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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#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"
#include <cstring> //memset
CR_BIND_DERIVED(CBeamLaserProjectile, CWeaponProjectile, (ProjectileParams()))
CR_REG_METADATA(CBeamLaserProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(coreColStart),
CR_MEMBER(coreColEnd),
CR_MEMBER(edgeColStart),
CR_MEMBER(edgeColEnd),
CR_MEMBER(thickness),
CR_MEMBER(corethickness),
CR_MEMBER(flaresize),
CR_MEMBER(decay),
CR_MEMBER(midtexx),
CR_RESERVED(16)
))
CBeamLaserProjectile::CBeamLaserProjectile(const ProjectileParams& params): CWeaponProjectile(params)
, thickness(0.0f)
, corethickness(0.0f)
, flaresize(0.0f)
, decay(0.0f)
, midtexx(0.0f)
{
projectileType = WEAPON_BEAMLASER_PROJECTILE;
if (weaponDef != NULL) {
assert(weaponDef->IsHitScanWeapon());
thickness = weaponDef->visuals.thickness;
corethickness = weaponDef->visuals.corethickness;
flaresize = weaponDef->visuals.laserflaresize;
decay = weaponDef->visuals.beamdecay;
midtexx =
(weaponDef->visuals.texture2->xstart +
(weaponDef->visuals.texture2->xend - weaponDef->visuals.texture2->xstart) * 0.5f);
coreColStart[0] = (weaponDef->visuals.color2.x * params.startAlpha);
coreColStart[1] = (weaponDef->visuals.color2.y * params.startAlpha);
coreColStart[2] = (weaponDef->visuals.color2.z * params.startAlpha);
coreColStart[3] = 1;
coreColEnd[0] = (weaponDef->visuals.color2.x * params.endAlpha);
coreColEnd[1] = (weaponDef->visuals.color2.y * params.endAlpha);
coreColEnd[2] = (weaponDef->visuals.color2.z * params.endAlpha);
coreColEnd[3] = 1;
edgeColStart[0] = (weaponDef->visuals.color.x * params.startAlpha);
edgeColStart[1] = (weaponDef->visuals.color.y * params.startAlpha);
edgeColStart[2] = (weaponDef->visuals.color.z * params.startAlpha);
edgeColStart[3] = 1;
edgeColEnd[0] = (weaponDef->visuals.color.x * params.endAlpha);
edgeColEnd[1] = (weaponDef->visuals.color.y * params.endAlpha);
edgeColEnd[2] = (weaponDef->visuals.color.z * params.endAlpha);
edgeColEnd[3] = 1;
} else {
memset(&coreColStart[0], 0, sizeof(coreColStart));
memset(&coreColEnd[0], 0, sizeof(coreColEnd));
memset(&edgeColStart[0], 0, sizeof(edgeColStart));
memset(&edgeColEnd[0], 0, sizeof(edgeColEnd));
}
}
void CBeamLaserProjectile::Update()
{
if ((--ttl) <= 0) {
deleteMe = true;
} else {
for (int i = 0; i < 3; i++) {
coreColStart[i] *= decay;
coreColEnd[i] *= decay;
edgeColStart[i] *= decay;
edgeColEnd[i] *= decay;
}
explGenHandler->GenExplosion(cegID, startPos + ((targetPos - startPos) / ttl), (targetPos - startPos), 0.0f, flaresize, 0.0f, NULL, NULL);
}
UpdateInterception();
}
void CBeamLaserProjectile::Draw()
{
inArray = true;
const float3 midPos = (targetPos + startPos) * 0.5f;
const float3 cameraDir = (midPos - camera->GetPos()).SafeANormalize();
// beam's coor-system; degenerate if targetPos == startPos
const float3 zdir = (targetPos - startPos).SafeANormalize();
const float3 xdir = (cameraDir.cross(zdir)).SafeANormalize();
const float3 ydir = (cameraDir.cross(xdir));
const float beamEdgeSize = thickness;
const float beamCoreSize = beamEdgeSize * corethickness;
const float flareEdgeSize = thickness * flaresize;
const float flareCoreSize = flareEdgeSize * corethickness;
const float3& pos1 = startPos;
const float3& pos2 = targetPos;
va->EnlargeArrays(32, 0, VA_SIZE_TC);
#define WT1 weaponDef->visuals.texture1
#define WT2 weaponDef->visuals.texture2
#define WT3 weaponDef->visuals.texture3
if ((midPos - camera->GetPos()).SqLength() < (1000.0f * 1000.0f)) {
va->AddVertexQTC(pos1 - xdir * beamEdgeSize, midtexx, WT2->ystart, edgeColStart);
va->AddVertexQTC(pos1 + xdir * beamEdgeSize, midtexx, WT2->yend, edgeColStart);
va->AddVertexQTC(pos1 + xdir * beamEdgeSize - ydir * beamEdgeSize, WT2->xend, WT2->yend, edgeColStart);
va->AddVertexQTC(pos1 - xdir * beamEdgeSize - ydir * beamEdgeSize, WT2->xend, WT2->ystart, edgeColStart);
va->AddVertexQTC(pos1 - xdir * beamCoreSize, midtexx, WT2->ystart, coreColStart);
va->AddVertexQTC(pos1 + xdir * beamCoreSize, midtexx, WT2->yend, coreColStart);
va->AddVertexQTC(pos1 + xdir * beamCoreSize - ydir * beamCoreSize, WT2->xend, WT2->yend, coreColStart);
va->AddVertexQTC(pos1 - xdir * beamCoreSize - ydir * beamCoreSize, WT2->xend, WT2->ystart, coreColStart);
va->AddVertexQTC(pos1 - xdir * beamEdgeSize, WT1->xstart, WT1->ystart, edgeColStart);
va->AddVertexQTC(pos1 + xdir * beamEdgeSize, WT1->xstart, WT1->yend, edgeColStart);
va->AddVertexQTC(pos2 + xdir * beamEdgeSize, WT1->xend, WT1->yend, edgeColEnd);
va->AddVertexQTC(pos2 - xdir * beamEdgeSize, WT1->xend, WT1->ystart, edgeColEnd);
va->AddVertexQTC(pos1 - xdir * beamCoreSize, WT1->xstart, WT1->ystart, coreColStart);
va->AddVertexQTC(pos1 + xdir * beamCoreSize, WT1->xstart, WT1->yend, coreColStart);
va->AddVertexQTC(pos2 + xdir * beamCoreSize, WT1->xend, WT1->yend, coreColEnd);
va->AddVertexQTC(pos2 - xdir * beamCoreSize, WT1->xend, WT1->ystart, coreColEnd);
va->AddVertexQTC(pos2 - xdir * beamEdgeSize, midtexx, WT2->ystart, edgeColStart);
va->AddVertexQTC(pos2 + xdir * beamEdgeSize, midtexx, WT2->yend, edgeColStart);
va->AddVertexQTC(pos2 + xdir * beamEdgeSize + ydir * beamEdgeSize, WT2->xend, WT2->yend, edgeColStart);
va->AddVertexQTC(pos2 - xdir * beamEdgeSize + ydir * beamEdgeSize, WT2->xend, WT2->ystart, edgeColStart);
va->AddVertexQTC(pos2 - xdir * beamCoreSize, midtexx, WT2->ystart, coreColStart);
va->AddVertexQTC(pos2 + xdir * beamCoreSize, midtexx, WT2->yend, coreColStart);
va->AddVertexQTC(pos2 + xdir * beamCoreSize + ydir * beamCoreSize, WT2->xend, WT2->yend, coreColStart);
va->AddVertexQTC(pos2 - xdir * beamCoreSize + ydir * beamCoreSize, WT2->xend, WT2->ystart, coreColStart);
} else {
va->AddVertexQTC(pos1 - xdir * beamEdgeSize, WT1->xstart, WT1->ystart, edgeColStart);
va->AddVertexQTC(pos1 + xdir * beamEdgeSize, WT1->xstart, WT1->yend, edgeColStart);
va->AddVertexQTC(pos2 + xdir * beamEdgeSize, WT1->xend, WT1->yend, edgeColEnd);
va->AddVertexQTC(pos2 - xdir * beamEdgeSize, WT1->xend, WT1->ystart, edgeColEnd);
va->AddVertexQTC(pos1 - xdir * beamCoreSize, WT1->xstart, WT1->ystart, coreColStart);
va->AddVertexQTC(pos1 + xdir * beamCoreSize, WT1->xstart, WT1->yend, coreColStart);
va->AddVertexQTC(pos2 + xdir * beamCoreSize, WT1->xend, WT1->yend, coreColEnd);
va->AddVertexQTC(pos2 - xdir * beamCoreSize, WT1->xend, WT1->ystart, coreColEnd);
}
// draw flare
va->AddVertexQTC(pos1 - camera->right * flareEdgeSize - camera->up * flareEdgeSize, WT3->xstart, WT3->ystart, edgeColStart);
va->AddVertexQTC(pos1 + camera->right * flareEdgeSize - camera->up * flareEdgeSize, WT3->xend, WT3->ystart, edgeColStart);
va->AddVertexQTC(pos1 + camera->right * flareEdgeSize + camera->up * flareEdgeSize, WT3->xend, WT3->yend, edgeColStart);
va->AddVertexQTC(pos1 - camera->right * flareEdgeSize + camera->up * flareEdgeSize, WT3->xstart, WT3->yend, edgeColStart);
va->AddVertexQTC(pos1 - camera->right * flareCoreSize - camera->up * flareCoreSize, WT3->xstart, WT3->ystart, coreColStart);
va->AddVertexQTC(pos1 + camera->right * flareCoreSize - camera->up * flareCoreSize, WT3->xend, WT3->ystart, coreColStart);
va->AddVertexQTC(pos1 + camera->right * flareCoreSize + camera->up * flareCoreSize, WT3->xend, WT3->yend, coreColStart);
va->AddVertexQTC(pos1 - camera->right * flareCoreSize + camera->up * flareCoreSize, WT3->xstart, WT3->yend, coreColStart);
#undef WT3
#undef WT2
#undef WT1
}
void CBeamLaserProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
const unsigned char color[4] = {edgeColStart[0], edgeColStart[1], edgeColStart[2], 255};
lines.AddVertexQC(startPos, color);
lines.AddVertexQC(targetPos, color);
}
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