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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();
}
}
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