summaryrefslogtreecommitdiffhomepage
path: root/StarsEx/Hoop.cpp
blob: abe69bf046699eec4950dfcbf494466f5573527d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2024, 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 "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 Material;

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

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

    model     = new Model;
    own_model = 1;

    Surface* surface = new 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 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();
    }
}