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/*  Project Starshatter 4.5
    Destroyer Studios LLC
    Copyright © 1997-2005. All Rights Reserved.

    SUBSYSTEM:    Stars.exe
    FILE:         DriveSprite.cpp
    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Sprite for rendering drive flares.  Remains visible at extreme ranges.
*/

#include "MemDebug.h"
#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);
   }
}