示例#1
0
void game_draw(int pose, float t)
{
    static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
    static const float s[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
    static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    static const float h[1] = { 0.0f };

    const float light_p[4] = { 8.f, 32.f, 8.f, 1.f };

    const struct s_file *fp = &file;

    float fov = FOV;

    if (jump_b) fov *= 2.0f * fabsf(jump_dt - 0.5f);

    video_push_persp(fov, 0.1f, FAR_DIST);
    glPushAttrib(GL_LIGHTING_BIT);
    glPushMatrix();
    {
        float T[16], M[16], v[3], rx, ry;

        m_view(T, view_c, view_p, view_e[1]);
        m_xps(M, T);

        v_sub(v, view_c, view_p);

        rx = V_DEG(fatan2f(-v[1], fsqrtf(v[0] * v[0] + v[2] * v[2])));
        ry = V_DEG(fatan2f(+v[0], -v[2]));

        glTranslatef(0.f, 0.f, -v_len(v));
        glMultMatrixf(M);
        glTranslatef(-view_c[0], -view_c[1], -view_c[2]);

        /* Center the skybox about the position of the camera. */

        glPushMatrix();
        {
            glTranslatef(view_p[0], view_p[1], view_p[2]);
            back_draw(0);
        }
        glPopMatrix();

        glEnable(GL_LIGHT0);
        glLightfv(GL_LIGHT0, GL_POSITION, light_p);

        /* Draw the floor. */

        sol_draw(fp, 0, 1);

        if (config_get_d(CONFIG_SHADOW) && !pose)
        {
            shad_draw_set(fp->uv[ball].p, fp->uv[ball].r);
            sol_shad(fp);
            shad_draw_clr();
        }

        /* Draw the game elements. */

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        if (pose == 0)
        {
            game_draw_balls(fp, T, t);
            game_draw_vect(fp);
        }

        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,   a);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,  s);
        glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION,  e);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);

        game_draw_goals(fp);

        glEnable(GL_COLOR_MATERIAL);
        glDisable(GL_LIGHTING);
        glDisable(GL_TEXTURE_2D);
        glDepthMask(GL_FALSE);
        {
            game_draw_jumps(fp);
            game_draw_swchs(fp);
        }
        glDepthMask(GL_TRUE);
        glEnable(GL_TEXTURE_2D);
        glEnable(GL_LIGHTING);
        glDisable(GL_COLOR_MATERIAL);
    }
    glPopMatrix();
    glPopAttrib();
    video_pop_matrix();
}
示例#2
0
static void game_draw_fore(int pose, float rx, float ry, int d, const float p[3])
{
    const float *ball_p = file.uv->p;
    const float  ball_r = file.uv->r;
    
#ifndef NO_LIGHT
    glPushAttrib(GL_LIGHTING_BIT | GL_COLOR_BUFFER_BIT);
#else
    glPushAttrib(GL_COLOR_BUFFER_BIT);
#endif
    {
        glPushMatrix();
        {
            /* Rotate the environment about the position of the ball. */

            glTranslatef(+ball_p[0], +ball_p[1] * d, +ball_p[2]);
            glRotatef(-game_rz * d, view_e[2][0], view_e[2][1], view_e[2][2]);
            glRotatef(-game_rx * d, view_e[0][0], view_e[0][1], view_e[0][2]);
            glTranslatef(-ball_p[0], -ball_p[1] * d, -ball_p[2]);

#ifndef DREAMCAST_KGL_NOT_IMPLEMENT
            if (d < 0)
            {
                GLdouble e[4];

                e[0] = +0;
                e[1] = +1;
                e[2] = +0;
                e[3] = -0.00001;

                glEnable(GL_CLIP_PLANE0);
                glClipPlane(GL_CLIP_PLANE0, e);
            }
#endif
            /* Draw the floor. */

            sol_draw(&file);			// 50 %

            if (config_get_d(CONFIG_SHADOW))
            {
                shad_draw_set(ball_p, ball_r);
                sol_shad(&file);
                shad_draw_clr();
            }

            /* Draw the game elements. */

            glEnable(GL_BLEND);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

            if (pose == 0)
            {
                part_draw_coin(-rx * d, -ry);
                game_draw_coins(&file);		// 5%
                game_draw_balls(&file);		// 5%
            }
            game_draw_goals(&file, -rx * d, -ry);
            game_draw_jumps(&file);
            game_draw_swchs(&file);

#ifndef DREAMCAST_KGL_NOT_IMPLEMENT
            glDisable(GL_CLIP_PLANE0);
#endif
        }
        glPopMatrix();
    }
    glPopAttrib();
}