1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/Camera.h"
#include "LightningProjectile.h"
#include "Rendering/GL/VertexArray.h"
#include "Rendering/Textures/TextureAtlas.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Weapons/WeaponDef.h"
#ifdef TRACE_SYNC
#include "System/Sync/SyncTracer.h"
#endif
CR_BIND_DERIVED(CLightningProjectile, CWeaponProjectile, (ProjectileParams()))
CR_REG_METADATA(CLightningProjectile,(
CR_SETFLAG(CF_Synced),
CR_MEMBER(color),
CR_MEMBER(displacements),
CR_MEMBER(displacements2)
))
CLightningProjectile::CLightningProjectile(const ProjectileParams& params): CWeaponProjectile(params)
{
projectileType = WEAPON_LIGHTNING_PROJECTILE;
useAirLos = false;
if (weaponDef != NULL) {
assert(weaponDef->IsHitScanWeapon());
color = weaponDef->visuals.color;
}
displacements[0] = 0.0f;
displacements2[0] = 0.0f;
for (size_t d = 1; d < displacements_size; ++d) {
displacements[d] = (gs->randFloat() - 0.5f) * drawRadius * 0.05f;
displacements2[d] = (gs->randFloat() - 0.5f) * drawRadius * 0.05f;
}
#ifdef TRACE_SYNC
tracefile << "[" << __FUNCTION__ << "] ";
tracefile << params.pos.x << " " << params.pos.y << " " << params.pos.z << " ";
tracefile << params.end.x << " " << params.end.y << " " << params.end.z << "\n";
#endif
}
void CLightningProjectile::Update()
{
if (--ttl <= 0) {
deleteMe = true;
} else {
explGenHandler->GenExplosion(cegID, startPos + ((targetPos - startPos) / ttl), (targetPos - startPos), 0.0f, displacements[0], 0.0f, NULL, NULL);
}
for (size_t d = 1; d < displacements_size; ++d) {
displacements[d] += (gs->randFloat() - 0.5f) * 0.3f;
displacements2[d] += (gs->randFloat() - 0.5f) * 0.3f;
}
UpdateInterception();
}
void CLightningProjectile::Draw()
{
inArray = true;
unsigned char col[4];
col[0] = (unsigned char) (color.x * 255);
col[1] = (unsigned char) (color.y * 255);
col[2] = (unsigned char) (color.z * 255);
col[3] = 1; //intensity*255;
const float3 ddir = (targetPos - startPos).Normalize();
const float3 dif = (startPos - camera->GetPos()).Normalize();
const float3 dir1 = (dif.cross(ddir)).Normalize();
float3 tempPos = startPos;
va->EnlargeArrays(18 * 4, 0, VA_SIZE_TC);
for (size_t d = 1; d < displacements_size-1; ++d) {
float f = (d + 1) * 0.111f;
#define WDV (&weaponDef->visuals)
va->AddVertexQTC(tempPos + (dir1 * (displacements[d ] + WDV->thickness)), WDV->texture1->xstart, WDV->texture1->ystart, col);
va->AddVertexQTC(tempPos + (dir1 * (displacements[d ] - WDV->thickness)), WDV->texture1->xstart, WDV->texture1->yend, col);
tempPos = (startPos * (1.0f - f)) + (targetPos * f);
va->AddVertexQTC(tempPos + (dir1 * (displacements[d + 1] - WDV->thickness)), WDV->texture1->xend, WDV->texture1->yend, col);
va->AddVertexQTC(tempPos + (dir1 * (displacements[d + 1] + WDV->thickness)), WDV->texture1->xend, WDV->texture1->ystart, col);
#undef WDV
}
tempPos = startPos;
for (size_t d = 1; d < displacements_size-1; ++d) {
float f = (d + 1) * 0.111f;
#define WDV (&weaponDef->visuals)
va->AddVertexQTC(tempPos + dir1 * (displacements2[d ] + WDV->thickness), WDV->texture1->xstart, WDV->texture1->ystart, col);
va->AddVertexQTC(tempPos + dir1 * (displacements2[d ] - WDV->thickness), WDV->texture1->xstart, WDV->texture1->yend, col);
tempPos = startPos * (1.0f - f) + targetPos * f;
va->AddVertexQTC(tempPos + dir1 * (displacements2[d + 1] - WDV->thickness), WDV->texture1->xend, WDV->texture1->yend, col);
va->AddVertexQTC(tempPos + dir1 * (displacements2[d + 1] + WDV->thickness), WDV->texture1->xend, WDV->texture1->ystart, col);
#undef WDV
}
}
void CLightningProjectile::DrawOnMinimap(CVertexArray& lines, CVertexArray& points)
{
const unsigned char lcolor[4] = {
(unsigned char)(color[0] * 255),
(unsigned char)(color[1] * 255),
(unsigned char)(color[2] * 255),
255
};
lines.AddVertexQC(startPos, lcolor);
lines.AddVertexQC(targetPos, lcolor);
}
|