IsInRange() private static method

Determines if a vector's length is less than a specified value
private static IsInRange ( Vector2 offset, float dist ) : bool
offset Vector2 Offset
dist float Distance
return bool
Esempio n. 1
0
        /// <summary>
        /// Draws shadows from the light's position outward
        /// </summary>
        /// <param name="helper">A render helper for drawing shadows</param>
        /// <param name="hulls">The shadow hulls used to draw shadows</param>
        public void Draw(KryptonRenderHelper helper, List <ShadowHull> hulls)
        {
            // Draw the light only if it's on
            if (!this.mIsOn)
            {
                return;
            }

            // Make sure we only render the following hulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (ShadowHull hull in hulls)
            {
                //if(hull.Bounds.Intersects(this.Bounds))
                // Add the hulls to the buffer only if they are within the light's range
                if (hull.Visible && Light2D.IsInRange(hull.Position - this.Position, hull.MaxRadius * Math.Max(hull.Scale.X, hull.Scale.Y) + this.Range))
                {
                    helper.BufferAddShadowHull(hull);
                }
            }

            var shadowEffect = helper.Effect.Techniques["PointLight_Shadow_Fast"];

            helper.Effect.CurrentTechnique = shadowEffect;
            // Set the effect parameters
            helper.Effect.Parameters["LightPosition"].SetValue(this.mPosition);
            helper.Effect.Parameters["Texture0"].SetValue(this.mTexture);
            helper.Effect.Parameters["LightIntensityFactor"].SetValue(1 / (this.mIntensity * this.mIntensity));

            shadowEffect.Passes["ShadowStencil"].Apply();
            helper.BufferDraw();

            shadowEffect.Passes["Light"].Apply();
            helper.DrawClippedFov(this.mPosition, this.mAngle, this.mRange * 2, this.mColor, this.mFov);
        }
Esempio n. 2
0
        /// <summary>
        /// Draws shadows from the light's position outward
        /// </summary>
        /// <param name="helper">A render helper for drawing shadows</param>
        /// <param name="hulls">The shadow hulls used to draw shadows</param>
        public void Draw(KryptonRenderHelper helper, List <ShadowHull> hulls)
        {
            // Draw the light only if it's on
            if (!this.mIsOn)
            {
                return;
            }

            // Make sure we only render the following hulls
            helper.ShadowHullVertices.Clear();
            helper.ShadowHullIndicies.Clear();

            // Loop through each hull
            foreach (ShadowHull hull in hulls)
            {
                //if(hull.Bounds.Intersects(this.Bounds))
                // Add the hulls to the buffer only if they are within the light's range
                if (hull.Visible && Light2D.IsInRange(hull.Position - this.Position, hull.MaxRadius * Math.Max(hull.Scale.X, hull.Scale.Y) + this.Range))
                {
                    helper.BufferAddShadowHull(hull);
                }
            }

            // Set the effect and parameters
            helper.Effect.Parameters["LightPosition"].SetValue(this.mPosition);
            helper.Effect.Parameters["Texture0"].SetValue(this.mTexture);
            helper.Effect.Parameters["LightIntensityFactor"].SetValue(1 / (this.mIntensity * this.mIntensity));


            switch (this.mShadowType)
            {
            case (ShadowType.Solid):
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Solid"];
                break;

            case (ShadowType.Illuminated):
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Illuminated"];
                break;

            case (ShadowType.Occluded):
                helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Shadow_Occluded"];
                break;

            default:
                throw new NotImplementedException("Shadow Type does not exist: " + this.mShadowType);
            }

            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.BufferDraw();
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["PointLight_Light"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.DrawClippedFov(this.mPosition, this.mAngle, this.mRange * 2, this.mColor, this.mFov);
            }

            helper.Effect.CurrentTechnique = helper.Effect.Techniques["ClearTarget_Alpha"];
            foreach (var pass in helper.Effect.CurrentTechnique.Passes)
            {
                pass.Apply();
                helper.GraphicsDevice.DrawUserPrimitives <VertexPositionTexture>(PrimitiveType.TriangleStrip, KryptonRenderHelper.UnitQuad, 0, 2);
            }
        }