/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2016, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ #include "graphics/engine/planet.h" #include "common/event.h" #include "graphics/core/device.h" #include "graphics/engine/engine.h" // Graphics module namespace namespace Gfx { namespace { const int PLANET_PREALLOCATE_COUNT = 20; } // anonymous namespace CPlanet::CPlanet(CEngine* engine) : m_engine(engine) { m_planets.reserve(PLANET_PREALLOCATE_COUNT); } CPlanet::~CPlanet() { } void CPlanet::Flush() { m_planets.clear(); m_visibleType = PlanetType::Sky; m_time = 0.0f; } bool CPlanet::EventProcess(const Event &event) { if (event.type == EVENT_FRAME) return EventFrame(event); return true; } bool CPlanet::EventFrame(const Event &event) { if (m_engine->GetPause()) return true; m_time += event.rTime; for (auto& planet : m_planets) { if (planet.type != m_visibleType) continue; float a = m_time * planet.speed; if (a < 0.0f) a += Math::PI*1000.0f; planet.angle.x = a + planet.start.x; planet.angle.y = sinf(a) * sinf(planet.dir) + planet.start.y; } return true; } void CPlanet::LoadTexture() { for (const auto& planet : m_planets) { m_engine->LoadTexture(planet.name); } } void CPlanet::Draw() { CDevice* device = m_engine->GetDevice(); float eyeDirH = m_engine->GetEyeDirH(); float eyeDirV = m_engine->GetEyeDirV(); Math::Vector n = Math::Vector(0.0f, 0.0f, -1.0f); // normal float dp = 0.5f/256.0f; for (const auto& planet : m_planets) { if (planet.type != m_visibleType) continue; m_engine->SetTexture(planet.name); if (planet.transparent) m_engine->SetState(ENG_RSTATE_WRAP | ENG_RSTATE_ALPHA); else m_engine->SetState(ENG_RSTATE_WRAP | ENG_RSTATE_TTEXTURE_BLACK); Math::Point p1, p2; float a = eyeDirH + planet.angle.x; p1.x = Math::Mod(a, Math::PI*2.0f)-0.5f; a = eyeDirV + planet.angle.y; p1.y = 0.4f+(Math::Mod(a+Math::PI, Math::PI*2.0f)-Math::PI)*(2.0f/Math::PI); p1.x -= planet.dim/2.0f*0.75f; p1.y -= planet.dim/2.0f; p2.x = p1.x+planet.dim*0.75f; p2.y = p1.y+planet.dim; float u1 = planet.uv1.x + dp; float v1 = planet.uv1.y + dp; float u2 = planet.uv2.x - dp; float v2 = planet.uv2.y - dp; Vertex quad[4] = { Vertex(Math::Vector(p1.x, p1.y, 0.0f), n, Math::Point(u1, v2)), Vertex(Math::Vector(p1.x, p2.y, 0.0f), n, Math::Point(u1, v1)), Vertex(Math::Vector(p2.x, p1.y, 0.0f), n, Math::Point(u2, v2)), Vertex(Math::Vector(p2.x, p2.y, 0.0f), n, Math::Point(u2, v1)) }; device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, quad, 4); m_engine->AddStatisticTriangle(2); } } void CPlanet::Create(PlanetType type, Math::Point start, float dim, float speed, float dir, const std::string& name, Math::Point uv1, Math::Point uv2, bool transparent) { Planet planet; planet.type = type; planet.start = start; planet.angle = start; planet.dim = dim; planet.speed = speed; planet.dir = dir; planet.name = name; planet.uv1 = uv1; planet.uv2 = uv2; planet.transparent = transparent; m_planets.push_back(planet); } bool CPlanet::PlanetExist() { return !m_planets.empty(); } void CPlanet::SetVisiblePlanetType(PlanetType type) { m_visibleType = type; } } // namespace Gfx