本文整理汇总了C#中GuiRenderer.AddTriangles方法的典型用法代码示例。如果您正苦于以下问题:C# GuiRenderer.AddTriangles方法的具体用法?C# GuiRenderer.AddTriangles怎么用?C# GuiRenderer.AddTriangles使用的例子?那么恭喜您, 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GuiRenderer
的用法示例。
在下文中一共展示了GuiRenderer.AddTriangles方法的4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: RotateGuiControl
void RotateGuiControl(EControl sender, float alpha, Texture guiTexture, GuiRenderer renderer)
{
Rect controlRect = sender.GetScreenRectangle();
Rect screenMapRect = sender.GetScreenRectangle();
Vec2 size = controlRect.GetSize();
float angle = MathFunctions.DegToRad(alpha);
float smallRadius = 0.03f;
float bigRadius = 0.8f;
float width = 0.15f;
Vec2 U = new Vec2(+(float)Math.Cos(angle), +(float)Math.Sin(angle));
Vec2 V = new Vec2(-(float)Math.Sin(angle), +(float)Math.Cos(angle));
Vec2 P1 = bigRadius * U + V * width / 2;
Vec2 P2 = bigRadius * U - V * width / 2;
Vec2 P3 = smallRadius * U + V * width / 2;
Vec2 P4 = smallRadius * U - V * width / 2;
float X1 = Vec2.Dot(P1, Vec2.XAxis);
float Y1 = Vec2.Dot(P1, Vec2.YAxis);
float X2 = Vec2.Dot(P2, Vec2.XAxis);
float Y2 = Vec2.Dot(P2, Vec2.YAxis);
float X3 = Vec2.Dot(P3, Vec2.XAxis);
float Y3 = Vec2.Dot(P3, Vec2.YAxis);
float X4 = Vec2.Dot(P4, Vec2.XAxis);
float Y4 = Vec2.Dot(P4, Vec2.YAxis);
X1 = controlRect.Left + (X1 + 1) / 2 * size.X ;
Y1 = controlRect.Top + (Y1 + 1) / 2 * size.Y ;
X2 = controlRect.Left + (X2 + 1) / 2 * size.X;
Y2 = controlRect.Top + (Y2 + 1) / 2 * size.Y ;
X3 = controlRect.Left + (X3 + 1) / 2 * size.X;
Y3 = controlRect.Top + (Y3 + 1) / 2 * size.Y ;
X4 = controlRect.Left + (X4 + 1) / 2 * size.X;
Y4 = controlRect.Top + (Y4 + 1) / 2 * size.Y ;
List<GuiRenderer.TriangleVertex> vert = new List<GuiRenderer.TriangleVertex>(6);
vert.Add(new GuiRenderer.TriangleVertex(new Vec2(X1, Y1), new ColorValue(1, 1, 1, 1), new Vec2(0, 0)));
vert.Add(new GuiRenderer.TriangleVertex(new Vec2(X2, Y2), new ColorValue(1, 1, 1, 1), new Vec2(1, 0)));
vert.Add(new GuiRenderer.TriangleVertex(new Vec2(X4, Y4), new ColorValue(1, 1, 1, 1), new Vec2(0, 1)));
vert.Add(new GuiRenderer.TriangleVertex(new Vec2(X3, Y3), new ColorValue(1, 1, 1, 1), new Vec2(1, 1)));
vert.Add(new GuiRenderer.TriangleVertex(new Vec2(X4, Y4), new ColorValue(1, 1, 1, 1), new Vec2(0, 1)));
vert.Add(new GuiRenderer.TriangleVertex(new Vec2(X2, Y2), new ColorValue(1, 1, 1, 1), new Vec2(1, 0)));
renderer.AddTriangles(vert, guiTexture, false);
}
示例2: DrawArea_RenderUI
private void DrawArea_RenderUI(Control sender, GuiRenderer renderer)
{
Rect rectangle = sender.GetScreenRectangle();
bool clipRectangle = true;
ColorValue[] colors = new ColorValue[]{
new ColorValue( 1 ,0, 0 ),
new ColorValue( 0, 1, 0 ),
new ColorValue( 0, 0, 1 ),
new ColorValue( 1, 1, 0 ),
new ColorValue( 1, 1, 1 )};
if (clipRectangle)
renderer.PushClipRectangle(rectangle);
//draw triangles
if (GetDrawAreaMode() == DrawAreaModes.Triangles)
{
float distance = rectangle.GetSize().X / 2;
List<GuiRenderer.TriangleVertex> triangles = new List<GuiRenderer.TriangleVertex>(256);
Radian angle = -EngineApp.Instance.Time;
const int steps = 30;
Vec2 lastPosition = Vec2.Zero;
for (int step = 0; step < steps + 1; step++)
{
Vec2 localPos = new Vec2(MathFunctions.Cos(angle), MathFunctions.Sin(angle)) * distance;
Vec2 pos = rectangle.GetCenter() + new Vec2(localPos.X, localPos.Y * renderer.AspectRatio);
if (step != 0)
{
ColorValue color = colors[step % colors.Length];
ColorValue color2 = color;
color2.Alpha = 0;
triangles.Add(new GuiRenderer.TriangleVertex(rectangle.GetCenter(), color));
triangles.Add(new GuiRenderer.TriangleVertex(lastPosition, color2));
triangles.Add(new GuiRenderer.TriangleVertex(pos, color2));
}
angle += (MathFunctions.PI * 2) / steps;
lastPosition = pos;
}
renderer.AddTriangles(triangles);
}
//draw quads
if (GetDrawAreaMode() == DrawAreaModes.Quads)
{
//draw background
{
Texture texture = TextureManager.Instance.Load("GUI\\Textures\\NeoAxisLogo.png");
renderer.AddQuad(rectangle, new Rect(0, -.3f, 1, 1.4f), texture,
new ColorValue(1, 1, 1), true);
}
//draw bars
{
float time = EngineApp.Instance.Time;
EngineRandom random = new EngineRandom(0);
int count = 15;
float stepOffset = rectangle.GetSize().X / count;
float size = stepOffset * .9f;
for (int n = 0; n < count; n++)
{
float v = MathFunctions.Cos(time * random.NextFloat());
float v2 = (v + 1) / 2;
ColorValue color = colors[n % colors.Length];
Rect rect = new Rect(
rectangle.Left + stepOffset * n, rectangle.Bottom - rectangle.GetSize().Y * v2,
rectangle.Left + stepOffset * n + size, rectangle.Bottom);
renderer.AddQuad(rect, color);
}
}
}
//draw lines
if (GetDrawAreaMode() == DrawAreaModes.Lines)
{
float maxDistance;
{
Vec2 s = rectangle.GetSize() / 2;
maxDistance = MathFunctions.Sqrt(s.X * s.X + s.Y * s.Y);
}
int step = 0;
float distance = 0;
Radian angle = -EngineApp.Instance.Time;
Vec2 lastPosition = Vec2.Zero;
while (distance < maxDistance)
{
Vec2 localPos = new Vec2(MathFunctions.Cos(angle), MathFunctions.Sin(angle)) * distance;
Vec2 pos = rectangle.GetCenter() + new Vec2(localPos.X, localPos.Y * renderer.AspectRatio);
if (step != 0)
//.........这里部分代码省略.........
示例3: DrawArea_RenderUI
void DrawArea_RenderUI( Control sender, GuiRenderer renderer )
{
Rect rectangle = sender.GetScreenRectangle();
bool clipRectangle = true;
ColorValue[] colors = new ColorValue[]{
new ColorValue( 1 ,0, 0 ),
new ColorValue( 0, 1, 0 ),
new ColorValue( 0, 0, 1 ),
new ColorValue( 1, 1, 0 ),
new ColorValue( 1, 1, 1 )};
if( clipRectangle )
renderer.PushClipRectangle( rectangle );
//draw triangles
if( GetDrawAreaMode() == DrawAreaModes.Triangles )
{
float distance = rectangle.GetSize().X / 2;
List<GuiRenderer.TriangleVertex> triangles = new List<GuiRenderer.TriangleVertex>( 256 );
Radian angle = -EngineApp.Instance.Time;
const int steps = 30;
Vec2 lastPosition = Vec2.Zero;
for( int step = 0; step < steps + 1; step++ )
{
Vec2 localPos = new Vec2( MathFunctions.Cos( angle ), MathFunctions.Sin( angle ) ) * distance;
Vec2 pos = rectangle.GetCenter() + new Vec2( localPos.X, localPos.Y * renderer.AspectRatio );
if( step != 0 )
{
ColorValue color = colors[ step % colors.Length ];
ColorValue color2 = color;
color2.Alpha = 0;
triangles.Add( new GuiRenderer.TriangleVertex( rectangle.GetCenter(), color ) );
triangles.Add( new GuiRenderer.TriangleVertex( lastPosition, color2 ) );
triangles.Add( new GuiRenderer.TriangleVertex( pos, color2 ) );
}
angle += ( MathFunctions.PI * 2 ) / steps;
lastPosition = pos;
}
renderer.AddTriangles( triangles );
}
//draw quads
if( GetDrawAreaMode() == DrawAreaModes.Quads )
{
//draw background
{
Texture texture = TextureManager.Instance.Load( "Gui\\Various\\Logo.png" );
renderer.AddQuad( rectangle, new Rect( 0, -.3f, 1, 1.4f ), texture,
new ColorValue( 1, 1, 1 ), true );
}
//draw bars
{
float time = EngineApp.Instance.Time;
EngineRandom random = new EngineRandom( 0 );
int count = 15;
float stepOffset = rectangle.GetSize().X / count;
float size = stepOffset * .9f;
for( int n = 0; n < count; n++ )
{
float v = MathFunctions.Cos( time * random.NextFloat() );
float v2 = ( v + 1 ) / 2;
ColorValue color = colors[ n % colors.Length ];
Rect rect = new Rect(
rectangle.Left + stepOffset * n, rectangle.Bottom - rectangle.GetSize().Y * v2,
rectangle.Left + stepOffset * n + size, rectangle.Bottom );
renderer.AddQuad( rect, color );
}
}
}
//draw lines
if( GetDrawAreaMode() == DrawAreaModes.Lines )
{
float maxDistance;
{
Vec2 s = rectangle.GetSize() / 2;
maxDistance = MathFunctions.Sqrt( s.X * s.X + s.Y * s.Y );
}
int step = 0;
float distance = 0;
Radian angle = -EngineApp.Instance.Time;
Vec2 lastPosition = Vec2.Zero;
while( distance < maxDistance )
{
Vec2 localPos = new Vec2( MathFunctions.Cos( angle ), MathFunctions.Sin( angle ) ) * distance;
Vec2 pos = rectangle.GetCenter() + new Vec2( localPos.X, localPos.Y * renderer.AspectRatio );
if( step != 0 )
//.........这里部分代码省略.........
示例4: OnRenderUI
protected override void OnRenderUI(GuiRenderer renderer)
{
Rect r = new Rect();
var pos = this.GetScreenPosition();
var sz = this.GetScreenSize();
r.Left = pos.X;
r.Right = r.Left + sz.X;
r.Top = pos.Y;
r.Bottom = r.Top + sz.Y;
if (mBorderRadius.Value != Vec2.Zero)
{
#if DebugDraw
ColorValue debugColor = new ColorValue(0f, 1f, 0f, .5f);
ColorValue debugColor2 = new ColorValue(0f, 0f, 1f, .5f);
#endif
Vec2 screenRelRad = this.ScreenFromValue(mBorderRadius);
// By using clipping and a set of 3 rectangles, we ensure that each point
// on the screen is only drawn once, thus allowing the alpha value to be
// used in the color without it looking weird.
// Top-Left
#if DebugDraw
renderer.AddCircle(r.LeftTop + screenRelRad, debugColor, screenRelRad, (float)Math.PI, (float)(Math.PI * 1.5f));
#else
renderer.AddCircle(r.LeftTop + screenRelRad, mColor, screenRelRad, (float)Math.PI, (float)(Math.PI * 1.5f));
#endif
// Top-Right
#if DebugDraw
renderer.AddCircle(new Vec2(r.Right - screenRelRad.X, r.Top + screenRelRad.Y), debugColor, screenRelRad, (float)(Math.PI * 1.5f));
#else
renderer.AddCircle(new Vec2(r.Right - screenRelRad.X, r.Top + screenRelRad.Y), mColor, screenRelRad, (float)(Math.PI * 1.5f));
#endif
// Bottom-Right
#if DebugDraw
renderer.AddCircle(new Vec2(r.Right - screenRelRad.X, r.Bottom - screenRelRad.Y), debugColor, screenRelRad, 0f, (float)(Math.PI * 0.5f));
#else
renderer.AddCircle(new Vec2(r.Right - screenRelRad.X, r.Bottom - screenRelRad.Y), mColor, screenRelRad, 0f, (float)(Math.PI * 0.5f));
#endif
// Bottom-Left
#if DebugDraw
renderer.AddCircle(new Vec2(r.Left + screenRelRad.X, r.Bottom - screenRelRad.Y), debugColor, screenRelRad, (float)(Math.PI * 0.5), (float)Math.PI);
#else
renderer.AddCircle(new Vec2(r.Left + screenRelRad.X, r.Bottom - screenRelRad.Y), mColor, screenRelRad, (float)(Math.PI * 0.5), (float)Math.PI);
#endif
// Middle-Middle
#if DebugDraw
renderer.AddQuad(new Rect(r.Left, r.Top + screenRelRad.Y, r.Right, r.Bottom - screenRelRad.Y), debugColor2);
#else
renderer.AddQuad(new Rect(r.Left, r.Top + screenRelRad.Y, r.Right, r.Bottom - screenRelRad.Y), mColor);
#endif
// Middle-Top
renderer.AddQuad(new Rect(r.Left + screenRelRad.X, r.Top, r.Right - screenRelRad.X, r.Top + screenRelRad.Y), mColor);
// Middle-Bottom
renderer.AddQuad(new Rect(r.Left + screenRelRad.X, r.Bottom - screenRelRad.Y, r.Right - screenRelRad.X, r.Bottom), mColor);
if (mBorderWidth.Value != Vec2.Zero)
{
Vec2 screenRel = this.ScreenFromValue(mBorderWidth);
float xHalfWidth = screenRel.X / 2;
float yHalfWidth = screenRel.Y / 2;
// Top
renderer.AddQuad(new Rect(r.Left + screenRelRad.X, r.Top + yHalfWidth, r.Right - screenRelRad.X, r.Top - yHalfWidth), mBorderColor);
// Right
renderer.AddQuad(new Rect(r.Right - xHalfWidth, r.Top + screenRelRad.Y, r.Right + xHalfWidth, r.Bottom - screenRelRad.Y), mBorderColor);
// Bottom
renderer.AddQuad(new Rect(r.Left + screenRelRad.X, r.Bottom - yHalfWidth, r.Right - screenRelRad.X, r.Bottom + yHalfWidth), mBorderColor);
// Left
renderer.AddQuad(new Rect(r.Left - xHalfWidth, r.Top + screenRelRad.Y, r.Left + xHalfWidth, r.Bottom - screenRelRad.Y), mBorderColor);
// Top-Left
BezierCurve curve = new BezierCurve();
curve.AddValue(0, new Vec3(r.Left, r.Top + screenRelRad.Y, 0f));
curve.AddValue(1, new Vec3(r.LeftTop, 0f));
curve.AddValue(2, new Vec3(r.Left + screenRelRad.X, r.Top, 0f));
renderer.AddTriangles(LineRenderer.GenerateTrianglesFromCurve(renderer, curve, 0.1f, screenRel, mBorderColor));
// Top-Right
curve = new BezierCurve();
curve.AddValue(0, new Vec3(r.Right - screenRelRad.X, r.Top, 0f));
curve.AddValue(1, new Vec3(r.RightTop, 0f));
curve.AddValue(2, new Vec3(r.Right, r.Top + screenRelRad.Y, 0f));
renderer.AddTriangles(LineRenderer.GenerateTrianglesFromCurve(renderer, curve, 0.1f, screenRel, mBorderColor));
// Bottom-Right
curve = new BezierCurve();
curve.AddValue(0, new Vec3(r.Right, r.Bottom - screenRelRad.Y, 0f));
curve.AddValue(1, new Vec3(r.RightBottom, 0f));
curve.AddValue(2, new Vec3(r.Right - screenRelRad.X, r.Bottom, 0f));
renderer.AddTriangles(LineRenderer.GenerateTrianglesFromCurve(renderer, curve, 0.1f, screenRel, mBorderColor));
// Bottom-Left
curve = new BezierCurve();
//.........这里部分代码省略.........