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author | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
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committer | milo24x7@gmail.com <milo24x7@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2013-07-07 22:08:49 +0000 |
commit | d17521c8b9085a91d08fecfd0b51bbbf7b1dccac (patch) | |
tree | 4673104b47dc68a079cac9f94deefd48dfcb66fa /Stars45/QuantumFlash.cpp | |
parent | 1de4b2bdbb019be6f1b7262c3eba5568d7682edd (diff) | |
download | starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.zip starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.gz starshatter-d17521c8b9085a91d08fecfd0b51bbbf7b1dccac.tar.bz2 |
Updated open source license declaration and fixed some formatting issues.
Diffstat (limited to 'Stars45/QuantumFlash.cpp')
-rw-r--r-- | Stars45/QuantumFlash.cpp | 374 |
1 files changed, 199 insertions, 175 deletions
diff --git a/Stars45/QuantumFlash.cpp b/Stars45/QuantumFlash.cpp index 65a16b7..6af2b68 100644 --- a/Stars45/QuantumFlash.cpp +++ b/Stars45/QuantumFlash.cpp @@ -1,175 +1,199 @@ -/* Project Starshatter 4.5
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: Stars.exe
- FILE: QuantumFlash.cpp
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- Quantum Warp Out special effect class
-*/
-
-#include "MemDebug.h"
-#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(__FILE__,__LINE__) Material;
- verts = new(__FILE__,__LINE__) VertexSet(nverts);
- polys = new(__FILE__,__LINE__) Poly[npolys];
- beams = new(__FILE__,__LINE__) 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;
-}
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: Stars.exe + FILE: QuantumFlash.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + Quantum Warp Out special effect class +*/ + +#include "MemDebug.h" +#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(__FILE__,__LINE__) Material; + verts = new(__FILE__,__LINE__) VertexSet(nverts); + polys = new(__FILE__,__LINE__) Poly[npolys]; + beams = new(__FILE__,__LINE__) 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; +} + |