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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/QuantumFlash.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/QuantumFlash.cpp')
-rw-r--r--StarsEx/QuantumFlash.cpp173
1 files changed, 173 insertions, 0 deletions
diff --git a/StarsEx/QuantumFlash.cpp b/StarsEx/QuantumFlash.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
+ ========
+ 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;
+}
+