// Fountain test script
#pragma version(1)
#pragma stateVertex(PVBackground)
#pragma stateFragment(PFBackground)
#pragma stateStore(PSBackground)
#define STATE_TRIANGLE_OFFSET_COUNT 0
#define STATE_LAST_FOCUS 1
// The script enviroment has 3 env allocations.
// bank0: (r) The enviroment structure
// bank1: (r) The position information
// bank2: (rw) The temporary texture state
int lastFocus;
int main(int index)
{
float mat1[16];
float trans = Pos->translate;
float rot = Pos->rotate;
matrixLoadScale(mat1, 2.f, 2.f, 2.f);
matrixTranslate(mat1, 0.f, 0.f, trans);
matrixRotate(mat1, 90.f, 0.f, 0.f, 1.f);
matrixRotate(mat1, rot, 1.f, 0.f, 0.f);
vpLoadModelMatrix(mat1);
// Draw the lighting effect in the strip and fill the Z buffer.
drawSimpleMesh(NAMED_mesh);
// Start of images.
bindProgramStore(NAMED_PSImages);
bindProgramFragment(NAMED_PFImages);
bindProgramVertex(NAMED_PVImages);
float focusPos = Pos->focus;
int focusID = 0;
int lastFocusID = loadI32(2, STATE_LAST_FOCUS);
int imgCount = 13;
if (trans > (-.3f)) {
focusID = -1.0f - focusPos;
if (focusID >= imgCount) {
focusID = -1;
}
} else {
focusID = -1;
}
/*
if (focusID != lastFocusID) {
if (lastFocusID >= 0) {
uploadToTexture(con, env->tex[lastFocusID], 1);
}
if (focusID >= 0) {
uploadToTexture(con, env->tex[focusID], 0);
}
}
*/
lastFocus = focusID;
int triangleOffsetsCount = Pos->triangleOffsetCount;
int imgId = 0;
for (imgId=1; imgId <= imgCount; imgId++) {
float pos = focusPos + imgId + 0.4f;
int offset = (int)floorf(pos * 2.f);
pos = pos - 0.75f;
offset = offset + triangleOffsetsCount / 2;
if (!((offset < 0) || (offset >= triangleOffsetsCount))) {
int start = offset -2;
int end = offset + 2;
if (start < 0) {
start = 0;
}
if (end >= triangleOffsetsCount) {
end = triangleOffsetsCount-1;
}
bindTexture(NAMED_PFImages, 0, loadI32(0, imgId - 1));
matrixLoadTranslate(mat1, -pos - loadF(5, triangleOffsetsCount / 2), 0, 0);
vpLoadTextureMatrix(mat1);
drawSimpleMeshRange(NAMED_mesh, loadI32(4, start), (loadI32(4, end) - loadI32(4, start)));
}
}
return 0;
}