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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);
}
}
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