/* * PlanetPenguin Racer * Copyright (C) 2005 Volker Stroebel * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "racingmode.h" #include "gameconfig.h" #include "track_marks.h" #include "game_mgr.h" #include "hud.h" #include "fog.h" #include "viewfrustum.h" #include "part_sys.h" #include "render_util.h" #include "view.h" #include "course_render.h" #include "lights.h" #include "tux.h" #include "tux_shadow.h" #include "fps.h" RacingMode::RacingMode() : m_paused(false) {} void RacingMode::loop(float timestep) { //update the FPS counter for this frame fpsCounter.update(); // the multiplayer stuff is experimental if(GameMode::exp_multiscreen<0){ // player 0 (first player) prePlayer(0,timestep); //things to do before displaying preDisplay(timestep); setup_view_frustum( players[0], NEAR_CLIP_DIST, GameConfig::forwardClipDistance); reshape(resolutionX, resolutionY); renderCourse(0, timestep); postPlayer(0,timestep); }else{ prePlayer(0,timestep); prePlayer(1,timestep); //things to do before displaying preDisplay(timestep); // player 0 (first player) setup_view_frustum( players[0], NEAR_CLIP_DIST, GameConfig::forwardClipDistance,0); reshape(resolutionX, resolutionY, 0); renderCourse(0, timestep); // player 1 (second player) setup_view_frustum( players[1], NEAR_CLIP_DIST, GameConfig::forwardClipDistance,0); reshape(resolutionX, resolutionY, 1); renderCourse(1, timestep); postPlayer(0,timestep); postPlayer(1,timestep); } //additional things after displaying postDisplay(timestep); } void RacingMode::renderCourse(int player, float timestep) { //setup the fog plane (is this necessary for every player?) fogPlane.setup(); //track marks trackMarks[player].update(); if(m_paused==false){ //only update the players view if game is not paused update_view(players[player], timestep); } //draw the sky draw_sky(players[player].view.pos); draw_fog_plane(); set_course_clipping(true); set_course_eye_point(players[player].view.pos ); setup_course_lighting(); render_course(); // draw trackmarks for all players TrackMarks::drawAllPlayers(); draw_elements(); if(GameConfig::drawParticles){ if(m_paused==false){ //update particles if game is not paused update_particles(timestep); } draw_particles(players[player]); } for(int i=0; i