Bug fixes and deferred rendering architecture

This commit is contained in:
Chris Danford
2002-08-18 16:19:26 +00:00
parent 9b45ff8afe
commit 0447dc2aad
30 changed files with 671 additions and 695 deletions
+29 -29
View File
@@ -331,17 +331,17 @@ void NoteDisplay::DrawList( int iCount, NoteDisplayInstance cni[], bool bDrawAdd
{
NoteDisplayInstance* pCNI = &cni[i];
const D3DXCOLOR colorAdd = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
//
// set vertex colors
//
v[iNumV++].color = colorAdd; // top left
v[iNumV++].color = colorAdd; // bottom left
v[iNumV++].color = colorAdd; // top right
v[iNumV++].color = colorAdd; // top right
v[iNumV++].color = colorAdd; // bottom left
v[iNumV++].color = colorAdd; // bottom right
v[iNumV++].color = colorGlow; // top left
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
@@ -472,17 +472,17 @@ void NoteDisplay::DrawList( int iCount, NoteDisplayInstance cni[], bool bDrawAdd
{
NoteDisplayInstance* pCNI = &cni[i];
const D3DXCOLOR colorAdd = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
//
// set vertex colors
//
v[iNumV++].color = colorAdd; // top left
v[iNumV++].color = colorAdd; // bottom left
v[iNumV++].color = colorAdd; // top right
v[iNumV++].color = colorAdd; // top right
v[iNumV++].color = colorAdd; // bottom left
v[iNumV++].color = colorAdd; // bottom right
v[iNumV++].color = colorGlow; // top left
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // top right
v[iNumV++].color = colorGlow; // bottom left
v[iNumV++].color = colorGlow; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
@@ -551,16 +551,16 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const D3DXCOLOR colorAddTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorAddBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
// the shift by -0.5 is to align texels to pixels
DISPLAY->AddQuad(
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), colorAddTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), colorAddTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), colorAddBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom), colorAddBottom ); // bottom-right
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
//
@@ -589,14 +589,14 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const D3DXCOLOR colorAddTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorAddBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
DISPLAY->AddQuad(
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), colorAddTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), colorAddTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), colorAddBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom), colorAddBottom ); // bottom-right
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
DISPLAY->FlushQueue();
@@ -612,12 +612,12 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fAddAlpha = GetAddAlpha( fAlpha, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuse= D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlpha);
const D3DXCOLOR colorAdd = D3DXCOLOR(1,1,1,fAddAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fAddAlpha);
m_sprHoldParts.SetState( bActive?1:0 );
m_sprHoldParts.SetXY( fX, fY );
m_sprHoldParts.SetDiffuseColor( colorDiffuse );
m_sprHoldParts.SetAddColor( colorAdd );
m_sprHoldParts.SetGlowColor( colorGlow );
m_sprHoldParts.Draw();
}
}
@@ -646,7 +646,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
m_sprTapParts.SetXY( fXPos, fYPos );
m_sprTapParts.SetRotation( fRotation );
m_sprTapParts.SetAddColor( D3DXCOLOR(1,1,1,fAddAlpha) );
m_sprTapParts.SetGlowColor( D3DXCOLOR(1,1,1,fAddAlpha) );
//
// draw gray part