本文整理汇总了C#中GuiRenderer.PushClipRectangle方法的典型用法代码示例。如果您正苦于以下问题:C# GuiRenderer.PushClipRectangle方法的具体用法?C# GuiRenderer.PushClipRectangle怎么用?C# GuiRenderer.PushClipRectangle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GuiRenderer
的用法示例。
在下文中一共展示了GuiRenderer.PushClipRectangle方法的3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: 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2: Minimap_RenderUI
//Draw minimap
private void Minimap_RenderUI(Control sender, GuiRenderer renderer)
{
Rect screenMapRect = sender.GetScreenRectangle();
Bounds initialBounds = Map.Instance.InitialCollisionBounds;
Rect mapRect = new Rect(initialBounds.Minimum.ToVec2(), initialBounds.Maximum.ToVec2());
Vec2 mapSizeInv = new Vec2(1, 1) / mapRect.Size;
//draw units
Vec2 screenPixel = new Vec2(1, 1) / new Vec2(EngineApp.Instance.VideoMode.ToVec2());
foreach (Entity entity in Map.Instance.Children)
{
RTSUnit unit = entity as RTSUnit;
if (unit == null)
continue;
Rect rect = new Rect(unit.MapBounds.Minimum.ToVec2(), unit.MapBounds.Maximum.ToVec2());
rect -= mapRect.Minimum;
rect.Minimum *= mapSizeInv;
rect.Maximum *= mapSizeInv;
rect.Minimum = new Vec2(rect.Minimum.X, 1.0f - rect.Minimum.Y);
rect.Maximum = new Vec2(rect.Maximum.X, 1.0f - rect.Maximum.Y);
rect.Minimum *= screenMapRect.Size;
rect.Maximum *= screenMapRect.Size;
rect += screenMapRect.Minimum;
//increase 1 pixel
rect.Maximum += new Vec2(screenPixel.X, -screenPixel.Y);
ColorValue color;
if (playerFaction == null || unit.Intellect == null || unit.Intellect.Faction == null)
color = new ColorValue(1, 1, 0);
else if (playerFaction == unit.Intellect.Faction)
color = new ColorValue(0, 1, 0);
else
color = new ColorValue(1, 0, 0);
renderer.AddQuad(rect, color);
}
//Draw camera borders
{
Camera camera = RendererWorld.Instance.DefaultCamera;
if (camera.Position.Z > 0)
{
Plane groundPlane = new Plane(0, 0, 1, 0);
Vec2[] points = new Vec2[4];
for (int n = 0; n < 4; n++)
{
Vec2 p = Vec2.Zero;
switch (n)
{
case 0: p = new Vec2(0, 0); break;
case 1: p = new Vec2(1, 0); break;
case 2: p = new Vec2(1, 1); break;
case 3: p = new Vec2(0, 1); break;
}
Ray ray = camera.GetCameraToViewportRay(p);
float scale;
groundPlane.RayIntersection(ray, out scale);
Vec3 pos = ray.GetPointOnRay(scale);
if (ray.Direction.Z > 0)
pos = ray.Origin + ray.Direction.GetNormalize() * 10000;
Vec2 point = pos.ToVec2();
point -= mapRect.Minimum;
point *= mapSizeInv;
point = new Vec2(point.X, 1.0f - point.Y);
point *= screenMapRect.Size;
point += screenMapRect.Minimum;
points[n] = point;
}
renderer.PushClipRectangle(screenMapRect);
for (int n = 0; n < 4; n++)
renderer.AddLine(points[n], points[(n + 1) % 4], new ColorValue(1, 1, 1));
renderer.PopClipRectangle();
}
}
}
示例3: 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.........