78 memset(verts, 0,
sizeof(verts));
82 bool render_it =
true;
84 #define OUT_PERCENT1 0.80f
85 #define OUT_PERCENT2 0.90f
87 #define IN_PERCENT1 0.10f
88 #define IN_PERCENT2 0.20f
105 r *= (0.40f +
Noise[noise_frame] * 0.30f);
109 r += powf((2.0
f * life_percent) - 1.0
f, 24.0
f) * max_radius * 1.5f;
132 scale.
xyz.z = scale.
xyz.y = scale.
xyz.x = radius / 25.0f;
133 render_info.
set_warp_params(texture_bitmap_num, radius/max_radius, scale);
142 float Grid_depth = radius/2.5f;
195 draw_face( &verts[0], &verts[4], &verts[1] );
196 draw_face( &verts[1], &verts[4], &verts[2] );
197 draw_face( &verts[4], &verts[3], &verts[2] );
198 draw_face( &verts[0], &verts[3], &verts[4] );
204 float adg = (2.0f * life_percent) - 1.0
f;
205 float pct = (powf(adg, 4.0
f) - powf(adg, 128.0
f)) * 4.0
f;
207 if (pct > 0.00001
f) {
212 warp_ball.
render(max_radius * pct * 0.5
f, adg * adg, adg * adg * 6.0f);
232 bool render_it =
true;
234 #define OUT_PERCENT1 0.80f
235 #define OUT_PERCENT2 0.90f
237 #define IN_PERCENT1 0.10f
238 #define IN_PERCENT2 0.20f
255 r *= (0.40f +
Noise[noise_frame] * 0.30f);
259 r += powf((2.0
f * life_percent) - 1.0
f, 24.0
f) * max_radius * 1.5f;
280 float scale = radius / 25.0f;
288 render_info.
set_warp_params(texture_bitmap_num, radius/max_radius, warp_scale);
294 float Grid_depth = radius/2.5f;
354 flash_ball warp_ball(20, .1
f,.25
f, &orient->
vec.fvec, pos, 4.0f, 0.5f);
356 float adg = (2.0f * life_percent) - 1.0
f;
357 float pct = (powf(adg, 4.0
f) - powf(adg, 128.0
f)) * 4.0
f;
359 if (pct > 0.00001
f) {
void warpin_queue_render(draw_list *scene, object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d)
void render(float rad, float intinsity, float life)
void vm_vec_scale_add(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
#define MISSION_FLAG_FULLNEB
void warpin_render(object *obj, matrix *orient, vec3d *pos, int texture_bitmap_num, float radius, float life_percent, float max_radius, int warp_3d)
ubyte g3_transfer_vertex(vertex *dest, const vec3d *src)
void set_flags(uint flags)
struct vec3d::@225::@227 xyz
#define TMAP_HTL_3D_UNLIT
void model_render_immediate(model_render_params *render_info, int model_num, matrix *orient, vec3d *pos, int render, bool sort)
void set_detail_level_lock(int detail_level_lock)
void vm_vec_scale_add2(vec3d *dest, const vec3d *src, float k)
GLenum GLenum GLenum GLenum GLenum scale
void gr_set_bitmap(int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha)
GLfloat GLfloat GLfloat v2
float Noise[NOISE_NUM_FRAMES]
void g3_done_instance(bool set_api=false)
void model_render_queue(model_render_params *interp, draw_list *scene, int model_num, matrix *orient, vec3d *pos)
#define GR_ALPHABLEND_FILTER
GLdouble GLdouble GLdouble r
struct matrix::@228::@230 vec
float neb2_get_fog_intensity(object *obj)
void draw_face(vertex *v1, vertex *v2, vertex *v3)
ubyte g3_rotate_vertex(vertex *dest, const vec3d *src)
void warpin_batch_draw_face(int texture, vertex *v1, vertex *v2, vertex *v3)
float vm_vec_dist_quick(const vec3d *v0, const vec3d *v1)
int batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, float alpha, float depth)
void set_warp_params(int bitmap, float alpha, vec3d &scale)
void g3_start_instance_matrix(const vec3d *pos, const matrix *orient, bool set_api=true)
#define TMAP_FLAG_TEXTURED
int g3_draw_bitmap(vertex *pos, int orient, float radius, uint tmap_flags, float depth=0.0f)
int batch_add_tri(int texture, int tmap_flags, vertex *verts, float alpha)
GLsizei GLsizei GLuint * obj
float vm_vec_dot(const vec3d *v0, const vec3d *v1)
vec3d * vm_vec_perp(vec3d *dest, const vec3d *p0, const vec3d *p1, const vec3d *p2)
#define GR_BITBLT_MODE_NORMAL
int g3_draw_poly(int nv, vertex **pointlist, uint tmap_flags)
GLclampf GLclampf GLclampf alpha
GLfloat GLfloat GLfloat GLfloat v3