Пример #1
0
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);
}
Пример #2
0
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);
}