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authorStijn Buys <ingar@osirion.org>2008-07-29 23:00:48 +0000
committerStijn Buys <ingar@osirion.org>2008-07-29 23:00:48 +0000
commitad436de3a520fb2469dafe23afe03dd0afe8d189 (patch)
tree5cf3a4a46d1b173ca1116cfe167ad4b9a824ef96
parentc706b919da0df4599aeda811255fb9f50a03ee69 (diff)
reorganise some variables (lights/engine trails heisenbugs)
-rw-r--r--src/render/draw.cc81
1 files changed, 42 insertions, 39 deletions
diff --git a/src/render/draw.cc b/src/render/draw.cc
index b552361..ee42bb6 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -606,14 +606,22 @@ void draw_pass_model_fragments()
/* draw model lights and engines */
void draw_pass_model_fx(float elapsed)
{
- float t;
-
+ const size_t count = 8; // number of engine trail particles
+
+ float t = 0.0f;
+ float u = 0.0f;
+ float a = 0.0f;
+ float light_size = 0.0f;
+ float engine_size = 0.0f;
+ float trail_size = 0.0f;
+
+ math::Vector3f quad[4];
+ math::Color color;
+
size_t circle_texture = Textures::load("bitmaps/fx/circle00");
-
size_t flare_texture = Textures::bind("bitmaps/fx/flare00");
gl::enable(GL_TEXTURE_2D);
-
gl::begin(gl::Quads);
for (core::Zone::Content::iterator it = zone->content().begin(); it != zone->content().end(); it++) {
@@ -623,17 +631,16 @@ void draw_pass_model_fx(float elapsed)
// draw model lights
for (model::Model::Lights::iterator lit = entity->model()->lights().begin(); lit != entity->model()->lights().end(); lit++) {
-
+ model::Light *light = (*lit);
+
// strobe frequency
t = 1.0f;
- if ((*lit)->strobe())
- t = (core::application()->time() + entity->state()->fuzz() - (*lit)->offset()) * (*lit)->frequency();
-
- if (!(*lit)->strobe() || (( t - floorf(t)) <= (*lit)->time())) {
- model::Light *light = (*lit);
+ if (light->strobe())
+ t = (core::application()->time() + entity->state()->fuzz() - light->offset()) * light->frequency();
+ if (!light->strobe() || (( t - floorf(t)) <= light->time())) {
math::Vector3f location = entity->state()->location() + (entity->state()->axis() * light->location());
- float light_size = 0.0625 * (*lit)->radius();
+ light_size = 0.0625 * light->radius();
if (flare_texture != light->texture()) {
gl::end();
@@ -641,7 +648,7 @@ void draw_pass_model_fx(float elapsed)
gl::begin(gl::Quads);
}
- math::Color color;
+
if (light->entity()) {
color.assign(entity->color());
} else {
@@ -680,7 +687,7 @@ void draw_pass_model_fx(float elapsed)
flare_axis.change_direction(flare->angle());
math::Vector3f location = entity->state()->location() + (entity->state()->axis() * flare->location());
- float light_size = 0.0625 * flare->radius();
+ light_size = 0.0625 * flare->radius();
if (flare_texture != flare->texture()) {
gl::end();
@@ -688,14 +695,13 @@ void draw_pass_model_fx(float elapsed)
gl::begin(gl::Quads);
}
- math::Color color;
if (flare->entity()) {
color.assign(entity->color());
} else {
color.assign(flare->color());
}
- float a = dotproduct(flare_axis.forward(), Camera::axis().forward());
+ a = dotproduct(flare_axis.forward(), Camera::axis().forward());
if (a < -0.1f) {
color.a = -a - 0.1f;
gl::color(color);
@@ -716,26 +722,26 @@ void draw_pass_model_fx(float elapsed)
}
// draw model engines for Controlable entities
- if (entity->type() == core::Entity::Controlable && entity->model()->engines().size()) {
+ if ((entity->type() == core::Entity::Controlable) && entity->model()->engines().size()) {
- float u = static_cast<core::EntityControlable *>(entity)->thrust();
+ u = static_cast<core::EntityControlable *>(entity)->thrust();
if (u > 0) {
- float fraction = entity->state()->state_engine_trail_offset;
- fraction += elapsed * 4.0f * u;
+ t = entity->state()->state_engine_trail_offset;
+ t += elapsed * 4.0f * u;
- if (fraction > 1.0f)
- fraction -= 1.0f;
- math::clamp(fraction, 0.0f, 1.0f);
+ if (t > 1.0f)
+ t -= 1.0f;
+ math::clamp(t, 0.0f, 1.0f);
- entity->state()->state_engine_trail_offset = fraction;
+ entity->state()->state_engine_trail_offset = t;
for(model::Model::Engines::iterator eit = entity->model()->engines().begin(); eit != entity->model()->engines().end(); eit++) {
model::Engine *engine = (*eit);
math::Vector3f location = entity->state()->location() + (entity->state()->axis() * engine->location());
- float engine_size = 0.0625 * engine->radius();
+ engine_size = 0.0625 * engine->radius();
math::Color color(engine->color());
color.a = 0.9f * u;
@@ -745,8 +751,6 @@ void draw_pass_model_fx(float elapsed)
gl::begin(gl::Quads);
}
- math::Vector3f quad[4];
-
quad[0].assign(entity->state()->axis().up() - entity->state()->axis().left());
quad[1].assign(entity->state()->axis().up() + entity->state()->axis().left());
quad[2].assign(entity->state()->axis().up() * -1 + entity->state()->axis().left());
@@ -772,34 +776,33 @@ void draw_pass_model_fx(float elapsed)
color.assign(1.0f, 1.0f);
math::Vector3f offset = entity->state()->axis().forward() * engine_size;
- if (fraction)
- location -= offset * fraction;
+ if (t)
+ location -= offset * t;
- const size_t count = 8;
for (size_t i = count; i > 0; i--) {
- float size = engine_size * 0.8f * (0.4f + ((-fraction + (float) i) / (float) count) * 0.6f);
- color.a = (0.1f + ((-fraction + (float) i) / (float) count) * 0.7f) * u;
+ trail_size = engine_size * 0.8f * (0.4f + ((-t + (float) i) / (float) count) * 0.6f);
+ color.a = (0.1f + ((-t + (float) i) / (float) count) * 0.7f) * u;
gl::color(color);
glTexCoord2f(0,1);
- gl::vertex(location + quad[0] * size);
+ gl::vertex(location + quad[0] * trail_size);
glTexCoord2f(0,0);
- gl::vertex(location + quad[1] * size);
+ gl::vertex(location + quad[1] * trail_size);
glTexCoord2f(1,0);
- gl::vertex(location + quad[2] * size);
+ gl::vertex(location + quad[2] * trail_size);
glTexCoord2f(1,1);
- gl::vertex(location + quad[3] * size);
+ gl::vertex(location + quad[3] * trail_size);
Stats::quads++;
gl::color(color);
glTexCoord2f(1,1);
- gl::vertex(location + quad[3] * size);
+ gl::vertex(location + quad[3] * trail_size);
glTexCoord2f(1,0);
- gl::vertex(location + quad[2] * size);
+ gl::vertex(location + quad[2] * trail_size);
glTexCoord2f(0,0);
- gl::vertex(location + quad[1] * size);
+ gl::vertex(location + quad[1] * trail_size);
glTexCoord2f(0,1);
- gl::vertex(location + quad[0] * size);
+ gl::vertex(location + quad[0] * trail_size);
Stats::quads++;
location -= offset;