Exemple #1
0
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int	fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset )
{
	//
	// Draw the bottom cap (always wavy)
	//
	StripBuffer queue;

	Sprite* pBottomCap = GetHoldBottomCapSprite( NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );

	pBottomCap->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );

	// draw manually in small segments
	RageTexture* pTexture = pBottomCap->GetTexture();
	const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
	DISPLAY->ClearAllTextures();
	DISPLAY->SetTexture( 0, pTexture );
	DISPLAY->SetBlendMode( BLEND_NORMAL );
	DISPLAY->SetCullMode( CULL_NONE );
	DISPLAY->SetTextureWrapping(false);

	const float fFrameWidth		= pBottomCap->GetZoomedWidth();
	const float fFrameHeight	= pBottomCap->GetZoomedHeight();
	const float fYCapTop		= fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail;
	const float fYCapBottom		= fYTail+cache->m_iStopDrawingHoldBodyOffsetFromTail+fFrameHeight;

	bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;

	if( bGlow )
		fColorScale = 1;

	float fDrawYCapTop;
	float fDrawYCapBottom;
	{
		float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
		float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
		fDrawYCapTop = max( fYCapTop, bReverse ? fYEndPos : fYStartPos );
		fDrawYCapBottom = min( fYCapBottom, bReverse ? fYStartPos : fYEndPos );
	}

	bool bAllAreTransparent = true;
	bool bLast = false;
	// don't draw any part of the tail that is before the middle of the head
	float fY=max( fDrawYCapTop, fYHead );
	for( ; !bLast; fY += fYStep )
	{
		if( fY >= fDrawYCapBottom )
		{
			fY = fDrawYCapBottom;
			bLast = true;
		}

		const float fYOffset		= ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
		const float fX			= ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
		const float fZ			= ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );

		// XXX: Actor rotations use degrees, RageFastCos/Sin use radians. Convert here.
		const float fRotationY		= ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;

		// if we're rotating, we need to modify the X and Z coords for the outer edges.
		const float fRotOffsetX		= fFrameWidth/2 * RageFastCos(fRotationY);
		const float fRotOffsetZ		= fFrameWidth/2 * RageFastSin(fRotationY);
		const float fXLeft		= fX - fRotOffsetX;
		const float fXRight		= fX + fRotOffsetX;
		const float fZLeft		= fZ - fRotOffsetZ;
		const float fZRight		= fZ + fRotOffsetZ;

		const float fTopDistFromTail	= fY - fYCapTop;
		const float fTexCoordTop	= SCALE( fTopDistFromTail,    0, fFrameHeight, pRect->top, pRect->bottom );
		const float fTexCoordLeft	= pRect->left;
		const float fTexCoordRight	= pRect->right;
		const float	fAlpha		= ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
		const RageColor color		= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);

		if( fAlpha > 0 )
			bAllAreTransparent = false;

		queue.v[0].p = RageVector3(fXLeft,  fY, fZLeft);	queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft,  fTexCoordTop);
		queue.v[1].p = RageVector3(fXRight, fY, fZRight);	queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);

		queue.v+=2;
		if( queue.Free() < 2 )
		{
			/* The queue is full.  Render it, clear the buffer, and move back a step to
			 * start off the quad strip again. */
			if( !bAllAreTransparent )
				queue.Draw();
			queue.Init();
			bAllAreTransparent = true;
			fY -= fYStep;
		}
	}
	if( !bAllAreTransparent )
		queue.Draw();
}
Exemple #2
0
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
							   float fYStartOffset, float fYEndOffset )
{
	//
	// Draw the body (always wavy)
	//
	StripBuffer queue;

	Sprite* pSprBody = GetHoldBodySprite( NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );

	pSprBody->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );

	// draw manually in small segments
	RageTexture* pTexture = pSprBody->GetTexture();
	const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
	DISPLAY->ClearAllTextures();
	DISPLAY->SetTexture( 0, pTexture );
	DISPLAY->SetBlendMode( BLEND_NORMAL );
	DISPLAY->SetCullMode( CULL_NONE );
	DISPLAY->SetTextureWrapping( true );


	const float fFrameWidth  = pSprBody->GetZoomedWidth();
	const float fFrameHeight = pSprBody->GetZoomedHeight();
	const float fYBodyTop = fYHead + cache->m_iStartDrawingHoldBodyOffsetFromHead;
	const float fYBodyBottom = fYTail + cache->m_iStopDrawingHoldBodyOffsetFromTail;

	const bool bReverse = m_pPlayerState->m_CurrentPlayerOptions.GetReversePercentForColumn(iCol) > 0.5f;
	bool bAnchorToBottom = bReverse && cache->m_bFlipHeadAndTailWhenReverse;

	if( bGlow )
		fColorScale = 1;

	/* Only draw the section that's within the range specified.  If a hold note is
	 * very long, don't process or draw the part outside of the range.  Don't change
	 * fYBodyTop or fYBodyBottom; they need to be left alone to calculate texture
	 * coordinates. */
	float fDrawYBodyTop;
	float fDrawYBodyBottom;
	{
		float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
		float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );

		fDrawYBodyTop = max( fYBodyTop, bReverse ? fYEndPos : fYStartPos );
		fDrawYBodyBottom = min( fYBodyBottom, bReverse ? fYStartPos : fYEndPos );
	}

	// top to bottom
	bool bAllAreTransparent = true;
	bool bLast = false;
	float fVertTexCoordOffset = 0;
	for( float fY = fDrawYBodyTop; !bLast; fY += fYStep )
	{
		if( fY >= fDrawYBodyBottom )
		{
			fY = fDrawYBodyBottom;
			bLast = true;
		}

		const float fYOffset		= ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
		const float fX			= ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
		const float fZ			= ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );

		// XXX: Actor rotations use degrees, RageFastCos/Sin use radians. Convert here.
		const float fRotationY		= ArrowEffects::GetRotationY( m_pPlayerState, fYOffset ) * PI/180;

		// if we're rotating, we need to modify the X and Z coords for the outer edges.
		const float fRotOffsetX		= fFrameWidth/2 * RageFastCos(fRotationY);
		const float fRotOffsetZ		= fFrameWidth/2 * RageFastSin(fRotationY);
		const float fXLeft		= fX - fRotOffsetX;
		const float fXRight		= fX + fRotOffsetX;
		const float fZLeft		= fZ - fRotOffsetZ;
		const float fZRight		= fZ + fRotOffsetZ;

		const float fDistFromBodyBottom	= fYBodyBottom - fY;
		const float fDistFromBodyTop	= fY - fYBodyTop;
		float fTexCoordTop		= SCALE( bAnchorToBottom ? fDistFromBodyTop : fDistFromBodyBottom,    0, fFrameHeight, pRect->bottom, pRect->top );
		/* For very large hold notes, shift the texture coordinates to be near 0, so we
		 * don't send very large values to the renderer. */
		if( fY == fDrawYBodyTop ) // first
				fVertTexCoordOffset = floorf( fTexCoordTop );
		fTexCoordTop -= fVertTexCoordOffset;
		const float fTexCoordLeft		= pRect->left;
		const float fTexCoordRight		= pRect->right;
		const float	fAlpha				= ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels );
		const RageColor color			= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);

		if( fAlpha > 0 )
			bAllAreTransparent = false;

		queue.v[0].p = RageVector3(fXLeft,  fY, fZLeft);	queue.v[0].c = color; queue.v[0].t = RageVector2(fTexCoordLeft,  fTexCoordTop);
		queue.v[1].p = RageVector3(fXRight, fY, fZRight);	queue.v[1].c = color; queue.v[1].t = RageVector2(fTexCoordRight, fTexCoordTop);
		queue.v+=2;
		if( queue.Free() < 2 )
		{
			/* The queue is full.  Render it, clear the buffer, and move back a step to
			 * start off the quad strip again. */
			if( !bAllAreTransparent )
				queue.Draw();
			queue.Init();
			bAllAreTransparent = true;
			fY -= fYStep;
		}
	}

	if( !bAllAreTransparent )
		queue.Draw();
}