Beispiel #1
0
        public int Compare(IRenderable x, IRenderable y)
        {
            var xOrder = wr.ScreenZPosition(x.Pos, x.ZOffset);
            var yOrder = wr.ScreenZPosition(y.Pos, y.ZOffset);

            return(xOrder.CompareTo(yOrder));
        }
Beispiel #2
0
        public float3 ScreenPosition(WorldRenderer wr)
        {
            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();

            // HACK: The z offset needs to be applied somewhere, but this probably is the wrong place.
            return(new float3(xy, sprite.Offset.Z + wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z));
        }
Beispiel #3
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        public void Render(WorldRenderer wr)
        {
            var pxOrigin     = wr.ScreenPosition(pos);
            var groundZ      = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(pos, 0));
            var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));

            var psb = renderProxy.ProjectedShadowBounds;
            var sa  = shadowOrigin + psb[0];
            var sb  = shadowOrigin + psb[2];
            var sc  = shadowOrigin + psb[1];
            var sd  = shadowOrigin + psb[3];

            Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
            Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f * renderProxy.Sprite.size);
        }
Beispiel #4
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        public void RenderDebugGeometry(WorldRenderer wr)
        {
            var pxOrigin     = wr.ScreenPosition(pos);
            var groundZ      = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(pos, 0));
            var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));

            // Draw sprite rect
            var offset = pxOrigin + renderProxy.Sprite.offset - 0.5f * renderProxy.Sprite.size;

            Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.size, Color.Red);

            // Draw transformed shadow sprite rect
            var c   = Color.Purple;
            var psb = renderProxy.ProjectedShadowBounds;

            Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[1], shadowOrigin + psb[3], c, c);
            Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c, c);
            Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c, c);
            Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c, c);

            // Draw voxel bounding box
            var draw            = voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
            var scaleTransform  = Util.ScaleMatrix(scale, scale, scale);
            var cameraTransform = Util.MakeFloatMatrix(camera.AsMatrix());

            foreach (var v in draw)
            {
                var bounds         = v.Voxel.Bounds(v.FrameFunc());
                var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
                                                                          (x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));

                var pxOffset        = wr.ScreenVector(v.OffsetFunc());
                var pxPos           = pxOrigin + new float2(pxOffset[0], pxOffset[1]);
                var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
                DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
            }
        }
Beispiel #5
0
			public void RenderDebugGeometry(WorldRenderer wr)
			{
				var pxOrigin = wr.ScreenPosition(voxel.pos);
				var groundZ = 0.5f * (pxOrigin.Y - wr.ScreenZPosition(voxel.pos, 0));
				var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));

				// Draw sprite rect
				var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
				Game.Renderer.WorldLineRenderer.DrawRect(offset, offset + renderProxy.Sprite.Size, Color.Red);

				// Draw transformed shadow sprite rect
				var c = Color.Purple;
				var psb = renderProxy.ProjectedShadowBounds;
				Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[1], shadowOrigin + psb[3], c);
				Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[3], shadowOrigin + psb[0], c);
				Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[0], shadowOrigin + psb[2], c);
				Game.Renderer.WorldLineRenderer.DrawLine(shadowOrigin + psb[2], shadowOrigin + psb[1], c);

				// Draw voxel bounding box
				var draw = voxel.voxels.Where(v => v.DisableFunc == null || !v.DisableFunc());
				var scaleTransform = Util.ScaleMatrix(voxel.scale, voxel.scale, voxel.scale);
				var cameraTransform = Util.MakeFloatMatrix(voxel.camera.AsMatrix());

				foreach (var v in draw)
				{
					var bounds = v.Voxel.Bounds(v.FrameFunc());
					var worldTransform = v.RotationFunc().Reverse().Aggregate(scaleTransform,
						(x, y) => Util.MatrixMultiply(x, Util.MakeFloatMatrix(y.AsMatrix())));

					float sx, sy, sz;
					wr.ScreenVectorComponents(v.OffsetFunc(), out sx, out sy, out sz);
					var pxPos = pxOrigin + new float2(sx, sy);
					var screenTransform = Util.MatrixMultiply(cameraTransform, worldTransform);
					DrawBoundsBox(pxPos, screenTransform, bounds, Color.Yellow);
				}
			}
Beispiel #6
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        float3 ScreenPosition(WorldRenderer wr)
        {
            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();

            return(new float3(xy, wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z));
        }
Beispiel #7
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		public void Render(WorldRenderer wr)
		{
			var pxOrigin = wr.ScreenPosition(pos);
			var groundZ = 0.5f*(pxOrigin.Y - wr.ScreenZPosition(pos, 0));
			var shadowOrigin = pxOrigin - groundZ*(new float2(renderProxy.ShadowDirection, 1));

			var psb = renderProxy.ProjectedShadowBounds;
			var sa = shadowOrigin + psb[0];
			var sb = shadowOrigin + psb[2];
			var sc = shadowOrigin + psb[1];
			var sd = shadowOrigin + psb[3];
			Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.ShadowSprite, sa, sb, sc, sd);
			Game.Renderer.WorldRgbaSpriteRenderer.DrawSprite(renderProxy.Sprite, pxOrigin - 0.5f*renderProxy.Sprite.size);
		}
Beispiel #8
0
        float3 ScreenPosition(WorldRenderer wr)
        {
            var xy = wr.ScreenPxPosition(pos) + wr.ScreenPxOffset(offset) - (0.5f * scale * sprite.Size.XY).ToInt2();

            // HACK: The z offset needs to be applied somewhere, but this probably is the wrong place.
            return new float3(xy, sprite.Offset.Z + wr.ScreenZPosition(pos, 0) - 0.5f * scale * sprite.Size.Z);
        }