void CCurse::Render() { RenderMaterial mat; mat.setCulling(Renderer::CullCW); mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Opaque); Anglef stiteangle = Anglef(0, fRot, 0); Vec3f stitepos = eTarget; Vec3f stitescale = Vec3f_ONE; Color3f stitecolor = Color3f::white; Draw3DObject(svoodoo, stiteangle, stitepos, stitescale, stitecolor, mat); for(int i = 0; i < 4; i++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = eTarget; pd->move = Vec3f(2.f * frand2(), rnd() * -10.f - 10.f, 2.f * frand2()); pd->siz = 0.015f; pd->tolive = Random::get(1000, 1600); pd->tc = tex_p1; pd->special = ROTATING | MODULATE_ROTATION | DISSIPATING | SUBSTRACT | GRAVITY; pd->fparam = 0.0000001f; } }
void ARXDRAW_DrawEyeBall() { if(eyeball.exist == 0 || !eyeballobj) return; float d; if(eyeball.exist < 0) { d = (float)(-eyeball.exist)*( 1.0f / 100 ); eyeball.exist++; } else if(eyeball.exist > 2) { d = (float)(eyeball.exist)*( 1.0f / 100 ); } else return; Anglef angle = eyeball.angle; angle.setPitch(MAKEANGLE(180.f - angle.getPitch())); Vec3f pos = eyeball.pos; pos.y += eyeball.floating; Vec3f scale = Vec3f(d); Color3f rgb = Color3f::gray(d); RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Draw3DObject(eyeballobj, angle, pos, scale, rgb, mat); }
void ParticleSparkUpdate() { ARX_PROFILE_FUNC(); if(g_sparkParticlesCount == 0) { return; } const GameInstant now = g_gameTime.now(); RenderMaterial sparkMaterial; sparkMaterial.setBlendType(RenderMaterial::Additive); for(size_t i = 0; i < g_sparkParticlesMax; i++) { SparkParticle & spark = g_sparkParticles[i]; if(spark.m_duration == 0) { continue; } long framediff = spark.timcreation + spark.m_duration - toMsi(now); long framediff2 = toMsi(now) - spark.timcreation; if(framediff2 < 0) { continue; } if(framediff <= 0) { spark.m_duration = 0; g_sparkParticlesCount--; continue; } float val = (spark.m_duration - framediff) * 0.01f; Vec3f in = spark.m_pos + spark.move * val; Vec3f tailDirection = glm::normalize(-spark.move); TexturedVertex tv[3]; tv[0].color = spark.rgb; tv[1].color = Color::gray(0.4f).toRGBA(); tv[2].color = Color::black.toRGBA(); worldToClipSpace(in, tv[0]); if(tv[0].w < 0 || tv[0].p.z > g_camera->cdepth * fZFogEnd * tv[0].w) { continue; } Vec3f temp1 = in + Vec3f(Random::getf(0.f, 0.5f), 0.8f, Random::getf(0.f, 0.5f)); Vec3f temp2 = in + tailDirection * spark.m_tailLength; worldToClipSpace(temp1, tv[1]); worldToClipSpace(temp2, tv[2]); g_renderBatcher.add(sparkMaterial, tv); } }
void CRepelUndead::Render() { if(ulCurrentTime >= ulDuration) return; RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef eObjAngle; eObjAngle.setPitch(m_yaw); eObjAngle.setYaw(0); eObjAngle.setRoll(0); float vv = 1.f + (std::sin(arxtime.get_updated() * ( 1.0f / 1000 ))); vv *= ( 1.0f / 2 ); vv += 1.1f; Draw3DObject(ssol, eObjAngle, eSrc + Vec3f(0.f, -5.f, 0.f), Vec3f(vv), Color3f(0.6f, 0.6f, 0.8f), mat); vv *= 100.f; for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } float dx = -std::sin(frand2() * 360.f) * vv; float dz = std::cos(frand2() * 360.f) * vv; pd->ov = eSrc + Vec3f(dx, 0.f, dz); pd->move = Vec3f(0.8f * frand2(), -4.f * rnd(), 0.8f * frand2()); pd->scale = Vec3f(-0.1f); pd->tolive = Random::get(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } if(!lightHandleIsValid(lLightId)) { lLightId = GetFreeDynLight(); } if(lightHandleIsValid(lLightId)) { EERIE_LIGHT * light = lightHandleGet(lLightId); light->intensity = 2.3f; light->fallend = 350.f; light->fallstart = 150.f; light->rgb = Color3f(0.8f, 0.8f, 1.f); light->pos = eSrc + Vec3f(0.f, -50.f, 0.f); light->duration = 200; light->time_creation = (unsigned long)(arxtime); } }
void NegateMagicSpell::Update() { LaunchAntiMagicField(); if(m_target == EntityHandle_Player) { m_pos = player.basePosition(); } else { Entity * target = entities.get(m_target); if(target) { m_pos = target->pos; } } Vec3f stitepos = m_pos - Vec3f(0.f, 10.f, 0.f); RenderMaterial mat; mat.setLayer(RenderMaterial::Decal); mat.setDepthTest(true); mat.setTexture(tex_sol); mat.setBlendType(RenderMaterial::Additive); for(int i = 0; i < 360; i++) { float t = Random::getf(); if(t < 0.04f) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = stitepos + arx::randomOffsetXZ(150.f); pd->move = Vec3f(0.f, Random::getf(-3.f, 0.f), 0.f); pd->siz = 0.3f; pd->tolive = Random::getu(2000, 4000); pd->tc = tex_p2; pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING | SUBSTRACT; pd->m_rotation = 0.0000001f; } } float rot = timeWaveSaw(g_gameTime.now(), GameDurationMs(18000)) * 360.f; Anglef stiteangle(0.f, -rot, 0.f); float scalediff = timeWaveSin(g_gameTime.now(), GameDurationMsf(1570.79632f)); { Color3f stitecolor = Color3f::gray(.4f); Vec3f stitescale = Vec3f(3.f + 0.5f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); } { Color3f stitecolor = Color3f(.5f, 0.f, .5f); Vec3f stitescale = Vec3f(3.1f + 0.2f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); } }
void NegateMagicSpell::Update() { LaunchAntiMagicField(); if(m_target == PlayerEntityHandle) { m_pos = player.basePosition(); } else { m_pos = entities[m_target]->pos; } Vec3f stitepos = m_pos - Vec3f(0.f, 10.f, 0.f); RenderMaterial mat; mat.setLayer(RenderMaterial::Decal); mat.setDepthTest(true); mat.setTexture(tex_sol); mat.setBlendType(RenderMaterial::Additive); for(int i = 0; i < 360; i++) { float t = Random::getf(); if(t < 0.04f) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = stitepos + Vec3f(Random::getf(-150.f, 150.f), 0.f, Random::getf(-150.f, 150.f)); pd->move = Vec3f(0.f, Random::getf(-3.f, 0.f), 0.f); pd->siz = 0.3f; pd->tolive = Random::getu(2000, 4000); pd->tc = tex_p2; pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING | SUBSTRACT; pd->fparam = 0.0000001f; } } float now = arxtime.now_f(); Anglef stiteangle(0.f, -now * 0.02f, 0.f); float scalediff = std::sin(now * 0.004f); { Color3f stitecolor = Color3f::gray(.4f); Vec3f stitescale = Vec3f(3.f + 0.5f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); } { Color3f stitecolor = Color3f(.5f, 0.f, .5f); Vec3f stitescale = Vec3f(3.1f + 0.2f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); } }
void CLevitate::DrawStone() { RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Screen); int nb = 256; while(nb--) { T_STONE & s = tstone[nb]; if(s.actif) { float a = (float)s.currtime / (float)s.time; if(a > 1.f) { a = 1.f; s.actif = 0; } Color4f col = Color4f(Color3f::white, 1.f - a); EERIE_3DOBJ * obj = (s.numstone == 0) ? stone0 : stone1; Draw3DObject(obj, s.ang, s.pos, s.scale, Color4f(col), mat); PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = s.pos; pd->move = Vec3f(0.f, 3.f * rnd(), 0.f); pd->siz = 3.f + 3.f * rnd(); pd->tolive = 1000; pd->timcreation = -(long(arxtime) + 1000l); // TODO WTF? pd->special = FIRE_TO_SMOKE | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING; pd->fparam = 0.0000001f; } //update mvt if(!arxtime.is_paused()) { a = (((float)this->currframetime) * 100.f) / (float)s.time; s.pos.y += s.yvel * a; s.ang += s.angvel * a; s.yvel *= 1.f - (1.f / 100.f); s.currtime += this->currframetime; } } } }
void CRuneOfGuarding::Render() { Vec3f pos = eSrc + Vec3f(0.f, -20.f, 0.f); RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef stiteangle; Color3f stitecolor; float stiteangleb = float(ulCurrentTime) * 0.01f; stiteangle.setYaw(0); stiteangle.setRoll(0); stiteangle.setPitch(stiteangleb * 0.1f); stitecolor = Color3f(0.4f, 0.4f, 0.6f); float scale = std::sin(ulCurrentTime * 0.015f); Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f); Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat); stiteangle.setPitch(stiteangleb); stitecolor = Color3f(0.6f, 0.f, 0.f); stitescale = Vec3f(2.f) * (1.f + 0.01f * scale); Draw3DObject(ssol, stiteangle, pos, stitescale, stitecolor, mat); stitecolor = Color3f(0.6f, 0.3f, 0.45f); stitescale = Vec3f(1.8f) * (1.f + 0.02f * scale); Draw3DObject(srune, stiteangle, pos, stitescale, stitecolor, mat); for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = pos + (Vec3f(40.f, 0.f, 40.f) * Vec3f(frand2(), 0.f, frand2())); pd->move = Vec3f(0.8f, -4.f, 0.8f) * Vec3f(frand2(), rnd(), frand2()); pd->scale = Vec3f(-0.1f); pd->tolive = Random::get(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } }
void CNegateMagic::Render() { int i = 0; Vec3f stitepos = eSrc - Vec3f(0.f, 10.f, 0.f); if(ulCurrentTime >= ulDuration) return; RenderMaterial mat; mat.setLayer(RenderMaterial::Decal); mat.setDepthTest(true); mat.setTexture(tex_sol); mat.setBlendType(RenderMaterial::Additive); for(i = 0; i < 360; i++) { float t = rnd(); if(t < 0.04f) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = stitepos + Vec3f(frand2() * 150.f, 0.f, frand2() * 150.f); pd->move = Vec3f(0.f, -3.0f * rnd(), 0.f); pd->siz = 0.3f; pd->tolive = Random::get(2000, 4000); pd->tc = tex_p2; pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING | SUBSTRACT; pd->fparam = 0.0000001f; } } Anglef stiteangle(0.f, -(float) ulCurrentTime * 0.02f, 0.f); Color3f stitecolor = Color3f::gray(.4f); float scalediff = std::sin(ulCurrentTime * 0.004f); Vec3f stitescale = Vec3f(3.f + 0.5f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); stitecolor = Color3f(.5f, 0.f, .5f); stitescale = Vec3f(3.1f + 0.2f * scalediff); Draw3DObject(ssol, stiteangle, stitepos, stitescale, stitecolor, mat); }
void CRiseDead::DrawStone() { int nb = 256; RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Screen); while(nb--) { if(this->tstone[nb].actif) { float a = (float)this->tstone[nb].currtime / (float)this->tstone[nb].time; if(a > 1.f) { a = 1.f; this->tstone[nb].actif = 0; } Color4f col = Color4f(Color3f::white, 1.f - a); Draw3DObject(stone[tstone[nb].numstone], tstone[nb].ang, tstone[nb].pos, tstone[nb].scale, col, mat); PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = tstone[nb].pos; pd->move = Vec3f(0.f, 3.f * rnd(), 0.f); pd->siz = 3.f + 3.f * rnd(); pd->tolive = 1000; pd->timcreation = -(long(arxtime) + 1000l); // TODO WTF pd->special = FIRE_TO_SMOKE | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING; pd->fparam = 0.0000001f; } //update mvt if(!arxtime.is_paused()) { a = (((float)this->currframetime) * 100.f) / (float)this->tstone[nb].time; tstone[nb].pos.y += tstone[nb].yvel * a; tstone[nb].ang += tstone[nb].angvel * a; this->tstone[nb].yvel *= 1.f - (1.f / 100.f); this->tstone[nb].currtime += this->currframetime; } } } }
void CurseSpell::Update() { fRot += g_gameTime.lastFrameDuration() / GameDurationMs(4); Vec3f target = Vec3f_ZERO; Entity * targetIo = entities.get(m_target); if(targetIo) { target = targetIo->pos; if(m_target == EntityHandle_Player) target.y -= 200.f; else target.y += targetIo->physics.cyl.height - 30.f; } m_pos = target; RenderMaterial mat; mat.setCulling(CullCW); mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Opaque); Draw3DObject(svoodoo, Anglef(0, fRot, 0), m_pos, Vec3f_ONE, Color3f::white, mat); for(int i = 0; i < 4; i++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = m_pos; pd->move = arx::linearRand(Vec3f(-2.f, -20.f, -2.f), Vec3f(2.f, -10.f, 2.f)); pd->siz = 0.015f; pd->tolive = Random::getu(1000, 1600); pd->tc = tex_p1; pd->m_flags = ROTATING | DISSIPATING | SUBSTRACT | GRAVITY; pd->m_rotation = 0.0000001f; } }
static void drawDebugFogs() { RenderMaterial mat; mat.setBlendType(RenderMaterial::Opaque); mat.setDepthTest(true); for(size_t i = 0; i < MAX_FOG; i++) { const FOG_DEF & fog = fogs[i]; if(!fog.exist) { continue; } Draw3DObject(g_fogObject, Anglef(0.f, 0.f, 0.f), fog.pos, Vec3f(1.f), Color3f::white, mat); if(fog.special & FOG_DIRECTIONAL) { drawLine(fog.pos, fog.pos + fog.move * 50.f, Color::white); } drawLineSphere(Sphere(fog.pos, fog.size), Color(Color3<u8>::blue, 200)); } }
void CurseSpell::Update(float timeDelta) { fRot += timeDelta * 0.25f; Vec3f target = Vec3f_ZERO; if(ValidIONum(m_target)) { target = entities[m_target]->pos; if(m_target == PlayerEntityHandle) target.y -= 200.f; else target.y += entities[m_target]->physics.cyl.height - 30.f; } m_pos = target; RenderMaterial mat; mat.setCulling(Renderer::CullCW); mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Opaque); Draw3DObject(svoodoo, Anglef(0, fRot, 0), m_pos, Vec3f_ONE, Color3f::white, mat); for(int i = 0; i < 4; i++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = m_pos; pd->move = Vec3f(2.f * frand2(), rnd() * -10.f - 10.f, 2.f * frand2()); pd->siz = 0.015f; pd->tolive = Random::get(1000, 1600); pd->tc = tex_p1; pd->special = ROTATING | MODULATE_ROTATION | DISSIPATING | SUBSTRACT | GRAVITY; pd->fparam = 0.0000001f; } }
void ConfuseSpell::Update(float timeDelta) { ARX_UNUSED(timeDelta); Vec3f pos = entities[m_target]->pos; if(m_target != PlayerEntityHandle) { pos.y += entities[m_target]->physics.cyl.height - 30.f; } long idx = entities[m_target]->obj->fastaccess.head_group_origin; if(idx >= 0) { pos = entities[m_target]->obj->vertexlist3[idx].v; pos.y -= 50.f; } eCurPos = pos; RenderMaterial mat; mat.setDepthTest(false); mat.setBlendType(RenderMaterial::Additive); mat.setTexture(tex_trail); Anglef stiteangle = Anglef(0.f, -glm::degrees(arxtime.get_updated() * ( 1.0f / 500 )), 0.f); Draw3DObject(spapi, stiteangle, eCurPos, Vec3f_ONE, Color3f::white, mat); for(int i = 0; i < 6; i++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } float ang = rnd() * 360.f; float rad = rnd() * 15.f; pd->ov = eCurPos; pd->ov += angleToVectorXZ(ang) * rad; pd->move = Vec3f(0.f, rnd() * 3.f + 1.f, 0.f); pd->siz = 0.25f; pd->tolive = Random::get(2300, 3300); pd->tc = tex_p1; pd->special = PARTICLE_GOLDRAIN | FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING; pd->fparam = 0.0000001f; Color3f baseColor = Color3f(0.4f, 0.2f, 0.4f); Color3f randomFactor = Color3f(0.4f, 0.6f, 0.4f); Color3f c = baseColor + Color3f(rnd(), rnd(), rnd()) * randomFactor; while(glm::abs(c.r - c.g) > 0.3f && glm::abs(c.g - c.b) > 0.3f) { c = baseColor + Color3f(rnd(), rnd(), rnd()) * randomFactor; } pd->rgb = c * Color3f(0.8f, 0.8f, 0.8f); } if(!lightHandleIsValid(m_light)) m_light = GetFreeDynLight(); if(lightHandleIsValid(m_light)) { EERIE_LIGHT * light = lightHandleGet(m_light); light->intensity = 1.3f; light->fallstart = 180.f; light->fallend = 420.f; light->rgb = Color3f(0.3f, 0.3f, 0.5f) + Color3f(0.2f, 0.f, 0.2f) * Color3f(rnd(), rnd(), rnd()); light->pos = eCurPos; light->duration = 200; light->extras = 0; } }
void IceFieldSpell::Update(float timeDelta) { ARX_UNUSED(timeDelta); if(!lightHandleIsValid(m_light)) m_light = GetFreeDynLight(); if(lightHandleIsValid(m_light)) { EERIE_LIGHT * el = lightHandleGet(m_light); el->pos = m_pos + Vec3f(0.f, -120.f, 0.f); el->intensity = 4.6f; el->fallstart = 150.f+rnd()*30.f; el->fallend = 290.f+rnd()*30.f; el->rgb = Color3f(0.76f, 0.76f, 1.0f) + Color3f(0.f, 0.f, -rnd()*(1.0f/10)); el->duration = 600; el->extras=0; } if(!VisibleSphere(Sphere(m_pos - Vec3f(0.f, 120.f, 0.f), 350.f))) return; RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); for(int i = 0; i < iMax; i++) { tSize[i] += Vec3f(0.1f); tSize[i] = glm::min(tSize[i], tSizeMax[i]); Anglef stiteangle = Anglef::ZERO; Vec3f stitepos; Vec3f stitescale; Color3f stitecolor; stiteangle.setPitch(glm::cos(glm::radians(tPos[i].x)) * 360); stitepos.x = tPos[i].x; stitepos.y = m_pos.y; stitepos.z = tPos[i].z; stitecolor.r = tSizeMax[i].y * 0.7f; stitecolor.g = tSizeMax[i].y * 0.7f; stitecolor.b = tSizeMax[i].y * 0.9f; if(stitecolor.r > 1) stitecolor.r = 1; if(stitecolor.g > 1) stitecolor.g = 1; if(stitecolor.b > 1) stitecolor.b = 1; stitescale.z = tSize[i].x; stitescale.y = tSize[i].y; stitescale.x = tSize[i].z; EERIE_3DOBJ * obj = (tType[i] == 0) ? smotte : stite; Draw3DObject(obj, stiteangle, stitepos, stitescale, stitecolor, mat); } for(int i = 0; i < iMax * 0.5f; i++) { float t = rnd(); if(t < 0.01f) { PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = tPos[i] + randomVec(-5.f, 5.f); pd->move = randomVec(-2.f, 2.f); pd->siz = 20.f; pd->tolive = Random::get(2000, 6000); pd->tc = tex_p2; pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING; pd->fparam = 0.0000001f; pd->rgb = Color3f(0.7f, 0.7f, 1.f); } } else if (t > 0.095f) { PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = tPos[i] + randomVec(-5.f, 5.f) + Vec3f(0.f, 50.f, 0.f); pd->move = Vec3f(0.f, 2.f - 4.f * rnd(), 0.f); pd->siz = 0.5f; pd->tolive = Random::get(2000, 6000); pd->tc = tex_p1; pd->special = FADE_IN_AND_OUT | ROTATING | MODULATE_ROTATION | DISSIPATING; pd->fparam = 0.0000001f; pd->rgb = Color3f(0.7f, 0.7f, 1.f); } } } }
void ARX_MAGICAL_FLARES_Update() { if(!flarenum) return; shinum++; if(shinum >= 10) { shinum = 1; } long TICKS = long(arxtime) - FRAMETICKS; FRAMETICKS = (unsigned long)(arxtime); if(TICKS < 0) { return; } bool key = !GInput->actionPressed(CONTROLS_CUST_MAGICMODE); RenderMaterial mat; mat.setBlendType(RenderMaterial::Additive); EERIE_LIGHT * light = lightHandleGet(torchLightHandle); for(long j = 1; j < 5; j++) { TextureContainer * surf; switch(j) { case 2: surf = flaretc.lumignon; break; case 3: surf = flaretc.lumignon2; break; case 4: surf = flaretc.plasm; break; default: surf = flaretc.shine[shinum]; break; } mat.setTexture(surf); for(size_t i = 0; i < MAX_FLARES; i++) { FLARES & flare = magicFlares[i]; if(!flare.exist || flare.type != j) { continue; } flare.tolive -= float(TICKS * 2); if(flare.flags & 1) { flare.tolive -= float(TICKS * 4); } else if (key) { flare.tolive -= float(TICKS * 6); } float z = (flare.tolive * 0.00025f); float s; if(flare.type == 1) { s = flare.size * 2 * z; } else if(flare.type == 4) { s = flare.size * 2.f * z + 10.f; } else { s = flare.size; } if(flare.tolive <= 0.f || flare.pos.y < -64.f || s < 3.f) { removeFlare(flare); continue; } if(flare.type == 1 && z < 0.6f) { z = 0.6f; } Color3f c = flare.rgb * z; flare.tv.color = c.toRGB(); flare.v.p = flare.tv.p; light->rgb = componentwise_max(light->rgb, c); if(lightHandleIsValid(flare.dynlight)) { EERIE_LIGHT * el = lightHandleGet(flare.dynlight); el->pos = flare.v.p; el->rgb = c; } mat.setDepthTest(flare.io != NULL); if(flare.bDrawBitmap) { s *= 2.f * minSizeRatio(); EERIEAddBitmap(mat, flare.v.p, s, s, surf, Color::fromRGBA(flare.tv.color)); } else { EERIEAddSprite(mat, flare.v.p, s * 0.025f + 1.f, Color::fromRGBA(flare.tv.color), 2.f); } } } light->rgb = componentwise_min(light->rgb, Color3f::white); }
void RotatingCone::Render() { float u = m_ang; float du = .99999999f / float(Def); Vec3f * vertex = conevertex; TexturedVertexUntransformed * d3dv = coned3d; int nb = VertexCount / 2; while(nb) { d3dv->p = m_pos + *(vertex + 1) + ((*vertex - *(vertex + 1)) * m_coneScale); // TODO per-frame randomness int col = Random::get(0, 80); if(!g_gameTime.isPaused()) { d3dv->color = Color::gray(float(col) / 255.f).toRGB(col); } d3dv->uv.x = u; d3dv->uv.y = 0.f; vertex++; d3dv++; d3dv->p = m_pos + Vec3f(vertex->x, 0.f, vertex->z); // TODO per-frame randomness col = Random::get(0, 80); if(!g_gameTime.isPaused()) { d3dv->color = Color::black.toRGB(col); } d3dv->uv.x = u; d3dv->uv.y = 1.f; vertex++; d3dv++; u += du; nb--; } RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); mat.setWrapMode(TextureStage::WrapMirror); mat.setTexture(m_tsouffle); mat.setCulling(CullCW); int i = FaceCount - 2; int j = 0; while(i--) { drawTriangle(mat, &coned3d[j]); j++; } mat.setCulling(CullCCW); i = FaceCount - 2; j = 0; while(i--) { drawTriangle(mat, &coned3d[j]); j++; } }
void CLightning::Render() { if(ulCurrentTime >= ulDuration) return; if(m_iTTL <= 0) { fTotoro = 0; fMySize = 2; ReCreate(8); } Vec3f ePos; float fBeta = 0.f; float falpha = 0.f; if(m_isMassLightning) { ePos = Vec3f_ZERO; } else { ePos = m_pos; fBeta = m_beta; falpha = m_alpha; } float f = 1.5f * fMySize; m_cnodetab[0].f = randomVec(-f, f); RenderMaterial mat; mat.setCulling(Renderer::CullNone); mat.setDepthTest(false); mat.setBlendType(RenderMaterial::Additive); float fbeta = fBeta + rnd() * 2 * fMySize; for(size_t i = 0; i < m_nbtotal && i <= fTotoro; i++) { CLightningNode & node = m_cnodetab[i]; Vec3f astart = m_cnodetab[node.parent].pos + m_cnodetab[node.parent].f; float temp = 1.5f * fMySize; Vec3f z_z = m_cnodetab[node.parent].f + randomVec(-temp, temp); float zz = node.size + node.size * 0.3f * rnd(); float xx = node.size * glm::cos(glm::radians(-fbeta)); node.f = z_z; Vec3f a = node.pos + z_z; if(!m_isMassLightning) { Vec3f vv2; Vec3f vv1 = astart; vv1 = VRotateX(vv1, (falpha)); vv2 = VRotateY(vv1, 180 - MAKEANGLE(fBeta)); astart = vv2; vv1 = a; vv1 = VRotateX(vv1, (falpha)); vv2 = VRotateY(vv1, 180 - MAKEANGLE(fBeta)); a = vv2; astart += ePos; a += ePos; } if(i % 4 == 0) { Sphere sphere; sphere.origin = a; sphere.radius = std::min(node.size, 50.f); if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP)) { DamageParameters damage; damage.pos = sphere.origin; damage.radius = sphere.radius; damage.damages = m_fDamage * m_level * ( 1.0f / 3 ); damage.area = DAMAGE_FULL; damage.duration = 1; damage.source = m_caster; damage.flags = DAMAGE_FLAG_DONT_HURT_SOURCE | DAMAGE_FLAG_ADD_VISUAL_FX; damage.type = DAMAGE_TYPE_FAKEFIRE | DAMAGE_TYPE_MAGICAL | DAMAGE_TYPE_LIGHTNING; DamageCreate(damage); } } { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_ZERO; q.v[2].uv = Vec2f_Y_AXIS; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart + Vec3f(0.f, zz, 0.f); q.v[2].p = a + Vec3f(0.f, zz, 0.f); q.v[3].p = a; drawQuadRTP(mat, q); } { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_X_AXIS; q.v[2].uv = Vec2f_ONE; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart - Vec3f(0.f, zz, 0.f); q.v[2].p = a - Vec3f(0.f, zz, 0.f); q.v[3].p = a; drawQuadRTP(mat, q); } zz *= glm::sin(glm::radians(fbeta)); { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_X_AXIS; q.v[2].uv = Vec2f_ONE; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart + Vec3f(xx, 0.f, zz); q.v[2].p = a + Vec3f(xx, 0.f, zz); q.v[3].p = a; drawQuadRTP(mat, q); } { TexturedQuad q; q.v[0].color = Color(255, 255, 255, 255).toRGBA(); q.v[1].color = Color(0, 0, 90, 255).toRGBA(); q.v[2].color = Color(0, 0, 90, 255).toRGBA(); q.v[3].color = Color(255, 255, 255, 255).toRGBA(); q.v[0].uv = Vec2f(0.5f, 0.f); q.v[1].uv = Vec2f_ZERO; q.v[2].uv = Vec2f_Y_AXIS; q.v[3].uv = Vec2f(0.5f, 1.f); q.v[0].p = astart; q.v[1].p = astart - Vec3f(xx, 0.f, zz); q.v[2].p = a - Vec3f(xx, 0.f, zz); q.v[3].p = a; drawQuadRTP(mat, q); } } }
void RuneOfGuardingSpell::Update() { EERIE_LIGHT * light = lightHandleGet(m_light); if(light) { float fa = Random::getf(0.85f, 1.0f); light->intensity = 0.7f + 2.3f * fa; light->fallend = 350.f; light->fallstart = 150.f; light->rgb = Color3f(1.0f, 0.2f, 0.2f); light->creationTime = g_gameTime.now(); light->duration = GameDurationMs(200); } Vec3f pos = m_pos + Vec3f(0.f, -20.f, 0.f); RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef stiteangle; Color3f stitecolor; float stiteangleb = m_elapsed / GameDurationMs(100); stiteangle.setPitch(0); stiteangle.setRoll(0); stiteangle.setYaw(stiteangleb * 0.1f); stitecolor = Color3f(0.4f, 0.4f, 0.6f); float scale = std::sin(m_elapsed / GameDurationMsf(66.6666666f)); Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f); Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat); stiteangle.setYaw(stiteangleb); stitecolor = Color3f(0.6f, 0.f, 0.f); stitescale = Vec3f(2.f) * (1.f + 0.01f * scale); Draw3DObject(ssol, stiteangle, pos, stitescale, stitecolor, mat); stitecolor = Color3f(0.6f, 0.3f, 0.45f); stitescale = Vec3f(1.8f) * (1.f + 0.02f * scale); Draw3DObject(srune, stiteangle, pos, stitescale, stitecolor, mat); for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = pos + arx::randomOffsetXZ(40.f); pd->move = arx::linearRand(Vec3f(-0.8f, -4.f, -0.8f), Vec3f(0.8f, 0.f, 0.8f)); pd->scale = Vec3f(-0.1f); pd->tolive = Random::getu(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } Sphere sphere = Sphere(m_pos, std::max(m_level * 15.f, 50.f)); if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP | CAS_NO_BACKGROUND_COL | CAS_NO_ITEM_COL | CAS_NO_FIX_COL | CAS_NO_DEAD_COL)) { spawnFireHitParticle(m_pos, 0); PolyBoomAddScorch(m_pos); LaunchFireballBoom(m_pos, m_level); DoSphericDamage(Sphere(m_pos, 30.f * m_level), 4.f * m_level, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster); ARX_SOUND_PlaySFX(g_snd.SPELL_RUNE_OF_GUARDING_END, &m_pos); requestEnd(); } }
void ARX_PARTICLES_Update(EERIE_CAMERA * cam) { ARX_PROFILE_FUNC(); if(!ACTIVEBKG) { return; } if(ParticleCount == 0) { return; } const ArxInstant now = arxtime.now(); long pcc = ParticleCount; for(size_t i = 0; i < MAX_PARTICLES && pcc > 0; i++) { PARTICLE_DEF * part = &particle[i]; if(!part->exist) { continue; } long framediff = part->timcreation + part->tolive - now; long framediff2 = now - part->timcreation; if(framediff2 < long(part->delay)) { continue; } if(part->delay > 0) { part->timcreation += part->delay; part->delay=0; if((part->m_flags & DELAY_FOLLOW_SOURCE) && part->sourceionum != EntityHandle() && entities[part->sourceionum]) { part->ov = *part->source; Entity * target = entities[part->sourceionum]; Vec3f vector = (part->ov - target->pos) * Vec3f(1.f, 0.5f, 1.f); vector = glm::normalize(vector); part->move = vector * Vec3f(18.f, 5.f, 18.f) + randomVec(-0.5f, 0.5f); } continue; } if(!part->is2D) { EERIE_BKG_INFO * bkgData = getFastBackgroundData(part->ov.x, part->ov.z); if(!bkgData || !bkgData->treat) { part->exist = false; ParticleCount--; continue; } } if(framediff <= 0) { if((part->m_flags & FIRE_TO_SMOKE) && Random::getf() > 0.7f) { part->ov += part->move; part->tolive = part->tolive * 1.375f; part->m_flags &= ~FIRE_TO_SMOKE; part->tc = smokeparticle; part->scale = glm::abs(part->scale * 2.4f); part->rgb = Color3f::gray(.45f); part->move *= 0.5f; part->siz *= 1.f / 3; part->timcreation = now; framediff = part->tolive; } else { part->exist = false; ParticleCount--; continue; } } float val = (part->tolive - framediff) * 0.01f; Vec3f in = part->ov + part->move * val; Vec3f inn = in; if(part->m_flags & GRAVITY) { in.y = inn.y = inn.y + 1.47f * val * val; } float fd = float(framediff2) / float(part->tolive); float r = 1.f - fd; if(part->m_flags & FADE_IN_AND_OUT) { long t = part->tolive / 2; if(framediff2 <= t) { r = float(framediff2) / float(t); } else { r = 1.f - float(framediff2 - t) / float(t); } } if(!part->is2D) { Sphere sp; sp.origin = in; TexturedVertex out; EE_RTP(inn, out); if(out.rhw < 0 || out.p.z > cam->cdepth * fZFogEnd) { continue; } if(part->m_flags & SPLAT_GROUND) { float siz = part->siz + part->scale.x * fd; sp.radius = siz * 10.f; if(CheckAnythingInSphere(sp, EntityHandle_Player, CAS_NO_NPC_COL)) { if(Random::getf() < 0.9f) { Color3f rgb = part->rgb; PolyBoomAddSplat(sp, rgb, 0); } part->exist = false; ParticleCount--; continue; } } if(part->m_flags & SPLAT_WATER) { float siz = part->siz + part->scale.x * fd; sp.radius = siz * Random::getf(10.f, 30.f); if(CheckAnythingInSphere(sp, EntityHandle_Player, CAS_NO_NPC_COL)) { if(Random::getf() < 0.9f) { Color3f rgb = part->rgb * 0.5f; PolyBoomAddSplat(sp, rgb, 2); } part->exist = false; ParticleCount--; continue; } } if((part->m_flags & DISSIPATING) && out.p.z < 0.05f) { out.p.z *= 20.f; r *= out.p.z; } } if(r <= 0.f) { pcc--; continue; } if(part->m_flags & PARTICLE_GOLDRAIN) { float v = Random::getf(-0.1f, 0.1f); if(part->rgb.r + v <= 1.f && part->rgb.r + v > 0.f && part->rgb.g + v <= 1.f && part->rgb.g + v > 0.f && part->rgb.b + v <= 1.f && part->rgb.b + v > 0.f) { part->rgb = Color3f(part->rgb.r + v, part->rgb.g + v, part->rgb.b + v); } } Color color = (part->rgb * r).to<u8>(); if(player.m_improve) { color.g = 0; } TextureContainer * tc = part->tc; if(tc == explo[0] && (part->m_flags & PARTICLE_ANIMATED)) { long animrange = part->cval2 - part->cval1; long num = long(float(framediff2) / float(part->tolive) * animrange); num = glm::clamp(num, long(part->cval1), long(part->cval2)); tc = explo[num]; } float siz = part->siz + part->scale.x * fd; RenderMaterial mat; mat.setTexture(tc); mat.setDepthTest(!(part->m_flags & PARTICLE_NOZBUFFER)); if(part->m_flags & PARTICLE_SUB2) { mat.setBlendType(RenderMaterial::Subtractive2); color.a = glm::clamp(r * 1.5f, 0.f, 1.f) * 255; } else if(part->m_flags & SUBSTRACT) { mat.setBlendType(RenderMaterial::Subtractive); } else { mat.setBlendType(RenderMaterial::Additive); } if(part->m_flags & ROTATING) { if(!part->is2D) { float rott = MAKEANGLE(float(now + framediff2) * part->m_rotation); float temp = (part->zdec) ? 0.0001f : 2.f; float size = std::max(siz, 0.f); EERIEAddSprite(mat, in, size, color, temp, rott); } } else if(part->is2D) { float siz2 = part->siz + part->scale.y * fd; EERIEAddBitmap(mat, in, siz, siz2, tc, color); } else { float temp = (part->zdec) ? 0.0001f : 2.f; EERIEAddSprite(mat, in, siz, color, temp); } pcc--; } }
// TODO copy-paste spell effect Fissure void CSummonCreature::RenderFissure() { int i; float ff; Vec3f vt[4]; TexturedVertex vr[4]; Vec3f target; Vec3f etarget; etarget.x = fBetaRadCos; etarget.y = 0; etarget.z = fBetaRadSin; RenderMaterial mat; mat.setCulling(Renderer::CullNone); mat.setDepthTest(false); mat.setWrapMode(TextureStage::WrapClamp); mat.setBlendType(RenderMaterial::Opaque); mat.setLayer(RenderMaterial::EffectForeground); //------------------------------------------------------------------------- // computation des sommets for(i = 0; i <= std::min(end, int(fSizeIntro)); i++) { if(i <= end * 0.5f) ff = i / (end * 0.5f); else ff = 1.0f - ((i - (end + 1) * 0.5f) / (end * 0.5f)); float fTempCos = ff * fBetaRadCos; float fTempSin = ff * fBetaRadSin; va[i].x = v1a[i].x + sizeF * fTempCos; va[i].y = v1a[i].y; va[i].z = v1a[i].z + sizeF * fTempSin; vb[i].x = v1b[i].x - sizeF * fTempCos; vb[i].y = v1b[i].y; vb[i].z = v1b[i].z - sizeF * fTempSin; va[i].x += rnd() * 0.5f * fTempCos; va[i].z += rnd() * 0.5f * fTempSin; vb[i].x -= rnd() * 0.5f * fTempCos; vb[i].z -= rnd() * 0.5f * fTempSin; } //------------------------------------------------------------------------- // rendu de la fissure mat.setBlendType(RenderMaterial::Opaque); vr[0].color = vr[1].color = vr[2].color = vr[3].color = Color::black.toRGB(); if(bIntro) { for(i = 0; i < std::min(end, (int)fSizeIntro); i++) { vr[0].p = EE_RT(v1a[i]); vr[1].p = EE_RT(v1b[i]); vr[2].p = EE_RT(v1a[i+1]); vr[3].p = EE_RT(v1b[i+1]); drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } } else { for(i = 0; i < std::min(end, (int)fSizeIntro); i++) { vr[0].p = EE_RT(va[i]); vr[1].p = EE_RT(vb[i]); vr[2].p = EE_RT(va[i+1]); vr[3].p = EE_RT(vb[i+1]); drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } } //------------------------------------------------------------------------- // rendu de la bordure mat.setBlendType(RenderMaterial::Additive); vr[0].color = vr[1].color = Color::black.toRGB(); vr[2].color = vr[3].color = fColorBorder.toRGB(); for(i = 0; i < std::min(end, (int)fSizeIntro); i++) { vt[2] = va[i] - (va[i] - eSrc) * 0.2f; vt[3] = va[i + 1] - (va[i + 1] - eSrc) * 0.2f; vr[0].p = EE_RT(vt[3]); vr[1].p = EE_RT(vt[2]); vr[2].p = EE_RT(va[i+1]); vr[3].p = EE_RT(va[i]); drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); vt[2] = vb[i] - (vb[i] - eSrc) * 0.2f; vt[3] = vb[i + 1] - (vb[i + 1] - eSrc) * 0.2f; vr[3].p = EE_RT(vb[i]); vr[2].p = EE_RT(vb[i+1]); vr[1].p = EE_RT(vt[2]); vr[0].p = EE_RT(vt[3]); drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } //------------------------------------------------------------------------- // rendu des faisceaux // blend additif ou mul // smooth sur les cotés ou pas .. // texture sympa avec glow au milieu ou uv wrap mat.setWrapMode(TextureStage::WrapMirror); mat.setTexture(tex_light); target.x = eSrc.x + -fBetaRadSin * (1.5f * sizeF); target.y = eSrc.y; target.z = eSrc.z + fBetaRadCos * (1.5f * sizeF); EE_RTP(vt[1], &vr[0]); vr[0].color = vr[1].color = fColorRays1.toRGB(); vr[2].color = vr[3].color = fColorRays2.toRGB(); vr[0].uv.x = fTexWrap; vr[0].uv.y = 1; vr[1].uv.x = 1.0f + fTexWrap; vr[1].uv.y = 1; vr[2].uv.x = fTexWrap; vr[2].uv.y = 0; vr[3].uv.x = 1.0f + fTexWrap; vr[3].uv.y = 0; for(i = 0; i < end - 1; i++) { if(i < fSizeIntro) { vt[0] = va[i]; vt[1] = va[i + 1]; vt[2] = va[i] + (va[i] - target) * 2.f; vt[3] = va[i + 1] + (va[i + 1] - target) * 2.f; vr[0].color = (fColorRays1 * tfRaysa[i]).toRGB(); vr[1].color = (fColorRays1 * tfRaysa[i + 1]).toRGB(); vr[2].color = (fColorRays2 * tfRaysa[i]).toRGB(); vr[3].color = (fColorRays2 * tfRaysa[i + 1]).toRGB(); vr[3].p = EE_RT(vt[0]); vr[2].p = EE_RT(vt[1]); vr[1].p = EE_RT(vt[2]); vr[0].p = EE_RT(vt[3]); drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } if(i < fSizeIntro) { vt[0] = vb[i + 1]; vt[1] = vb[i]; vt[2] = vb[i + 1] + (vb[i + 1] - target) * 2.f; vt[3] = vb[i] + (vb[i] - target) * 2.f; vr[0].color = (fColorRays1 * tfRaysb[i]).toRGB(); vr[1].color = (fColorRays1 * tfRaysb[i + 1]).toRGB(); vr[2].color = (fColorRays2 * tfRaysb[i]).toRGB(); vr[3].color = (fColorRays2 * tfRaysb[i + 1]).toRGB(); vr[3].p = EE_RT(vt[0]); vr[2].p = EE_RT(vt[1]); vr[1].p = EE_RT(vt[2]); vr[0].p = EE_RT(vt[3]); drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } } }
void IceFieldSpell::Update() { EERIE_LIGHT * el = dynLightCreate(m_light); if(el) { el->pos = m_pos + Vec3f(0.f, -120.f, 0.f); el->intensity = 4.6f; el->fallstart = Random::getf(150.f, 180.f); el->fallend = Random::getf(290.f, 320.f); el->rgb = Color3f(0.76f, 0.76f, 1.0f) + Color3f(0.f, 0.f, Random::getf(-0.1f, 0.f)); el->duration = ArxDurationMs(600); el->extras=0; } if(!VisibleSphere(Sphere(m_pos - Vec3f(0.f, 120.f, 0.f), 350.f))) return; RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); for(int i = 0; i < iMax; i++) { tSize[i] += Vec3f(0.1f); tSize[i] = glm::min(tSize[i], tSizeMax[i]); Anglef stiteangle = Anglef::ZERO; Vec3f stitepos; Vec3f stitescale; Color3f stitecolor; stiteangle.setYaw(glm::cos(glm::radians(tPos[i].x)) * 360); stitepos.x = tPos[i].x; stitepos.y = m_pos.y; stitepos.z = tPos[i].z; stitecolor.r = tSizeMax[i].y * 0.7f; stitecolor.g = tSizeMax[i].y * 0.7f; stitecolor.b = tSizeMax[i].y * 0.9f; if(stitecolor.r > 1) stitecolor.r = 1; if(stitecolor.g > 1) stitecolor.g = 1; if(stitecolor.b > 1) stitecolor.b = 1; stitescale.z = tSize[i].x; stitescale.y = tSize[i].y; stitescale.x = tSize[i].z; EERIE_3DOBJ * obj = (tType[i] == 0) ? smotte : stite; Draw3DObject(obj, stiteangle, stitepos, stitescale, stitecolor, mat); } for(int i = 0; i < iMax * 0.5f; i++) { float t = Random::getf(); if(t < 0.01f) { PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = tPos[i] + randomVec(-5.f, 5.f); pd->move = randomVec(-2.f, 2.f); pd->siz = 20.f; pd->tolive = Random::getu(2000, 6000); pd->tc = tex_p2; pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING; pd->m_rotation = 0.0000001f; pd->rgb = Color3f(0.7f, 0.7f, 1.f); } } else if (t > 0.095f) { PARTICLE_DEF * pd = createParticle(); if(pd) { pd->ov = tPos[i] + randomVec(-5.f, 5.f) + Vec3f(0.f, 50.f, 0.f); pd->move = Vec3f(0.f, Random::getf(-2.f, 2.f), 0.f); pd->siz = 0.5f; pd->tolive = Random::getu(2000, 6000); pd->tc = tex_p1; pd->m_flags = FADE_IN_AND_OUT | ROTATING | DISSIPATING; pd->m_rotation = 0.0000001f; pd->rgb = Color3f(0.7f, 0.7f, 1.f); } } } }
void ConfuseSpell::Update() { Vec3f pos = entities[m_target]->pos; if(m_target != EntityHandle_Player) { pos.y += entities[m_target]->physics.cyl.height - 30.f; } ObjVertHandle idx = entities[m_target]->obj->fastaccess.head_group_origin; if(idx != ObjVertHandle()) { pos = entities[m_target]->obj->vertexlist3[idx.handleData()].v; pos.y -= 50.f; } eCurPos = pos; RenderMaterial mat; mat.setDepthTest(false); mat.setBlendType(RenderMaterial::Additive); mat.setTexture(tex_trail); Anglef stiteangle = Anglef(0.f, -glm::degrees(arxtime.now_f() * ( 1.0f / 500 )), 0.f); { AnimationDuration delta = AnimationDurationUs(s64(g_framedelay * 1000.f)); EERIEDrawAnimQuatUpdate(spapi, animlayer, stiteangle, eCurPos, delta, NULL, false); EERIEDrawAnimQuatRender(spapi, eCurPos, NULL, 0.f); } for(int i = 0; i < 6; i++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } Vec2f p = glm::diskRand(15.f); pd->ov = eCurPos + Vec3f(p.x, 0.f, p.y); pd->move = Vec3f(0.f, Random::getf(1.f, 4.f), 0.f); pd->siz = 0.25f; pd->tolive = Random::getu(2300, 3300); pd->tc = tex_p1; pd->m_flags = PARTICLE_GOLDRAIN | FADE_IN_AND_OUT | ROTATING | DISSIPATING; pd->m_rotation = 0.0000001f; Color3f baseColor = Color3f(0.4f, 0.2f, 0.4f); Color3f randomFactor = Color3f(0.4f, 0.6f, 0.4f); Color3f c = baseColor + randomColor3f() * randomFactor; while(glm::abs(c.r - c.g) > 0.3f && glm::abs(c.g - c.b) > 0.3f) { c = baseColor + randomColor3f() * randomFactor; } pd->rgb = c * Color3f(0.8f, 0.8f, 0.8f); } EERIE_LIGHT * light = dynLightCreate(m_light); if(light) { light->intensity = 1.3f; light->fallstart = 180.f; light->fallend = 420.f; light->rgb = Color3f(0.3f, 0.3f, 0.5f) + Color3f(0.2f, 0.f, 0.2f) * randomColor3f(); light->pos = eCurPos; light->duration = ArxDurationMs(200); light->extras = 0; } }
void RuneOfGuardingSpell::Update(float timeDelta) { ulCurrentTime += timeDelta; if(lightHandleIsValid(m_light)) { EERIE_LIGHT * light = lightHandleGet(m_light); float fa = 1.0f - rnd() * 0.15f; light->intensity = 0.7f + 2.3f * fa; light->fallend = 350.f; light->fallstart = 150.f; light->rgb = Color3f(1.0f, 0.2f, 0.2f); light->time_creation = (unsigned long)(arxtime); light->duration = 200; } Vec3f pos = m_pos + Vec3f(0.f, -20.f, 0.f); RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef stiteangle; Color3f stitecolor; float stiteangleb = float(ulCurrentTime) * 0.01f; stiteangle.setYaw(0); stiteangle.setRoll(0); stiteangle.setPitch(stiteangleb * 0.1f); stitecolor = Color3f(0.4f, 0.4f, 0.6f); float scale = std::sin(ulCurrentTime * 0.015f); Vec3f stitescale = Vec3f(1.f, -0.1f, 1.f); Draw3DObject(slight, stiteangle, pos, stitescale, stitecolor, mat); stiteangle.setPitch(stiteangleb); stitecolor = Color3f(0.6f, 0.f, 0.f); stitescale = Vec3f(2.f) * (1.f + 0.01f * scale); Draw3DObject(ssol, stiteangle, pos, stitescale, stitecolor, mat); stitecolor = Color3f(0.6f, 0.3f, 0.45f); stitescale = Vec3f(1.8f) * (1.f + 0.02f * scale); Draw3DObject(srune, stiteangle, pos, stitescale, stitecolor, mat); for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } pd->ov = pos + (Vec3f(40.f, 0.f, 40.f) * Vec3f(frand2(), 0.f, frand2())); pd->move = Vec3f(0.8f, -4.f, 0.8f) * Vec3f(frand2(), rnd(), frand2()); pd->scale = Vec3f(-0.1f); pd->tolive = Random::get(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } Sphere sphere = Sphere(m_pos, std::max(m_level * 15.f, 50.f)); if(CheckAnythingInSphere(sphere, m_caster, CAS_NO_SAME_GROUP | CAS_NO_BACKGROUND_COL | CAS_NO_ITEM_COL| CAS_NO_FIX_COL | CAS_NO_DEAD_COL)) { ARX_BOOMS_Add(m_pos); LaunchFireballBoom(m_pos, (float)m_level); DoSphericDamage(Sphere(m_pos, 30.f * m_level), 4.f * m_level, DAMAGE_AREA, DAMAGE_TYPE_FIRE | DAMAGE_TYPE_MAGICAL, m_caster); ARX_SOUND_PlaySFX(SND_SPELL_RUNE_OF_GUARDING_END, &m_pos); m_duration = 0; } }
void ARX_MAGICAL_FLARES_Update() { if(!g_magicFlaresCount) return; shinum++; if(shinum >= 10) { shinum = 1; } PlatformDuration diff = g_platformTime.lastFrameDuration(); bool key = !GInput->actionPressed(CONTROLS_CUST_MAGICMODE); RenderMaterial mat; mat.setBlendType(RenderMaterial::Additive); EERIE_LIGHT * light = lightHandleGet(torchLightHandle); for(long j = 1; j < 5; j++) { TextureContainer * surf; switch(j) { case 2: surf = g_magicFlareTextures.lumignon; break; case 3: surf = g_magicFlareTextures.lumignon2; break; case 4: surf = g_magicFlareTextures.plasm; break; default: surf = g_magicFlareTextures.shine[shinum]; break; } mat.setTexture(surf); for(size_t i = 0; i < g_magicFlaresMax; i++) { MagicFlare & flare = g_magicFlares[i]; if(!flare.exist || flare.type != j) { continue; } flare.tolive -= diff * 2; if(flare.flags & 1) { flare.tolive -= diff * 4; } else if(key) { flare.tolive -= diff * 6; } float z = flare.tolive / PlatformDurationMs(4000); float size; if(flare.type == 1) { size = flare.size * 2 * z; } else if(flare.type == 4) { size = flare.size * 2.f * z * (4.0f / 3.0f); } else { size = flare.size; } if(flare.tolive <= 0 || flare.pos.y < -64.f || size < 3.f) { removeFlare(flare); continue; } if(flare.type == 1 && z < 0.6f) { z = 0.6f; } Color3f color = flare.rgb * z; light->rgb = componentwise_max(light->rgb, color); EERIE_LIGHT * el = lightHandleGet(flare.dynlight); if(el) { el->pos = flare.p; el->rgb = color; } mat.setDepthTest(flare.io != NULL); if(flare.bDrawBitmap) { Vec3f pos = Vec3f(flare.p.x - size / 2.0f, flare.p.y - size / 2.0f, flare.p.z); EERIEAddBitmap(mat, pos, size, size, surf, Color(color)); } else { EERIEAddSprite(mat, flare.p, size * 0.025f + 1.f, Color(color), 2.f); } } } light->rgb = componentwise_min(light->rgb, Color3f::white); }
void CMagicMissile::Render() { Vec3f lastpos, newpos; Vec3f v; if(ulCurrentTime >= ulDuration) return; RenderMaterial mat; mat.setCulling(Renderer::CullNone); mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); if(tex_mm) mat.setTexture(tex_mm); if(bMove) { float fOneOnDuration = 1.f / (float)(ulDuration); fTrail = (ulCurrentTime * fOneOnDuration) * (iBezierPrecision + 2) * 5; } newpos = lastpos = pathways[0]; for(int i = 0; i < 5; i++) { int kp = i; int kpprec = (i > 0) ? kp - 1 : kp ; int kpsuiv = kp + 1 ; int kpsuivsuiv = (i < (5 - 2)) ? kpsuiv + 1 : kpsuiv; for(int toto = 1; toto < iBezierPrecision; toto++) { if(fTrail < i * iBezierPrecision + toto) break; float t = toto * fOneOnBezierPrecision; float t1 = t; float t2 = t1 * t1 ; float t3 = t2 * t1 ; float f0 = 2.f * t3 - 3.f * t2 + 1.f ; float f1 = -2.f * t3 + 3.f * t2 ; float f2 = t3 - 2.f * t2 + t1 ; float f3 = t3 - t2 ; float val = pathways[kpsuiv].x; float p0 = 0.5f * (val - pathways[kpprec].x) ; float p1 = 0.5f * (pathways[kpsuivsuiv].x - pathways[kp].x) ; v.x = f0 * pathways[kp].x + f1 * val + f2 * p0 + f3 * p1 ; val = pathways[kpsuiv].y ; p0 = 0.5f * (val - pathways[kpprec].y) ; p1 = 0.5f * (pathways[kpsuivsuiv].y - pathways[kp].y) ; v.y = f0 * pathways[kp].y + f1 * val + f2 * p0 + f3 * p1 ; val = pathways[kpsuiv].z ; p0 = 0.5f * (val - pathways[kpprec].z) ; p1 = 0.5f * (pathways[kpsuivsuiv].z - pathways[kp].z) ; v.z = f0 * pathways[kp].z + f1 * val + f2 * p0 + f3 * p1 ; newpos = v; if(!((fTrail - (i * iBezierPrecision + toto)) > iLength)) { float c; if(fTrail < iLength) { c = 1.0f - ((fTrail - (i * iBezierPrecision + toto)) / fTrail); } else { c = 1.0f - ((fTrail - (i * iBezierPrecision + toto)) / (float)iLength); } float fsize = c; float alpha = c - 0.2f; if(alpha < 0.2f) alpha = 0.2f; c += Random::getf(-0.1f, 0.1f); c = glm::clamp(c, 0.f, 1.f); Color color = (m_trailColor * (c * alpha)).to<u8>(); if(fsize < 0.5f) fsize = fsize * 2 * 3; else fsize = (1.0f - fsize + 0.5f) * 2 * (3 * 0.5f); float fs = fsize * 6 + Random::getf(0.f, 0.3f); float fe = fsize * 6 + Random::getf(0.f, 0.3f); Draw3DLineTexNew(mat, lastpos, newpos, color, color, fs, fe); } Vec3f temp_vector = lastpos; lastpos = newpos; newpos = temp_vector; } } Vec3f av = newpos - lastpos; float bubu = getAngle(av.x, av.z, 0, 0); float bubu1 = getAngle(av.x, av.y, 0, 0); eCurPos = lastpos; Anglef stiteangle; stiteangle.setPitch(-glm::degrees(bubu)); stiteangle.setYaw(0); stiteangle.setRoll(-(glm::degrees(bubu1))); if(av.x < 0) stiteangle.setRoll(stiteangle.getRoll() - 90); if(av.x > 0) stiteangle.setRoll(stiteangle.getRoll() + 90); if(stiteangle.getRoll() < 0) stiteangle.setRoll(stiteangle.getRoll() + 360.0f); Draw3DObject(smissile, stiteangle, eCurPos, Vec3f_ONE, m_projectileColor, mat); }
static void drawDebugPathFinding() { if(!ACTIVEBKG || !ACTIVEBKG->anchors) { return; } const float zbias = 0.00001f; for(long i = 0; i < ACTIVEBKG->nbanchors; i++) { const ANCHOR_DATA & node = ACTIVEBKG->anchors[i]; Color color1 = (node.flags & ANCHOR_FLAG_BLOCKED) ? Color::blue : Color::green; for(long j = 0; j < node.nblinked; j++) { long k = node.linked[j]; if(k >= 0 && k < ACTIVEBKG->nbanchors && i < k) { const ANCHOR_DATA & other = ACTIVEBKG->anchors[k]; Color color2 = (other.flags & ANCHOR_FLAG_BLOCKED) ? Color::blue : Color::green; drawLine(node.pos, other.pos, color1, color2, zbias); } } if(node.height != 0.f) { Vec3f toppos = node.pos + Vec3f(0.f, node.height, 0.f); drawLine(node.pos, toppos, Color::blue, zbias); } } // Highlight active paths for(size_t i = 1; i < entities.size(); i++) { const EntityHandle handle = EntityHandle(i); const Entity * entity = entities[handle]; if(!entity || !(entity->ioflags & IO_NPC)) { continue; } const IO_PATHFIND & pathfind = entity->_npcdata->pathfind; if(pathfind.listnb <= 0 || !pathfind.list) { continue; } // Draw visited nodes yellow and target nodes as red for(long j = 1; j < pathfind.listnb; j++) { short k0 = pathfind.list[j - 1], k1 = pathfind.list[j]; if(k0 >= 0 && k0 < ACTIVEBKG->nbanchors && k1 >= 0 && k1 < ACTIVEBKG->nbanchors) { const ANCHOR_DATA & n0 = ACTIVEBKG->anchors[k0], & n1 = ACTIVEBKG->anchors[k1]; Color color0 = (j <= pathfind.listpos) ? Color::yellow : Color::red; Color color1 = (j + 1 <= pathfind.listpos) ? Color::yellow : Color::red; drawLine(n0.pos, n1.pos, color0, color1, 2.f * zbias); } } // Highlight end nodes short k0 = pathfind.list[pathfind.listnb - 1]; if(k0 >= 0 && k0 < ACTIVEBKG->nbanchors) { Anglef angle(0.f, 0.f, 0.f); Vec3f scale(0.5f); RenderMaterial mat; mat.setBlendType(RenderMaterial::Opaque); mat.setDepthTest(true); Draw3DObject(g_nodeObject, angle, ACTIVEBKG->anchors[k0].pos, scale, Color3f::white, mat); } // Show entity ID at the active node if(pathfind.listpos < pathfind.listnb) { short k1 = pathfind.list[pathfind.listpos]; if(k1 >= 0 && k1 < ACTIVEBKG->nbanchors) { if(closerThan(ACTIVEBKG->anchors[k1].pos, player.pos, DebugTextMaxDistance)) { drawTextAt(hFontDebug, ACTIVEBKG->anchors[k1].pos, entity->idString()); GRenderer->SetRenderState(Renderer::DepthTest, true); } } } } }
// TODO copy-paste spell effect Fissure void CRiseDead::RenderFissure() { float ff; Vec3f vt[4]; TexturedVertexUntransformed vr[4]; Vec3f target; RenderMaterial mat; mat.setCulling(CullNone); mat.setDepthTest(false); mat.setWrapMode(TextureStage::WrapClamp); mat.setBlendType(RenderMaterial::Opaque); mat.setLayer(RenderMaterial::EffectForeground); //------------------------------------------------------------------------- // computation des sommets for(int i = 0; i <= std::min(end, int(fSizeIntro)); i++) { if(i <= end * 0.5f) ff = i / (end * 0.5f); else ff = 1.0f - ((i - (end + 1) * 0.5f) / (end * 0.5f)); float fTempCos = ff * fBetaRadCos; float fTempSin = ff * fBetaRadSin; va[i].x = v1a[i].x + sizeF * fTempCos; va[i].y = v1a[i].y; va[i].z = v1a[i].z + sizeF * fTempSin; vb[i].x = v1b[i].x - sizeF * fTempCos; vb[i].y = v1b[i].y; vb[i].z = v1b[i].z - sizeF * fTempSin; va[i].x += Random::getf(0.f, 0.5f) * fTempCos; va[i].z += Random::getf(0.f, 0.5f) * fTempSin; vb[i].x -= Random::getf(0.f, 0.5f) * fTempCos; vb[i].z -= Random::getf(0.f, 0.5f) * fTempSin; } //------------------------------------------------------------------------- // rendu de la fissure mat.setBlendType(RenderMaterial::Opaque); vr[0].color = vr[1].color = vr[2].color = vr[3].color = Color::black.toRGB(); if(bIntro) { for(int i = 0; i < std::min(end, (int)fSizeIntro); i++) { vr[0].p = v1a[i]; vr[1].p = v1b[i]; vr[2].p = v1a[i+1]; vr[3].p = v1b[i+1]; drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } } else { for(int i = 0; i < std::min(end, (int)fSizeIntro); i++) { vr[0].p = va[i]; vr[1].p = vb[i]; vr[2].p = va[i+1]; vr[3].p = vb[i+1]; drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } } //------------------------------------------------------------------------- // rendu de la bordure mat.setBlendType(RenderMaterial::Additive); vr[0].color = vr[1].color = Color::black.toRGB(); vr[2].color = vr[3].color = m_colorBorder.toRGB(); for(int i = 0; i < std::min(end, (int)fSizeIntro); i++) { vt[2] = va[i] - (va[i] - m_eSrc) * 0.2f; vt[3] = va[i + 1] - (va[i + 1] - m_eSrc) * 0.2f; vr[0].p = vt[3]; vr[1].p = vt[2]; vr[2].p = va[i+1]; vr[3].p = va[i]; drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); vt[2] = vb[i] - (vb[i] - m_eSrc) * 0.2f; vt[3] = vb[i + 1] - (vb[i + 1] - m_eSrc) * 0.2f; vr[3].p = vb[i]; vr[2].p = vb[i+1]; vr[1].p = vt[2]; vr[0].p = vt[3]; drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } //------------------------------------------------------------------------- // rendu des faisceaux // blend additif ou mul // smooth sur les cotés ou pas .. // texture sympa avec glow au milieu ou uv wrap mat.setWrapMode(TextureStage::WrapMirror); mat.setTexture(tex_light); target.x = m_eSrc.x ; target.y = m_eSrc.y + 1.5f * sizeF; target.z = m_eSrc.z ; vr[0].color = vr[1].color = m_colorRays1.toRGB(); vr[2].color = vr[3].color = m_colorRays2.toRGB(); vr[0].uv = Vec2f(0, 1); vr[1].uv = Vec2f(1, 1); vr[2].uv = Vec2f(0, 0); vr[3].uv = Vec2f(1, 0); for(int i = 0; i < end - 1; i++) { float t = Random::getf(); if(t <= 0.15f) { if(tfRaysa[i] < 1.0f) tfRaysa[i] += 0.02f; if(tfRaysa[i+1] < 1.0f) tfRaysa[i+1] += 0.01f; if(tfRaysa[i] > 1.0f) tfRaysa[i] = 1.0f; if(tfRaysa[i+1] > 1.0f) tfRaysa[i+1] = 1.0f; } if(t >= 0.9f) { if(tfRaysa[i] > 0.0f) tfRaysa[i] -= 0.02f; if(tfRaysa[i+1] > 0.0f) tfRaysa[i+1] -= 0.01f; if(tfRaysa[i] < 0.0f) tfRaysa[i] = 0.0f; if(tfRaysa[i+1] < 0.0f) tfRaysa[i+1] = 0.0f; } float t2 = Random::getf(); if(t2 <= 0.15f) { if(tfRaysb[i] < 1.0f) tfRaysb[i] += 0.02f; if(tfRaysb[i+1] < 1.0f) tfRaysb[i+1] += 0.01f; if(tfRaysb[i] > 1.0f) tfRaysb[i] = 1.0f; if(tfRaysb[i+1] > 1.0f) tfRaysb[i+1] = 1.0f; } if(t2 >= 0.9f) { if(tfRaysb[i] > 0.0f) tfRaysb[i] -= 0.02f; if(tfRaysb[i+1] > 0.0f) tfRaysb[i+1] -= 0.01f; if(tfRaysb[i] < 0.0f) tfRaysb[i] = 0.0f; if(tfRaysb[i+1] < 0.0f) tfRaysb[i+1] = 0.0f; } if(i < fSizeIntro) { vt[0] = va[i]; vt[1] = va[i + 1]; vt[2].x = va[i].x ; vt[2].y = va[i].y + (va[i].y - target.y) * 2; vt[2].z = va[i].z ; vt[3].x = va[i+1].x ; vt[3].y = va[i+1].y + (va[i+1].y - target.y) * 2; vt[3].z = va[i+1].z ; vr[0].color = (m_colorRays1 * tfRaysa[i]).toRGB(); vr[1].color = (m_colorRays1* tfRaysa[i + 1]).toRGB(); vr[2].color = (m_colorRays2 * tfRaysa[i]).toRGB(); vr[3].color = (m_colorRays2 * tfRaysa[i + 1]).toRGB(); vr[0].p = vt[0]; vr[1].p = vt[1]; vr[2].p = vt[2]; vr[3].p = vt[3]; drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } if(i < fSizeIntro) { vt[0] = vb[i + 1]; vt[1] = vb[i]; vt[2].x = vb[i+1].x ; vt[2].y = vb[i+1].y + (vb[i+1].y - target.y) * 2; vt[2].z = vb[i+1].z ; vt[3].x = vb[i].x ; vt[3].y = vb[i].y + (vb[i].y - target.y) * 2; vt[3].z = vb[i].z ; vr[0].color = (m_colorRays1 * tfRaysb[i]).toRGB(); vr[1].color = (m_colorRays1 * tfRaysb[i + 1]).toRGB(); vr[2].color = (m_colorRays2 * tfRaysb[i]).toRGB(); vr[3].color = (m_colorRays2 * tfRaysb[i + 1]).toRGB(); vr[0].p = vt[0]; vr[1].p = vt[1]; vr[2].p = vt[2]; vr[3].p = vt[3]; drawTriangle(mat, &vr[0]); drawTriangle(mat, &vr[1]); } } }
void ARXDRAW_DrawPolyBoom() { ARX_PROFILE_FUNC(); TexturedVertex ltv[4]; GRenderer->SetFogColor(Color::none); // TODO: not handled by RenderMaterial unsigned long tim = (unsigned long)(arxtime); RenderMaterial mat = RenderMaterial::getCurrent(); mat.setDepthBias(8); mat.setLayer(RenderMaterial::Decal); std::vector<POLYBOOM>::iterator pb = polyboom.begin(); while (pb != polyboom.end()) { if(pb->type & 128) { if(pb->timecreation - framedelay > 0) { float fCalc = pb->timecreation - framedelay; pb->timecreation = checked_range_cast<unsigned long>(fCalc); } if(pb->timecreation - framedelay > 0) { float fCalc = pb->timecreation - framedelay; pb->timecreation = checked_range_cast<unsigned long>(fCalc); } } float t = (float)pb->timecreation + (float)pb->tolive - (float)tim; if(t <= 0) { pb = polyboom.erase(pb); continue; } long typp = pb->type; typp &= ~128; switch(typp) { case 0: { float tt = t / (float)pb->tolive * 0.8f; IncrementPolyWithNormalOutput(pb->ep,ltv); for(long k = 0; k < pb->nbvert; k++) { ltv[k].p = EE_RT(ltv[k].p); ltv[k].uv.x=pb->u[k]; ltv[k].uv.y=pb->v[k]; ltv[k].color = (player.m_improve ? (Color3f::red * (tt*.5f)) : Color3f::gray(tt)).toRGB(); } if(player.m_improve) { mat.setBlendType(RenderMaterial::Additive); } else { mat.setBlendType(RenderMaterial::Subtractive); } mat.setTexture(Boom); drawTriangle(mat, <v[0]); if(pb->nbvert & 4) { drawTriangle(mat, <v[1]); } break; } case 1: { // Blood float div = 1.f / (float)pb->tolive; float tt = t * div; float tr = std::max(1.f, tt * 2 - 0.5f); ColorRGBA col = (pb->rgb * tt).toRGB(glm::clamp(tt * 1.5f, 0.f, 1.f) * 255); IncrementPolyWithNormalOutput(pb->ep, ltv); for(long k = 0; k < pb->nbvert; k++) { ltv[k].p = EE_RT(ltv[k].p); ltv[k].uv.x=(pb->u[k]-0.5f)*(tr)+0.5f; ltv[k].uv.y=(pb->v[k]-0.5f)*(tr)+0.5f; ltv[k].color = col; } mat.setWrapMode(TextureStage::WrapClamp); mat.setBlendType(RenderMaterial::Subtractive2); mat.setTexture(pb->tc); drawTriangle(mat, <v[0]); if(pb->nbvert & 4) { drawTriangle(mat, <v[1]); } break; } case 2: { // Water float div = 1.f / (float)pb->tolive; float tt = t * div; float tr = std::max(1.f, tt * 2 - 0.5f); float ttt = tt * 0.5f; ColorRGBA col = (pb->rgb * ttt).toRGB(); IncrementPolyWithNormalOutput(pb->ep,ltv); for(long k = 0; k < pb->nbvert; k++) { ltv[k].p = EE_RT(ltv[k].p); ltv[k].uv.x=(pb->u[k]-0.5f)*(tr)+0.5f; ltv[k].uv.y=(pb->v[k]-0.5f)*(tr)+0.5f; ltv[k].color=col; } if ( (ltv[0].uv.x<0.f) && (ltv[1].uv.x<0.f) && (ltv[2].uv.x<0.f) && (ltv[3].uv.x<0.f) ) break; if ( (ltv[0].uv.y<0.f) && (ltv[1].uv.y<0.f) && (ltv[2].uv.y<0.f) && (ltv[3].uv.y<0.f) ) break; if ( (ltv[0].uv.x>1.f) && (ltv[1].uv.x>1.f) && (ltv[2].uv.x>1.f) && (ltv[3].uv.x>1.f) ) break; if ( (ltv[0].uv.y>1.f) && (ltv[1].uv.y>1.f) && (ltv[2].uv.y>1.f) && (ltv[3].uv.y>1.f) ) break; mat.setWrapMode(TextureStage::WrapClamp); mat.setBlendType(RenderMaterial::Screen); mat.setTexture(pb->tc); drawTriangle(mat, <v[0]); if(pb->nbvert & 4) { drawTriangle(mat, <v[1]); } break; } } ++pb; } GRenderer->SetFogColor(ulBKGColor); }
void RepelUndeadSpell::Update(float timeDelta) { ARX_UNUSED(timeDelta); Vec3f pos = entities[m_target]->pos; float rot; if(m_target == PlayerEntityHandle) { rot = player.angle.getPitch(); } else { rot = entities[m_target]->angle.getPitch(); } m_pos = pos; m_yaw = rot; RenderMaterial mat; mat.setDepthTest(true); mat.setBlendType(RenderMaterial::Additive); Anglef eObjAngle; eObjAngle.setPitch(m_yaw); eObjAngle.setYaw(0); eObjAngle.setRoll(0); float vv = 1.f + (std::sin(arxtime.get_updated() * ( 1.0f / 1000 ))); vv *= ( 1.0f / 2 ); vv += 1.1f; Draw3DObject(ssol, eObjAngle, m_pos + Vec3f(0.f, -5.f, 0.f), Vec3f(vv), Color3f(0.6f, 0.6f, 0.8f), mat); vv *= 100.f; for(int n = 0; n < 4; n++) { PARTICLE_DEF * pd = createParticle(); if(!pd) { break; } float dx = -std::sin(frand2() * 360.f) * vv; float dz = std::cos(frand2() * 360.f) * vv; pd->ov = m_pos + Vec3f(dx, 0.f, dz); pd->move = Vec3f(0.8f * frand2(), -4.f * rnd(), 0.8f * frand2()); pd->scale = Vec3f(-0.1f); pd->tolive = Random::get(2600, 3200); pd->tc = tex_p2; pd->siz = 0.3f; pd->rgb = Color3f(.4f, .4f, .6f); } if(!lightHandleIsValid(m_light)) { m_light = GetFreeDynLight(); } if(lightHandleIsValid(m_light)) { EERIE_LIGHT * light = lightHandleGet(m_light); light->intensity = 2.3f; light->fallend = 350.f; light->fallstart = 150.f; light->rgb = Color3f(0.8f, 0.8f, 1.f); light->pos = m_pos + Vec3f(0.f, -50.f, 0.f); light->duration = 200; light->time_creation = (unsigned long)(arxtime); } if (m_target == PlayerEntityHandle) ARX_SOUND_RefreshPosition(m_snd_loop, entities[m_target]->pos); }