checkin of v1.50

This commit is contained in:
Chris Danford
2002-01-16 10:01:32 +00:00
parent 7f3a131195
commit 0add9e0bb3
66 changed files with 3425 additions and 1313 deletions
+173 -201
View File
@@ -20,13 +20,6 @@
Sprite::Sprite()
{
Init();
}
void Sprite::Init()
{
Actor::Init();
m_pTexture = NULL;
m_uNumStates = 0;
m_uCurState = 0;
@@ -43,6 +36,9 @@ void Sprite::Init()
m_fSpinSpeed = 2.0f;
m_fVibrationDistance = 5.0f;
m_bVisibleThisFrame = FALSE;
m_HorizAlign = align_center;
m_VertAlign = align_middle;
if( GAMEINFO )
m_bHasShadow = GAMEINFO->m_GameOptions.m_bShadows;
@@ -53,6 +49,7 @@ void Sprite::Init()
m_bBlendAdd = false;
}
Sprite::~Sprite()
{
// RageLog( "Sprite Destructor" );
@@ -65,7 +62,7 @@ bool Sprite::LoadFromTexture( CString sTexturePath )
{
RageLog( ssprintf("Sprite::LoadFromTexture(%s)", sTexturePath) );
Init();
//Init();
return LoadTexture( sTexturePath );
}
@@ -81,20 +78,31 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath )
{
RageLog( ssprintf("Sprite::LoadFromSpriteFile(%s)", sSpritePath) );
Init();
//Init();
m_sSpritePath = sSpritePath;
// Split for the directory. We'll need it below
CString sFontDir, sFontFileName, sFontExtension;
splitrelpath( m_sSpritePath, sFontDir, sFontFileName, sFontExtension );
// read sprite file
IniFile ini;
ini.SetPath( m_sSpritePath );
if( !ini.ReadFile() )
RageError( ssprintf("Error opening Sprite file '%s'.", m_sSpritePath) );
CString sTexturePath = ini.GetValue( "Sprite", "Texture" );
if( sTexturePath == "" )
CString sTextureFile = ini.GetValue( "Sprite", "Texture" );
if( sTextureFile == "" )
RageError( ssprintf("Error reading value 'Texture' from %s.", m_sSpritePath) );
CString sTexturePath = sFontDir + sTextureFile; // save the path of the new texture
// Load the texture
if( !LoadTexture( sTexturePath ) )
return FALSE;
@@ -123,9 +131,14 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath )
}
if( m_uNumStates == 0 )
RageError( ssprintf("Failed to find at least one state in %s.", m_sSpritePath) );
{
m_uNumStates = 1;
m_uFrame[0] = 0;
m_fDelay[0] = 10;
}
return TRUE;
return true;
}
bool Sprite::LoadTexture( CString sTexturePath )
@@ -184,11 +197,16 @@ void Sprite::Update( float fDeltaTime )
}
void Sprite::Draw()
void Sprite::RenderPrimitives()
{
D3DXVECTOR2 pos = m_pos;
D3DXVECTOR3 rotation = m_rotation;
D3DXVECTOR2 scale = m_scale;
if( m_pTexture == NULL )
return;
D3DXCOLOR colorDiffuse[4];
for(int i=0; i<4; i++)
colorDiffuse[i] = m_colorDiffuse[i];
D3DXCOLOR colorAdd = m_colorAdd;
// update properties based on SpriteEffects
switch( m_Effect )
@@ -196,214 +214,123 @@ void Sprite::Draw()
case no_effect:
break;
case blinking:
{
for(int i=0; i<4; i++)
colorDiffuse[i] = m_bTweeningTowardEndColor ? m_effect_colorDiffuse1 : m_effect_colorDiffuse2;
}
break;
case camelion:
{
for(int i=0; i<4; i++)
colorDiffuse[i] = m_effect_colorDiffuse1*m_fPercentBetweenColors + m_effect_colorDiffuse2*(1.0f-m_fPercentBetweenColors);
}
break;
case glowing:
colorAdd = m_effect_colorAdd1*m_fPercentBetweenColors + m_effect_colorAdd2*(1.0f-m_fPercentBetweenColors);
break;
case wagging:
rotation.z = m_fWagRadians * (float)sin(
(m_fWagTimer / m_fWagPeriod) // percent through wag
* 2.0 * D3DX_PI );
break;
case spinning:
// nothing special needed
break;
case vibrating:
pos.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
pos.y += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
break;
case flickering:
m_bVisibleThisFrame = !m_bVisibleThisFrame;
if( !m_bVisibleThisFrame )
for(int i=0; i<4; i++)
colorDiffuse[i] = D3DXCOLOR(0,0,0,0); // don't draw the frame
break;
}
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
// make the object in logical units centered at the origin
// calculate and apply world transform
D3DXMATRIX matOriginalWorld, matNewWorld, matTemp;
pd3dDevice->GetTransform( D3DTS_WORLD, &matOriginalWorld ); // save the original world matrix
matNewWorld = matOriginalWorld; // initialize the matrix we're about to build to transform into this Frame's coord space
D3DXMatrixTranslation( &matTemp, pos.x, pos.y, 0 ); // add in the translation
matNewWorld = matTemp * matNewWorld;
D3DXMatrixTranslation( &matTemp, -0.5f, -0.5f, 0 ); // shift to align texels with pixels
matNewWorld = matTemp * matNewWorld;
D3DXMatrixScaling( &matTemp, scale.x, scale.y, 1 ); // add in the zoom
matNewWorld = matTemp * matNewWorld;
D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
matNewWorld = matTemp * matNewWorld;
pd3dDevice->SetTransform( D3DTS_WORLD, &matNewWorld ); // transform to local coordinates
FRECT quadVerticies;
if( m_pTexture != NULL )
switch( m_HorizAlign )
{
D3DXCOLOR colorDiffuse[4];
for(int i=0; i<4; i++)
colorDiffuse[i] = m_colorDiffuse[i];
D3DXCOLOR colorAdd = m_colorAdd;
case align_top: quadVerticies.left = 0; quadVerticies.right = m_size.x; break;
case align_middle: quadVerticies.left = -m_size.x/2; quadVerticies.right = m_size.x/2; break;
case align_bottom: quadVerticies.left = -m_size.x; quadVerticies.right = 0; break;
default: ASSERT( true );
}
// update properties based on SpriteEffects
switch( m_Effect )
switch( m_VertAlign )
{
case align_bottom: quadVerticies.top = 0; quadVerticies.bottom = m_size.y; break;
case align_middle: quadVerticies.top = -m_size.y/2; quadVerticies.bottom = m_size.y/2; break;
case align_top: quadVerticies.top = -m_size.y; quadVerticies.bottom = 0; break;
default: ASSERT( true );
}
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
CUSTOMVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
// shift by one pixel because sprites are not aligned (why?!?)
v[0].p = D3DXVECTOR3( quadVerticies.left+1, quadVerticies.bottom, 0 ); // bottom left
v[1].p = D3DXVECTOR3( quadVerticies.left+1, quadVerticies.top, 0 ); // top left
v[2].p = D3DXVECTOR3( quadVerticies.right+1, quadVerticies.bottom, 0 ); // bottom right
v[3].p = D3DXVECTOR3( quadVerticies.right+1, quadVerticies.top, 0 ); // top right
if( m_bUsingCustomTexCoords )
{
v[0].tu = m_CustomTexCoords[0]; v[0].tv = m_CustomTexCoords[1]; // bottom left
v[1].tu = m_CustomTexCoords[2]; v[1].tv = m_CustomTexCoords[3]; // top left
v[2].tu = m_CustomTexCoords[4]; v[2].tv = m_CustomTexCoords[5]; // bottom right
v[3].tu = m_CustomTexCoords[6]; v[3].tv = m_CustomTexCoords[7]; // top right
}
else
{
UINT uFrameNo = m_uFrame[m_uCurState];
FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
v[0].tu = pTexCoordRect->left; v[0].tv = pTexCoordRect->bottom; // bottom left
v[1].tu = pTexCoordRect->left; v[1].tv = pTexCoordRect->top; // top left
v[2].tu = pTexCoordRect->right; v[2].tv = pTexCoordRect->bottom; // bottom right
v[3].tu = pTexCoordRect->right; v[3].tv = pTexCoordRect->top; // top right
}
pVB->Unlock();
// Set the stage...
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
pd3dDevice->SetTexture( 0, m_pTexture->GetD3DTexture() );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
//pd3dDevice->SetRenderState( D3DRS_SRCBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
//pd3dDevice->SetRenderState( D3DRS_DESTBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(CUSTOMVERTEX) );
if( colorDiffuse[0].a != 0 )
{
//////////////////////
// render the shadow
//////////////////////
if( m_bHasShadow )
{
case no_effect:
break;
case blinking:
{
for(int i=0; i<4; i++)
colorDiffuse[i] = m_bTweeningTowardEndColor ? m_start_colorDiffuse[i] : m_end_colorDiffuse[i];
}
break;
case camelion:
{
for(int i=0; i<4; i++)
colorDiffuse[i] = m_start_colorDiffuse[i]*m_fPercentBetweenColors + m_end_colorDiffuse[i]*(1.0f-m_fPercentBetweenColors);
}
break;
case glowing:
colorAdd = m_start_colorAdd*m_fPercentBetweenColors + m_end_colorAdd*(1.0f-m_fPercentBetweenColors);
break;
case wagging:
break;
case spinning:
// nothing special needed
break;
case vibrating:
break;
case flickering:
m_bVisibleThisFrame = !m_bVisibleThisFrame;
if( !m_bVisibleThisFrame )
for(int i=0; i<4; i++)
colorDiffuse[i] = D3DXCOLOR(0,0,0,0); // don't draw the frame
break;
}
SCREEN->PushMatrix();
SCREEN->Translate( 5, 5, 0 ); // shift by 5 units
// make the object in logical units centered at the origin
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
CUSTOMVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
float fHalfSizeX = m_size.x/2;
float fHalfSizeY = m_size.y/2;
v[0].p = D3DXVECTOR3( -fHalfSizeX, fHalfSizeY, 0 ); // bottom left
v[1].p = D3DXVECTOR3( -fHalfSizeX, -fHalfSizeY, 0 ); // top left
v[2].p = D3DXVECTOR3( fHalfSizeX, fHalfSizeY, 0 ); // bottom right
v[3].p = D3DXVECTOR3( fHalfSizeX, -fHalfSizeY, 0 ); // top right
if( m_bUsingCustomTexCoords )
{
v[0].tu = m_CustomTexCoords[0]; v[0].tv = m_CustomTexCoords[1]; // bottom left
v[1].tu = m_CustomTexCoords[2]; v[1].tv = m_CustomTexCoords[3]; // top left
v[2].tu = m_CustomTexCoords[4]; v[2].tv = m_CustomTexCoords[5]; // bottom right
v[3].tu = m_CustomTexCoords[6]; v[3].tv = m_CustomTexCoords[7]; // top right
}
else
{
UINT uFrameNo = m_uFrame[m_uCurState];
FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
v[0].tu = pTexCoordRect->left; v[0].tv = pTexCoordRect->bottom; // bottom left
v[1].tu = pTexCoordRect->left; v[1].tv = pTexCoordRect->top; // top left
v[2].tu = pTexCoordRect->right; v[2].tv = pTexCoordRect->bottom; // bottom right
v[3].tu = pTexCoordRect->right; v[3].tv = pTexCoordRect->top; // top right
}
pVB->Unlock();
// Set the stage...
pd3dDevice->SetTexture( 0, m_pTexture->GetD3DTexture() );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
//pd3dDevice->SetRenderState( D3DRS_SRCBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
//pd3dDevice->SetRenderState( D3DRS_DESTBLEND, bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(CUSTOMVERTEX) );
if( colorDiffuse[0].a != 0 )
{
//////////////////////
// render the shadow
//////////////////////
if( m_bHasShadow )
{
D3DXMATRIX matOriginalWorld, matNewWorld, matTemp;
pd3dDevice->GetTransform( D3DTS_WORLD, &matOriginalWorld ); // save the original world matrix
matNewWorld = matOriginalWorld;
D3DXMatrixTranslation( &matTemp, 5, 5, 0 ); // shift by 5 units
matNewWorld = matTemp * matNewWorld;
pd3dDevice->SetTransform( D3DTS_WORLD, &matNewWorld ); // transform to local coordinates
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].color = v[1].color = v[2].color = v[3].color = D3DXCOLOR(0,0,0,0.5f*colorDiffuse[0].a); // semi-transparent black
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
pd3dDevice->SetTransform( D3DTS_WORLD, &matOriginalWorld ); // restore the original world matrix
}
//////////////////////
// render the diffuse pass
//////////////////////
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].color = colorDiffuse[2]; // bottom left
v[1].color = colorDiffuse[0]; // top left
v[2].color = colorDiffuse[3]; // bottom right
v[3].color = colorDiffuse[1]; // top right
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
// finally! Pump those triangles!
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
//////////////////////
// render the add pass
//////////////////////
if( colorAdd.a != 0 )
{
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].color = v[1].color = v[2].color = v[3].color = colorAdd;
v[0].color = v[1].color = v[2].color = v[3].color = D3DXCOLOR(0,0,0,0.5f*colorDiffuse[0].a); // semi-transparent black
pVB->Unlock();
@@ -415,13 +342,58 @@ void Sprite::Draw()
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
SCREEN->PopMatrix();
}
//////////////////////
// render the diffuse pass
//////////////////////
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].color = colorDiffuse[2]; // bottom left
v[1].color = colorDiffuse[0]; // top left
v[2].color = colorDiffuse[3]; // bottom right
v[3].color = colorDiffuse[1]; // top right
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );//bBlendAdd ? D3DTOP_ADD : D3DTOP_MODULATE );
// finally! Pump those triangles!
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
//////////////////////
// render the add pass
//////////////////////
if( colorAdd.a != 0 )
{
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].color = v[1].color = v[2].color = v[3].color = colorAdd;
pVB->Unlock();
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
}
pd3dDevice->SetTransform( D3DTS_WORLD, &matOriginalWorld ); // restore the original world matrix
}