示例#1
0
        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);
        }
示例#2
0
        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);
        }
示例#3
0
        public override void RenderDebugLightVolume(GameObjectReference objRef, Cell c, Vector4 GridColor)
        {
            Vector3 max = DeferredRenderer.lightVolume[(int)LightType.Box].Mesh3d.bb.Maximum;
            Vector3 min = DeferredRenderer.lightVolume[(int)LightType.Box].Mesh3d.bb.Minimum;

            Matrix m = GetLightVolumeMatrix(c, objRef);

            Vector3 pos = objRef.Position;

            pos.Y += objRef.BoxHeight;
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Box], Matrix.Translation(WorldSpace.GetRealWorldPos(pos, c)), GridColor);
            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Box], m, GridColor);

            RenderingFunctions.DrawLightVolume(DeferredRenderer.lightVolume[(int)LightType.Box], Matrix.Scaling(2, 2, 2) * Matrix.Translation(WorldSpace.GetRealWorldPos(objRef.Target, c)), GridColor);
        }
示例#4
0
        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);
        }