Beispiel #1
0
/*---------------------------------------------------------------*/
void Cinematic::Render(float FDIFF) {
	
	CinematicBitmap * tb;

	LargeurRender = DANAESIZX;
	HauteurRender = DANAESIZY;

	if (projectload)
	{
		GRenderer->Clear(Renderer::ColorBuffer);
		GRenderer->BeginScene();

		GereTrack(this, FDIFF);

		//sound
		if (changekey)
		{
			if (idsound >= 0)
			{
				PlaySoundKeyFramer(idsound);
			}
		}

		//draw
		GRenderer->SetBlendFunc(Renderer::BlendSrcAlpha, Renderer::BlendInvSrcAlpha);

		GRenderer->GetTextureStage(0)->SetColorOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);
		GRenderer->GetTextureStage(0)->SetAlphaOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);

		GRenderer->GetTextureStage(1)->DisableAlpha();
		
		//image key
		tb = m_bitmaps[numbitmap];

		//fx
		int col = 0x00FFFFFF;

		switch (fx & 0x000000FF)
		{
			case FX_FADEIN:
				col = FX_FadeIN(a, color, colord);
				break;
			case FX_FADEOUT:
				col = FX_FadeOUT(a, color, colord);
				break;
			case FX_BLUR:
				FX_Blur(this, tb);
				break;
			default:
				break;
		}

		//fx precalculation
		switch (fx & 0x0000ff00)
		{
			case FX_DREAM:

				if ((this->fxsuiv & 0x0000ff00) == FX_DREAM)
					FX_DreamPrecalc(tb, 15.f, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);
				else
					FX_DreamPrecalc(tb, 15.f * a, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);

				break;
			default:
				break;
		}

		Camera.pos = pos;
		SetTargetCamera(&Camera, Camera.pos.x, Camera.pos.y, 0.f);
		Camera.angle.b = 0;
		Camera.angle.g = angz;
		Camera.centerx = LargeurRender >> 1;
		Camera.centery = HauteurRender >> 1;
		Camera.clip.right = LargeurRender;
		Camera.clip.bottom = HauteurRender;
		PrepareCamera(&Camera);
		SetActiveCamera(&Camera);

		int alpha = ((int)(a * 255.f)) << 24;

		int stopline = tb->nbx;

		if (stopline & 1) stopline++;

		if (force ^ 1) alpha = 0xFF000000;

		col |= alpha;

		CinematicLight lightt, *l = NULL;

		if ((this->light.intensity >= 0.f) &&
		        (this->lightd.intensity >= 0.f))
		{
			lightt = this->light;
			lightt.pos.x += (float)(LargeurRender >> 1);
			lightt.pos.y += (float)(HauteurRender >> 1);

			#define SPEEDINTENSITYRND (10.f)
			float flIntensityRNDToReach = lightt.intensiternd * rnd();
			m_flIntensityRND += (flIntensityRNDToReach - m_flIntensityRND) * FDIFF * SPEEDINTENSITYRND;
			m_flIntensityRND = m_flIntensityRND < 0.f ? 0.f : m_flIntensityRND > 1.f ? 1.f : m_flIntensityRND;

			LightRND = lightt.intensity + (lightt.intensiternd * rnd());

			if (LightRND > 1.f) LightRND = 1.f;

			l = &lightt;
		}

		if (tb->grid.nbvertexs) DrawGrille(&tb->grid, col, fx, l, &posgrille, angzgrille);

		//PASS #2
		if (force & 1)
		{
			switch (ti)
			{
				case INTERP_NO:
					Camera.pos = possuiv;
					SetTargetCamera(&Camera, Camera.pos.x, Camera.pos.y, 0.f);
					Camera.angle.b = 0;
					Camera.angle.g = angzsuiv;
					PrepareCamera(&Camera);
					break;
				case INTERP_LINEAR:
					break;
				case INTERP_BEZIER:
					break;
			}

			tb = m_bitmaps[numbitmapsuiv];

			alpha = 0xFF000000 - alpha;
			col &= 0x00FFFFFF;
			col |= alpha;

			l = NULL;

			if ((this->light.intensity >= 0.f) &&
			        (this->lightd.intensity >= 0.f))
			{
				lightt = this->lightd;
				lightt.pos.x += (float)(LargeurRender >> 1);
				lightt.pos.y += (float)(HauteurRender >> 1);
				LightRND = lightt.intensity + (lightt.intensiternd * rnd());

				if (LightRND > 1.f) LightRND = 1.f;

				l = &lightt;
			}

			if (tb->grid.nbvertexs) DrawGrille(&tb->grid, col, fx, l, &posgrillesuiv, angzgrillesuiv);
		}
Beispiel #2
0
/*---------------------------------------------------------------*/
void Cinematic::Render(float FDIFF) {
	
	CinematicBitmap * tb;

	LargeurRender = g_size.width();
	HauteurRender = g_size.height();

	if(projectload) {
		GRenderer->Clear(Renderer::ColorBuffer);

		GereTrack(this, FDIFF);

		//sound
		if(changekey && idsound >= 0)
			PlaySoundKeyFramer(idsound);

		//draw
		GRenderer->SetBlendFunc(Renderer::BlendSrcAlpha, Renderer::BlendInvSrcAlpha);

		GRenderer->GetTextureStage(0)->setColorOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);
		GRenderer->GetTextureStage(0)->setAlphaOp(TextureStage::OpModulate, TextureStage::ArgTexture, TextureStage::ArgDiffuse);

		GRenderer->GetTextureStage(1)->disableAlpha();
		
		//image key
		tb = m_bitmaps[numbitmap];

		//fx
		int col = 0x00FFFFFF;

		switch(fx & 0x000000FF) {
			case FX_FADEIN:
				col = FX_FadeIN(a, color, colord);
				break;
			case FX_FADEOUT:
				col = FX_FadeOUT(a, color, colord);
				break;
			case FX_BLUR:
				FX_Blur(this, tb, m_camera);
				break;
			default:
				break;
		}

		//fx precalculation
		switch(fx & 0x0000ff00) {
			case FX_DREAM:

				if ((this->fxsuiv & 0x0000ff00) == FX_DREAM)
					FX_DreamPrecalc(tb, 15.f, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);
				else
					FX_DreamPrecalc(tb, 15.f * a, (FPS > 1.f) ? GetTrackFPS() / FPS : 0.f);

				break;
			default:
				break;
		}

		m_camera.orgTrans.pos = pos;
		m_camera.setTargetCamera(m_camera.orgTrans.pos.x, m_camera.orgTrans.pos.y, 0.f);
		m_camera.angle.setPitch(0);
		m_camera.angle.setRoll(angz);
		m_camera.clip = Rect(LargeurRender, HauteurRender);
		m_camera.center = m_camera.clip.center();
		PrepareCamera(&m_camera, g_size);
		SetActiveCamera(&m_camera);

		int alpha = ((int)(a * 255.f)) << 24;

		if(force ^ 1)
			alpha = 0xFF000000;

		col |= alpha;

		CinematicLight lightt, *l = NULL;

		if(this->light.intensity >= 0.f && this->lightd.intensity >= 0.f) {
			lightt = this->light;
			lightt.pos.x += (float)(LargeurRender >> 1);
			lightt.pos.y += (float)(HauteurRender >> 1);

			static const float SPEEDINTENSITYRND = 10.f;
			float flIntensityRNDToReach = lightt.intensiternd * rnd();
			m_flIntensityRND += (flIntensityRNDToReach - m_flIntensityRND) * FDIFF * SPEEDINTENSITYRND;
			m_flIntensityRND = m_flIntensityRND < 0.f ? 0.f : m_flIntensityRND > 1.f ? 1.f : m_flIntensityRND;

			LightRND = lightt.intensity + (lightt.intensiternd * rnd());

			if(LightRND > 1.f)
				LightRND = 1.f;

			l = &lightt;
		}

		if(tb->grid.nbvertexs)
			DrawGrille(&tb->grid, col, fx, l, &posgrille, angzgrille);

		//PASS #2
		if(force & 1) {
			switch(ti) {
				case INTERP_NO:
					m_camera.orgTrans.pos = possuiv;
					m_camera.setTargetCamera(m_camera.orgTrans.pos.x, m_camera.orgTrans.pos.y, 0.f);
					m_camera.angle.setPitch(0);
					m_camera.angle.setRoll(angzsuiv);
					PrepareCamera(&m_camera, g_size);
					break;
				case INTERP_LINEAR:
					break;
				case INTERP_BEZIER:
					break;
			}

			tb = m_bitmaps[numbitmapsuiv];

			alpha = 0xFF000000 - alpha;
			col &= 0x00FFFFFF;
			col |= alpha;

			l = NULL;

			if(this->light.intensity >= 0.f && this->lightd.intensity >= 0.f) {
				lightt = this->lightd;
				lightt.pos.x += (float)(LargeurRender >> 1);
				lightt.pos.y += (float)(HauteurRender >> 1);
				LightRND = lightt.intensity + (lightt.intensiternd * rnd());

				if(LightRND > 1.f)
					LightRND = 1.f;

				l = &lightt;
			}

			if(tb->grid.nbvertexs)
				DrawGrille(&tb->grid, col, fx, l, &posgrillesuiv, angzgrillesuiv);
		}