add Cel Shading drawing code. (I dunno, perhaps this should be part of

Model::Draw() instead of a separate function...)
This commit is contained in:
Thad Ward
2004-06-19 04:45:31 +00:00
parent aa020f9351
commit e9fe289f2d
+32 -13
View File
@@ -241,24 +241,43 @@ void BeginnerHelper::DrawPrimitives()
m_sFlash.Draw();
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
bool DrawCelShaded = PREFSMAN->m_bCelShadeModels;
if(DrawCelShaded)
{
m_mDancePad.DrawCelShaded();
}
else
{
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
m_mDancePad.Draw();
}
m_mDancePad.Draw();
for( int scd=0; scd<NUM_PLAYERS*2; scd++ )
m_sStepCircle[scd].Draw(); // Should be drawn before the dancer, but after the pad, so it is drawn over the pad and under the dancer.
FOREACH_PlayerNumber( pn ) // Draw each dancer
if( GAMESTATE->IsHumanPlayer(pn) )
m_mDancer[pn].Draw();
if(DrawCelShaded)
{
FOREACH_PlayerNumber( pn ) // Draw each dancer
if( GAMESTATE->IsHumanPlayer(pn) )
m_mDancer[pn].DrawCelShaded();
}
else
{
FOREACH_PlayerNumber( pn ) // Draw each dancer
if( GAMESTATE->IsHumanPlayer(pn) )
m_mDancer[pn].Draw();
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
}
void BeginnerHelper::Step( int pn, int CSTEP )