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1 #include "beginpart.h"
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2
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3 BeginPart::BeginPart(GraphicsContext *gc) {
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4 this->gc = gc;
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5
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6 this->gc = gc;
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7
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8 SceneLoader::SetNormalFileSaving(true);
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9 SceneLoader::SetDataPath("data/textures/");
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10 SceneLoader::LoadScene("data/geometry/begin.3ds", &scene);
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11
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12 light = new DirLight(Vector3(0.0f, 0.0f, 1.0f));
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13 light->SetIntensity(1.5f);
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14 scene->AddLight(light);
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15
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16 // get stuff
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17 Logo1 = scene->GetObject("LogoT");
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18 scene->RemoveObject(Logo1);
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19
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20 Logo2 = scene->GetObject("LogoB");
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21 scene->RemoveObject(Logo2);
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22
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23 VolumeLogo = scene->GetObject("VolumeLogo");
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24 scene->RemoveObject(VolumeLogo);
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25
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26 Latin1 = scene->GetObject("Latin1");
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27 Latin2 = scene->GetObject("Latin2");
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28 Lines[0] = scene->GetObject("Lines1");
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29 Lines[1] = scene->GetObject("Lines2");
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30 TheLabText[0] = scene->GetObject("LabText1");
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31 TheLabText[1] = scene->GetObject("LabText2");
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32
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33 scene->RemoveObject(scene->GetObject("Plane01"));
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34
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35 gc->SetTextureTransformState(0, TexTransform2D);
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36 }
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37
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38 BeginPart::~BeginPart() {
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39 delete scene;
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40 }
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41
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42 #define psin(x) (sinf(x) / 2.0f + 0.5f)
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43 #define pcos(x) (cosf(x) / 2.0f + 0.5f)
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44
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45 void BeginPart::MainLoop() {
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46 dword msec = timer.GetMilliSec();
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47 float t = (float)msec / 1000.0f;
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48
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49 const float StartCycle = 2.5f;
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50 const float EndCycle = 5.0f;
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51 const float StartFade = 9.0f;
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52
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53
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54 Latin1->SetTextureMatrix(Matrix3x3(1,0,0, 0,1,0, 0,t/4,1));
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55 Latin2->SetTextureMatrix(Matrix3x3(1,0,0, 0,1,0, 0,t/2,1));
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56 Lines[0]->SetTextureMatrix(Matrix3x3(1,0,0, 0,1,0, t*2.0f,0,1));
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57 Lines[1]->SetTextureMatrix(Matrix3x3(1,0,0, 0,1,0, t/2.0f,0,1));
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58 TheLabText[0]->SetTextureMatrix(Matrix3x3(1,0,0, 0,1,0, t,0,1));
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59 TheLabText[1]->SetTextureMatrix(Matrix3x3(1,0,0, 0,1,0, t/3,0,1));
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60
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61 gc->Clear(0);
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62 gc->ClearZBufferStencil(1.0f, 0);
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63
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64 gc->SetZBuffering(false);
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65
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66 scene->Render();
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67
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68 gc->SetAlphaBlending(true);
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69 gc->SetTextureStageColor(0, TexBlendModulate, TexArgCurrent, TexArgTexture);
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70 gc->SetTextureStageAlpha(0, TexBlendModulate, TexArgCurrent, TexArgTexture);
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71 gc->SetBlendFunc(BLEND_ONE, BLEND_ONE);
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72
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73 Matrix3x3 TexMat;
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74
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75 // render shit
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76 Logo1->SetTranslation(0.0f, max(0.8f - t, 0) * 50.0f, 0.0f);
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77 Logo2->SetTranslation(0.0f, -max(0.8f - t, 0) * 50.0f, 0.0f);
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78
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79 if(t > StartCycle) {
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80 Logo1->material.Diffuse.r += (t-StartCycle) * 0.005f;
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81 Logo1->material.Diffuse.g -= (t-StartCycle) * 0.005f;
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82 Logo1->material.Diffuse.b -= (t-StartCycle) * 0.005f;
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83 if(Logo1->material.Diffuse.r > 0.5f) Logo1->material.Diffuse.r = 0.5f;
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84 if(Logo1->material.Diffuse.g < 0.0f) Logo1->material.Diffuse.g = 0.0f;
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85 if(Logo1->material.Diffuse.b < 0.0f) Logo1->material.Diffuse.b = 0.0f;
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86
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87 Logo2->material.Diffuse.r += (t-StartCycle) * 0.005f;
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88 Logo2->material.Diffuse.g -= (t-StartCycle) * 0.005f;
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89 Logo2->material.Diffuse.b -= (t-StartCycle) * 0.005f;
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90 if(Logo2->material.Diffuse.r > 0.5f) Logo2->material.Diffuse.r = 0.5f;
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91 if(Logo2->material.Diffuse.g < 0.0f) Logo2->material.Diffuse.g = 0.0f;
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92 if(Logo2->material.Diffuse.b < 0.0f) Logo2->material.Diffuse.b = 0.0f;
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93 }
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94
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95 gc->SetMaterial(Logo1->material);
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96 gc->SetTexture(0, Logo1->material.Maps[TextureMap]);
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97
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98 gc->SetWorldMatrix(Logo1->GetWorldTransform());
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99 Logo1->RenderBare();
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100
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101 gc->SetWorldMatrix(Logo2->GetWorldTransform());
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102 Logo2->RenderBare();
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103
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104 if(t > EndCycle) {
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105 Color color(Logo1->material.Diffuse.r, Logo1->material.Diffuse.g, Logo1->material.Diffuse.b);
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106 VolumeLogo->material.SetDiffuse(color);
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107 gc->SetTexture(0, VolumeLogo->material.Maps[TextureMap]);
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108
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109 float xoffs = sinf(t/2.0f) * 4.0f;
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110 float yoffs = sinf(t) * 1.5f;//-(t - 2.0f*EndCycle);
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111 for(int i=0; i<min(10, (int)((t-EndCycle)*30.0f)); i++) {
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112 Matrix4x4 mat;
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113 mat.SetTranslation(xoffs * ((float)i * 0.5f), yoffs * ((float)i * 0.5f), 0.0f);
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114
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115 float ScaleFactor = 1.0f + (float)i * 0.2f;
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116 Matrix4x4 ScaleMat;
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117 ScaleMat.SetScaling(ScaleFactor, ScaleFactor, ScaleFactor);
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118
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119 VolumeLogo->material.Diffuse.r -= 0.08f;
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120 VolumeLogo->material.Diffuse.g -= 0.08f;
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121 VolumeLogo->material.Diffuse.b -= 0.08f;
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122
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123 gc->SetWorldMatrix(VolumeLogo->GetWorldTransform() * mat * ScaleMat);
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124 VolumeLogo->RenderBare();
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125 }
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126 }
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127
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128 Material OrigMat = VolumeLogo->material;
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129 VolumeLogo->material = Material(0.0f, 0.0f, 0.0f, max((t - StartFade) / 2.0f, 0.0f));
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130 VolumeLogo->Render();
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131 VolumeLogo->material = OrigMat;
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132
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133 gc->SetZBuffering(true);
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134 gc->SetAlphaBlending(false);
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135 } |