コード例 #1
0
ファイル: Actor_Feel.cpp プロジェクト: zcaliptium/xray-16
void CActor::PickupInfoDraw(CObject* object)
{
	LPCSTR draw_str = NULL;
	
	CInventoryItem* item = smart_cast<CInventoryItem*>(object);
	if(!item)		return;

	Fmatrix			res;
	res.mul			(Device.mFullTransform,object->XFORM());
	Fvector4		v_res;
	Fvector			shift;

	draw_str = item->NameItem();
	shift.set(0,0,0);

	res.transform(v_res,shift);

	if (v_res.z < 0 || v_res.w < 0)	return;
	if (v_res.x < -1.f || v_res.x > 1.f || v_res.y<-1.f || v_res.y>1.f) return;

	float x = (1.f + v_res.x)/2.f * (Device.dwWidth);
	float y = (1.f - v_res.y)/2.f * (Device.dwHeight);

	UI().Font().pFontLetterica16Russian->SetAligment	(CGameFont::alCenter);
	UI().Font().pFontLetterica16Russian->SetColor		(PICKUP_INFO_COLOR);
	UI().Font().pFontLetterica16Russian->Out			(x,y,draw_str);
}
コード例 #2
0
ファイル: base_monster.cpp プロジェクト: BubbaXXX/xray-16
float CBaseMonster::get_screen_space_coverage_diagonal()
{
	Fbox		b		= Visual()->getVisData().box;

	Fmatrix				xform;
	xform.mul			(Device.mFullTransform,XFORM());
	Fvector2	mn		={flt_max,flt_max},mx={flt_min,flt_min};

	for (u32 k=0; k<8; ++k)
	{
		Fvector p;
		b.getpoint		(k,p);
		xform.transform	(p);
		mn.x			= _min(mn.x,p.x);
		mn.y			= _min(mn.y,p.y);
		mx.x			= _max(mx.x,p.x);
		mx.y			= _max(mx.y,p.y);
	}

	float const width	=	mx.x - mn.x;
	float const height	=	mx.y - mn.y;

	float const	average_diagonal	=	_sqrt(width * height);
	return				average_diagonal;
}
コード例 #3
0
ファイル: occRasterizer.cpp プロジェクト: 2asoft/xray-16
void occRasterizer::on_dbg_render()
{
#if DEBUG
	if( !ps_r2_ls_flags_ext.is(R_FLAGEXT_HOM_DEPTH_DRAW) )
	{
		dbg_HOM_draw_initialized = false;
		return;
	}

	for ( int i = 0; i< occ_dim_0; ++i)
	{
		for ( int j = 0; j< occ_dim_0; ++j)
		{
			if( bDebug )
			{
				Fvector quad,left_top,right_bottom,box_center,box_r;
				quad.set( (float)j-occ_dim_0/2.f, -((float)i-occ_dim_0/2.f), (float)bufDepth_0[i][j]/occQ_s32);
				Device.mProject;

				float z = -Device.mProject._43/(float)(Device.mProject._33-quad.z);
				left_top.set		( quad.x*z/Device.mProject._11/(occ_dim_0/2.f),		quad.y*z/Device.mProject._22/(occ_dim_0/2.f), z);
				right_bottom.set	( (quad.x+1)*z/Device.mProject._11/(occ_dim_0/2.f), (quad.y+1)*z/Device.mProject._22/(occ_dim_0/2.f), z);

				box_center.set		((right_bottom.x + left_top.x)/2, (right_bottom.y + left_top.y)/2, z);
				box_r = right_bottom;
				box_r.sub(box_center);

				Fmatrix inv;
				inv.invert(Device.mView);
				inv.transform( box_center );
				inv.transform_dir( box_r );

				pixel_box& tmp = dbg_pixel_boxes[ i*occ_dim_0+j];
				tmp.center	= box_center;
				tmp.radius	= box_r;
				tmp.z 		= quad.z;
				dbg_HOM_draw_initialized = true;
			}

			if( !dbg_HOM_draw_initialized )
				return;

			pixel_box& tmp = dbg_pixel_boxes[ i*occ_dim_0+j];
			Fmatrix Transform;
			Transform.identity();
			Transform.translate(tmp.center);

			// draw wire
			Device.SetNearer(TRUE);

			RCache.set_Shader	(dxRenderDeviceRender::Instance().m_SelectionShader);
			RCache.dbg_DrawOBB( Transform, tmp.radius, D3DCOLOR_XRGB(u32(255*pow(tmp.z,20.f)),u32(255*(1-pow(tmp.z,20.f))),0) );
			Device.SetNearer(FALSE);
		}
	}
#endif
}
コード例 #4
0
ファイル: level_debug.cpp プロジェクト: 2asoft/xray
void CLevelDebug::draw_object_info()
{

	// handle all of the objects
	for (OBJECT_INFO_MAP_IT it = m_objects_info.begin(); it != m_objects_info.end(); ++it) {

		// если объект невалидный - удалить информацию
		if (!it->first || it->first->getDestroy()) {
			for (CLASS_INFO_MAP_IT it_class = it->second.begin(); it_class != it->second.end(); ++it_class){
				xr_delete(it_class->second);
			}
			m_objects_info.erase(it);
			break;
		}

		Fmatrix		res;
		res.mul		(Device.mFullTransform,it->first->XFORM());

		Fvector4	v_res;

		float		delta_height = 0.f;

		// handle all of the classes
		for (CLASS_INFO_MAP_IT class_it = it->second.begin(); class_it != it->second.end(); ++class_it) {

			// get up on 2 meters
			res.transform(v_res, class_it->second->get_shift_pos());

			// check if the object in sight
			if (v_res.z < 0 || v_res.w < 0)										continue;
			if (v_res.x < -1.f || v_res.x > 1.f || v_res.y<-1.f || v_res.y>1.f) continue;

			// get real (x,y)
			float x = (1.f + v_res.x)/2.f * (Device.dwWidth);
			float y = (1.f - v_res.y)/2.f * (Device.dwHeight) - delta_height;
			float start_y = y;

			// handle all of the text inside class
			class_it->second->draw_info(x,y);

			delta_height = start_y - y;
		}


	}
}