OnNewFrameDraw3d(Game game, float deltaTime)
{
float one = 1;
for (int i = 0; i < game.entitiesCount; i++)
{
Entity entity = game.entities[i];
if (entity == null) { continue; }
if (entity.sprite == null) { continue; }
Sprite b = entity.sprite;
game.GLMatrixModeModelView();
game.GLPushMatrix();
game.GLTranslate(b.positionX, b.positionY, b.positionZ);
Billboard(game);
game.GLScale((one * 2 / 100), (one * 2 / 100), (one * 2 / 100));
game.GLTranslate(0 - b.size / 2, 0 - b.size / 2, 0);
//d_Draw2d.Draw2dTexture(night ? moontexture : suntexture, 0, 0, ImageSize, ImageSize, null, Color.White);
IntRef n = null;
if (b.animationcount > 0)
{
float progress = one - (entity.expires.timeLeft / entity.expires.totalTime);
n = IntRef.Create(game.platform.FloatToInt(progress * (b.animationcount * b.animationcount - 1)));
}
game.Draw2dTexture(game.GetTexture(b.image), 0, 0, b.size, b.size, n, b.animationcount, Game.ColorFromArgb(255, 255, 255, 255), true);
game.GLPopMatrix();
}
}
示例2: DrawCompass
public void DrawCompass(Game game)
{
if (!CompassInActiveMaterials(game)) return;
if (compassid == -1)
{
compassid = game.GetTexture("compass.png");
needleid = game.GetTexture("compassneedle.png");
}
float size = 175;
float posX = game.Width() - 100;
float posY = 100;
float playerorientation = -((game.player.position.roty / (2 * Game.GetPi())) * 360);
compassvertex += (playerorientation - compassangle) / 50;
compassvertex *= (one * 9 / 10);
compassangle += compassvertex;
// compass
game.Draw2dTexture(compassid, posX - size / 2, posY - size / 2, size, size, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
// compass needle
game.GLPushMatrix();
game.GLTranslate(posX, posY, 0);
game.GLRotate(compassangle, 0, 0, 90);
game.GLTranslate(-size / 2, -size / 2, 0);
game.Draw2dTexture(needleid, 0, 0, size, size, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
game.GLPopMatrix();
}
示例3: OnNewFrameDraw3d
public override void OnNewFrameDraw3d(Game game, float deltaTime)
{
for (int i = 0; i < game.entitiesCount; i++)
{
Entity e = game.entities[i];
if (e == null)
{
continue;
}
if (e.drawText == null)
{
continue;
}
if (e.networkPosition != null && (!e.networkPosition.PositionLoaded))
{
continue;
}
int kKey = i;
EntityDrawText p = game.entities[i].drawText;
float posX = - game.platform.MathSin(e.position.roty) * p.dx + e.position.x;
float posY = p.dy + e.position.y;
float posZ = game.platform.MathCos(e.position.roty) * p.dz + e.position.z;
//todo if picking
if ((game.Dist(game.player.position.x, game.player.position.y, game.player.position.z, posX, posY, posZ) < 20)
|| game.keyboardState[Game.KeyAltLeft] || game.keyboardState[Game.KeyAltRight])
{
string text = p.text;
{
float shadow = (game.one * game.GetLight(game.platform.FloatToInt(posX), game.platform.FloatToInt(posZ), game.platform.FloatToInt(posY))) / Game.maxlight;
game.GLPushMatrix();
game.GLTranslate(posX, posY, posZ);
game.GLRotate(180, 1, 0, 0);
game.GLRotate(e.position.roty * 360 / (2 * Game.GetPi()), 0, 1, 0);
float scale = game.one * 5 / 1000;
game.GLScale(scale, scale, scale);
FontCi font = new FontCi();
font.family = "Arial";
font.size = 14;
game.Draw2dText(text, font, -game.TextSizeWidth(text, 14) / 2, 0, IntRef.Create(Game.ColorFromArgb(255, 255, 255, 255)), true);
game.GLPopMatrix();
}
}
}
}
示例4: DrawWireframeCube_
public void DrawWireframeCube_(Game game, float posx, float posy, float posz, float scalex, float scaley, float scalez)
{
game.platform.GLLineWidth(2);
game.platform.BindTexture2d(0);
if (wireframeCube == null)
{
ModelData data = WireframeCube.Get();
wireframeCube = game.platform.CreateModel(data);
}
game.GLPushMatrix();
game.GLTranslate(posx, posy, posz);
float half = one / 2;
game.GLScale(scalex * half, scaley * half, scalez * half);
game.DrawModel(wireframeCube);
game.GLPopMatrix();
}
示例5: DrawTestModel
void DrawTestModel(Game game, float deltaTime)
{
if (!game.ENABLE_DRAW_TEST_CHARACTER)
{
return;
}
if (testmodel == null)
{
testmodel = new AnimatedModelRenderer();
byte[] data = game.GetFile("player.txt");
int dataLength = game.GetFileLength("player.txt");
string dataString = game.platform.StringFromUtf8ByteArray(data, dataLength);
AnimatedModel model = AnimatedModelSerializer.Deserialize(game.platform, dataString);
testmodel.Start(game, model);
}
game.GLPushMatrix();
game.GLTranslate(game.map.MapSizeX / 2, game.blockheight(game.map.MapSizeX / 2, game.map.MapSizeY / 2 - 2, 128), game.map.MapSizeY / 2 - 2);
game.platform.BindTexture2d(game.GetTexture("mineplayer.png"));
testmodel.Render(deltaTime, 0, true, true, 1);
game.GLPopMatrix();
}
示例6: Draw
public void Draw(Game game, float fov)
{
if (SkyTexture == -1)
{
game.platform.ThrowException("InvalidOperationException");
}
int size = 1000;
if (skymodel == null)
{
skymodel = game.platform.CreateModel(SphereModelData.GetSphereModelData(size, size, 20, 20));
}
game.Set3dProjection(size * 2, fov);
game.GLMatrixModeModelView();
game.GLPushMatrix();
game.GLTranslate(game.player.position.x,
game.player.position.y,
game.player.position.z);
game.platform.BindTexture2d(SkyTexture);
game.DrawModel(skymodel);
game.GLPopMatrix();
game.Set3dProjection(game.zfar(), fov);
}
示例7: OnNewFrameDraw3d
public override void OnNewFrameDraw3d(Game game, float dt)
{
GamePlatform platform = game.platform;
game.GLMatrixModeModelView();
if (suntexture == -1)
{
suntexture = game.GetTexture("sun.png");
moontexture = game.GetTexture("moon.png");
}
UpdateSunMoonPosition(game, dt);
float posX;
float posY;
float posZ;
if (!game.isNight)
{
posX = game.sunPositionX;
posY = game.sunPositionY;
posZ = game.sunPositionZ;
}
else
{
posX = game.moonPositionX;
posY = game.moonPositionY;
posZ = game.moonPositionZ;
}
posX += game.player.position.x;
posY += game.player.position.y;
posZ += game.player.position.z;
game.GLPushMatrix();
game.GLTranslate(posX, posY, posZ);
ModDrawSprites.Billboard(game);
game.GLScale(one * 2 / 100, one * 2 / 100, one * 2 / 100);
//GL.Translate(-ImageSize / 2, -ImageSize / 2, 0);
game.Draw2dTexture(game.isNight ? moontexture : suntexture, 0, 0, ImageSize, ImageSize, null, 0, Game.ColorFromArgb(255, 255, 255, 255), false);
game.GLPopMatrix();
}
示例8: Draw
public void Draw(Game game, float fov)
{
int size = 1000;
if (game.fancySkysphere)
{
//Fancy skysphere with higher resolution
skymodel = GetSphereModelData2(skymodel, game.platform, size, size, 64, 64, skyPixels, glowPixels, game.sunPositionX, game.sunPositionY, game.sunPositionZ);
}
else
{
//Normal resolution. Far more FPS
skymodel = GetSphereModelData2(skymodel, game.platform, size, size, 20, 20, skyPixels, glowPixels, game.sunPositionX, game.sunPositionY, game.sunPositionZ);
}
game.Set3dProjection(size * 2, fov);
game.GLMatrixModeModelView();
game.GLPushMatrix();
game.GLTranslate(game.player.position.x,
game.player.position.y,
game.player.position.z);
game.platform.BindTexture2d(0);
game.DrawModelData(skymodel);
game.GLPopMatrix();
game.Set3dProjection(game.zfar(), fov);
}
示例9: Draw
public void Draw(Game game, float positionX, float positionY, float positionZ, VehicleDirection12 dir, VehicleDirection12 lastdir, float progress)
{
float one = 1;
if (minecarttexture == -1)
{
minecarttexture = game.GetTexture("minecart.png");
}
game.GLPushMatrix();
float pX = positionX;
float pY = positionY;
float pZ = positionZ;
pY += -(one * 7 / 10);
game.GLTranslate(pX, pY, pZ);
float currot = vehiclerotation(dir);
float lastrot = vehiclerotation(lastdir);
//double rot = lastrot + (currot - lastrot) * progress;
float rot = AngleInterpolation.InterpolateAngle360(game.platform, lastrot, currot, progress);
game.GLRotate(-rot - 90, 0, 1, 0);
RectangleFloat[] cc = CuboidRenderer.CuboidNet(8, 8, 8, 0, 0);
CuboidRenderer.CuboidNetNormalize(cc, 32, 16);
game.platform.BindTexture2d(minecarttexture);
CuboidRenderer.DrawCuboid(game, -(one * 5 / 10), -(one * 3 / 10), -(one * 5 / 10), 1, 1, 1, cc, 1);
game.GLPopMatrix();
}
示例10: DrawPlayers
internal void DrawPlayers(Game game, float dt)
{
game.totaltimeMilliseconds = game.platform.TimeMillisecondsFromStart();
for (int i = 0; i < game.entitiesCount; i++)
{
if (game.entities[i] == null)
{
continue;
}
if (game.entities[i].drawModel == null)
{
continue;
}
Entity p_ = game.entities[i];
if (i == game.LocalPlayerId && (!game.ENABLE_TPP_VIEW))
{
continue;
}
if ((p_.networkPosition != null) && (!p_.networkPosition.PositionLoaded))
{
continue;
}
if (!game.d_FrustumCulling.SphereInFrustum(p_.position.x, p_.position.y, p_.position.z, 3))
{
continue;
}
if (p_.drawModel.CurrentTexture == -1)
{
continue;
}
int cx = game.platform.FloatToInt(p_.position.x) / Game.chunksize;
int cy = game.platform.FloatToInt(p_.position.z) / Game.chunksize;
int cz = game.platform.FloatToInt(p_.position.y) / Game.chunksize;
if (game.map.IsValidChunkPos(cx, cy, cz))
{
if (!game.map.IsChunkRendered(cx, cy, cz))
{
continue;
}
}
float shadow = (one * game.GetLight(game.platform.FloatToInt(p_.position.x), game.platform.FloatToInt(p_.position.z), game.platform.FloatToInt(p_.position.y))) / Game.maxlight;
if (p_.playerDrawInfo == null)
{
p_.playerDrawInfo = new PlayerDrawInfo();
}
p_.playerDrawInfo.anim.light = shadow;
float FeetPosX = p_.position.x;
float FeetPosY = p_.position.y;
float FeetPosZ = p_.position.z;
AnimationHint animHint = game.entities[i].playerDrawInfo.AnimationHint_;
float playerspeed_;
if (i == game.LocalPlayerId)
{
if (game.player.playerDrawInfo == null)
{
game.player.playerDrawInfo = new PlayerDrawInfo();
}
Vector3Ref playerspeed = Vector3Ref.Create(game.playervelocity.X / 60, game.playervelocity.Y / 60, game.playervelocity.Z / 60);
float playerspeedf = playerspeed.Length() * (one * 15 / 10);
game.player.playerDrawInfo.moves = playerspeedf != 0;
playerspeed_ = playerspeedf;
}
else
{
playerspeed_ = (game.Length(p_.playerDrawInfo.velocityX, p_.playerDrawInfo.velocityY, p_.playerDrawInfo.velocityZ) / dt) * (one * 4 / 100);
}
{
if (p_.drawModel.renderer == null)
{
p_.drawModel.renderer = new AnimatedModelRenderer();
byte[] data = game.GetFile(p_.drawModel.Model_);
int dataLength = game.GetFileLength(p_.drawModel.Model_);
if (data != null)
{
string dataString = game.platform.StringFromUtf8ByteArray(data, dataLength);
AnimatedModel model = AnimatedModelSerializer.Deserialize(game.platform, dataString);
p_.drawModel.renderer.Start(game, model);
}
}
game.GLPushMatrix();
game.GLTranslate(FeetPosX, FeetPosY, FeetPosZ);
//game.GLRotate(PlayerInterpolate.RadToDeg(p_.position.rotx), 1, 0, 0);
game.GLRotate(PlayerInterpolate.RadToDeg(-p_.position.roty + Game.GetPi()), 0, 1, 0);
//game.GLRotate(PlayerInterpolate.RadToDeg(p_.position.rotz), 0, 0, 1);
game.platform.BindTexture2d(game.entities[i].drawModel.CurrentTexture);
p_.drawModel.renderer.Render(dt, PlayerInterpolate.RadToDeg(p_.position.rotx + Game.GetPi()), true, p_.playerDrawInfo.moves, shadow);
game.GLPopMatrix();
}
}
}
示例11: OnNewFrameDraw3d
public override void OnNewFrameDraw3d(Game game, float deltaTime)
{
for (int i = 0; i < game.entitiesCount; i++)
{
Entity e = game.entities[i];
if (e == null)
{
continue;
}
if (e.drawName == null)
{
continue;
}
if (i == game.LocalPlayerId)
{
continue;
}
if (e.networkPosition != null && (!e.networkPosition.PositionLoaded))
{
continue;
}
int kKey = i;
DrawName p = game.entities[i].drawName;
if (p.OnlyWhenSelected)
{
continue;
}
float posX = p.TextX + e.position.x;
float posY = p.TextY + e.position.y + e.drawModel.ModelHeight + game.one * 7 / 10;
float posZ = p.TextZ + e.position.z;
//todo if picking
if ((game.Dist(game.player.position.x, game.player.position.y, game.player.position.z, posX, posY, posZ) < 20)
|| game.keyboardState[Game.KeyAltLeft] || game.keyboardState[Game.KeyAltRight])
{
string name = p.Name;
{
float shadow = (game.one * game.GetLight(game.platform.FloatToInt(posX), game.platform.FloatToInt(posZ), game.platform.FloatToInt(posY))) / Game.maxlight;
//do not interpolate player position if player is controlled by game world
//if (EnablePlayerUpdatePositionContainsKey(kKey) && !EnablePlayerUpdatePosition(kKey))
//{
// posX = p.NetworkX;
// posY = p.NetworkY;
// posZ = p.NetworkZ;
//}
game.GLPushMatrix();
game.GLTranslate(posX, posY, posZ);
//if (p.Type == PlayerType.Monster)
//{
// GLTranslate(0, 1, 0);
//}
ModDrawSprites.Billboard(game);
float scale = game.one * 2 / 100;
game.GLScale(scale, scale, scale);
//Color c = Color.FromArgb((int)(shadow * 255), (int)(shadow * 255), (int)(shadow * 255));
//Todo: Can't change text color because text has outline anyway.
if (p.DrawHealth)
{
game.Draw2dTexture(game.WhiteTexture(), -26, -11, 52, 12, null, 0, Game.ColorFromArgb(255, 0, 0, 0), false);
game.Draw2dTexture(game.WhiteTexture(), -25, -10, 50 * (game.one * p.Health), 10, null, 0, Game.ColorFromArgb(255, 255, 0, 0), false);
}
FontCi font = new FontCi();
font.family = "Arial";
font.size = 14;
game.Draw2dText(name, font, -game.TextSizeWidth(name, 14) / 2, 0, IntRef.Create(Game.ColorFromArgb(255, 255, 255, 255)), true);
// GL.Translate(0, 1, 0);
game.GLPopMatrix();
}
}
}
}