void ROADPATCH::AddRacinglineScenenode( SCENENODE & node, const ROADPATCH & nextpatch, std::tr1::shared_ptr<TEXTURE> racingline_texture) { //Create racing line scenenode keyed_container <DRAWABLE>::handle drawhandle = node.GetDrawlist().normal_blend.insert(DRAWABLE()); DRAWABLE & draw = node.GetDrawlist().normal_blend.get(drawhandle); draw.SetDiffuseMap(racingline_texture); draw.SetDecal(true); draw.SetVertArray(&racingline_vertexarray); const MATHVECTOR <float, 3> & r0 = patch.GetRacingLine(); const MATHVECTOR <float, 3> & r1 = nextpatch.patch.GetRacingLine(); MATHVECTOR <float, 3> v0 = r0 + (patch.GetPoint(0,0) - r0).Normalize()*0.1; MATHVECTOR <float, 3> v1 = r0 + (patch.GetPoint(0,3) - r0).Normalize()*0.1; MATHVECTOR <float, 3> v2 = r1 + (nextpatch.GetPatch().GetPoint(0,3) - r1).Normalize()*0.1; MATHVECTOR <float, 3> v3 = r1 + (nextpatch.GetPatch().GetPoint(0,0) - r1).Normalize()*0.1; float trackoffset = 0.1; v0[2] += trackoffset; v1[2] += trackoffset; v2[2] += trackoffset; v3[2] += trackoffset; float vcorners[12]; float uvs[8]; int bfaces[6]; vcorners[0] = v0[0]; vcorners[1] = v0[1]; vcorners[2] = v0[2]; vcorners[3] = v1[0]; vcorners[4] = v1[1]; vcorners[5] = v1[2]; vcorners[6] = v2[0]; vcorners[7] = v2[1]; vcorners[8] = v2[2]; vcorners[9] = v3[0]; vcorners[10] = v3[1]; vcorners[11] = v3[2]; uvs[0] = 0; uvs[1] = 0; uvs[2] = 1; uvs[3] = 0; uvs[4] = 1; uvs[5] = (v2-v1).Magnitude(); uvs[6] = 0; uvs[7] = (v2-v1).Magnitude(); bfaces[0] = 0; bfaces[1] = 2; bfaces[2] = 1; bfaces[3] = 0; bfaces[4] = 3; bfaces[5] = 2; racingline_vertexarray.SetFaces(bfaces, 6); racingline_vertexarray.SetVertices(vcorners, 12); racingline_vertexarray.SetTexCoordSets(1); racingline_vertexarray.SetTexCoords(0, uvs, 8); }
void ConfigureDrawable(keyed_container <DRAWABLE>::handle & ref, SCENENODE & topnode, float r, float g, float b) { if (!ref.valid()) { ref = topnode.GetDrawlist().normal_noblend.insert(DRAWABLE()); DRAWABLE & d = topnode.GetDrawlist().normal_noblend.get(ref); d.SetColor(r,g,b,1); d.SetDecal(true); } }
static keyed_container <DRAWABLE>::handle SetupText( SCENENODE & parent, FONT & font, TEXT_DRAW & textdraw, const std::string & str, float x, float y, float scalex, float scaley, float r, float g , float b, float zorder = 0) { keyed_container<DRAWABLE>::handle draw = parent.GetDrawlist().text.insert(DRAWABLE()); DRAWABLE & drawref = parent.GetDrawlist().text.get(draw); textdraw.Set(drawref, font, str, x, y, scalex, scaley, r, g, b); drawref.SetDrawOrder(zorder); return draw; }
void GUILABEL::SetupDrawable( SCENENODE & scene, const FONT & font, int align, float scalex, float scaley, float x, float y, float w, float h, float z) { m_font = &font; m_x = x; m_y = y; m_w = w; m_h = h; m_scalex = scalex; m_scaley = scaley; m_align = align; m_draw = scene.GetDrawlist().text.insert(DRAWABLE()); DRAWABLE & drawref = GetDrawable(scene); drawref.SetDrawOrder(z); float textw = 0; if (align == -1) x -= w * 0.5; else if (align == 0) x -= textw * 0.5; else if (align == 1) x -= (textw - w * 0.5); m_text_draw.Set(drawref, font, m_text, x, y, scalex, scaley, m_r, m_g, m_b); }
void WIDGET_LABEL::SetupDrawable( SCENENODE & scene, const FONT & font, const std::string & text, float x, float y, float scalex, float scaley, float nr, float ng, float nb, float z, bool centered) { savedfont = &font; r = nr; b = nb; g = ng; saved_x = x; saved_y = y; saved_scalex = scalex; saved_scaley = scaley; saved_centered = centered; draw = scene.GetDrawlist().text.insert(DRAWABLE()); DRAWABLE & drawref = GetDrawable(scene); drawref.SetDrawOrder(z); if (centered) x = x - savedfont->GetWidth(text) * saved_scalex * 0.5; text_draw.Set(drawref, font, text, x, y, scalex, scaley, r, g, b); }
static void EraseTextDrawable(SCENENODE & node, keyed_container<DRAWABLE>::handle & drawhandle) { if (drawhandle.valid()) { node.GetDrawlist().twodim.erase(drawhandle); drawhandle.invalidate(); } }
void HUDBAR::Set( SCENENODE & parent, std::tr1::shared_ptr<TEXTURE> bartex, float x, float y, float w, float h, float opacity, bool flip) { draw = parent.GetDrawlist().twodim.insert(DRAWABLE()); DRAWABLE & drawref = parent.GetDrawlist().twodim.get(draw); drawref.SetDiffuseMap(bartex); drawref.SetVertArray(&verts); drawref.SetCull(false, false); drawref.SetColor(1,1,1,opacity); drawref.SetDrawOrder(1); verts.SetTo2DButton(x, y, w, h, h*0.75, flip); }
void GUIIMAGE::SetupDrawable( SCENENODE & scene, ContentManager & content, const std::string & imagepath, float x, float y, float w, float h, float z) { m_content = &content; m_imagepath = imagepath; m_varray.SetToBillboard(x - w * 0.5f, y - h * 0.5f, x + w * 0.5f, y + h * 0.5f); m_draw = scene.GetDrawlist().twodim.insert(DRAWABLE()); DRAWABLE & drawref = GetDrawable(scene); drawref.SetVertArray(&m_varray); drawref.SetCull(false, false); drawref.SetDrawOrder(z); }
static keyed_container<DRAWABLE>::handle AddDrawable(SCENENODE & node) { return node.GetDrawlist().twodim.insert(DRAWABLE()); }
void HUDBAR::SetVisible(SCENENODE & parent, bool newvis) { DRAWABLE & drawref = parent.GetDrawlist().twodim.get(draw); drawref.SetDrawEnable(newvis); }
inline void Erase(SCENENODE & node, keyed_container <DRAWABLE>::handle & drawhandle) { if (drawhandle.valid()) node.GetDrawlist().twodim.erase(drawhandle); }
void ROADPATCH::AddRacinglineScenenode( SCENENODE & node, const ROADPATCH & nextpatch, std::tr1::shared_ptr<TEXTURE> racingline_texture) { //Create racing line scenenode keyed_container <DRAWABLE>::handle drawhandle = node.GetDrawlist().normal_blend.insert(DRAWABLE()); DRAWABLE & draw = node.GetDrawlist().normal_blend.get(drawhandle); draw.SetDiffuseMap(racingline_texture); draw.SetDecal(true); draw.SetVertArray(&racingline_vertexarray); MATHVECTOR <float, 3> v0 = racing_line + (patch.GetPoint(0,0) - racing_line).Normalize()*0.1; MATHVECTOR <float, 3> v1 = racing_line + (patch.GetPoint(0,3) - racing_line).Normalize()*0.1; MATHVECTOR <float, 3> v2 = nextpatch.racing_line + (nextpatch.GetPatch().GetPoint(0,3) - nextpatch.racing_line).Normalize()*0.1; MATHVECTOR <float, 3> v3 = nextpatch.racing_line + (nextpatch.GetPatch().GetPoint(0,0) - nextpatch.racing_line).Normalize()*0.1; //transform from bezier space into world space v0.Set(v0[2],v0[0],v0[1]); v1.Set(v1[2],v1[0],v1[1]); v2.Set(v2[2],v2[0],v2[1]); v3.Set(v3[2],v3[0],v3[1]); float trackoffset = 0.1; v0[2] += trackoffset; v1[2] += trackoffset; v2[2] += trackoffset; v3[2] += trackoffset; float vcorners[12]; float uvs[8]; int bfaces[6]; //std::cout << v0 << std::endl; vcorners[0] = v0[0]; vcorners[1] = v0[1]; vcorners[2] = v0[2]; vcorners[3] = v1[0]; vcorners[4] = v1[1]; vcorners[5] = v1[2]; vcorners[6] = v2[0]; vcorners[7] = v2[1]; vcorners[8] = v2[2]; vcorners[9] = v3[0]; vcorners[10] = v3[1]; vcorners[11] = v3[2]; //std::cout << v0 << endl; //std::cout << racing_line << endl; uvs[0] = 0; uvs[1] = 0; uvs[2] = 1; uvs[3] = 0; uvs[4] = 1; uvs[5] = (v2-v1).Magnitude(); uvs[6] = 0; uvs[7] = (v2-v1).Magnitude(); bfaces[0] = 0; bfaces[1] = 2; bfaces[2] = 1; bfaces[3] = 0; bfaces[4] = 3; bfaces[5] = 2; racingline_vertexarray.SetFaces(bfaces, 6); racingline_vertexarray.SetVertices(vcorners, 12); racingline_vertexarray.SetTexCoordSets(1); racingline_vertexarray.SetTexCoords(0, uvs, 8); }