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C# IDrawDevice.PreprocessCoords方法代码示例

本文整理汇总了C#中IDrawDevice.PreprocessCoords方法的典型用法代码示例。如果您正苦于以下问题:C# IDrawDevice.PreprocessCoords方法的具体用法?C# IDrawDevice.PreprocessCoords怎么用?C# IDrawDevice.PreprocessCoords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IDrawDevice的用法示例。


在下文中一共展示了IDrawDevice.PreprocessCoords方法的15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: Draw

		public override void Draw(IDrawDevice device)
		{
			// Perform Camera space transformation
			Vector3 posBefore = this.GameObj.Transform.Pos;
			Vector3 posTemp = posBefore;
			float scaleTemp = 1.0f;
			device.PreprocessCoords(this, ref posTemp, ref scaleTemp);

			// Draw debug text
			VertexC1P3T2[] textVertices;
			textVertices = null;
			Font.GenericMonospace10.Res.EmitTextVertices(
				string.Format("Position (world): {0:0}, {1:0}, {2:0}", posBefore.X, posBefore.Y, posBefore.Z),
				ref textVertices, posTemp.X, posTemp.Y, posTemp.Z);
			device.AddVertices(Font.GenericMonospace10.Res.Material, BeginMode.Quads, textVertices);

			textVertices = null;
			Font.GenericMonospace10.Res.EmitTextVertices(
				string.Format("Position (cam): {0:0}, {1:0}, {2:0}", posTemp.X, posTemp.Y, posTemp.Z),
				ref textVertices, posTemp.X, posTemp.Y + 10, posTemp.Z);
			device.AddVertices(Font.GenericMonospace10.Res.Material, BeginMode.Quads, textVertices);

			textVertices = null;
			Font.GenericMonospace10.Res.EmitTextVertices(
				string.Format("Scale: {0:F}", scaleTemp),
				ref textVertices, posTemp.X, posTemp.Y + 20, posTemp.Z);
			device.AddVertices(Font.GenericMonospace10.Res.Material, BeginMode.Quads, textVertices);

			// Draw position indicator
			device.AddVertices(new BatchInfo(DrawTechnique.Alpha, ColorRgba.Red.WithAlpha(0.25f)), BeginMode.Quads, new VertexP3[] {
				new VertexP3(posTemp.X - 50.0f * scaleTemp, posTemp.Y - 50.0f * scaleTemp, posTemp.Z),
				new VertexP3(posTemp.X + 50.0f * scaleTemp, posTemp.Y - 50.0f * scaleTemp, posTemp.Z),
				new VertexP3(posTemp.X + 50.0f * scaleTemp, posTemp.Y + 50.0f * scaleTemp, posTemp.Z),
				new VertexP3(posTemp.X - 50.0f * scaleTemp, posTemp.Y + 50.0f * scaleTemp, posTemp.Z) });
		}
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:35,代码来源:DebugObject.cs

示例2: Draw

		public override void Draw(IDrawDevice device)
		{
			Vector3 posTemp = this.gameobj.Transform.Pos;
			float scaleTemp = 1.0f;
			device.PreprocessCoords(ref posTemp, ref scaleTemp);

			Vector2 xDot, yDot;
			MathF.GetTransformDotVec(this.GameObj.Transform.Angle, this.gameobj.Transform.Scale * scaleTemp, out xDot, out yDot);

			// Apply block alignment
			Vector2 textOffset = Vector2.Zero;
			Vector2 textSize = this.text.Size;
			if (this.text.MaxWidth > 0) textSize.X = this.text.MaxWidth;
			this.blockAlign.ApplyTo(ref textOffset, textSize);
			MathF.TransformDotVec(ref textOffset, ref xDot, ref yDot);
			posTemp.X += textOffset.X;
			posTemp.Y += textOffset.Y;
			if (this.text.Fonts != null && this.text.Fonts.Any(r => r.IsAvailable && r.Res.IsPixelGridAligned))
			{
				posTemp.X = MathF.Round(posTemp.X);
				posTemp.Y = MathF.Round(posTemp.Y);
				if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2)
					posTemp.X += 0.5f;
				if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2)
					posTemp.Y += 0.5f;
			}

			// Draw design time metrics data
			if (DualityApp.ExecContext == DualityApp.ExecutionContext.Editor)
			{
				bool showLimits		= true;
				bool showLines		= false;
				bool showElements	= false;
				Vector3 metricsOffset = new Vector3(0.0f, 0.0f, 0.01f);
				Vector3 lineOffset = new Vector3(0.5f, 0.5f, 0.0f);
				Vector3 tUnitX = Vector3.UnitX;
				Vector3 tUnitY = Vector3.UnitY;
				MathF.TransformDotVec(ref tUnitX, ref xDot, ref yDot);
				MathF.TransformDotVec(ref tUnitY, ref xDot, ref yDot);

				// Actual text size and maximum text size
				if (showLimits)
				{
					Vector3 textWidth = tUnitX * this.text.Size.X;
					Vector3 textHeight = tUnitY * this.text.Size.Y;
					Vector3 textMaxWidth = tUnitX * this.text.MaxWidth;
					Vector3 textMaxHeight = tUnitY * MathF.Max(this.text.MaxHeight, this.text.Size.Y);

					ColorRgba clrSize = ColorRgba.Green.WithAlpha(128);
					ColorRgba clrMaxSize = ColorRgba.Red.WithAlpha(128);
					device.AddVertices(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White), VertexMode.LineLoop,
						new VertexC1P3(metricsOffset + lineOffset + posTemp, clrSize),
						new VertexC1P3(metricsOffset + lineOffset + posTemp + textWidth, clrSize),
						new VertexC1P3(metricsOffset + lineOffset + posTemp + textWidth + textHeight, clrSize),
						new VertexC1P3(metricsOffset + lineOffset + posTemp + textHeight, clrSize));
					device.AddVertices(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White), VertexMode.LineLoop,
						new VertexC1P3(metricsOffset + lineOffset + posTemp, clrMaxSize),
						new VertexC1P3(metricsOffset + lineOffset + posTemp + textMaxWidth, clrMaxSize),
						new VertexC1P3(metricsOffset + lineOffset + posTemp + textMaxWidth + textMaxHeight, clrMaxSize),
						new VertexC1P3(metricsOffset + lineOffset + posTemp + textMaxHeight, clrMaxSize));
				}

				// Individual line sizes
				if (showLines)
				{
					ColorRgba clrLineBg = (ColorRgba.Blue + ColorRgba.Red).WithAlpha(64);
					for (int i = 0; i < this.text.TextMetrics.LineBounds.Count; i++)
					{
						Rect lineRect = this.text.TextMetrics.LineBounds[i];
						device.AddVertices(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White), VertexMode.Quads,
							new VertexC1P3(metricsOffset + posTemp + lineRect.TopLeft.X * tUnitX + lineRect.TopLeft.Y * tUnitY, clrLineBg),
							new VertexC1P3(metricsOffset + posTemp + lineRect.BottomLeft.X * tUnitX + lineRect.BottomLeft.Y * tUnitY, clrLineBg),
							new VertexC1P3(metricsOffset + posTemp + lineRect.BottomRight.X * tUnitX + lineRect.BottomRight.Y * tUnitY, clrLineBg),
							new VertexC1P3(metricsOffset + posTemp + lineRect.TopRight.X * tUnitX + lineRect.TopRight.Y * tUnitY, clrLineBg));
					}
				}

				// Individual line sizes
				if (showElements)
				{
					ColorRgba clrElementBg = (ColorRgba.Blue + ColorRgba.Green).WithAlpha(128);
					for (int i = 0; i < this.text.TextMetrics.ElementBounds.Count; i++)
					{
						Rect elemRect = this.text.TextMetrics.ElementBounds[i];
						device.AddVertices(new BatchInfo(DrawTechnique.Alpha, ColorRgba.White), VertexMode.LineLoop,
							new VertexC1P3(metricsOffset + lineOffset + posTemp + elemRect.TopLeft.X * tUnitX + elemRect.TopLeft.Y * tUnitY, clrElementBg),
							new VertexC1P3(metricsOffset + lineOffset + posTemp + elemRect.BottomLeft.X * tUnitX + elemRect.BottomLeft.Y * tUnitY, clrElementBg),
							new VertexC1P3(metricsOffset + lineOffset + posTemp + elemRect.BottomRight.X * tUnitX + elemRect.BottomRight.Y * tUnitY, clrElementBg),
							new VertexC1P3(metricsOffset + lineOffset + posTemp + elemRect.TopRight.X * tUnitX + elemRect.TopRight.Y * tUnitY, clrElementBg));
					}
				}
			}

			ColorRgba matColor = this.customMat != null ? this.customMat.MainColor : ColorRgba.White;
			int[] vertLen = this.text.EmitVertices(ref this.vertFont, ref this.vertIcon, posTemp.X, posTemp.Y, posTemp.Z, this.colorTint * matColor, xDot, yDot);
			if (this.text.Fonts != null)
			{
				for (int i = 0; i < this.text.Fonts.Length; i++)
				{
					if (this.text.Fonts[i] != null && this.text.Fonts[i].IsAvailable) 
//.........这里部分代码省略.........
开发者ID:Banbury,项目名称:duality,代码行数:101,代码来源:TextRenderer.cs

示例3: PrepareVerticesLight

		protected void PrepareVerticesLight(ref VertexC1P3T2A4[] vertices, IDrawDevice device, ColorRgba mainClr, Rect uvRect, DrawTechnique tech)
		{
			bool perPixel = tech is LightingTechnique;

			Vector3 pos = this.GameObj.Transform.Pos;
			Vector3 posTemp = pos;
			float scaleTemp = 1.0f;
			device.PreprocessCoords(ref posTemp, ref scaleTemp);

			Vector2 xDot, yDot;
			float rotation = this.GameObj.Transform.Angle;
			MathF.GetTransformDotVec(rotation, out xDot, out yDot);

			Rect rectTemp = this.rect.Transform(this.GameObj.Transform.Scale, this.GameObj.Transform.Scale);
			Vector2 edge1 = rectTemp.TopLeft;
			Vector2 edge2 = rectTemp.BottomLeft;
			Vector2 edge3 = rectTemp.BottomRight;
			Vector2 edge4 = rectTemp.TopRight;

			MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);

			// Using Per-Vertex Lighting? Calculate vertex light values
			Vector4[] vertexLight = null;
			if (!perPixel)
			{
				vertexLight = new Vector4[4];
				Light.GetLightAtWorldPos(pos + new Vector3(edge1), out vertexLight[0], this.vertexTranslucency);
				Light.GetLightAtWorldPos(pos + new Vector3(edge2), out vertexLight[1], this.vertexTranslucency);
				Light.GetLightAtWorldPos(pos + new Vector3(edge3), out vertexLight[2], this.vertexTranslucency);
				Light.GetLightAtWorldPos(pos + new Vector3(edge4), out vertexLight[3], this.vertexTranslucency);
			}

			Vector2.Multiply(ref edge1, scaleTemp, out edge1);
			Vector2.Multiply(ref edge2, scaleTemp, out edge2);
			Vector2.Multiply(ref edge3, scaleTemp, out edge3);
			Vector2.Multiply(ref edge4, scaleTemp, out edge4);

			// Using Per-Pixel Lighting? Pass objRotation Matrix via vertex attribute.
			Vector4 objRotMat = Vector4.Zero;
			if (perPixel)
				objRotMat = new Vector4((float)Math.Cos(-rotation), -(float)Math.Sin(-rotation), (float)Math.Sin(-rotation), (float)Math.Cos(-rotation));

			if (vertices == null || vertices.Length != 4) vertices = new VertexC1P3T2A4[4];

			vertices[0].Pos.X = posTemp.X + edge1.X;
			vertices[0].Pos.Y = posTemp.Y + edge1.Y;
			vertices[0].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[0].TexCoord.X = uvRect.X;
			vertices[0].TexCoord.Y = uvRect.Y;
			vertices[0].Color = mainClr;
			vertices[0].Attrib = perPixel ? objRotMat : vertexLight[0];

			vertices[1].Pos.X = posTemp.X + edge2.X;
			vertices[1].Pos.Y = posTemp.Y + edge2.Y;
			vertices[1].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[1].TexCoord.X = uvRect.X;
			vertices[1].TexCoord.Y = uvRect.MaximumY;
			vertices[1].Color = mainClr;
			vertices[1].Attrib = perPixel ? objRotMat : vertexLight[1];

			vertices[2].Pos.X = posTemp.X + edge3.X;
			vertices[2].Pos.Y = posTemp.Y + edge3.Y;
			vertices[2].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[2].TexCoord.X = uvRect.MaximumX;
			vertices[2].TexCoord.Y = uvRect.MaximumY;
			vertices[2].Color = mainClr;
			vertices[2].Attrib = perPixel ? objRotMat : vertexLight[2];
				
			vertices[3].Pos.X = posTemp.X + edge4.X;
			vertices[3].Pos.Y = posTemp.Y + edge4.Y;
			vertices[3].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[3].TexCoord.X = uvRect.MaximumX;
			vertices[3].TexCoord.Y = uvRect.Y;
			vertices[3].Color = mainClr;
			vertices[3].Attrib = perPixel ? objRotMat : vertexLight[3];
		}
开发者ID:KSLcom,项目名称:duality,代码行数:79,代码来源:LightingAnimSpriteRenderer.cs

示例4: PrepareVertices

        protected void PrepareVertices(ref VertexC1P3T2[] vertices, IDrawDevice device, ColorRgba mainClr, Rect uvRect)
        {
            Vector3 posTemp = this.gameobj.Transform.Pos;
            float scaleTemp = 1.0f;
            device.PreprocessCoords(ref posTemp, ref scaleTemp);

            Vector2 xDot, yDot;
            MathF.GetTransformDotVec(this.GameObj.Transform.Angle, scaleTemp, out xDot, out yDot);

            Rect rectTemp = this.rect.Transform(this.gameobj.Transform.Scale, this.gameobj.Transform.Scale);
            Vector2 edge1 = rectTemp.TopLeft;
            Vector2 edge2 = rectTemp.BottomLeft;
            Vector2 edge3 = rectTemp.BottomRight;
            Vector2 edge4 = rectTemp.TopRight;

            MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);

            if (vertices == null || vertices.Length != 4) vertices = new VertexC1P3T2[4];

            vertices[0].SetVertex(posTemp.X + edge1.X,
                                    posTemp.Y + edge1.Y,
                                    posTemp.Z + this.VertexZOffset,
                                    uvRect.X, uvRect.Y, mainClr);

            vertices[1].SetVertex(posTemp.X + edge2.X,
                                    posTemp.Y + edge2.Y,
                                    posTemp.Z + this.VertexZOffset,
                                    uvRect.X, uvRect.MaximumY, mainClr);

            vertices[2].SetVertex(posTemp.X + edge3.X,
                                    posTemp.Y + edge3.Y,
                                    posTemp.Z + this.VertexZOffset,
                                    uvRect.MaximumX, uvRect.MaximumY, mainClr);

            vertices[3].SetVertex(posTemp.X + edge4.X,
                                    posTemp.Y + edge4.Y,
                                    posTemp.Z + this.VertexZOffset,
                                    uvRect.MaximumX, uvRect.Y, mainClr);

            if (this.pixelGrid)
            {
                vertices[0].Pos.X = MathF.Round(vertices[0].Pos.X);
                vertices[1].Pos.X = MathF.Round(vertices[1].Pos.X);
                vertices[2].Pos.X = MathF.Round(vertices[2].Pos.X);
                vertices[3].Pos.X = MathF.Round(vertices[3].Pos.X);

                if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2)
                {
                    vertices[0].Pos.X += 0.5f;
                    vertices[1].Pos.X += 0.5f;
                    vertices[2].Pos.X += 0.5f;
                    vertices[3].Pos.X += 0.5f;
                }

                vertices[0].Pos.Y = MathF.Round(vertices[0].Pos.Y);
                vertices[1].Pos.Y = MathF.Round(vertices[1].Pos.Y);
                vertices[2].Pos.Y = MathF.Round(vertices[2].Pos.Y);
                vertices[3].Pos.Y = MathF.Round(vertices[3].Pos.Y);

                if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2)
                {
                    vertices[0].Pos.Y += 0.5f;
                    vertices[1].Pos.Y += 0.5f;
                    vertices[2].Pos.Y += 0.5f;
                    vertices[3].Pos.Y += 0.5f;
                }
            }
        }
开发者ID:nicstop,项目名称:duality,代码行数:71,代码来源:SpriteRenderer.cs

示例5: PrepareVerticesSmooth

        protected void PrepareVerticesSmooth(ref VertexC1P3T4A1[] vertices, IDrawDevice device, float curAnimFrameFade, ColorRgba mainClr, Rect uvRect, Rect uvRectNext)
        {
            Vector3 posTemp = this.gameobj.Transform.Pos;
            float scaleTemp = 1.0f;
            device.PreprocessCoords(ref posTemp, ref scaleTemp);

            Vector2 xDot, yDot;
            MathF.GetTransformDotVec(this.GameObj.Transform.Angle, scaleTemp, out xDot, out yDot);

            Rect rectTemp = this.rect.Transformed(this.gameobj.Transform.Scale, this.gameobj.Transform.Scale);
            Vector2 edge1 = rectTemp.TopLeft;
            Vector2 edge2 = rectTemp.BottomLeft;
            Vector2 edge3 = rectTemp.BottomRight;
            Vector2 edge4 = rectTemp.TopRight;

            MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);

            if (vertices == null || vertices.Length != 4) vertices = new VertexC1P3T4A1[4];

            vertices[0].Pos.X = posTemp.X + edge1.X;
            vertices[0].Pos.Y = posTemp.Y + edge1.Y;
            vertices[0].Pos.Z = posTemp.Z + this.VertexZOffset;
            vertices[0].TexCoord.X = uvRect.X;
            vertices[0].TexCoord.Y = uvRect.Y;
            vertices[0].TexCoord.Z = uvRectNext.X;
            vertices[0].TexCoord.W = uvRectNext.Y;
            vertices[0].Color = mainClr;
            vertices[0].Attrib = curAnimFrameFade;

            vertices[1].Pos.X = posTemp.X + edge2.X;
            vertices[1].Pos.Y = posTemp.Y + edge2.Y;
            vertices[1].Pos.Z = posTemp.Z + this.VertexZOffset;
            vertices[1].TexCoord.X = uvRect.X;
            vertices[1].TexCoord.Y = uvRect.BottomY;
            vertices[1].TexCoord.Z = uvRectNext.X;
            vertices[1].TexCoord.W = uvRectNext.BottomY;
            vertices[1].Color = mainClr;
            vertices[1].Attrib = curAnimFrameFade;

            vertices[2].Pos.X = posTemp.X + edge3.X;
            vertices[2].Pos.Y = posTemp.Y + edge3.Y;
            vertices[2].Pos.Z = posTemp.Z + this.VertexZOffset;
            vertices[2].TexCoord.X = uvRect.RightX;
            vertices[2].TexCoord.Y = uvRect.BottomY;
            vertices[2].TexCoord.Z = uvRectNext.RightX;
            vertices[2].TexCoord.W = uvRectNext.BottomY;
            vertices[2].Color = mainClr;
            vertices[2].Attrib = curAnimFrameFade;

            vertices[3].Pos.X = posTemp.X + edge4.X;
            vertices[3].Pos.Y = posTemp.Y + edge4.Y;
            vertices[3].Pos.Z = posTemp.Z + this.VertexZOffset;
            vertices[3].TexCoord.X = uvRect.RightX;
            vertices[3].TexCoord.Y = uvRect.Y;
            vertices[3].TexCoord.Z = uvRectNext.RightX;
            vertices[3].TexCoord.W = uvRectNext.Y;
            vertices[3].Color = mainClr;
            vertices[3].Attrib = curAnimFrameFade;

            if (this.pixelGrid)
            {
                vertices[0].Pos.X = MathF.Round(vertices[0].Pos.X);
                vertices[1].Pos.X = MathF.Round(vertices[1].Pos.X);
                vertices[2].Pos.X = MathF.Round(vertices[2].Pos.X);
                vertices[3].Pos.X = MathF.Round(vertices[3].Pos.X);

                if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2)
                {
                    vertices[0].Pos.X += 0.5f;
                    vertices[1].Pos.X += 0.5f;
                    vertices[2].Pos.X += 0.5f;
                    vertices[3].Pos.X += 0.5f;
                }

                vertices[0].Pos.Y = MathF.Round(vertices[0].Pos.Y);
                vertices[1].Pos.Y = MathF.Round(vertices[1].Pos.Y);
                vertices[2].Pos.Y = MathF.Round(vertices[2].Pos.Y);
                vertices[3].Pos.Y = MathF.Round(vertices[3].Pos.Y);

                if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2)
                {
                    vertices[0].Pos.Y += 0.5f;
                    vertices[1].Pos.Y += 0.5f;
                    vertices[2].Pos.Y += 0.5f;
                    vertices[3].Pos.Y += 0.5f;
                }
            }
        }
开发者ID:ninja2003,项目名称:duality,代码行数:91,代码来源:AnimSpriteRenderer.cs

示例6: Draw

		public override void Draw(IDrawDevice device)
		{
			if (this.particles == null) return;
			
			Texture tex = this.RetrieveTexture();
			if (tex == null) return;

			Vector2 particleHalfSize = this.particleSize * 0.5f;
			float objAngle;
			float objScale;
			Vector3 objPos;
			if (this.worldSpace)
			{
				objAngle = 0.0f;
				objScale = 1.0f;
				objPos = Vector3.Zero;
			}
			else
			{
				objAngle = this.GameObj.Transform.Angle;
				objScale = this.GameObj.Transform.Scale;
				objPos = this.GameObj.Transform.Pos;
			}
			
			Vector2 objXDot, objYDot;
			MathF.GetTransformDotVec(objAngle, objScale, out objXDot, out objYDot);

			if (this.vertexBuffer == null) this.vertexBuffer = new RawList<VertexC1P3T2>(this.particles.Count * 4);
			this.vertexBuffer.Count = this.vertexBuffer.Count = this.particles.Count * 4;
			
			VertexC1P3T2[] vertexData = this.vertexBuffer.Data;
			Particle[] particleData = this.particles.Data;
			int particleCount = this.particles.Count;
			for (int i = 0; i < particleCount; i++)
			{
				ColorRgba color = particleData[i].Color;
				float alpha = (float)color.A / 255.0f;
				if (this.fadeOutAt < 1.0f) alpha *= MathF.Clamp((1.0f - particleData[i].AgeFactor) / this.fadeOutAt, 0.0f, 1.0f);
				if (this.fadeInAt > 0.0f) alpha *= MathF.Clamp(particleData[i].AgeFactor / this.fadeInAt, 0.0f, 1.0f);
				color.A = (byte)(alpha * 255.0f);

				Rect uvRect;
				tex.LookupAtlas(particleData[i].SpriteIndex, out uvRect);

				Vector3 particlePos = particleData[i].Position;
				MathF.TransformDotVec(ref particlePos, ref objXDot, ref objYDot);
				particlePos += objPos;

				float particleAngle = objAngle + particleData[i].Angle;
				float particleScale = objScale;

				device.PreprocessCoords(ref particlePos, ref particleScale);

				Vector2 xDot, yDot;
				MathF.GetTransformDotVec(particleAngle, particleScale, out xDot, out yDot);

				Vector2 edgeTopLeft		= new Vector2(-particleHalfSize.X, -particleHalfSize.Y);
				Vector2 edgeBottomLeft	= new Vector2(-particleHalfSize.X, particleHalfSize.Y);
				Vector2 edgeBottomRight = new Vector2(particleHalfSize.X, particleHalfSize.Y);
				Vector2 edgeTopRight	= new Vector2(particleHalfSize.X, -particleHalfSize.Y);

				MathF.TransformDotVec(ref edgeTopLeft,		ref xDot, ref yDot);
				MathF.TransformDotVec(ref edgeBottomLeft,	ref xDot, ref yDot);
				MathF.TransformDotVec(ref edgeBottomRight,	ref xDot, ref yDot);
				MathF.TransformDotVec(ref edgeTopRight,		ref xDot, ref yDot);
				
				int vertexBaseIndex = i * 4;
				vertexData[vertexBaseIndex + 0].Pos.X = particlePos.X + edgeTopLeft.X;
				vertexData[vertexBaseIndex + 0].Pos.Y = particlePos.Y + edgeTopLeft.Y;
				vertexData[vertexBaseIndex + 0].Pos.Z = particlePos.Z;
				vertexData[vertexBaseIndex + 0].TexCoord.X = uvRect.X;
				vertexData[vertexBaseIndex + 0].TexCoord.Y = uvRect.Y;
				vertexData[vertexBaseIndex + 0].Color = color;

				vertexData[vertexBaseIndex + 1].Pos.X = particlePos.X + edgeBottomLeft.X;
				vertexData[vertexBaseIndex + 1].Pos.Y = particlePos.Y + edgeBottomLeft.Y;
				vertexData[vertexBaseIndex + 1].Pos.Z = particlePos.Z;
				vertexData[vertexBaseIndex + 1].TexCoord.X = uvRect.X;
				vertexData[vertexBaseIndex + 1].TexCoord.Y = uvRect.BottomY;
				vertexData[vertexBaseIndex + 1].Color = color;

				vertexData[vertexBaseIndex + 2].Pos.X = particlePos.X + edgeBottomRight.X;
				vertexData[vertexBaseIndex + 2].Pos.Y = particlePos.Y + edgeBottomRight.Y;
				vertexData[vertexBaseIndex + 2].Pos.Z = particlePos.Z;
				vertexData[vertexBaseIndex + 2].TexCoord.X = uvRect.RightX;
				vertexData[vertexBaseIndex + 2].TexCoord.Y = uvRect.BottomY;
				vertexData[vertexBaseIndex + 2].Color = color;
				
				vertexData[vertexBaseIndex + 3].Pos.X = particlePos.X + edgeTopRight.X;
				vertexData[vertexBaseIndex + 3].Pos.Y = particlePos.Y + edgeTopRight.Y;
				vertexData[vertexBaseIndex + 3].Pos.Z = particlePos.Z;
				vertexData[vertexBaseIndex + 3].TexCoord.X = uvRect.RightX;
				vertexData[vertexBaseIndex + 3].TexCoord.Y = uvRect.Y;
				vertexData[vertexBaseIndex + 3].Color = color;
			}

			device.AddVertices(this.material, VertexMode.Quads, vertexData, this.vertexBuffer.Count);
		}
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:98,代码来源:ParticleEffect.cs

示例7: Draw

        public void Draw(IDrawDevice device)
        {
            if( Gid == 0 )
                return;

            if( Points.Count > 0 )
            {
                var pos = new Vector3(X, Y, 0.0f);
                var scale = 1.0f;
                device.PreprocessCoords(ref pos, ref scale);

                foreach( var point in Points )
                {

                }
            }
        }
开发者ID:misthema,项目名称:Tiled-for-Duality,代码行数:17,代码来源:TiledObject.cs

示例8: GetVisibleTileRect

        /// <summary>
        /// Determines the rectangular tile area that is visible to the specified <see cref="IDrawDevice"/>.
        /// </summary>
        /// <param name="device"></param>
        /// <param name="input"></param>
        /// <returns></returns>
        public static TileOutput GetVisibleTileRect(IDrawDevice device, TileInput input)
        {
            TileOutput output;

            // Determine the view space transform of the tilemap
            Vector3 objPos = input.TilemapPos;
            float objScale = input.TilemapScale;
            float cameraScaleAtObj = 1.0f;
            device.PreprocessCoords(ref objPos, ref cameraScaleAtObj);
            objScale *= cameraScaleAtObj;

            // Early-out, if so small that it might break the math behind rendering a single tile.
            if (objScale <= 0.000000001f) return EmptyOutput;

            // Determine transformed X and Y axis in view and world space
            output.XAxisView = Vector2.UnitX;
            output.YAxisView = Vector2.UnitY;
            MathF.TransformCoord(ref output.XAxisView.X, ref output.XAxisView.Y, input.TilemapAngle, objScale);
            MathF.TransformCoord(ref output.YAxisView.X, ref output.YAxisView.Y, input.TilemapAngle, objScale);
            output.XAxisWorld = Vector2.UnitX;
            output.YAxisWorld = Vector2.UnitY;
            MathF.TransformCoord(ref output.XAxisWorld.X, ref output.XAxisWorld.Y, input.TilemapAngle, input.TilemapScale);
            MathF.TransformCoord(ref output.YAxisWorld.X, ref output.YAxisWorld.Y, input.TilemapAngle, input.TilemapScale);

            // Determine which tile is in the center of view space.
            Point2 viewCenterTile = Point2.Zero;
            {
                // Project the view center coordinate (view space zero) into the local space of the rendered tilemap
                Vector2 viewRenderStartPos = objPos.Xy;
                Vector2 localViewCenter = Vector2.Zero - viewRenderStartPos;
                localViewCenter = new Vector2(
                    Vector2.Dot(localViewCenter, output.XAxisView.Normalized),
                    Vector2.Dot(localViewCenter, output.YAxisView.Normalized)) / objScale;
                viewCenterTile = new Point2(
                    (int)MathF.Floor(localViewCenter.X / input.TileSize.X),
                    (int)MathF.Floor(localViewCenter.Y / input.TileSize.Y));
            }

            // Determine the edge length of a square that is big enough to enclose the world space rect of the Camera view
            float visualAngle = input.TilemapAngle - device.RefAngle;
            Vector2 visualBounds = new Vector2(
                device.TargetSize.Y * MathF.Abs(MathF.Sin(visualAngle)) + device.TargetSize.X * MathF.Abs(MathF.Cos(visualAngle)),
                device.TargetSize.X * MathF.Abs(MathF.Sin(visualAngle)) + device.TargetSize.Y * MathF.Abs(MathF.Cos(visualAngle)));
            Vector2 localVisualBounds = visualBounds / cameraScaleAtObj;
            Point2 targetVisibleTileCount = new Point2(
                3 + (int)MathF.Ceiling(localVisualBounds.X / (MathF.Min(input.TileSize.X, input.TileSize.Y) * input.TilemapScale)),
                3 + (int)MathF.Ceiling(localVisualBounds.Y / (MathF.Min(input.TileSize.X, input.TileSize.Y) * input.TilemapScale)));

            // Determine the tile indices (xy) that are visible within that rect
            output.VisibleTileStart = new Point2(
                MathF.Max(viewCenterTile.X - targetVisibleTileCount.X / 2, 0),
                MathF.Max(viewCenterTile.Y - targetVisibleTileCount.Y / 2, 0));
            Point2 tileGridEndPos = new Point2(
                MathF.Min(viewCenterTile.X + targetVisibleTileCount.X / 2, input.TileCount.X),
                MathF.Min(viewCenterTile.Y + targetVisibleTileCount.Y / 2, input.TileCount.Y));
            output.VisibleTileCount = new Point2(
                MathF.Clamp(tileGridEndPos.X - output.VisibleTileStart.X, 0, input.TileCount.X),
                MathF.Clamp(tileGridEndPos.Y - output.VisibleTileStart.Y, 0, input.TileCount.Y));

            // Determine start position for rendering
            output.RenderOriginView = objPos + new Vector3(
                output.VisibleTileStart.X * output.XAxisView * input.TileSize.X +
                output.VisibleTileStart.Y * output.YAxisView * input.TileSize.Y);
            output.RenderOriginWorld = input.TilemapPos + new Vector3(
                output.VisibleTileStart.X * output.XAxisWorld * input.TileSize.X +
                output.VisibleTileStart.Y * output.YAxisWorld * input.TileSize.Y);

            return output;
        }
开发者ID:SirePi,项目名称:duality,代码行数:75,代码来源:TilemapCulling.cs

示例9: CalcPriority

        public int CalcPriority(IDrawDevice device)
        {
            if (!this.IsDirectional)
            {
                float uniformScale = this.GameObj.Transform.Scale;
                Vector3 pos = this.GameObj.Transform.Pos;
                float scale = 1.0f;
                device.PreprocessCoords(ref pos, ref scale);

                float planarDist = (this.GameObj.Transform.Pos.Xy - device.RefCoord.Xy).Length;

                float rangeFactor = 1.0f / (this.range * uniformScale);
                float distFactor = (MathF.Min(scale, 1.0f) * planarDist);

                float spotFactor;
                if (this.dir != Vector3.Zero)
                    spotFactor = 0.5f * (1.0f + Vector3.Dot((device.RefCoord - this.GameObj.Transform.Pos).Normalized, this.dir));
                else
                    spotFactor = 1.0f;

                return MathF.RoundToInt(1000000.0f * spotFactor * distFactor * MathF.Pow(rangeFactor, 1.5f) * MathF.Pow(1.0f / this.intensity, 0.5f));
            }
            else
            {
                return MathF.RoundToInt(100.0f * MathF.Pow(1.0f / this.intensity, 0.5f));
            }
        }
开发者ID:gitMaxim,项目名称:duality,代码行数:27,代码来源:Light.cs

示例10: PrepareVertices

		protected void PrepareVertices(ref VertexFormat.VertexC1P3T2[] vertices, IDrawDevice device, ColorRgba mainClr, Rect uvRect)
		{
			Vector3 posTemp = this.gameobj.Transform.Pos;
			float scaleTemp = 1.0f;
			device.PreprocessCoords(ref posTemp, ref scaleTemp);

			Vector2 xDot, yDot;
			MathF.GetTransformDotVec(this.GameObj.Transform.Angle, scaleTemp, out xDot, out yDot);

			Rect rectTemp = this.rect.Transform(this.gameobj.Transform.Scale, this.gameobj.Transform.Scale);
			Vector2 edge1 = rectTemp.TopLeft;
			Vector2 edge2 = rectTemp.BottomLeft;
			Vector2 edge3 = rectTemp.BottomRight;
			Vector2 edge4 = rectTemp.TopRight;

			MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);

			if (vertices == null || vertices.Length != 4) vertices = new VertexFormat.VertexC1P3T2[4];

			vertices[0].Pos.X = posTemp.X + edge1.X;
			vertices[0].Pos.Y = posTemp.Y + edge1.Y;
			vertices[0].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[0].TexCoord.X = uvRect.X;
			vertices[0].TexCoord.Y = uvRect.Y;
			vertices[0].Color = mainClr;

			vertices[1].Pos.X = posTemp.X + edge2.X;
			vertices[1].Pos.Y = posTemp.Y + edge2.Y;
			vertices[1].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[1].TexCoord.X = uvRect.X;
			vertices[1].TexCoord.Y = uvRect.MaxY;
			vertices[1].Color = mainClr;

			vertices[2].Pos.X = posTemp.X + edge3.X;
			vertices[2].Pos.Y = posTemp.Y + edge3.Y;
			vertices[2].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[2].TexCoord.X = uvRect.MaxX;
			vertices[2].TexCoord.Y = uvRect.MaxY;
			vertices[2].Color = mainClr;
				
			vertices[3].Pos.X = posTemp.X + edge4.X;
			vertices[3].Pos.Y = posTemp.Y + edge4.Y;
			vertices[3].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[3].TexCoord.X = uvRect.MaxX;
			vertices[3].TexCoord.Y = uvRect.Y;
			vertices[3].Color = mainClr;
		}
开发者ID:Andrea,项目名称:duality-withsvn-history,代码行数:50,代码来源:SpriteRenderer.cs

示例11: Draw

        public void Draw( IDrawDevice device )
        {
            if( GameObj == null || !_loaded || Layers == null || Layers.Count == 0 )
                return;

            Vector3 tempPos = GameObj.Transform.Pos;
            float tempScale = 1f;
            device.PreprocessCoords( ref tempPos, ref tempScale );

            int halfMapW = W / 2;
            int halfMapH = H / 2;

            for (var i = Layers.Values.GetEnumerator(); i.MoveNext();) {

                var layer = i.Current;

                if (!layer.Visible)
                    continue;

                for (int y = 0; y < H; y++) {

                    for (int x = 0; x < W; x++) {

                        // Is renderable tile available?
                        int gid = layer.GetTile(x, y);
                        if (gid <= 0)
                            continue;

                        // Get the correct tileset for this GID
                        var tileset = FindTilesetByGID(gid);
                        if (tileset == null)
                            continue;

                        // Remove tileset's FirstGID from the tile ID
                        // so we get the correct position in the image.
                        int tileX = (gid - tileset.FirstGID) % tileset.W;
                        int tileY = (gid - tileset.FirstGID) / tileset.W;

                        // Let 'em float...
                        float tx = (float)tileX;
                        float ty = (float)tileY;
                        float tw = (float)TileW;
                        float th = (float)TileH;
                        float twp = (float)tileset.WPixel;
                        float thp = (float)tileset.HPixel;

                        var vertices = new VertexC1P3T2[4];

                        // Get tileset main color and set layer's opacity on it
                        var color = tileset.Image.Res.MainColor.WithAlpha( layer.Opacity );

                        var uvRatio = tileset.Image.Res.MainTexture.Res.UVRatio;

                        // Texture coordinates
                        var uvRect = new Rect(
                            uvRatio.X * (tx * tw) / twp,
                            uvRatio.Y * (ty * th) / thp,
                            uvRatio.X * tw / twp,
                            uvRatio.Y * th / thp
                        );

                        // Position
                        float posX = tempPos.X + ((float)x - (float)halfMapW) * (float)TileW;
                        float posY = tempPos.Y + ((float)y - (float)halfMapH) * (float)TileH;

                        // Bottom-left
                        vertices[0] = new VertexC1P3T2();
                        vertices[0].Pos.X = (posX - tw / 2) * tempScale;
                        vertices[0].Pos.Y = (posY + th / 2) * tempScale;
                        vertices[0].Pos.Z = tempPos.Z;
                        vertices[0].TexCoord.X = uvRect.LeftX;
                        vertices[0].TexCoord.Y = uvRect.BottomY;
                        vertices[0].Color = color;

                        // Top-left
                        vertices[1] = new VertexC1P3T2();
                        vertices[1].Pos.X = (posX - tw / 2) * tempScale;
                        vertices[1].Pos.Y = (posY - th / 2) * tempScale;
                        vertices[1].Pos.Z = tempPos.Z;
                        vertices[1].TexCoord.X = uvRect.LeftX;
                        vertices[1].TexCoord.Y = uvRect.TopY;
                        vertices[1].Color = color;

                        // Top-right
                        vertices[2] = new VertexC1P3T2();
                        vertices[2].Pos.X = (posX + tw / 2) * tempScale;
                        vertices[2].Pos.Y = (posY - th / 2) * tempScale;
                        vertices[2].Pos.Z = tempPos.Z;
                        vertices[2].TexCoord.X = uvRect.RightX;
                        vertices[2].TexCoord.Y = uvRect.TopY;
                        vertices[2].Color = color;

                        // Bottom-right
                        vertices[3] = new VertexC1P3T2();
                        vertices[3].Pos.X = (posX + tw / 2) * tempScale;
                        vertices[3].Pos.Y = (posY + th / 2) * tempScale;
                        vertices[3].Pos.Z = tempPos.Z;
                        vertices[3].TexCoord.X = uvRect.RightX;
                        vertices[3].TexCoord.Y = uvRect.BottomY;
                        vertices[3].Color = color;
//.........这里部分代码省略.........
开发者ID:misthema,项目名称:Tiled-for-Duality,代码行数:101,代码来源:TiledMap.cs

示例12: Draw

        public override void Draw(IDrawDevice device)
        {
            Vector3 posTemp = this.gameobj.Transform.Pos;
            float scaleTemp = 1.0f;
            device.PreprocessCoords(ref posTemp, ref scaleTemp);

            Vector2 xDot, yDot;
            MathF.GetTransformDotVec(this.GameObj.Transform.Angle, this.gameobj.Transform.Scale * scaleTemp, out xDot, out yDot);

            // Apply block alignment
            Vector2 textOffset = Vector2.Zero;
            Vector2 textSize = this.text.Size;
            if (this.text.MaxWidth > 0) textSize.X = this.text.MaxWidth;
            this.blockAlign.ApplyTo(ref textOffset, textSize);
            MathF.TransformDotVec(ref textOffset, ref xDot, ref yDot);
            posTemp.X += textOffset.X;
            posTemp.Y += textOffset.Y;
            if (this.text.Fonts != null && this.text.Fonts.Any(r => r.IsAvailable && r.Res.IsPixelGridAligned))
            {
                posTemp.X = MathF.Round(posTemp.X);
                posTemp.Y = MathF.Round(posTemp.Y);
                if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2)
                    posTemp.X += 0.5f;
                if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2)
                    posTemp.Y += 0.5f;
            }

            ColorRgba matColor = this.customMat != null ? this.customMat.MainColor : ColorRgba.White;
            int[] vertLen = this.text.EmitVertices(ref this.vertFont, ref this.vertIcon, posTemp.X, posTemp.Y, posTemp.Z + this.VertexZOffset, this.colorTint * matColor, xDot, yDot);
            if (this.text.Fonts != null)
            {
                for (int i = 0; i < this.text.Fonts.Length; i++)
                {
                    if (this.text.Fonts[i] != null && this.text.Fonts[i].IsAvailable)
                    {
                        if (this.customMat == null)
                        {
                            device.AddVertices(this.text.Fonts[i].Res.Material, VertexMode.Quads, this.vertFont[i], vertLen[i + 1]);
                        }
                        else
                        {
                            BatchInfo cm = new BatchInfo(this.customMat);
                            cm.Textures = this.text.Fonts[i].Res.Material.Textures;
                            device.AddVertices(cm, VertexMode.Quads, this.vertFont[i], vertLen[i + 1]);
                        }
                    }
                }
            }
            if (this.text.Icons != null && this.iconMat.IsAvailable)
            {
                device.AddVertices(this.iconMat, VertexMode.Quads, this.vertIcon, vertLen[0]);
            }
        }
开发者ID:gitMaxim,项目名称:duality,代码行数:53,代码来源:TextRenderer.cs

示例13: PrepareVertices

        private void PrepareVertices(ref VertexC1P3T2[] vertices, IDrawDevice device, ColorRgba mainClr, Rect uvRect)
        {
            Transform transform = this.GameObj.Transform;
            Vector3 posTemp = transform.Pos;
            float scaleTemp = transform.Scale;
            device.PreprocessCoords(ref posTemp, ref scaleTemp);

            Vector2 xDot, yDot;
            MathF.GetTransformDotVec(transform.Angle, scaleTemp, out xDot, out yDot);

            Vector2 edge1 = this.rect.TopLeft;
            Vector2 edge2 = this.rect.BottomLeft;
            Vector2 edge3 = this.rect.BottomRight;
            Vector2 edge4 = this.rect.TopRight;

            MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);

            float uvLeft   = uvRect.X;
            float uvRight  = uvRect.RightX;
            float uvTop    = uvRect.Y;
            float uvBottom = uvRect.BottomY;

            if (vertices == null || vertices.Length != 4) vertices = new VertexC1P3T2[4];

            vertices[0].Pos.X = posTemp.X + edge1.X;
            vertices[0].Pos.Y = posTemp.Y + edge1.Y - this.height;
            vertices[0].Pos.Z = posTemp.Z;
            vertices[0].TexCoord.X = uvLeft;
            vertices[0].TexCoord.Y = uvTop;
            vertices[0].Color = mainClr;

            vertices[1].Pos.X = posTemp.X + edge2.X;
            vertices[1].Pos.Y = posTemp.Y + edge2.Y - this.height;
            vertices[1].Pos.Z = posTemp.Z;
            vertices[1].TexCoord.X = uvLeft;
            vertices[1].TexCoord.Y = uvBottom;
            vertices[1].Color = mainClr;

            vertices[2].Pos.X = posTemp.X + edge3.X;
            vertices[2].Pos.Y = posTemp.Y + edge3.Y - this.height;
            vertices[2].Pos.Z = posTemp.Z;
            vertices[2].TexCoord.X = uvRight;
            vertices[2].TexCoord.Y = uvBottom;
            vertices[2].Color = mainClr;

            vertices[3].Pos.X = posTemp.X + edge4.X;
            vertices[3].Pos.Y = posTemp.Y + edge4.Y - this.height;
            vertices[3].Pos.Z = posTemp.Z;
            vertices[3].TexCoord.X = uvRight;
            vertices[3].TexCoord.Y = uvTop;
            vertices[3].Color = mainClr;

            // Apply depth offsets
            float depthPerUnit = -this.depthScale;
            if (this.isVertical)
            {
                // Vertical actors share the same depth offset on all four vertices
                float baseDepthOffset = this.offset + transform.Pos.Y * depthPerUnit;
                vertices[0].Pos.Z += baseDepthOffset;
                vertices[1].Pos.Z += baseDepthOffset;
                vertices[2].Pos.Z += baseDepthOffset;
                vertices[3].Pos.Z += baseDepthOffset;
            }
            else
            {
                // Flat actors need to apply depth individually per vertex
                float worldBaseY = transform.Pos.Y;
                vertices[0].Pos.Z += this.offset + (worldBaseY + edge1.Y * transform.Scale / scaleTemp + this.height) * depthPerUnit;
                vertices[1].Pos.Z += this.offset + (worldBaseY + edge2.Y * transform.Scale / scaleTemp + this.height) * depthPerUnit;
                vertices[2].Pos.Z += this.offset + (worldBaseY + edge3.Y * transform.Scale / scaleTemp + this.height) * depthPerUnit;
                vertices[3].Pos.Z += this.offset + (worldBaseY + edge4.Y * transform.Scale / scaleTemp + this.height) * depthPerUnit;
            }
        }
开发者ID:SirePi,项目名称:duality,代码行数:76,代码来源:ActorRenderer.cs

示例14: Draw

        public override void Draw(IDrawDevice device)
        {
            if (this.camComp.DrawDevice != device) return;

            List<VertexC1P3> vertices = new List<VertexC1P3>((2 * this.layerCount * this.starsPerLayer) * 2);
            float screenBoundRad = this.camComp.ViewBoundingRadius;
            float minZDist = this.camComp.NearZ + this.camComp.ParallaxRefDist / 50.0f;

            float stepTemp = this.TileSize;
            Vector2 minPos = new Vector2(-screenBoundRad, -screenBoundRad);
            Vector2 maxPos = new Vector2(screenBoundRad, screenBoundRad);

            // Iterate over star layers
            for (int layerIndex = 0; layerIndex < this.layerCount; layerIndex++)
            {
                StarLayer layer = this.starLayers[layerIndex];

                // Determine the layers Z value & perform layer culling if too near
                float layerZ = this.layerDepth * ((float)layerIndex / (float)this.layerCount) - this.GameObj.Transform.Pos.Z;
                if (layerZ < 0.0f) layerZ += this.layerDepth * (float)(1 + (int)(-layerZ / this.layerDepth));
                layerZ = layerZ % this.layerDepth;
                if (layerZ <= this.GameObj.Transform.Pos.Z + minZDist) continue;

                // Calculate transform data
                Vector3 posTemp = this.GameObj.Transform.Pos + Vector3.UnitZ * layerZ;
                Vector3 posTempTrail = this.GameObj.Transform.Pos + Vector3.UnitZ * (layerZ + this.GameObj.Transform.Vel.Z * this.trailLength);
                float scaleTemp = 1.0f;
                float scaleTempTrail = 1.0f;
                device.PreprocessCoords(this, ref posTemp, ref scaleTemp);
                device.PreprocessCoords(this, ref posTempTrail, ref scaleTempTrail);
                posTempTrail += new Vector3(this.GameObj.Transform.Vel.Xy * this.trailLength);

                // Prepare this layers transformation to calculate a stars trail position.
                Vector2 starPosTempTrailDotX;
                Vector2 starPosTempTrailDotY;
                MathF.GetTransformDotVec(this.GameObj.Transform.AngleVel * this.trailLength, scaleTempTrail, out starPosTempTrailDotX, out starPosTempTrailDotY);

                // Iterate over stars
                for (int starIndex = 0; starIndex < layer.stars.Length; starIndex++)
                {
                    // Since it's an endless starfield, each star may show up on multiple positions at once. It's tiled.
                    StarInfo star = layer.stars[starIndex];
                    Vector2 starPosBase = star.pos - this.GameObj.Transform.Pos.Xy;

                    // Move the topleft tiling corner to somewhere near the screens top left
                    if (starPosBase.X > minPos.X)					starPosBase.X -= stepTemp * MathF.Ceiling((starPosBase.X - minPos.X) / stepTemp);
                    else if (starPosBase.X < minPos.X - stepTemp)	starPosBase.X -= stepTemp * MathF.Ceiling((starPosBase.X - minPos.X) / stepTemp);
                    if (starPosBase.Y > minPos.Y)					starPosBase.Y -= stepTemp * MathF.Ceiling((starPosBase.Y - minPos.Y) / stepTemp);
                    else if (starPosBase.Y < minPos.Y - stepTemp)	starPosBase.Y -= stepTemp * MathF.Ceiling((starPosBase.Y - minPos.Y) / stepTemp);

                    // Tiling!
                    Vector2 startPos = starPosBase;
                    while (starPosBase.X <= maxPos.X && starPosBase.Y <= maxPos.Y)
                    {
                        // Determine star pos and perform culling
                        Vector3 starPosTemp = posTemp + new Vector3(starPosBase) * scaleTemp;
                        if (starPosTemp.X > -screenBoundRad && starPosTemp.Y > -screenBoundRad &&
                            starPosTemp.X < screenBoundRad && starPosTemp.Y < screenBoundRad)
                        {
                            // Determine trail pos
                            Vector3 starPosTempTrail = posTempTrail + new Vector3(starPosBase);
                            MathF.TransformDotVec(ref starPosTempTrail, ref starPosTempTrailDotX, ref starPosTempTrailDotY);

                            // Calculate length factor for the star's alpha value. Reduce alpha if too small or too big
                            float lenTemp = (starPosTemp - starPosTempTrail).Length;
                            if (lenTemp < 1.0f)
                                lenTemp = MathF.Max(0.25f, MathF.Sqrt(lenTemp));
                            else if (lenTemp > 1.0f)
                                lenTemp = 1.0f / MathF.Pow(lenTemp, 0.25f);

                            // Determine the star's alpha value and generate its vertices (star and trail)
                            float alpha = star.brightness * this.brightness * lenTemp * (1.0f - ((layerZ - minZDist) / (this.layerDepth - minZDist)));
                            vertices.Add(new VertexC1P3(starPosTemp, ColorRgba.White.WithAlpha(alpha)));
                            vertices.Add(new VertexC1P3(starPosTempTrail, ColorRgba.White.WithAlpha(alpha * 0.5f)));
                        }

                        // Advance X / Y grid
                        starPosBase.X += stepTemp;
                        if (starPosBase.X > maxPos.X)
                        {
                            starPosBase.X = startPos.X;
                            starPosBase.Y += stepTemp;
                        }
                    }
                }
            }

            // Draw the stars all at once. Since they're not on the same Z layer, this may lead to wronz Z sorting
            // when interacting with a complex environment that needs Z-Sorting itsself. For this application, it should be sufficient.
            device.AddVertices(new BatchInfo(DrawTechnique.Add, ColorRgba.White), BeginMode.Lines, vertices.ToArray());
            // (Can be fixed by drawing each layer in its own batch because they can be properly Z-sorted by Duality)
        }
开发者ID:Andrea,项目名称:dualityTechDemos,代码行数:92,代码来源:CamStarfield.cs

示例15: PrepareVertices

		protected void PrepareVertices(ref VertexC1P3T2[] vertices, IDrawDevice device, ColorRgba mainClr, Rect uvRect)
		{
			Vector3 posTemp = this.gameobj.Transform.Pos;
			float scaleTemp = 1.0f;
			device.PreprocessCoords(ref posTemp, ref scaleTemp);

			Vector2 xDot, yDot;
			MathF.GetTransformDotVec(this.GameObj.Transform.Angle, scaleTemp, out xDot, out yDot);

			Rect rectTemp = this.rect.Transformed(this.gameobj.Transform.Scale, this.gameobj.Transform.Scale);

			Vector2 edge1 = rectTemp.TopLeft;
			Vector2 edge2 = rectTemp.BottomLeft;
			Vector2 edge3 = rectTemp.BottomRight;
			Vector2 edge4 = rectTemp.TopRight;

			MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
			MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);
            
			float left   = uvRect.X;
			float right  = uvRect.RightX;
			float top    = uvRect.Y;
			float bottom = uvRect.BottomY;

			if ((this.flipMode & FlipMode.Horizontal) != FlipMode.None)
				MathF.Swap(ref left, ref right);
			if ((this.flipMode & FlipMode.Vertical) != FlipMode.None)
				MathF.Swap(ref top, ref bottom);

			if (vertices == null || vertices.Length != 4) vertices = new VertexC1P3T2[4];

			vertices[0].Pos.X = posTemp.X + edge1.X;
			vertices[0].Pos.Y = posTemp.Y + edge1.Y;
			vertices[0].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[0].TexCoord.X = left;
			vertices[0].TexCoord.Y = top;
			vertices[0].Color = mainClr;

			vertices[1].Pos.X = posTemp.X + edge2.X;
			vertices[1].Pos.Y = posTemp.Y + edge2.Y;
			vertices[1].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[1].TexCoord.X = left;
			vertices[1].TexCoord.Y = bottom;
			vertices[1].Color = mainClr;

			vertices[2].Pos.X = posTemp.X + edge3.X;
			vertices[2].Pos.Y = posTemp.Y + edge3.Y;
			vertices[2].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[2].TexCoord.X = right;
			vertices[2].TexCoord.Y = bottom;
			vertices[2].Color = mainClr;
				
			vertices[3].Pos.X = posTemp.X + edge4.X;
			vertices[3].Pos.Y = posTemp.Y + edge4.Y;
			vertices[3].Pos.Z = posTemp.Z + this.VertexZOffset;
			vertices[3].TexCoord.X = right;
			vertices[3].TexCoord.Y = top;
			vertices[3].Color = mainClr;

			if (this.pixelGrid)
			{
				vertices[0].Pos.X = MathF.Round(vertices[0].Pos.X);
				vertices[1].Pos.X = MathF.Round(vertices[1].Pos.X);
				vertices[2].Pos.X = MathF.Round(vertices[2].Pos.X);
				vertices[3].Pos.X = MathF.Round(vertices[3].Pos.X);

				if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2)
				{
					vertices[0].Pos.X += 0.5f;
					vertices[1].Pos.X += 0.5f;
					vertices[2].Pos.X += 0.5f;
					vertices[3].Pos.X += 0.5f;
				}

				vertices[0].Pos.Y = MathF.Round(vertices[0].Pos.Y);
				vertices[1].Pos.Y = MathF.Round(vertices[1].Pos.Y);
				vertices[2].Pos.Y = MathF.Round(vertices[2].Pos.Y);
				vertices[3].Pos.Y = MathF.Round(vertices[3].Pos.Y);

				if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2)
				{
					vertices[0].Pos.Y += 0.5f;
					vertices[1].Pos.Y += 0.5f;
					vertices[2].Pos.Y += 0.5f;
					vertices[3].Pos.Y += 0.5f;
				}
			}
		}
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:90,代码来源:SpriteRenderer.cs


注:本文中的IDrawDevice.PreprocessCoords方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。