Пример #1
0
        private bool Draw3DStretched(Batcher2D batcher, Vector3 position, MouseOverList objectList)
        {
            Texture.Ticks = Engine.Ticks;

            int z = Z * 4;

            if (Engine.Profile.Current.HighlightGameObjects)
            {
                if (IsSelected)
                {
                    if (_storedHue == Vector3.Zero)
                    {
                        _storedHue = HueVector;
                    }
                    HueVector = ShaderHuesTraslator.SelectedHue;
                }
                else if (_storedHue != Vector3.Zero)
                {
                    HueVector  = _storedHue;
                    _storedHue = Vector3.Zero;
                }
            }

            Vector3.Add(ref position, ref _vertex0_yOffset, out _vertex[0].Position);
            Vector3.Add(ref position, ref _vertex1_yOffset, out _vertex[1].Position);
            Vector3.Add(ref position, ref _vertex2_yOffset, out _vertex[2].Position);
            Vector3.Add(ref position, ref _vertex3_yOffset, out _vertex[3].Position);

            _vertex[0].Position.Y += z;
            _vertex[1].Position.Y += z;
            _vertex[2].Position.Y += z;
            _vertex[3].Position.Y += z;

            //HueVector.Z = 1f - (AlphaHue / 255f);

            if (HueVector != _vertex[0].Hue)
            {
                _vertex[0].Hue = HueVector;
                _vertex[1].Hue = HueVector;
                _vertex[2].Hue = HueVector;
                _vertex[3].Hue = HueVector;
            }

            if (!batcher.DrawSprite(Texture, _vertex))
            {
                return(false);
            }

            if (objectList.IsMouseInObjectIsometric(_vertex))
            {
                objectList.Add(this, _vertex[0].Position);
            }

            return(true);
        }
Пример #2
0
        private unsafe bool Draw3DStretched(Batcher2D batcher, Vector3 position, MouseOverList objectList)
        {
            Texture.Ticks = Engine.Ticks;

            int z = GameObject.Position.Z * 4;

            if (IsSelected)
            {
                if (_storedHue == Vector3.Zero)
                {
                    _storedHue = HueVector;
                }
                HueVector = ShaderHuesTraslator.SelectedHue;
            }
            else if (_storedHue != Vector3.Zero)
            {
                HueVector  = _storedHue;
                _storedHue = Vector3.Zero;
            }

            fixed(SpriteVertex *ptr = _vertex)
            {
                ptr[0].Position = position + _vertex0_yOffset;
                ptr[1].Position = position + _vertex1_yOffset;
                ptr[2].Position = position + _vertex2_yOffset;
                ptr[3].Position = position + _vertex3_yOffset;

                ptr[0].Position.Y += z;
                ptr[1].Position.Y += z;
                ptr[2].Position.Y += z;
                ptr[3].Position.Y += z;

                if (HueVector != ptr[0].Hue)
                {
                    ptr[0].Hue = HueVector;
                    ptr[1].Hue = HueVector;
                    ptr[2].Hue = HueVector;
                    ptr[3].Hue = HueVector;
                }
            }

            if (!batcher.DrawSprite(Texture, _vertex))
            {
                return(false);
            }

            if (objectList.IsMouseInObjectIsometric(_vertex))
            {
                objectList.Add(GameObject, _vertex[0].Position);
            }

            return(true);
        }
Пример #3
0
        public virtual bool Draw(Batcher2D batcher, Vector3 position, MouseOverList list)
        {
            SpriteVertex[] vertex;

            bool hasShadow = HasShadow && position.Z >= 1000;

            if (hasShadow)
            {
                position.Z -= 1000;
            }

            if (Rotation != 0.0f)
            {
                float   w      = Bounds.Width / 2f;
                float   h      = Bounds.Height / 2f;
                Vector3 center = position;
                center.X -= Bounds.X - 44 + w;
                center.Y -= Bounds.Y + h;
                float sinx = (float)Math.Sin(Rotation) * w;
                float cosx = (float)Math.Cos(Rotation) * w;
                float siny = (float)Math.Sin(Rotation) * h;
                float cosy = (float)Math.Cos(Rotation) * h;

                vertex                = SpriteVertex.PolyBufferFlipped;
                vertex[0].Position    = center;
                vertex[0].Position.X += cosx - -siny;
                vertex[0].Position.Y -= sinx + -cosy;
                vertex[1].Position    = center;
                vertex[1].Position.X += cosx - siny;
                vertex[1].Position.Y += -sinx + -cosy;
                vertex[2].Position    = center;
                vertex[2].Position.X += -cosx - -siny;
                vertex[2].Position.Y += sinx + cosy;
                vertex[3].Position    = center;
                vertex[3].Position.X += -cosx - siny;
                vertex[3].Position.Y += sinx + -cosy;
            }
            else if (IsFlipped)
            {
                vertex                        = SpriteVertex.PolyBufferFlipped;
                vertex[0].Position            = position;
                vertex[0].Position.X         += Bounds.X + 44f;
                vertex[0].Position.Y         -= Bounds.Y;
                vertex[0].TextureCoordinate.Y = 0;
                vertex[1].Position            = vertex[0].Position;
                vertex[1].Position.Y         += Bounds.Height;
                vertex[2].Position            = vertex[0].Position;
                vertex[2].Position.X         -= Bounds.Width;
                vertex[2].TextureCoordinate.Y = 0;
                vertex[3].Position            = vertex[1].Position;
                vertex[3].Position.X         -= Bounds.Width;
            }
            else
            {
                vertex                        = SpriteVertex.PolyBuffer;
                vertex[0].Position            = position;
                vertex[0].Position.X         -= Bounds.X;
                vertex[0].Position.Y         -= Bounds.Y;
                vertex[0].TextureCoordinate.Y = 0;
                vertex[1].Position            = vertex[0].Position;
                vertex[1].Position.X         += Bounds.Width;
                vertex[1].TextureCoordinate.Y = 0;
                vertex[2].Position            = vertex[0].Position;
                vertex[2].Position.Y         += Bounds.Height;
                vertex[3].Position            = vertex[1].Position;
                vertex[3].Position.Y         += Bounds.Height;
            }

            bool isTransparent = false;

            if (DrawTransparent)
            {
                int dist    = Distance;
                int maxDist = Engine.Profile.Current.CircleOfTransparencyRadius + 1;

                if (dist <= maxDist)
                {
                    isTransparent = dist <= 3;
                    HueVector.Z   = MathHelper.Lerp(1f, 1f - (dist / (float)maxDist), 0.5f);
                    //HueVector.Z = 1f - (dist / (float)maxDist);
                }
                else
                {
                    HueVector.Z = 1f - AlphaHue / 255f;
                }
            }
            else
            {
                HueVector.Z = 1f - AlphaHue / 255f;
            }

            if (Engine.Profile.Current.HighlightGameObjects)
            {
                if (IsSelected)
                {
                    if (_storedHue == Vector3.Zero)
                    {
                        _storedHue = HueVector;
                    }
                    HueVector = ShaderHuesTraslator.SelectedHue;
                }
                else if (_storedHue != Vector3.Zero)
                {
                    HueVector  = _storedHue;
                    _storedHue = Vector3.Zero;
                }
            }

            if (vertex[0].Hue != HueVector)
            {
                vertex[0].Hue = vertex[1].Hue = vertex[2].Hue = vertex[3].Hue = HueVector;
            }


            if (hasShadow)
            {
                SpriteVertex[] vertexS =
                {
                    vertex[0],
                    vertex[1],
                    vertex[2],
                    vertex[3]
                };

                vertexS[0].Hue = vertexS[1].Hue = vertexS[2].Hue = vertexS[3].Hue = ShaderHuesTraslator.GetHueVector(0, ShadersEffectType.Shadow);

                batcher.DrawShadow(Texture, vertexS, new Vector2(position.X + 22, position.Y + Offset.Y - Offset.Z + 22), IsFlipped, 0);
            }

            if (!batcher.DrawSprite(Texture, vertex))
            {
                return(false);
            }

            MousePick(list, vertex, isTransparent);

            Texture.Ticks = Engine.Ticks;
            return(true);
        }
Пример #4
0
        //private static readonly Lazy<BlendState> _checkerBlend = new Lazy<BlendState>(() =>
        //{
        //    BlendState state = new BlendState();

        //    state.AlphaSourceBlend = state.ColorSourceBlend = Microsoft.Xna.Framework.Graphics.Blend.SourceAlpha;
        //    state.AlphaDestinationBlend = state.ColorDestinationBlend = Microsoft.Xna.Framework.Graphics.Blend.InverseSourceAlpha;

        //    return state;
        //});


        public virtual bool Draw(Batcher2D batcher, Vector3 position, MouseOverList list)
        {
            Texture.Ticks = Engine.Ticks;
            SpriteVertex[] vertex;

            if (Rotation != 0.0f)
            {
                float   w      = Bounds.Width / 2f;
                float   h      = Bounds.Height / 2f;
                Vector3 center = position - new Vector3(Bounds.X - 44 + w, Bounds.Y + h, 0);
                float   sinx   = (float)Math.Sin(Rotation) * w;
                float   cosx   = (float)Math.Cos(Rotation) * w;
                float   siny   = (float)Math.Sin(Rotation) * h;
                float   cosy   = (float)Math.Cos(Rotation) * h;

                vertex                = SpriteVertex.PolyBufferFlipped;
                vertex[0].Position    = center;
                vertex[0].Position.X += cosx - -siny;
                vertex[0].Position.Y -= sinx + -cosy;
                vertex[1].Position    = center;
                vertex[1].Position.X += cosx - siny;
                vertex[1].Position.Y += -sinx + -cosy;
                vertex[2].Position    = center;
                vertex[2].Position.X += -cosx - -siny;
                vertex[2].Position.Y += sinx + cosy;
                vertex[3].Position    = center;
                vertex[3].Position.X += -cosx - siny;
                vertex[3].Position.Y += sinx + -cosy;
            }
            else if (IsFlipped)
            {
                vertex                        = SpriteVertex.PolyBufferFlipped;
                vertex[0].Position            = position;
                vertex[0].Position.X         += Bounds.X + 44f;
                vertex[0].Position.Y         -= Bounds.Y;
                vertex[0].TextureCoordinate.Y = 0;
                vertex[1].Position            = vertex[0].Position;
                vertex[1].Position.Y         += Bounds.Height;
                vertex[2].Position            = vertex[0].Position;
                vertex[2].Position.X         -= Bounds.Width;
                vertex[2].TextureCoordinate.Y = 0;
                vertex[3].Position            = vertex[1].Position;
                vertex[3].Position.X         -= Bounds.Width;
            }
            else
            {
                vertex                        = SpriteVertex.PolyBuffer;
                vertex[0].Position            = position;
                vertex[0].Position.X         -= Bounds.X;
                vertex[0].Position.Y         -= Bounds.Y;
                vertex[0].TextureCoordinate.Y = 0;
                vertex[1].Position            = vertex[0].Position;
                vertex[1].Position.X         += Bounds.Width;
                vertex[1].TextureCoordinate.Y = 0;
                vertex[2].Position            = vertex[0].Position;
                vertex[2].Position.Y         += Bounds.Height;
                vertex[3].Position            = vertex[1].Position;
                vertex[3].Position.Y         += Bounds.Height;
            }

            if (DrawTransparent)
            {
                int dist    = Distance;
                int maxDist = Engine.Profile.Current.CircleOfTransparencyRadius + 1;

                if (dist <= maxDist)
                {
                    HueVector.Z = 1f - (dist / (float)maxDist);
                }
                else
                {
                    HueVector.Z = 1f - AlphaHue / 255f;
                }
            }
            else
            {
                HueVector.Z = 1f - AlphaHue / 255f;
            }

            if (Engine.Profile.Current.HighlightGameObjects)
            {
                if (IsSelected)
                {
                    if (_storedHue == Vector3.Zero)
                    {
                        _storedHue = HueVector;
                    }
                    HueVector = ShaderHuesTraslator.SelectedHue;
                }
                else if (_storedHue != Vector3.Zero)
                {
                    HueVector  = _storedHue;
                    _storedHue = Vector3.Zero;
                }
            }

            if (vertex[0].Hue != HueVector)
            {
                vertex[0].Hue = vertex[1].Hue = vertex[2].Hue = vertex[3].Hue = HueVector;
            }

            //if (HasShadow)
            //{
            //    SpriteVertex[] vertexS = new SpriteVertex[4]
            //    {
            //        vertex[0],
            //        vertex[1],
            //        vertex[2],
            //        vertex[3]
            //    };

            //    batcher.DrawShadow(Texture, vertexS, new Vector2(position.X + 22, position.Y + GameObject.Offset.Y - GameObject.Offset.Z + 22), IsFlipped, ShadowZDepth);
            //}

            //if (DrawTransparent)
            //{
            //    batcher.SetBlendState(_checkerBlend.Value);
            //    batcher.DrawSprite(Texture, vertex);
            //    batcher.SetBlendState(null, true);

            //    batcher.SetStencil(_stencil.Value);
            //    batcher.DrawSprite(Texture, vertex);
            //    batcher.SetStencil(null);
            //}
            //else
            //{
            //    batcher.DrawSprite(Texture, vertex);
            //}

            //if (DrawTransparent)
            //{
            //    vertex[0].Hue.Z = vertex[1].Hue.Z = vertex[2].Hue.Z = vertex[3].Hue.Z = 0.5f;

            //    batcher.SetStencil(_stencil.Value);
            //    batcher.DrawSprite(Texture, vertex);
            //    batcher.SetStencil(null);
            //}
            if (!batcher.DrawSprite(Texture, vertex))
            {
                return(false);
            }


            MousePick(list, vertex);

            return(true);
        }
Пример #5
0
        public virtual unsafe bool Draw(Batcher2D batcher, Vector3 position, MouseOverList list)
        {
            //if (Texture == null || Texture.IsDisposed || !AllowedToDraw || GameObject.IsDisposed) return false;
            Texture.Ticks = Engine.Ticks;
            SpriteVertex[] vertex;

            if (Rotation != 0.0f)
            {
                float   w      = Bounds.Width / 2f;
                float   h      = Bounds.Height / 2f;
                Vector3 center = position - new Vector3(Bounds.X - 44 + w, Bounds.Y + h, 0);
                float   sinx   = (float)Math.Sin(Rotation) * w;
                float   cosx   = (float)Math.Cos(Rotation) * w;
                float   siny   = (float)Math.Sin(Rotation) * h;
                float   cosy   = (float)Math.Cos(Rotation) * h;

                vertex                = SpriteVertex.PolyBufferFlipped;
                vertex[0].Position    = center;
                vertex[0].Position.X += cosx - -siny;
                vertex[0].Position.Y -= sinx + -cosy;
                vertex[1].Position    = center;
                vertex[1].Position.X += cosx - siny;
                vertex[1].Position.Y += -sinx + -cosy;
                vertex[2].Position    = center;
                vertex[2].Position.X += -cosx - -siny;
                vertex[2].Position.Y += sinx + cosy;
                vertex[3].Position    = center;
                vertex[3].Position.X += -cosx - siny;
                vertex[3].Position.Y += sinx + -cosy;
            }
            else if (IsFlipped)
            {
                vertex                        = SpriteVertex.PolyBufferFlipped;
                vertex[0].Position            = position;
                vertex[0].Position.X         += Bounds.X + 44f;
                vertex[0].Position.Y         -= Bounds.Y;
                vertex[0].TextureCoordinate.Y = 0;
                vertex[1].Position            = vertex[0].Position;
                vertex[1].Position.Y         += Bounds.Height;
                vertex[2].Position            = vertex[0].Position;
                vertex[2].Position.X         -= Bounds.Width;
                vertex[2].TextureCoordinate.Y = 0;
                vertex[3].Position            = vertex[1].Position;
                vertex[3].Position.X         -= Bounds.Width;
            }
            else
            {
                vertex                        = SpriteVertex.PolyBuffer;
                vertex[0].Position            = position;
                vertex[0].Position.X         -= Bounds.X;
                vertex[0].Position.Y         -= Bounds.Y;
                vertex[0].TextureCoordinate.Y = 0;
                vertex[1].Position            = vertex[0].Position;
                vertex[1].Position.X         += Bounds.Width;
                vertex[1].TextureCoordinate.Y = 0;
                vertex[2].Position            = vertex[0].Position;
                vertex[2].Position.Y         += Bounds.Height;
                vertex[3].Position            = vertex[1].Position;
                vertex[3].Position.Y         += Bounds.Height;
            }

            if (Engine.Profile.Current.HighlightGameObjects)
            {
                if (IsSelected)
                {
                    if (_storedHue == Vector3.Zero)
                    {
                        _storedHue = HueVector;
                    }
                    HueVector = ShaderHuesTraslator.SelectedHue;
                }
                else if (_storedHue != Vector3.Zero)
                {
                    HueVector  = _storedHue;
                    _storedHue = Vector3.Zero;
                }
            }


            if (CanProcessAlpha)
            {
                long ticks = Engine.Ticks;

                if (_processAlphaTime == -1)
                {
                    _processAlphaTime = ticks + Constants.ALPHA_OBJECT_TIME;
                }
                else
                {
                    ticks -= Constants.ALPHA_OBJECT_TIME;
                }

                if (_processAlphaTime < ticks) // finished!
                {
                    _processAlpha   = 0;
                    CanProcessAlpha = false;
                }
                else
                {
                    _processAlpha = ((_processAlphaTime - Engine.Ticks) / Constants.ALPHA_OBJECT_VALUE);
                }

                if (HueVector.Z < _processAlpha)
                {
                    HueVector.Z = _processAlpha;
                }
            }


            if (vertex[0].Hue != HueVector)
            {
                vertex[0].Hue = vertex[1].Hue = vertex[2].Hue = vertex[3].Hue = HueVector;
            }

            //if (HasShadow)
            //{
            //    SpriteVertex[] vertexS = new SpriteVertex[4]
            //    {
            //        vertex[0],
            //        vertex[1],
            //        vertex[2],
            //        vertex[3]
            //    };

            //    batcher.DrawShadow(Texture, vertexS, new Vector2(position.X + 22, position.Y + GameObject.Offset.Y - GameObject.Offset.Z + 22), IsFlipped, ShadowZDepth);
            //}

            if (!batcher.DrawSprite(Texture, vertex))
            {
                return(false);
            }
            MousePick(list, vertex);

            return(true);
        }
Пример #6
0
        public virtual unsafe bool Draw(Batcher2D batcher, Vector3 position, MouseOverList list)
        {
            if (Texture == null || Texture.IsDisposed || !AllowedToDraw || GameObject.IsDisposed)
            {
                return(false);
            }
            Texture.Ticks = Engine.Ticks;
            SpriteVertex[] vertex;

            if (Rotation != 0.0f)
            {
                float   w      = Bounds.Width / 2f;
                float   h      = Bounds.Height / 2f;
                Vector3 center = position - new Vector3(Bounds.X - 44 + w, Bounds.Y + h, 0);
                float   sinx   = (float)Math.Sin(Rotation) * w;
                float   cosx   = (float)Math.Cos(Rotation) * w;
                float   siny   = (float)Math.Sin(Rotation) * h;
                float   cosy   = (float)Math.Cos(Rotation) * h;
                vertex = SpriteVertex.PolyBufferFlipped;

                fixed(SpriteVertex *ptr = vertex)
                {
                    ptr[0].Position    = center;
                    ptr[0].Position.X += cosx - -siny;
                    ptr[0].Position.Y -= sinx + -cosy;
                    ptr[1].Position    = center;
                    ptr[1].Position.X += cosx - siny;
                    ptr[1].Position.Y += -sinx + -cosy;
                    ptr[2].Position    = center;
                    ptr[2].Position.X += -cosx - -siny;
                    ptr[2].Position.Y += sinx + cosy;
                    ptr[3].Position    = center;
                    ptr[3].Position.X += -cosx - siny;
                    ptr[3].Position.Y += sinx + -cosy;
                }
            }
            else if (IsFlipped)
            {
                vertex = SpriteVertex.PolyBufferFlipped;

                fixed(SpriteVertex *ptr = vertex)
                {
                    ptr[0].Position            = position;
                    ptr[0].Position.X         += Bounds.X + 44f;
                    ptr[0].Position.Y         -= Bounds.Y;
                    ptr[0].TextureCoordinate.Y = 0;
                    ptr[1].Position            = vertex[0].Position;
                    ptr[1].Position.Y         += Bounds.Height;
                    ptr[2].Position            = vertex[0].Position;
                    ptr[2].Position.X         -= Bounds.Width;
                    ptr[2].TextureCoordinate.Y = 0;
                    ptr[3].Position            = vertex[1].Position;
                    ptr[3].Position.X         -= Bounds.Width;
                }
            }
            else
            {
                vertex = SpriteVertex.PolyBuffer;

                fixed(SpriteVertex *ptr = vertex)
                {
                    ptr[0].Position            = position;
                    ptr[0].Position.X         -= Bounds.X;
                    ptr[0].Position.Y         -= Bounds.Y;
                    ptr[0].TextureCoordinate.Y = 0;
                    ptr[1].Position            = vertex[0].Position;
                    ptr[1].Position.X         += Bounds.Width;
                    ptr[1].TextureCoordinate.Y = 0;
                    ptr[2].Position            = vertex[0].Position;
                    ptr[2].Position.Y         += Bounds.Height;
                    ptr[3].Position            = vertex[1].Position;
                    ptr[3].Position.Y         += Bounds.Height;
                }
            }

            if (IsSelected)
            {
                if (_storedHue == Vector3.Zero)
                {
                    _storedHue = HueVector;
                }
                HueVector = ShaderHuesTraslator.SelectedHue;
            }
            else if (_storedHue != Vector3.Zero)
            {
                HueVector  = _storedHue;
                _storedHue = Vector3.Zero;
            }

            if (vertex[0].Hue != HueVector)
            {
                vertex[0].Hue = vertex[1].Hue = vertex[2].Hue = vertex[3].Hue = HueVector;
            }

            //if (HasShadow)
            //{
            //    SpriteVertex[] vertexS = new SpriteVertex[4]
            //    {
            //        vertex[0],
            //        vertex[1],
            //        vertex[2],
            //        vertex[3]
            //    };

            //    batcher.DrawShadow(Texture, vertexS, new Vector2(position.X + 22, position.Y + GameObject.Offset.Y - GameObject.Offset.Z + 22), IsFlipped, ShadowZDepth);
            //}

            if (!batcher.DrawSprite(Texture, vertex))
            {
                return(false);
            }
            MousePick(list, vertex);

            return(true);
        }