示例#1
0
void Camera::drawSunMask(GOIterator* gameObjects, BgObjectContainer* bgObjects, Level& level)
{
	


	sunIt->object->draw(this, &FBO1);

	float particleId = 0.0f;

	BgOIterator* front = 0;
	for (BgOIterator* it = sunIt->next; it; it = it->next)
	{
		while(particleManager->getDepth(this, particleId) > it->object->getDepth() && particleId < particleManager->getSize())
		{
			particleManager->draw(this, &FBO1, particleId);
			particleId++;
		}

		if (it->object->getDepth() < 1.0f)
		{
			front = it;
			break;
		}
		it->object->draw(this, &FBO1, sf::Color::Black);



	}
	
	level.drawGameGround(this, &FBO1, false, sf::Color::Black);


	while(particleManager->getDepth(this, particleId) > 1.0f && particleId < particleManager->getSize())
	{
		particleManager->draw(this, &FBO1, particleId);
		particleId++;
	}


	//for (GOIterator* it = gameObjects; it; it = it->next)
	//{
	//	it->object->draw(this, &FBO1, false);
	//}

	if (front)
	{
		for (BgOIterator* it = front; it; it = it->next)
		{
			it->object->draw(this, &FBO1, sf::Color::Black);
		}

	}

}
示例#2
0
void Camera::draw(GOIterator* gameObjects, BgObjectContainer* bgObjects, Level& level, bool debug)
{

	FBO1.setView(view);
	//FBO2.setView(view);

	depthShader.setParameter("time", gameClock->getTotalElapsedTime());

	particleManager->sort();


	if (sunIt)
	{
		FBO1.clear(sf::Color::Transparent);
		drawSunMask(gameObjects, bgObjects, level);
		
		sf::Vector2f sunPos = (sf::Vector2f)FBO1.mapCoordsToPixel(sunIt->object->getSprite().getPosition());

		sunPos.x /= FBO1.getSize().x;
		sunPos.y /= FBO1.getSize().y;

		sunPos.y = 1.0f - sunPos.y;

		sunShader.setParameter("sun_pos", sunPos);
		sunShader.setParameter("weight", sunStrength);

		FBO1.display();

		FBO2.clear(sf::Color::Transparent);
		FBO2.draw(sf::Sprite(FBO1.getTexture()), &sunShader);
		FBO2.display();

	}


	FBO1.clear();

	

	int particleId = 0;

	level.drawBackGround(this, &FBO1, debug);
	
	BgOIterator* front = 0;
	sunIt = 0;
	for (BgOIterator* it = bgObjects->begin; it; it = it->next)
	{

		while(particleManager->getDepth(this, particleId) > it->object->getDepth() && particleId < particleManager->getSize())
		{
			particleManager->draw(this, &FBO1, particleId);
			particleId++;
		}

		if (it->object->getDepth() < 1.0f)
		{
			front = it;
			break;
		}
		it->object->draw(this, &FBO1);

			

		if (it->object->getName() == "sun")
			sunIt = it;

	}

	
	
	level.drawGameGround(this, &FBO1, debug);

	while(particleManager->getDepth(this, particleId) > 1.0f && particleId < particleManager->getSize())
	{
		particleManager->draw(this, &FBO1, particleId);
		particleId++;
	}


	
	for (GOIterator* it = gameObjects; it; it = it->next)
	{
		it->object->draw(this, &FBO1, debug);
	}



	if (sunIt)
	{
		FBO1.setView(FBO1.getDefaultView());
		FBO1.draw(sf::Sprite(FBO2.getTexture()), sf::BlendAdd);
		FBO1.setView(view);
	}

	
	
	FBO1.display();

	FBO2.draw(sf::Sprite(FBO1.getTexture()));

	for (int i = 0; i < bubbles.size(); i++)
	{
		sf::CircleShape circleShape;
		float r = bubbles[i]->getRadius() * mToPx;
		sf::Vector2f p = MATH::vMtoPx(bubbles[i]->getParent()->getPosition());
		circleShape.setRadius(r);
		circleShape.setOrigin(r,r);
		circleShape.setPosition(p);

		p = (sf::Vector2f)FBO2.mapCoordsToPixel(p, view);
		p.y = FBO2.getSize().y - p.y;

		r *= FBO1.getSize().x / view.getSize().x;

		bubbleShader.setParameter("texture", FBO2.getTexture());
		bubbleShader.setParameter("position", p);
		bubbleShader.setParameter("radius", r);
		bubbleShader.setParameter("size", (sf::Vector2f)FBO2.getSize());

		FBO1.draw(circleShape, &bubbleShader);
	}
	bubbles.clear();

	
	if (front)
	{



		for (BgOIterator* it = front; it; it = it->next)
		{

			while(particleManager->getDepth(this, particleId) > it->object->getDepth()  && particleId < particleManager->getSize())
			{
				particleManager->draw(this, &FBO1, particleId);
				particleId++;
			}

			it->object->draw(this, &FBO1);
		}

	}


	while(particleId < particleManager->getSize())
	{
		particleManager->draw(this, &FBO1, particleId);
		particleId++;
	}


	FBO1.display();

	renderTarget->draw(sf::Sprite(FBO1.getTexture()));
	
	//HUD

	

	if (playerAi)
	{

		if (playerAi->getCurrWeapon() != PlayerComponent::Weapon::NONE)
		{

			
			//spr.setOrigin(112.0f / 2.0f, 150.0f / 2.0f);



			float slow =  playerAi->getNumBubbles().y / 15.0f;
			sf::Sprite slowSpr(imageManager->getTexture("res/hud_blue.png"));
			sf::Vector2f size = (sf::Vector2f)slowSpr.getTexture()->getSize();
			slowSpr.setPosition(44.0f, (renderTarget->getSize().y -  150) + (1.0f - slow) * size.y + 88.0f);
			slowSpr.setTextureRect(sf::IntRect(0.0f, size.y * (1.0f - slow), size.x, size.y * slow));

			renderTarget->draw(slowSpr);

			float fast =  playerAi->getNumBubbles().x / 15.0f;
			sf::Sprite fastSpr(imageManager->getTexture("res/hud_red.png"));
			size = (sf::Vector2f)fastSpr.getTexture()->getSize();
			fastSpr.setPosition(0.0f, (renderTarget->getSize().y -  150.0f) + (1.0f - fast) * size.y + 1.0f);
			fastSpr.setTextureRect(sf::IntRect(0.0f, size.y * (1.0f - fast), size.x, size.y * fast));

			renderTarget->draw(fastSpr);


			sf::Sprite spr(imageManager->getTexture("res/hud_frame.png"));
			spr.setPosition(0, renderTarget->getSize().y - 150);
			renderTarget->draw(spr);

		}

		//renderTarget->setView(oldView);
	}
	
}