void HudGaugeRadarDradis::drawOutlinesHtl()
{
	matrix base_tilt = vmd_identity_matrix;
	vec3d base_tilt_norm;

	if ((xy_plane == -1) || (xz_yz_plane == -1))
		return;
	
	g3_start_instance_matrix(&vmd_zero_vector, /*&Player_obj->orient*/&vmd_identity_matrix, true);
		
		// Tilt the base disc component of DRADIS-style radar 30 degrees down
		vm_angle_2_matrix(&base_tilt, PI/6, 0);
		vm_vec_rotate(&base_tilt_norm, &vmd_y_vector, &base_tilt);
		
		//gr_set_bitmap(xy_plane, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f); // base
		//g3_draw_polygon(&vmd_zero_vector, &base_tilt_norm, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
		material mat_params;
		material_set_unlit(&mat_params, xy_plane, 1.0f, true, false);
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &base_tilt_norm, scale, scale);
		
		//gr_set_bitmap(xz_yz_plane, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f);
		
		//g3_draw_polygon(&vmd_zero_vector, &vmd_x_vector, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); // forward facing ring
		//g3_draw_polygon(&vmd_zero_vector, &vmd_z_vector, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); // side facing ring

		material_set_unlit(&mat_params, xz_yz_plane, 1.0f, true, false);
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &vmd_x_vector, scale, scale); // forward facing ring
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &vmd_z_vector, scale, scale); // side facing ring
	g3_done_instance(true);
}
/**
 * @brief This function is called to blit the next frame of an anim instance to the screen.
 * This is normally called by the anim_render_all() function.
 *
 * @param instance Pointer to animation instance
 * @param frametime	Time elapsed since last call, in seconds
 */
int anim_show_next_frame(anim_instance *instance, float frametime)
{
	int	bitmap_id, bitmap_flags=0, new_frame_num, frame_diff=0, i, n_frames=0,frame_save;
	float percent_through, time;
	vertex	image_vertex;
	int aabitmap = 0;
	int bpp = 16;

	Assert( instance != NULL );

	instance->time_elapsed += frametime;

	// Advance to the next frame, if we determine enough time has elapsed.
	if(instance->direction == ANIM_DIRECT_FORWARD)
		n_frames = instance->stop_at - instance->start_at + 1;
	else if(instance->direction == ANIM_DIRECT_REVERSE)
		n_frames = instance->start_at - instance->stop_at + 1;

	time = n_frames / i2fl(instance->parent->fps);

	percent_through = instance->time_elapsed / time;

	if(instance->direction == ANIM_DIRECT_FORWARD)
		new_frame_num = instance->start_at - 1 + fl2i(percent_through * n_frames + 0.5f);
	else
		new_frame_num = instance->start_at - 1 - fl2i(percent_through * n_frames + 0.5f);

	frame_save = instance->frame_num;

	// If framerate independent, use the new_frame_num... unless instance->skip_frames is
	// FALSE, then only advance a maximum of one frame (this is needed since some big animations
	// should just play slower rather than taking the hit of decompressing multiple frames and
	// creating an even greater slowdown	
	if (instance->framerate_independent) {
		if(instance->direction == ANIM_DIRECT_FORWARD){
			if ( new_frame_num > instance->last_frame_num) {
				if ( instance->skip_frames )
					instance->frame_num = new_frame_num;
				else
					instance->frame_num++;
			}
		} else if(instance->direction == ANIM_DIRECT_REVERSE){
			if( new_frame_num < instance->last_frame_num) {
				if ( instance->skip_frames )
					instance->frame_num = new_frame_num;
				else
					instance->frame_num--;
			}
		}
	}
	else {			
		if(instance->direction == ANIM_DIRECT_FORWARD){
			if ( new_frame_num > instance->last_frame_num) {
				instance->frame_num++;
			}
		} else if(instance->direction == ANIM_DIRECT_REVERSE){
			if ( new_frame_num < instance->last_frame_num) {
				instance->frame_num--;
			}
		}			
	}

	if(instance->direction == ANIM_DIRECT_FORWARD){
		if ( instance->frame_num < instance->start_at ) {
			instance->frame_num = instance->start_at;
		}	
	} else if(instance->direction == ANIM_DIRECT_REVERSE){
		if ( instance->frame_num > instance->start_at ) {
			instance->frame_num = instance->start_at;
		}	
	}

	if ( instance->stop_now == TRUE ) {
		return -1;
	}

	// If past the last frame, clamp to the last frame and then set the stop_now flag in the
	// anim instance.  The next iteration, the animation will stop.
	if(instance->direction == ANIM_DIRECT_FORWARD){
		if (instance->frame_num >= instance->stop_at ) {
			if (instance->looped) {										// looped animations
				instance->frame_num = instance->stop_at;
				instance->time_elapsed = 0.0f;
			} else if(instance->ping_pong) {							// pingponged animations
				instance->frame_num = instance->stop_at;
				anim_reverse_direction(instance);
			} else {															// one-shot animations
				instance->frame_num = instance->stop_at;
				instance->last_frame_num = instance->frame_num;
				instance->stop_now = TRUE;
			}
		}
	} else if(instance->direction == ANIM_DIRECT_REVERSE){
		if (instance->frame_num <= instance->stop_at ) {
			if (instance->looped) {										// looped animations
				instance->frame_num = instance->stop_at;
				instance->time_elapsed = 0.0f;
			} else if(instance->ping_pong) {							// pingponged animations
				instance->frame_num = instance->stop_at;
				anim_reverse_direction(instance);
			} else {															// one-shot animations
				instance->frame_num = instance->stop_at+1;
				instance->last_frame_num = instance->frame_num;
				instance->stop_now = TRUE;
			}
		}
	}

	if(instance->direction == ANIM_DIRECT_FORWARD){
		if( instance->last_frame_num >= instance->start_at ) {
			frame_diff = instance->frame_num - instance->last_frame_num;		
		} else {
			frame_diff = 1;
		}
	} else if(instance->direction == ANIM_DIRECT_REVERSE){
		if( instance->last_frame_num <= instance->start_at ) {
			frame_diff = instance->last_frame_num - instance->frame_num;
		} else {
			frame_diff = 1;
		}
	}		
	Assert(frame_diff >= 0);
	Assert( instance->frame_num >= 0 && instance->frame_num < instance->parent->total_frames );

	// if the anim is paused, ignore all the above changes and still display this frame
	if(instance->paused || Anim_paused){
		instance->frame_num = frame_save;
		instance->time_elapsed -= frametime;
		frame_diff = 0;
	}

	if (instance->parent->flags & ANF_XPARENT){
		bitmap_flags = 0;
	} 
	bpp = 16;
	if(instance->aa_color != NULL){
		bitmap_flags |= BMP_AABITMAP;
		aabitmap = 1;
		bpp = 8;
	}	

	if ( frame_diff > 0 ) {
		instance->last_frame_num = instance->frame_num;		

		t1 = timer_get_fixed_seconds();
		for ( i = 0; i < frame_diff; i++ ) {
			anim_check_for_palette_change(instance);			

			// if we're playing backwards, every frame must be a keyframe and we set the data ptr here
			if(instance->direction == ANIM_DIRECT_REVERSE){
				if ( anim_instance_is_streamed(instance) ) {
					instance->file_offset = instance->parent->file_offset + instance->parent->keys[instance->frame_num-1].offset;
				} else {
					instance->data = instance->parent->data + instance->parent->keys[instance->frame_num-1].offset;
				}
			}

			ubyte *temp = NULL;
			int temp_file_offset = -1;			

			// if we're using bitmap polys
			BM_SELECT_TEX_FORMAT();

			if ( anim_instance_is_streamed(instance) ) {
				if ( instance->xlate_pal ){
					temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
				} else {
					temp_file_offset = unpack_frame_from_file(instance, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
				}
			} else {
				if ( instance->xlate_pal ){
					temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, instance->parent->palette_translation, aabitmap, bpp);
				} else {
					temp = unpack_frame(instance, instance->data, instance->frame, instance->parent->width*instance->parent->height, NULL, aabitmap, bpp);
				}
			}

			// always go back to screen format
			BM_SELECT_SCREEN_FORMAT();

			// see if we had an error during decode (corrupted anim stream)
			if ( (temp == NULL) && (temp_file_offset < 0) ) {
				mprintf(("ANI: Fatal ERROR at frame %i!!  Aborting playback of \"%s\"...\n", instance->frame_num, instance->parent->name));

				// return -1 to end all playing of this anim instanc
				return -1;
			}

			if(instance->direction == ANIM_DIRECT_FORWARD){
				if ( anim_instance_is_streamed(instance) ) {
					instance->file_offset = temp_file_offset;
				} else {
					instance->data = temp;
				}
			}			
		}
		t2 = timer_get_fixed_seconds();
	}
	else {
		t2=t1=0;
	}

	// this only happens when the anim is being looped, we need to reset the last_frame_num
	if ( (instance->time_elapsed == 0) && (instance->looped) ) {
		instance->last_frame_num = -1;
		instance->frame_num = -1;
		instance->data = instance->parent->data;
		instance->file_offset = instance->parent->file_offset;
		instance->loop_count++;
	}

	t1 = timer_get_fixed_seconds();
	if ( frame_diff == 0 && instance->last_bitmap != -1 ) {
		bitmap_id = instance->last_bitmap;
	}
	else {
		if ( instance->last_bitmap != -1 ){
			bm_release(instance->last_bitmap);
		}
		bitmap_id = bm_create(bpp, instance->parent->width, instance->parent->height, instance->frame, bitmap_flags);
	}
	
	if ( bitmap_id == -1 ) {
		// anim has finsished playing, free the instance frame data
		anim_release_render_instance(instance);	
		return -1;

		// NOTE: there is no need to free the instance, since it was pre-allocated as 
		//       part of the anim_free_list
	}
	else {
		gr_set_bitmap(bitmap_id);
		
		// determine x,y to display the bitmap at
		if ( instance->world_pos == NULL ) {
			int old_max_w_unscaled = gr_screen.max_w_unscaled;
			int old_max_h_unscaled = gr_screen.max_h_unscaled;
			int old_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
			int old_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
			gr_set_screen_scale(instance->base_w, instance->base_h);
			gr_set_clip(0, 0, instance->base_w, instance->base_h, GR_RESIZE_MENU);
			if ( instance->aa_color == NULL ) {
				gr_bitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
			}
			else {
				gr_set_color_fast( (color*)instance->aa_color );
				gr_aabitmap(instance->x, instance->y, GR_RESIZE_MENU_NO_OFFSET);
			}
			gr_set_screen_scale(old_max_w_unscaled, old_max_h_unscaled, old_max_w_unscaled_zoomed, old_max_h_unscaled_zoomed);
			gr_reset_clip();
		}
		else {
			g3_rotate_vertex(&image_vertex,instance->world_pos);
			Assert(instance->radius != 0.0f);
			//g3_draw_bitmap(&image_vertex, 0, instance->radius*1.5f, TMAP_FLAG_TEXTURED | TMAP_HTL_2D);
			material mat_params;
			material_set_unlit(&mat_params, bitmap_id, 1.0f, false, false);
			g3_render_rect_screen_aligned_2d(&mat_params, &image_vertex, 0, instance->radius*1.5f);
		}
									  
		instance->last_bitmap = bitmap_id;
	}

	t2 = timer_get_fixed_seconds();

	return 0;
}
Esempio n. 3
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void HudGaugeRadarOrb::drawContactImage(vec3d *pnt, int rad, int idx, int clr_idx, float mult)
{
    int h, w;
    float aspect_mp;

    // need to get bitmap info
    bm_get_info(idx, &w, &h);

    Assert(w > 0);

    // get multiplier
    if (h == w) {
        aspect_mp = 1.0f;
    } else {
        aspect_mp = (((float) h) / ((float) w));
    }

    //gr_set_bitmap(idx,GR_ALPHABLEND_NONE,GR_BITBLT_MODE_NORMAL,1.0f);

    float sizef = fl_sqrt(vm_vec_dist(&Orb_eye_position, pnt) * 8.0f);

    // might need checks unless the targeted blip is always wanted to be larger
    float radius = (float) Radar_blip_radius_normal;

    if (sizef < radius)
        sizef = radius;

    //Make so no evil things happen
    Assert(mult > 0.0f);

    //modify size according to value from tables
    sizef *= mult;

    // animate the targeted icon - option 1 of highlighting the targets
    if ( rad == Radar_blip_radius_target ) {
        if (radar_target_id_flags & RTIF_PULSATE) {
            // use mask to make the darn thing work faster
            sizef *= 1.3f + (sinf(10 * f2fl(Missiontime)) * 0.3f);
        }
        if (radar_target_id_flags & RTIF_BLINK) {
            if (Missiontime & 8192)
                return;
        }
        if (radar_target_id_flags & RTIF_ENLARGE) {
            sizef *= 1.3f;
        }
    }

    if ( idx >= 0 ) {
        //g3_draw_polygon(pnt, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f, tmap_flags);
        material mat_params;
        material_set_unlit_color(&mat_params, idx, &gr_screen.current_color, true, false);
        g3_render_rect_oriented(&mat_params, pnt, &vmd_identity_matrix, sizef / 35.0f, aspect_mp * sizef / 35.0f);
    }

    if ( clr_idx >= 0 ) {
        //g3_draw_polygon(pnt, &vmd_identity_matrix, sizef/35.0f, aspect_mp*sizef/35.0f, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
        material mat_params;
        material_set_unlit(&mat_params, clr_idx, 1.0f, true, false);
        g3_render_rect_oriented(&mat_params, pnt, &vmd_identity_matrix, sizef / 35.0f, aspect_mp * sizef / 35.0f);
    }
}
void HudGaugeRadarDradis::drawSweeps()
{
	if (sweep_plane == -1)
		return;
	
	sweep_percent = (fmod(((float)game_get_overall_frametime() / (float)65536), sweep_duration) /  sweep_duration) * PI * 2; // convert to radians from 0 <-> 1
	float sweep_perc_z = sweep_percent * -0.5f;

	vec3d sweep_a;
	vec3d sweep_b;
	vec3d sweep_c;
	
	vm_rot_point_around_line(&sweep_a, &vmd_y_vector, sweep_percent, &vmd_zero_vector, &vmd_z_vector); // Sweep line: XZ
	vm_rot_point_around_line(&sweep_b, &vmd_y_vector, sweep_percent, &vmd_zero_vector, &vmd_x_vector); // Sweep line: YZ
	vm_rot_point_around_line(&sweep_c, &vmd_x_vector, sweep_perc_z, &vmd_zero_vector, &vmd_y_vector); // Sweep line: XY
	
	vm_vec_copy_scale(&sweep_normal_x, &sweep_a, 1.0f);
	vm_vec_copy_scale(&sweep_normal_y, &sweep_b, 1.0f);
	
	g3_start_instance_matrix(&vmd_zero_vector, /*&Player_obj->orient*/&vmd_identity_matrix, true);
//		gr_set_bitmap(sweep_plane, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f);
		
// 		g3_draw_polygon(&vmd_zero_vector, &sweep_a, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
// 		g3_draw_polygon(&vmd_zero_vector, &sweep_b, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
// 		g3_draw_polygon(&vmd_zero_vector, &sweep_c, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);

		material mat_params;
		material_set_unlit(&mat_params, sweep_plane, 1.0f, true, false);
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &sweep_a, scale, scale);
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &sweep_b, scale, scale);
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &sweep_c, scale, scale);

		float rotation = sweep_percent;

		vm_rot_point_around_line(&sweep_a, &vmd_y_vector, rotation, &vmd_zero_vector, &vmd_z_vector); // Sweep line: XZ
		vm_rot_point_around_line(&sweep_b, &vmd_y_vector, rotation, &vmd_zero_vector, &vmd_x_vector); // Sweep line: YZ
		vm_rot_point_around_line(&sweep_c, &vmd_x_vector,sweep_perc_z, &vmd_zero_vector, &vmd_y_vector); // Sweep line: YZ
		
		//gr_set_bitmap(sweep_plane, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL);

// 		g3_draw_polygon(&vmd_zero_vector, &sweep_a, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); // Sweep line: XZ
// 		g3_draw_polygon(&vmd_zero_vector, &sweep_b, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); // Sweep line: YZ
// 		g3_draw_polygon(&vmd_zero_vector, &sweep_c, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);

		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &sweep_a, scale, scale); // Sweep line: XZ
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &sweep_b, scale, scale); // Sweep line: YZ
		g3_render_rect_oriented(&mat_params, &vmd_zero_vector, &sweep_c, scale, scale);

		/*int dist = 90;

		for(int i = 1; i < dist; i++)
		{
			float rotation = sweep_percent - (i * RADIANS_PER_DEGREE);
			float alpha	= (1.0f - (float)((float)i / (float)dist)) * 0.25f;
			
			//if (i < 2)
				//alpha = 1.0f;

			gr_set_bitmap(sweep_plane, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, alpha);
			
			vm_rot_point_around_line(&sweep_a, &vmd_y_vector, rotation, &vmd_zero_vector, &vmd_z_vector); // Sweep line: XZ
			vm_rot_point_around_line(&sweep_b, &vmd_y_vector, rotation, &vmd_zero_vector, &vmd_x_vector); // Sweep line: YZ
			
			g3_draw_polygon(&vmd_zero_vector, &sweep_a, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); // Sweep line: XZ
			g3_draw_polygon(&vmd_zero_vector, &sweep_b, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT); // Sweep line: YZ
			
			if (i < (dist * 0.5f))
			{
				vm_rot_point_around_line(&sweep_c, &vmd_x_vector,sweep_perc_z + (i * RADIANS_PER_DEGREE), &vmd_zero_vector, &vmd_y_vector); // Sweep line: YZ
				g3_draw_polygon(&vmd_zero_vector, &sweep_c, scale, scale, TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT);
			}
		}*/
		
	g3_done_instance(true);
}