Beispiel #1
0
        /*
         * 更新雷达中的可见区域贴图
         *
         *
         * 分为以下几个步骤:
         *
         * <1>获得可能在雷达范围中的所有遮挡物
         *
         * <2>将遮挡物的边界点坐标转换到雷达空间中,并在已经栅格化的雷达空间中填充边界点的深度信息,获得深度图。
         *
         * <3>用显卡计算出可见区域贴图
         *
         * */
        private void CalRaderMap(Rader rader, IEnumerable <IShelterObj>[] shelterObjGroup)
        {
            // 获得可能在雷达范围中的所有遮挡物。
            List <IShelterObj> sheltersInRader = new List <IShelterObj>(16);

            foreach (IEnumerable <IShelterObj> group in shelterObjGroup)
            {
                foreach (IShelterObj shelter in group)
                {
                    if (shelter.BoundingBox.Intersects(rader.BoundBox))
                    {
                        sheltersInRader.Add(shelter);
                    }
                }
            }

            // 将遮挡物的边界点坐标转换到雷达空间中,并在已经栅格化的雷达空间中填充边界点的深度信息,获得深度图。
            rader.depthMap.ClearMap(1);

            foreach (IShelterObj shelter in sheltersInRader)
            {
                rader.depthMap.ApplyShelterObj(rader, shelter);
            }

            // 用显卡计算出可见区域贴图
            raderDrawer.DrawRader(rader);

            // 更新各项数据
            rader.UpdateTexture();
        }
Beispiel #2
0
        public void ApplyShelterObj(Rader rader, IShelterObj obj)
        {
            Matrix worldMatrix = obj.WorldTrans;

            CircleList <BorderPoint>     border = obj.BorderData;
            CircleListNode <BorderPoint> lastB  = border.First.pre;
            Vector2 pInRader  = rader.TranslateToRaderSpace(Vector2.Transform(ConvertHelper.PointToVector2(lastB.value.p), worldMatrix));
            int     lastIndex = IndexOf(pInRader.X);
            float   lastDepth = pInRader.Y;

            CircleListNode <BorderPoint> cur = border.First;

            for (int i = 0; i < border.Length; i++)
            {
                pInRader = rader.TranslateToRaderSpace(Vector2.Transform(ConvertHelper.PointToVector2(cur.value.p), worldMatrix));
                int   curIndex = IndexOf(pInRader.X);
                float curDepth = pInRader.Y;
                if (pInRader.X >= -1.1f && pInRader.X <= 1.3f)
                {
                    //this[pInRader.X] = Math.Min( this[pInRader.X], pInRader.Y );
                    SetValueAtIndex(curIndex, pInRader.Y, obj, i, cur.value.p);

                    if (curIndex - lastIndex > 1)
                    {
                        int overIndex = lastIndex + 1;
                        while (overIndex != curIndex)
                        {
                            float lerp = MathHelper.Lerp(lastDepth, curDepth, (curIndex - overIndex) / (curIndex - lastIndex));
                            SetValueAtIndex(overIndex, lerp, obj, i, cur.value.p);
                            overIndex++;
                        }
                    }
                    else if (curIndex - lastIndex < -1)
                    {
                        int overIndex = lastIndex - 1;
                        while (overIndex != curIndex)
                        {
                            float lerp = MathHelper.Lerp(lastDepth, curDepth, (curIndex - overIndex) / (curIndex - lastIndex));
                            SetValueAtIndex(overIndex, lerp, obj, i, cur.value.p);
                            overIndex--;
                        }
                    }
                }
                lastIndex = curIndex;
                lastDepth = curDepth;

                cur = cur.next;
            }
        }
Beispiel #3
0
 private static ObjVisiBorder CalNonShelterVisiBorder( IHasBorderObj obj, Rader rader )
 {
     CircleListNode<BorderPoint> curNode = obj.BorderData.First;
     CircleList<VisiBordPoint> points = new CircleList<VisiBordPoint>();
     for (int i = 0; i < obj.BorderData.Length; i++)
     {
         if (rader.PointInRader( Vector2.Transform( ConvertHelper.PointToVector2( curNode.value.p ), obj.WorldTrans ) ))
         {
             points.AddLast( new VisiBordPoint( i, curNode.value.p ) );
         }
         curNode = curNode.next;
     }
     if (points.Length != 0)
         return new ObjVisiBorder( obj, points );
     else
         return null;
 }
Beispiel #4
0
            public void DrawRader( Rader rader )
            {
                try
                {
                    BaseGame.Device.RenderState.DepthBufferEnable = false;
                    BaseGame.Device.RenderState.DepthBufferWriteEnable = false;
                    BaseGame.Device.RenderState.AlphaBlendEnable = false;

                    Texture2D depthMapTex = rader.depthMap.GetMapTexture();
                    depthMapPara.SetValue( depthMapTex );

                    raderAngPara.SetValue( rader.Ang );
                    raderColorPara.SetValue( ColorHelper.ToFloat4( rader.RaderColor ) );
                    raderRotaMatrixPara.SetValue( rader.RotaMatrix );
                    renderRaderEffect.CommitChanges();

                    DepthStencilBuffer old = BaseGame.Device.DepthStencilBuffer;

                    BaseGame.Device.SetRenderTarget( 0, rader.target );
                    BaseGame.Device.DepthStencilBuffer = depthBuffer;

                    BaseGame.Device.Clear( Color.TransparentBlack );

                    renderRaderEffect.CurrentTechnique = renderRaderEffect.Techniques[0];
                    renderRaderEffect.Begin();
                    renderRaderEffect.CurrentTechnique.Passes[0].Begin();

                    BaseGame.Device.VertexDeclaration = del;
                    BaseGame.Device.Vertices[0].SetSource( sectorBuffer, 0, del.GetVertexStrideSize( 0 ) );
                    BaseGame.Device.DrawPrimitives( PrimitiveType.TriangleFan, 0, partSum );

                    renderRaderEffect.CurrentTechnique.Passes[0].End();
                    renderRaderEffect.End();

                    BaseGame.Device.SetRenderTarget( 0, rader.targetSmall );
                    BaseGame.Device.DepthStencilBuffer = depthBufferSmall;

                    BaseGame.Device.Clear( Color.TransparentBlack );

                    renderRaderEffect.CurrentTechnique = renderRaderEffect.Techniques[0];
                    renderRaderEffect.Begin();
                    renderRaderEffect.CurrentTechnique.Passes[0].Begin();

                    BaseGame.Device.VertexDeclaration = del;
                    BaseGame.Device.Vertices[0].SetSource( sectorBuffer, 0, del.GetVertexStrideSize( 0 ) );
                    BaseGame.Device.DrawPrimitives( PrimitiveType.TriangleFan, 0, partSum );

                    renderRaderEffect.CurrentTechnique.Passes[0].End();
                    renderRaderEffect.End();
                    BaseGame.Device.SetRenderTarget( 0, null );

                    BaseGame.Device.DepthStencilBuffer = old;

                    BaseGame.Device.RenderState.DepthBufferEnable = true;
                    BaseGame.Device.RenderState.DepthBufferWriteEnable = true;
                }
                catch (Exception ex)
                {
                    Log.Write( ex.Message );
                }
            }
Beispiel #5
0
            public void DrawRader(Rader rader)
            {
                try
                {
                    BaseGame.Device.RenderState.DepthBufferEnable      = false;
                    BaseGame.Device.RenderState.DepthBufferWriteEnable = false;
                    BaseGame.Device.RenderState.AlphaBlendEnable       = false;

                    Texture2D depthMapTex = rader.depthMap.GetMapTexture();
                    depthMapPara.SetValue(depthMapTex);

                    raderAngPara.SetValue(rader.Ang);
                    raderColorPara.SetValue(ColorHelper.ToFloat4(rader.RaderColor));
                    raderRotaMatrixPara.SetValue(rader.RotaMatrix);
                    renderRaderEffect.CommitChanges();

                    DepthStencilBuffer old = BaseGame.Device.DepthStencilBuffer;

                    BaseGame.Device.SetRenderTarget(0, rader.target);
                    BaseGame.Device.DepthStencilBuffer = depthBuffer;

                    BaseGame.Device.Clear(Color.TransparentBlack);

                    renderRaderEffect.CurrentTechnique = renderRaderEffect.Techniques[0];
                    renderRaderEffect.Begin();
                    renderRaderEffect.CurrentTechnique.Passes[0].Begin();

                    BaseGame.Device.VertexDeclaration = del;
                    BaseGame.Device.Vertices[0].SetSource(sectorBuffer, 0, del.GetVertexStrideSize(0));
                    BaseGame.Device.DrawPrimitives(PrimitiveType.TriangleFan, 0, partSum);

                    renderRaderEffect.CurrentTechnique.Passes[0].End();
                    renderRaderEffect.End();

                    BaseGame.Device.SetRenderTarget(0, rader.targetSmall);
                    BaseGame.Device.DepthStencilBuffer = depthBufferSmall;

                    BaseGame.Device.Clear(Color.TransparentBlack);

                    renderRaderEffect.CurrentTechnique = renderRaderEffect.Techniques[0];
                    renderRaderEffect.Begin();
                    renderRaderEffect.CurrentTechnique.Passes[0].Begin();

                    BaseGame.Device.VertexDeclaration = del;
                    BaseGame.Device.Vertices[0].SetSource(sectorBuffer, 0, del.GetVertexStrideSize(0));
                    BaseGame.Device.DrawPrimitives(PrimitiveType.TriangleFan, 0, partSum);

                    renderRaderEffect.CurrentTechnique.Passes[0].End();
                    renderRaderEffect.End();
                    BaseGame.Device.SetRenderTarget(0, null);

                    BaseGame.Device.DepthStencilBuffer = old;

                    BaseGame.Device.RenderState.DepthBufferEnable      = true;
                    BaseGame.Device.RenderState.DepthBufferWriteEnable = true;
                }
                catch (Exception ex)
                {
                    Log.Write(ex.Message);
                }
            }
Beispiel #6
0
        /* 
         * 更新雷达中的可见区域贴图
         * 
         * 
         * 分为以下几个步骤:
         * 
         * <1>获得可能在雷达范围中的所有遮挡物
         * 
         * <2>将遮挡物的边界点坐标转换到雷达空间中,并在已经栅格化的雷达空间中填充边界点的深度信息,获得深度图。
         * 
         * <3>用显卡计算出可见区域贴图
         * 
         * */
        private void CalRaderMap( Rader rader, IEnumerable<IShelterObj>[] shelterObjGroup )
        {
            // 获得可能在雷达范围中的所有遮挡物。
            List<IShelterObj> sheltersInRader = new List<IShelterObj>( 16 );

            foreach (IEnumerable<IShelterObj> group in shelterObjGroup)
            {
                foreach (IShelterObj shelter in group)
                {
                    if (shelter.BoundingBox.Intersects( rader.BoundBox ))
                        sheltersInRader.Add( shelter );
                }
            }

            // 将遮挡物的边界点坐标转换到雷达空间中,并在已经栅格化的雷达空间中填充边界点的深度信息,获得深度图。
            rader.depthMap.ClearMap( 1 );

            foreach (IShelterObj shelter in sheltersInRader)
            {
                rader.depthMap.ApplyShelterObj( rader, shelter );
            }

            // 用显卡计算出可见区域贴图
            raderDrawer.DrawRader( rader );

            // 更新各项数据
            rader.UpdateTexture();
        }
Beispiel #7
0
        public void ApplyShelterObj( Rader rader, IShelterObj obj )
        {
            Matrix worldMatrix = obj.WorldTrans;

            CircleList<BorderPoint> border = obj.BorderData;
            CircleListNode<BorderPoint> lastB = border.First.pre;
            Vector2 pInRader = rader.TranslateToRaderSpace( Vector2.Transform( ConvertHelper.PointToVector2( lastB.value.p ), worldMatrix ) );
            int lastIndex = IndexOf( pInRader.X );
            float lastDepth = pInRader.Y;

            CircleListNode<BorderPoint> cur = border.First;
            for (int i = 0; i < border.Length; i++)
            {
                pInRader = rader.TranslateToRaderSpace( Vector2.Transform( ConvertHelper.PointToVector2( cur.value.p ), worldMatrix ) );
                int curIndex = IndexOf( pInRader.X );
                float curDepth = pInRader.Y;
                if (pInRader.X >= -1.1f && pInRader.X <= 1.3f)
                {
                    //this[pInRader.X] = Math.Min( this[pInRader.X], pInRader.Y );
                    SetValueAtIndex( curIndex, pInRader.Y, obj, i, cur.value.p );

                    if (curIndex - lastIndex > 1)
                    {
                        int overIndex = lastIndex + 1;
                        while (overIndex != curIndex)
                        {
                            float lerp = MathHelper.Lerp( lastDepth, curDepth, (curIndex - overIndex) / (curIndex - lastIndex) );
                            SetValueAtIndex( overIndex, lerp, obj, i, cur.value.p );
                            overIndex++;
                        }
                    }
                    else if (curIndex - lastIndex < -1)
                    {
                        int overIndex = lastIndex - 1;
                        while (overIndex != curIndex)
                        {
                            float lerp = MathHelper.Lerp( lastDepth, curDepth, (curIndex - overIndex) / (curIndex - lastIndex) );
                            SetValueAtIndex( overIndex, lerp, obj, i, cur.value.p );
                            overIndex--;
                        }
                    }
                }
                lastIndex = curIndex;
                lastDepth = curDepth;

                cur = cur.next;
            }
        }