Implement space.

This commit is contained in:
Glenn Maynard
2002-11-15 08:02:27 +00:00
parent 79da35a795
commit 46b6e64bbe
+16 -27
View File
@@ -295,33 +295,24 @@ void Player::DrawPrimitives()
{
m_frameCombo.Draw(); // draw this below everything else
RageMatrix matOldView, matOldProj;
RageMatrix matOldProj;
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
{
// save old view and projection
DISPLAY->PushMatrix();
DISPLAY->EnterPerspective(45, false);
// TODO: Re-add this code
// DISPLAY->GetViewTransform( &matOldView );
// DISPLAY->GetProjectionTransform( &matOldProj );
//
// // construct view and project matrix
// RageMatrix matNewView;
// RageVector3 Eye, At, Up( 0.0f, -1.0f, 0.0f );
// if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
// Eye = RageVector3( CENTER_X, GetY()-300.0f, 400.0f );
// At = RageVector3( CENTER_X, GetY()+100.0f, 0.0f );
// } else {
// Eye = RageVector3( CENTER_X, GetY()+800.0f, 400.0f );
// At = RageVector3( CENTER_X, GetY()+400.0f, 0.0f );
// }
// RageMatrixLookAtLH( &matNewView, &Eye, &At, &Up );
//
// DISPLAY->SetViewTransform( &matNewView );
//
// RageMatrix matNewProj;
// RageMatrixPerspectiveFovLH( &matNewProj, PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
// DISPLAY->SetProjectionTransform( &matNewProj );
// construct view and project matrix
RageVector3 Eye, At, Up( 0.0f, 1.0f, 0.0f );
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll ) {
Eye = RageVector3( CENTER_X, -300.0f, 400.0f );
At = RageVector3( CENTER_X, 100.0f, 0.0f );
} else {
Eye = RageVector3( CENTER_X, 800, 400 );
At = RageVector3( CENTER_X, 400, 0.0f );
}
DISPLAY->LookAt(Eye, At, Up);
}
m_GrayArrowRow.Draw();
@@ -330,10 +321,8 @@ void Player::DrawPrimitives()
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
{
// TODO: Re-add this code
// // restire old view and projection
// DISPLAY->SetViewTransform( &matOldView );
// DISPLAY->SetProjectionTransform( &matOldProj );
DISPLAY->ExitPerspective();
DISPLAY->PopMatrix();
}
m_frameJudgement.Draw();