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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/Camera.h"
#include "GeoSquareProjectile.h"
#include "Rendering/Env/Particles/ProjectileDrawer.h"
#include "Rendering/GL/RenderDataBuffer.hpp"
#include "Rendering/Textures/TextureAtlas.h"
CR_BIND_DERIVED(CGeoSquareProjectile, CProjectile, )
CR_REG_METADATA(CGeoSquareProjectile,(
CR_MEMBER(p1),
CR_MEMBER(p2),
CR_MEMBER(v1),
CR_MEMBER(v2),
CR_MEMBER(xsize),
CR_MEMBER(ysize),
CR_MEMBER(r),
CR_MEMBER(g),
CR_MEMBER(b),
CR_MEMBER(a)
))
CGeoSquareProjectile::CGeoSquareProjectile(const float3& p1, const float3& p2, const float3& v1, const float3& v2, float xsize, float ysize)
: CProjectile((p1 + p2) * 0.5f, ZeroVector, nullptr, false, false, false),
p1(p1),
p2(p2),
v1(v1),
v2(v2),
xsize(xsize),
ysize(ysize),
r(0.5f),
g(1.0f),
b(0.5f),
a(0.5f)
{
checkCol = false;
alwaysVisible = true;
SetRadiusAndHeight(p1.distance(p2) * 0.55f, 0.0f);
}
void CGeoSquareProjectile::Draw(GL::RenderDataBufferTC* va) const
{
unsigned char col[4];
col[0] = (unsigned char) (r * a * 255);
col[1] = (unsigned char) (g * a * 255);
col[2] = (unsigned char) (b * a * 255);
col[3] = (unsigned char) ( a * 255);
float3 dif = (p1 - camera->GetPos()).ANormalize();
float3 dif2 = (p2 - camera->GetPos()).ANormalize();
const float3 xdir = (dif.cross(v1)).ANormalize();
const float3 ydir = (dif2.cross(v2)).ANormalize();
const float u = (projectileDrawer->geosquaretex->xstart + projectileDrawer->geosquaretex->xend) * 0.5f;
const float v0s = projectileDrawer->geosquaretex->ystart;
const float v0e = projectileDrawer->geosquaretex->yend;
if (ysize != 0) {
va->SafeAppend({p1 - xdir * xsize, u, v0e, col});
va->SafeAppend({p1 + xdir * xsize, u, v0s, col});
va->SafeAppend({p2 + ydir * ysize, u, v0s, col});
va->SafeAppend({p2 + ydir * ysize, u, v0s, col});
va->SafeAppend({p2 - ydir * ysize, u, v0e, col});
va->SafeAppend({p1 - xdir * xsize, u, v0e, col});
} else {
va->SafeAppend({p1 - xdir * xsize, u, v0e, col});
va->SafeAppend({p1 + xdir * xsize, u, v0s, col});
va->SafeAppend({p2, u, v0s + (v0e - v0s) * 0.5f, col});
va->SafeAppend({p2, u, v0s + (v0e - v0s) * 0.5f, col});
va->SafeAppend({p2, u, v0s + (v0e - v0s) * 1.5f, col});
va->SafeAppend({p1 - xdir * xsize, u, v0e, col});
}
}
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