InfoPanel.cpp
上传用户:hkb425
上传日期:2007-06-16
资源大小:34191k
文件大小:6k
- // InfoPanel1.cpp: implementation of the CInfoPanel class.
- //
- //////////////////////////////////////////////////////////////////////
- #include "stdafx.h"
- #include "InfoPanel.h"
- #include "texManager.h"
- #include "imgtext.h"
- #include "stdio.h"
- #include "input.h"
- #include "gamesetting.h"
- //////////////////////////////////////////////////////////////////////
- // Construction/Destruction
- //////////////////////////////////////////////////////////////////////
- CInfoPanel::CInfoPanel()
- {
- m_gunBiasY=0;
- m_gunBiasAngleY=0;
- m_gunBiasZ=0;
- m_gunBiasX=0;
- m_gunBiasAngleX=0;
- m_bHelpOpen=false;
- m_bFire=false;
- }
- CInfoPanel::~CInfoPanel()
- {
- }
- bool CInfoPanel::InitInfoPanel()
- {
- CTexManager cTex;
- if(!m_myWeapon.InitSMFLoader("model/soldier/mygun.smf",cTex.GetTextureID(TEX_MY_GUN),1))
- return FALSE;
- m_texMetal=cTex.GetTextureID(TEX_METAL);
- m_texNavigator=cTex.GetTextureID(TEX_NAVIGATOR);
- m_texHelp=cTex.GetTextureID(TEX_HELP);
- m_cGunFire.InitGunFire(0.8f,1.2f);
- m_gunMouth=m_myWeapon.GetPos(SMF_GUN_MOUTH);
- return true;
- }
- void CInfoPanel::DrawInfoPanel()
- {
- glColor3f(0,1,0);
- CHeightmap cHmap;
- double dist=sqrt(cHmap.m_distFromFocus);
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- // DrawMyWeapon();
- glDisable(GL_LIGHTING);
- glDisable(GL_CULL_FACE);
- glColor3f(0,1,0);
- CImgText::PrintValue(600,10,cHmap.m_ViewPos.xpos);
- CImgText::PrintValue(600,30,cHmap.m_ViewPos.ypos);
- CImgText::PrintValue(600,50,cHmap.m_ViewPos.zpos);
- CImgText::PrintValue(600,70,cHmap.m_ViewRotY);
- CImgText::PrintValue(500,10,cHmap.m_numTriangles);
- if(dist<3000)
- {
- char str[16];
- sprintf(str,"%.1fm",dist/4);
- CImgText::PrintString(400,300,str);
- }
- else
- CImgText::PrintString(400,300,"3Km+");
- /////////////////////draw cursor
- glBegin(GL_LINES);
- glVertex3f(0, 12,CImgText::GetTextDist());
- glVertex3f(0, 4,CImgText::GetTextDist());
- glVertex3f(0, -4,CImgText::GetTextDist());
- glVertex3f(0, -12,CImgText::GetTextDist());
- glVertex3f(12, 0,CImgText::GetTextDist());
- glVertex3f(4, 0,CImgText::GetTextDist());
- glVertex3f(-4, 0,CImgText::GetTextDist());
- glVertex3f(-12, 0,CImgText::GetTextDist());
- glEnd();
- //////////////////Draw navigator
- if(CInput::m_keys[CGameSetting::m_iKeyHelp])
- {
- CInput::m_keys[CGameSetting::m_iKeyHelp]=false;
- m_bHelpOpen=!m_bHelpOpen;
- }
- if(m_bHelpOpen)
- {
- if(CInput::m_keys[VK_ESCAPE])
- {
- CInput::m_keys[VK_ESCAPE]=false;
- m_bHelpOpen=false;
- }
- }
- glColor3f(1,1,1);
- glBlendFunc(GL_SRC_COLOR,GL_ONE_MINUS_SRC_COLOR);
- glEnable(GL_BLEND);
- glBindTexture(GL_TEXTURE_2D,m_texNavigator);
- glEnable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-384, -156 ,CImgText::GetTextDist());
- glTexCoord2f(1,0);
- glVertex3f(-256, -156 ,CImgText::GetTextDist());
- glTexCoord2f(1,1);
- glVertex3f(-256, -284 ,CImgText::GetTextDist());
- glTexCoord2f(0,1);
- glVertex3f(-384, -284 ,CImgText::GetTextDist());
- glEnd();
- //////////////////////
- glDisable(GL_BLEND);
- if(m_bHelpOpen)
- {
- glBindTexture(GL_TEXTURE_2D,m_texHelp);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-380, 20 ,CImgText::GetTextDist());
- glTexCoord2f(1,0);
- glVertex3f(-124, 20 ,CImgText::GetTextDist());
- glTexCoord2f(1,1);
- glVertex3f(-124, 276 ,CImgText::GetTextDist());
- glTexCoord2f(0,1);
- glVertex3f(-380, 276 ,CImgText::GetTextDist());
- glEnd();
- }
- glDisable(GL_TEXTURE_2D);
- glPointSize(2);
- float x,y;
- glBegin(GL_POINTS);
- for(int i=0;i<m_cHmap.m_numSoldier;i++)
- {
- GetNavigatorPos(&m_cHmap.m_soldierPos[i],&x,&y);
- if(x !=0)
- {
- if(m_cHmap.m_soldierHealth[i]>0)
- glColor3f(1,0,0);
- else
- glColor3f(1,1,0);
- glVertex3f(x,y,CImgText::GetTextDist());
- }
- }
- glEnd();
- /////////////////
- glColor3f(1,1,1);
- }
- void CInfoPanel::DrawMyWeapon()
- {
- if(m_cHmap.m_bAttack)
- {
- m_bFire=!m_bFire;
- m_gunBiasAngleX += 50;
- if(m_gunBiasAngleX>360)m_gunBiasAngleX-=360;
- }
- else
- {
- m_bFire=false;
- m_gunBiasAngleY+= 4;
- if(m_gunBiasAngleY>360)m_gunBiasAngleY-=360;
- }
- m_gunBiasX=sinf(m_gunBiasAngleX*0.0174533f)*0.02f;
- m_gunBiasY=sinf(m_gunBiasAngleY*0.0174533f)*0.03f;
- if(!m_bFire)m_gunBiasZ=0;
- else m_gunBiasZ=0.02f;
- ////////////////////////draw gun
- /* glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
- glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
- glBindTexture(GL_TEXTURE_2D,m_texMetal);
- glEnable(GL_TEXTURE_GEN_S);
- glEnable(GL_TEXTURE_GEN_T);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glEnable(GL_BLEND);*/
- glPushMatrix();
- glTranslatef(m_gunBiasX,m_gunBiasY,m_gunBiasZ);
- m_myWeapon.RenderOneFrame(0);
- glPopMatrix();
-
- /*
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- glDisable(GL_BLEND);*/
- /////////////////////////draw gun fire
- CHeightmap::m_numTriangles += 698 ;
- if(!m_bFire)return;
- glPushMatrix();
- glTranslatef(m_gunMouth.xpos,m_gunMouth.ypos+m_gunBiasY,m_gunMouth.zpos);
- m_cGunFire.DrawGunFire();
- //////////////end draw
- glPopMatrix();
- /////////////// Gun mouth
- CHeightmap::m_numTriangles += 2 ;
- }
- void CInfoPanel::GetNavigatorPos(VERTEX *Pos,float *x,float *y)
- {
- //////// translation
- VERTEX v0=VERTEX(Pos->xpos - m_cHmap.m_ViewPos.xpos,
- Pos->ypos - m_cHmap.m_ViewPos.ypos,
- Pos->zpos - m_cHmap.m_ViewPos.zpos);
- //////// y rotate
- VERTEX v1=VERTEX(v0.xpos*cosf(m_cHmap.m_ViewRotY*0.0174533f)-
- v0.zpos*sinf(m_cHmap.m_ViewRotY*0.0174533f),
- v0.ypos,
- v0.xpos*sinf(m_cHmap.m_ViewRotY*0.0174533f)+
- v0.zpos*cosf(m_cHmap.m_ViewRotY*0.0174533f));
- if(v1.xpos>1280 || v1.xpos<-1280 || v1.zpos>1280 || v1.zpos<-1280)
- {
- *x=0;
- return ;
- }
- *x=v1.xpos*0.05f-320;
- *y=-220-v1.zpos*0.05f;
- }