82 lines
1.8 KiB
C++
82 lines
1.8 KiB
C++
#include "booster.h"
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Booster::Booster(Vector3f tpos, BOOST_TYPE ttype)
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{
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pos = tpos;
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type = ttype;
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}
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Booster::~Booster()
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{
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}
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Vector3f Booster::GetPosition()
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{
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return pos;
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}
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BOOST_TYPE Booster::GetType()
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{
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return type;
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}
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bool Booster::GetAvailability()
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{
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return available;
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}
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void Booster::SetAvailability(bool value)
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{
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available = value;
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}
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void Booster::RenderBillboard(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player)
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{
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float width = 1.0f;
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float height = 1.7f;
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Matrix4 mat4 = tran.GetMatrix();
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Vector3f DiffCam = GetPosition() - player.GetPosition();
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Vector3f UpCam = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
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Vector3f CrossA = DiffCam.Cross(UpCam);
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Vector3f CrossB = DiffCam.Cross(CrossA);
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CrossA.Normalize();
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CrossB.Normalize();
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Vector3f playerPosition = GetPosition() + Vector3f(0.f, 0.f, 0.f);
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Vector3f v1 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v2 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
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float u, v, w, h;
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shader.Use();
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textureAtlas.Bind();
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textureAtlas.TextureIndexToCoord(0, u, v, w, h);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
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glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
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glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
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glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
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glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
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glEnd();
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
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glBlendEquation(GL_FUNC_SUBTRACT);
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glDisable(GL_BLEND);
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shader.Disable();
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}
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