Exemplo n.º 1
0
        protected void DrawAvatarTool(RendererBase <ToyWorld> renderer, IAvatar avatar, Vector2 size, Vector2 position, ToolBackgroundType type = ToolBackgroundType.BrownBorder)
        {
            GameObjectPainter goPainter = Owner.GameObjectPainter;

            GL.Enable(EnableCap.Blend);
            Owner.SetDefaultBlending();

            // Bind stuff to GL (used in overrides)
            renderer.TextureManager.Bind(goPainter.TilesetTexture);
            renderer.EffectManager.Use(goPainter.Effect);
            goPainter.Effect.TextureUniform(0);


            if (Owner.FlipYAxis)
            {
                size.Y     = -size.Y;
                position.Y = -position.Y;
            }

            Matrix transform = Matrix.CreateScale(size);

            transform *= Matrix.CreateTranslation(position.X, position.Y, 0.01f);


            // Draw the inventory background
            renderer.TextureManager.Bind(m_overlayTexture, Owner.GetTextureUnit(RenderRequestBase.TextureBindPosition.Ui));
            renderer.EffectManager.Use(m_overlayEffect);
            m_overlayEffect.TextureUniform((int)RenderRequestBase.TextureBindPosition.Ui);
            m_overlayEffect.TileTypesTextureUniform((int)RenderRequestBase.TextureBindPosition.TileTypes);
            m_overlayEffect.TileTypesIdxOffsetUniform(0);
            m_overlayEffect.ModelViewProjectionUniform(ref transform);

            goPainter.LocalTileTypesBuffer[0] = (ushort)type;
            if (avatar.Tool != null)
            {
                goPainter.LocalTileTypesBuffer[1] = (ushort)avatar.Tool.TilesetId;
            }

            GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
            goPainter.TileTypesTexure.Update1D(2, dataType: PixelType.UnsignedShort, data: goPainter.LocalTileTypesBuffer);
            QuadOffset.Draw();


            // Draw the inventory Tool
            if (avatar.Tool != null)
            {
                renderer.TextureManager.Bind(goPainter.TilesetTexture);
                renderer.EffectManager.Use(goPainter.Effect);
                goPainter.Effect.DiffuseUniform(new Vector4(1, 1, 1, 1));
                goPainter.Effect.TileTypesIdxOffsetUniform(1);

                Matrix toolTransform = Matrix.CreateScale(0.7f) * transform;
                goPainter.Effect.ModelViewProjectionUniform(ref toolTransform);

                QuadOffset.Draw();
            }
        }
Exemplo n.º 2
0
        public override void Draw(RendererBase <ToyWorld> renderer, ToyWorld world)
        {
            if (Settings.EnabledGameObjects == RenderRequestGameObject.None)
            {
                return;
            }

            if (!Settings.Use3D)
            {
                GL.Enable(EnableCap.Blend);
                Owner.SetDefaultBlending();
            }
            else
            {
                GL.Disable(EnableCap.Blend);
            }

            GL.Enable(EnableCap.DepthTest);
            GL.DepthMask(true);

            // Bind stuff to GL
            renderer.TextureManager.Bind(TilesetTexture[0], Owner.GetTextureUnit(RenderRequestBase.TextureBindPosition.SummerTileset));
            renderer.TextureManager.Bind(TilesetTexture[1], Owner.GetTextureUnit(RenderRequestBase.TextureBindPosition.WinterTileset));
            renderer.TextureManager.Bind(TileTypesTexure, Owner.GetTextureUnit(RenderRequestBase.TextureBindPosition.TileTypes));
            renderer.EffectManager.Use(Effect);
            Effect.TextureUniform((int)RenderRequestBase.TextureBindPosition.SummerTileset);
            Effect.TextureWinterUniform((int)RenderRequestBase.TextureBindPosition.WinterTileset);
            Effect.TileTypesTextureUniform((int)RenderRequestBase.TextureBindPosition.TileTypes);
            Effect.DiffuseUniform(new Vector4(1, 1, 1, Owner.EffectPainter.GetGlobalDiffuseComponent(world)));
            Effect.TileVertexCountUniform(Settings.Use3D ? DuplicatedCubeGrid.FaceCount * 4 : 4);

            if (Settings.EnabledGameObjects.HasFlag(RenderRequestGameObject.TileLayers))
            {
                DrawTileLayers(renderer, world);
            }
            if (Settings.EnabledGameObjects.HasFlag(RenderRequestGameObject.ObjectLayers))
            {
                DrawObjectLayers(renderer, world);
            }
        }