Пример #1
0
void HexMapTest::SetModelMatrix() {
	s_ModelMatrix.SetIdentity();
	CIwVec3 vectCenter = getWorldCoords(IwGxGetScreenWidth()/2, IwGxGetScreenHeight()/2);
	s_ModelMatrix.t.x = vectCenter.x;
	s_ModelMatrix.t.y = vectCenter.y;

	//Zoom
	s_ModelMatrix.Scale(IW_FIXED_FROM_FLOAT(zoom));
	CIwVec3 vect = getWorldCoords(0, 0);
	CIwVec3 vect2 = getWorldCoords(screenTranslationX, screenTranslationY);

	int32 dx = int32((vect2.x-vect.x) * zoom);
	int32 dy = int32((vect2.y-vect.y) * zoom);

	//s_ModelMatrix.t.x = -dx;
	//s_ModelMatrix.t.y = -dy;

	iwfixed sinTheta = IwGeomSin(IW_ANGLE_FROM_DEGREES(-rotation));
	iwfixed cosTheta = IwGeomCos(IW_ANGLE_FROM_DEGREES(-rotation));

	s_ModelMatrix.t.x = -vectCenter.x-(IW_FIXED_MUL(dx, cosTheta) - IW_FIXED_MUL(dy, sinTheta));
	s_ModelMatrix.t.y = -vectCenter.y-(IW_FIXED_MUL(dx, sinTheta) + IW_FIXED_MUL(dy, cosTheta));
	//Rotate
	CIwMat rotationMat = CIwMat::g_Identity;
	rotationMat.SetRotZ(IW_ANGLE_FROM_DEGREES(rotation), true, true);
	s_ModelMatrix *= rotationMat;

}
Пример #2
0
void renderImageWorldSpace(CIwFVec2& position, float angle, float scaleFactor,
                        int textureSize, float worldRot, int frameNumber, int numFrames, float z) {
	
	static CIwSVec3 vertices[4];
	static CIwSVec2 UVs[4];
	
	//set up model space vertices
	
	int vertexDist = scaleFactor*textureSize/2;
	
	vertices[0] = CIwSVec3(-1*vertexDist, -1*vertexDist, z);
	vertices[2] = CIwSVec3(vertexDist, -1*vertexDist,    z);
	vertices[3] = CIwSVec3(vertexDist, vertexDist,       z);
	vertices[1] = CIwSVec3(-1*vertexDist, vertexDist,    z);
	
	CIwMat modelTransform = CIwMat::g_Identity;
	modelTransform.SetRotZ(IW_ANGLE_FROM_RADIANS(angle));
	modelTransform.SetTrans(CIwVec3(position.x, -position.y, 0));
	    
	CIwMat rot = CIwMat::g_Identity;
 	rot.SetRotZ(IW_ANGLE_FROM_RADIANS(worldRot));
	modelTransform = modelTransform*rot;
	
	IwGxSetModelMatrix(&modelTransform, false);
	
	float frameRatio = 1.0/numFrames;
	
	//set up sprite UV's
    
    iwfixed cf = IW_FIXED((float)frameNumber  / numFrames);
    iwfixed nf = IW_FIXED((frameNumber + 1.0) / numFrames);
    
	UVs[0] = CIwSVec2(cf, 0);
	UVs[2] = CIwSVec2(nf, 0);
	UVs[3] = CIwSVec2(nf, IW_GEOM_ONE);
	UVs[1] = CIwSVec2(cf, IW_GEOM_ONE);
		
	//render the unit in model space
	IwGxSetUVStream(UVs);
	
	IwGxSetZDepthFixed(8);	
	
	IwGxSetVertStreamModelSpace(vertices, 4);
	IwGxDrawPrims(IW_GX_QUAD_STRIP, NULL, 4);
	
    IwGxFlush();
}
Пример #3
0
long UpdateScreenOrientation()
{
    int rot = s3eSurfaceGetInt(S3E_SURFACE_DEVICE_BLIT_DIRECTION);
    if (rot == S3E_SURFACE_BLIT_DIR_NORMAL)
    {
        s_OrientationCompensation.SetIdentity();
    }
    else if (rot == S3E_SURFACE_BLIT_DIR_ROT90)
    {
        s_OrientationCompensation.SetRotZ(0x0c00);
    }
    else if (rot == S3E_SURFACE_BLIT_DIR_ROT180)
    {
        s_OrientationCompensation.SetRotZ(0x800);
    }
    else if (rot == S3E_SURFACE_BLIT_DIR_ROT270)
    {
        s_OrientationCompensation.SetRotZ(0x400);
    }
    return 0;
}
Пример #4
0
CIwVec3 HexMapTest::getWorldCoords(int x, int y) {
// Generate a ray pointing to the view plane from the camera
	CIwVec3 dir(x - IwGxGetScreenWidth()/2, 
		y - IwGxGetScreenHeight()/2, 
		IwGxGetPerspMul());
	CIwVec3 origin = s_viewMatrix.t;
    
	// Rotate into camera space
	dir = s_viewMatrix.RotateVec(dir);

//		dir.NormaliseSlow();
	CIwVec3 inter = getIntersectionNew(origin, dir);
	inter = inter - s_ModelMatrix.t;
	iwfixed z = IW_FIXED_FROM_FLOAT(1.0f/zoom);
	inter.x = IW_FIXED_MUL(inter.x, z);
	inter.y = IW_FIXED_MUL(inter.y, z);
	inter.z = IW_FIXED_MUL(inter.z, z);

	CIwMat rotationMat = CIwMat::g_Identity;
	rotationMat.SetRotZ(IW_ANGLE_FROM_DEGREES(-rotation), true, true);
	inter = rotationMat.RotateVec(inter);
	return inter;
}
Пример #5
0
void MapBackground::DownloadTiles()
{
	CIwTexture* tx = (CIwTexture*)IwGetResManager()->GetResNamed("logo", IW_GX_RESTYPE_TEXTURE);
	uint32 w1 = tx->GetWidth();
	uint32 h1 = tx->GetHeight();

	//static CIwSVec2 uvs[4] =
	//{
	//	CIwSVec2(0 << 12, 0 << 12),
	//	CIwSVec2(0 << 12, 1 << 12),
	//	CIwSVec2(1 << 12, 1 << 12),
	//	CIwSVec2(1 << 12, 0 << 12),
	//};

	static CIwSVec2 uvs[4] =
	{
		CIwSVec2((0 << 12) + 10, (0 << 12) + 10),
		CIwSVec2((0 << 12) + 10, (1 << 12) - 10),
		CIwSVec2((1 << 12) - 10, (1 << 12) - 10),
		CIwSVec2((1 << 12) - 10, (0 << 12) + 10),
	};
	
	int w = w1/2;
	int h = h1/2;

	int counter = 0;

	while (true)
	{
		IwGetHTTPQueue()->Update();
		IwGetNotificationHandler()->Update();
		IwGetMultiplayerHandler()->Update();

		IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);

		CIwMaterial* pMat = IW_GX_ALLOC_MATERIAL();
		pMat->SetModulateMode(CIwMaterial::MODULATE_NONE);
		pMat->SetTexture(tx);
		IwGxSetMaterial(pMat);

		CIwMat rotMat;
		rotMat.SetIdentity();
		double perCentAngle = (counter / 80.0);
		iwangle degAng = (iwangle)(IW_GEOM_ONE * perCentAngle);

		rotMat.SetRotZ(degAng);
		rotMat.t.z = -0x200;

		IwGxSetViewMatrix(&rotMat);

		CIwSVec3* pWSCoords= IW_GX_ALLOC(CIwSVec3, 4);
		pWSCoords[0].x = -w; pWSCoords[0].y = -h;
		pWSCoords[1].x = -w; pWSCoords[1].y = h;
		pWSCoords[2].x = w; pWSCoords[2].y = h;
		pWSCoords[3].x = w; pWSCoords[3].y = -h;
		pWSCoords[0].z = pWSCoords[1].z = pWSCoords[2].z = pWSCoords[3].z = 0;

		if (!g_bInProgress)
		{
			MapTile* pNextDownload = GetNextDownload(NULL);
			if (pNextDownload)
			{
				IwGetNotificationHandler()->PushNotification((int)this, pNextDownload->szImageUrl, 10*1000);
				g_bInProgress = true;
				LoadMapTileImage(pNextDownload);
			}
			else
			{
				IwGetNotificationHandler()->ClearNotification((int)this);
				break;
			}
		}

		IwGxSetVertStreamWorldSpace(pWSCoords, 4);
		IwGxSetUVStream(uvs);
		IwGxDrawPrims(IW_GX_QUAD_LIST, NULL, 4);
		IwGetNotificationHandler()->Render();

		IwGxFlush();
		IwGxSwapBuffers();
		s3eDeviceYield(50);

		counter++;
	}
}