27 #include "glm/gtc/matrix_transform.hpp" 70 _curFade = (std::rand() % 1000) / 1000.0f;
92 _fadeStep = -0.0005f - (std::rand() % 100) / 100000.0f;
94 _fadeStep = 0.0005f + (std::rand() % 100) / 100000.0f;
100 glColor4f(1.0f, 1.0f, 1.0f,
_curFade);
104 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
113 glm::mat4 transform = glm::mat4();
115 transform = glm::scale(transform, glm::vec3(
_curZoom * 10.0f,
_curZoom * 10.0f, 1.0f));
127 _fadeStep = -0.0005f - (std::rand() % 100) / 100000.0f;
129 _fadeStep = 0.0005f + (std::rand() % 100) / 100000.0f;
143 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
153 model->setPosition(0.0f, 0.0f, 100.0f);
160 _fogs.reserve(count);
162 for (
size_t i = 0; i < count; i++)
Model_NWN(const Common::UString &name, ModelType type=kModelTypeObject, const Common::UString &texture="", ModelCache *modelCache=0)
Only render transparent parts.
An element of the front GUI.
A class holding an UTF-8 string.
PointerType release()
Returns the plain pointer value and releases ScopedPtr.
The fog behind the new game dialogs.
A 3D model in the NWN MDL format.
NewGameFog(const Common::UString &name)
NodeList rootNodes
The nodes in the state without a parent.
State * _currentState
The current state.
void renderImmediate(const glm::mat4 &parentTransform)
For shader based systems, don't sort anything, render this right_now.
void render(Graphics::RenderPass pass)
Render the object.
A simple scoped smart pointer template.
A vector of pointer to objects, with automatic deletion.
float _position[3]
Model's position.
The global events manager.
Loading MDL files found in Neverwinter Nights.
Basic reading stream interfaces.
float _scale[3]
Model's scale.
#define EventMan
Shortcut for accessing the events manager.
void render(RenderPass pass)
Render the object.
float _orientation[4]
Model's orientation.
glm::mat4 _absolutePosition
Common::PtrVector< Graphics::Aurora::Model > _fogs
NewGameFogs(size_t count)
static float deg2rad(float deg)
static Graphics::Aurora::Model * createNewGameFog()
void renderImmediate(const glm::mat4 &parentTransform)
For shader based systems, don't sort anything, render this right_now.
Generic Aurora engines model functions.