Пример #1
0
void drawTurretStuff(turret_struct* t)
{
	if(!t || !t->used || t->dead)return;
	
	drawLaser(t->laserOrigin,t->laserDestination);
	if(t->laserThroughPortal)drawLaser(t->laserOrigin2,t->laserDestination2);

	//TEMP TEST BILLBOARD
		vect3D u1=vect(t->OBB->transformationMatrix[0],t->OBB->transformationMatrix[3],t->OBB->transformationMatrix[6]);
		vect3D u2=vect(t->OBB->transformationMatrix[1],t->OBB->transformationMatrix[4],t->OBB->transformationMatrix[7]);
		vect3D u3=vect(t->OBB->transformationMatrix[2],t->OBB->transformationMatrix[5],t->OBB->transformationMatrix[8]);

		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK | POLY_ID(63));
		GFX_COLOR=RGB15(31,31,31);
		applyMTL(turretShotTexture);

		if(t->drawShot[0])
		{
			glPushMatrix();
				glTranslatef32(t->laserOrigin.x, t->laserOrigin.y, t->laserOrigin.z);
				glTranslatef32(u3.x/128, u3.y/128, u3.z/128);
				glTranslatef32(u1.x/32, u1.y/32, u1.z/32);
				glScalef32(inttof32(1)/16,inttof32(1)/16,inttof32(1)/16);
				glRotatef32i(t->shotAngle[0],u3.x,u3.y,u3.z);
				glBegin(GL_QUADS);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0));
					glVertex3v16(-u1.x/2-u2.x, -u1.y/2-u2.y, -u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(0));
					glVertex3v16(+u1.x/2-u2.x, +u1.y/2-u2.y, +u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(64));
					glVertex3v16(+u1.x/2+u2.x, +u1.y/2+u2.y, +u1.z/2+u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(64));
					glVertex3v16(-u1.x/2+u2.x, -u1.y/2+u2.y, -u1.z/2+u2.z);
			glPopMatrix(1);
		}

		if(t->drawShot[1])
		{
			glPushMatrix();
				glTranslatef32(t->laserOrigin.x, t->laserOrigin.y, t->laserOrigin.z);
				glTranslatef32(u3.x/128, u3.y/128, u3.z/128);
				glTranslatef32(-u1.x/32, -u1.y/32, -u1.z/32);
				glScalef32(inttof32(1)/16,inttof32(1)/16,inttof32(1)/16);
				glRotatef32i(t->shotAngle[1],u3.x,u3.y,u3.z);
				glBegin(GL_QUADS);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0));
					glVertex3v16(-u1.x/2-u2.x, -u1.y/2-u2.y, -u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(0));
					glVertex3v16(+u1.x/2-u2.x, +u1.y/2-u2.y, +u1.z/2-u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(32), inttot16(64));
					glVertex3v16(+u1.x/2+u2.x, +u1.y/2+u2.y, +u1.z/2+u2.z);
					GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(64));
					glVertex3v16(-u1.x/2+u2.x, -u1.y/2+u2.y, -u1.z/2+u2.z);
			glPopMatrix(1);
		}
}
Пример #2
0
void drawLogo(void)
{
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();

	glOrthof32(inttof32(0), inttof32(255), inttof32(191), inttof32(0), -inttof32(1), inttof32(1));
	
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glPushMatrix();
		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
		applyMTL(logoMain);
		glScalef32(inttof32(256),inttof32(128),inttof32(1));
		glBegin(GL_QUADS);
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0));
			glVertex3v16(inttof32(0), inttof32(0), inttof32(0));
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(256), inttot16(0));
			glVertex3v16(inttof32(1), inttof32(0), inttof32(0));
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(256), inttot16(128));
			glVertex3v16(inttof32(1), inttof32(1), inttof32(0));
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(128));
			glVertex3v16(inttof32(0), inttof32(1), inttof32(0));
	glPopMatrix(1);

	glPushMatrix();
		glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE);
		applyMTL(logoRotate);
		glTranslate3f32(inttof32(90+32),inttof32(28+32),-inttof32(1)/16);
		glRotateZi(logoAngle+=32);
		glTranslate3f32(-inttof32(32),-inttof32(32),0);
		glScalef32(inttof32(64),inttof32(64),inttof32(1));
		glBegin(GL_QUADS);
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(0));
			glVertex3v16(inttof32(0), inttof32(0), inttof32(0));
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(64), inttot16(0));
			glVertex3v16(inttof32(1), inttof32(0), inttof32(0));
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(64), inttot16(64));
			glVertex3v16(inttof32(1), inttof32(1), inttof32(0));
			GFX_TEX_COORD = TEXTURE_PACK(inttot16(0), inttot16(64));
			glVertex3v16(inttof32(0), inttof32(1), inttof32(0));
	glPopMatrix(1);
}
Пример #3
0
static inline void render2(void)
{
	if(!(orangeSeen||blueSeen)){previousPortal=NULL;return;}
	if((orangeSeen&&blueSeen)/*||(!orangeSeen&&!blueSeen)*/)
	{
		if(switchPortal)currentPortal=&portal1;
		else currentPortal=&portal2;
	}else if(orangeSeen)currentPortal=&portal1;
	else if(blueSeen)currentPortal=&portal2;
	
	previousPortal=currentPortal;
	
	switchPortal^=1;
	
	glClearColor(0,0,0,31);
	
	updatePortalCamera(currentPortal, NULL);
	projectCamera(&currentPortal->camera);

	glPushMatrix();
		
		glScalef32(SCALEFACT,SCALEFACT,SCALEFACT);
		
		renderGun(NULL);
		
		transformCamera(&currentPortal->camera);
		
		// drawRoomsGame(0);
		drawPortalRoom(currentPortal);
		
		drawPlayer(NULL);
		
		drawOBBs();
		drawBigButtons();
		drawTimedButtons();
		drawEnergyDevices();
		drawEnergyBalls();
		drawPlatforms();
		drawCubeDispensers();
		drawTurretsStuff();
		drawEmancipators();
		drawEmancipationGrids();
		drawDoors();
		drawWallDoors(currentPortal);
		drawSludge(&gameRoom);

	glPopMatrix(1);
	
	glFlush(0);
}
Пример #4
0
void Map2D::DrawBG( int PlayerX, int PlayerY, s32 z, const glImage *BGTiles )
{
	
	glPushMatrix();
	glScalef32( 12 << 12, 12 << 12, 5 << 12);
	
	for( int y = -2; y < 3; y++ )
	{
		for( int x = -2; x < 4; x++ )
		{
			glQuad3D( x * TILE_SIZE_3D, y * TILE_SIZE_3D, z, floattov16(1), floattov16(1), GL_FLIP_NONE, &BGTiles[0] );
		}	
	}
	
	glPopMatrix(1);
	
}
Пример #5
0
void drawRoomEditor(void)
{
	projectCamera(&editorCamera);
	glLoadIdentity();
	
	glPushMatrix();		
		glScalef32(editorScale,editorScale,editorScale);
		transformCamera(&editorCamera);

		drawEditorRoom(&editorRoom);
		drawEntities();
		drawSelection(NULL);
	glPopMatrix(1);

	drawContextButtons();
	
	glFlush(0);
}
Пример #6
0
static inline void render1(void)
{
	scanKeys();
	
	// cpuEndSlice();
	playerControls(NULL);
	updateControls();
	// iprintf("controls : %d  \n",cpuEndSlice());
	
		updatePlayer(NULL);
	// iprintf("player : %d  \n",cpuEndSlice());
	
		updatePortals();
		updateTurrets();
		updateBigButtons();
		updateTimedButtons();
		updateEnergyDevices();
		updateEnergyBalls();
		updatePlatforms();
		updateCubeDispensers();
		updateEmancipators();
		updateEmancipationGrids();
		updateDoors();
		updateWallDoors();
	// iprintf("updates : %d  \n",cpuEndSlice());
	
	// if(currentPortal)GFX_CLEAR_COLOR=currentPortal->color|(31<<16);
	// else GFX_CLEAR_COLOR=0;
	u16 color=getCurrentPortalColor(getPlayer()->object->position);
	// NOGBA("col %d",color);
	// GFX_CLEAR_COLOR=color|(31<<16);
	GFX_CLEAR_COLOR=RGB15(0,0,0)|(31<<16);
	
	#ifdef DEBUG_GAME
		if(fifoCheckValue32(FIFO_USER_08))iprintf("\x1b[0J");
		while(fifoCheckValue32(FIFO_USER_08)){int32 cnt=fifoGetValue32(FIFO_USER_08);iprintf("ALERT %d      \n",cnt);NOGBA("ALERT %d      \n",cnt);}
	#else
		while(fifoCheckValue32(FIFO_USER_08)){int32 cnt=fifoGetValue32(FIFO_USER_08);NOGBA("ALERT %d      \n",cnt);}
	#endif
	
	projectCamera(NULL);

	glPushMatrix();
		
		glScalef32(SCALEFACT,SCALEFACT,SCALEFACT);
		
		renderGun(NULL);
		
		transformCamera(NULL);
		
		cpuEndSlice();
			// drawRoomsGame(128, color);
			drawRoomsGame(0, color);
			// drawCell(getCurrentCell(getPlayer()->currentRoom,getPlayerCamera()->position));
		// iprintf("room : %d  \n",cpuEndSlice());
		
		updateParticles();
		drawParticles();
		// iprintf("particles : %d  \n",cpuEndSlice());
		
			drawOBBs();
		// iprintf("OBBs : %d  \n",cpuEndSlice());
			drawBigButtons();
			drawTimedButtons();
			drawEnergyDevices();
			drawEnergyBalls();
			drawPlatforms();
			drawCubeDispensers();
			drawTurretsStuff();
			drawEmancipators();
			drawEmancipationGrids();
			drawDoors();
			drawWallDoors(NULL);
			drawSludge(&gameRoom);
		// iprintf("stuff : %d  \n",cpuEndSlice());
		
		drawPortal(&portal1);
		drawPortal(&portal2);
			
	glPopMatrix(1);

	//HUD TEST
	if(levelInfoCounter>0 && (levelTitle || levelAuthor))
	{
		levelInfoCounter--;
		glMatrixMode(GL_PROJECTION);
		glPushMatrix();
			glLoadIdentity();
			glOrthof32(inttof32(0), inttof32(255), inttof32(191), inttof32(0), -inttof32(1), inttof32(1));
			
			glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
				glLoadIdentity();

				if(levelTitle)drawCenteredString(levelTitle, inttof32(17)/10, (82));
				if(levelAuthor)drawCenteredString(levelAuthor, inttof32(1), (100));

			glPopMatrix(1);
			glMatrixMode(GL_PROJECTION);
		glPopMatrix(1);
	}
	
	glFlush(0);
}