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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "LargeBeamLaserProjectile.h"
#include "Game/Camera.h"
#include "Game/GlobalUnsynced.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/myMath.h"
#include <cstring> //memset
CR_BIND_DERIVED(CLargeBeamLaserProjectile, CWeaponProjectile, (ProjectileParams()))
CR_REG_METADATA(CLargeBeamLaserProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(coreColStart),
CR_MEMBER(edgeColStart),
CR_MEMBER(thickness),
CR_MEMBER(corethickness),
CR_MEMBER(flaresize),
CR_MEMBER(tilelength),
CR_MEMBER(scrollspeed),
CR_MEMBER(pulseSpeed),
CR_MEMBER(beamtex),
CR_MEMBER(sidetex),
CR_RESERVED(16)
))
CLargeBeamLaserProjectile::CLargeBeamLaserProjectile(const ProjectileParams& params): CWeaponProjectile(params)
, thickness(0.0f)
, corethickness(0.0f)
, flaresize(0.0f)
, tilelength(0.0f)
, scrollspeed(0.0f)
, pulseSpeed(0.0f)
, decay(1.0f)
{
projectileType = WEAPON_LARGEBEAMLASER_PROJECTILE;
if (weaponDef != NULL) {
assert(weaponDef->IsHitScanWeapon());
thickness = weaponDef->visuals.thickness;
corethickness = weaponDef->visuals.corethickness;
flaresize = weaponDef->visuals.laserflaresize;
tilelength = weaponDef->visuals.tilelength;
scrollspeed = weaponDef->visuals.scrollspeed;
pulseSpeed = weaponDef->visuals.pulseSpeed;
decay = weaponDef->visuals.beamdecay;
beamtex = *weaponDef->visuals.texture1;
sidetex = *weaponDef->visuals.texture3;
coreColStart[0] = (weaponDef->visuals.color2.x * 255);
coreColStart[1] = (weaponDef->visuals.color2.y * 255);
coreColStart[2] = (weaponDef->visuals.color2.z * 255);
coreColStart[3] = 1;
edgeColStart[0] = (weaponDef->visuals.color.x * 255);
edgeColStart[1] = (weaponDef->visuals.color.y * 255);
edgeColStart[2] = (weaponDef->visuals.color.z * 255);
edgeColStart[3] = 1;
} else {
memset(&coreColStart[0], 0, sizeof(coreColStart));
memset(&edgeColStart[0], 0, sizeof(edgeColStart));
}
}
void CLargeBeamLaserProjectile::Update()
{
if ((--ttl) <= 0) {
deleteMe = true;
} else {
for (int i = 0; i < 3; i++) {
coreColStart[i] = (unsigned char) (coreColStart[i] * decay);
edgeColStart[i] = (unsigned char) (edgeColStart[i] * decay);
}
explGenHandler->GenExplosion(cegID, startPos + ((targetPos - startPos) / ttl), (targetPos - startPos), 0.0f, flaresize, 0.0f, NULL, NULL);
}
UpdateInterception();
}
void CLargeBeamLaserProjectile::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));
float3 pos1 = startPos;
float3 pos2 = targetPos;
const float startTex = 1.0f - ((gu->modGameTime * scrollspeed) - int(gu->modGameTime * scrollspeed));
const float texSizeX = beamtex.xend - beamtex.xstart;
const float beamEdgeSize = thickness;
const float beamCoreSize = beamEdgeSize * corethickness;
const float beamLength = (targetPos - startPos).dot(zdir);
const float flareEdgeSize = thickness * flaresize;
const float flareCoreSize = flareEdgeSize * corethickness;
const float beamTileMinDst = tilelength * (1.0f - startTex);
const float beamTileMaxDst = beamLength - tilelength;
// note: beamTileMaxDst can be negative, in which case we want numBeamTiles to equal zero
const float numBeamTiles = std::floor(((std::max(beamTileMinDst, beamTileMaxDst) - beamTileMinDst) / tilelength) + 0.5f);
AtlasedTexture tex = beamtex;
va->EnlargeArrays(64 + (8 * (int((beamTileMaxDst - beamTileMinDst) / tilelength) + 2)), 0, VA_SIZE_TC);
#define WT2 weaponDef->visuals.texture2
#define WT4 weaponDef->visuals.texture4
if (beamTileMinDst > beamLength) {
// beam short enough to be drawn by one polygon
// draw laser start
tex.xstart = beamtex.xstart + startTex * texSizeX;
va->AddVertexQTC(pos1 - (xdir * beamEdgeSize), tex.xstart, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 + (xdir * beamEdgeSize), tex.xstart, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 + (xdir * beamEdgeSize), tex.xend, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 - (xdir * beamEdgeSize), tex.xend, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 - (xdir * beamCoreSize), tex.xstart, tex.ystart, coreColStart);
va->AddVertexQTC(pos1 + (xdir * beamCoreSize), tex.xstart, tex.yend, coreColStart);
va->AddVertexQTC(pos2 + (xdir * beamCoreSize), tex.xend, tex.yend, coreColStart);
va->AddVertexQTC(pos2 - (xdir * beamCoreSize), tex.xend, tex.ystart, coreColStart);
} else {
// beam longer than one polygon
pos2 = pos1 + zdir * beamTileMinDst;
// draw laser start
tex.xstart = beamtex.xstart + startTex * texSizeX;
va->AddVertexQTC(pos1 - (xdir * beamEdgeSize), tex.xstart, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 + (xdir * beamEdgeSize), tex.xstart, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 + (xdir * beamEdgeSize), tex.xend, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 - (xdir * beamEdgeSize), tex.xend, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 - (xdir * beamCoreSize), tex.xstart, tex.ystart, coreColStart);
va->AddVertexQTC(pos1 + (xdir * beamCoreSize), tex.xstart, tex.yend, coreColStart);
va->AddVertexQTC(pos2 + (xdir * beamCoreSize), tex.xend, tex.yend, coreColStart);
va->AddVertexQTC(pos2 - (xdir * beamCoreSize), tex.xend, tex.ystart, coreColStart);
// draw continous beam
tex.xstart = beamtex.xstart;
for (float i = beamTileMinDst; i < beamTileMaxDst; i += tilelength) {
//! CAUTION: loop count must match EnlargeArrays above
pos1 = startPos + zdir * i;
pos2 = startPos + zdir * (i + tilelength);
va->AddVertexQTC(pos1 - (xdir * beamEdgeSize), tex.xstart, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 + (xdir * beamEdgeSize), tex.xstart, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 + (xdir * beamEdgeSize), tex.xend, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 - (xdir * beamEdgeSize), tex.xend, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 - (xdir * beamCoreSize), tex.xstart, tex.ystart, coreColStart);
va->AddVertexQTC(pos1 + (xdir * beamCoreSize), tex.xstart, tex.yend, coreColStart);
va->AddVertexQTC(pos2 + (xdir * beamCoreSize), tex.xend, tex.yend, coreColStart);
va->AddVertexQTC(pos2 - (xdir * beamCoreSize), tex.xend, tex.ystart, coreColStart);
}
// draw laser end
pos1 = startPos + zdir * (beamTileMinDst + numBeamTiles * tilelength);
pos2 = targetPos;
tex.xend = tex.xstart + (pos1.distance(pos2) / tilelength) * texSizeX;
va->AddVertexQTC(pos1 - (xdir * beamEdgeSize), tex.xstart, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 + (xdir * beamEdgeSize), tex.xstart, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 + (xdir * beamEdgeSize), tex.xend, tex.yend, edgeColStart);
va->AddVertexQTC(pos2 - (xdir * beamEdgeSize), tex.xend, tex.ystart, edgeColStart);
va->AddVertexQTC(pos1 - (xdir * beamCoreSize), tex.xstart, tex.ystart, coreColStart);
va->AddVertexQTC(pos1 + (xdir * beamCoreSize), tex.xstart, tex.yend, coreColStart);
va->AddVertexQTC(pos2 + (xdir * beamCoreSize), tex.xend, tex.yend, coreColStart);
va->AddVertexQTC(pos2 - (xdir * beamCoreSize), tex.xend, tex.ystart, coreColStart);
}
va->AddVertexQTC(pos2 - (xdir * beamEdgeSize), WT2->xstart, WT2->ystart, edgeColStart);
va->AddVertexQTC(pos2 + (xdir * beamEdgeSize), WT2->xstart, 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), WT2->xstart, WT2->ystart, coreColStart);
va->AddVertexQTC(pos2 + (xdir * beamCoreSize), WT2->xstart, 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);
float pulseStartTime = (gu->modGameTime * pulseSpeed) - int(gu->modGameTime * pulseSpeed);
float muzzleEdgeSize = thickness * flaresize * pulseStartTime;
float muzzleCoreSize = muzzleEdgeSize * 0.6f;
unsigned char coreColor[4] = {0, 0, 0, 1};
unsigned char edgeColor[4] = {0, 0, 0, 1};
for (int i = 0; i < 3; i++) {
coreColor[i] = int(coreColStart[i] * (1.0f - pulseStartTime));
edgeColor[i] = int(edgeColStart[i] * (1.0f - pulseStartTime));
}
{
// draw muzzleflare
pos1 = startPos - zdir * (thickness * flaresize) * 0.02f;
va->AddVertexQTC(pos1 + (ydir * muzzleEdgeSize), sidetex.xstart, sidetex.ystart, edgeColor);
va->AddVertexQTC(pos1 + (ydir * muzzleEdgeSize) + (zdir * muzzleEdgeSize), sidetex.xend, sidetex.ystart, edgeColor);
va->AddVertexQTC(pos1 - (ydir * muzzleEdgeSize) + (zdir * muzzleEdgeSize), sidetex.xend, sidetex.yend, edgeColor);
va->AddVertexQTC(pos1 - (ydir * muzzleEdgeSize), sidetex.xstart, sidetex.yend, edgeColor);
va->AddVertexQTC(pos1 + (ydir * muzzleCoreSize), sidetex.xstart, sidetex.ystart, coreColor);
va->AddVertexQTC(pos1 + (ydir * muzzleCoreSize) + (zdir * muzzleCoreSize), sidetex.xend, sidetex.ystart, coreColor);
va->AddVertexQTC(pos1 - (ydir * muzzleCoreSize) + (zdir * muzzleCoreSize), sidetex.xend, sidetex.yend, coreColor);
va->AddVertexQTC(pos1 - (ydir * muzzleCoreSize), sidetex.xstart, sidetex.yend, coreColor);
pulseStartTime += 0.5f;
pulseStartTime -= (1.0f * (pulseStartTime > 1.0f));
for (int i = 0; i < 3; i++) {
coreColor[i] = int(coreColStart[i] * (1.0f - pulseStartTime));
edgeColor[i] = int(edgeColStart[i] * (1.0f - pulseStartTime));
}
muzzleEdgeSize = thickness * flaresize * pulseStartTime;
va->AddVertexQTC(pos1 + (ydir * muzzleEdgeSize), sidetex.xstart, sidetex.ystart, edgeColor);
va->AddVertexQTC(pos1 + (ydir * muzzleEdgeSize) + (zdir * muzzleEdgeSize), sidetex.xend, sidetex.ystart, edgeColor);
va->AddVertexQTC(pos1 - (ydir * muzzleEdgeSize) + (zdir * muzzleEdgeSize), sidetex.xend, sidetex.yend, edgeColor);
va->AddVertexQTC(pos1 - (ydir * muzzleEdgeSize), sidetex.xstart, sidetex.yend, edgeColor);
muzzleCoreSize = muzzleEdgeSize * 0.6f;
va->AddVertexQTC(pos1 + (ydir * muzzleCoreSize), sidetex.xstart, sidetex.ystart, coreColor);
va->AddVertexQTC(pos1 + (ydir * muzzleCoreSize) + (zdir * muzzleCoreSize), sidetex.xend, sidetex.ystart, coreColor);
va->AddVertexQTC(pos1 - (ydir * muzzleCoreSize) + (zdir * muzzleCoreSize), sidetex.xend, sidetex.yend, coreColor);
va->AddVertexQTC(pos1 - (ydir * muzzleCoreSize), sidetex.xstart, sidetex.yend, coreColor);
}
{
// draw flare (moved slightly along the camera direction)
pos1 = startPos - (camera->forward * 3.0f);
va->AddVertexQTC(pos1 - (camera->right * flareEdgeSize) - (camera->up * flareEdgeSize), WT4->xstart, WT4->ystart, edgeColStart);
va->AddVertexQTC(pos1 + (camera->right * flareEdgeSize) - (camera->up * flareEdgeSize), WT4->xend, WT4->ystart, edgeColStart);
va->AddVertexQTC(pos1 + (camera->right * flareEdgeSize) + (camera->up * flareEdgeSize), WT4->xend, WT4->yend, edgeColStart);
va->AddVertexQTC(pos1 - (camera->right * flareEdgeSize) + (camera->up * flareEdgeSize), WT4->xstart, WT4->yend, edgeColStart);
va->AddVertexQTC(pos1 - (camera->right * flareCoreSize) - (camera->up * flareCoreSize), WT4->xstart, WT4->ystart, coreColStart);
va->AddVertexQTC(pos1 + (camera->right * flareCoreSize) - (camera->up * flareCoreSize), WT4->xend, WT4->ystart, coreColStart);
va->AddVertexQTC(pos1 + (camera->right * flareCoreSize) + (camera->up * flareCoreSize), WT4->xend, WT4->yend, coreColStart);
va->AddVertexQTC(pos1 - (camera->right * flareCoreSize) + (camera->up * flareCoreSize), WT4->xstart, WT4->yend, coreColStart);
}
#undef WT4
#undef WT2
}
void CLargeBeamLaserProjectile::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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