Пример #1
0
        private void DrawSide(BlockSide side, SideTile part, Vector3 offset, bool isLid)
        {
            if (part.Sprite > 0)
            {
                if (_isCol && (!part.Wall && !isLid))
                {
                    if (_block.SlopeType.Slope != MapGeometry.SLOPE_DIAGONAL_DOWNLEFT && _block.SlopeType.Slope != MapGeometry.SLOPE_DIAGONAL_DOWNRIGHT &&
                        _block.SlopeType.Slope != MapGeometry.SLOPE_DIAGONAL_UPLEFT && _block.SlopeType.Slope != MapGeometry.SLOPE_DIAGONAL_UPRIGHT)
                    {
                        return;
                    }
                }

                BlockSide modifiedSide = ModifySide(side, part);

                ushort sprite = part.Sprite;

                string   materialName = string.Format("gbh/bil/{0}", sprite);
                Material material     = MaterialManager.FindMaterial(materialName);

                var bank = GetBank(material.BaseName);
                bank.ReserveSpace(side.Vertices.Length, (side.Vertices.Length == 4) ? 6 : 4);

                int vertIndex = bank.numVertex;

                bank.vertices[bank.numVertex++] = GetVertex(modifiedSide, 0, offset, part, material);
                bank.vertices[bank.numVertex++] = GetVertex(modifiedSide, 1, offset, part, material);
                bank.vertices[bank.numVertex++] = GetVertex(modifiedSide, 2, offset, part, material);

                bank.indices[bank.numIndex++] = (short)(vertIndex + 0);
                bank.indices[bank.numIndex++] = (short)(vertIndex + 1);
                bank.indices[bank.numIndex++] = (short)(vertIndex + 2);

                if (side.Vertices.Length == 4)
                {
                    bank.vertices[bank.numVertex++] = GetVertex(modifiedSide, 3, offset, part, material);

                    bank.indices[bank.numIndex++] = (short)(vertIndex + 2);
                    bank.indices[bank.numIndex++] = (short)(vertIndex + 3);
                    bank.indices[bank.numIndex++] = (short)(vertIndex + 0);
                }
            }
        }
Пример #2
0
        public static void RenderPass(GraphicsDevice device, Effect effect, Camera camera)
        {
            // set up the effect
            device.DepthStencilState = DepthStencilState.Default;
            device.RasterizerState   = _normalState;

            effect.Parameters["World"].SetValue(Matrix.Identity);

            foreach (var cell in CellManager.ActivatedCells)
            {
                if (camera.BoundingFrustum.Intersects(cell.Bounds))
                {
                    foreach (var bankStuff in cell.Banks)
                    {
                        //var image = ImageManager.FindImage(bankStuff.Key);
                        var material = MaterialManager.FindMaterial(bankStuff.Key);
                        var bank     = bankStuff.Value;

                        effect.Parameters["ColorMap"].SetValue(material.DiffuseImage.Texture);
                        effect.Techniques[0].Passes[0].Apply();

                        if (bank.vertexBuffer != null)
                        {
                            device.Indices = bank.indexBuffer;
                            device.SetVertexBuffer(bank.vertexBuffer);
                            device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, bank.vertices.Length, 0, bank.indices.Length / 3);
                        }
                        else
                        {
                            if (bank.vertices.Length >= 3)
                            {
                                device.DrawUserIndexedPrimitives(PrimitiveType.TriangleList, bank.vertices, 0, bank.vertices.Length, bank.indices, 0, bank.indices.Length / 3);
                            }
                        }
                    }
                }
            }
        }
Пример #3
0
 public override RenderEntity GetRenderEntity()
 {
     return(new RenderEntity()
     {
         Position = Position, Heading = Rotation.Z, Size = new Vector2(0.5f, 0.5f), Sprite = MaterialManager.FindMaterial("x1")
     });
 }