Files
firestorm/Gameleap/code/mw4/Libraries/gosFX/Flare.cpp
T
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

509 lines
13 KiB
C++

#include "gosFXHeaders.hpp"
#include <MLR\MLRCardCloud.hpp>
static bool Disable_Fade;
static bool __stdcall CheckDisableFade() {return Disable_Fade;}
static void __stdcall EnableDisableFade() {Disable_Fade = !Disable_Fade;}
static bool Disable_Cast;
static bool __stdcall CheckDisableCast() {return Disable_Cast;}
static void __stdcall EnableDisableCast() {Disable_Cast = !Disable_Cast;}
//############################################################################
//######################## gosFX::Flare__Specification #############################
//############################################################################
//------------------------------------------------------------------------------
//
gosFX::Flare__Specification::Flare__Specification(
Stuff::MemoryStream *stream,
int gfx_version
):
Card__Specification(FlareClassID, stream, gfx_version)
{
Check_Pointer(this);
Verify(m_class == FlareClassID);
if (gfx_version>=20)
*stream >> m_fadeInRate >> m_fadeOutRate >> m_rayCastTime;
else
{
m_fadeInRate = 4.0f;
m_fadeOutRate = 4.0f;
m_rayCastTime = 0.25f;
}
}
//------------------------------------------------------------------------------
//
gosFX::Flare__Specification::Flare__Specification():
Card__Specification(gosFX::FlareClassID)
{
Check_Pointer(this);
m_fadeInRate = 4.0f;
m_fadeOutRate = 4.0f;
m_rayCastTime = 0.25f;
}
//------------------------------------------------------------------------------
//
gosFX::Flare__Specification::~Flare__Specification()
{
Check_Object(this);
}
//------------------------------------------------------------------------------
//
gosFX::Flare__Specification*
gosFX::Flare__Specification::Make(
Stuff::MemoryStream *stream,
int gfx_version
)
{
Check_Object(stream);
gos_PushCurrentHeap(Heap);
Flare__Specification *spec =
new gosFX::Flare__Specification(stream, gfx_version);
gos_PopCurrentHeap();
return spec;
}
//------------------------------------------------------------------------------
//
void
gosFX::Flare__Specification::Save(Stuff::MemoryStream *stream)
{
Check_Object(this);
Check_Object(stream);
BaseClass::Save(stream);
*stream << m_fadeInRate << m_fadeOutRate << m_rayCastTime;
}
//------------------------------------------------------------------------------
//
void
gosFX::Flare__Specification::BuildDefaults()
{
Check_Object(this);
BaseClass::BuildDefaults();
m_fadeInRate = 4.0f;
m_fadeOutRate = 4.0f;
m_rayCastTime = 0.25f;
}
//------------------------------------------------------------------------------
//
bool
gosFX::Flare__Specification::IsDataValid(bool fix_data)
{
Check_Object(this);
return BaseClass::IsDataValid(fix_data);
}
//------------------------------------------------------------------------------
//
void
gosFX::Flare__Specification::Copy(Flare__Specification *spec)
{
Check_Object(this);
Check_Object(spec);
BaseClass::Copy(spec);
m_fadeInRate = spec->m_fadeInRate;
m_fadeOutRate = spec->m_fadeOutRate;
m_rayCastTime = spec->m_rayCastTime;
}
//############################################################################
//############################## gosFX::Flare ################################
//############################################################################
gosFX::Flare::ClassData*
gosFX::Flare::DefaultData = NULL;
static bool
stub_caster(Stuff::Line3D *line)
{
return false;
}
gosFX::Flare::RayCastMethod
gosFX::Flare::RayCaster = stub_caster;
//------------------------------------------------------------------------------
//
void
gosFX::Flare::InitializeClass()
{
Verify(!DefaultData);
DefaultData =
new ClassData(
FlareClassID,
"gosFX::Flare",
BaseClass::DefaultData,
(Effect::Factory)&Make,
(Specification::Factory)&Specification::Make
);
Register_Object(DefaultData);
Disable_Fade = false;
AddDebuggerMenuItem("Libraries\\gosFX\\Disable Flare Fade", CheckDisableFade, EnableDisableFade, 0 );
Disable_Cast = false;
AddDebuggerMenuItem("Libraries\\gosFX\\Disable Flare Cast Delay", CheckDisableCast, EnableDisableCast, 0 );
}
//------------------------------------------------------------------------------
//
void
gosFX::Flare::TerminateClass()
{
Check_Object(DefaultData);
delete DefaultData;
DefaultData = NULL;
}
//------------------------------------------------------------------------------
//
gosFX::Flare::Flare(
Specification *spec,
unsigned flags
):
Card(DefaultData, spec, flags)
{
Check_Object(spec);
m_fadeLevel = 0.0f;
}
//------------------------------------------------------------------------------
//
gosFX::Flare::~Flare()
{
}
//------------------------------------------------------------------------------
//
gosFX::Flare*
gosFX::Flare::Make(
Specification *spec,
unsigned flags
)
{
Check_Object(spec);
gos_PushCurrentHeap(Heap);
Flare *cloud = new gosFX::Flare(spec, flags);
gos_PopCurrentHeap();
return cloud;
}
//------------------------------------------------------------------------------
//
void
gosFX::Flare::Start(ExecuteInfo *info)
{
Check_Object(this);
Check_Pointer(info);
BaseClass::Start(info);
//
//------------------------------------------------
// Cast an initial ray to make sure its done right
//------------------------------------------------
//
Set_Statistic(Flare_Count, Flare_Count+1);
Specification *spec = GetSpecification();
m_timeTillCast = spec->m_rayCastTime;
Stuff::Line3D eye_line;
eye_line.m_origin = LastCameraPosition;
Stuff::Point3D to(m_localToWorld);
Stuff::Vector3D dir;
dir.Subtract(to, LastCameraPosition);
eye_line.m_length = dir.GetLength();
if (!Stuff::Small_Enough(eye_line.m_length))
{
Stuff::Scalar len = 1.0f / eye_line.m_length;
eye_line.m_direction.x = dir.x * len;
eye_line.m_direction.y = dir.y * len;
eye_line.m_direction.z = dir.z * len;
eye_line.m_length -= 0.5f;
Check_Pointer(RayCaster);
m_fadeTarget = ((*RayCaster)(&eye_line)) ? 0.0f : 1.0f;
m_fadeLevel = m_fadeTarget;
}
else
{
m_fadeTarget = 0.0f;
m_fadeLevel = 0.0f;
}
}
//------------------------------------------------------------------------------
//
bool
gosFX::Flare::Execute(ExecuteInfo *info)
{
Check_Object(this);
Check_Object(info);
GFX_LOGIC("Execute::Flare");
if (!IsExecuted())
return false;
//
//------------------------
// Do the effect animation
//------------------------
//
Stuff::Scalar step = static_cast<Stuff::Scalar>(info->m_time - m_lastRan);
if (!BaseClass::Execute(info))
return false;
//
//----------------------------------
// See if we need to test visibility
//----------------------------------
//
Set_Statistic(Flare_Count, Flare_Count+1);
Specification *spec = GetSpecification();
Check_Object(spec);
m_timeTillCast -= step;
if (m_timeTillCast <= 0.0f || Disable_Cast)
{
m_timeTillCast = spec->m_rayCastTime;
Stuff::Line3D eye_line;
eye_line.m_origin = LastCameraPosition;
Stuff::Point3D to(m_localToWorld);
Stuff::Vector3D dir;
dir.Subtract(to, LastCameraPosition);
eye_line.m_length = dir.GetLength();
if (!Stuff::Small_Enough(eye_line.m_length))
{
Stuff::Scalar len = 1.0f / eye_line.m_length;
eye_line.m_direction.x = dir.x * len;
eye_line.m_direction.y = dir.y * len;
eye_line.m_direction.z = dir.z * len;
eye_line.m_length -= 0.5f;
Check_Pointer(RayCaster);
m_fadeTarget = ((*RayCaster)(&eye_line)) ? 0.0f : 1.0f;
}
}
//
//-----------------------------------
// Adjust the fade level of the flare
//-----------------------------------
//
if (m_age == 0.0f)
m_fadeLevel = m_fadeTarget;
else if (m_fadeTarget < m_fadeLevel)
{
m_fadeLevel -= step * spec->m_fadeOutRate;
if (m_fadeLevel < m_fadeTarget || Disable_Fade)
m_fadeLevel = m_fadeTarget;
}
else if (m_fadeTarget > m_fadeLevel)
{
m_fadeLevel += step * spec->m_fadeInRate;
if (m_fadeLevel > m_fadeTarget || Disable_Fade)
m_fadeLevel = m_fadeTarget;
}
return true;
}
//------------------------------------------------------------------------------
//
void gosFX::Flare::Draw(DrawInfo *info)
{
Check_Object(this);
Check_Object(info);
GFX_RENDER("Flare");
//
//------------------------------------------
// If the flare has faded out, don't draw it
//------------------------------------------
//
if (!m_fadeLevel)
return;
//
//----------------------------
// Set up the common draw info
//----------------------------
//
MidLevelRenderer::DrawEffectInformation dInfo;
dInfo.effect = m_cardCloud;
Specification *spec = GetSpecification();
Check_Object(spec);
dInfo.state.Combine(info->m_state, spec->m_state);
dInfo.clippingFlags = info->m_clippingFlags;
Stuff::LinearMatrix4D local_to_world;
local_to_world.Multiply(m_localToParent, *info->m_parentToWorld);
dInfo.effectToWorld = &local_to_world;
//
//---------------------
// Fill in the position
//---------------------
//
m_vertices[0].x = m_scale*m_halfX;
m_vertices[0].y = -m_scale*m_halfY;
m_vertices[0].z = 0.0f;
m_vertices[1].x = -m_scale*m_halfX;
m_vertices[1].y = -m_scale*m_halfY;
m_vertices[1].z = 0.0f;
m_vertices[2].x = -m_scale*m_halfX;
m_vertices[2].y = m_scale*m_halfY;
m_vertices[2].z = 0.0f;
m_vertices[3].x = m_scale*m_halfX;
m_vertices[3].y = m_scale*m_halfY;
m_vertices[3].z = 0.0f;
//
//----------------
// Animate the uvs
//----------------
//
Stuff::Scalar u = spec->m_UOffset.ComputeValue(m_age, m_seed);
Stuff::Scalar v = spec->m_VOffset.ComputeValue(m_age, m_seed);
Stuff::Scalar u2 = spec->m_USize.ComputeValue(m_age, m_seed);
Stuff::Scalar v2 = spec->m_VSize.ComputeValue(m_age, m_seed);
//
//--------------------------------------------------------------
// If we are animated, figure out the row/column to be displayed
//--------------------------------------------------------------
//
if (spec->m_animated)
{
BYTE columns =
Stuff::Truncate_Float_To_Byte(
spec->m_index.ComputeValue(m_age, m_seed)
);
BYTE rows = static_cast<BYTE>(columns / spec->m_width);
columns = static_cast<BYTE>(columns - rows*spec->m_width);
//
//---------------------------
// Now compute the end points
//---------------------------
//
u += u2*columns;
v += v2*rows;
}
u2 += u;
v2 += v;
m_uvs[0].x = u;
m_uvs[0].y = v2;
m_uvs[1].x = u2;
m_uvs[1].y = v2;
m_uvs[2].x = u2;
m_uvs[2].y = v;
m_uvs[3].x = u;
m_uvs[3].y = v;
//
//------------------
// Fill in the color
//------------------
//
m_color.red = m_fadeLevel*spec->m_red.ComputeValue(m_age, m_seed);
m_color.green = m_fadeLevel*spec->m_green.ComputeValue(m_age, m_seed);
m_color.blue = m_fadeLevel*spec->m_blue.ComputeValue(m_age, m_seed);
m_color.alpha = spec->m_alpha.ComputeValue(m_age, m_seed);
m_colors[0] = m_color;
m_colors[1] = m_color;
m_colors[2] = m_color;
m_colors[3] = m_color;
//
//--------------------------------------------------------------
// Check the orientation mode. The first case is XY orientation
//--------------------------------------------------------------
//
if (spec->m_alignZUsingX)
{
Stuff::Point3D
camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
Stuff::Point3D card_in_world(local_to_world);
Stuff::Vector3D look_at;
look_at.Subtract(camera_in_world, card_in_world);
if (spec->m_alignZUsingY)
local_to_world.AlignLocalAxisToWorldVector(
look_at,
Stuff::Z_Axis,
Stuff::Y_Axis,
Stuff::X_Axis
);
else
local_to_world.AlignLocalAxisToWorldVector(
look_at,
Stuff::Z_Axis,
Stuff::X_Axis,
-1
);
}
//
//-------------------------------------------------------
// Each matrix needs to be aligned to the camera around Y
//-------------------------------------------------------
//
else if (spec->m_alignZUsingY)
{
Stuff::Point3D
camera_in_world(info->m_clipper->GetCameraToWorldMatrix());
Stuff::Point3D card_in_world(local_to_world);
Stuff::Vector3D look_at;
look_at.Subtract(camera_in_world, card_in_world);
local_to_world.AlignLocalAxisToWorldVector(
look_at,
Stuff::Z_Axis,
Stuff::Y_Axis,
-1
);
}
//
//---------------------
// Now just do the draw
//---------------------
//
info->m_clipper->DrawEffect(&dInfo);
BaseClass::BaseClass::Draw(info);
}
//------------------------------------------------------------------------------
//
void
gosFX::Flare::Kill()
{
Check_Object(this);
m_fadeTarget = 1.0f;
m_fadeLevel = 1.0f;
m_timeTillCast = 0.0f;
BaseClass::Kill();
}
//------------------------------------------------------------------------------
//
void
gosFX::Flare::TestInstance() const
{
Verify(IsDerivedFrom(DefaultData));
}