diff --git a/Shared/LinesOfSight.cs b/Shared/LinesOfSight.cs index 81746f7..b98cc0a 100644 --- a/Shared/LinesOfSight.cs +++ b/Shared/LinesOfSight.cs @@ -14,16 +14,19 @@ namespace SemiColinGames { readonly VertexBuffer vertexBuffer; readonly IndexBuffer indexBuffer; readonly bool[] coneEnabled = new bool[MAX_NPCS]; - // coneVertices[i][0] is the eye position; the rest are the edge vertices. - readonly VertexPositionColor[][] coneVertices = new VertexPositionColor[MAX_NPCS][]; + // coneFillVertices[i][0] is the eye position; the rest are the edge vertices. + readonly VertexPositionColor[][] coneFillVertices = new VertexPositionColor[MAX_NPCS][]; + readonly VertexPositionColor[][] coneOutlineVertices = new VertexPositionColor[MAX_NPCS][]; // 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, 0.25f)); + Color fill = Color.FromNonPremultiplied(new Vector4(1, 1, 1, 0.1f)); + Color outline = Color.FromNonPremultiplied(new Vector4(1, 0, 0, 0.5f)); public LinesOfSight(GraphicsDevice graphics) { for (int i = 0; i < MAX_NPCS; i++) { - coneVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1]; + coneFillVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1]; + coneOutlineVertices[i] = new VertexPositionColor[NUM_EDGE_VERTICES + 1]; } vertexBuffer = new VertexBuffer( @@ -61,7 +64,10 @@ namespace SemiColinGames { float visionRangeSq = visionRange * visionRange; float fovStep = fov / (NUM_EDGE_VERTICES - 1); - coneVertices[index][0] = new VertexPositionColor(new Vector3(npc.EyePosition, 0), color); + coneFillVertices[index][0] = + new VertexPositionColor(new Vector3(npc.EyePosition, 0), fill); + coneOutlineVertices[index][0] = + new VertexPositionColor(new Vector3(npc.EyePosition, 0), outline); for (int i = 0; i < NUM_EDGE_VERTICES; i++) { float angle = -fov / 2 + fovStep * i; Vector2 rotated = ray.Rotate(angle); @@ -87,8 +93,10 @@ namespace SemiColinGames { } } - coneVertices[index][i + 1] = new VertexPositionColor( - new Vector3((int) closestHit.X, (int) closestHit.Y, 0), color); + coneFillVertices[index][i + 1] = new VertexPositionColor( + new Vector3((int) closestHit.X, (int) closestHit.Y, 0), fill); + coneOutlineVertices[index][i + 1] = new VertexPositionColor( + new Vector3((int) closestHit.X, (int) closestHit.Y, 0), outline); } } @@ -104,7 +112,7 @@ namespace SemiColinGames { if (!coneEnabled[npcIndex]) { continue; } - vertexBuffer.SetData(coneVertices[npcIndex]); + vertexBuffer.SetData(coneFillVertices[npcIndex]); indexBuffer.SetData(indices); graphics.SetVertexBuffer(vertexBuffer); graphics.Indices = indexBuffer; @@ -125,18 +133,15 @@ namespace SemiColinGames { if (!coneEnabled[npcIndex]) { continue; } - vertexBuffer.SetData(coneVertices[npcIndex]); + vertexBuffer.SetData(coneOutlineVertices[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); - } + graphics.DrawIndexedPrimitives( + PrimitiveType.LineStrip, 0, 0, NUM_EDGE_VERTICES + 1); } } }