示例#1
0
/**
 * Set the correct frame of animation for the shockwave
 */
void shockwave_set_framenum(int index)
{
	shockwave		*sw;
	shockwave_info	*si;

	Assert( (index >= 0) && (index < MAX_SHOCKWAVES) );

	sw = &Shockwaves[index];
	si = &Shockwave_info[sw->shockwave_info_index];

	// skip this if it's a 3d shockwave since it won't have the maps managed here
	if (si->bitmap_id < 0)
		return;

	sw->current_bitmap = si->bitmap_id + shockwave_get_framenum(index, si->bitmap_id);
}
void shockwave_render(object *objp, draw_list *scene)
{
	shockwave		*sw;
	vertex			p;

	Assert(objp->type == OBJ_SHOCKWAVE);
	Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);

	sw = &Shockwaves[objp->instance];

	if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
		return;
	}

	if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
		return;

	if (sw->model_id > -1) {
		vec3d scale;
		scale.xyz.x = scale.xyz.y = scale.xyz.z = sw->radius / 50.0f;

		model_render_params render_info;

		render_info.set_warp_params(-1, 1.0f - (sw->radius/sw->outer_radius), scale);

		float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );

		render_info.set_detail_level_lock((int)(dist / (sw->radius * 10.0f)));
		render_info.set_flags(MR_NO_LIGHTING | MR_NO_FOGGING | MR_NORMAL | MR_CENTER_ALPHA | MR_NO_CULL | MR_NO_BATCH);
		render_info.set_object_number(sw->objnum);

		model_render_queue( &render_info, scene, sw->model_id, &Objects[sw->objnum].orient, &sw->pos);

		if ( Cmdline_fb_explosions ) {
			g3_transfer_vertex(&p, &sw->pos);

			distortion_add_bitmap_rotated(
				Shockwave_info[1].bitmap_id+shockwave_get_framenum(objp->instance, 94), 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
				);
		}
	} else {
		if (!Cmdline_nohtl) {
			g3_transfer_vertex(&p, &sw->pos);
		} else {
			g3_rotate_vertex(&p, &sw->pos);
		}

		if ( Cmdline_fb_explosions ) {
			distortion_add_bitmap_rotated(
				sw->current_bitmap, 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
			);
		}

		batch_add_bitmap_rotated(
			sw->current_bitmap, 
			TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
			&p, 
			fl_radians(sw->rot_angles.p), 
			sw->radius
		);
	}
}
/**
 * Draw the shockwave identified by handle
 *
 * @param objp	pointer to shockwave object
 */
void shockwave_render_DEPRECATED(object *objp)
{
	shockwave		*sw;
	vertex			p;

	Assert(objp->type == OBJ_SHOCKWAVE);
	Assert(objp->instance >= 0 && objp->instance < MAX_SHOCKWAVES);

    memset(&p, 0, sizeof(p));
	sw = &Shockwaves[objp->instance];

	if( (sw->delay_stamp != -1) && !timestamp_elapsed(sw->delay_stamp)){
		return;
	}

	if ( (sw->current_bitmap < 0) && (sw->model_id < 0) )
		return;

	// turn off fogging
	if(The_mission.flags & MISSION_FLAG_FULLNEB){
		gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
	}

	if (sw->model_id > -1) {
		float model_Interp_scale_xyz = sw->radius / 50.0f;

		model_set_warp_globals( model_Interp_scale_xyz, model_Interp_scale_xyz, model_Interp_scale_xyz, -1, 1.0f - (sw->radius/sw->outer_radius) );
		
		float dist = vm_vec_dist_quick( &sw->pos, &Eye_position );

		model_set_detail_level((int)(dist / (sw->radius * 10.0f)));
		model_render_DEPRECATED( sw->model_id, &Objects[sw->objnum].orient, &sw->pos, MR_DEPRECATED_NO_LIGHTING | MR_DEPRECATED_NO_FOGGING | MR_DEPRECATED_NORMAL | MR_DEPRECATED_CENTER_ALPHA | MR_DEPRECATED_NO_CULL, sw->objnum);

		model_set_warp_globals();
		if(Cmdline_fb_explosions)
		{
			g3_transfer_vertex(&p, &sw->pos);
				
			distortion_add_bitmap_rotated(
				Shockwave_info[1].bitmap_id+shockwave_get_framenum(objp->instance, 94), 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
			);
		}
	}else{
		if (!Cmdline_nohtl) {
			g3_transfer_vertex(&p, &sw->pos);
		} else {
			g3_rotate_vertex(&p, &sw->pos);
		}
		if(Cmdline_fb_explosions)
		{
			distortion_add_bitmap_rotated(
				sw->current_bitmap, 
				TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD | TMAP_FLAG_DISTORTION, 
				&p, 
				fl_radians(sw->rot_angles.p), 
				sw->radius,
				((sw->time_elapsed/sw->total_time)>0.9f)?(1.0f-(sw->time_elapsed/sw->total_time))*10.0f:1.0f
			);
		}
		batch_add_bitmap_rotated(
			sw->current_bitmap, 
			TMAP_FLAG_TEXTURED | TMAP_HTL_3D_UNLIT | TMAP_FLAG_SOFT_QUAD,
			&p, 
			fl_radians(sw->rot_angles.p), 
			sw->radius
		);
	}
}