LinesOfSight: draw outline separately, with a different color
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2aef0e26f5
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@ -14,16 +14,19 @@ namespace SemiColinGames {
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readonly VertexBuffer vertexBuffer;
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readonly IndexBuffer indexBuffer;
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readonly bool[] coneEnabled = new bool[MAX_NPCS];
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// coneVertices[i][0] is the eye position; the rest are the edge vertices.
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readonly VertexPositionColor[][] coneVertices = new VertexPositionColor[MAX_NPCS][];
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// coneFillVertices[i][0] is the eye position; the rest are the edge vertices.
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readonly VertexPositionColor[][] coneFillVertices = new VertexPositionColor[MAX_NPCS][];
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readonly VertexPositionColor[][] coneOutlineVertices = new VertexPositionColor[MAX_NPCS][];
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// The number of total triangles drawn is one less than the number of edge points.
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readonly int[] indices = new int[(NUM_EDGE_VERTICES - 1) * 3];
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Color color = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.25f));
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Color fill = Color.FromNonPremultiplied(new Vector4(1, 1, 1, 0.1f));
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Color outline = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.5f));
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public LinesOfSight(GraphicsDevice graphics) {
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for (int i = 0; i < MAX_NPCS; i++) {
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coneVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1];
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coneFillVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1];
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coneOutlineVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1];
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}
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vertexBuffer = new VertexBuffer(
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@ -61,7 +64,10 @@ namespace SemiColinGames {
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float visionRangeSq = visionRange * visionRange;
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float fovStep = fov / (NUM_EDGE_VERTICES - 1);
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coneVertices[index][0] = new VertexPositionColor(new Vector3(npc.EyePosition, 0), color);
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coneFillVertices[index][0] =
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new VertexPositionColor(new Vector3(npc.EyePosition, 0), fill);
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coneOutlineVertices[index][0] =
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new VertexPositionColor(new Vector3(npc.EyePosition, 0), outline);
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for (int i = 0; i < NUM_EDGE_VERTICES; i++) {
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float angle = -fov / 2 + fovStep * i;
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Vector2 rotated = ray.Rotate(angle);
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@ -87,8 +93,10 @@ namespace SemiColinGames {
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}
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}
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coneVertices[index][i + 1] = new VertexPositionColor(
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new Vector3((int) closestHit.X, (int) closestHit.Y, 0), color);
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coneFillVertices[index][i + 1] = new VertexPositionColor(
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new Vector3((int) closestHit.X, (int) closestHit.Y, 0), fill);
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coneOutlineVertices[index][i + 1] = new VertexPositionColor(
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new Vector3((int) closestHit.X, (int) closestHit.Y, 0), outline);
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}
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}
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@ -104,7 +112,7 @@ namespace SemiColinGames {
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if (!coneEnabled[npcIndex]) {
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continue;
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}
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vertexBuffer.SetData(coneVertices[npcIndex]);
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vertexBuffer.SetData(coneFillVertices[npcIndex]);
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indexBuffer.SetData(indices);
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graphics.SetVertexBuffer(vertexBuffer);
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graphics.Indices = indexBuffer;
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@ -125,18 +133,15 @@ namespace SemiColinGames {
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if (!coneEnabled[npcIndex]) {
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continue;
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}
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vertexBuffer.SetData(coneVertices[npcIndex]);
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vertexBuffer.SetData(coneOutlineVertices[npcIndex]);
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indexBuffer.SetData(indices);
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graphics.SetVertexBuffer(vertexBuffer);
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graphics.Indices = indexBuffer;
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foreach (EffectPass pass in lightingEffect.CurrentTechnique.Passes) {
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pass.Apply();
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// TODO: just draw a single opaque outline.
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for (int i = 0; i < 4; i++) {
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graphics.DrawIndexedPrimitives(
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PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1);
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}
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graphics.DrawIndexedPrimitives(
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PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1);
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}
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}
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}
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