Files
SteamworksSDK/SteamworksExample/StarField.cpp
T
Riley Labrecque 1383b358e4 v1.00
2016-07-07 05:54:47 -06:00

50 lines
1.5 KiB
C++

//========= Copyright © 1996-2008, Valve LLC, All rights reserved. ============
//
// Purpose: Class for rendering the starfield
//
// $NoKeywords: $
//=============================================================================
#include "stdafx.h"
#include "StarField.h"
#include "stdlib.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CStarField::CStarField( CGameEngine *pGameEngine )
{
m_pGameEngine = pGameEngine;
StarVertex_t StarVertex;
int32 width = pGameEngine->GetViewportWidth();
int32 height = pGameEngine->GetViewportHeight();
// Generate star field data
for( int i=0; i < STARFIELD_STAR_COUNT; ++i )
{
int32 nRand = (rand()%(255-50))+50; //value between 50 and 255 for shades of gray
StarVertex.color = D3DCOLOR_ARGB( 255, nRand, nRand, nRand );
StarVertex.x = (float)(rand()%width);
StarVertex.y = (float)(rand()%height);
m_VecStars.push_back( StarVertex );
// bugbug jmccaskey - sometimes make "big stars" which are 4 points right next to each other?
}
}
//-----------------------------------------------------------------------------
// Purpose: Render the star field
//-----------------------------------------------------------------------------
void CStarField::Render()
{
for( size_t i = 0; i < m_VecStars.size(); ++i )
{
m_pGameEngine->BDrawPoint( m_VecStars[i].x, m_VecStars[i].y, m_VecStars[i].color );
}
m_pGameEngine->BFlushPointBuffer();
}