Esempio n. 1
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        public Matrix GetLightVolumeWorldMatrix(Cell c, GameObjectReference objRef)
        {
            Matrix scale, rotate, translate;
            float  fRadius = (float)Math.Tan(objRef.OuterAngle * 0.5f) * objRef.MaxRange;

            scale     = Matrix.Scaling(fRadius * 2.0f, objRef.MaxRange * 2.0f, fRadius * 2.0f);
            rotate    = RotateToFace(WorldSpace.GetRealWorldPos(objRef.Position, c), WorldSpace.GetRealWorldPos(objRef.Target, c), Vector3.UnitY);
            translate = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            return(scale * rotate * translate);
        }
Esempio n. 2
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        public Matrix GetLightVolumeWorldMatrix(Cell c, GameObjectReference objRef)
        {
            float  fScale = objRef.MaxRange * 1.1f;
            Matrix scale, translate, world = Matrix.Identity;

            translate = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            scale     = Matrix.Scaling(fScale, fScale, fScale);
            world     = Matrix.Multiply(world, scale);
            world     = Matrix.Multiply(world, translate);
            return(world);
        }
Esempio n. 3
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        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            Matrix scale, translate, sphereMatWVP;

            translate    = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            scale        = Matrix.Scaling(objRef.MaxRange, objRef.MaxRange, objRef.MaxRange);
            sphereMatWVP = scale * translate;

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Point], sphereMatWVP, GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Point], translate, GridColor);
        }
Esempio n. 4
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        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            //if (targetMesh == null)
            //  targetMesh = new GameObjectRef(@"system/box.mesh", "box.mesh", MeshInputElements10.PositionOnly4);


            Model targetMesh = WorldData.GetObject("light_target") as Model;

            Matrix scale, rotate, translate, matWVP;
            float  fRadius = (float)Math.Tan(objRef.OuterAngle * 0.5f) * objRef.MaxRange;

            scale  = Matrix.Scaling(fRadius, objRef.MaxRange, fRadius);
            rotate = RotateToFace(WorldSpace.GetRealWorldPos(objRef.Position, c), WorldSpace.GetRealWorldPos(objRef.Target, c), Vector3.UnitY);

            translate = WorldSpace.GetRealWorldMatrix(objRef.Position, c);
            matWVP    = scale * rotate * translate;

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Spot], matWVP, GridColor);
            RenderingFunctions.DrawLightVolume(targetMesh, Matrix.Scaling(1, 1, 1) * WorldSpace.GetRealWorldMatrix(objRef.Target, c), GridColor);
        }
Esempio n. 5
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        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            Matrix m = GetLightVolumeMatrix(c, objRef.Position, objRef.EndPoint, objRef.MaxRange);

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Area], m, GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Area], Matrix.Scaling(2, 2, 2) * WorldSpace.GetRealWorldMatrix(objRef.Position, c), GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Area], Matrix.Scaling(2, 2, 2) * WorldSpace.GetRealWorldMatrix(objRef.EndPoint, c), GridColor);
        }