void ETHRenderEntity::DrawCollisionBox(SpritePtr pOutline, const Color& dwColor, const Vector2 &zAxisDirection) const { VideoPtr video = m_provider->GetVideo(); const bool collidable = (m_properties.collision); const Vector3 v3Size = (collidable) ? m_properties.collision->size : Vector3(32,32,32); const Vector3 v3Pos = (collidable) ? (m_properties.collision->pos + GetPosition()) : GetPosition(); const Vector2 v2Pos = ETHGlobal::ToScreenPos(v3Pos, zAxisDirection)/* + Vector2(0, v3Size.y/2)*/; pOutline->SetOrigin(Sprite::EO_CENTER); const Video::ALPHA_MODE alphaMode = video->GetAlphaMode(); video->SetAlphaMode(Video::AM_PIXEL); const bool zBuffer = video->GetZBuffer(); video->SetZBuffer(false); const bool zWrite = video->GetZWrite(); video->SetZWrite(false); ShaderPtr pVS = video->GetVertexShader(); video->SetVertexShader(ShaderPtr()); const Color dwH = ARGB(150,dwColor.r,dwColor.g,dwColor.b); const float depth = video->GetSpriteDepth(); // base video->SetSpriteDepth(1.0f); pOutline->DrawShaped(v2Pos, Vector2(v3Size.x, v3Size.y), dwH, dwH, dwH, dwH, GetAngle()); video->SetZBuffer(zBuffer); video->SetZBuffer(zWrite); video->SetAlphaMode(alphaMode); video->SetVertexShader(pVS); video->SetSpriteDepth(depth); }
void ETHScriptWrapper::SetSpriteOrigin(const str_type::string& name, const Vector2& origin) { SpritePtr pSprite = LoadAndGetSprite(name); if (pSprite) { pSprite->SetOrigin(origin); } }
static void DrawSplashScreen() { video->BeginSpriteScene(gs2d::constant::BLACK); if (splashSprite) { splashSprite->SetOrigin(gs2d::Sprite::EO_CENTER); const Vector2 screenSize(video->GetScreenSizeF()); const float scale = ComputeSplashScale(screenSize); splashSprite->Draw(screenSize * 0.5f, gs2d::constant::WHITE, 0.0f, Vector2(scale, scale)); } video->EndSpriteScene(); }
void ETHRenderEntity::DrawCollisionBox(const bool drawBase, SpritePtr pOutline, const GS_COLOR dwColor, const Vector2 &zAxisDirection) const { VideoPtr video = m_provider->GetVideo(); const bool collidable = (m_properties.collision); const Vector3 v3Size = (collidable) ? m_properties.collision->size : Vector3(32,32,32); const Vector3 v3Pos = (collidable) ? (m_properties.collision->pos + GetPosition()) : GetPosition(); const Vector2 v2Pos = ETHGlobal::ToScreenPos(v3Pos, zAxisDirection) + Vector2(0, v3Size.y/2); pOutline->SetOrigin(GSEO_CENTER_BOTTOM); const GS_ALPHA_MODE alphaMode = video->GetAlphaMode(); video->SetAlphaMode(GSAM_PIXEL); const bool zBuffer = video->GetZBuffer(); video->SetZBuffer(false); const bool zWrite = video->GetZWrite(); video->SetZWrite(false); ShaderPtr pVS = video->GetVertexShader(); video->SetVertexShader(ShaderPtr()); const GS_COLOR dwH = ARGB(150,dwColor.r,dwColor.g,dwColor.b); const float depth = video->GetSpriteDepth(); if (drawBase) { // base video->SetSpriteDepth(1.0f); pOutline->DrawShaped(v2Pos, Vector2(v3Size.x, v3Size.y), dwH, dwH, dwH, dwH); } else { video->SetSpriteDepth(0.0f); const GS_COLOR dwV = ARGB(50,dwColor.r,dwColor.g,dwColor.b); // front face pOutline->DrawShaped(v2Pos, Vector2(v3Size.x, v3Size.z), dwV, dwV, dwV, dwV); // upper face pOutline->DrawShaped(v2Pos-Vector2(0,v3Size.z), Vector2(v3Size.x, v3Size.y), dwH, dwH, dwH, dwH); } video->SetZBuffer(zBuffer); video->SetZBuffer(zWrite); video->SetAlphaMode(alphaMode); video->SetVertexShader(pVS); video->SetSpriteDepth(depth); }
void TouchButton::DrawButton(VideoPtr video, InputPtr input, SpriteResourceManager& spr) { SpritePtr sprite = spr.GetSprite(video, m_buttonSprite); video->SetAlphaMode(GSAM_PIXEL); if (sprite) { sprite->SetRect(m_buttonFrame); sprite->SetOrigin(m_origin); sprite->Draw(m_pos); if (m_status == PRESSED) { video->SetAlphaMode(GSAM_ADD); sprite->Draw(m_pos); video->SetAlphaMode(GSAM_PIXEL); } } }
bool ETHRenderEntity::DrawProjShadow(const float maxHeight, const float minHeight, const ETHSceneProperties& sceneProps, const ETHLight& light, ETHSpriteEntity *pParent, const bool maxOpacity, const bool drawToTarget, const float targetAngle, const Vector3& v3TargetPos) { if (!m_pSprite || IsHidden()) return false; VideoPtr video = m_provider->GetVideo(); ETHShaderManagerPtr shaderManager = m_provider->GetShaderManager(); SpritePtr pShadow = shaderManager->GetProjShadow(); Vector3 v3LightPos; Vector3 v3ParentPos(0,0,0); const Vector3 v3EntityPos = GetPosition(); if (pParent) { v3ParentPos = pParent->GetPosition(); v3LightPos = Vector3(v3ParentPos.x, v3ParentPos.y, 0) + light.pos; } else { v3LightPos = light.pos; } // if the object is higher than the light, then the shadow shouldn't be cast on the floor if (v3LightPos.z < v3EntityPos.z) { return true; } const float scale = (m_properties.shadowScale <= 0.0f) ? 1.0f : m_properties.shadowScale; const float opacity = (m_properties.shadowOpacity <= 0.0f) ? 1.0f : m_properties.shadowOpacity; const Vector2 v2Size = GetCurrentSize(); Vector2 v2ShadowSize(v2Size.x, v2Size.y); Vector2 v2ShadowPos(v3EntityPos.x, v3EntityPos.y); // if we are drawing to a target of a rotated entity if (drawToTarget && targetAngle != 0) { // rotate the shadow position according to entity angle Matrix4x4 matRot = RotateZ(-DegreeToRadian(targetAngle)); Vector3 newShadowPos(v2ShadowPos, 0); newShadowPos = newShadowPos - v3TargetPos; newShadowPos = Multiply(newShadowPos, matRot); newShadowPos = newShadowPos + v3TargetPos; v2ShadowPos.x = newShadowPos.x; v2ShadowPos.y = newShadowPos.y; // rotate the light source to cast it correctly Vector3 newPos = v3LightPos - v3TargetPos; newPos = Multiply(newPos, matRot); v3LightPos = newPos + v3TargetPos; } Vector3 diff = v3EntityPos - v3LightPos; const float squaredDist = DP3(diff, diff); float squaredRange = light.range * light.range; if (squaredDist > squaredRange) { return true; } v2ShadowSize.x *= _ETH_SHADOW_SCALEX * scale; // calculate the correct shadow length according to the light height if ((GetPosition().z+v2Size.y) < light.pos.z) // if the light is over the entity { const float planarDist = Distance(GetPositionXY(), ETHGlobal::ToVector2(v3LightPos)); const float verticalDist = Abs((v3EntityPos.z+v2Size.y)-v3LightPos.z); const float totalDist = (planarDist/verticalDist)*Abs(v3LightPos.z); v2ShadowSize.y = totalDist-planarDist; // clamp shadow length to the object's height. This is not realistic // but it looks better for the real-time shadows. v2ShadowSize.y = Min(v2Size.y*_ETH_SHADOW_FAKE_STRETCH, v2ShadowSize.y); } else { v2ShadowSize.y *= ((drawToTarget) ? _ETH_SHADOW_SCALEY : _ETH_SHADOW_SCALEY/4); } // specify a minimum length for the shadow v2ShadowSize.y = Max(v2ShadowSize.y, v2Size.y); ShaderPtr pVS = video->GetVertexShader(); pVS->SetConstant(GS_L("shadowLength"), v2ShadowSize.y * m_properties.shadowLengthScale); pVS->SetConstant(GS_L("entityZ"), Max(m_shadowZ, v3EntityPos.z)); pVS->SetConstant(GS_L("shadowZ"), m_shadowZ); pVS->SetConstant(GS_L("lightPos"), v3LightPos); video->SetSpriteDepth( (GetType() == ETHEntityProperties::ET_VERTICAL) ? ETHEntity::ComputeDepth(m_shadowZ, maxHeight, minHeight) : Max(0.0f, ComputeDepth(maxHeight, minHeight) - m_layrableMinimumDepth)); v2ShadowSize.y = 1.0f; Vector2 lightPos2(v3LightPos.x, v3LightPos.y); const float shadowAngle = ::GetAngle((lightPos2 - Vector2(v3EntityPos.x, v3EntityPos.y))) + DegreeToRadian(targetAngle); squaredRange = Max(squaredDist, squaredRange); float attenBias = 1; // adjust brightness according to ambient light if (!maxOpacity) { attenBias = (1-(squaredDist/squaredRange)); //fade the color according to the light brightness const float colorLen = Max(Max(light.color.x, light.color.y), light.color.z); attenBias *= Min(colorLen, 1.0f); //fade the color according to the ambient light brightness const Vector3 &ambientColor = sceneProps.ambient; const float ambientColorLen = 1.0f-((ambientColor.x + ambientColor.y + ambientColor.z)/3.0f); attenBias = Min(attenBias*ambientColorLen, 1.0f); attenBias *= Max(Min((1-(GetPosition().z/Max(GetCurrentSize().y, 1.0f))), 1.0f), 0.0f); } GS_BYTE alpha = static_cast<GS_BYTE>(attenBias*255.0f*opacity); if (alpha < 8) return true; Color dwShadowColor(alpha,255,255,255); pShadow->SetOrigin(Vector2(0.5f, 0.79f)); pShadow->SetRectMode(Sprite::RM_THREE_TRIANGLES); pShadow->DrawShaped(v2ShadowPos, v2ShadowSize, dwShadowColor, dwShadowColor, dwShadowColor, dwShadowColor, RadianToDegree(shadowAngle)); return true; }