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Diffstat (limited to 'src/render/draw.cc')
-rw-r--r--src/render/draw.cc100
1 files changed, 62 insertions, 38 deletions
diff --git a/src/render/draw.cc b/src/render/draw.cc
index 4b42596..5697cae 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -36,6 +36,7 @@ const float drawfxdistance = 32.0f;
math::Vector3f camera_target;
math::Vector3f camera_eye;
+math::Axis camera_axis;
float angle = 0;
@@ -181,27 +182,6 @@ void draw_model_evertex(core::Entity *entity)
}
}
-void draw_model_lights(core::Entity *entity)
-{
- core::Model *model = entity->model();
-
- if (model->model_light.size()) {
- glPointSize(10);
- gl::begin(gl::Points);
-
- for (std::list<core::Light *>::iterator lit = model->model_light.begin(); lit != model->model_light.end(); lit++) {
- if (!(*lit)->strobe() || (( core::application()->time() - floorf(core::application()->time()) ) < 0.5f)) {
- math::Vector3f location = (*lit)->location();
- gl::color((*lit)->color());
- gl::vertex(location);
- }
- }
-
- gl::end();
- glPointSize(1);
- }
-}
-
void draw_model_engines(core::EntityControlable *entity)
{
core::Model *model = entity->model();
@@ -364,7 +344,7 @@ void draw_pass_model_evertex()
}
}
-/* Draw model lights, engines */
+/* Draw model shields and engines */
void draw_pass_model_fx() {
for (std::map<unsigned int, core::Entity *>::iterator it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
@@ -373,23 +353,68 @@ void draw_pass_model_fx() {
if (test_drawfx_distance(entity)) {
- gl::push();
- gl::translate(entity->location());
- // FIXME
- //gl::rotate(entity->direction(), 0.0f, 0.0f, 1.0f );
- gl::multmatrix(entity->axis());
-
- draw_model_lights(entity);
-
+
if (entity->type() == core::Entity::Controlable) {
+ gl::push();
+ gl::translate(entity->location());
+ gl::multmatrix(entity->axis());
+
draw_model_engines((core::EntityControlable *)entity);
draw_model_shield((core::EntityControlable *)entity);
+ gl::pop();
}
- gl::pop();
+
}
}
}
+/* draw model lights */
+
+void draw_pass_model_lights()
+{
+ //glPointSize(10);
+ glBindTexture(GL_TEXTURE_2D, render::textures[3]); // bitmaps/fx/flare01.tga
+ gl::enable(GL_TEXTURE_2D);
+
+ gl::begin(gl::Quads);
+
+ const float light_size = 0.0625;
+
+ for (std::map<unsigned int, core::Entity *>::iterator it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
+ core::Entity *entity = (*it).second;
+
+ if ( test_drawfx_distance(entity) && (entity->model()->model_light.size())) {
+
+ for (std::list<core::Light *>::iterator lit = entity->model()->model_light.begin(); lit != entity->model()->model_light.end(); lit++) {
+ if (!(*lit)->strobe() || (( core::application()->time() - floorf(core::application()->time()) ) < 0.5f)) {
+ math::Vector3f location = entity->location() + (entity->axis() * (*lit)->location());
+ float n = dotproduct(camera_axis.forward(), (camera_eye-location));
+
+ if (n < 0) {
+ math::Color color((*lit)->color());
+ color.a = fabs(-atanf(n) * 2 / M_PI);
+ gl::color(color);
+
+ glTexCoord2f(0,1);
+ gl::vertex(location + (camera_axis.up() - camera_axis.left()) * light_size);
+ glTexCoord2f(0,0);
+ gl::vertex(location + (camera_axis.up() + camera_axis.left()) * light_size);
+ glTexCoord2f(-1,0);
+ gl::vertex(location + (camera_axis.up() * -1 + camera_axis.left()) * light_size);
+ glTexCoord2f(-1,1);
+ gl::vertex(location + (camera_axis.up() * -1 - camera_axis.left()) * light_size);
+ }
+ }
+ }
+ }
+ }
+
+ gl::end();
+ gl::disable(GL_TEXTURE_2D);
+ //glPointSize(1);
+
+}
+
void draw_pass_model_radius()
{
if (!(r_radius && r_radius->value()))
@@ -485,7 +510,7 @@ void draw_local_axis()
}
/* ----- Main draw routine ----------------------------------------- */
-void draw(math::Vector3f const &eye, math::Vector3f const &target, float seconds)
+void draw(math::Axis const &axis, math::Vector3f const &eye, math::Vector3f const &target, float seconds)
{
Stats::clear();
@@ -497,6 +522,7 @@ void draw(math::Vector3f const &eye, math::Vector3f const &target, float seconds
camera_target.assign(target);
camera_eye.assign(eye);
+ camera_axis.assign(axis);
gl::enable(GL_DEPTH_TEST); // enable depth buffer writing
gl::enable(GL_CULL_FACE); // enable culling
@@ -533,7 +559,10 @@ void draw(math::Vector3f const &eye, math::Vector3f const &target, float seconds
gl::disable(GL_LIGHTING);
gl::enable(GL_BLEND);
- draw_pass_model_fx(); // draw entity lights and engines
+ draw_pass_spacegrid(); // draw the blue spacegrid
+
+ draw_pass_model_fx(); // draw entity shield and engines
+ draw_pass_model_lights(); // draw entity lights
gl::enable(GL_LIGHTING);
gl::enable(GL_RESCALE_NORMAL);
@@ -547,11 +576,6 @@ void draw(math::Vector3f const &eye, math::Vector3f const &target, float seconds
gl::disable(GL_LIGHTING);
gl::disable(GL_COLOR_MATERIAL); // disable color tracking
gl::disable(GL_CULL_FACE); // disable culling
-
- // draw_local_axis();
-
- draw_pass_spacegrid(); // draw the blue spacegrid
-
gl::disable(GL_DEPTH_TEST); // disable depth buffer
// GL_BLEND must be enabled for the GUI