コード例 #1
0
ファイル: Camera.cpp プロジェクト: TienHP/pandora-astromenace
//-----------------------------------------------------------------------------
// установка камеры
//-----------------------------------------------------------------------------
void vw_CameraLookAt(void)
{
    // установка камеры
    vw_Rotate(-CameraRotation.x, 1.0f, 0.0f, 0.0f);
    vw_Rotate(-CameraRotation.y, 0.0f, 1.0f, 0.0f);
    vw_Rotate(-CameraRotation.z, 0.0f, 0.0f, 1.0f);

    vw_Translate((CameraLocation^(-1.0f))-CameraDeviation);

    // получаем фруструм
    if (CameraUpdated)
    {
        vw_CalculateFrustum();
        CameraUpdated = false;
    }
}
コード例 #2
0
ファイル: Font.cpp プロジェクト: dbluelle/pandora-astromenace
//------------------------------------------------------------------------------------
// прорисовка фонта в 3д пространстве
//------------------------------------------------------------------------------------
void vw_DrawFont3D(float X, float Y, float Z, const char *Text, ...)
{

	if (Text == 0) return;

	// смотрим значения параметров в строке
	char	text[1024];
	va_list		ap;
	va_start(ap, Text);
	vsprintf(text, Text, ap);
	va_end(ap);
	// в text уже полная строка
	if (strlen(text) == 0) return;
	// прорисовка текста
	const char *textdraw = text;


	float Xstart = 0.0f;
	// сразу определяем "базовую" ширину пробела
	float SpaceWidth = vw_FindFontCharByUTF32(0x020)->AdvanceX;
	// чтобы было более читаемо - делаем пробел не менее 2/3 ширины
	if (SpaceWidth < (InternalFontSize * 0.65f)) SpaceWidth = InternalFontSize * 0.65f;

	textdraw = text;


	// для отрисовки
	eTexture* CurrentTexture = 0;
	int k=0;
	// буфер для последовательности RI_QUADS
	// войдет RI_2f_XY | RI_2f_TEX
#ifdef USE_GLES
	float tmp[(2+2)*6*strlen(textdraw)];
#else
	float tmp[(2+2)*4*strlen(textdraw)];
#endif

	// установка свойств текстуры
	vw_SetTextureBlend(true, RI_BLEND_SRCALPHA, RI_BLEND_INVSRCALPHA);
	// всегда стаим белый цвет
	vw_SetColor(1.0f, 1.0f, 1.0f, 1.0f);

	vw_PushMatrix();

	vw_Translate(VECTOR3D(X, Y, Z));
	VECTOR3D CurrentCameraRotation;
	vw_GetCameraRotation(&CurrentCameraRotation);

	// поворачиваем к камере
	vw_Rotate(CurrentCameraRotation.y, 0.0f, 1.0f, 0.0f);
	vw_Rotate(CurrentCameraRotation.x, 1.0f, 0.0f, 0.0f);


	// прорисовываем все символы
	while (strlen(textdraw) > 0)
	{
		unsigned UTF32;
		// преобразуем в утф32 и "сдвигаемся" на следующий символ в строке
		textdraw = utf8_to_utf32(textdraw, &UTF32);
		// находим наш текущий символ
		eFontChar* DrawChar = vw_FindFontCharByUTF32(UTF32);
		if (DrawChar == 0) DrawChar = vw_LoadFontChar(UTF32);
		// первый символ - запоминаем его текстуру
		if (CurrentTexture == 0) CurrentTexture = DrawChar->CharTexture;


		// проверка на текстуру, если текстура поменялась - отрисовываем все что есть в буфере, если там что-то есть
		if (CurrentTexture != DrawChar->CharTexture)
		{
			// если что-то было в буфере - выводим
			if (k > 0)
			{
				// Установка текстуры
				vw_SetTexture(0, CurrentTexture);
				// отрисовываем все что есть в буфере
				vw_SendVertices(RI_QUADS, 4*(k/16), RI_2f_XY | RI_1_TEX, tmp, 4*sizeof(float));
			}


			// запоминаем новую текстуру
			CurrentTexture = DrawChar->CharTexture;
			// сбрасываем счетчики
			k=0;
		}


		// если не пробел - рисуем
		if (UTF32 != 0x020)
		{
			float DrawX = Xstart + DrawChar->Left;
			float DrawY = InternalFontSize - DrawChar->Top;


			float ImageHeight = DrawChar->CharTexture->Height*1.0f;
			float ImageWidth = DrawChar->CharTexture->Width*1.0f;

			float FrameHeight = (DrawChar->TexturePositionBottom*1.0f )/ImageHeight;
			float FrameWidth = (DrawChar->TexturePositionRight*1.0f )/ImageWidth;

			float Yst = (DrawChar->TexturePositionTop*1.0f)/ImageHeight;
			float Xst = (DrawChar->TexturePositionLeft*1.0f)/ImageWidth;

#ifdef USE_GLES
			tmp[k++] = DrawX/10.0f;
			tmp[k++] = (DrawY + DrawChar->Height)/10.0f;
			tmp[k++] = Xst;
			tmp[k++] = 1.0f-Yst;

			tmp[k++] = DrawX/10.0f;
			tmp[k++] = (DrawY + DrawChar->Height)/10.0f;
			tmp[k++] = Xst;
			tmp[k++] = 1.0f-Yst;

			tmp[k++] = DrawX/10.0f;
			tmp[k++] = DrawY/10.0f;
			tmp[k++] = Xst;
			tmp[k++] = 1.0f-FrameHeight;

			tmp[k++] = (DrawX + DrawChar->Width)/10.0f;
			tmp[k++] = (DrawY + DrawChar->Height)/10.0f;
			tmp[k++] = FrameWidth;
			tmp[k++] = 1.0f-Yst;

			tmp[k++] = (DrawX + DrawChar->Width)/10.0f;
			tmp[k++] = DrawY/10.0f;
			tmp[k++] = FrameWidth;
			tmp[k++] = 1.0f-FrameHeight;

			tmp[k++] = (DrawX + DrawChar->Width)/10.0f;
			tmp[k++] = DrawY/10.0f;
			tmp[k++] = FrameWidth;
			tmp[k++] = 1.0f-FrameHeight;
#else
			tmp[k++] = DrawX/10.0f;
			tmp[k++] = (DrawY + DrawChar->Height)/10.0f;
			tmp[k++] = Xst;
			tmp[k++] = 1.0f-Yst;

			tmp[k++] = DrawX/10.0f;
			tmp[k++] = DrawY/10.0f;
			tmp[k++] = Xst;
			tmp[k++] = 1.0f-FrameHeight;

			tmp[k++] = (DrawX + DrawChar->Width)/10.0f;
			tmp[k++] = DrawY/10.0f;
			tmp[k++] = FrameWidth;
			tmp[k++] = 1.0f-FrameHeight;

			tmp[k++] = (DrawX + DrawChar->Width)/10.0f;
			tmp[k++] = (DrawY + DrawChar->Height)/10.0f;
			tmp[k++] = FrameWidth;
			tmp[k++] = 1.0f-Yst;
#endif


			Xstart += DrawChar->AdvanceX;
		}
		else
		{
			Xstart += SpaceWidth;
		}

	}


	// если что-то было в буфере - выводим
	if (k > 0)
	{
		// Установка текстуры
		vw_SetTexture(0, CurrentTexture);
		// отрисовываем все что есть в буфере
#ifdef USE_GLES
		vw_SendVertices(RI_QUADS, 6*(k/16), RI_2f_XY | RI_1_TEX, tmp, 4*sizeof(float));
#else
		vw_SendVertices(RI_QUADS, 4*(k/16), RI_2f_XY | RI_1_TEX, tmp, 4*sizeof(float));
#endif
	}


	vw_PopMatrix();



	vw_SetTextureBlend(false, 0, 0);
	vw_BindTexture(0, 0);

}
コード例 #3
0
//------------------------------------------------------------------------------------
// Прорисовка второго слоя "пыли" с тайловой анимацией
//------------------------------------------------------------------------------------
void StarSystemDrawSecondLayer(int DrawType)
{
	if (Setup.VisualEffectsQuality <= 1)
	{
		int VFV = RI_3f_XYZ | RI_4f_COLOR | RI_1_TEX;

		float *buff;
		buff = new float[4*9]; if (buff == 0) return;

		float width_2, heigh_2, length_2;
		width_2 = 0.0f;
		heigh_2 = 110.0f;
		length_2 = 110.0f;
		float x,y,z;
		x = GamePoint.x;
		y = GamePoint.y;
		z = GamePoint.z;
		float StartTransparentLayer2 = 0.9f;
		float EndTransparentLayer2 = 0.7f;

		if (DrawType == 2)
		{
			width_2 = length_2 = 175.0f;
			heigh_2 = 0.0f;

			VECTOR3D CurrentCameraLocation;
			vw_GetCameraLocation(&CurrentCameraLocation);

			x = GamePoint.x+GameCameraGetDeviation()*2.0f + CurrentCameraLocation.x*0.5f;
			y = GamePoint.y-GameCameraGetDeviation();
			z = GamePoint.z+25.0f;

			StartTransparentLayer2 = StarsTileStartTransparentLayer2;
			EndTransparentLayer2 = StarsTileEndTransparentLayer2;
		}


		int k=0;

		buff[k++] = x + width_2;
		buff[k++] = y + heigh_2;
		buff[k++] = z + length_2+length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = StartTransparentLayer2;
		buff[k++] = 3.2f;
		buff[k++] = 0.0f+StarsTile2;

		buff[k++] = x + width_2;
		buff[k++] = y + heigh_2;
		buff[k++] = z - length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = EndTransparentLayer2;
		buff[k++] = 3.2f;
		buff[k++] = 3.0f+StarsTile2;

		buff[k++] = x - width_2;
		buff[k++] = y - heigh_2;
		buff[k++] = z + length_2+length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = StartTransparentLayer2;
		buff[k++] = 0.2f;
		buff[k++] = 0.0f+StarsTile2;

		buff[k++] = x - width_2;
		buff[k++] = y - heigh_2;
		buff[k++] = z - length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = EndTransparentLayer2;
		buff[k++] = 0.2f;
		buff[k++] = 3.0f+StarsTile2;

		if (DrawType == 1)
		{
			StarsTile2 -= 0.04f*(vw_GetTime() - StarsTileUpdateTime2);
			StarsTileUpdateTime2 = vw_GetTime();
		}
		else
		{
			StarsTile2 -= 0.12f*(vw_GetTime(1) - StarsTileUpdateTime2);
			StarsTileUpdateTime2 = vw_GetTime(1);
		}
		if (StarsTile2 < -3.0f) StarsTile2 += 3.0f;


		eTexture *TileTexture = vw_FindTextureByName("DATA/SKYBOX/tile_stars.tga");
		vw_SetTexture(0, TileTexture);
		// по умолчанию всегда трилинейная фильтрация, если надо - ставим билинейную
		if (Setup.TextureFilteringMode == 1) vw_SetTextureFiltering(RI_TEXTURE_BILINEAR);


		vw_SetTextureBlend(true, RI_BLEND_SRCALPHA, RI_BLEND_ONE);

		vw_DepthTest(false, -1);

		if (DrawType == 1)
		{
			vw_PushMatrix();
			vw_Rotate(-20.0f, 0.0f, 0.0f, 1.0f);
			vw_Rotate(-45.0f, 0.0f, 1.0f, 0.0f);
			vw_Rotate(30.0f, 1.0f, 0.0f, 0.0f);
		}


		vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 9*sizeof(float));

		if (DrawType == 1) vw_PopMatrix();

		vw_DepthTest(true, RI_LESSEQUAL);
		vw_SetTextureBlend(false, 0, 0);
		vw_BindTexture(0, 0);
		if (buff != 0){delete [] buff; buff = 0;}
	}
}
コード例 #4
0
//------------------------------------------------------------------------------------
// StarSystem draw function
//------------------------------------------------------------------------------------
void StarSystemDraw(int DrawType)
{
	if (!StarSystem_InitedAll) return;

	// current camera location
	VECTOR3D CurrentCameraLocation;
	vw_GetCameraLocation(&CurrentCameraLocation);

	vw_DepthTest(false, -1);

	if (StarSystem_Inited)
	{
		// SkyBox
		vw_PushMatrix();
		vw_Translate(CurrentCameraLocation);
		vw_Rotate(StarSystem_BaseRotation.x, 1.0f, 0.0f, 0.0f);
		vw_Rotate(StarSystem_BaseRotation.y, 0.0f, 1.0f, 0.0f);
		vw_Rotate(StarSystem_BaseRotation.z, 0.0f, 0.0f, 1.0f);
		SkyBoxDraw();
		vw_PopMatrix();
	}

	// static space stars
	if (psSpaceStatic!=0) psSpaceStatic->Draw();

	vw_DepthTest(true, RI_LESSEQUAL);





	// космические объекты
	// рисуем планеты и большие астероиды _до_ тайловой анимации
	CSpaceObject *tmp1 = StartSpaceObject;
	while (tmp1!=0)
	{
		CSpaceObject *tmp2 = tmp1->Next;

		// если это планета на заднем фоне
		if (tmp1->ObjectType == 14)
		{
			if (DrawType == 2)
			{
				vw_PushMatrix();
				vw_Translate(VECTOR3D(CurrentCameraLocation.x*0.90f-GameCameraGetDeviation()*4.0f, GameCameraGetDeviation()*2.0f,0.0f));
			}
			tmp1->Draw(false);
			if (DrawType == 2) vw_PopMatrix();
		}
		else
		// если это большой астероид летящий на заднем фоне
		if (tmp1->ObjectType == 15 && (tmp1->ObjectCreationType>10 && tmp1->ObjectCreationType<20))
		{
			if (DrawType == 2)
			{
				vw_PushMatrix();
				vw_Translate(VECTOR3D(CurrentCameraLocation.x*0.70f-GameCameraGetDeviation()*4.0f, GameCameraGetDeviation()*2.0f,0.0f));
			}
			tmp1->Draw(false);
			if (DrawType == 2) vw_PopMatrix();
		}

		tmp1 = tmp2;
	}
	// очищаем буфер глубины, чтобы "3д подложка" не участвовала в проверке глубины
	vw_Clear(RI_DEPTH_BUFFER);


	//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
	// Прорисовка подложки с тайловой анимацией
	//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
	{
		int VFV = RI_3f_XYZ | RI_4f_COLOR | RI_1_TEX;

		float *buff = 0;
		buff = new float[4*9]; if (buff == 0) return;

		float width_2, heigh_2, length_2;
		width_2 = 0.0f;
		heigh_2 = 110.0f;
		length_2 = 110.0f;
		float x,y,z;
		x = GamePoint.x;
		y = GamePoint.y;
		z = GamePoint.z;
		float StartTransparentLayer1 = 0.7f;
		float EndTransparentLayer1 = 0.7f;


		if (DrawType == 2)
		{
			width_2 = length_2 = 175.0f;
			heigh_2 = 0.0f;
			// чем ниже слой, тем меньше его двигаем при перемещении камеры (при стандартном аспект рейшен)
			x = GamePoint.x+GameCameraGetDeviation() + CurrentCameraLocation.x*0.8f;
			y = GamePoint.y-GameCameraGetDeviation()*0.5f;
			z = GamePoint.z+25.0f;

			StartTransparentLayer1 = StarsTileStartTransparentLayer1;
			EndTransparentLayer1 = StarsTileEndTransparentLayer1;
		}


		int k=0;

		buff[k++] = x + width_2;
		buff[k++] = y + heigh_2;
		buff[k++] = z + length_2+length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = StartTransparentLayer1;
		buff[k++] = 1.0f;
		buff[k++] = 0.0f+StarsTile/3.0f;

		buff[k++] = x + width_2;
		buff[k++] = y + heigh_2;
		buff[k++] = z - length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = EndTransparentLayer1;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f+StarsTile/3.0f;

		buff[k++] = x - width_2;
		buff[k++] = y - heigh_2;
		buff[k++] = z + length_2+length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = StartTransparentLayer1;
		buff[k++] = 0.0f;
		buff[k++] = 0.0f+StarsTile/3.0f;

		buff[k++] = x - width_2;
		buff[k++] = y - heigh_2;
		buff[k++] = z - length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = EndTransparentLayer1;
		buff[k++] = 0.0f;
		buff[k++] = 1.0f+StarsTile/3.0f;


		if (DrawType == 1)
		{
			StarsTile -= 0.015f*(vw_GetTime() - StarsTileUpdateTime);
			StarsTileUpdateTime = vw_GetTime();
		}
		else
		{
			StarsTile -= 0.035f*(vw_GetTime(1) - StarsTileUpdateTime);
			StarsTileUpdateTime = vw_GetTime(1);
		}

		if (StarsTile < -3.0f) StarsTile += 3.0f;


		eTexture *TileTexture = vw_FindTextureByName("DATA/SKYBOX/tile_back.tga");
		vw_SetTexture(0, TileTexture);
		// по умолчанию всегда трилинейная фильтрация, если надо - ставим билинейную
		if (Setup.TextureFilteringMode == 1) vw_SetTextureFiltering(RI_TEXTURE_BILINEAR);

		vw_SetTextureBlend(true, RI_BLEND_SRCALPHA, RI_BLEND_ONE);

		vw_DepthTest(false, -1);

		if (DrawType == 1)
		{
			vw_PushMatrix();
			vw_Rotate(-20.0f, 0.0f, 0.0f, 1.0f);
			vw_Rotate(-45.0f, 0.0f, 1.0f, 0.0f);
			vw_Rotate(30.0f, 1.0f, 0.0f, 0.0f);
		}

		vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 9*sizeof(float));



		// звезды рисуем отдельно, четкими (со своими текстурными координатами)

		k=0;

		buff[k++] = x + width_2;
		buff[k++] = y + heigh_2;
		buff[k++] = z + length_2+length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = StartTransparentLayer1;
		buff[k++] = 3.0f;
		buff[k++] = 0.0f+StarsTile;

		buff[k++] = x + width_2;
		buff[k++] = y + heigh_2;
		buff[k++] = z - length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = EndTransparentLayer1;
		buff[k++] = 3.0f;
		buff[k++] = 3.0f+StarsTile;

		buff[k++] = x - width_2;
		buff[k++] = y - heigh_2;
		buff[k++] = z + length_2+length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = StartTransparentLayer1;
		buff[k++] = 0.0f;
		buff[k++] = 0.0f+StarsTile;

		buff[k++] = x - width_2;
		buff[k++] = y - heigh_2;
		buff[k++] = z - length_2/2;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = 1.0f;
		buff[k++] = EndTransparentLayer1;
		buff[k++] = 0.0f;
		buff[k++] = 3.0f+StarsTile;

		vw_SetTexture(0, vw_FindTextureByName("DATA/SKYBOX/tile_stars.tga"));

		vw_SendVertices(RI_TRIANGLE_STRIP, 4, VFV, buff, 9*sizeof(float));




		if (DrawType == 1) vw_PopMatrix();

		vw_DepthTest(true, RI_LESSEQUAL);

		vw_SetTextureBlend(false, 0, 0);
		vw_BindTexture(0, 0);
		if (buff != 0){delete [] buff; buff = 0;}
	}



	// корректируем положение частиц "космической пыли", если в игре и камера движется
	if (DrawType == 2)
	{
		VECTOR3D TMPpsSpace;
		psSpace->GetLocation(&TMPpsSpace);
		psSpace->SetStartLocation(TMPpsSpace);
		psSpace->MoveSystemLocation(VECTOR3D(0,10,250)+GamePoint);
	}
}