1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222
|
#include "video/video.h"
#include "game/game.h"
#define TEX_SPLIT (1.0 - BOW_DIST2) / (1 - BOW_DIST1)
#undef TEX_SPLIT
static float normal1[] = { 1.0, 0.0, 0.0 };
static float normal2[] = { 0.0, 1.0, 0.0 };
/*
getDists returns the minimum distance from (the wall) *line to the
specified (eye) point
the z component is ignored
*/
float getDist(segment2 *s, float* eye) {
float n[2];
float tmp[2];
n[0] = s->vStart.v[0] + s->vDirection.v[1];
n[1] = s->vStart.v[1] - s->vDirection.v[0];
tmp[0] = eye[0] - s->vStart.v[0];
tmp[1] = eye[1] - s->vStart.v[1];
if(n[0] == 0 && n[1] == 0) return length(tmp);
return abs(scalarprod2(n, tmp) / length(n));
}
/*
getSegmentEnd[XY]() returns the end point of the
last trail segment line (before the lightcycles bow starts)
*/
float dists[] = { BOW_DIST2, BOW_DIST3, BOW_DIST1, 0 };
float getSegmentEndX(Data *data, int dist) {
float tlength, blength;
segment2 *s = data->trails + data->trailOffset;
if(dirsX[data->dir] == 0)
return s->vStart.v[0] + s->vDirection.v[0];
tlength = segment2_Length(s);
blength = (tlength < 2 * BOW_LENGTH) ? tlength / 2 : BOW_LENGTH;
return
s->vStart.v[0] + s->vDirection.v[0] -
dists[dist] * blength * dirsX[ data->dir ];
}
float getSegmentEndY(Data *data, int dist) {
float tlength, blength;
segment2 *s = data->trails + data->trailOffset;
if(dirsY[data->dir] == 0)
return s->vStart.v[1] + s->vDirection.v[1];
tlength = segment2_Length(s);
blength = (tlength < 2 * BOW_LENGTH) ? tlength / 2 : BOW_LENGTH;
return
s->vStart.v[1] + s->vDirection.v[1] -
dists[dist] * blength * dirsY[ data->dir ];
}
/* getSegmentEndUV() calculates the texture coordinates for the last segment */
float getSegmentEndUV(segment2 *s, Data *data) {
float tlength, blength;
tlength = segment2_Length(s);
blength = (tlength < 2 * BOW_LENGTH) ? tlength / 2 : BOW_LENGTH;
return (tlength - 2 * blength) / DECAL_WIDTH;
}
/* getSegmentUV gets UV coordinates for an ordinary segment */
float getSegmentUV(segment2 *s) {
return segment2_Length(s) / DECAL_WIDTH;
}
/*
drawTrailLines() draws a white line on top of each trail segment
the alpha value is reduced with increasing distance to the player
*/
void drawTrailLines(Player *p, PlayerVisual *pV) {
segment2 *s;
float height;
float *normal;
Data *data;
Camera *cam;
float trail_top[] = { 1.0, 1.0, 1.0, 1.0 };
data = p->data;
cam = p->camera;
height = data->trail_height;
if(height <= 0) return;
/*
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
*/
if (gSettingsCache.antialias_lines) {
glEnable(GL_LINE_SMOOTH); /* enable line antialiasing */
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_LIGHTING);
glBegin(GL_LINES);
s = data->trails;
while(s != data->trails + data->trailOffset) {
/* the current line is not drawn */
/* compute distance from line to eye point */
getDist(s, cam->cam);
// alpha = (game2->rules.grid_size - dist / 2) / game2->rules.grid_size;
// trail_top[3] = alpha;
glColor4fv(trail_top);
if(s->vDirection.v[1] == 0) normal = normal1;
else normal = normal2;
glNormal3fv(normal);
glVertex3f(s->vStart.v[0],
s->vStart.v[1],
height);
glVertex3f(s->vStart.v[0] + s->vDirection.v[0],
s->vStart.v[1] + s->vDirection.v[1],
height);
s++;
polycount++;
}
glEnd();
/* compute distance from line to eye point */
getDist(s, cam->cam);
//alpha = (game2->rules.grid_size - dist / 2) / game2->rules.grid_size;
// trail_top[3] = alpha;
glColor4fv(trail_top);
glBegin(GL_LINES);
glVertex3f(s->vStart.v[0],
s->vStart.v[1],
height);
glVertex3f( getSegmentEndX(data, 0),
getSegmentEndY(data, 0),
height );
glEnd();
/* glEnable(GL_LIGHTING); */
glDisable(GL_BLEND);
glDisable(GL_LINE_SMOOTH); /* disable line antialiasing */
/*
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
*/
}
/*
drawTrailShadow() draws a alpha-blended shadow on the floor for each
trail segment.
The light source source is (in homogenous coordinates)
at (-1,-1,1,0) (I hope that's correct)
*/
void drawTrailShadow(Player* p, PlayerVisual *pV) {
/* states */
if(gSettingsCache.use_stencil) {
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_GREATER, 1, 1);
glEnable(GL_BLEND);
glColor4fv(shadow_color);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glColor3f(0, 0, 0);
glDisable(GL_BLEND);
}
/* transformation */
glPushMatrix();
glMultMatrixf(shadow_matrix);
/* geometry */
{
int vOffset = 0;
int iOffset = 0;
TrailMesh mesh;
mesh.pVertices = (vec3*) malloc(1000 * sizeof(vec3));
mesh.pNormals = (vec3*) malloc(1000 * sizeof(vec3));
mesh.pColors = (unsigned char*) malloc(1000 * 4 * sizeof(float));
mesh.pTexCoords = (vec2*) malloc(1000 * sizeof(vec2));
mesh.pIndices = (unsigned short*) malloc(1000 * 2);
mesh.iUsed = 0;
trailGeometry(p, pV, &mesh, &vOffset, &iOffset);
bowGeometry(p, pV, &mesh, &vOffset, &iOffset);
trailStatesShadowed();
trailRender(&mesh);
// no states restore, because we're drawing shadowed geometry
free(mesh.pVertices);
free(mesh.pNormals);
free(mesh.pColors);
free(mesh.pTexCoords);
free(mesh.pIndices);
}
/* restore */
if(gSettingsCache.use_stencil)
glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND);
glPopMatrix();
}
|