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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "WakeProjectile.h"
#include "Game/Camera.h"
#include "Game/GlobalUnsynced.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ProjectileDrawer.h"
#include "Rendering/Env/IWater.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/TextureAtlas.h"
CR_BIND_DERIVED(CWakeProjectile, CProjectile, (NULL, ZeroVector, ZeroVector, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f))
CR_REG_METADATA(CWakeProjectile,(
CR_MEMBER(alpha),
CR_MEMBER(alphaFalloff),
CR_MEMBER(alphaAdd),
CR_MEMBER(alphaAddTime),
CR_MEMBER(size),
CR_MEMBER(sizeExpansion),
CR_MEMBER(rotation),
CR_MEMBER(rotSpeed),
CR_RESERVED(8)
))
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CWakeProjectile::CWakeProjectile(
CUnit* owner,
const float3& pos,
const float3& speed,
float startSize,
float sizeExpansion,
float alpha,
float alphaFalloff,
float fadeupTime
)
: CProjectile(pos, speed, owner, false, false, false)
, alpha(0.0f)
, alphaFalloff(alphaFalloff)
, alphaAdd(alpha / fadeupTime)
, alphaAddTime((int)fadeupTime)
, size(startSize)
, sizeExpansion(sizeExpansion)
{
this->pos.y = 0.0f;
this->speed.y = 0.0f;
rotation = gu->RandFloat() * PI*2;
rotSpeed = (gu->RandFloat() - 0.5f) * PI*2*0.01f;
checkCol = false;
if (water->BlockWakeProjectiles()) {
this->alpha = 0;
alphaAddTime = 0;
size = 0;
}
}
void CWakeProjectile::Update()
{
pos += speed;
rotation += rotSpeed;
alpha -= alphaFalloff;
size += sizeExpansion;
drawRadius = size;
if (alphaAddTime != 0) {
alpha += alphaAdd;
--alphaAddTime;
} else if (alpha < 0) {
alpha = 0;
deleteMe = true;
}
}
void CWakeProjectile::Draw()
{
inArray = true;
unsigned char col[4];
col[0] = (unsigned char) (255 * alpha);
col[1] = (unsigned char) (255 * alpha);
col[2] = (unsigned char) (255 * alpha);
col[3] = (unsigned char) (255 * alpha)/*-alphaFalloff*globalRendering->timeOffset*/;
float interSize = size + sizeExpansion * globalRendering->timeOffset;
float interRot = rotation + rotSpeed * globalRendering->timeOffset;
const float3 dir1 = float3(math::cos(interRot), 0, math::sin(interRot)) * interSize;
const float3 dir2 = dir1.cross(UpVector);
#define wt projectileDrawer->waketex
va->AddVertexTC(drawPos + dir1 + dir2, wt->xstart, wt->ystart, col);
va->AddVertexTC(drawPos + dir1 - dir2, wt->xstart, wt->yend, col);
va->AddVertexTC(drawPos - dir1 - dir2, wt->xend, wt->yend, col);
va->AddVertexTC(drawPos - dir1 + dir2, wt->xend, wt->ystart, col);
#undef wt
}
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