Example #1
0
//////////////////////////////////////////////////////////////////////////
// renderSelectionHUD
void GaGameUnit::renderSelectionHUD( ScnCanvasComponentRef Canvas, BcFixed TimeFraction, BcU32 TeamID )
{
	if( Behaviour_ != BEHAVIOUR_DEAD )
	{
		BcU32 TextureIdx = Desc_.Type_;
		BcFixedVec2d GamePosition( getInterpolatedPosition( TimeFraction ) );
		const BcReal ScaleFactor = 32.0f;
		BcVec2d Position( GamePosition.x(), GamePosition.y() );
		BcVec2d Size( Desc_.Size_.x(), Desc_.Size_.y() );

		Position *= ScaleFactor;
		Size *= ScaleFactor;

		BcVec2d PositionA( Position + ( BcVec2d( -Size.x(), -Size.y() ) * 0.45f ) );
		BcVec2d PositionB( Position + ( BcVec2d(  Size.x(), -Size.y() ) * 0.45f ) );
		BcVec2d PositionC( Position + ( BcVec2d(  Size.x(),  Size.y() ) * 0.45f ) );
		BcVec2d PositionD( Position + ( BcVec2d( -Size.x(),  Size.y() ) * 0.45f ) );
		BcVec2d SizeA( BcVec2d(  16.0f,  16.0f ) );
		BcVec2d SizeB( BcVec2d( -16.0f,  16.0f ) );
		BcVec2d SizeC( BcVec2d( -16.0f, -16.0f ) );
		BcVec2d SizeD( BcVec2d(  16.0f, -16.0f ) );

		// Draw selection marker.
		RsColour MarkerColour = TeamID == TeamID_ ? ( RsColour::WHITE ) : ( RsColour::RED ) * RsColour( 1.0f, 1.0f, 1.0f, 0.75f );
		Canvas->drawSpriteCentered( PositionA, SizeA, 2, MarkerColour, 3 );
		Canvas->drawSpriteCentered( PositionB, SizeB, 2, MarkerColour, 3 );
		Canvas->drawSpriteCentered( PositionC, SizeC, 2, MarkerColour, 3 );
		Canvas->drawSpriteCentered( PositionD, SizeD, 2, MarkerColour, 3 );
	}
}
Example #2
0
int test_viewCube
(
	std::vector<gli::format> const & Formats, 
	gli::textureCube::dim_type const & TextureSize
)
{
	int Error(0);

	for(std::size_t i = 0; i < Formats.size(); ++i)
	{
		gli::textureCube TextureA(gli::textureCube::size_type(6), gli::levels(TextureSize), Formats[i], TextureSize);

		gli::textureCube TextureViewA(TextureA,
			TextureA.baseFace(), TextureA.maxFace(),
			TextureA.baseLevel(), TextureA.maxLevel());

		Error += TextureA == TextureViewA ? 0 : 1;

		gli::textureCube::dim_type SizeB(TextureSize / gli::textureCube::dim_type(2));
		gli::textureCube TextureB(gli::textureCube::size_type(6), gli::levels(SizeB), Formats[i], SizeB);

		gli::textureCube TextureViewB(TextureA, TextureA.baseFace(), TextureA.maxFace(), TextureA.baseLevel() + 1, TextureA.maxLevel());

		Error += TextureB == TextureViewB ? 0 : 1;

		gli::textureCube TextureViewD = gli::view(TextureA, TextureA.baseFace(), TextureA.maxFace(), TextureA.baseLevel() + 1, TextureA.maxLevel());

		Error += TextureViewD == TextureViewB ? 0 : 1;

		gli::textureCube TextureD(TextureA, 0, TextureA.faces() -1, 1, 3);

		Error += TextureA[0][1] == TextureD[0][0] ? 0 : 1;
		Error += TextureA[0][2] == TextureD[0][1] ? 0 : 1;

		gli::textureCube TextureE(TextureD, 0, TextureD.faces() -1, 0, TextureD.levels() - 1);

		Error += TextureE == TextureD ? 0 : 1;
		Error += TextureE[0] == TextureD[0] ? 0 : 1;

		gli::textureCube TextureF(TextureE, 1, 3, 0, TextureE.levels() - 1);

		Error += TextureF[0] == TextureD[1] ? 0 : 1;
		Error += TextureF[0] == TextureE[1] ? 0 : 1;
	}

	return Error;
}
Example #3
0
int test_view3D
(
	std::vector<gli::format> const & Formats, 
	gli::texture3D::dim_type const & TextureSize
)
{
	int Error(0);

	for(std::size_t i = 0; i < Formats.size(); ++i)
	{
		gli::texture3D TextureA(gli::levels(TextureSize), Formats[i], TextureSize);
		gli::texture3D TextureViewA(TextureA, TextureA.baseLevel(), TextureA.maxLevel());

		Error += TextureA == TextureViewA ? 0 : 1;

		gli::texture3D::dim_type SizeB(TextureSize / gli::texture3D::dim_type(2));
		gli::texture3D TextureB(gli::levels(SizeB), Formats[i], SizeB);

		gli::texture3D TextureViewB(TextureA, 
			TextureA.baseLevel() + 1, TextureA.maxLevel());

		Error += TextureB == TextureViewB ? 0 : 1;

		gli::texture3D TextureViewD = gli::view(TextureA, 
			TextureA.baseLevel() + 1, TextureA.maxLevel());

		Error += TextureViewD == TextureViewB ? 0 : 1;

		gli::texture3D TextureD(TextureA, 1, 3);

		Error += TextureA[1] == TextureD[0] ? 0 : 1;
		Error += TextureA[2] == TextureD[1] ? 0 : 1;

		gli::texture3D TextureE(TextureD, 1, 1);

		Error += TextureE[0] == TextureD[1] ? 0 : 1;
		Error += TextureE[0] == TextureA[2] ? 0 : 1;
	}

	return Error;
}