void drawScene(camera_s* c, portal_s* p, int depth, u8 stencil) { if(!c)return; gsMatrixMode(GS_MODELVIEW); gsPushMatrix(); gsLoadIdentity(); useCamera(c); drawRoom(&testRoom); drawCubeDispensers(); drawEnergyDevices(); drawEnergyBalls(); drawPlatforms(); drawBigButtons(); drawTimedButtons(); drawWallDoors(); drawDoors(); drawOBBs(); if(p && depth)drawPlayer(&testPlayer); drawSludge(&testRoom); drawEmancipators(); drawEmancipationGrids(); if(p == &portals[0])drawPortals((portal_s*[]){&portals[0]}, 1, drawScene, c, depth, stencil);
// Constructor BattleGround::BattleGround(void) : end(false) { // Default settings //setShadowTechnique(Ogre::SHADOWTYPE_STENCIL_ADDITIVE); setAmbientLight(Ogre::ColourValue(1,1,1)); // Create camera look_node = getManager().getRootSceneNode()->createChildSceneNode(); cam_node = getManager().getRootSceneNode()->createChildSceneNode(); useCamera(addCamera("BattleGround Camera", *cam_node, *look_node)); // Ground addObject("cube", Ogre::Vector3(0,-5,0), Ogre::Vector3(10,1,1)); addObject("cube", Ogre::Vector3(-23,7,0), Ogre::Vector3(3,0.5,1)); addObject("cube", Ogre::Vector3(23,7,0), Ogre::Vector3(3,0.5,1)); for (int i=0; i<5; i++) addObject("cube", Ogre::Vector3(0,5*i,0), Ogre::Vector3(0.6,0.6,0.6), 100); setStartingPosition(-10,10); setStartingPosition(10,10); #if DEBUG_PHYSIC_SHAPES createDebugDrawer(getManager()); #endif bool hydrax = false, skyx = false; FtsEvaluator ev(ScriptManager::get().getL()); ev.evalBool("Config.Hydrax", hydrax); ev.evalBool("Config.SkyX", skyx); if(hydrax) createWaterPlane(); if(skyx) createSky(); }
void drawPlayerGun(player_s* p) { if(!p)return; gsPushMatrix(); useCamera(&p->camera); gsLoadIdentity(); GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_DEPTH); gsSwitchRenderMode(-1); GPU_SetAttributeBuffers( 2, // number of attributes (u32*)osConvertVirtToPhys(rectangleBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located GPU_ATTRIBFMT(0, 3, GPU_FLOAT)|GPU_ATTRIBFMT(1, 2, GPU_FLOAT), // we want v0 (vertex position) and v1 (texcoord) 0xFFC, // mask : we want v0 and v1 0x10, // permutation : we use identity 1, // number of buffers : we have one attribute per buffer (u32[]){(u32)rectangleVertexData-rectangleBaseAddr}, // buffer offsets (placeholders) (u64[]){0x10}, // attribute permutations for each buffer (u8[]){2} // number of attributes for each buffer ); gsSetShader(&passthroughProgram); GPU_DrawArray(GPU_TRIANGLES, 6); GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); GPUCMD_AddWrite(GPUREG_ATTRIBBUFFER0_CONFIG0, (u32)crosshairVertexData-rectangleBaseAddr); textureBind(&crosshairTexture, GPU_TEXUNIT0); GPU_DrawArray(GPU_TRIANGLES, 6); GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); gsSwitchRenderMode(md2GsMode); gsTranslate(1.3, -1.65, -3.1); gsRotateY(p->tempAngle.y); gsRotateX(-p->tempAngle.x); gsRotateX(-0.1); gsRotateZ(M_PI/2); gsRotateY(-M_PI/2); gsRotateX(-M_PI/2); gsScale(3.0f/8, 3.0f/8, 3.0f/8); md2InstanceDraw(&p->gunInstance); gsPopMatrix(); }
// topscreen void renderMenuFrame(u32* outBuffer, u32* outDepthBuffer) { GPU_SetViewport((u32*)osConvertVirtToPhys((u32)outDepthBuffer),(u32*)osConvertVirtToPhys((u32)outBuffer),0,0,240,400); GPU_DepthMap(-1.0f, 0.0f); GPU_SetFaceCulling(GPU_CULL_FRONT_CCW); GPU_SetStencilTest(false, GPU_ALWAYS, 0x00, 0xFF, 0x00); GPU_SetStencilOp(GPU_STENCIL_KEEP, GPU_STENCIL_KEEP, GPU_STENCIL_KEEP); GPU_SetBlendingColor(0,0,0,0); GPU_SetDepthTestAndWriteMask(true, GPU_GREATER, GPU_WRITE_ALL); GPUCMD_AddMaskedWrite(GPUREG_0062, 0x1, 0); GPUCMD_AddWrite(GPUREG_0118, 0); GPU_SetAlphaBlending(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA); GPU_SetAlphaTest(false, GPU_ALWAYS, 0x00); GPU_SetTextureEnable(GPU_TEXUNIT0); GPU_SetTexEnv(0, GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR), GPU_TEVOPERANDS(0,0,0), GPU_TEVOPERANDS(0,0,0), GPU_MODULATE, GPU_MODULATE, 0xFFFFFFFF); GPU_SetDummyTexEnv(1); GPU_SetDummyTexEnv(2); GPU_SetDummyTexEnv(3); GPU_SetDummyTexEnv(4); GPU_SetDummyTexEnv(5); gsMatrixMode(GS_MODELVIEW); gsPushMatrix(); gsLoadIdentity(); useCamera(&menuCamera); gsSwitchRenderMode(md2GsMode); md2InstanceDraw(&gladosInstance); md2InstanceDraw(&gladosLairInstance); gsPopMatrix(); GPU_SetDepthTestAndWriteMask(true, GPU_ALWAYS, GPU_WRITE_ALL); if(currentCameraState==2) { gsPushMatrix(); gsSwitchRenderMode(-1); GPU_SetAttributeBuffers( 1, // number of attributes (u32*)osConvertVirtToPhys(logoBaseAddr), // we use the start of linear heap as base since that's where all our buffers are located GPU_ATTRIBFMT(0, 3, GPU_FLOAT), // we want v0 (vertex position) 0xFFE, // mask : we want v0 0x0, // permutation : we use identity 1, // number of buffers : we have one attribute per buffer (u32[]){(u32)logoRectangleVertexData-logoBaseAddr}, // buffer offsets (placeholders) (u64[]){0x0}, // attribute permutations for each buffer (u8[]){1} // number of attributes for each buffer ); gsSetShader(&logoProgram); gsMatrixMode(GS_MODELVIEW); gsLoadIdentity(); gsPushMatrix(); gsTranslate(0.15f, 0.325f, 0.0f); gsScale(64.0f * 2.0f / 240.0f, 64.0f * 2.0f / 400.0f, 1.0f); gsTranslate(0.5f, 0.5f, 0.0f); gsRotateZ(logoangle+=0.01f); gsTranslate(-0.5f, -0.5f, 0.0f); gsUpdateTransformation(); textureBind(&rotateLogoTexture, GPU_TEXUNIT0); GPU_SetFloatUniform(GPU_VERTEX_SHADER, logoUniformTextureDimensions, (u32*)(float[]){0.0f, 0.0f, 1.0f, 1.0f}, 1);