diff options
author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
---|---|---|
committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /Stars45/QuantumFlash.cpp | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-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.cpp | 173 |
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; -} - |