///<summary> /// Do any initialization of the rendering context here, such as /// setting background colors, setting up lighting, or performing /// preliminary calculations. /// </summary> public void GLSetupRC(Types.GlobalInfo a_info) { int i, k; info = a_info; // timing setup OTSetup(); info.fTime = (float)TimeInSecondsSinceStart() + info.flurryRandomSeed; info.fOldTime = info.fTime; info.optMode = Types.OPT_MODE_SCALAR_BASE; // initialize particles for (i = 0; i < info.smoke.smokev.particles.Length; i++) { for (k = 0; k < info.smoke.smokev.particles[i].dead.i.Length /*4*/; k++) { info.smoke.smokev.particles[i].dead.i[k] = TRUE; } } for (i = 0; i < /*12*/ info.spark.Length; i++) { info.spark[i].mystery = 1800 * (i + 1) / /*13*/ (info.spark.Length + 1); //HACK info.spark[i].UpdateSpark(); } //foreach(Spark s in info.spark) //{ // s.mystery = 1800 * (i + 1) / 13; // s.UpdateSpark(); //} // setup the defaults for OpenGL Gl.glDisable(Gl.GL_DEPTH_TEST); Gl.glAlphaFunc(Gl.GL_GREATER, 0.0f); Gl.glEnable(Gl.GL_ALPHA_TEST); Gl.glShadeModel(Gl.GL_FLAT); Gl.glDisable(Gl.GL_LIGHTING); Gl.glDisable(Gl.GL_CULL_FACE); Gl.glEnable(Gl.GL_BLEND); Gl.glViewport(0, 0, (int)info.sys_glWidth, (int)info.sys_glHeight); Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluOrtho2D(0, info.sys_glWidth, 0, info.sys_glHeight); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); #if !USEFADEHACK Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); //HACK GLsetupRC() hack for fading startup #endif Gl.glEnableClientState(Gl.GL_COLOR_ARRAY); Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY); Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY); }
//Randomizer rand; public Star(Types.GlobalInfo a_info) { info = a_info; InitStar(); }
public Spark(Types.GlobalInfo a_info) { info=a_info; InitSpark(); }
public Smoke(Types.GlobalInfo a_info) { info = a_info; smokev = new SmokeV(NUMSMOKEPARTICLES); }
public Particle(Types.GlobalInfo a_info) { info=a_info; InitParticle(); }
public Spark(Types.GlobalInfo a_info) { info = a_info; InitSpark(); }
public Particle(Types.GlobalInfo a_info) { info = a_info; InitParticle(); }
///<summary> /// Do any initialization of the rendering context here, such as /// setting background colors, setting up lighting, or performing /// preliminary calculations. /// </summary> public void GLSetupRC(Types.GlobalInfo a_info) { int i,k; info=a_info; // timing setup OTSetup(); info.fTime = (float)TimeInSecondsSinceStart() + info.flurryRandomSeed; info.fOldTime = info.fTime; info.optMode = Types.OPT_MODE_SCALAR_BASE; // initialize particles for (i = 0; i < info.smoke.smokev.particles.Length; i++) { for (k = 0; k < info.smoke.smokev.particles[i].dead.i.Length/*4*/; k++) { info.smoke.smokev.particles[i].dead.i[k] = TRUE; } } for (i = 0; i < /*12*/info.spark.Length; i++) { info.spark[i].mystery = 1800 * (i + 1) / /*13*/(info.spark.Length+1);//HACK info.spark[i].UpdateSpark(); } //foreach(Spark s in info.spark) //{ // s.mystery = 1800 * (i + 1) / 13; // s.UpdateSpark(); //} // setup the defaults for OpenGL Gl.glDisable(Gl.GL_DEPTH_TEST); Gl.glAlphaFunc(Gl.GL_GREATER, 0.0f); Gl.glEnable(Gl.GL_ALPHA_TEST); Gl.glShadeModel(Gl.GL_FLAT); Gl.glDisable(Gl.GL_LIGHTING); Gl.glDisable(Gl.GL_CULL_FACE); Gl.glEnable(Gl.GL_BLEND); Gl.glViewport(0, 0, (int)info.sys_glWidth, (int)info.sys_glHeight); Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluOrtho2D(0, info.sys_glWidth, 0, info.sys_glHeight); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); #if !USEFADEHACK Gl.glClear(Gl.GL_COLOR_BUFFER_BIT); //HACK GLsetupRC() hack for fading startup #endif Gl.glEnableClientState(Gl.GL_COLOR_ARRAY); Gl.glEnableClientState(Gl.GL_VERTEX_ARRAY); Gl.glEnableClientState(Gl.GL_TEXTURE_COORD_ARRAY); }
//Randomizer rand; public Star(Types.GlobalInfo a_info) { info=a_info; InitStar(); }