void Billboard::Render(const matrix4x4f &trans, RenderData *rd) { Graphics::Renderer *r = GetRenderer(); Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0, 6); const matrix3x3f rot = trans.GetOrient().Transpose(); //some hand-tweaked scaling, to make the lights seem larger from distance const float size = m_size * Graphics::GetFovFactor() * Clamp(trans.GetTranslate().Length() / 500.f, 0.25f, 15.f); const vector3f rotv1 = rot * vector3f(size/2.f, -size/2.f, 0.0f); const vector3f rotv2 = rot * vector3f(size/2.f, size/2.f, 0.0f); va.Add(m_offset-rotv1, vector2f(0.f, 0.f)); //top left va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left va.Add(m_offset+rotv1, vector2f(1.f, 1.f)); //bottom right r->SetTransform(trans); r->SetBlendMode(Graphics::BLEND_ADDITIVE); r->SetDepthWrite(false); r->DrawTriangles(&va, m_material.Get()); r->SetBlendMode(Graphics::BLEND_SOLID); r->SetDepthWrite(true); }
void ModelSpinner::Draw() { Graphics::Renderer *r = GetContext()->GetRenderer(); Graphics::Renderer::StateTicket ticket(r); const float fov = 45.f; r->SetPerspectiveProjection(fov, 1.f, 1.f, 10000.f); r->SetTransform(matrix4x4f::Identity()); r->SetDepthWrite(true); r->SetDepthTest(true); r->ClearDepthBuffer(); r->SetLights(1, &m_light); Point pos(GetAbsolutePosition() + GetActiveOffset()); Point size(GetActiveArea()); r->SetViewport(pos.x, GetContext()->GetSize().y - pos.y - size.y, size.x, size.y); matrix4x4f rot = matrix4x4f::RotateXMatrix(m_rotX); rot.RotateY(m_rotY); const float dist = m_model->GetDrawClipRadius() / sinf(DEG2RAD(fov*0.5f)); rot[14] = -dist; m_model->Render(rot); }
void Thruster::Render(const matrix4x4f &trans, const RenderData *rd) { float power = 0.f; power = -dir.Dot(vector3f(rd->linthrust)); if (!linearOnly) { // pitch X // yaw Y // roll Z //model center is at 0,0,0, no need for invSubModelMat stuff const vector3f at = vector3f(rd->angthrust); const vector3f angdir = pos.Cross(dir); const float xp = angdir.x * at.x; const float yp = angdir.y * at.y; const float zp = angdir.z * at.z; if (xp+yp+zp > 0) { if (xp > yp && xp > zp && fabs(at.x) > power) power = fabs(at.x); else if (yp > xp && yp > zp && fabs(at.y) > power) power = fabs(at.y); else if (zp > xp && zp > yp && fabs(at.z) > power) power = fabs(at.z); } } if (power < 0.001f) return; Graphics::Renderer *r = GetRenderer(); r->SetTransform(trans); r->SetBlendMode(Graphics::BLEND_ALPHA_ONE); r->SetDepthWrite(false); m_tMat->diffuse = m_glowMat->diffuse = baseColor * power; //directional fade vector3f cdir = vector3f(trans * -dir).Normalized(); vector3f vdir = vector3f(trans[2], trans[6], -trans[10]).Normalized(); // XXX check this for transition to new colors. m_glowMat->diffuse.a = Easing::Circ::EaseIn(Clamp(vdir.Dot(cdir), 0.f, 1.f), 0.f, 1.f, 1.f) * 255; m_tMat->diffuse.a = 255 - m_glowMat->diffuse.a; r->DrawTriangles(m_tVerts.get(), m_tMat.Get()); r->DrawTriangles(m_glowVerts.get(), m_glowMat.Get()); r->SetBlendMode(Graphics::BLEND_SOLID); r->SetDepthWrite(true); }
void Thruster::Render(const matrix4x4f &trans, const RenderData *rd) { float power = 0.f; power = -dir.Dot(vector3f(rd->linthrust)); if (!linearOnly) { // pitch X // yaw Y // roll Z //model center is at 0,0,0, no need for invSubModelMat stuff const vector3f at = vector3f(rd->angthrust); const vector3f angdir = pos.Cross(dir); const float xp = angdir.x * at.x; const float yp = angdir.y * at.y; const float zp = angdir.z * at.z; if (xp+yp+zp > 0) { if (xp > yp && xp > zp && fabs(at.x) > power) power = fabs(at.x); else if (yp > xp && yp > zp && fabs(at.y) > power) power = fabs(at.y); else if (zp > xp && zp > yp && fabs(at.z) > power) power = fabs(at.z); } } if (power < 0.001f) return; Graphics::Renderer *r = GetRenderer(); r->SetBlendMode(Graphics::BLEND_ADDITIVE); r->SetDepthWrite(false); r->SetTransform(trans); m_tMat->diffuse = baseColor * power; //directional fade /*vector3f cdir(0.f, 0.f, -1.f); vector3f vdir(-trans[2], -trans[6], -trans[10]); m_tMat->diffuse.a = 1.f - Clamp(vdir.Dot(cdir), 0.f, 1.f);*/ r->DrawTriangles(m_tVerts.Get(), m_tMat.Get()); r->SetBlendMode(Graphics::BLEND_SOLID); r->SetDepthWrite(true); }