Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.

This commit is contained in:
Chris Danford
2002-10-28 05:30:45 +00:00
parent 5110da12d3
commit 73f7db6b15
99 changed files with 1203 additions and 718 deletions
+19 -19
View File
@@ -222,20 +222,20 @@ void Sprite::DrawPrimitives()
}
static RAGEVERTEX v[4];
static RageVertex v[4];
v[0].p = D3DXVECTOR3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[1].p = D3DXVECTOR3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[2].p = D3DXVECTOR3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = D3DXVECTOR3( quadVerticies.right, quadVerticies.top, 0 ); // top right
v[0].p = RageVector3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[1].p = RageVector3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
if( m_bUsingCustomTexCoords )
{
v[0].t = D3DXVECTOR2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[1].t = D3DXVECTOR2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[2].t = D3DXVECTOR2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
v[3].t = D3DXVECTOR2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
v[0].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[1].t = RageVector2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
DISPLAY->EnableTextureWrapping();
}
@@ -244,10 +244,10 @@ void Sprite::DrawPrimitives()
UINT uFrameNo = m_iStateToFrame[m_iCurState];
FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
v[0].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[1].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[2].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
v[0].t = RageVector2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[1].t = RageVector2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[2].t = RageVector2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = RageVector2( pTexCoordRect->right, pTexCoordRect->top ); // top right
// if the texture has more than one frame, we're going to get border mess from the
// neighboring frame, so don't bother turning wrapping off.
@@ -278,7 +278,7 @@ void Sprite::DrawPrimitives()
{
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
v[0].color = v[1].color = v[2].color = v[3].color = D3DXCOLOR(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
v[0].c = v[1].c = v[2].c = v[3].c = RageColor(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
DISPLAY->AddQuad( v );
DISPLAY->PopMatrix();
}
@@ -286,10 +286,10 @@ void Sprite::DrawPrimitives()
//////////////////////
// render the diffuse pass
//////////////////////
v[0].color = m_temp.diffuse[2]; // bottom left
v[1].color = m_temp.diffuse[0]; // top left
v[2].color = m_temp.diffuse[3]; // bottom right
v[3].color = m_temp.diffuse[1]; // top right
v[0].c = m_temp.diffuse[2]; // bottom left
v[1].c = m_temp.diffuse[0]; // top left
v[2].c = m_temp.diffuse[3]; // bottom right
v[3].c = m_temp.diffuse[1]; // top right
DISPLAY->AddQuad( v );
}
@@ -299,7 +299,7 @@ void Sprite::DrawPrimitives()
if( m_temp.glow.a != 0 )
{
DISPLAY->SetColorDiffuse();
v[0].color = v[1].color = v[2].color = v[3].color = m_temp.glow;
v[0].c = v[1].c = v[2].c = v[3].c = m_temp.glow;
DISPLAY->AddQuad( v );
}
}