70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
//========= Copyright <20> 1996-2008, Valve LLC, All rights reserved. ============
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//
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// Purpose: Class for rendering the starfield
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//
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// $NoKeywords: $
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//=============================================================================
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#include "stdafx.h"
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#include "StarField.h"
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#include "stdlib.h"
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CStarField::CStarField( IGameEngine *pGameEngine )
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{
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m_pGameEngine = pGameEngine;
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Init();
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}
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void CStarField::Init()
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{
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StarVertex_t StarVertex;
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m_nWidth = m_pGameEngine->GetViewportWidth();
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m_nHeight = m_pGameEngine->GetViewportHeight();
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m_VecStars.clear();
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// Generate star field data
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for( int i=0; i < STARFIELD_STAR_COUNT; ++i )
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{
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int32 nRand = (rand()%(255-50))+50; //value between 50 and 255 for shades of gray
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StarVertex.color = D3DCOLOR_ARGB( 255, nRand, nRand, nRand );
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StarVertex.x = (float)(rand()%m_nWidth);
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StarVertex.y = (float)(rand()%m_nHeight);
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m_VecStars.push_back( StarVertex );
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// bugbug jmccaskey - sometimes make "big stars" which are 4 points right next to each other?
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Render the star field
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//-----------------------------------------------------------------------------
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void CStarField::Render()
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{
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if ( ( m_pGameEngine->GetViewportWidth() != m_nWidth ) || ( m_pGameEngine->GetViewportHeight() != m_nHeight ) )
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{
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Init();
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}
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static int counter; // per starfield draw..
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counter++;
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for( size_t i = 0; i < m_VecStars.size(); ++i )
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{
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float x = m_VecStars[i].x;
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float y = m_VecStars[i].y;
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float scoot = (float)counter * (float)(m_VecStars[i].color & 0xFF) / (4.0f * 255.0f);
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float newy = y - scoot; // make things float up
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while( newy < 0.0f ) newy += m_nHeight; // keep it on screen
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m_pGameEngine->BDrawPoint( x, newy, m_VecStars[i].color );
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}
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m_pGameEngine->BFlushPointBuffer();
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} |