push DrawHoldTail, DrawHoldHead together

This commit is contained in:
Glenn Maynard
2007-01-04 00:16:24 +00:00
parent e0acdf0c80
commit 53d6bb6e36
+20 -21
View File
@@ -717,14 +717,14 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
// Draw the tail
//
NotePart part = NotePart_HoldTail;
Actor* pSprTail = GetHoldActor( m_HoldTail, part, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
Actor *pActor = GetHoldActor( m_HoldTail, part, NoteRowToBeat(iRow), tn.subType == TapNote::hold_head_roll, bIsBeingHeld );
pSprTail->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
pActor->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
const float fY = fYTail;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
return;
return;
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
@@ -732,11 +732,11 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
const RageColor colorDiffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pSprTail->SetRotationZ( 0 );
pSprTail->SetXY( fX, fY );
pSprTail->SetZ( fZ );
bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
pActor->SetRotationZ( 0 );
pActor->SetXY( fX, fY );
pActor->SetZ( fZ );
bool bNeedsTranslate = (bIsAddition && !IsVectorZero(cache->m_fAdditionTextureCoordOffset[part])) || !IsVectorZero(cache->m_fNoteColorTextureCoordSpacing[part]);
if( bNeedsTranslate )
{
DISPLAY->TexturePushMatrix();
@@ -747,13 +747,13 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
if( bGlow )
{
pSprTail->SetDiffuse( RageColor(1,1,1,0) );
pSprTail->SetGlow( colorGlow );
pActor->SetDiffuse( RageColor(1,1,1,0) );
pActor->SetGlow( colorGlow );
}
else
{
pSprTail->SetDiffuse( colorDiffuse );
pSprTail->SetGlow( RageColor(0,0,0,0) );
pActor->SetDiffuse( colorDiffuse );
pActor->SetGlow( RageColor(0,0,0,0) );
}
if( cache->m_bHoldTailUseLighting )
@@ -767,7 +767,7 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
RageVector3(1, 0, +1) );
}
pSprTail->Draw();
pActor->Draw();
if( cache->m_bHoldTailUseLighting )
{
@@ -792,16 +792,15 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
pActor->SetZoom( ArrowEffects::GetZoom( m_pPlayerState ) );
// draw with normal Sprite
const float fY = fYHead;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
const float fY = fYHead;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
if( fYOffset < fDrawDistanceAfterTargetsPixels || fYOffset > fDrawDistanceBeforeTargetsPixels )
return;
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const float fX = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZ = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor colorDiffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
pActor->SetRotationZ( 0 );