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

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


	OVERVIEW
	========
	ILS Hoop (HUD display) class
*/

#include "MemDebug.h"
#include "Hoop.h"

#include "Game.h"
#include "Bitmap.h"
#include "DataLoader.h"
#include "Window.h"

static Color  ils_color;

// +--------------------------------------------------------------------+

Hoop::Hoop()
: width(360), height(180), mtl(0)
{
	foreground  = 1;
	radius      = (float) width;

	DataLoader* loader = DataLoader::GetLoader();

	loader->SetDataPath("HUD/");
	loader->LoadTexture("ILS.pcx", hoop_texture, Bitmap::BMP_TRANSLUCENT);
	loader->SetDataPath(0);

	CreatePolys();
}

Hoop::~Hoop()
{ }

// +--------------------------------------------------------------------+

void Hoop::SetColor(Color c)
{ 
	ils_color = c; 
}

// +--------------------------------------------------------------------+

void
Hoop::CreatePolys()
{
	Material* mtl = new(__FILE__,__LINE__) Material;

	mtl->tex_diffuse   = hoop_texture;
	mtl->blend         = Material::MTL_ADDITIVE;

	int w = width /2;
	int h = height/2;

	model     = new(__FILE__,__LINE__) Model;
	own_model = 1;

	Surface* surface = new(__FILE__,__LINE__) Surface;

	surface->SetName("hoop");
	surface->CreateVerts(4);
	surface->CreatePolys(2);

	VertexSet*  vset  = surface->GetVertexSet();
	Poly*       polys = surface->GetPolys();

	ZeroMemory(polys, sizeof(Poly) * 2);

	for (int i = 0; i < 4; i++) {
		int   x = w;
		int   y = h;
		float u = 0;
		float v = 0;

		if (i == 0 || i == 3)
		x = -x;
		else
		u = 1;

		if (i < 2)
		y = -y;
		else
		v = 1;

		vset->loc[i]   = Vec3(x, y, 0);
		vset->nrm[i]   = Vec3(0, 0, 0);

		vset->tu[i]    = u;
		vset->tv[i]    = v;
	}

	for (int i = 0; i < 2; i++) {
		Poly& poly        = polys[i];

		poly.nverts       = 4;
		poly.vertex_set   = vset;
		poly.material     = mtl;

		poly.verts[0]     = i ? 3 : 0;
		poly.verts[1]     = i ? 2 : 1;
		poly.verts[2]     = i ? 1 : 2;
		poly.verts[3]     = i ? 0 : 3;

		poly.plane        = Plane(vset->loc[poly.verts[0]],
		vset->loc[poly.verts[2]],
		vset->loc[poly.verts[1]]);

		surface->AddIndices(6);
	}

	// then assign them to cohesive segments:
	Segment* segment = new(__FILE__,__LINE__) Segment;
	segment->npolys   = 2;
	segment->polys    = &polys[0];
	segment->material = segment->polys->material;

	surface->GetSegments().append(segment);

	model->AddSurface(surface);


	SetLuminous(true);
}

// +--------------------------------------------------------------------+

void
Hoop::Update()
{
	if (mtl)
	mtl->Ke = ils_color;

	if (model && luminous) {
		ListIter<Surface> s_iter = model->GetSurfaces();
		while (++s_iter) {
			Surface*    surface  = s_iter.value();
			VertexSet*  vset     = surface->GetVertexSet();

			for (int i = 0; i < vset->nverts; i++) {
				vset->diffuse[i]  = ils_color.Value();
			}
		}

		InvalidateSurfaceData();
	}
}