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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "BeamLaserProjectile.h"
#include "Game/Camera.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
CR_BIND_DERIVED(CBeamLaserProjectile, CWeaponProjectile,
(float3(ZeroVector), float3(ZeroVector), 0.0f, 0.0f, float3(ZeroVector), NULL, NULL));
CR_REG_METADATA(CBeamLaserProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(startPos),
CR_MEMBER(endPos),
CR_MEMBER(corecolstart),
CR_MEMBER(corecolend),
CR_MEMBER(kocolstart),
CR_MEMBER(kocolend),
CR_MEMBER(thickness),
CR_MEMBER(corethickness),
CR_MEMBER(flaresize),
CR_MEMBER(decay),
CR_MEMBER(midtexx),
CR_RESERVED(16)
));
CBeamLaserProjectile::CBeamLaserProjectile(
const float3& startPos, const float3& endPos,
float startAlpha, float endAlpha,
const float3& color,
CUnit* owner,
const WeaponDef* weaponDef):
CWeaponProjectile((startPos + endPos) * 0.5f, ZeroVector, owner, NULL, ZeroVector, weaponDef, NULL, (weaponDef? weaponDef->beamLaserTTL: 0)),
startPos(startPos),
endPos(endPos),
thickness(weaponDef? weaponDef->visuals.thickness: 0.0f),
corethickness(weaponDef? weaponDef->visuals.corethickness: 0.0f),
flaresize(weaponDef? weaponDef->visuals.laserflaresize: 0.0f),
decay(weaponDef? weaponDef->visuals.beamdecay: 0.0f)
{
projectileType = WEAPON_BEAMLASER_PROJECTILE;
checkCol = false;
useAirLos = true;
SetRadiusAndHeight(pos.distance(endPos), 0.0f);
if (weaponDef) {
midtexx =
(weaponDef->visuals.texture2->xstart +
(weaponDef->visuals.texture2->xend - weaponDef->visuals.texture2->xstart) * 0.5f);
corecolstart[0] = (weaponDef->visuals.color2.x * startAlpha);
corecolstart[1] = (weaponDef->visuals.color2.y * startAlpha);
corecolstart[2] = (weaponDef->visuals.color2.z * startAlpha);
corecolstart[3] = 1;
corecolend[0] = (weaponDef->visuals.color2.x * endAlpha);
corecolend[1] = (weaponDef->visuals.color2.y * endAlpha);
corecolend[2] = (weaponDef->visuals.color2.z * endAlpha);
corecolend[3] = 1;
kocolstart[0] = (color.x * startAlpha);
kocolstart[1] = (color.y * startAlpha);
kocolstart[2] = (color.z * startAlpha);
kocolstart[3] = 1;
kocolend[0] = (color.x * endAlpha);
kocolend[1] = (color.y * endAlpha);
kocolend[2] = (color.z * endAlpha);
kocolend[3] = 1;
} else {
midtexx = 0.0f;
}
cegID = gCEG->Load(explGenHandler, cegTag);
}
void CBeamLaserProjectile::Update()
{
ttl--;
if (ttl <= 0) {
deleteMe = true;
} else {
for (int i = 0; i < 3; i++) {
corecolstart[i] = (corecolstart[i] * decay);
corecolend[i] = (corecolend[i] * decay);
kocolstart[i] = (kocolstart[i] * decay);
kocolend[i] = (kocolend[i] * decay);
}
gCEG->Explosion(cegID, startPos + ((endPos - startPos) / ttl), 0.0f, flaresize, 0x0, 0.0f, 0x0, endPos - startPos);
}
}
void CBeamLaserProjectile::Draw()
{
inArray = true;
float3 dif(pos - camera->pos);
float camDist = dif.Length();
dif /= camDist;
const float3 ddir = (endPos - startPos).Normalize();
const float3 dir1 = (dif.cross(ddir)).Normalize();
const float3 dir2(dif.cross(dir1));
const float size = thickness;
const float coresize = size * corethickness;
const float3& pos1 = startPos;
const float3& pos2 = endPos;
va->EnlargeArrays(32, 0, VA_SIZE_TC);
#define WT1 weaponDef->visuals.texture1
#define WT2 weaponDef->visuals.texture2
#define WT3 weaponDef->visuals.texture3
if (camDist < 1000.0f) {
va->AddVertexQTC(pos1 - dir1 * size, midtexx, WT2->ystart, kocolstart);
va->AddVertexQTC(pos1 + dir1 * size, midtexx, WT2->yend, kocolstart);
va->AddVertexQTC(pos1 + dir1 * size - dir2 * size, WT2->xend, WT2->yend, kocolstart);
va->AddVertexQTC(pos1 - dir1 * size - dir2 * size, WT2->xend, WT2->ystart, kocolstart);
va->AddVertexQTC(pos1 - dir1 * coresize, midtexx, WT2->ystart, corecolstart);
va->AddVertexQTC(pos1 + dir1 * coresize, midtexx, WT2->yend, corecolstart);
va->AddVertexQTC(pos1 + dir1 * coresize - dir2 * coresize, WT2->xend, WT2->yend, corecolstart);
va->AddVertexQTC(pos1 - dir1 * coresize - dir2 * coresize, WT2->xend, WT2->ystart, corecolstart);
va->AddVertexQTC(pos1 - dir1 * size, WT1->xstart, WT1->ystart, kocolstart);
va->AddVertexQTC(pos1 + dir1 * size, WT1->xstart, WT1->yend, kocolstart);
va->AddVertexQTC(pos2 + dir1 * size, WT1->xend, WT1->yend, kocolend);
va->AddVertexQTC(pos2 - dir1 * size, WT1->xend, WT1->ystart, kocolend);
va->AddVertexQTC(pos1 - dir1 * coresize, WT1->xstart, WT1->ystart, corecolstart);
va->AddVertexQTC(pos1 + dir1 * coresize, WT1->xstart, WT1->yend, corecolstart);
va->AddVertexQTC(pos2 + dir1 * coresize, WT1->xend, WT1->yend, corecolend);
va->AddVertexQTC(pos2 - dir1 * coresize, WT1->xend, WT1->ystart, corecolend);
va->AddVertexQTC(pos2 - dir1 * size, midtexx, WT2->ystart, kocolstart);
va->AddVertexQTC(pos2 + dir1 * size, midtexx, WT2->yend, kocolstart);
va->AddVertexQTC(pos2 + dir1 * size + dir2 * size, WT2->xend, WT2->yend, kocolstart);
va->AddVertexQTC(pos2 - dir1 * size + dir2 * size, WT2->xend, WT2->ystart, kocolstart);
va->AddVertexQTC(pos2 - dir1 * coresize, midtexx, WT2->ystart, corecolstart);
va->AddVertexQTC(pos2 + dir1 * coresize, midtexx, WT2->yend, corecolstart);
va->AddVertexQTC(pos2 + dir1 * coresize + dir2 * coresize, WT2->xend, WT2->yend, corecolstart);
va->AddVertexQTC(pos2 - dir1 * coresize + dir2 * coresize, WT2->xend, WT2->ystart, corecolstart);
} else {
va->AddVertexQTC(pos1 - dir1 * size, WT1->xstart, WT1->ystart, kocolstart);
va->AddVertexQTC(pos1 + dir1 * size, WT1->xstart, WT1->yend, kocolstart);
va->AddVertexQTC(pos2 + dir1 * size, WT1->xend, WT1->yend, kocolend);
va->AddVertexQTC(pos2 - dir1 * size, WT1->xend, WT1->ystart, kocolend);
va->AddVertexQTC(pos1 - dir1 * coresize, WT1->xstart, WT1->ystart, corecolstart);
va->AddVertexQTC(pos1 + dir1 * coresize, WT1->xstart, WT1->yend, corecolstart);
va->AddVertexQTC(pos2 + dir1 * coresize, WT1->xend, WT1->yend, corecolend);
va->AddVertexQTC(pos2 - dir1 * coresize, WT1->xend, WT1->ystart, corecolend);
}
// draw flare
float fsize = size * flaresize;
va->AddVertexQTC(pos1 - camera->right * fsize-camera->up * fsize, WT3->xstart, WT3->ystart, kocolstart);
va->AddVertexQTC(pos1 + camera->right * fsize-camera->up * fsize, WT3->xend, WT3->ystart, kocolstart);
va->AddVertexQTC(pos1 + camera->right * fsize+camera->up * fsize, WT3->xend, WT3->yend, kocolstart);
va->AddVertexQTC(pos1 - camera->right * fsize+camera->up * fsize, WT3->xstart, WT3->yend, kocolstart);
fsize = fsize * corethickness;
va->AddVertexQTC(pos1 - camera->right * fsize-camera->up * fsize, WT3->xstart, WT3->ystart, corecolstart);
va->AddVertexQTC(pos1 + camera->right * fsize-camera->up * fsize, WT3->xend, WT3->ystart, corecolstart);
va->AddVertexQTC(pos1 + camera->right * fsize+camera->up * fsize, WT3->xend, WT3->yend, corecolstart);
va->AddVertexQTC(pos1 - camera->right * fsize+camera->up * fsize, WT3->xstart, WT3->yend, corecolstart);
#undef WT3
#undef WT2
#undef WT1
}
void CBeamLaserProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
unsigned char color[4] = { kocolstart[0], kocolstart[1], kocolstart[2], 255 };
lines.AddVertexQC(startPos, color);
lines.AddVertexQC(endPos, color);
}
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