diff --git a/Shared/LinesOfSight.cs b/Shared/LinesOfSight.cs index 36af8a9..4a26d4a 100644 --- a/Shared/LinesOfSight.cs +++ b/Shared/LinesOfSight.cs @@ -19,7 +19,7 @@ namespace SemiColinGames { // The number of total triangles drawn is one less than the number of edge points. readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3]; - Color color = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.5f)); + Color color = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.25f)); public LinesOfSight(GraphicsDevice graphics) { for (int i = 0; i < MAX_NPCS; i++) { @@ -88,11 +88,13 @@ namespace SemiColinGames { } } - coneVertices[index][i + 1] = new VertexPositionColor(new Vector3(closestHit, 0), color); + coneVertices[index][i + 1] = new VertexPositionColor( + new Vector3((int) closestHit.X, (int) closestHit.Y, 0), color); } } public void Draw(GraphicsDevice graphics, BasicEffect lightingEffect) { + // Draw the cones themselves. for (int i = 0; i < NUM_EDGE_VERTICES - 1; i++) { indices[i * 3] = 0; indices[i * 3 + 1] = i + 1; @@ -113,6 +115,31 @@ namespace SemiColinGames { graphics.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, indices.Length / 3); } } + + // Draw the outlines of the cones. + for (int i = 0; i <= NUM_EDGE_VERTICES; i++) { + indices[i] = i; + } + indices[NUM_EDGE_VERTICES + 1] = 0; + + for (int npcIndex = 0; npcIndex < MAX_NPCS; npcIndex++) { + if (!coneEnabled[npcIndex]) { + continue; + } + vertexBuffer.SetData(coneVertices[npcIndex]); + indexBuffer.SetData(indices); + graphics.SetVertexBuffer(vertexBuffer); + graphics.Indices = indexBuffer; + + foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) { + pass.Apply(); + // TODO: just draw a single opaque outline. + for (int i = 0; i < 4; i++) { + graphics.DrawIndexedPrimitives( + PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1); + } + } + } } } }