void ReceiverEffect::DrawAbsolute() { float alpha = 1.f; FPoint pos; FPoint scale(1.0f, 1.f); float angle = 0.0f; if(_state == RE_JUMP) { float t = _time; pos = GameSettings::ToScreenPos(_posStartOnField); pos += math::lerp(FPoint(0.f, 0.f), JUMP_POS, math::ease(t, 0.9f, 0.1f)); scale = math::lerp(FPoint(1.f, 1.f), FPoint(_jumpScale, _jumpScale), t); } else if(_state == RE_STAY) { scale = FPoint(_jumpScale, _jumpScale); pos = GameSettings::ToScreenPos(_posStartOnField + JUMP_POS); } else if(_state == RE_FLY) { float t = math::ease(math::clamp(0.f, 1.f, (_time-0.2f)/0.8f), 0.4f, 0.1f); //float t = math::clamp(0.f, 1.f, (_time-0.2f)/0.8f); pos = _spline.getGlobalFrame(t); //pos.y += 150.f*math::clamp(0.f, 1.f, _time/0.5f)*math::clamp(0.f, 1.f, 1 - (_time - 0.4f)/0.6f); scale = math::lerp(FPoint(_jumpScale, _jumpScale), _finishScaleCrystal, t); scale.y *= 1 - 0.3f*sinf(math::clamp(0.f, 1.f, _time/0.4f)*math::PI*1.5f); //angle = _angleSpline.getGlobalFrame(t); //angle = math::lerp(0.f, angle, t/0.3f); //angle = math::lerp(angle, 0.f, (t - 0.7f)/0.3f); FPoint dir = _spline.getGlobalFrame(1.f) - pos; if(dir.Length() > 0) { angle = (dir.GetAngle()*180.f/math::PI - 90.f)*math::clamp(0.f, 1.f, (_time- 0.f)/0.2f); _lastAngle = angle; } alpha = math::clamp(0.f, 1.f, 1 - (t - 0.95f)/0.05f); } else if(_state == RE_HIDE) { pos = _spline.getGlobalFrame(1.f); scale = _finishScaleCrystal; scale.y *= 1.3f; angle = _lastAngle; alpha = 0.f; // math::clamp(0.f, 1.f, math::cos(math::clamp(0.f, 1.f, _time*4.f)*math::PI*0.5f)); } //else if(_state == RE_WAIT) //{ // pos = _spline.getGlobalFrame(1.f); // alpha = math::clamp(0.f, 1.f, math::cos(_time*math::PI*0.5f)); // scale = _finishScaleCrystal; // angle = _lastAngle; //} else if(_state == RE_FINISH) { pos = _spline.getGlobalFrame(1.f); alpha = 0.f; scale = _finishScaleCrystal; scale.y *= 1.3f; angle = _lastAngle; } if(_flyEffect) { _flyEffect->SetPos(pos); } _effCont.Draw(); Render::device.PushMatrix(); Render::device.MatrixTranslate(pos); Render::device.MatrixTranslate(-CRYSTAL_POS_ANIM_ON_SQUARE + CRYSTAL_SCALE_CENTER); Render::device.MatrixRotate(math::Vector3::UnitZ, angle); Render::device.MatrixTranslate(CRYSTAL_POS_ANIM_ON_SQUARE - CRYSTAL_SCALE_CENTER); Render::device.PushMatrix(); Render::device.MatrixScale(scale.x, scale.y, 1.0f); _effContInner.Draw(); Render::BeginAlphaMul(alpha); Render::device.MatrixTranslate(-CRYSTAL_POS_ANIM_ON_SQUARE); _crystalAnim->Draw(); Render::EndAlphaMul(); Render::device.PopMatrix(); Render::device.PopMatrix(); }
void Render::DrawStripe(const QVector<FPoint> &dots, GLTexture2D *texture, float y1, float y2, float x1, float stepX, int startI, int endI, VertexBuffer *vb) { assert(dots.size() >= 2); VertexBuffer quad; quad.Resize(4, 6); quad.VertUV(2).y = quad.VertUV(3).y = y1; quad.VertUV(1).y = quad.VertUV(0).y = y2; FPoint f; FPoint n; float lenX = x1; float h2 = fabs(y2 - y1) / 2 * texture->Height(); for (int i = startI; i < endI - 1; ++i) { f.x = dots[i].y - dots[i + 1].y; f.y = dots[i + 1].x - dots[i].x; f *= h2 / f.Length(); if ((i + 2) < static_cast<int>(dots.size())) { n.x = dots[i + 1].y - dots[i + 2].y; n.y = dots[i + 2].x - dots[i + 1].x; n *= h2 / n.Length(); } else { n = f; } quad.VertUV(3).x = quad.VertUV(0).x = lenX; lenX += stepX; quad.VertUV(2).x = quad.VertUV(1).x = lenX; quad.VertXY(0).x = dots[i].x + f.x; quad.VertXY(0).y = dots[i].y + f.y; quad.VertXY(1).x = dots[i + 1].x + n.x; quad.VertXY(1).y = dots[i + 1].y + n.y; quad.VertXY(2).x = dots[i + 1].x - n.x; quad.VertXY(2).y = dots[i + 1].y - n.y; quad.VertXY(3).x = dots[i].x - f.x; quad.VertXY(3).y = dots[i].y - f.y; if (vb == NULL) { quad.Draw(); } else { if (_slowUnion) { vb->Union(quad); } else { vb->Add(quad); } } } }