Example #1
0
void CPlanet::Draw()
{
    CDevice* device = m_engine->GetDevice();
    float eyeDirH = m_engine->GetEyeDirH();
    float eyeDirV = m_engine->GetEyeDirV();

    Math::Vector n = Math::Vector(0.0f, 0.0f, -1.0f);  // normal
    float dp = 0.5f/256.0f;

    for (const auto& planet : m_planets)
    {
        if (planet.type != m_visibleType)
            continue;

        m_engine->SetTexture(planet.name);

        if (planet.transparent)
            m_engine->SetState(ENG_RSTATE_WRAP | ENG_RSTATE_ALPHA);
        else
            m_engine->SetState(ENG_RSTATE_WRAP | ENG_RSTATE_TTEXTURE_BLACK);

        Math::Point p1, p2;

        float a = eyeDirH + planet.angle.x;
        p1.x = Math::Mod(a, Math::PI*2.0f)-0.5f;

        a = eyeDirV + planet.angle.y;
        p1.y = 0.4f+(Math::Mod(a+Math::PI, Math::PI*2.0f)-Math::PI)*(2.0f/Math::PI);

        p1.x -= planet.dim/2.0f*0.75f;
        p1.y -= planet.dim/2.0f;
        p2.x = p1.x+planet.dim*0.75f;
        p2.y = p1.y+planet.dim;

        float u1 = planet.uv1.x + dp;
        float v1 = planet.uv1.y + dp;
        float u2 = planet.uv2.x - dp;
        float v2 = planet.uv2.y - dp;

        Vertex quad[4] =
        {
            Vertex(Math::Vector(p1.x, p1.y, 0.0f), n, Math::Point(u1, v2)),
            Vertex(Math::Vector(p1.x, p2.y, 0.0f), n, Math::Point(u1, v1)),
            Vertex(Math::Vector(p2.x, p1.y, 0.0f), n, Math::Point(u2, v2)),
            Vertex(Math::Vector(p2.x, p2.y, 0.0f), n, Math::Point(u2, v1))
        };

        device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, quad, 4);
        m_engine->AddStatisticTriangle(2);
    }
}
Example #2
0
void CPlanet::Draw()
{
    CDevice* device = m_engine->GetDevice();
    float eyeDirH = m_engine->GetEyeDirH();
    float eyeDirV = m_engine->GetEyeDirV();

    Math::Vector n = Math::Vector(0.0f, 0.0f, -1.0f);  // normal
    float dp = 0.5f/256.0f;

    for (int i = 0; i < static_cast<int>( m_planet[m_mode].size() ); i++)
    {
        m_engine->SetTexture("textures/"+m_planet[m_mode][i].name);

        if (m_planet[m_mode][i].transparent)
            m_engine->SetState(ENG_RSTATE_WRAP | ENG_RSTATE_ALPHA);
        else
            m_engine->SetState(ENG_RSTATE_WRAP | ENG_RSTATE_TTEXTURE_BLACK);

        Math::Point p1, p2;

        float a = eyeDirH + m_planet[m_mode][i].angle.x;
        p1.x = Math::Mod(a, Math::PI*2.0f)-0.5f;

        a = eyeDirV + m_planet[m_mode][i].angle.y;
        p1.y = 0.4f+(Math::Mod(a+Math::PI, Math::PI*2.0f)-Math::PI)*(2.0f/Math::PI);

        p1.x -= m_planet[m_mode][i].dim/2.0f*0.75f;
        p1.y -= m_planet[m_mode][i].dim/2.0f;
        p2.x = p1.x+m_planet[m_mode][i].dim*0.75f;
        p2.y = p1.y+m_planet[m_mode][i].dim;

        float u1 = m_planet[m_mode][i].uv1.x + dp;
        float v1 = m_planet[m_mode][i].uv1.y + dp;
        float u2 = m_planet[m_mode][i].uv2.x - dp;
        float v2 = m_planet[m_mode][i].uv2.y - dp;

        Vertex quad[4] =
        {
            Vertex(Math::Vector(p1.x, p1.y, 0.0f), n, Math::Point(u1, v2)),
            Vertex(Math::Vector(p1.x, p2.y, 0.0f), n, Math::Point(u1, v1)),
            Vertex(Math::Vector(p2.x, p1.y, 0.0f), n, Math::Point(u2, v2)),
            Vertex(Math::Vector(p2.x, p2.y, 0.0f), n, Math::Point(u2, v1))
        };

        device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, quad, 4);
        m_engine->AddStatisticTriangle(2);
    }
}
Example #3
0
void CCloud::Draw()
{
    if (! m_enabled) return;
    if (m_level == 0.0f) return;
    if (m_lines.empty()) return;

    std::vector<VertexTex2> vertices((m_brickCount+2)*2, VertexTex2());

    float iDeep = m_engine->GetDeepView();
    float deep = (m_brickCount*m_brickSize)/2.0f;
    m_engine->SetDeepView(deep);
    m_engine->SetFocus(m_engine->GetFocus());
    m_engine->UpdateMatProj();  // increases the depth of view

    float fogStart = deep*0.15f;
    float fogEnd   = deep*0.24f;

    CDevice* device = m_engine->GetDevice();

    // TODO: do this better?
    device->SetFogParams(FOG_LINEAR, m_engine->GetFogColor( m_engine->GetRankView() ),
                        fogStart, fogEnd, 1.0f);

    device->SetTransform(TRANSFORM_VIEW, m_engine->GetMatView());

    Material material;
    material.diffuse = m_diffuse;
    material.ambient = m_ambient;
    m_engine->SetMaterial(material);

    m_engine->SetTexture(m_fileName, 0);
    m_engine->SetTexture(m_fileName, 1);

    m_engine->SetState(ENG_RSTATE_TTEXTURE_BLACK | ENG_RSTATE_FOG | ENG_RSTATE_WRAP);

    Math::Matrix matrix;
    matrix.LoadIdentity();
    device->SetTransform(TRANSFORM_WORLD, matrix);

    float size = m_brickSize/2.0f;
    Math::Vector eye = m_engine->GetEyePt();
    Math::Vector n = Math::Vector(0.0f, -1.0f, 0.0f);

    // Draws all the lines
    for (int i = 0; i < static_cast<int>( m_lines.size() ); i++)
    {
        Math::Vector pos;
        pos.y = m_level;
        pos.z = m_lines[i].pz;
        pos.x = m_lines[i].px1;

        int vertexIndex = 0;

        Math::Vector p;
        Math::Point uv1, uv2;

        p.x = pos.x-size;
        p.z = pos.z+size;
        p.y = pos.y;
        AdjustLevel(p, eye, deep, uv1, uv2);
        vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);

        p.x = pos.x-size;
        p.z = pos.z-size;
        p.y = pos.y;
        AdjustLevel(p, eye, deep, uv1, uv2);
        vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);

        for (int j = 0; j < m_lines[i].len; j++)
        {
            p.x = pos.x+size;
            p.z = pos.z+size;
            p.y = pos.y;
            AdjustLevel(p, eye, deep, uv1, uv2);
            vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);

            p.x = pos.x+size;
            p.z = pos.z-size;
            p.y = pos.y;
            AdjustLevel(p, eye, deep, uv1, uv2);
            vertices[vertexIndex++] = VertexTex2(p, n, uv1, uv2);

            pos.x += size*2.0f;
        }

        device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, &vertices[0], vertexIndex);
        m_engine->AddStatisticTriangle(vertexIndex - 2);
    }

    m_engine->SetDeepView(iDeep);
    m_engine->SetFocus(m_engine->GetFocus());
    m_engine->UpdateMatProj();  // gives depth to initial
}
Example #4
0
void CLightning::Draw()
{
    if (!m_lightningExists) return;
    if (m_phase != LP_FLASH) return;

    CDevice* device = m_engine->GetDevice();

    Math::Matrix mat;
    mat.LoadIdentity();
    device->SetTransform(TRANSFORM_WORLD, mat);

    m_engine->SetTexture("effect00.png");
    m_engine->SetState(ENG_RSTATE_TTEXTURE_BLACK);

    Math::Point texInf;
    texInf.x = 64.5f/256.0f;
    texInf.y = 33.0f/256.0f;
    Math::Point texSup;
    texSup.x = 95.5f/256.0f;
    texSup.y = 34.0f/256.0f;  // blank

    Math::Vector p1 = m_pos;
    Math::Vector eye = m_engine->GetEyePt();
    float a = Math::RotateAngle(eye.x-p1.x, eye.z-p1.z);
    Math::Vector n = Math::Normalize(p1-eye);

    Math::Vector corner[4];
    Vertex vertex[4];

    for (int i = 0; i < FLASH_SEGMENTS-1; i++)
    {
        Math::Vector p2 = p1;
        p2.y += 8.0f+0.2f*i;

        Math::Point rot;

        Math::Vector p = p1;
        p.x += m_width[i];
        rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
        corner[0].x = rot.x+m_shift[i].x;
        corner[0].y = p1.y;
        corner[0].z = rot.y+m_shift[i].y;
        rot = Math::RotatePoint(Math::Point(p1.x, p1.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
        corner[1].x = rot.x+m_shift[i].x;
        corner[1].y = p1.y;
        corner[1].z = rot.y+m_shift[i].y;

        p = p2;
        p.x += m_width[i+1];
        rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a+Math::PI/2.0f, Math::Point(p.x, p.z));
        corner[2].x = rot.x+m_shift[i+1].x;
        corner[2].y = p2.y;
        corner[2].z = rot.y+m_shift[i+1].y;
        rot = Math::RotatePoint(Math::Point(p2.x, p2.z), a-Math::PI/2.0f, Math::Point(p.x, p.z));
        corner[3].x = rot.x+m_shift[i+1].x;
        corner[3].y = p2.y;
        corner[3].z = rot.y+m_shift[i+1].y;

        if (p2.y < p1.y)
        {
            vertex[0] = Vertex(corner[1], n, Math::Point(texSup.x, texSup.y));
            vertex[1] = Vertex(corner[0], n, Math::Point(texInf.x, texSup.y));
            vertex[2] = Vertex(corner[3], n, Math::Point(texSup.x, texInf.y));
            vertex[3] = Vertex(corner[2], n, Math::Point(texInf.x, texInf.y));
        }
        else
        {
            vertex[0] = Vertex(corner[0], n, Math::Point(texSup.x, texSup.y));
            vertex[1] = Vertex(corner[1], n, Math::Point(texInf.x, texSup.y));
            vertex[2] = Vertex(corner[2], n, Math::Point(texSup.x, texInf.y));
            vertex[3] = Vertex(corner[3], n, Math::Point(texInf.x, texInf.y));
        }

        device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
        m_engine->AddStatisticTriangle(2);

        p1 = p2;
    }
}