Esempio n. 1
0
        public override void Render()
        {
            base.Render();

            _hudCamera.Apply();

            _tessellator.Begin(PrimitiveType.Quads);
            _tessellator.LoadIdentity();
            _tessellator.Translate(0, 0, -10);

            _tessellator.BindTexture(null);
            _tessellator.BindColor(Color.FromArgb(64, Color.Black));
            _tessellator.AddPoint(_hudCamera.Projection.Left, _hudCamera.Projection.Top);
            _tessellator.AddPoint(_hudCamera.Projection.Left, _hudCamera.Projection.Bottom);
            _tessellator.AddPoint(_hudCamera.Projection.Right, _hudCamera.Projection.Bottom);
            _tessellator.AddPoint(_hudCamera.Projection.Right, _hudCamera.Projection.Top);

            _tessellator.BindColor(Color.White);
            var scale = new Vector2(_ascii.Width, _ascii.Height) * 4;

            _tessellator.Scale(scale.X, scale.Y);
            _tessellator.Translate(-scale.X * PAUSE_MESSAGE.Length / 2, -scale.Y / 2);
            _ascii.RenderText(_tessellator, PAUSE_MESSAGE);

            _tessellator.End();

            //_writer.Write(PAUSE_MESSAGE);
        }
Esempio n. 2
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        private void RenderFieldOfView(int[,] fovMap, ITessellator tessellator, Camera <OrthographicProjection> camera, IChunkAccess chunk, int minX, int maxX, int minY, int maxY)
        {
            tessellator.PushTransform();
            tessellator.Translate(0, 0, -1 * (int)ChunkLayer.Lights);
            tessellator.BindTexture(null);

            for (var y = 0; y < fovMap.GetLength(0); y++)
            {
                for (var x = 0; x < fovMap.GetLength(1); x++)
                {
                    if (fovMap[y, x] == 255)
                    {
                        continue;
                    }

                    tessellator.BindColor(Color.FromArgb(255 - fovMap[y, x], 0, 0, 0));
                    tessellator.Translate(minX + x, minY + y);
                    tessellator.AddPoint(0, 0);
                    tessellator.AddPoint(0, 1);
                    tessellator.AddPoint(1, 1);
                    tessellator.AddPoint(1, 0);
                    tessellator.Translate(-(minX + x), -(minY + y));
                }
            }

            tessellator.PopTransform();
        }
Esempio n. 3
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        public void Render(ITessellator tessellator, int tileIndex, bool mirrorX = false, bool mirrorY = false)
        {
            var tile = _tiles[tileIndex];

            var minU = mirrorX ? tile.URight : tile.ULeft;
            var maxU = mirrorX ? tile.ULeft : tile.URight;
            var minV = mirrorY ? tile.VBottom : tile.VTop;
            var maxV = mirrorY ? tile.VTop : tile.VBottom;

            var width  = IsNormalized ? 1 : Width;
            var height = IsNormalized ? 1 : Height;

            tessellator.BindTexture(_texture);
            tessellator.AddPoint(0, 0, minU, minV);
            tessellator.AddPoint(0, height, minU, maxV);
            tessellator.AddPoint(width, height, maxU, maxV);
            tessellator.AddPoint(width, 0, maxU, minV);
        }
Esempio n. 4
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        public override void Render()
        {
            base.Render();

            GL.ClearColor(Color.FromArgb(48, 48, 48));
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            _worldManager.Render();

            if (!_uiManager.HasMouseHover)
            {
                if (_worldManager.Player.CanReach((int)_mouseBlockPosition.X, (int)_mouseBlockPosition.Y))
                {
                    _tessellator.Begin(PrimitiveType.Quads);
                    _tessellator.LoadIdentity();
                    _tessellator.Translate(0, 0, -9);                     // map overlay render layer

                    // Render the tile selector.
                    _tessellator.BindTexture(null);
                    _tessellator.BindColor(Color.FromArgb(64, Color.Black));

                    _tessellator.Translate(_mouseBlockPosition.X, _mouseBlockPosition.Y);
                    _tessellator.AddPoint(0, 0);
                    _tessellator.AddPoint(0, 1);
                    _tessellator.AddPoint(1, 1);
                    _tessellator.AddPoint(1, 0);

                    if (_uiManager.SelectedToolbarSlot != null)
                    {
                        _tessellator.BindColor(Color.FromArgb(128, Color.White));
                        ItemRenderManager.Instance.Render(_tessellator, _uiManager.SelectedToolbarSlot.GetItem());
                    }

                    _tessellator.End();
                }
            }

            _uiManager.Render();
        }
Esempio n. 5
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        /// <summary>
        /// Renders a light map around each entity.
        /// </summary>
        /// <remarks>
        /// Also takes line-of-sight into account.
        /// </remarks>
        private void RenderLightMap(ITessellator tessellator, IChunkAccess chunk, int minX, int maxX, int minY, int maxY)
        {
            tessellator.PushTransform();
            tessellator.Translate(0, 0, -1 * (int)ChunkLayer.Lights);
            tessellator.BindTexture(null);

            int[,] lightMap = new int[maxY - minY + 1, maxX - minX + 1];
            foreach (var entity in chunk.Entities)
            {
                var originX = (int)(entity.Position.X);
                var originY = (int)(entity.Position.Y);

                var considered = new List <Vector2I>();
                //for (var angle = 0.0f; angle < 360.0f; angle += (9.0f - distance)) // hit more angles as you move further out
                for (var angle = 0.0f; angle < 360.0f; angle += 1.0f)
                {
                    for (var distance = 0.0f; distance < chunk.AmbientLightLevel * 2.0f; distance++)
                    {
                        var x      = (int)(originX + distance * Math.Cos(OpenTK.MathHelper.DegreesToRadians(angle)));
                        var y      = (int)(originY + distance * Math.Sin(OpenTK.MathHelper.DegreesToRadians(angle)));
                        var vector = new Vector2I(y - minY, x - minX);
                        if (!considered.Contains(vector))
                        {
                            considered.Add(vector);

                            if (CommonCore.Math.MathHelper.IsInRange(y - minY, 0, maxY - minY + 1) && CommonCore.Math.MathHelper.IsInRange(x - minX, 0, maxX - minX + 1))
                            {
                                //var alpha = (8.0f - distance) / 8.0f;
                                var alpha = 1.0f / Math.Pow((distance + 1) / chunk.AmbientLightLevel, 2);

                                lightMap[y - minY, x - minX] = OpenTK.MathHelper.Clamp((int)(lightMap[y - minY, x - minX] + alpha * 255.0f), 0, 255);
                            }
                            else
                            {
                                break;
                            }
                        }

                        if (chunk[ChunkLayer.Blocking, x, y] != 0)
                        {
                            break;
                        }
                    }
                }
            }

            for (var y = 0; y < lightMap.GetLength(0); y++)
            {
                for (var x = 0; x < lightMap.GetLength(1); x++)
                {
                    tessellator.BindColor(Color.FromArgb(255 - lightMap[y, x], 0, 0, 0));
                    tessellator.Translate(minX + x, minY + y);
                    tessellator.AddPoint(0, 0);
                    tessellator.AddPoint(0, 1);
                    tessellator.AddPoint(1, 1);
                    tessellator.AddPoint(1, 0);
                    tessellator.Translate(-(minX + x), -(minY + y));
                }
            }

            tessellator.PopTransform();
        }
Esempio n. 6
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		public void Render(ITessellator tessellator, int tileIndex, bool mirrorX = false, bool mirrorY = false)
		{
			var tile = _tiles[tileIndex];

			var minU = mirrorX ? tile.URight : tile.ULeft;
			var maxU = mirrorX ? tile.ULeft : tile.URight;
			var minV = mirrorY ? tile.VBottom : tile.VTop;
			var maxV = mirrorY ? tile.VTop : tile.VBottom;

			var width = IsNormalized ? 1 : Width;
			var height = IsNormalized ? 1 : Height;

			tessellator.BindTexture(_texture);
			tessellator.AddPoint(0, 0, minU, minV);
			tessellator.AddPoint(0, height, minU, maxV);
			tessellator.AddPoint(width, height, maxU, maxV);
			tessellator.AddPoint(width, 0, maxU, minV);
		}
Esempio n. 7
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		/// <summary>
		/// Renders a light map around each entity.
		/// </summary>
		/// <remarks>
		/// Also takes line-of-sight into account.
		/// </remarks>
		private void RenderLightMap(ITessellator tessellator, IChunkAccess chunk, int minX, int maxX, int minY, int maxY)
		{
			tessellator.PushTransform();
			tessellator.Translate(0, 0, -1 * (int)ChunkLayer.Lights);
			tessellator.BindTexture(null);

			int[,] lightMap = new int[maxY - minY + 1, maxX - minX + 1];
			foreach (var entity in chunk.Entities)
			{
				var originX = (int)(entity.Position.X);
				var originY = (int)(entity.Position.Y);

				var considered = new List<Vector2I>();
				//for (var angle = 0.0f; angle < 360.0f; angle += (9.0f - distance)) // hit more angles as you move further out
				for (var angle = 0.0f; angle < 360.0f; angle += 1.0f)
				{
					for (var distance = 0.0f; distance < chunk.AmbientLightLevel * 2.0f; distance++)
					{
						var x = (int)(originX + distance * Math.Cos(OpenTK.MathHelper.DegreesToRadians(angle)));
						var y = (int)(originY + distance * Math.Sin(OpenTK.MathHelper.DegreesToRadians(angle)));
						var vector = new Vector2I(y - minY, x - minX);
						if (!considered.Contains(vector))
						{
							considered.Add(vector);

							if (CommonCore.Math.MathHelper.IsInRange(y - minY, 0, maxY - minY + 1) && CommonCore.Math.MathHelper.IsInRange(x - minX, 0, maxX - minX + 1))
							{
								//var alpha = (8.0f - distance) / 8.0f;
								var alpha = 1.0f / Math.Pow((distance + 1) / chunk.AmbientLightLevel, 2);

								lightMap[y - minY, x - minX] = OpenTK.MathHelper.Clamp((int)(lightMap[y - minY, x - minX] + alpha * 255.0f), 0, 255);
							}
							else
							{
								break;
							}
						}

						if (chunk[ChunkLayer.Blocking, x, y] != 0)
						{
							break;
						}
					}
				}
			}

			for (var y = 0; y < lightMap.GetLength(0); y++)
			{
				for (var x = 0; x < lightMap.GetLength(1); x++)
				{
					tessellator.BindColor(Color.FromArgb(255 - lightMap[y, x], 0, 0, 0));
					tessellator.Translate(minX + x, minY + y);
					tessellator.AddPoint(0, 0);
					tessellator.AddPoint(0, 1);
					tessellator.AddPoint(1, 1);
					tessellator.AddPoint(1, 0);
					tessellator.Translate(-(minX + x), -(minY + y));
				}
			}

			tessellator.PopTransform();
		}
Esempio n. 8
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		private void RenderFieldOfView(int[,] fovMap, ITessellator tessellator, Camera<OrthographicProjection> camera, IChunkAccess chunk, int minX, int maxX, int minY, int maxY)
		{
			tessellator.PushTransform();
			tessellator.Translate(0, 0, -1 * (int)ChunkLayer.Lights);
			tessellator.BindTexture(null);

			for (var y = 0; y < fovMap.GetLength(0); y++)
			{
				for (var x = 0; x < fovMap.GetLength(1); x++)
				{
					if (fovMap[y, x] == 255)
					{
						continue;
					}

					tessellator.BindColor(Color.FromArgb(255 - fovMap[y, x], 0, 0, 0));
					tessellator.Translate(minX + x, minY + y);
					tessellator.AddPoint(0, 0);
					tessellator.AddPoint(0, 1);
					tessellator.AddPoint(1, 1);
					tessellator.AddPoint(1, 0);
					tessellator.Translate(-(minX + x), -(minY + y));
				}
			}

			tessellator.PopTransform();
		}