public static void ball_draw_solid(float[] ball_M, float[] ball_bill_M, float t) { if (has_solid != 0) { int mask = (solid_flags & F_DEPTHMASK); int test = (solid_flags & F_DEPTHTEST); if (solid_alpha < 1.0f) { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Gequal, solid_alpha); } Video.MODELVIEW_PushMatrix(); { /* Apply the ball rotation. */ Video.MODELVIEW_MultMatrix(ball_M); /* Draw the solid billboard geometry. */ if (solid.m_rc != 0) { if (test == 0) { GL.Disable(EnableCap.DepthTest); } if (mask == 0) { GL.DepthMask(false); } GL.Disable(EnableCap.Lighting); { solid.sol_bill(ball_bill_M, t); } GL.Enable(EnableCap.Lighting); if (mask == 0) { GL.DepthMask(true); } if (test == 0) { GL.Enable(EnableCap.DepthTest); } } /* Draw the solid opaque and transparent geometry. */ solid.sol_draw(mask, test); } Video.MODELVIEW_PopMatrix(); if (solid_alpha < 1.0f) { GL.Disable(EnableCap.AlphaTest); } } }
public void item_draw(s_item hp, float r) { float[] c = new float[3]; s_file fp = null; switch (hp.m_t) { case Solid.ITEM_COIN: fp = item_coin_file; break; case Solid.ITEM_GROW: fp = item_grow_file; break; case Solid.ITEM_SHRINK: fp = item_shrink_file; break; } item_color(hp, c); Video.Color(c); fp.sol_draw(0, 1); }
public static void game_draw_fore(int pose, float[] M, int d, float t) { float[] ball_p = file.m_uv[0].m_p; float ball_r = file.m_uv[0].m_r; Video.MODELVIEW_PushMatrix(); { // Rotate the environment about the position of the ball. game_draw_tilt(d); // Compute clipping planes for reflection and ball facing. game_clip_refl(d); game_clip_ball(d, ball_p); if (d < 0) { GL.Enable(EnableCap.ClipPlane0); } switch (pose) { case 1: file.sol_draw(0, 1); break; case 0: // Draw the coins. game_draw_items(file, t); // Draw the floor. file.sol_draw(0, 1); // Fall through. goto case 2; case 2: // Draw the ball shadow. if (d > 0 && Config.config_get_d(Config.CONFIG_SHADOW) != 0) { file.DrawBallShadow(0); } // Draw the ball. game_draw_balls(file, M, t); break; } // Draw the particles and light columns. GL.Enable(EnableCap.ColorMaterial); GL.Disable(EnableCap.Lighting); GL.DepthMask(false); { Video.Color(1.0f, 1.0f, 1.0f); file.sol_bill(M, t); Part.part_draw_coin(M, t); GL.Disable(EnableCap.Texture2D); { file.game_draw_goals(M, t); game_draw_jumps(file, M, t); file.game_draw_swchs(); } GL.Enable(EnableCap.Texture2D); Video.Color(1.0f, 1.0f, 1.0f); } GL.DepthMask(true); GL.Enable(EnableCap.Lighting); GL.Disable(EnableCap.ColorMaterial); if (d < 0) { GL.Disable(EnableCap.ClipPlane0); } } Video.MODELVIEW_PopMatrix(); }