Draw voxel debug annotations using the UI renderers.

This commit is contained in:
Paul Chote
2019-12-06 18:26:54 +00:00
committed by reaperrr
parent 9a5eaa7cb7
commit ebd1557523

View File

@@ -132,23 +132,22 @@ namespace OpenRA.Mods.Common.Graphics
var groundZ = wr.World.Map.Grid.TileSize.Height * (groundPos.Z - model.pos.Z) / 1024f;
var pxOrigin = wr.Screen3DPosition(model.pos);
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
var iz = 1 / wr.Viewport.Zoom;
// Draw sprite rect
var offset = pxOrigin + renderProxy.Sprite.Offset - 0.5f * renderProxy.Sprite.Size;
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + renderProxy.Sprite.Size).XY, iz, Color.Red);
Game.Renderer.WorldRgbaColorRenderer.DrawRect(offset.XY, (offset + renderProxy.Sprite.Size).XY, 1, Color.Red);
// Draw transformed shadow sprite rect
var c = Color.Purple;
var psb = renderProxy.ProjectedShadowBounds;
Game.Renderer.WorldRgbaColorRenderer.DrawPolygon(new[]
Game.Renderer.RgbaColorRenderer.DrawPolygon(new float2[]
{
shadowOrigin + psb[1],
shadowOrigin + psb[3],
shadowOrigin + psb[0],
shadowOrigin + psb[2]
}, iz, c);
wr.Viewport.WorldToViewPx(shadowOrigin + psb[1]),
wr.Viewport.WorldToViewPx(shadowOrigin + psb[3]),
wr.Viewport.WorldToViewPx(shadowOrigin + psb[0]),
wr.Viewport.WorldToViewPx(shadowOrigin + psb[2])
}, 1, c);
// Draw bounding box
var draw = model.models.Where(v => v.IsVisible);
@@ -163,35 +162,35 @@ namespace OpenRA.Mods.Common.Graphics
var pxPos = pxOrigin + wr.ScreenVectorComponents(v.OffsetFunc());
var screenTransform = OpenRA.Graphics.Util.MatrixMultiply(cameraTransform, worldTransform);
DrawBoundsBox(pxPos, screenTransform, bounds, iz, Color.Yellow);
DrawBoundsBox(wr, pxPos, screenTransform, bounds, 1, Color.Yellow);
}
}
static readonly uint[] CornerXIndex = new uint[] { 0, 0, 0, 0, 3, 3, 3, 3 };
static readonly uint[] CornerYIndex = new uint[] { 1, 1, 4, 4, 1, 1, 4, 4 };
static readonly uint[] CornerZIndex = new uint[] { 2, 5, 2, 5, 2, 5, 2, 5 };
static void DrawBoundsBox(float3 pxPos, float[] transform, float[] bounds, float width, Color c)
static void DrawBoundsBox(WorldRenderer wr, float3 pxPos, float[] transform, float[] bounds, float width, Color c)
{
var wcr = Game.Renderer.WorldRgbaColorRenderer;
var corners = new float3[8];
var cr = Game.Renderer.RgbaColorRenderer;
var corners = new float2[8];
for (var i = 0; i < 8; i++)
{
var vec = new float[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
var vec = new[] { bounds[CornerXIndex[i]], bounds[CornerYIndex[i]], bounds[CornerZIndex[i]], 1 };
var screen = OpenRA.Graphics.Util.MatrixVectorMultiply(transform, vec);
corners[i] = pxPos + new float3(screen[0], screen[1], screen[2]);
corners[i] = wr.Viewport.WorldToViewPx(pxPos + new float3(screen[0], screen[1], screen[2]));
}
// Front face
wcr.DrawPolygon(new[] { corners[0], corners[1], corners[3], corners[2] }, width, c);
cr.DrawPolygon(new[] { corners[0], corners[1], corners[3], corners[2] }, width, c);
// Back face
wcr.DrawPolygon(new[] { corners[4], corners[5], corners[7], corners[6] }, width, c);
cr.DrawPolygon(new[] { corners[4], corners[5], corners[7], corners[6] }, width, c);
// Horizontal edges
wcr.DrawLine(corners[0], corners[4], width, c);
wcr.DrawLine(corners[1], corners[5], width, c);
wcr.DrawLine(corners[2], corners[6], width, c);
wcr.DrawLine(corners[3], corners[7], width, c);
cr.DrawLine(corners[0], corners[4], width, c);
cr.DrawLine(corners[1], corners[5], width, c);
cr.DrawLine(corners[2], corners[6], width, c);
cr.DrawLine(corners[3], corners[7], width, c);
}
public Rectangle ScreenBounds(WorldRenderer wr)