Example #1
0
void Batch::draw() const {
	Graphics::Manager m = Graphics::Manager::instance();
	//テクスチャセット
	if ( mTexture ){
		mTexture->set();
	}else{
		m.setTexture( 0 ); //空のテクスチャ
	}
	//ブレンドモードセット
	m.setBlendMode( mBlendMode );
	//ブレンドモードによってZバッファ書き込みのフラグをOn,Off
	if ( mBlendMode == Graphics::BLEND_OPAQUE ){
		m.enableDepthWrite( true );
	}else{
		m.enableDepthWrite( false );
	}
	//ZテストはいつもOn
	m.enableDepthTest( true );
	//カリングはとりあえずOff
	m.setCullMode( Graphics::CULL_NONE );
	//色パラメータ
	m.setDiffuseColor( mDiffuseColor );
	m.setSpecularColor( mSpecularColor );
	m.setSpecularSharpness( mSpecularSharpness );
	m.setTransparency( mTransparency );

	//データセット
	mVertexBuffer->set();
	mIndexBuffer->set();
	//描画開始
	m.drawIndexed( 0, mIndexBuffer->size() / 3, Graphics::PRIMITIVE_TRIANGLE );
}
Example #2
0
	void Framework::update(){
		if ( !gStage ){
			gPrimitiveRenderer = Scene::PrimitiveRenderer::create( 1000, 100 );
			Pad::create();
			gRobo[ 0 ] = new Robo( 0 );
			gRobo[ 1 ] = new Robo( 1 );
			gRobo[ 0 ]->setPosition( Vector3( 0.0, 0.0, 50.0 ) );
			gRobo[ 0 ]->setAngleY( 180.0 );
			gStage = new Stage();
			gPlaying = true;
		}
		if ( gPlaying ){
			gRobo[ 0 ]->update( gRobo[ 1 ] );
			gRobo[ 1 ]->update( gRobo[ 0 ] );
			++gTime;
		}

		//0番ロボからカメラ行列ゲット
		Matrix44 pvm;
		pvm.setPerspectiveTransform( 45.f, 
			static_cast< float >( width() ),
			static_cast< float >( height() ),
			1.f,
			10000.f );
		Matrix34 vm;
		Vector3 eyePosition;
		gRobo[ 0 ]->getView( &vm, &eyePosition ); //ビュー行列はロボに作ってもらう
		pvm *= vm;

		//描画
		//グローバルなライティング設定
		Graphics::Manager gm = Graphics::Manager::instance();
		gm.setProjectionViewMatrix( pvm );
		gm.setEyePosition( eyePosition );
		gm.setLightingMode( Graphics::LIGHTING_PER_PIXEL );
		gm.setAmbientColor( gAmbient );
		gm.setLightColor( 0, Vector3( 0.7f, 0.4f, 0.2f ) );
		gm.enableDepthTest( true );
		gm.enableDepthWrite( true );
		Vector3 lightPos[ 4 ];
		lightPos[ 0 ].set( 100000.f, 100000.f, 100000.f );
		float lightIntensities[ 4 ];
		lightIntensities[ 0 ] = lightPos[ 0 ].length(); //長さを強度にすれば、だいたいその距離で1になる
		//残り三つのライトは弾のところに置こうか。
		//カメラに近い順に3つ選ぼう。
		float nearestDistance[ 3 ];
		int nearestIndex[ 3 ];
		for ( int i = 0; i < 3; ++i ){
			nearestDistance[ i ] = numeric_limits< float >::max();
			nearestIndex[ i ] = -1;
		}
		//距離を測りながら最小を三つ取得
		//100はロボあたりの弾の数の最大数。
		for ( int i = 0; i < 2; ++i ){
			for ( int j = 0; j < 100; ++j ){
				const Vector3* p = gRobo[ i ]->getBulletPosition( j );
				if ( p ){
					Vector3 t;
					t.setSub( *p, eyePosition );
					float d = t.squareLength();
					if ( d < nearestDistance[ 0 ] ){
						nearestDistance[ 2 ] = nearestDistance[ 1 ];
						nearestDistance[ 1 ] = nearestDistance[ 0 ];
						nearestDistance[ 0 ] = d;
						nearestIndex[ 2 ] = nearestIndex[ 1 ];
						nearestIndex[ 1 ] = nearestIndex[ 0 ];
						nearestIndex[ 0 ] = i * 100 + j;
					}else if ( d < nearestDistance[ 1 ] ){
						nearestDistance[ 2 ] = nearestDistance[ 1 ];
						nearestDistance[ 1 ] = d;
						nearestIndex[ 2 ] = nearestIndex[ 1 ];
						nearestIndex[ 1 ] = i * 100 + j;
					}else if ( d < nearestDistance[ 2 ] ){
						nearestDistance[ 2 ] = d;
						nearestIndex[ 2 ] = i * 100 + j;
					}
				}
			}
		}
		for ( int i = 0; i < 3; ++i ){
			if ( nearestIndex[ i ] != -1 ){
				int robo = nearestIndex[ i ] / 100;
				int bullet = nearestIndex[ i ] % 100;
				const Vector3* p = gRobo[ robo ]->getBulletPosition( bullet );
				lightPos[ i + 1 ] = *p;
				if ( robo == 1 ){
					gm.setLightColor( i + 1, Vector3( 1.f, 0.2f, 0.4f ) );
				}else{
					gm.setLightColor( i + 1, Vector3( 0.2f, 0.4f, 1.f ) );
				}
				lightIntensities[ i + 1 ] = 10.f;
			}else{
				lightIntensities[ i + 1 ] = 0.f;
			}
		}
		gm.setCullMode( Graphics::CULL_BACK );
		//ライト設定
		for ( int i = 0; i < 4; ++i ){
			gm.setLightPosition( i, lightPos[ i ] );
			gm.setLightIntensity( i, lightIntensities[ i ] );
		}
		gStage->draw();
		gRobo[ 0 ]->draw();
		gRobo[ 1 ]->draw();

		//以下フロントエンド描画
		//モデル描x画でいじられたものを元に戻す
		gm.setDiffuseColor( Vector3( 1.f, 1.f, 1.f ) );
		gm.setTransparency( 1.f );
		gm.setLightingMode( Graphics::LIGHTING_NONE );

		//必要な情報を抜いて
		int hp0 = gRobo[ 0 ]->getHitPoint();
		int hp1 = gRobo[ 1 ]->getHitPoint();
		int e0 = gRobo[ 0 ]->getEnergy();
		bool lockOn0 = gRobo[ 0 ]->getLockOn();

		//Zテスト無用。アルファブレンドON
		gPrimitiveRenderer.enableDepthTest( false );
		gPrimitiveRenderer.enableDepthWrite( false );
		gPrimitiveRenderer.setBlendMode( Graphics::BLEND_LINEAR );

		Vector2 p[ 4 ];
		unsigned c1;
		unsigned c2;
		//体力バー背景
		p[ 0 ].set( -0.9f, 0.95f );
		p[ 1 ].set( -0.9f, 0.87f );
		p[ 2 ].set( 0.1f, 0.95f );
		p[ 3 ].set( 0.1f, 0.87f );
		c1 = c2 = 0xff406080;
		drawRect( p, c1, c2 );
		p[ 0 ].set( -0.9f, 0.85f );
		p[ 1 ].set( -0.9f, 0.82f );
		p[ 2 ].set( 0.1f, 0.85f );
		p[ 3 ].set( 0.1f, 0.82f );
		c1 = c2 = 0xff806040;
		drawRect( p, c1, c2 );
		//体力バー本体
		float length = static_cast< float >( hp0 ) / static_cast< float >( Robo::mMaxHitPoint );
		p[ 0 ].set( -0.9f, 0.95f );
		p[ 1 ].set( -0.9f, 0.87f );
		p[ 2 ].set( -0.9f + length, 0.95f );
		p[ 3 ].set( -0.9f + length, 0.87f );
		c1 = 0xff882244;
		c2 = 0xff88ccff;
		drawRect( p, c1, c2 );
		length = static_cast< float >( hp1 ) / static_cast< float >( Robo::mMaxHitPoint );
		p[ 0 ].set( -0.9f, 0.85f );
		p[ 1 ].set( -0.9f, 0.82f );
		p[ 2 ].set( -0.9f + length, 0.85f );
		p[ 3 ].set( -0.9f + length, 0.82f );
		c1 = 0xffff4422;
		c2 = 0xffffcc88;
		drawRect( p, c1, c2 );
		//武器エネルギー
		//背景
		p[ 0 ].set( -0.1f, -0.7f );
		p[ 1 ].set( -0.1f, -0.8f );
		p[ 2 ].set( 0.1f, -0.7f );
		p[ 3 ].set( 0.1f, -0.8f );
		c1 = c2 = 0x80404040;
		drawRect( p, c1, c2 );
		//本体
		gPrimitiveRenderer.setBlendMode( Graphics::BLEND_ADDITIVE ); //加算にしてみようかな
		length = 0.2f * static_cast< float >( e0 ) / static_cast< float >( Robo::mMaxEnergy );
		p[ 0 ].set( -0.1f, -0.7f );
		p[ 1 ].set( -0.1f, -0.8f );
		p[ 2 ].set( -0.1f + length, -0.7f );
		p[ 3 ].set( -0.1f + length, -0.8f );
		c1 = 0x80ff0000;
		c2 = 0x80ffff00;
		drawRect( p, c1, c2 );

		//レーダー
		gPrimitiveRenderer.setBlendMode( Graphics::BLEND_LINEAR );
		//背景
		p[ 0 ].set( 0.7f, 0.7f );
		p[ 1 ].set( 0.7f, 0.9f );
		p[ 2 ].set( 0.9f, 0.7f );
		p[ 3 ].set( 0.9f, 0.9f );
		c1 = c2 = 0x80404040;
		drawRect( p, c1, c2 );
		gPrimitiveRenderer.setBlendMode( Graphics::BLEND_ADDITIVE ); //加算にしてみようか
		//自分
		Vector2 t;
		t.set( gRobo[ 0 ]->position()->x, gRobo[ 0 ]->position()->z ); //x.z
		t *= 0.002f; //+-50のステージを0.2の大きさに縮小するんだから、0.2/100で0.002
		t += Vector2( 0.8f, 0.8f ); //(0.8,0.8)が中心なのだから、それを足す
		p[ 0 ].set( t.x - 0.005f, t.y - 0.005f );
		p[ 1 ].set( t.x - 0.005f, t.y + 0.005f );
		p[ 2 ].set( t.x + 0.005f, t.y - 0.005f );
		p[ 3 ].set( t.x + 0.005f, t.y + 0.005f );
		c1 = c2 = 0xcc0080ff;
		drawRect( p, c1, c2 );
		//敵
		t.set( gRobo[ 1 ]->position()->x, gRobo[ 1 ]->position()->z ); //x.z
		t *= 0.002f; //+-50のステージを0.2の大きさに縮小するんだから、0.2/100で0.002
		t += Vector2( 0.8f, 0.8f ); //(0.8,0.8)が中心なのだから、それを足す
		p[ 0 ].set( t.x - 0.005f, t.y - 0.005f );
		p[ 1 ].set( t.x - 0.005f, t.y + 0.005f );
		p[ 2 ].set( t.x + 0.005f, t.y - 0.005f );
		p[ 3 ].set( t.x + 0.005f, t.y + 0.005f );
		c1 = c2 = 0xccff8000;
		drawRect( p, c1, c2 );

		//ロックオンマーク
		if ( lockOn0 ){
			gPrimitiveRenderer.setBlendMode( Graphics::BLEND_ADDITIVE ); //加算にしてみようかな
			//敵ロボを座標変換してスクリーン座標に変換
			Vector3 t = *gRobo[ 1 ]->position();
			Vector4 p4;
			pvm.mul( &p4, t );
			//XY座標はwで割れば出る。
			float x = p4[ 0 ] / p4[ 3 ];
			float y = p4[ 1 ] / p4[ 3 ];
			//色は赤かなあ
			c1 = c2 = 0x80ff0000;
			//線4本でやろう。
			p[ 0 ].set( x - 0.01f, y + 0.2f );
			p[ 1 ].set( x - 0.01f, y + 0.1f );
			p[ 2 ].set( x + 0.01f, y + 0.2f );
			p[ 3 ].set( x + 0.01f, y + 0.1f );
			drawRect( p, c1, c2 );
			p[ 0 ].set( x - 0.01f, y - 0.2f );
			p[ 1 ].set( x - 0.01f, y - 0.1f );
			p[ 2 ].set( x + 0.01f, y - 0.2f );
			p[ 3 ].set( x + 0.01f, y - 0.1f );
			drawRect( p, c1, c2 );
			p[ 0 ].set( x - 0.2f, y - 0.01f );
			p[ 1 ].set( x - 0.2f, y + 0.01f );
			p[ 2 ].set( x - 0.1f, y - 0.01f );
			p[ 3 ].set( x - 0.1f, y + 0.01f );
			drawRect( p, c1, c2 );
			p[ 0 ].set( x + 0.2f, y - 0.01f );
			p[ 1 ].set( x + 0.2f, y + 0.01f );
			p[ 2 ].set( x + 0.1f, y - 0.01f );
			p[ 3 ].set( x + 0.1f, y + 0.01f );
			drawRect( p, c1, c2 );
		}
		//時間制限
		gPrimitiveRenderer.setBlendMode( Graphics::BLEND_LINEAR ); //もどして
		length = 1.9f * static_cast< float >( 60 * TIME_LIMIT - gTime ) / static_cast< float >( 60 * TIME_LIMIT );
		p[ 0 ].set( -0.95f, -0.95f );
		p[ 1 ].set( -0.95f, -0.9f );
		p[ 2 ].set( 0.95f, -0.95f );
		p[ 3 ].set( 0.95f, -0.9f );
		c1 = c2 = 0x80404040;
		drawRect( p, c1, c2 );
		p[ 0 ].set( -0.95f, -0.95f );
		p[ 1 ].set( -0.95f, -0.9f );
		p[ 2 ].set( -0.95f + length, -0.95f );
		p[ 3 ].set( -0.95f + length, -0.9f );
		gPrimitiveRenderer.setBlendMode( Graphics::BLEND_ADDITIVE ); //加算?
		c1 = 0x80ff8888;
		c2 = 0x8088ffff;
		drawRect( p, c1, c2 );

		if ( Input::Manager().keyboard().isTriggered( ' ' ) ){
			gPlaying = !gPlaying;
		}

		if ( hp0 <= 0 || hp1 <= 0 || gTime >= 60 * TIME_LIMIT ){
			gPlaying = false;
			DebugScreen::instance().draw( 20, 5, "Game Over. press FIRE" );
			if ( Pad::instance()->isTriggered( Pad::FIRE, 0 ) ){
				//セットしているものは後始末
				gm.setVertexBuffer( 0 );
				gm.setIndexBuffer( 0 );
				gm.setTexture( 0 );

				SAFE_DELETE( gRobo[ 0 ] );
				SAFE_DELETE( gRobo[ 1 ] );
				gRobo[ 0 ] = new Robo( 0 );
				gRobo[ 1 ] = new Robo( 1 );
				gRobo[ 0 ]->setPosition( Vector3( 0.f, 0.f, 50.f ) );
				gRobo[ 0 ]->setAngleY( 180.0 );
				gPlaying = true;
				gTime = 0;
			}
		}
		gPrimitiveRenderer.draw(); //足し終わったら描画
		//終了判定(マウスで×ボタンが叩かれたか)
		if ( isEndRequested() ){
			if ( gStage ){
				Pad::destroy();
				SAFE_DELETE( gRobo[ 0 ] );
				SAFE_DELETE( gRobo[ 1 ] );
				SAFE_DELETE( gStage );
				//グローバルにあるものは勝手には消えないので開放
				gPrimitiveRenderer.release(); 
			}
		}
	}