Moved even more constants into theme metrics

This commit is contained in:
Chris Danford
2002-08-29 01:38:21 +00:00
parent fdd2cf304a
commit 5fb403639f
14 changed files with 242 additions and 485 deletions
+81 -359
View File
@@ -78,7 +78,7 @@ int NoteDisplay::GetTapColorFrameNo( const float fNoteBeat )
void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadingOut, D3DXCOLOR &colorTrailingOut )
{
// Chris: If EZ2 doesn't use these values, it can just ignore them.
// Chris: If EZ2 doesn't use a color part, leave that part of the NoteSkin graphic empty
//
// Andy:
// if (GAMESTATE->m_CurGame == GAME_EZ2)
@@ -168,335 +168,12 @@ void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadi
colorTrailingOut = m_colorTapTweens[iTrailingColor1] * (1-fTrailingColorWeightOf2) + m_colorTapTweens[iTrailingColor2] * fTrailingColorWeightOf2;
}
/*
D3DXCOLOR NoteDisplay::GetHoldColor( const float fY, const float fYTop, const float fYBottom )
void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail, bool bDrawGlowOnly )
{
if( fY == fYTop )
return m_colorHoldTweens[0];
// bDrawGlowOnly is a little hacky. We need to draw the diffuse part and the glow part one pass at a time to minimize state changes
float fDistFromEnd = fYBottom - fY;
float fArrowSizesFromEnd = fDistFromEnd / (float)ARROW_SIZE;
float fPercentThroughColors = fmodf( fArrowSizesFromEnd, 2 ) / 2.0f;
float fIndex = fPercentThroughColors * (m_colorHoldTweens.GetSize()-1);
float fWeightOf2 = fIndex - int(fIndex);
int iColor1 = int(fIndex);
int iColor2 = (iColor1+1) % m_colorHoldTweens.GetSize();
return m_colorHoldTweens[iColor1] * (1-fWeightOf2) + m_colorHoldTweens[iColor2] * fWeightOf2;
}
*/
const bool bReverse = GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll;
float NoteDisplay::GetAddAlpha( float fDiffuseAlpha, float fPercentFadeToFail )
{
if( fPercentFadeToFail != -1 )
return 1-fPercentFadeToFail;
float fDistFromCenter = fabsf( 0.5f - fDiffuseAlpha );
return clamp( 1-fDistFromCenter*2, 0, 1 );
}
/*
void NoteDisplay::DrawList( int iCount, NoteDisplayInstance cni[], bool bDrawAddPass )
{
int iNumV;
LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
RAGEVERTEX* v;
LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
const float fGrayWidth = m_sprHoldParts.GetUnzoomedWidth();
const float fGrayHeight = m_sprHoldParts.GetUnzoomedHeight();
const float fColorWidth = m_sprTapParts.GetUnzoomedWidth();
const float fColorHeight = m_sprTapParts.GetUnzoomedHeight();
RageTexture* pGrayTexture = m_sprHoldParts.GetTexture();
RageTexture* pColorTexture = m_sprTapParts.GetTexture();
//
// Draw gray parts diffuse pass
//
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->SetTexture( 0, pGrayTexture->GetD3DTexture() );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( int i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const float fX = pCNI->fX;
const float fY = pCNI->fY;
const float fRotation = pCNI->fRotation;
D3DXVECTOR3 vecPoints[4]; // top left, bottom left, top right, bottom right
//
// Set vertex positions
//
vecPoints[0] = D3DXVECTOR3( -fGrayWidth/2, -fGrayHeight/2, 0 ); // top left
vecPoints[1] = D3DXVECTOR3( -fGrayWidth/2, +fGrayHeight/2, 0 ); // bottom left
vecPoints[2] = D3DXVECTOR3( +fGrayWidth/2, -fGrayHeight/2, 0 ); // top right
vecPoints[3] = D3DXVECTOR3( +fGrayWidth/2, +fGrayHeight/2, 0 ); // bottom right
if( fRotation != 0 )
{
D3DXMATRIX matRotation;
D3DXMatrixRotationZ( &matRotation, fRotation );
for( int j=0; j<4; j++ )
D3DXVec3TransformCoord( &vecPoints[j], &vecPoints[j], &matRotation );
}
for( int j=0; j<4; j++ )
{
vecPoints[j].x += fX;
vecPoints[j].y += fY;
}
// first triangle
v[iNumV++].p = vecPoints[0]; // top left
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[2]; // top right
// 2nd triangle
v[iNumV++].p = vecPoints[2]; // top right
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[3]; // bottom right
//
// set texture coordinates
//
iNumV -= 6;
FRECT* pTexCoordRect = pGrayTexture->GetTextureCoordRect( pCNI->iGrayPartFrameNo );
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
v[iNumV++].t = v[iNumV-1].t; // top right
v[iNumV++].t = v[iNumV-3].t; // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
//
// set vertex colors
//
iNumV -= 6;
D3DXCOLOR colorGrayPart(1,1,1,pCNI->fAlpha);
v[iNumV++].color = colorGrayPart; // top left
v[iNumV++].color = colorGrayPart; // bottom left
v[iNumV++].color = colorGrayPart; // top right
v[iNumV++].color = colorGrayPart; // top right
v[iNumV++].color = colorGrayPart; // bottom left
v[iNumV++].color = colorGrayPart; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
//
// Draw gray parts add pass
//
if( bDrawAddPass )
{
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 );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( int i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
//
// set vertex colors
//
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
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
}
//
// Draw color parts diffuse pass
//
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
pd3dDevice->SetTexture( 0, pColorTexture->GetD3DTexture() );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const float fX = pCNI->fX;
const float fY = pCNI->fY;
const float fRotation = pCNI->fRotation;
D3DXVECTOR3 vecPoints[4]; // top left, bottom left, top right, bottom right
//
// Set vertex positions
//
vecPoints[0] = D3DXVECTOR3( -fColorWidth/2, -fColorHeight/2, 0 ); // top left
vecPoints[1] = D3DXVECTOR3( -fColorWidth/2, +fColorHeight/2, 0 ); // bottom left
vecPoints[2] = D3DXVECTOR3( +fColorWidth/2, -fColorHeight/2, 0 ); // top right
vecPoints[3] = D3DXVECTOR3( +fColorWidth/2, +fColorHeight/2, 0 ); // bottom right
if( fRotation != 0 )
{
D3DXMATRIX matRotation;
D3DXMatrixRotationZ( &matRotation, fRotation );
for( int j=0; j<4; j++ )
D3DXVec3TransformCoord( &vecPoints[j], &vecPoints[j], &matRotation );
}
for( int j=0; j<4; j++ )
{
vecPoints[j].x += fX;
vecPoints[j].y += fY;
}
// first triangle
v[iNumV++].p = vecPoints[0]; // top left
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[2]; // top right
// 2nd triangle
v[iNumV++].p = vecPoints[2]; // top right
v[iNumV++].p = vecPoints[1]; // bottom left
v[iNumV++].p = vecPoints[3]; // bottom right
//
// set texture coordinates
//
iNumV -= 6;
FRECT* pTexCoordRect = pColorTexture->GetTextureCoordRect( pCNI->iColorPartFrameNo );
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
v[iNumV++].t = v[iNumV-1].t; // top right
v[iNumV++].t = v[iNumV-3].t; // bottom left
v[iNumV++].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
//
// set vertex colors
//
iNumV -= 6;
D3DXCOLOR colorLeadingEdge = D3DXCOLOR(pCNI->colorLeadingEdge);
D3DXCOLOR colorTrailingEdge = D3DXCOLOR(pCNI->colorTrailingEdge);
colorLeadingEdge.a = pCNI->fAlpha;
colorTrailingEdge.a = pCNI->fAlpha;
v[iNumV++].color = colorLeadingEdge; // top left
v[iNumV++].color = colorTrailingEdge; // bottom left
v[iNumV++].color = colorLeadingEdge; // top right
v[iNumV++].color = v[iNumV-1].color; // top right
v[iNumV++].color = v[iNumV-3].color; // bottom left
v[iNumV++].color = colorTrailingEdge; // bottom right
}
ASSERT( iNumV == iCount*6 ); // two triangles for each note
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
//
// Draw Color parts add pass
//
if( bDrawAddPass )
{
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 );
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
iNumV = 0;
for( int i=0; i<iCount; i++ )
{
NoteDisplayInstance* pCNI = &cni[i];
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,pCNI->fAddAlpha);
//
// set vertex colors
//
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
pVB->Unlock();
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, iNumV/3 );
}
}
*/
void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float fLife, const float fPercentFadeToFail )
{
const int iCol = hn.m_iTrack;
const float fStartYOffset = ArrowGetYOffset( m_PlayerNumber, hn.m_fStartBeat );
const float fStartYPos = ArrowGetYPos( m_PlayerNumber, fStartYOffset );
@@ -508,8 +185,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fFrameHeight = m_sprHoldParts.GetUnzoomedHeight();
const float fBodyHeight = fFrameHeight*2;
const float fYHead = min(fStartYPos, fEndYPos); // stop drawing here
const float fYTail = max(fStartYPos, fEndYPos); // the center the tail
const float fYHead = bReverse ? fEndYPos : fStartYPos; // the center of the head
const float fYTail = bReverse ? fStartYPos : fEndYPos; // the center the tail
const float fYTailTop = fYTail-fFrameHeight/2;
const float fYTailBottom = fYTail+fFrameHeight/2;
@@ -520,7 +197,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const int fYStep = 8; // draw a segment every 8 pixels // this requires that the texture dimensions be a multiple of 8
DISPLAY->SetBlendModeNormal();
DISPLAY->SetColorTextureMultDiffuse();
if( bDrawGlowOnly )
DISPLAY->SetColorDiffuse();
else
DISPLAY->SetColorTextureMultDiffuse();
DISPLAY->SetAlphaTextureMultDiffuse();
DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
@@ -532,8 +212,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
{
const float fYTop = fY;
const float fYBottom = fY+min(fYStep, fYTailBottom-fY);
const float fXTop = ArrowGetXPos2( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos2( m_PlayerNumber, iCol, fYBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
@@ -547,21 +227,26 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fTexCoordRight = bActive ? 0.50f : 0.25f;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom );
const float fAddAlphaTop = GetAddAlpha( fAlphaTop, fPercentFadeToFail );
const float fAddAlphaBottom = GetAddAlpha( fAlphaBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom );
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 colorGlowTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
// the shift by -0.5 is to align texels to pixels
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
DISPLAY->AddQuad(
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
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
//
@@ -571,8 +256,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
{
const float fYTop = fY;
const float fYBottom = min( fY+fYStep, fYTailTop+1 );
const float fXTop = ArrowGetXPos2( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos2( m_PlayerNumber, iCol, fYBottom );
const float fXTop = ArrowGetXPos( m_PlayerNumber, iCol, fYTop );
const float fXBottom = ArrowGetXPos( m_PlayerNumber, iCol, fYBottom );
const float fXTopLeft = fXTop - fFrameWidth/2;
const float fXTopRight = fXTop + fFrameWidth/2;
const float fXBottomLeft = fXBottom - fFrameWidth/2;
@@ -585,19 +270,24 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fTexCoordRight = bActive ? 1.00f : 0.75f;
const float fAlphaTop = ArrowGetAlpha( m_PlayerNumber, fYTop );
const float fAlphaBottom = ArrowGetAlpha( m_PlayerNumber, fYBottom );
const float fAddAlphaTop = GetAddAlpha( fAlphaTop, fPercentFadeToFail );
const float fAddAlphaBottom = GetAddAlpha( fAlphaBottom, fPercentFadeToFail );
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom );
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 colorGlowTop = D3DXCOLOR(1,1,1,fAddAlphaTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fAddAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
if( !bDrawGlowOnly && colorDiffuseTop.a==0 && colorDiffuseBottom.a==0 )
continue;
DISPLAY->AddQuad(
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
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
DISPLAY->FlushQueue();
@@ -608,19 +298,51 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
//
{
fY = fYHead;
const float fX = ArrowGetXPos2( m_PlayerNumber, iCol, fY );
const float fX = ArrowGetXPos( m_PlayerNumber, iCol, fY );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY );
const float fAddAlpha = GetAddAlpha( fAlpha, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY );
const float fColorScale = SCALE(fLife,0,1,0.5f,1);
const D3DXCOLOR colorDiffuse= D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fAddAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fGlow);
m_sprHoldParts.SetState( bActive?1:0 );
m_sprHoldParts.SetXY( fX, fY );
m_sprHoldParts.SetDiffuseColor( colorDiffuse );
m_sprHoldParts.SetGlowColor( colorGlow );
if( bDrawGlowOnly )
{
m_sprHoldParts.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
m_sprHoldParts.SetGlowColor( colorGlow );
}
else
{
m_sprHoldParts.SetDiffuseColor( colorDiffuse );
m_sprHoldParts.SetGlowColor( D3DXCOLOR(0,0,0,0) );
}
m_sprHoldParts.Draw();
}
//
// We've drawn the diffuse pass, now draw the glow pass if necessary
//
bool bDrawGlow = false;
if( fPercentFadeToFail > 0 )
bDrawGlow = true;
if( !bDrawGlowOnly )
{
switch( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_AppearanceType )
{
case PlayerOptions::APPEARANCE_VISIBLE:
case PlayerOptions::APPEARANCE_STEALTH:
break; // don't need to draw glow
case PlayerOptions::APPEARANCE_HIDDEN:
case PlayerOptions::APPEARANCE_SUDDEN:
bDrawGlow = true;
break;
default:
ASSERT(0);
}
}
if( bDrawGlow )
DrawHold( hn, bActive, fLife, fPercentFadeToFail, true );
}
void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHoldColor, const float fPercentFadeToFail )
@@ -628,9 +350,9 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
const float fRotation = ArrowGetRotation( m_PlayerNumber, iCol, fYOffset );
const float fXPos = ArrowGetXPos2( m_PlayerNumber, iCol, fYPos );
const float fXPos = ArrowGetXPos( m_PlayerNumber, iCol, fYPos );
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fYPos );
const float fAddAlpha = GetAddAlpha( fAlpha, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fYPos );
const int iGrayPartFrameNo = GetTapGrayFrameNo( fBeat );
const int iColorPartFrameNo = GetTapColorFrameNo( fBeat );
@@ -638,7 +360,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
D3DXCOLOR colorLeadingEdge;
D3DXCOLOR colorTrailingEdge;
if( bUseHoldColor )
colorLeadingEdge = colorTrailingEdge = D3DXCOLOR(0,1,0,1); // HACK: green.
colorLeadingEdge = colorTrailingEdge = D3DXCOLOR(0,1,0,1); // HACK: green. Move this into the note skin
else
GetTapEdgeColors( fBeat, colorLeadingEdge, colorTrailingEdge );
colorGrayPart.a *= fAlpha;
@@ -647,7 +369,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bUseHol
m_sprTapParts.SetXY( fXPos, fYPos );
m_sprTapParts.SetRotation( fRotation );
m_sprTapParts.SetGlowColor( D3DXCOLOR(1,1,1,fAddAlpha) );
m_sprTapParts.SetGlowColor( D3DXCOLOR(1,1,1,fGlow) );
//
// draw gray part