6 public static string TexturePath =
"Textures/Gui/Panorama";
28 float num3 = num2 / Texture.Height * Texture.Width / ActualSize.X *
ActualSize.Y;
33 Vector2 texCoord =
new(x2 - num2, y2 - num3);
34 Vector2 texCoord2 =
new(x2 + num2, y2 + num3);
54 float num2 = ActualSize.X / 12f;
55 float num3 = GlobalColorTransform.A / 255f;
56 for (
float num4 = 0f; num4 <
ActualSize.X; num4 += num2) {
57 for (
float num5 = 0f; num5 <
ActualSize.Y; num5 += num2) {
89 Vector2 corner =
new(num4, num5);
90 Vector2 corner2 =
new(num4 + num2, num5 + num2);
95 flatBatch2D.
QueueQuad(corner, corner2, 0f,
new Color(0f, 0f, 0f, num7));
void TransformLines(Matrix matrix, int start=0, int end=-1)
readonly DynamicArray< VertexPositionColor > TriangleVertices
readonly DynamicArray< VertexPositionColor > LineVertices
void TransformTriangles(Matrix matrix, int start=0, int end=-1)
void TransformTriangles(Matrix matrix, int start=0, int end=-1)
readonly DynamicArray< VertexPositionColorTexture > TriangleVertices
static readonly BlendState AlphaBlend
static readonly DepthStencilState None
static readonly DepthStencilState DepthWrite
void QueueQuad(Vector2 corner1, Vector2 corner2, float depth, Color color)
void QueueRectangle(Vector2 corner1, Vector2 corner2, float depth, Color color)
TexturedBatch2D TexturedBatch(Texture2D texture, bool useAlphaTest=false, int layer=0, DepthStencilState depthStencilState=null, RasterizerState rasterizerState=null, BlendState blendState=null, SamplerState samplerState=null)
FlatBatch2D FlatBatch(int layer=0, DepthStencilState depthStencilState=null, RasterizerState rasterizerState=null, BlendState blendState=null)
static SamplerState LinearWrap
void QueueQuad(Vector2 corner1, Vector2 corner2, float depth, Vector2 texCoord1, Vector2 texCoord2, Color color)
static float Remainder(float x, float y)
static int Min(int x1, int x2)
static float Saturate(float x)
static float PowSign(float x, float n)
static float Lerp(float x1, float x2, float f)
static float FrameDuration
static double FrameStartTime
static object Get(Type type, string name)
static float OctavedNoise(float x, float frequency, int octaves, float frequencyStep, float amplitudeStep, bool ridged=false)
readonly PrimitivesRenderer2D PrimitivesRenderer2D
static readonly Vector2 Zero