void ReceiverEffect::DrawAbsolute()
	{
		float alpha = 1.f;
		FPoint pos;
		FPoint scale(1.0f, 1.f);
        float angle = 0.0f;
        
		if(_state == RE_JUMP)
		{
			float t = _time;
			pos = GameSettings::ToScreenPos(_posStartOnField);
			pos += math::lerp(FPoint(0.f, 0.f), JUMP_POS, math::ease(t, 0.9f, 0.1f));
            
			scale = math::lerp(FPoint(1.f, 1.f), FPoint(_jumpScale, _jumpScale), t);
		}
		else if(_state == RE_STAY)
		{
			scale = FPoint(_jumpScale, _jumpScale);
			pos = GameSettings::ToScreenPos(_posStartOnField + JUMP_POS);
		}
		else if(_state == RE_FLY)
		{
			float t = math::ease(math::clamp(0.f, 1.f, (_time-0.2f)/0.8f), 0.4f, 0.1f);
			//float t = math::clamp(0.f, 1.f, (_time-0.2f)/0.8f);
            
            
			pos = _spline.getGlobalFrame(t);

			//pos.y += 150.f*math::clamp(0.f, 1.f, _time/0.5f)*math::clamp(0.f, 1.f, 1 - (_time - 0.4f)/0.6f);
            
			scale = math::lerp(FPoint(_jumpScale, _jumpScale), _finishScaleCrystal, t);

			scale.y *= 1 - 0.3f*sinf(math::clamp(0.f, 1.f, _time/0.4f)*math::PI*1.5f);
			
			//angle = _angleSpline.getGlobalFrame(t);
			//angle = math::lerp(0.f, angle, t/0.3f);
			//angle = math::lerp(angle, 0.f, (t - 0.7f)/0.3f);
			FPoint dir = _spline.getGlobalFrame(1.f) - pos;
			if(dir.Length() > 0)
			{
				angle = (dir.GetAngle()*180.f/math::PI - 90.f)*math::clamp(0.f, 1.f, (_time- 0.f)/0.2f);
				_lastAngle = angle;
			}	
			alpha = math::clamp(0.f, 1.f, 1 - (t - 0.95f)/0.05f);
		}
		else if(_state == RE_HIDE)
		{
			pos = _spline.getGlobalFrame(1.f);
			scale = _finishScaleCrystal;
			scale.y *= 1.3f;
			angle = _lastAngle;
			alpha = 0.f; // math::clamp(0.f, 1.f, math::cos(math::clamp(0.f, 1.f, _time*4.f)*math::PI*0.5f));
		}
		//else if(_state == RE_WAIT)
		//{
		//	pos = _spline.getGlobalFrame(1.f);
		//	alpha = math::clamp(0.f, 1.f, math::cos(_time*math::PI*0.5f));
		//	scale = _finishScaleCrystal;
		//	angle = _lastAngle;
		//}
		else if(_state == RE_FINISH)
		{
			pos = _spline.getGlobalFrame(1.f);
			alpha = 0.f;
			scale = _finishScaleCrystal;
			scale.y *= 1.3f;
			angle = _lastAngle;
		}
		if(_flyEffect)
		{
			_flyEffect->SetPos(pos);
		}
		_effCont.Draw();


		Render::device.PushMatrix();
		Render::device.MatrixTranslate(pos);

		Render::device.MatrixTranslate(-CRYSTAL_POS_ANIM_ON_SQUARE + CRYSTAL_SCALE_CENTER);
        Render::device.MatrixRotate(math::Vector3::UnitZ, angle);
		Render::device.MatrixTranslate(CRYSTAL_POS_ANIM_ON_SQUARE - CRYSTAL_SCALE_CENTER);

		Render::device.PushMatrix();
		Render::device.MatrixScale(scale.x, scale.y, 1.0f);	

		_effContInner.Draw();

		Render::BeginAlphaMul(alpha);

		Render::device.MatrixTranslate(-CRYSTAL_POS_ANIM_ON_SQUARE);
		_crystalAnim->Draw();

		Render::EndAlphaMul();

		Render::device.PopMatrix();
		Render::device.PopMatrix();
	}
Пример #2
0
void Render::DrawStripe(const QVector<FPoint> &dots, GLTexture2D *texture, float y1, float y2, float x1, float stepX, int startI, int endI, VertexBuffer *vb)
{
    assert(dots.size() >= 2);

    VertexBuffer quad;
    quad.Resize(4, 6);
    quad.VertUV(2).y = quad.VertUV(3).y = y1;
    quad.VertUV(1).y = quad.VertUV(0).y = y2;

    FPoint f;
    FPoint n;
    float lenX = x1;

    float h2 = fabs(y2 - y1) / 2 * texture->Height();

    for (int i = startI; i < endI - 1; ++i)
    {
        f.x = dots[i].y - dots[i + 1].y;
        f.y = dots[i + 1].x - dots[i].x;
        f *= h2 / f.Length();

        if ((i + 2) < static_cast<int>(dots.size()))
        {
            n.x = dots[i + 1].y - dots[i + 2].y;
            n.y = dots[i + 2].x - dots[i + 1].x;
            n *= h2 / n.Length();
        }
        else
        {
            n = f;
        }

        quad.VertUV(3).x = quad.VertUV(0).x = lenX;
        lenX += stepX;
        quad.VertUV(2).x = quad.VertUV(1).x = lenX;

        quad.VertXY(0).x = dots[i].x + f.x;
        quad.VertXY(0).y = dots[i].y + f.y;

        quad.VertXY(1).x = dots[i + 1].x + n.x;
        quad.VertXY(1).y = dots[i + 1].y + n.y;

        quad.VertXY(2).x = dots[i + 1].x - n.x;
        quad.VertXY(2).y = dots[i + 1].y - n.y;

        quad.VertXY(3).x = dots[i].x - f.x;
        quad.VertXY(3).y = dots[i].y - f.y;

        if (vb == NULL)
        {
            quad.Draw();
        }
        else
        {
            if (_slowUnion)
            {
                vb->Union(quad);
            }
            else
            {
                vb->Add(quad);
            }
        }
    }
}