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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
    ========
    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();
    }
}