summaryrefslogtreecommitdiffhomepage
path: root/Stars45/QuantumFlash.cpp
diff options
context:
space:
mode:
authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/QuantumFlash.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
downloadstarshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz
starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2
Moved Stars45 to StarsEx
Diffstat (limited to 'Stars45/QuantumFlash.cpp')
-rw-r--r--Stars45/QuantumFlash.cpp173
1 files changed, 0 insertions, 173 deletions
diff --git a/Stars45/QuantumFlash.cpp b/Stars45/QuantumFlash.cpp
deleted file mode 100644
index 34d2764..0000000
--- a/Stars45/QuantumFlash.cpp
+++ /dev/null
@@ -1,173 +0,0 @@
-/* Starshatter: The Open Source Project
- Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
- Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
- Copyright (c) 1997-2006, Destroyer Studios LLC.
-
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Quantum Warp Out special effect class
-*/
-
-#include "QuantumFlash.h"
-
-#include "Light.h"
-#include "Bitmap.h"
-#include "DataLoader.h"
-#include "Game.h"
-#include "Random.h"
-#include "Scene.h"
-
-// +--------------------------------------------------------------------+
-
-static Bitmap* quantum_flash_texture = 0;
-
-// +--------------------------------------------------------------------+
-
-QuantumFlash::QuantumFlash()
-: nverts(64), npolys(16), mtl(0), verts(0), polys(0), beams(0),
-texture(quantum_flash_texture), length(8000), width(0),
-shade(1.0)
-{
- trans = true;
- luminous = true;
-
- if (!texture || texture->Width() < 1) {
- DataLoader* loader = DataLoader::GetLoader();
- loader->SetDataPath("Explosions/");
- loader->LoadTexture("quantum.pcx", quantum_flash_texture, Bitmap::BMP_TRANSLUCENT);
- loader->SetDataPath(0);
- texture = quantum_flash_texture;
- }
-
- loc = Vec3(0.0f, 0.0f, 1000.0f);
-
- mtl = new Material;
- verts = new VertexSet(nverts);
- polys = new Poly[npolys];
- beams = new Matrix[npolys];
-
- mtl->Kd = Color::White;
- mtl->tex_diffuse = texture;
- mtl->tex_emissive = texture;
- mtl->blend = Video::BLEND_ADDITIVE;
- mtl->luminous = true;
-
- verts->nverts = nverts;
-
- for (int i = 0; i < npolys; i++) {
- verts->loc[4*i+0] = Point( width, 0, 1000);
- verts->loc[4*i+1] = Point( width, -length, 1000);
- verts->loc[4*i+2] = Point(-width, -length, 1000);
- verts->loc[4*i+3] = Point(-width, 0, 1000);
-
- for (int n = 0; n < 4; n++) {
- verts->diffuse[4*i+n] = D3DCOLOR_RGBA(255,255,255,255);
- verts->specular[4*i+n] = D3DCOLOR_RGBA( 0, 0, 0,255);
- verts->tu[4*i+n] = (n < 2) ? 0.0f : 1.0f;
- verts->tv[4*i+n] = (n > 0 && n < 3) ? 1.0f : 0.0f;
- }
-
- beams[i].Roll( Random(-2*PI, 2*PI));
- beams[i].Pitch(Random(-2*PI, 2*PI));
- beams[i].Yaw( Random(-2*PI, 2*PI));
-
- polys[i].nverts = 4;
- polys[i].visible = 1;
- polys[i].sortval = 0;
- polys[i].vertex_set = verts;
- polys[i].material = mtl;
-
- polys[i].verts[0] = 4*i+0;
- polys[i].verts[1] = 4*i+1;
- polys[i].verts[2] = 4*i+2;
- polys[i].verts[3] = 4*i+3;
- }
-
- radius = (float) length;
- length = 0;
- strcpy_s(name, "QuantumFlash");
-}
-
-// +--------------------------------------------------------------------+
-
-QuantumFlash::~QuantumFlash()
-{
- delete mtl;
- delete verts;
- delete [] polys;
- delete [] beams;
-}
-
-// +--------------------------------------------------------------------+
-
-void
-QuantumFlash::Render(Video* video, DWORD flags)
-{
- if (hidden || !visible || !video || ((flags & RENDER_ADDITIVE) == 0))
- return;
-
- const Camera* cam = video->GetCamera();
-
- if (cam) {
- UpdateVerts(cam->Pos());
- video->DrawPolys(npolys, polys);
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-QuantumFlash::UpdateVerts(const Point& cam_pos)
-{
- if (length < radius) {
- length += radius/80;
- width += 1;
- }
-
- for (int i = 0; i < npolys; i++) {
- Matrix& m = beams[i];
-
- m.Yaw(0.05);
- Point vpn = Point(m(2,0), m(2,1), m(2,2));
-
- Point head = loc;
- Point tail = loc - vpn * length;
- Point vtail = tail - head;
- Point vcam = cam_pos - loc;
- Point vtmp = vcam.cross(vtail);
- vtmp.Normalize();
- Point vlat = vtmp * -width;
-
- verts->loc[4*i+0] = head + vlat;
- verts->loc[4*i+1] = tail + vlat * 8;
- verts->loc[4*i+2] = tail - vlat * 8;
- verts->loc[4*i+3] = head - vlat;
-
- DWORD color = D3DCOLOR_RGBA((BYTE) (255*shade), (BYTE) (255*shade), (BYTE) (255*shade), 255);
-
- for (int n = 0; n < 4; n++) {
- verts->diffuse[4*i+n] = color;
- }
- }
-}
-
-// +--------------------------------------------------------------------+
-
-void
-QuantumFlash::SetOrientation(const Matrix& o)
-{
- orientation = o;
-}
-
-void
-QuantumFlash::SetShade(double s)
-{
- if (s < 0) s = 0;
- else if (s > 1) s = 1;
-
- shade = s;
-}
-