Example #1
0
 public CameraController3D(GraphicsDevice gd, WorldState state)
 {
     Camera = new WorldCamera3D(gd, Vector3.Zero, Vector3.Zero, Vector3.Up);
     State  = state;
 }
Example #2
0
 public WorldStateRC(GraphicsDevice device, float worldPxWidth, float worldPxHeight, World world) : base(device, worldPxWidth, worldPxHeight, world)
 {
     _Camera = new WorldCamera3D(device, Vector3.Zero, Vector3.Zero, new Vector3(0, 1, 0));
 }
Example #3
0
        public Texture2D GetObjectThumb(ObjectComponent[] objects, Vector3[] positions, GraphicsDevice gd, WorldState state)
        {
            var cam   = new WorldCamera3D(gd, Vector3.Zero, Vector3.Zero, Vector3.Up);// WorldCamera3D)state.Camera;
            var oldVp = state.ViewProjection;

            /** Center average position **/
            Vector3 average = new Vector3();

            for (int i = 0; i < positions.Length; i++)
            {
                average += positions[i];
            }
            average /= positions.Length;

            cam.ProjectionOrigin = new Vector2(512, 512);
            cam.Target           = average + new Vector3(0.5f, 0.5f, 0) * 3f;
            cam.Position         = cam.Target + new Vector3(-9, 6, -9);

            state.DrawOOB = true;

            var _2d = state._2D;

            if (ObjThumbTarget == null)
            {
                ObjThumbTarget = new RenderTarget2D(gd, 1024, 1024, true, SurfaceFormat.Color, DepthFormat.Depth24);
            }

            gd.SetRenderTarget(ObjThumbTarget);
            var cpoints = new List <Vector3>();
            var view    = state.View;
            var vp      = view * state.Projection;

            gd.BlendState        = BlendState.NonPremultiplied;
            gd.RasterizerState   = RasterizerState.CullNone;
            gd.DepthStencilState = DepthStencilState.Default;
            var effect = WorldContent.RCObject;

            effect.ViewProjection = vp;
            state.ViewProjection  = vp;
            effect.SetTechnique(RCObjectTechniques.Draw);
            state.ClearLighting(false);
            Blueprint.SetLightColor(WorldContent.RCObject, Color.White, Color.White);

            var objs = objects.OrderBy(x => { x.UpdateDrawOrder(state); return(x.DrawOrder); }).ToList();

            gd.Clear(Color.Transparent);
            for (int i = 0; i < objs.Count; i++)
            {
                var obj          = objs[i];
                var tilePosition = positions[Array.IndexOf(objects, obj)];

                //we need to trick the object into believing it is in a set world state.
                var oldObjRot = obj.Direction;
                var oldObjPos = obj.UnmoddedPosition;
                var oldRoom   = obj.Room;

                obj.Direction = Direction.NORTH;
                obj.Room      = 65535;
                obj.OnRotationChanged(state);
                obj.OnZoomChanged(state);
                obj.Position = tilePosition;
                obj.Draw(gd, state);

                var mat = obj.World * vp;
                cpoints.AddRange(obj.GetBounds().GetCorners().Select(x =>
                {
                    var proj = Vector3.Transform(x, vp);
                    proj.X  /= proj.Z;
                    proj.Y  /= -proj.Z;
                    proj.X  += 1f;
                    proj.X  *= 512;
                    proj.Y  += 1f;
                    proj.Y  *= 512;
                    return(proj);
                }));

                //return everything to normal
                obj.Direction        = oldObjRot;
                obj.Room             = oldRoom;
                obj.UnmoddedPosition = oldObjPos;
                obj.OnRotationChanged(state);
                obj.OnZoomChanged(state);
            }
            gd.SetRenderTarget(null);
            var bounds3d = (cpoints.Count > 0) ? BoundingBox.CreateFromPoints(cpoints) : new BoundingBox();
            var bounds   = new Rectangle((int)bounds3d.Min.X, (int)bounds3d.Min.Y, (int)(bounds3d.Max.X - bounds3d.Min.X), (int)(bounds3d.Max.Y - bounds3d.Min.Y));

            bounds.Inflate(1, 1);
            bounds.X = Math.Max(0, Math.Min(1023, bounds.X));
            bounds.Y = Math.Max(0, Math.Min(1023, bounds.Y));
            if (bounds.Width + bounds.X > 1024)
            {
                bounds.Width = 1024 - bounds.X;
            }
            if (bounds.Height + bounds.Y > 1024)
            {
                bounds.Height = 1024 - bounds.Y;
            }

            bp.Changes.SetFlag(BlueprintGlobalChanges.LIGHTING_CHANGED);

            //return things to normal
            state.DrawOOB = false;

            state.ViewProjection = oldVp;

            gd.DepthStencilState = DepthStencilState.None;
            var clip = TextureUtils.Clip(gd, ObjThumbTarget, bounds);
            var dec  = TextureUtils.Decimate(clip, gd, 3, true);

            return(dec);
        }