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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 /StarsEx/DriveSprite.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/DriveSprite.cpp')
-rw-r--r--StarsEx/DriveSprite.cpp141
1 files changed, 141 insertions, 0 deletions
diff --git a/StarsEx/DriveSprite.cpp b/StarsEx/DriveSprite.cpp
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+/* 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
+ ========
+ Sprite for rendering drive flares. Remains visible at extreme ranges.
+*/
+
+#include "DriveSprite.h"
+
+#include "Bitmap.h"
+#include "Camera.h"
+#include "Scene.h"
+#include "Video.h"
+
+// +--------------------------------------------------------------------+
+
+DriveSprite::DriveSprite()
+ : Sprite(), glow(0), effective_radius(0), front(0,0,0), bias(0)
+{ luminous = true; }
+
+DriveSprite::DriveSprite(Bitmap* animation, Bitmap* g)
+ : Sprite(animation), glow(g), effective_radius(0), front(0,0,0), bias(0)
+{ luminous = true; }
+
+DriveSprite::DriveSprite(Bitmap* animation, int length, int repeat, int share)
+ : Sprite(animation, length, repeat, share), glow(0), effective_radius(0),
+ front(0,0,0), bias(0)
+{ luminous = true; }
+
+DriveSprite::~DriveSprite()
+{ }
+
+// +--------------------------------------------------------------------+
+
+void
+DriveSprite::SetFront(const Vec3& f)
+{
+ front = f;
+ front.Normalize();
+}
+
+void
+DriveSprite::SetBias(DWORD b)
+{
+ bias = b;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+DriveSprite::Render(Video* video, DWORD flags)
+{
+ if (!video || ((flags & RENDER_ADDITIVE) == 0))
+ return;
+
+ if (shade > 0 && !hidden && (life > 0 || loop)) {
+ const Camera* cam = video->GetCamera();
+ bool z_disable = false;
+
+ if (bias)
+ video->SetRenderState(Video::Z_BIAS, bias);
+
+ if (front.length()) {
+ Point test = loc;
+
+ if (scene && cam) {
+ Vec3 dir = front;
+
+ double intensity = cam->vpn() * dir * -1;
+ double distance = Point(cam->Pos() - test).length();
+
+ if (intensity > 0.05) {
+ if (!scene->IsLightObscured(cam->Pos(), test, 8)) {
+ video->SetRenderState(Video::Z_ENABLE, false);
+ z_disable = true;
+
+ if (glow) {
+ intensity = pow(intensity, 3);
+
+ if (distance > 5e3)
+ intensity *= (1 - (distance-5e3)/45e3);
+
+ if (intensity > 0) {
+ Bitmap* tmp_frame = frames;
+ double tmp_shade = shade;
+ int tmp_w = w;
+ int tmp_h = h;
+
+ if (glow->Width() != frames->Width()) {
+ double wscale = glow->Width() / frames->Width();
+ double hscale = glow->Height() / frames->Height();
+
+ w = (int) (w * wscale);
+ h = (int) (h * hscale);
+ }
+
+ shade = intensity;
+ frames = glow;
+
+ Sprite::Render(video, flags);
+
+ frames = tmp_frame;
+ shade = tmp_shade;
+ w = tmp_w;
+ h = tmp_h;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if (effective_radius-radius > 0.1) {
+ double scale_up = effective_radius / radius;
+ int tmp_w = w;
+ int tmp_h = h;
+
+ w = (int) (w * scale_up);
+ h = (int) (h * scale_up);
+
+ Sprite::Render(video, flags);
+
+ w = tmp_w;
+ h = tmp_h;
+ }
+
+ else {
+ Sprite::Render(video, flags);
+ }
+
+ if (bias) video->SetRenderState(Video::Z_BIAS, 0);
+ if (z_disable) video->SetRenderState(Video::Z_ENABLE, true);
+ }
+}
+