Exemplo n.º 1
0
// Calculate lightning for given model
void shaCalculateLightForSpecular(void)
{
  ASSERT(_paNormals!=NULL);
  _acolVtxColors.PopAll();
  _acolVtxColors.Push(_ctVertices);

  GFXColor colModel   = (GFXColor)_colModel;   // Model color
  GFXColor &colAmbient = (GFXColor)_colAmbient; // Ambient color
  GFXColor &colLight   = (GFXColor)_colLight;   // Light color
  GFXColor &colSurface = (GFXColor)_colConstant; // shader color

  // colModel = MulColors(colModel.r,colSurface.abgr);
  colModel.MultiplyRGBA(colModel,colSurface);

  UBYTE ubColShift = 8;
  SLONG slar = colAmbient.r;
  SLONG slag = colAmbient.g;
  SLONG slab = colAmbient.b;

  if(shaOverBrightningEnabled()) {
    slar = ClampUp(slar,127L);
    slag = ClampUp(slag,127L);
    slab = ClampUp(slab,127L);
    ubColShift = 8;
  } else {
    slar*=2;
    slag*=2;
    slab*=2;
    ubColShift = 7;
  }

  // for each vertex color
  for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
    // calculate vertex light
    FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
    FLOAT fDot = vNorm % _vLightDir;
    fDot = Clamp(fDot,0.0f,1.0f);
    SLONG slDot = NormFloatToByte(fDot);

    _acolVtxColors[ivx].r = ClampUp(colModel.r * (slar + ((colLight.r * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].g = ClampUp(colModel.g * (slag + ((colLight.g * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].b = ClampUp(colModel.b * (slab + ((colLight.b * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].a = slDot;//colModel.a;//slDot;
  }
  // Set current wertex array 
  _pcolVtxColors = &_acolVtxColors[0];
}
Exemplo n.º 2
0
extern void LCDPrepare(FLOAT fFade)
{
  // get current time and alpha value
  _tmNow = (FLOAT)_pTimer->GetHighPrecisionTimer().GetSeconds();
  _ulA   = NormFloatToByte(fFade);
}
Exemplo n.º 3
0
// Calculate lightning for given model
void shaCalculateLight(void)
{
  // if full bright
  if(shaGetFlags()&BASE_FULL_BRIGHT) {
    GFXColor colLight = _colConstant;
    GFXColor colAmbient;
    GFXColor colConstant;
    // is over brightning enabled
    if(shaOverBrightningEnabled()) {
      colAmbient = 0x7F7F7FFF;
    } else {
      colAmbient = 0xFFFFFFFF;
    }
    colConstant.MultiplyRGBA(colLight,colAmbient);
    shaSetConstantColor(ByteSwap(colConstant.abgr));
    // no vertex colors
    return;
  }

  ASSERT(_paNormals!=NULL);
  _acolVtxColors.PopAll();
  _acolVtxColors.Push(_ctVertices);

  GFXColor colModel   = (GFXColor)_colModel;   // Model color
  GFXColor &colAmbient = (GFXColor)_colAmbient; // Ambient color
  GFXColor &colLight   = (GFXColor)_colLight;   // Light color
  GFXColor &colSurface = (GFXColor)_colConstant; // shader color

  colModel.MultiplyRGBA(colModel,colSurface);

  UBYTE ubColShift = 8;
  SLONG slar = colAmbient.r;
  SLONG slag = colAmbient.g;
  SLONG slab = colAmbient.b;

  if(shaOverBrightningEnabled()) {
    slar = ClampUp(slar,127L);
    slag = ClampUp(slag,127L);
    slab = ClampUp(slab,127L);
    ubColShift = 8;
  } else {
    slar*=2;
    slag*=2;
    slab*=2;
    ubColShift = 7;
  }

  // for each vertex color
  for(INDEX ivx=0;ivx<_ctVertices;ivx++) {
    // calculate vertex light
    FLOAT3D &vNorm = FLOAT3D(_paNormals[ivx].nx,_paNormals[ivx].ny,_paNormals[ivx].nz);
    FLOAT fDot = vNorm % _vLightDir;
    fDot = Clamp(fDot,0.0f,1.0f);
    SLONG slDot = NormFloatToByte(fDot);

    _acolVtxColors[ivx].r = ClampUp(colModel.r * (slar + ((colLight.r * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].g = ClampUp(colModel.g * (slag + ((colLight.g * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].b = ClampUp(colModel.b * (slab + ((colLight.b * slDot)>>ubColShift))>>8,255L);
    _acolVtxColors[ivx].a = colModel.a;//slDot;
  }
  // Set current vertex color array 
  _pcolVtxColors = &_acolVtxColors[0];
}
Exemplo n.º 4
0
void CGame::ComputerRender(CDrawPort *pdp)
{
  // if playing a demo
  if (_pNetwork->IsPlayingDemo()) {
    // never call computer
    cmp_ppenPlayer = NULL;
  }

  // disable netricsa for non-local players
  if (cmp_ppenPlayer!=NULL && !_pNetwork->IsPlayerLocal(cmp_ppenPlayer)) {
    cmp_ppenPlayer = NULL;
  }
  if (cmp_ppenDHPlayer!=NULL && !_pNetwork->IsPlayerLocal(cmp_ppenDHPlayer)) {
    cmp_ppenDHPlayer = NULL;
  }
  if (cmp_ppenDHPlayer!=NULL && !pdp->IsDualHead()) {
    cmp_ppenDHPlayer = NULL;
  }

  // initially - no player
  _ppenPlayer=NULL;

  // if player calls computer
  if (cmp_ppenPlayer!=NULL) {
    // use that player
    _ppenPlayer = cmp_ppenPlayer;
    // if computer is on in background
    if (_pGame->gm_csComputerState==CS_ONINBACKGROUND) {
      // just toggle to on
      _pGame->gm_csComputerState=CS_ON;
      // find group with some unread messages
      FindGroupWithUnread();
      // force reinit
      _cmtCurrentType = (enum CompMsgType)-1;
    }
  // if using dualhead to render computer on second display
  } else if (cmp_ppenDHPlayer!=NULL) {
    // use that player
    _ppenPlayer = cmp_ppenDHPlayer;
    // clear dualhead request - it has to be reinitialized every frame
    cmp_ppenDHPlayer = NULL;

    // if viewing statistics
    if (_cmtWantedType == CMT_STATISTICS) {
      // fill in fresh player statistics
      _ppenPlayer->GetStats(_strStatsDetails, CST_DETAIL, _ctTextCharsPerRow);
      // force updating
      UpdateType(TRUE);
    }

    // if computer is not on or on in background
    if (_pGame->gm_csComputerState!=CS_ON && _pGame->gm_csComputerState!=CS_ONINBACKGROUND) {
      // switch on fast
      ComputerOn();
      fComputerFadeValue = 1.0f;
      _pGame->gm_csComputerState = CS_ONINBACKGROUND;
      cmp_bInitialStart = FALSE; // end of eventual initial start
    }

    // if should update to new message
    if (cmp_bUpdateInBackground) {
      cmp_bUpdateInBackground = FALSE;
      FindGroupWithUnread();
      // force reinit
      _cmtCurrentType = (enum CompMsgType)-1;
    }
  }

  // if no player
  if (_ppenPlayer==NULL) {
    // make sure computer is off
    _pGame->gm_csComputerState=CS_OFF;
    // do nothing more
    return;
  }

  // if computer is not active
  if (_pGame->gm_csComputerState==CS_OFF) {
    // just remember time
    tvComputerLast = _pTimer->GetHighPrecisionTimer();
    // if a player wants computer
    if (_ppenPlayer!=NULL) {
      // start turning on
      _pGame->gm_csComputerState=CS_TURNINGON;
      ComputerOn();
    } else {
      return;
    }
  }
 
  // calculate up-down speed to be independent of refresh speed
  CTimerValue tvNow   = _pTimer->GetHighPrecisionTimer();
  CTimerValue tvDelta = tvNow - tvComputerLast;
  tvComputerLast      = tvNow;
  FLOAT fFadeSpeed    = (FLOAT)(tvDelta.GetSeconds() / tmComputerFade);

  // if computer is dropping down
  if( _pGame->gm_csComputerState==CS_TURNINGON) {
    // move it down
    fComputerFadeValue += fFadeSpeed;
    // if finished moving
    if( fComputerFadeValue>1.0f) {
      // stop
      fComputerFadeValue = 1.0f;
      _pGame->gm_csComputerState   = CS_ON;
      cmp_bInitialStart  = FALSE; // end of eventual initial start
    }
  }
  // if computer is pulling up
  if( _pGame->gm_csComputerState==CS_TURNINGOFF) {
    // move it up
    fComputerFadeValue -= fFadeSpeed;
    // if finished moving
    if( fComputerFadeValue<0.0f) {
      // stop
      fComputerFadeValue = 0.0f;
      _pGame->gm_csComputerState   = CS_OFF;
      ComputerOff();
      cmp_ppenPlayer = NULL;
      // exit computer
      return;
    }
  }

  // safety check -> do not proceed if no player
  if (_ppenPlayer==NULL) {
    return;
  }

  // lock drawport
  CDrawPort dpComp(pdp, FALSE);
  if(!dpComp.Lock()) {
    // do nothing
    return;
  }

  // if in fullscreen
  CDisplayMode dmCurrent;
  _pGfx->GetCurrentDisplayMode(dmCurrent);
  if (dmCurrent.IsFullScreen() && dmCurrent.IsDualHead()) {
    // clamp mouse pointer
    _vpixMouse(1) = Clamp(_vpixMouse(1), 0L, dpComp.GetWidth());
    _vpixMouse(2) = Clamp(_vpixMouse(2), 0L, dpComp.GetHeight());
  // if in window
  } else {
    // use same mouse pointer as windows
    _vpixMouse = _vpixExternMouse;
    // if dualhead
    if (dpComp.dp_MinI>0) {
      // offset by half screen
      _vpixMouse(1) -= dpComp.GetWidth();
    }
    // if widescreen
    if (dpComp.dp_MinJ>0) {
      // offset by screen top
      _vpixMouse(2) -= dpComp.dp_MinJ;
    }
  }

  TIME tmOld     = _pTimer->CurrentTick();
  FLOAT fLerpOld = _pTimer->GetLerpFactor();

  FLOAT fSec = tvNow.GetSeconds();
  TIME tmTick = floor(fSec/_pTimer->TickQuantum)*_pTimer->TickQuantum;
  FLOAT fLerp = (fSec-tmTick)/_pTimer->TickQuantum;
  _pTimer->SetCurrentTick(tmTick);
  _pTimer->SetLerp(fLerp);

  LCDPrepare(1.0f);//ClampUp(fComputerFadeValue*10,1.0f));
  LCDSetDrawport(&dpComp);
  // if initial start
  if (cmp_bInitialStart) {
    // do not allow game to show through
    dpComp.Fill(C_BLACK|255);
  // if normal start
  } else {
    // fade over game view
    dpComp.Fill(LCDFadedColor(C_BLACK|255));
  }
  dpComp.FillZBuffer(1.0f);

  // update screen geometry
  UpdateSize(&dpComp);
  // update scroll positions
  UpdateType();
  UpdateFirstOnScreen();
  // check for message change
  UpdateMessageAppearing();
  // mark current message as read
  MarkCurrentRead();

  // get current time and alpha value
  FLOAT tmNow = (FLOAT)tvNow.GetSeconds();
  ULONG ulA   = NormFloatToByte(fComputerFadeValue);

  _colLight  = LCDFadedColor(C_WHITE|255);
  _colMedium = LCDFadedColor(SE_COL_BLUE_LIGHT|255);
  _colDark   = LCDFadedColor(LerpColor(SE_COL_BLUE_DARK, SE_COL_BLUE_LIGHT, 0.5f)|255);
  _colBoxes  = LCDFadedColor(LerpColor(SE_COL_BLUE_DARK, SE_COL_BLUE_LIGHT, 0.5f)|255);

  // background
  LCDRenderCloudsForComp();
//  dpComp.DrawLine( 0, pixSizeJ-1, pixSizeI, pixSizeJ-1, C_GREEN|ulA);

  // all done
  dpComp.Unlock();

  // print title
  CDrawPort dpTitle(&dpComp, _boxTitle);
  if (dpTitle.Lock()) {
    LCDSetDrawport(&dpTitle);
    LCDRenderCompGrid();
    LCDRenderClouds2();
    LCDScreenBoxOpenLeft(_colBoxes);
    PrintTitle(&dpTitle);
    dpTitle.Unlock();
  }

  // print exit button
  CDrawPort dpExit(&dpComp, _boxExit);
  if (dpExit.Lock()) {
    LCDSetDrawport(&dpExit);
    LCDRenderCompGrid();
    LCDRenderClouds2();
    LCDScreenBoxOpenRight(_colBoxes);
    PrintExit(&dpExit);
    dpExit.Unlock();
  }

  // print buttons
  for (INDEX i=0; i<CMT_COUNT; i++) {
    PrintButton(&dpComp, i);
  }
  // print list of messages
  CDrawPort dpMsgList(&dpComp, _boxMsgList);
  if (dpMsgList.Lock()) {
    LCDSetDrawport(&dpMsgList);
    LCDRenderCompGrid();
    LCDRenderClouds2();
    LCDScreenBox(_colBoxes);
    PrintMessageList(&dpMsgList);
    dpMsgList.Unlock();
  }
  // print text of current message
  CDrawPort dpMsgText(&dpComp, _boxMsgText);
  if (dpMsgText.Lock()) {
    LCDSetDrawport(&dpMsgText);
    LCDRenderCompGrid();
    LCDRenderClouds2();
    LCDScreenBox(_colBoxes);
    PrintMessageText(&dpMsgText);
    dpMsgText.Unlock();
  }
  // draw image of current message
  CDrawPort dpMsgImage(&dpComp, _boxMsgImage);
  if (dpMsgImage.Lock()) {
    LCDSetDrawport(&dpMsgImage);
    RenderMessageImage(&dpMsgImage);
    dpMsgImage.Unlock();
  }

  // render mouse pointer on top of everything else
  if (_pGame->gm_csComputerState != CS_ONINBACKGROUND) {
    if (dpComp.Lock()) {
      LCDSetDrawport(&dpComp);
      LCDDrawPointer(_vpixMouse(1), _vpixMouse(2));
      dpComp.Unlock();
    }
  }

  _pTimer->SetCurrentTick(tmOld);
  _pTimer->SetLerp(fLerpOld);
}