Ejemplo n.º 1
0
        public override void Render(DrawArgs drawArgs)
        {
            if (!isOn)
            {
                return;
            }

            if (!isInitialized)
            {
                Initialize(drawArgs);
            }

            m_pointSprites.Clear();

            int       closestIconDistanceSquared = int.MaxValue;
            PointIcon closestIcon = null;

            // build list of all points in view
            foreach (PointIcon point in m_points.Values)
            {
                try
                {
                    // don't bother to do anything else if we aren't even in view
                    if (drawArgs.WorldCamera.ViewFrustum.ContainsPoint(point.Position))
                    {
                        Vector3 translationVector = new Vector3(
                            (float)(point.PositionD.X - drawArgs.WorldCamera.ReferenceCenter.X),
                            (float)(point.PositionD.Y - drawArgs.WorldCamera.ReferenceCenter.Y),
                            (float)(point.PositionD.Z - drawArgs.WorldCamera.ReferenceCenter.Z));

                        Vector3 projectedPoint = drawArgs.WorldCamera.Project(translationVector);

                        // check if inside bounding box of icon
                        int dx = DrawArgs.LastMousePosition.X - (int)projectedPoint.X;
                        int dy = DrawArgs.LastMousePosition.Y - (int)projectedPoint.Y;
                        if (SelectionRectangle.Contains(dx, dy))
                        {
                            // Mouse is over, check whether this icon is closest
                            int distanceSquared = dx * dx + dy * dy;
                            if (distanceSquared < closestIconDistanceSquared)
                            {
                                closestIconDistanceSquared = distanceSquared;
                                closestIcon = point;
                            }
                        }

                        PointSpriteVertex pv = new PointSpriteVertex(translationVector.X, translationVector.Y, translationVector.Z, point.Size, point.Color.ToArgb());
                        m_pointSprites.Add(pv);
                    }
                }
                catch
                {
                }
                finally
                {
                }
            }

            // render point sprites if any in the list
            try
            {
                if (m_pointSprites.Count > 0)
                {
                    // save device state
                    Texture       origTexture           = drawArgs.device.GetTexture(0);
                    VertexFormats origVertexFormat      = drawArgs.device.VertexFormat;
                    float         origPointScaleA       = drawArgs.device.RenderState.PointScaleA;
                    float         origPointScaleB       = drawArgs.device.RenderState.PointScaleB;
                    float         origPointScaleC       = drawArgs.device.RenderState.PointScaleC;
                    bool          origPointSpriteEnable = drawArgs.device.RenderState.PointSpriteEnable;
                    bool          origPointScaleEnable  = drawArgs.device.RenderState.PointScaleEnable;
                    Blend         origSourceBlend       = drawArgs.device.RenderState.SourceBlend;
                    Blend         origDestBlend         = drawArgs.device.RenderState.DestinationBlend;

                    // set device to do point sprites
                    drawArgs.device.SetTexture(0, m_pointTexture.Texture);
                    drawArgs.device.VertexFormat                  = VertexFormats.Position | VertexFormats.PointSize | VertexFormats.Diffuse;
                    drawArgs.device.RenderState.PointScaleA       = 1f;
                    drawArgs.device.RenderState.PointScaleB       = 0f;
                    drawArgs.device.RenderState.PointScaleC       = 0f;
                    drawArgs.device.RenderState.PointSpriteEnable = true;
                    drawArgs.device.RenderState.PointScaleEnable  = true;
                    //drawArgs.device.RenderState.SourceBlend = Blend.One;
                    //drawArgs.device.RenderState.DestinationBlend = Blend.BlendFactor;

                    drawArgs.device.SetTextureStageState(0, TextureStageStates.ColorOperation, (int)TextureOperation.Modulate);
                    drawArgs.device.SetTextureStageState(0, TextureStageStates.ColorArgument1, (int)TextureArgument.TextureColor);
                    drawArgs.device.SetTextureStageState(0, TextureStageStates.ColorArgument2, (int)TextureArgument.Diffuse);

                    // Draw all visible points
                    drawArgs.device.DrawUserPrimitives(PrimitiveType.PointList, m_pointSprites.Count, m_pointSprites.ToArray());

                    // Draw label and description of mouseover point
                    if (closestIcon != null)
                    {
                    }

                    // restore device state
                    drawArgs.device.SetTexture(0, origTexture);
                    drawArgs.device.VertexFormat                  = origVertexFormat;
                    drawArgs.device.RenderState.PointScaleA       = origPointScaleA;
                    drawArgs.device.RenderState.PointScaleB       = origPointScaleB;
                    drawArgs.device.RenderState.PointScaleC       = origPointScaleC;
                    drawArgs.device.RenderState.PointSpriteEnable = origPointSpriteEnable;
                    drawArgs.device.RenderState.PointScaleEnable  = origPointScaleEnable;
                    drawArgs.device.RenderState.SourceBlend       = origSourceBlend;
                    drawArgs.device.RenderState.DestinationBlend  = origDestBlend;
                }
            }
            catch
            {
            }
        }
Ejemplo n.º 2
0
Archivo: Icons.cs Proyecto: Fav/testww
        /// <summary>
        /// This used to be done in the World class but moved here so folks could override a ROL's behavior.
        ///
        /// NOTE:  Everything under an Icons is rendered using RenderPriority.Icons.  If you put any other kind of
        /// ROL in here it (and it's children) probably wont render.
        /// </summary>
        /// <param name="drawArgs"></param>
        /// <param name="priority"></param>
        public override void RenderChildren(DrawArgs drawArgs, RenderPriority priority)
        {
            //Respect icon set temporal extents
            if (TimeKeeper.CurrentTimeUtc < EarliestTime || TimeKeeper.CurrentTimeUtc > LatestTime)
            {
                return;
            }

            if (!isOn)
            {
                return;
            }

            if (!isInitialized)
            {
                return;
            }

            if (priority != RenderPriority.Icons)
            {
                return;
            }

            // render ourselves
            this.Render(drawArgs);

            if (m_canUsePointSprites)
            {
                pointSprites.Clear();
            }

            // First render everything except icons - we need to do this twice since the other loop is INSIDE the
            // sprite.begin which can mess up the rendering of other ROs.  This is why prerender is in this loop.
            m_childrenRWLock.AcquireReaderLock(Timeout.Infinite);
            try
            {
                foreach (RenderableObject ro in m_children)
                {
                    if (!ro.IsOn)
                    {
                        continue;
                    }

                    if (ro is Icon) // && (priority == RenderPriority.Icons))
                    {
                        Icon icon = ro as Icon;
                        if (icon == null)
                        {
                            continue;
                        }

                        // do this once for both passes
                        icon.DistanceToIcon = Vector3.Length(icon.Position - drawArgs.WorldCamera.Position);

                        // do PreRender regardless of everything else
                        // note that mouseover actions happen one render cycle after mouse is over icon

                        icon.PreRender(drawArgs, (mouseOverIcon != null) && (icon == mouseOverIcon));
                    }
                    else if (ro is RenderableObjectList)
                    {
                        (ro as RenderableObjectList).RenderChildren(drawArgs, priority);
                    }
                    //// hack to render both surface images and terrain mapped images.
                    //else if (priority == RenderPriority.TerrainMappedImages)
                    //{
                    //    if (ro.RenderPriority == RenderPriority.SurfaceImages || ro.RenderPriority == RenderPriority.TerrainMappedImages)
                    //    {
                    //        ro.Render(drawArgs);
                    //    }
                    //}
                    else  // if (ro.RenderPriority == priority)
                    {
                        ro.Render(drawArgs);
                    }
                }
            }
            catch (Exception ex)
            {
                Log.Write(ex);
            }
            finally
            {
                m_childrenRWLock.ReleaseReaderLock();
            }

            m_labelRectangles.Clear();

            int  closestIconDistanceSquared = int.MaxValue;
            Icon closestIcon = null;

            if (priority == RenderPriority.Icons)
            {
                try
                {
                    m_sprite.Begin(SpriteFlags.AlphaBlend);

                    // Now render just the icons
                    m_childrenRWLock.AcquireReaderLock(Timeout.Infinite);
                    try
                    {
                        foreach (RenderableObject ro in m_children)
                        {
                            if (!ro.IsOn)
                            {
                                continue;
                            }

                            Icon icon = ro as Icon;
                            if (icon == null)
                            {
                                continue;
                            }

                            // don't try to render if we aren't in view or too far away
                            if ((drawArgs.WorldCamera.ViewFrustum.ContainsPoint(icon.Position)) &&
                                (icon.DistanceToIcon <= icon.MaximumDisplayDistance) &&
                                (icon.DistanceToIcon >= icon.MinimumDisplayDistance))
                            {
                                Vector3 translationVector = new Vector3(
                                    (float)(icon.PositionD.X - drawArgs.WorldCamera.ReferenceCenter.X),
                                    (float)(icon.PositionD.Y - drawArgs.WorldCamera.ReferenceCenter.Y),
                                    (float)(icon.PositionD.Z - drawArgs.WorldCamera.ReferenceCenter.Z));

                                Vector3 projectedPoint = drawArgs.WorldCamera.Project(translationVector);

                                // check if inside bounding box of icon
                                int dx = DrawArgs.LastMousePosition.X - (int)projectedPoint.X;
                                int dy = DrawArgs.LastMousePosition.Y - (int)projectedPoint.Y;
                                if (icon.SelectionRectangle.Contains(dx, dy))
                                {
                                    // Mouse is over, check whether this icon is closest
                                    int distanceSquared = dx * dx + dy * dy;
                                    if (distanceSquared < closestIconDistanceSquared)
                                    {
                                        closestIconDistanceSquared = distanceSquared;
                                        closestIcon = icon;
                                    }
                                }

                                // mouseover is always one render cycle behind...we mark that an icon is the mouseover
                                // icon and render it normally.  On the NEXT pass it renders as a mouseover icon

                                if (icon != mouseOverIcon)
                                {
                                    // Note: Always render hooked icons as a real icon rather than a sprite.
                                    if (icon.UsePointSprite && (icon.DistanceToIcon > icon.PointSpriteDistance) && m_canUsePointSprites && !icon.IsHooked)
                                    {
                                        PointSpriteVertex pv = new PointSpriteVertex(translationVector.X, translationVector.Y, translationVector.Z, icon.PointSpriteSize, icon.PointSpriteColor.ToArgb());
                                        pointSprites.Add(pv);
                                    }
                                    else
                                    {
                                        // add pointsprite anyway
                                        if (icon.UsePointSprite && icon.AlwaysRenderPointSprite)
                                        {
                                            PointSpriteVertex pv = new PointSpriteVertex(translationVector.X, translationVector.Y, translationVector.Z, icon.PointSpriteSize, icon.PointSpriteColor.ToArgb());
                                            pointSprites.Add(pv);
                                        }

                                        icon.FastRender(drawArgs, m_sprite, projectedPoint, false, m_labelRectangles);
                                    }
                                }
                            }
                            else
                            {
                                // do whatever we're supposed to do if we're not in view or too far away
                                icon.NoRender(drawArgs);
                            }

                            // do post rendering even if we don't render
                            // note that mouseover actions happen one render cycle after mouse is over icon
                            icon.PostRender(drawArgs, icon == mouseOverIcon);
                        }
                    }
                    catch (Exception ex)
                    {
                        System.Console.WriteLine(ex.Message.ToString());
                    }
                    finally
                    {
                        m_childrenRWLock.ReleaseReaderLock();
                    }

                    // Clear the rectangles so that mouseover label always appears
                    m_labelRectangles.Clear();

                    // Render the mouse over icon last (on top)
                    if (mouseOverIcon != null)
                    {
                        Vector3 translationVector = new Vector3(
                            (float)(mouseOverIcon.PositionD.X - drawArgs.WorldCamera.ReferenceCenter.X),
                            (float)(mouseOverIcon.PositionD.Y - drawArgs.WorldCamera.ReferenceCenter.Y),
                            (float)(mouseOverIcon.PositionD.Z - drawArgs.WorldCamera.ReferenceCenter.Z));

                        Vector3 projectedPoint = drawArgs.WorldCamera.Project(translationVector);

                        if (mouseOverIcon.UsePointSprite && mouseOverIcon.AlwaysRenderPointSprite && m_canUsePointSprites)
                        {
                            // add pointsprite anyway
                            PointSpriteVertex pv = new PointSpriteVertex(translationVector.X, translationVector.Y, translationVector.Z, mouseOverIcon.PointSpriteSize, mouseOverIcon.PointSpriteColor.ToArgb());
                            pointSprites.Add(pv);
                        }

                        mouseOverIcon.FastRender(drawArgs, m_sprite, projectedPoint, true, m_labelRectangles);
                    }

                    // set new mouseover icon
                    mouseOverIcon = closestIcon;
                }
                catch (Exception ex)
                {
                    System.Console.WriteLine(ex.Message.ToString());
                }
                finally
                {
                    m_sprite.End();
                }

                // render point sprites if any in the list
                try
                {
                    if (pointSprites.Count > 0)
                    {
                        // save device state
                        Texture       origTexture           = drawArgs.device.GetTexture(0);
                        VertexFormats origVertexFormat      = drawArgs.device.VertexFormat;
                        float         origPointScaleA       = drawArgs.device.RenderState.PointScaleA;
                        float         origPointScaleB       = drawArgs.device.RenderState.PointScaleB;
                        float         origPointScaleC       = drawArgs.device.RenderState.PointScaleC;
                        bool          origPointSpriteEnable = drawArgs.device.RenderState.PointSpriteEnable;
                        bool          origPointScaleEnable  = drawArgs.device.RenderState.PointScaleEnable;
                        Blend         origSourceBlend       = drawArgs.device.RenderState.SourceBlend;
                        Blend         origDestBlend         = drawArgs.device.RenderState.DestinationBlend;

                        // set device to do point sprites
                        drawArgs.device.SetTexture(0, m_pointTexture.Texture);
                        drawArgs.device.VertexFormat            = VertexFormats.Position | VertexFormats.PointSize | VertexFormats.Diffuse;
                        drawArgs.device.RenderState.PointScaleA = 1f;
                        drawArgs.device.RenderState.PointScaleB = 0f;
                        drawArgs.device.RenderState.PointScaleC = 0f;
                        //drawArgs.device.RenderState.PointScaleA = 0f;
                        //drawArgs.device.RenderState.PointScaleB = 0f;
                        //drawArgs.device.RenderState.PointScaleC = .0000000000001f;
                        drawArgs.device.RenderState.PointSpriteEnable = true;
                        drawArgs.device.RenderState.PointScaleEnable  = true;
                        drawArgs.device.RenderState.SourceBlend       = Blend.One;
                        drawArgs.device.RenderState.DestinationBlend  = Blend.InvSourceAlpha;

                        drawArgs.device.SetTextureStageState(0, TextureStageStates.ColorOperation, (int)TextureOperation.Modulate);
                        drawArgs.device.SetTextureStageState(0, TextureStageStates.ColorArgument1, (int)TextureArgument.TextureColor);
                        drawArgs.device.SetTextureStageState(0, TextureStageStates.ColorArgument2, (int)TextureArgument.Diffuse);

                        drawArgs.device.DrawUserPrimitives(PrimitiveType.PointList, pointSprites.Count, pointSprites.ToArray());

                        // restore device state
                        drawArgs.device.SetTexture(0, origTexture);
                        drawArgs.device.VertexFormat                  = origVertexFormat;
                        drawArgs.device.RenderState.PointScaleA       = origPointScaleA;
                        drawArgs.device.RenderState.PointScaleB       = origPointScaleB;
                        drawArgs.device.RenderState.PointScaleC       = origPointScaleC;
                        drawArgs.device.RenderState.PointSpriteEnable = origPointSpriteEnable;
                        drawArgs.device.RenderState.PointScaleEnable  = origPointScaleEnable;
                        drawArgs.device.RenderState.SourceBlend       = origSourceBlend;
                        drawArgs.device.RenderState.DestinationBlend  = origDestBlend;
                    }
                }
                catch (Exception ex)
                {
                    System.Console.WriteLine(ex.Message.ToString());
                }
            }
        }