Пример #1
0
void drawRadar(void)
{
	float	pixSizeH, pixSizeV;

	ASSERT(radarBuffer, "No radar buffer allocated");
	if (!radarBuffer)
	{
		return;
	}

	CalcRadarPixelSize(&pixSizeH, &pixSizeV);

	if (frameSkip <= 0)
	{
		bool filter = true;
		if (!rotateRadar)
		{
			filter = RadarZoom % 16 != 0;
		}
		DrawRadarTiles();
		DrawRadarObjects();
		pie_DownLoadRadar(radarBuffer, radarTexWidth, radarTexHeight, filter);
		frameSkip = RADAR_FRAME_SKIP;
	}
	frameSkip--;
	pie_SetRendMode(REND_ALPHA);
	pie_MatBegin();
		pie_TRANSLATE(radarCenterX, radarCenterY, 0);
		if (rotateRadar)
		{
			// rotate the map
			pie_MatRotZ(player.r.y);
			DrawNorth();
		}
		// draw the box at the dimensions of the map
		iV_TransBoxFill(-radarWidth/2.0 - 1,
						-radarHeight/2.0 - 1,
						 radarWidth/2.0,
						 radarHeight/2.0);
		pie_RenderRadar(-radarWidth/2.0 - 1,
						-radarHeight/2.0 - 1,
						 radarWidth,
						 radarHeight);
        pie_MatBegin();
            pie_TRANSLATE(-radarWidth/2 - 1, -radarHeight/2 - 1, 0);
            DrawRadarExtras(0, 0, pixSizeH, pixSizeV);
        pie_MatEnd();
		drawRadarBlips(-radarWidth/2.0 - 1, -radarHeight/2.0 - 1, pixSizeH, pixSizeV);
	pie_MatEnd();
}
Пример #2
0
void drawRadar()
{
	float	pixSizeH, pixSizeV;

	CalcRadarPixelSize(&pixSizeH, &pixSizeV);

	ASSERT_OR_RETURN(, radarBuffer, "No radar buffer allocated");

	// Do not recalculate frustum window coordinates if position or zoom does not change
	if (playerpos.x != player.p.x || playerpos.y != player.p.y || playerpos.z != player.p.z)
	{
		setViewingWindow();
	}
	playerpos = player.p; // cache position

	if (frameSkip <= 0)
	{
		DrawRadarTiles();
		DrawRadarObjects();
		pie_DownLoadRadar(radarBuffer);
		frameSkip = RADAR_FRAME_SKIP;
	}
	frameSkip--;
	pie_SetRendMode(REND_ALPHA);
	pie_MatBegin();
	pie_TRANSLATE(radarCenterX, radarCenterY, 0);
	if (rotateRadar)
	{
		// rotate the map
		pie_MatRotZ(player.r.y);
		DrawNorth();
	}
	pie_RenderRadar();
	pie_MatBegin();
	pie_TRANSLATE(-radarWidth / 2 - 1, -radarHeight / 2 - 1, 0);
	DrawRadarExtras();
	pie_MatEnd();
	drawRadarBlips(-radarWidth / 2.0 - 1, -radarHeight / 2.0 - 1, pixSizeH, pixSizeV);
	pie_MatEnd();
}
Пример #3
0
void drawRadar()
{
	float	pixSizeH, pixSizeV;

	CalcRadarPixelSize(&pixSizeH, &pixSizeV);

	ASSERT_OR_RETURN(, radarBuffer, "No radar buffer allocated");

	// Do not recalculate frustum window coordinates if position or zoom does not change
	if (playerpos.x != player.p.x || playerpos.y != player.p.y || playerpos.z != player.p.z)
	{
		setViewingWindow();
	}
	playerpos = player.p; // cache position

	if (frameSkip <= 0)
	{
		DrawRadarTiles();
		DrawRadarObjects();
		pie_DownLoadRadar(radarBuffer);
		frameSkip = RADAR_FRAME_SKIP;
	}
	frameSkip--;
	pie_SetRendMode(REND_ALPHA);
	glm::mat4 radarMatrix = glm::translate(radarCenterX, radarCenterY, 0);
	glm::mat4 orthoMatrix = glm::ortho(0.f, static_cast<float>(pie_GetVideoBufferWidth()), static_cast<float>(pie_GetVideoBufferHeight()), 0.f);
	if (rotateRadar)
	{
		// rotate the map
		radarMatrix *= glm::rotate(UNDEG(player.r.y), glm::vec3(0.f, 0.f, 1.f));
		DrawNorth(orthoMatrix * radarMatrix);
	}

	pie_RenderRadar(orthoMatrix * radarMatrix);
	DrawRadarExtras(orthoMatrix * radarMatrix * glm::translate(-radarWidth / 2.f - 1.f, -radarHeight / 2.f - 1.f, 0.f));
	drawRadarBlips(-radarWidth / 2.0 - 1, -radarHeight / 2.0 - 1, pixSizeH, pixSizeV, orthoMatrix * radarMatrix);
}