mirror of
https://github.com/AquariaOSE/Aquaria.git
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121 lines
3.1 KiB
C++
121 lines
3.1 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "GridRender.h"
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#include "RenderBase.h"
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#include "../BBGE/AfterEffect.h"
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#include "Game.h"
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SteamRender::SteamRender() : RenderObject()
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{
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cull = false;
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alpha = 0.7f;
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setTexture("Particles/Steam");
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repeatTexture = true;
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rippleDelay = 2;
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setBlendType(BLEND_ADD);
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}
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void SteamRender::onRender(const RenderState& rs) const
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{
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if(!game) return;
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for (Path *p = game->getFirstPathOfType(PATH_STEAM); p; p = p->nextOfType)
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{
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if (p->active)
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{
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int w2 = p->rect.getWidth()/2;
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if (true)
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{
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const int sz = p->nodes.size()-1;
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for (int n = 0; n < sz; n++)
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{
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const PathNode *n1 = &p->nodes[n];
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const PathNode *n2 = &p->nodes[n+1];
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const Vector p1 = n1->position;
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const Vector p2 = n2->position;
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Vector diff = p2-p1;
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if (!diff.isZero())
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{
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Vector pl = diff.getPerpendicularLeft();
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Vector pr = diff.getPerpendicularRight();
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pl.setLength2D(w2);
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pr.setLength2D(w2);
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if (isTouchingLine(p1, p2, dsq->screenCenter, dsq->cullRadius + p->rect.getWidth()/2.0f))
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{
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const Vector p15 = n1->position + diff * 0.25f;
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const Vector p25 = n2->position - diff * 0.25f;
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const Vector r1 = p1+pl;
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const Vector r2 = p1+pr;
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const Vector r3 = p15+pl;
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const Vector r4 = p15+pr;
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const Vector r5 = p25+pl;
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const Vector r6 = p25+pr;
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const Vector r7 = p2+pl;
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const Vector r8 = p2+pr;
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const float len = diff.getLength2D();
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const float texScale = len/256.0f;
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glBegin(GL_QUAD_STRIP);
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glColor4f(1,1,1,0);
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glTexCoord2f((0)*texScale+p->animOffset, 0);
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glVertex2f(r1.x, r1.y);
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glTexCoord2f((0)*texScale+p->animOffset, 1);
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glVertex2f(r2.x, r2.y);
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glColor4f(1,1,1,alpha.x);
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glTexCoord2f((0+0.25f)*texScale+p->animOffset, 0);
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glVertex2f(r3.x, r3.y);
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glTexCoord2f((0+0.25f)*texScale+p->animOffset, 1);
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glVertex2f(r4.x, r4.y);
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glColor4f(1,1,1,alpha.x);
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glTexCoord2f((1-0.25f)*texScale+p->animOffset, 0);
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glVertex2f(r5.x, r5.y);
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glTexCoord2f((1-0.25f)*texScale+p->animOffset, 1);
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glVertex2f(r6.x, r6.y);
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glColor4f(1,1,1,0);
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glTexCoord2f((1)*texScale+p->animOffset, 0);
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glVertex2f(r7.x, r7.y);
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glTexCoord2f((1)*texScale+p->animOffset, 1);
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glVertex2f(r8.x, r8.y);
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glEnd();
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}
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}
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}
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}
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}
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}
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}
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