コード例 #1
0
        public void DrawTransparent(Camera camera)
        {
            int     gameWidgetIndex = camera.GameWidget.GameWidgetIndex;
            Vector3 viewPosition    = camera.ViewPosition;
            Vector3 v     = new Vector3(MathUtils.Floor(viewPosition.X), 0f, MathUtils.Floor(viewPosition.Z));
            Matrix  value = Matrix.CreateTranslation(v - viewPosition) * camera.ViewMatrix.OrientationMatrix * camera.ProjectionMatrix;

            Display.BlendState        = BlendState.AlphaBlend;
            Display.DepthStencilState = DepthStencilState.Default;
            Display.RasterizerState   = ((m_subsystemSky.ViewUnderWaterDepth > 0f) ? RasterizerState.CullClockwiseScissor : RasterizerState.CullCounterClockwiseScissor);
            m_transparentShader.GetParameter("u_origin").SetValue(v.XZ);
            m_transparentShader.GetParameter("u_viewProjectionMatrix").SetValue(value);
            m_transparentShader.GetParameter("u_viewPosition").SetValue(viewPosition);
            m_transparentShader.GetParameter("u_texture").SetValue(m_subsystemAnimatedTextures.AnimatedBlocksTexture);
            m_transparentShader.GetParameter("u_samplerState").SetValue(SettingsManager.TerrainMipmapsEnabled ? m_samplerStateMips : m_samplerState);
            m_transparentShader.GetParameter("u_fogYMultiplier").SetValue(m_subsystemSky.VisibilityRangeYMultiplier);
            m_transparentShader.GetParameter("u_fogColor").SetValue(new Vector3(m_subsystemSky.ViewFogColor));
            ShaderParameter parameter = m_transparentShader.GetParameter("u_fogStartInvLength");

            for (int i = 0; i < m_chunksToDraw.Count; i++)
            {
                TerrainChunk terrainChunk = m_chunksToDraw[i];
                float        num          = MathUtils.Min(terrainChunk.FogEnds[gameWidgetIndex], m_subsystemSky.ViewFogRange.Y);
                float        num2         = MathUtils.Min(m_subsystemSky.ViewFogRange.X, num - 1f);
                parameter.SetValue(new Vector2(num2, 1f / (num - num2)));
                int subsetsMask = 64;
                DrawTerrainChunkGeometrySubsets(m_transparentShader, terrainChunk.Geometry, subsetsMask);
            }
        }
コード例 #2
0
 public void DrawFillHighlight(Camera camera)
 {
     if (camera.Eye.HasValue && m_highlightRaycastResult is TerrainRaycastResult)
     {
         CellFace cellFace  = ((TerrainRaycastResult)m_highlightRaycastResult).CellFace;
         int      cellValue = m_subsystemTerrain.Terrain.GetCellValue(cellFace.X, cellFace.Y, cellFace.Z);
         int      num       = Terrain.ExtractContents(cellValue);
         Block    block     = BlocksManager.Blocks[num];
         if (m_geometry == null || cellValue != m_value || cellFace != m_cellFace)
         {
             m_geometry = new Geometry();
             block.GenerateTerrainVertices(m_subsystemTerrain.BlockGeometryGenerator, m_geometry, cellValue, cellFace.X, cellFace.Y, cellFace.Z);
             m_cellFace = cellFace;
             m_value    = cellValue;
         }
         DynamicArray <TerrainVertex> vertices = m_geometry.SubsetOpaque.Vertices;
         DynamicArray <ushort>        indices  = m_geometry.SubsetOpaque.Indices;
         float   x            = m_subsystemSky.ViewFogRange.X;
         float   y            = m_subsystemSky.ViewFogRange.Y;
         Vector3 viewPosition = camera.ViewPosition;
         Vector3 v            = new Vector3(MathUtils.Floor(viewPosition.X), 0f, MathUtils.Floor(viewPosition.Z));
         Matrix  value        = Matrix.CreateTranslation(v - viewPosition) * camera.ViewMatrix.OrientationMatrix * camera.ProjectionMatrix;
         Display.BlendState        = BlendState.NonPremultiplied;
         Display.DepthStencilState = DepthStencilState.Default;
         Display.RasterizerState   = RasterizerState.CullCounterClockwiseScissor;
         m_shader.GetParameter("u_origin").SetValue(v.XZ);
         m_shader.GetParameter("u_viewProjectionMatrix").SetValue(value);
         m_shader.GetParameter("u_viewPosition").SetValue(viewPosition);
         m_shader.GetParameter("u_texture").SetValue(m_subsystemAnimatedTextures.AnimatedBlocksTexture);
         m_shader.GetParameter("u_samplerState").SetValue(SamplerState.PointWrap);
         m_shader.GetParameter("u_fogColor").SetValue(new Vector3(m_subsystemSky.ViewFogColor));
         m_shader.GetParameter("u_fogStartInvLength").SetValue(new Vector2(x, 1f / (y - x)));
         Display.DrawUserIndexed(PrimitiveType.TriangleList, m_shader, TerrainVertex.VertexDeclaration, vertices.Array, 0, vertices.Count, indices.Array, 0, indices.Count);
     }
 }
コード例 #3
0
        public void Draw(Camera camera, int drawOrder)
        {
            if (!m_componentMiner.DigCellFace.HasValue || !(m_componentMiner.DigProgress > 0f) || !(m_componentMiner.DigTime > 0.2f))
            {
                return;
            }
            Point3 point     = m_componentMiner.DigCellFace.Value.Point;
            int    cellValue = m_subsystemTerrain.Terrain.GetCellValue(point.X, point.Y, point.Z);
            int    num       = Terrain.ExtractContents(cellValue);
            Block  block     = BlocksManager.Blocks[num];

            if (m_geometry == null || cellValue != m_value || point != m_point)
            {
                m_geometry = new Geometry();
                block.GenerateTerrainVertices(m_subsystemTerrain.BlockGeometryGenerator, m_geometry, cellValue, point.X, point.Y, point.Z);
                m_point = point;
                m_value = cellValue;
                m_vertices.Clear();
                CracksVertex item = default(CracksVertex);
                for (int i = 0; i < m_geometry.SubsetOpaque.Vertices.Count; i++)
                {
                    TerrainVertex terrainVertex = m_geometry.SubsetOpaque.Vertices.Array[i];
                    byte          b             = (byte)((terrainVertex.Color.R + terrainVertex.Color.G + terrainVertex.Color.B) / 3);
                    item.X     = terrainVertex.X;
                    item.Y     = terrainVertex.Y;
                    item.Z     = terrainVertex.Z;
                    item.Tx    = (float)terrainVertex.Tx / 32767f * 16f;
                    item.Ty    = (float)terrainVertex.Ty / 32767f * 16f;
                    item.Color = new Color(b, b, b, (byte)128);
                    m_vertices.Add(item);
                }
            }
            Vector3 viewPosition          = camera.ViewPosition;
            Vector3 v                     = new Vector3(MathUtils.Floor(viewPosition.X), 0f, MathUtils.Floor(viewPosition.Z));
            Matrix  value                 = Matrix.CreateTranslation(v - viewPosition) * camera.ViewMatrix.OrientationMatrix * camera.ProjectionMatrix;
            DynamicArray <ushort> indices = m_geometry.SubsetOpaque.Indices;
            float x    = m_subsystemSky.ViewFogRange.X;
            float y    = m_subsystemSky.ViewFogRange.Y;
            int   num2 = MathUtils.Clamp((int)(m_componentMiner.DigProgress * 8f), 0, 7);

            Display.BlendState        = BlendState.NonPremultiplied;
            Display.DepthStencilState = DepthStencilState.Default;
            Display.RasterizerState   = RasterizerState.CullCounterClockwiseScissor;
            m_shader.GetParameter("u_origin").SetValue(v.XZ);
            m_shader.GetParameter("u_viewProjectionMatrix").SetValue(value);
            m_shader.GetParameter("u_viewPosition").SetValue(camera.ViewPosition);
            m_shader.GetParameter("u_texture").SetValue(m_textures[num2]);
            m_shader.GetParameter("u_samplerState").SetValue(SamplerState.PointWrap);
            m_shader.GetParameter("u_fogColor").SetValue(new Vector3(m_subsystemSky.ViewFogColor));
            m_shader.GetParameter("u_fogStartInvLength").SetValue(new Vector2(x, 1f / (y - x)));
            Display.DrawUserIndexed(PrimitiveType.TriangleList, m_shader, CracksVertex.VertexDeclaration, m_vertices.Array, 0, m_vertices.Count, indices.Array, 0, indices.Count);
        }
コード例 #4
0
        public void Draw(Camera camera, int drawOrder)
        {
            m_vertices.Clear();
            m_indices.Clear();
            foreach (MovingBlockSet movingBlockSet2 in m_movingBlockSets)
            {
                DrawMovingBlockSet(camera, movingBlockSet2);
            }
            int num = 0;

            while (num < m_removing.Count)
            {
                MovingBlockSet movingBlockSet = m_removing[num];
                if (movingBlockSet.RemainCounter-- > 0)
                {
                    DrawMovingBlockSet(camera, movingBlockSet);
                    num++;
                }
                else
                {
                    m_removing.RemoveAt(num);
                }
            }
            if (m_vertices.Count > 0)
            {
                Vector3 viewPosition = camera.ViewPosition;
                Vector3 v            = new Vector3(MathUtils.Floor(viewPosition.X), 0f, MathUtils.Floor(viewPosition.Z));
                Matrix  value        = Matrix.CreateTranslation(v - viewPosition) * camera.ViewMatrix.OrientationMatrix * camera.ProjectionMatrix;
                Display.BlendState        = BlendState.Opaque;
                Display.DepthStencilState = DepthStencilState.Default;
                Display.RasterizerState   = RasterizerState.CullCounterClockwiseScissor;
                m_shader.GetParameter("u_origin").SetValue(v.XZ);
                m_shader.GetParameter("u_viewProjectionMatrix").SetValue(value);
                m_shader.GetParameter("u_viewPosition").SetValue(camera.ViewPosition);
                m_shader.GetParameter("u_texture").SetValue(m_subsystemAnimatedTextures.AnimatedBlocksTexture);
                m_shader.GetParameter("u_samplerState").SetValue(SamplerState.PointClamp);
                m_shader.GetParameter("u_fogColor").SetValue(new Vector3(m_subsystemSky.ViewFogColor));
                m_shader.GetParameter("u_fogStartInvLength").SetValue(new Vector2(m_subsystemSky.ViewFogRange.X, 1f / (m_subsystemSky.ViewFogRange.Y - m_subsystemSky.ViewFogRange.X)));
                Display.DrawUserIndexed(PrimitiveType.TriangleList, m_shader, TerrainVertex.VertexDeclaration, m_vertices.Array, 0, m_vertices.Count, m_indices.Array, 0, m_indices.Count);
            }
            if (DebugDrawMovingBlocks)
            {
                DebugDraw();
            }
        }