void Render( int realX, int realY, bool highlighted, bool clicked) { Building *b = g_app->m_location->GetBuilding(g_app->m_locationEditor->m_selectionId); if( b ) { if( b->m_id.GetTeamId() == m_teamId ) { DarwiniaButton::Render( realX, realY, true, clicked ); } else { DarwiniaButton::Render( realX, realY, highlighted, clicked ); } } if( m_teamId == 255 ) { glColor3ub( 100, 100, 100 ); } else { RGBAColour col = g_app->m_location->m_teams[ m_teamId ].m_colour; glColor3ubv( col.GetData() ); } glBegin( GL_QUADS ); glVertex2i( realX + 30, realY + 4 ); glVertex2i( realX + 40, realY + 4 ); glVertex2i( realX + 40, realY + 12 ); glVertex2i( realX + 30, realY + 12 ); glEnd(); }
void SafeArea::Render( double predictionTime ) { if( g_app->m_editing ) { RGBAColour colour; if( m_id.GetTeamId() != 255 ) { colour = g_app->m_location->m_teams[ m_id.GetTeamId() ]->m_colour; } colour.a = 255; #ifdef DEBUG_RENDER_ENABLED RenderSphere( m_pos, 20.0, colour ); #endif int numSteps = 30; double angle = 0.0; glColor4ubv(colour.GetData() ); glLineWidth( 2.0 ); glBegin( GL_LINE_LOOP ); for( int i = 0; i <= numSteps; ++i ) { double xDiff = m_size * iv_sin(angle); double zDiff = m_size * iv_cos(angle); Vector3 pos = m_pos + Vector3(xDiff,5,zDiff); pos.y = g_app->m_location->m_landscape.m_heightMap->GetValue(pos.x, pos.z) + 10.0; if( pos.y < 2 ) pos.y = 2; glVertex3dv( pos.GetData() ); angle += 2.0 * M_PI / (double) numSteps; } glEnd(); } else { /* double angle = g_gameTime * 2.0; Vector3 dif( m_size * iv_sin(angle), 0.0, m_size * iv_cos(angle) ); Vector3 pos = m_pos + dif; pos.y = g_app->m_location->m_landscape.m_heightMap->GetValue( pos.x, pos.z ) + 5.0; g_app->m_particleSystem->CreateParticle( pos, g_upVector*2 + dif/30, Particle::TypeMuzzleFlash, 100.0 ); pos = m_pos - dif; pos.y = g_app->m_location->m_landscape.m_heightMap->GetValue( pos.x, pos.z ) + 5.0; g_app->m_particleSystem->CreateParticle( pos, g_upVector*2 - dif/30, Particle::TypeMuzzleFlash, 100.0 ); */ } //char *entityTypeRequired = Entity::GetTypeName( m_entityTypeRequired ); //g_editorFont.DrawText3DCentre( m_pos + Vector3(0,m_size/2,0), 10.0, "%d / %d %ss", m_entitiesCounted, m_entitiesRequired, entityTypeRequired ); }
void Nuke::RenderSub( double _predictionTime ) { if( m_subPos.y <= -35.0f ) return; glEnable ( GL_TEXTURE_2D ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); glEnable ( GL_BLEND ); glDepthMask ( false ); glDisable ( GL_CULL_FACE ); float size = 100.0f; Vector3 pos = m_subPos + m_subVel * _predictionTime; Vector3 up = g_app->m_camera->GetUp(); Vector3 right = g_app->m_camera->GetRight(); char filename[256]; char shadow[256]; sprintf( filename, "sprites/sub.bmp" ); sprintf(shadow, "sprites/subshadow.bmp"); float alpha = max(m_subPos.y,0.0) / 30.0f; glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR ); glBindTexture (GL_TEXTURE_2D, g_app->m_resource->GetTexture(shadow)); glColor4f ( 1.0f, 1.0f, 1.0f, 0.0f ); glBegin( GL_QUADS ); glTexCoord2i( 0, 0 ); glVertex3dv( (pos - right * size - up * size).GetData() ); glTexCoord2i( 0, 1 ); glVertex3dv( (pos - right * size + up * size).GetData() ); glTexCoord2i( 1, 1 ); glVertex3dv( (pos + right * size + up * size).GetData() ); glTexCoord2i( 1, 0 ); glVertex3dv( (pos + right * size - up * size).GetData() ); glEnd(); RGBAColour col = g_app->m_location->m_teams[m_id.GetTeamId()]->m_colour; col.a = alpha * 255; glBlendFunc ( GL_SRC_ALPHA, GL_ONE ); glBindTexture ( GL_TEXTURE_2D, g_app->m_resource->GetTexture( filename ) ); glColor4ubv( col.GetData() ); glBegin( GL_QUADS ); glTexCoord2i( 0, 0 ); glVertex3dv( (pos - right * size - up * size).GetData() ); glTexCoord2i( 0, 1 ); glVertex3dv( (pos - right * size + up * size).GetData() ); glTexCoord2i( 1, 1 ); glVertex3dv( (pos + right * size + up * size).GetData() ); glTexCoord2i( 1, 0 ); glVertex3dv( (pos + right * size - up * size).GetData() ); glEnd(); glEnable ( GL_CULL_FACE ); glDisable ( GL_BLEND ); glDisable ( GL_TEXTURE_2D ); glDepthMask ( true ); glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); }
void LocationEditor::RenderUnit(InstantUnit *_iu) { char *typeName = Entity::GetTypeName(_iu->m_type); float landHeight = g_app->m_location->m_landscape.m_heightMap->GetValue(_iu->m_posX, _iu->m_posZ); glColor4f( 1.0, 1.0, 1.0, 1.0 ); g_editorFont.DrawText3DCentre(Vector3(_iu->m_posX, landHeight + 15.0, _iu->m_posZ), 15.0, "%d %s(s)", _iu->m_number, typeName); // Render troops int maxX = (int)iv_sqrt(_iu->m_number); int maxZ = _iu->m_number / maxX; float pitch = 10.0; float offsetX = -maxX * pitch * 0.5; float offsetZ = -maxZ * pitch * 0.5; RGBAColour colour; if( _iu->m_teamId >= 0 ) colour = g_app->m_location->m_teams[_iu->m_teamId]->m_colour; colour.a = 200; glColor4ubv(colour.GetData()); Vector3 camUp = g_app->m_camera->GetUp() * 5.0; Vector3 camRight = g_app->m_camera->GetRight() * 5.0; glDisable (GL_CULL_FACE ); glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE); glDepthMask (false); glBegin (GL_QUADS); // // Render dots for the number and team of the unit for (int x = 0; x < maxX; ++x) { for (int z = 0; z < maxZ; ++z) { Vector3 pos(_iu->m_posX + offsetX + x * pitch, 0, _iu->m_posZ + offsetZ + z * pitch); pos.y = g_app->m_location->m_landscape.m_heightMap->GetValue(pos.x, pos.z) + 2.0; glVertex3dv( (pos - camUp - camRight).GetData() ); glVertex3dv( (pos - camUp + camRight).GetData() ); glVertex3dv( (pos + camUp + camRight).GetData() ); glVertex3dv( (pos + camUp - camRight).GetData() ); } } glEnd(); // // Render our spread circle if( m_mode == ModeInstantUnit ) { int numSteps = 30; float angle = 0.0; colour.a = 100; glColor4ubv(colour.GetData() ); glLineWidth( 2.0 ); glBegin( GL_LINE_LOOP ); for( int i = 0; i <= numSteps; ++i ) { float xDiff = _iu->m_spread * iv_sin(angle); float zDiff = _iu->m_spread * iv_cos(angle); Vector3 pos = Vector3(_iu->m_posX, 0.0, _iu->m_posZ) + Vector3(xDiff,5,zDiff); pos.y = g_app->m_location->m_landscape.m_heightMap->GetValue(pos.x, pos.z) + 10.0; if( pos.y < 2 ) pos.y = 2; glVertex3dv( pos.GetData() ); angle += 2.0 * M_PI / (float) numSteps; } glEnd(); } glDisable (GL_BLEND); glDepthMask (true); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable (GL_CULL_FACE ); }
void Nuke::RenderHistory( double _predictionTime ) { if( m_history.Size() > 0 && m_id.GetTeamId() != 255 ) { glBindTexture( GL_TEXTURE_2D, g_app->m_resource->GetTexture( "textures/laser.bmp" ) ); Vector3 predictedPos = m_pos + m_vel * SERVER_ADVANCE_PERIOD; Vector3 lastPos = predictedPos; RGBAColour colour = g_app->m_location->m_teams[m_id.GetTeamId()]->m_colour; if( m_id.GetTeamId() == g_app->m_location->GetMonsterTeamId() ) { glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR ); colour.Set( 255, 255, 255, 0 ); } for( int i = 0; i < m_history.Size(); ++i ) { Vector3 historyPos, thisPos; thisPos = historyPos = *m_history[i]; Vector3 diff = thisPos - lastPos; lastPos += diff * 0.1f; if( m_id.GetTeamId() != g_app->m_location->GetMonsterTeamId() ) { colour.a = 255 - 255 * (float) i / (float) m_history.Size(); } glColor4ubv( colour.GetData() ); Vector3 lengthVector = (thisPos - lastPos).Normalise(); lengthVector.SetLength((thisPos - lastPos).Mag()); Vector3 fromPos = lastPos; Vector3 toPos = thisPos;//lastPos - lengthVector; Vector3 midPoint = fromPos + (toPos - fromPos)/2.0f; Vector3 camToMidPoint = g_app->m_camera->GetPos() - midPoint; float camDistSqd = camToMidPoint.MagSquared(); Vector3 rightAngle = (camToMidPoint ^ ( midPoint - toPos )).Normalise(); //rightAngle *= 0.8f; rightAngle.SetLength(5.0f); glBegin( GL_QUADS ); glTexCoord2i(0,0); glVertex3dv( (fromPos - rightAngle).GetData() ); glTexCoord2i(0,1); glVertex3dv( (fromPos + rightAngle).GetData() ); glTexCoord2i(1,1); glVertex3dv( (toPos + rightAngle).GetData() ); glTexCoord2i(1,0); glVertex3dv( (toPos - rightAngle).GetData() ); glTexCoord2i(0,0); glVertex3dv( (fromPos - rightAngle).GetData() ); glTexCoord2i(0,1); glVertex3dv( (fromPos + rightAngle).GetData() ); glTexCoord2i(1,1); glVertex3dv( (toPos + rightAngle).GetData() ); glTexCoord2i(1,0); glVertex3dv( (toPos - rightAngle).GetData() ); glTexCoord2i(0,0); glVertex3dv( (fromPos - rightAngle).GetData() ); glTexCoord2i(0,1); glVertex3dv( (fromPos + rightAngle).GetData() ); glTexCoord2i(1,1); glVertex3dv( (toPos + rightAngle).GetData() ); glTexCoord2i(1,0); glVertex3dv( (toPos - rightAngle).GetData() ); glEnd(); lastPos = historyPos; } } }
void Nuke::Render( double _predictionTime ) { if( m_renderMarker ) { RenderGroundMarker(); } RenderSub( _predictionTime ); if( m_exploded ) { //RenderDeaths(); } else { if( !m_launched ) return; Vector3 front = m_front; front.RotateAroundY( M_PI / 2.0f ); Vector3 predictedPos = m_pos + m_vel * _predictionTime;; Vector3 entityUp = m_front; Vector3 entityRight (front ^ entityUp); Vector3 lengthVector = m_vel; lengthVector.SetLength( 10.0f ); Vector3 fromPos = predictedPos; Vector3 toPos = predictedPos - lengthVector; Vector3 midPoint = fromPos + (toPos - fromPos)/2.0f; Vector3 camToMidPoint = g_app->m_camera->GetPos() - midPoint; float camDistSqd = camToMidPoint.MagSquared(); Vector3 rightAngle = (camToMidPoint ^ ( midPoint - toPos )).Normalise(); entityRight = rightAngle; float size = 10.0f; size *= (1.0f + 0.03f * (( m_id.GetIndex() * m_id.GetUniqueId() ) % 10)); entityRight *= size; entityUp *= size * 2.0f; glDepthMask ( false ); glEnable ( GL_BLEND ); glBlendFunc ( GL_SRC_ALPHA, GL_ONE ); glEnable ( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, g_app->m_resource->GetTexture( "sprites/nuke.bmp" ) ); RGBAColour colour = g_app->m_location->m_teams[m_id.GetTeamId()]->m_colour; if( m_id.GetTeamId() == g_app->m_location->GetMonsterTeamId() ) { glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR ); colour.Set( 255, 255, 255, 0 ); } glColor4ubv(colour.GetData()); glBegin(GL_QUADS); glTexCoord2i(0, 1); glVertex3dv( (predictedPos - entityRight + entityUp).GetData() ); glTexCoord2i(1, 1); glVertex3dv( (predictedPos + entityRight + entityUp).GetData() ); glTexCoord2i(1, 0); glVertex3dv( (predictedPos + entityRight).GetData() ); glTexCoord2i(0, 0); glVertex3dv( (predictedPos - entityRight).GetData() ); glEnd(); RenderHistory( _predictionTime ); glShadeModel ( GL_FLAT ); glDisable ( GL_TEXTURE_2D ); glDepthMask ( true ); } }