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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);
    }
}