add support for texture coordinate animation in AnimatedTexture

This commit is contained in:
Chris Danford
2004-08-09 00:46:42 +00:00
parent 3f927e6280
commit 1d376f5795
14 changed files with 224 additions and 101 deletions
+51 -26
View File
@@ -11,6 +11,7 @@
#include "ActorUtil.h"
#include <cerrno>
#include "ModelManager.h"
#include "Foreach.h"
const float FRAMES_PER_SECOND = 30;
const CString DEFAULT_ANIMATION_NAME = "default";
@@ -466,6 +467,8 @@ void Model::DrawPrimitives()
RageMatrix &mat = m_vpBones[pMesh->nBoneIndex].mFinal;
DISPLAY->PreMultMatrix( mat );
}
DISPLAY->TexturePushMatrix();
if( pMesh->nMaterialIndex != -1 ) // has a material
{
@@ -482,15 +485,25 @@ void Model::DrawPrimitives()
DISPLAY->SetMaterial( Emissive, Ambient, Diffuse, mat.Specular, mat.fShininess );
// render the first pass with texture 1
DISPLAY->SetTexture( 0, mat.diffuse.ani.GetCurrentTexture() );
DISPLAY->SetSphereEnironmentMapping( mat.diffuse.bSphereMapped );
// render the second pass with texture 2
if( mat.alpha.ani.GetCurrentTexture() )
float fScrollX = 0;
float fScrollY = 0;
if( mat.diffuse.m_fTexVelocityX != 0 || mat.diffuse.m_fTexVelocityY != 0 )
{
DISPLAY->SetTexture( 1, mat.alpha.ani.GetCurrentTexture() );
DISPLAY->SetSphereEnironmentMapping( mat.alpha.bSphereMapped );
fScrollX = mat.diffuse.m_fTexVelocityX * mat.diffuse.GetSecondsIntoAnimation() / mat.diffuse.GetAnimationLengthSeconds();
fScrollY = mat.diffuse.m_fTexVelocityY * mat.diffuse.GetSecondsIntoAnimation() / mat.diffuse.GetAnimationLengthSeconds();
DISPLAY->SetTextureWrapping( true );
}
DISPLAY->TextureTranslate( fScrollX, fScrollY, 0 );
// render the first pass with texture 1
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
DISPLAY->SetSphereEnironmentMapping( mat.diffuse.m_bSphereMapped );
// render the second pass with texture 2
if( mat.alpha.GetCurrentTexture() )
{
DISPLAY->SetTexture( 1, mat.alpha.GetCurrentTexture() );
DISPLAY->SetSphereEnironmentMapping( mat.alpha.m_bSphereMapped );
// UGLY: This overrides the Actor's BlendMode
DISPLAY->SetTextureModeAdd();
DISPLAY->SetTextureFiltering( true );
@@ -512,6 +525,8 @@ void Model::DrawPrimitives()
DISPLAY->DrawCompiledGeometry( TempGeometry, i, m_pGeometry->m_Meshes );
DISPLAY->SetSphereEnironmentMapping( false );
DISPLAY->TexturePopMatrix();
if( pMesh->nBoneIndex != -1 )
{
DISPLAY->PopMatrix();
@@ -549,7 +564,7 @@ void Model::DrawPrimitives()
if( pMesh->nMaterialIndex != -1 )
{
msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
DISPLAY->SetTexture( 0, mat.diffuse.ani.GetCurrentTexture() );
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
}
else
{
@@ -661,13 +676,6 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
AdvanceFrame( 0.0f );
}
float Model::GetCurFrame() { return m_fCurrFrame; };
void Model::SetFrame( float fNewFrame )
{
m_fCurrFrame = fNewFrame;
}
void Model::AdvanceFrame (float dt)
{
if( m_pGeometry == NULL ||
@@ -807,8 +815,8 @@ void Model::Update( float fDelta )
for( int i=0; i<(int)m_Materials.size(); i++ )
{
m_Materials[i].diffuse.ani.Update( fDelta );
m_Materials[i].alpha.ani.Update( fDelta );
m_Materials[i].diffuse.Update( fDelta );
m_Materials[i].alpha.Update( fDelta );
}
//
@@ -853,21 +861,38 @@ void Model::Update( float fDelta )
}
}
int Model::GetNumStates() const
{
int iMaxStates = 0;
FOREACH_CONST( msMaterial, m_Materials, m )
iMaxStates = max( iMaxStates, m->diffuse.GetNumStates() );
return iMaxStates;
}
void Model::SetState( int iNewState )
{
for( int i=0; i<(int)m_Materials.size(); i++ )
FOREACH( msMaterial, m_Materials, m )
{
m_Materials[i].diffuse.ani.SetState( iNewState );
m_Materials[i].alpha.ani.SetState( iNewState );
m->diffuse.SetState( iNewState );
m->alpha.SetState( iNewState );
}
}
int Model::GetNumStates()
float Model::GetAnimationLengthSeconds() const
{
int iMaxStates = 0;
for( int i=0; i<(int)m_Materials.size(); i++ )
iMaxStates = max( iMaxStates, m_Materials[i].diffuse.ani.GetNumStates() );
return iMaxStates;
float fSeconds = 0;
FOREACH_CONST( msMaterial, m_Materials, m )
fSeconds = max( fSeconds, m->diffuse.GetAnimationLengthSeconds() );
return fSeconds;
}
void Model::SetSecondsIntoAnimation( float fSeconds )
{
FOREACH( msMaterial, m_Materials, m )
{
m->diffuse.SetSecondsIntoAnimation( fSeconds );
m->alpha.SetSecondsIntoAnimation( fSeconds );
}
}
void Model::HandleCommand( const ParsedCommand &command )