Example #1
0
 public void DrawBefore2D(GraphicsDevice gd, WorldState state)
 {
     foreach (var avatar in Blueprint.Avatars)
     {
         if ((avatar.Position.Z+0.05f)/2.95f < state.Level) avatar.Draw(gd, state);
     }
 }
Example #2
0
 public void DrawAfter2D(GraphicsDevice gd, WorldState state)
 {
     var pxOffset = state.WorldSpace.GetScreenOffset();
     var _2d = state._2D;
     foreach (var avatar in Blueprint.Avatars)
     {
         if ((avatar.Position.Z + 0.05f) / 2.95f < state.Level)
         {
             _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(avatar.Position));
             _2d.OffsetTile(avatar.Position);
             avatar.Draw(gd, state);
         }
     }
 }
Example #3
0
        /// <summary>
        /// Gets an object group's thumbnail provided an array of objects.
        /// </summary>
        /// <param name="objects">The object components to draw.</param>
        /// <param name="gd">GraphicsDevice instance.</param>
        /// <param name="state">WorldState instance.</param>
        /// <returns>Object's ID if the object was found at the given position.</returns>
        public Texture2D GetObjectThumb(ObjectComponent[] objects, Vector3[] positions, GraphicsDevice gd, WorldState state)
        {
            var oldZoom = state.Zoom;
            var oldRotation = state.Rotation;
            /** Center average position **/
            Vector3 average = new Vector3();
            for (int i = 0; i < positions.Length; i++)
            {
                average += positions[i];
            }
            average /= positions.Length;

            state.SilentZoom = WorldZoom.Near;
            state.SilentRotation = WorldRotation.BottomRight;
            state.WorldSpace.Invalidate();
            state.InvalidateCamera();
            state.TempDraw = true;
            var pxOffset = new Vector2(442, 275) - state.WorldSpace.GetScreenFromTile(average);

            var _2d = state._2D;
            Promise<Texture2D> bufferTexture = null;
            state._2D.OBJIDMode = false;
            Rectangle bounds = new Rectangle();
            using (var buffer = state._2D.WithBuffer(BUFFER_THUMB, ref bufferTexture))
            {
                while (buffer.NextPass())
                {
                    for (int i=0; i<objects.Length; i++)
                    {
                        var obj = objects[i];
                        var tilePosition = positions[i];

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

                        obj.Direction = Direction.NORTH;
                        state.SilentZoom = WorldZoom.Near;
                        state.SilentRotation = WorldRotation.BottomRight;
                        obj.OnRotationChanged(state);
                        obj.OnZoomChanged(state);

                        _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition) + pxOffset);
                        _2d.OffsetTile(tilePosition);
                        _2d.SetObjID(obj.ObjectID);
                        obj.Draw(gd, state);

                        //return everything to normal
                        obj.Direction = oldObjRot;
                        state.SilentZoom = oldZoom;
                        state.SilentRotation = oldRotation;
                        obj.OnRotationChanged(state);
                        obj.OnZoomChanged(state);
                    }
                    bounds = _2d.GetSpriteListBounds();
                }
            }
            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;

            //return things to normal
            state.WorldSpace.Invalidate();
            state.InvalidateCamera();
            state.TempDraw = false;

            var tex = bufferTexture.Get();
            return TextureUtils.Clip(gd, tex, bounds);
        }
Example #4
0
        /// <summary>
        /// Gets an object's ID given an object's screen position.
        /// </summary>
        /// <param name="x">The object's X position.</param>
        /// <param name="y">The object's Y position.</param>
        /// <param name="gd">GraphicsDevice instance.</param>
        /// <param name="state">WorldState instance.</param>
        /// <returns>Object's ID if the object was found at the given position.</returns>
        public short GetObjectIDAtScreenPos(int x, int y, GraphicsDevice gd, WorldState state)
        {
            /** Draw all objects to a texture as their IDs **/
            var occupiedTiles = Blueprint.GetOccupiedTiles(state.Rotation);
            var oldCenter = state.CenterTile;
            var tileOff = state.WorldSpace.GetTileFromScreen(new Vector2(x, y));
            state.CenterTile += tileOff;
            var pxOffset = state.WorldSpace.GetScreenOffset();
            var _2d = state._2D;
            Promise<Texture2D> bufferTexture = null;

            state.TempDraw = true;
            state._2D.OBJIDMode = true;
            state._3D.OBJIDMode = true;
            using (var buffer = state._2D.WithBuffer(BUFFER_OBJID, ref bufferTexture))
            {

                while (buffer.NextPass())
                {
                    foreach (var tile in occupiedTiles)
                    {

                        /** Objects **/
                        if ((tile.Type & BlueprintOccupiedTileType.OBJECT) == BlueprintOccupiedTileType.OBJECT)
                        {
                            var objects = Blueprint.GetObjects(tile.TileX, tile.TileY); //TODO: Level
                            foreach (var obj in objects.Objects)
                            {
                                if (obj.Level != state.Level) continue;
                                var tilePosition = obj.Position;
                                _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition) + pxOffset);
                                _2d.OffsetTile(tilePosition);
                                _2d.SetObjID(obj.ObjectID);
                                obj.Draw(gd, state);
                            }
                        }
                    }

                    state._3D.Begin(gd);
                    foreach (var avatar in Blueprint.Avatars)
                    {
                        state._3D.SetObjID((short)avatar.ObjectID);
                        avatar.Draw(gd, state);
                    }
                    state._3D.End();
                }

            }
            state._3D.OBJIDMode = false;
            state._2D.OBJIDMode = false;
            state.TempDraw = false;
            state.CenterTile = oldCenter;

            var tex = bufferTexture.Get();
            Single[] data = new float[1];
            tex.GetData<Single>(data);
            return (short)Math.Round(data[0]*65535f);
        }
Example #5
0
        /// <summary>
        /// Paint to screen
        /// </summary>
        /// <param name="gd"></param>
        /// <param name="state"></param>
        public void Draw(GraphicsDevice gd, WorldState state)
        {
            var _2d = state._2D;
            _2d.ResetMatrices(gd.Viewport.Width, gd.Viewport.Height); //todo: render to texture support
            /**
             * Draw static layers
             */
            _2d.OffsetPixel(Vector2.Zero);

            if (StaticTerrain != null){
                _2d.DrawBasic(StaticTerrain, Vector2.Zero);
            }
            if (StaticFloor != null){
                _2d.DrawBasic(StaticFloor, Vector2.Zero);
            }
            if (StaticArch != null && StaticArchDepth != null)
            {
                _2d.DrawBasicRestoreDepth(StaticArch, StaticArchDepth, Vector2.Zero);
            }

            if (StaticObjects != null && StaticObjectsDepth != null)
            {
                _2d.DrawBasicRestoreDepth(StaticObjects, StaticObjectsDepth, Vector2.Zero);
            }

            /**
             * Draw dynamic objects. If an object has been static for X frames move it back into the static layer
             */

            var occupiedTiles = Blueprint.GetOccupiedTiles(state.Rotation);
            var pxOffset = state.WorldSpace.GetScreenOffset();

            foreach (var tile in occupiedTiles)
            {

                /** Objects **/
                if ((tile.Type & BlueprintOccupiedTileType.OBJECT) == BlueprintOccupiedTileType.OBJECT)
                {
                    var objects = Blueprint.GetObjects(tile.TileX, tile.TileY); //TODO: Level
                    foreach (var obj in objects.Objects)
                    {
                        if (obj.Level > state.Level) continue;
                        var renderInfo = GetRenderInfo(obj);
                        if (renderInfo.Layer == WorldObjectRenderLayer.DYNAMIC)
                        {
                            var tilePosition = obj.Position;
                            _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition) + pxOffset);
                            _2d.OffsetTile(tilePosition);
                            _2d.SetObjID(obj.ObjectID);
                            obj.Draw(gd, state);
                        }
                    }
                }
            }
        }
Example #6
0
        /// <summary>
        /// Setup anything that needs a GraphicsDevice
        /// </summary>
        /// <param name="layer"></param>
        public override void Initialize(_3DLayer layer)
        {
            base.Initialize(layer);

            /**
             * Setup world state, this object acts as a facade
             * to world objects as well as providing various
             * state settings for the world and helper functions
             */
            State = new WorldState(layer.Device, layer.Device.Viewport.Width/FSOEnvironment.DPIScaleFactor, layer.Device.Viewport.Height/FSOEnvironment.DPIScaleFactor, this);
            State.AmbientLight = new Texture2D(layer.Device, 256, 256);
            State._3D = new FSO.LotView.Utils._3DWorldBatch(State);
            State._2D = new FSO.LotView.Utils._2DWorldBatch(layer.Device, World2D.NUM_2D_BUFFERS,
                World2D.BUFFER_SURFACE_FORMATS, World2D.FORMAT_ALWAYS_DEPTHSTENCIL, World2D.SCROLL_BUFFER);
            State._2D.AmbientLight = State.AmbientLight;

            PPXDepthEngine.InitGD(layer.Device);
            if (FSOEnvironment.SoftwareDepth) PPXDepthEngine.InitScreenTargets(layer.Device);

            base.Camera = State.Camera;

            HasInitGPU = true;
            HasInit = HasInitGPU & HasInitBlueprint;
        }
Example #7
0
 public abstract void Draw(GraphicsDevice device, WorldState world);
Example #8
0
 public void DrawAfter2D(GraphicsDevice gd, WorldState state)
 {
     //gd.RasterizerState.CullMode = CullMode.CullCounterClockwiseFace;
 }
Example #9
0
 public void DrawBefore2D(GraphicsDevice gd, WorldState state)
 {
 }
Example #10
0
 public virtual void OnWorldChanged(WorldState world)
 {
 }
Example #11
0
 public virtual void OnScrollChanged(WorldState world)
 {
     OnWorldChanged(world);
 }
Example #12
0
 public virtual void OnRotationChanged(WorldState world)
 {
     OnWorldChanged(world);
 }
Example #13
0
 public virtual void Initialize(GraphicsDevice device, WorldState world)
 {
     OnWorldChanged(world);
 }
Example #14
0
 /// <summary>
 /// Creates a new WorldSpace instance.
 /// </summary>
 /// <param name="worldPxWidth">Width of world in pixels.</param>
 /// <param name="worldPxHeight">Height of world in pixels.</param>
 /// <param name="state">WorldState instance.</param>
 public WorldSpace(float worldPxWidth, float worldPxHeight, WorldState state)
 {
     this.State = state;
     this.WorldPxWidth = worldPxWidth;
     this.WorldPxHeight = worldPxHeight;
 }
Example #15
0
        /// <summary>
        /// Prep work before screen is painted
        /// </summary>
        /// <param name="gd"></param>
        /// <param name="state"></param>
        public void PreDraw(GraphicsDevice gd, WorldState state)
        {
            var damage = Blueprint.Damage;
            var _2d = state._2D;

            /**
             * Tasks:
             *  If scroll, zoom or rotation has changed, redraw all static layers
             *  If architecture has changed, redraw appropriate static layer
             *  If there is a new object in the static layer, redraw the static layer
             *  If an objects in the static layer has changed, redraw the static layer and move the object to the dynamic layer
             *  If wall visibility has changed, redraw wall layer (should think about how this works with breakthrough wall mode
             */

            var redrawTerrain = StaticTerrain == null;
            var redrawStaticObjects = false;
            var redrawFloors = false;
            var redrawWalls = false;

            WorldObjectRenderInfo info = null;

            foreach (var item in damage){
                switch (item.Type){
                    case BlueprintDamageType.ROTATE:
                    case BlueprintDamageType.ZOOM:
                    case BlueprintDamageType.SCROLL:
                    case BlueprintDamageType.LEVEL_CHANGED:
                        redrawFloors = true;
                        redrawWalls = true;
                        redrawStaticObjects = true;
                        redrawTerrain = true;
                        break;
                    case BlueprintDamageType.OBJECT_MOVE:
                        /** Redraw if its in static layer **/
                        info = GetRenderInfo(item.Component);
                        if (info.Layer == WorldObjectRenderLayer.STATIC){
                            redrawStaticObjects = true;
                        }
                        break;
                    case BlueprintDamageType.OBJECT_GRAPHIC_CHANGE:
                        /** Redraw if its in static layer **/
                        info = GetRenderInfo(item.Component);
                        if (info.Layer == WorldObjectRenderLayer.STATIC){
                            redrawStaticObjects = true;
                            info.Layer = WorldObjectRenderLayer.DYNAMIC;
                        }
                        break;
                    case BlueprintDamageType.OBJECT_RETURN_TO_STATIC:
                        info = GetRenderInfo(item.Component);
                        if (info.Layer == WorldObjectRenderLayer.DYNAMIC)
                        {
                            redrawStaticObjects = true;
                            info.Layer = WorldObjectRenderLayer.STATIC;
                        }
                        break;
                    case BlueprintDamageType.WALL_CUT_CHANGED:
                        redrawWalls = true;
                        break;
                    case BlueprintDamageType.FLOOR_CHANGED:
                        redrawFloors = true;
                        break;
                    case BlueprintDamageType.WALL_CHANGED:
                        redrawWalls = true;
                        break;
                }
            }
            damage.Clear();

            var occupiedTiles = Blueprint.GetOccupiedTiles(state.Rotation);
            var pxOffset = state.WorldSpace.GetScreenOffset();

            if (redrawTerrain)
            {
                Promise<Texture2D> bufferTexture = null;
                using (var buffer = state._2D.WithBuffer(BUFFER_STATIC_TERRAIN, ref bufferTexture)){
                    while (buffer.NextPass()){
                        Blueprint.Terrain.Draw(gd, state);
                    }
                }
                StaticTerrain = bufferTexture.Get();
            }

            if (redrawFloors){
                Promise<Texture2D> bufferTexture = null;
                using (var buffer = state._2D.WithBuffer(BUFFER_STATIC_FLOOR, ref bufferTexture))
                {
                    while (buffer.NextPass())
                    {

                        /*
                        foreach (var tile in occupiedTiles)
                        {
                            var tilePosition = new Vector3(tile.TileX, tile.TileY, 0.0f);
                            _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition) + pxOffset);
                            _2d.OffsetTile(tilePosition);
                            _2d.SetObjID(0);

                            if ((tile.Type & BlueprintOccupiedTileType.FLOOR) == BlueprintOccupiedTileType.FLOOR)
                            {
                                var floor = Blueprint.GetFloor(tile.TileX, tile.TileY, 1); //TODO: levels
                                floor.Draw(gd, state);
                            }
                        }
                        */
                    }
                }
                StaticFloor = bufferTexture.Get();
                //StaticFloor.Save("C:\\floor.png", ImageFileFormat.Png);
            }

            if (redrawWalls)
            {
                /** Draw archetecture to a texture **/
                Promise<Texture2D> bufferTexture = null;
                Promise<Texture2D> depthTexture = null;
                using (var buffer = state._2D.WithBuffer(BUFFER_ARCHETECTURE_PIXEL, ref bufferTexture, BUFFER_ARCHETECTURE_DEPTH, ref depthTexture))
                {
                    while (buffer.NextPass())
                    {
                        Blueprint.FloorComp.Draw(gd, state);
                        Blueprint.WallComp.Draw(gd, state);
                    }
                }
                StaticArch = bufferTexture.Get();
                StaticArchDepth = depthTexture.Get();
            }

            if (redrawStaticObjects){
                /** Draw static objects to a texture **/
                Promise<Texture2D> bufferTexture = null;
                Promise<Texture2D> depthTexture = null;
                using (var buffer = state._2D.WithBuffer(BUFFER_STATIC_OBJECTS_PIXEL, ref bufferTexture, BUFFER_STATIC_OBJECTS_DEPTH, ref depthTexture))
                {
                    while (buffer.NextPass())
                    {
                        foreach (var tile in occupiedTiles)
                        {

                            /** Objects **/
                            if ((tile.Type & BlueprintOccupiedTileType.OBJECT) == BlueprintOccupiedTileType.OBJECT)
                            {
                                var objects = Blueprint.GetObjects(tile.TileX, tile.TileY); //TODO: Level
                                foreach (var obj in objects.Objects)
                                {
                                    if (obj.Level > state.Level) continue;
                                    var renderInfo = GetRenderInfo(obj);
                                    if (renderInfo.Layer == WorldObjectRenderLayer.STATIC)
                                    {
                                        var tilePosition = obj.Position;
                                        _2d.OffsetPixel(state.WorldSpace.GetScreenFromTile(tilePosition) + pxOffset);
                                        _2d.OffsetTile(tilePosition);
                                        _2d.SetObjID(obj.ObjectID);
                                        obj.Draw(gd, state);
                                    }
                                }
                            }
                        }
                    }
                }

                StaticObjects = bufferTexture.Get();
                StaticObjectsDepth = depthTexture.Get();

                //StaticObjects.Save("C:\\static.png", ImageFileFormat.Png);
            }
        }
Example #16
0
 public virtual void OnZoomChanged(WorldState world)
 {
     OnWorldChanged(world);
 }
Example #17
0
 public virtual void Update(GraphicsDevice device, WorldState world)
 {
 }
Example #18
0
 public void PreDraw(GraphicsDevice gd, WorldState state)
 {
 }
Example #19
0
        /// <summary>
        /// Setup anything that needs a GraphicsDevice
        /// </summary>
        /// <param name="layer"></param>
        public override void Initialize(_3DLayer layer)
        {
            base.Initialize(layer);

            /**
             * Setup world state, this object acts as a facade
             * to world objects as well as providing various
             * state settings for the world and helper functions
             */
            State = new WorldState(layer.Device, layer.Device.Viewport.Width, layer.Device.Viewport.Height, this);
            State._3D = new FSO.LotView.Utils._3DWorldBatch(State);
            State._2D = new FSO.LotView.Utils._2DWorldBatch(layer.Device, World2D.NUM_2D_BUFFERS, World2D.BUFFER_SURFACE_FORMATS);
            base.Camera = State.Camera;

            HasInitGPU = true;
            HasInit = HasInitGPU & HasInitBlueprint;

            _2DWorld.Initialize(layer);
        }