name cleanup. Replace:

StartDrawingAtPixels
 FirstPixelToDraw
 YStartOffset
 DrawFarY
with:
 DrawDistanceAfterTargetsPixels
This commit is contained in:
Chris Danford
2006-11-13 06:12:38 +00:00
parent 06e30d1f45
commit bf20880ba9
9 changed files with 108 additions and 105 deletions
+41 -39
View File
@@ -329,12 +329,12 @@ Sprite *NoteDisplay::GetHoldSprite( NoteColorSprite ncs[NUM_HoldType][NUM_Active
return pSpriteOut;
}
static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
static float ArrowGetAlphaOrGlow( bool bGlow, const PlayerState* pPlayerState, int iCol, float fYOffset, float fPercentFadeToFail, float fYReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
if( bGlow )
return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
return ArrowEffects::GetGlow( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
else
return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
return ArrowEffects::GetAlpha( pPlayerState, iCol, fYOffset, fPercentFadeToFail, fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
struct StripBuffer
@@ -365,7 +365,7 @@ struct StripBuffer
};
void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
//
// Draw the top cap (always wavy)
@@ -404,8 +404,8 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
float fDrawYCapTop;
float fDrawYCapBottom;
{
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceAfterTargetsPixels, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceBeforeTargetsPixels, m_fYReverseOffsetPixels );
fDrawYCapTop = max( fYCapTop, bReverse ? fYEndPos : fYStartPos );
fDrawYCapBottom = min( fYCapBottom, bReverse ? fYStartPos : fYEndPos );
}
@@ -434,7 +434,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
const float fTexCoordTop = SCALE( fTopDistFromHeadTop, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
@@ -477,7 +477,7 @@ void NoteDisplay::DrawHoldTopCap( const TapNote& tn, int iCol, int iRow, bool bI
void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow,
float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
//
// Draw the body (always wavy)
@@ -520,8 +520,8 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
float fDrawYBodyTop;
float fDrawYBodyBottom;
{
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceAfterTargetsPixels, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceBeforeTargetsPixels, m_fYReverseOffsetPixels );
fDrawYBodyTop = max( fYBodyTop, bReverse ? fYEndPos : fYStartPos );
fDrawYBodyBottom = min( fYBodyBottom, bReverse ? fYStartPos : fYEndPos );
@@ -554,7 +554,7 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
fTexCoordTop -= fVertTexCoordOffset;
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
@@ -599,7 +599,8 @@ void NoteDisplay::DrawHoldBody( const TapNote& tn, int iCol, int iRow, bool bIsB
}
}
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fYTail, int fYStep, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
//
// Draw the bottom cap (always wavy)
@@ -638,8 +639,8 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
float fDrawYCapTop;
float fDrawYCapBottom;
{
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYStartOffset, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYEndOffset, m_fYReverseOffsetPixels );
float fYStartPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceAfterTargetsPixels, m_fYReverseOffsetPixels );
float fYEndPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fDrawDistanceBeforeTargetsPixels, m_fYReverseOffsetPixels );
fDrawYCapTop = max( fYCapTop, bReverse ? fYEndPos : fYStartPos );
fDrawYCapBottom = min( fYCapBottom, bReverse ? fYStartPos : fYEndPos );
}
@@ -665,7 +666,7 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
const float fTexCoordTop = SCALE( fTopDistFromTail, 0, fFrameHeight, pRect->top, pRect->bottom );
const float fTexCoordLeft = pRect->left;
const float fTexCoordRight = pRect->right;
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fAlpha = ArrowGetAlphaOrGlow( bGlow, m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
const RageColor color = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
if( fAlpha > 0 )
@@ -706,7 +707,8 @@ void NoteDisplay::DrawHoldBottomCap( const TapNote& tn, int iCol, int iRow, bool
}
}
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYTail, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
//
// Draw the tail
@@ -717,12 +719,12 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
const float fY = fYTail;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
if( fYOffset < fYStartOffset || fYOffset > fYEndOffset )
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, fDrawFarY, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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);
@@ -773,7 +775,8 @@ void NoteDisplay::DrawHoldTail( const TapNote& tn, int iCol, int iRow, bool bIsB
}
}
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale, bool bGlow, float fYStartOffset, float fYEndOffset, float fDrawFarY, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsBeingHeld, float fYHead, float fPercentFadeToFail, float fColorScale,
bool bGlow, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
//
// Draw the head
@@ -785,12 +788,12 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
// draw with normal Sprite
const float fY = fYHead;
const float fYOffset = ArrowEffects::GetYOffsetFromYPos( m_pPlayerState, iCol, fY, m_fYReverseOffsetPixels );
if( fYOffset < fYStartOffset || fYOffset > fYEndOffset )
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, fDrawFarY, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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);
@@ -842,9 +845,8 @@ void NoteDisplay::DrawHoldHead( const TapNote& tn, int iCol, int iRow, bool bIsB
}
}
void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result,
float fPercentFadeToFail, bool bDrawGlowOnly, float fReverseOffsetPixels, float fYStartOffset, float fYEndOffset,
float fDrawFarY, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeingHeld, bool bIsActive, const HoldNoteResult &Result, float fPercentFadeToFail,
bool bDrawGlowOnly, float fReverseOffsetPixels, float fDrawDistanceAfterTargetsPixels, float fDrawDistanceBeforeTargetsPixels, float fDrawDistanceBeforeTargetsPixels2, float fFadeInPercentOfDrawFar )
{
int iEndRow = iRow + tn.iDuration;
@@ -891,9 +893,9 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
/* The body and caps should have no overlap, so their order doesn't matter.
* Draw the head last, so it appears on top. */
if( !cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( !cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( bDrawGlowOnly )
DISPLAY->SetTextureModeGlow();
@@ -903,31 +905,31 @@ void NoteDisplay::DrawHold( const TapNote &tn, int iCol, int iRow, bool bIsBeing
DISPLAY->SetZWrite( WavyPartsNeedZBuffer );
if( !bFlipHeadAndTail )
DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldBottomCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
DrawHoldBody( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( bFlipHeadAndTail )
DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldTopCap( tn, iCol, iRow, bIsBeingHeld, fYHead, fYTail, fYStep, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
/* These set the texture mode themselves. */
if( cache->m_bHoldTailIsAboveWavyParts )
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldTail( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYHead : fYTail, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
if( cache->m_bHoldHeadIsAboveWavyParts )
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHoldHead( tn, iCol, iRow, bIsBeingHeld, bFlipHeadAndTail ? fYTail : fYHead, fPercentFadeToFail, fColorScale, bDrawGlowOnly, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
// now, draw the glow pass
if( !bDrawGlowOnly )
DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fYStartOffset, fYEndOffset, fDrawFarY, fFadeInPercentOfDrawFar );
DrawHold( tn, iCol, iRow, bIsBeingHeld, bIsActive, Result, fPercentFadeToFail, true, fReverseOffsetPixels, fDrawDistanceAfterTargetsPixels, fDrawDistanceBeforeTargetsPixels, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawFarY, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, bool bUseLighting, NotePart part, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
const float fYOffset = ArrowEffects::GetYOffset( m_pPlayerState, iCol, fBeat );
const float fYPos = ArrowEffects::GetYPos( m_pPlayerState, iCol, fYOffset, fReverseOffsetPixels );
const float fRotation = ArrowEffects::GetRotation( m_pPlayerState, fBeat );
const float fXPos = ArrowEffects::GetXPos( m_pPlayerState, iCol, fYOffset );
const float fZPos = ArrowEffects::GetZPos( m_pPlayerState, iCol, fYOffset );
const float fAlpha = ArrowEffects::GetAlpha( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
const float fGlow = ArrowEffects::GetGlow( m_pPlayerState, iCol, fYOffset, fPercentFadeToFail, m_fYReverseOffsetPixels, fDrawFarY, fFadeInPercentOfDrawFar );
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 float fColorScale = ArrowEffects::GetBrightness( m_pPlayerState, fBeat ) * SCALE(fLife,0,1,0.2f,1);
const float fZoom = ArrowEffects::GetZoom( m_pPlayerState );
RageColor diffuse = RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
@@ -973,7 +975,7 @@ void NoteDisplay::DrawActor( Actor* pActor, int iCol, float fBeat, float fPercen
}
}
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawFarY, float fFadeInPercentOfDrawFar )
void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bool bIsAddition, bool bIsMine, bool bIsLift, float fPercentFadeToFail, float fLife, float fReverseOffsetPixels, float fDrawDistanceBeforeTargetsPixels, float fFadeInPercentOfDrawFar )
{
Actor* pActor = NULL;
bool bUseLighting = false;
@@ -1007,7 +1009,7 @@ void NoteDisplay::DrawTap( int iCol, float fBeat, bool bOnSameRowAsHoldStart, bo
bUseLighting = cache->m_bTapNoteUseLighting;
}
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawFarY, fFadeInPercentOfDrawFar );
DrawActor( pActor, iCol, fBeat, fPercentFadeToFail, fLife, fReverseOffsetPixels, bUseLighting, part, fDrawDistanceBeforeTargetsPixels, fFadeInPercentOfDrawFar );
}
/*