engine/game/shockwave.cc
2024-01-07 04:36:33 +00:00

964 lines
26 KiB
C++

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "platformWIN32/platformGL.h"
#include "platform/platformAudio.h"
#include "audio/audioDataBlock.h"
#include "scenegraph/sceneGraph.h"
#include "scenegraph/sceneState.h"
#include "core/bitStream.h"
#include "game/particleEngine.h"
#include "game/shockwave.h"
#include "math/mathIO.h"
#include "terrain/terrData.h"
#include "math/mathUtils.h"
#include "sim/netConnection.h"
IMPLEMENT_CO_DATABLOCK_V1(ShockwaveData);
IMPLEMENT_CO_NETOBJECT_V1(Shockwave);
namespace
{
MRandomLCG sgRandom(0xdeadbeef);
} // namespace {}
//----------------------------------------------------------------------------
//--------------------------------------
//
ShockwaveData::ShockwaveData()
{
soundProfile = NULL;
soundProfileId = 0;
scale.set(1, 1, 1);
dMemset( emitterList, 0, sizeof( emitterList ) );
dMemset( emitterIDList, 0, sizeof( emitterIDList ) );
delayMS = 0;
delayVariance = 0;
lifetimeMS = 1000;
lifetimeVariance = 0;
width = 4.0;
numSegments = 10;
velocity = 30.0;
height = 0.0;
numVertSegments = 1;
verticalCurve = 1.0;
acceleration = 0.0;
texWrap = 1.0;
is2D = false;
mapToTerrain = true;
orientToNormal = false;
renderBottom = false;
renderSquare = false;
dMemset( textureName, 0, sizeof( textureName ) );
U32 i;
for( i=0; i<NUM_TIME_KEYS; i++ )
{
times[i] = 1.0;
}
times[0] = 0.0;
for( i=0; i<NUM_TIME_KEYS; i++ )
{
colors[i].set( 1.0, 1.0, 1.0, 1.0 );
}
}
IMPLEMENT_SETDATATYPE(ShockwaveData)
IMPLEMENT_GETDATATYPE(ShockwaveData)
void ShockwaveData::initPersistFields()
{
Parent::initPersistFields();
Con::registerType(TypeShockwaveDataPtr, sizeof(ShockwaveData*),
REF_GETDATATYPE(ShockwaveData),
REF_SETDATATYPE(ShockwaveData));
addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, ShockwaveData));
addField("scale", TypePoint3F, Offset(scale, ShockwaveData));
addField("emitter", TypeParticleEmitterDataPtr, Offset(emitterList, ShockwaveData), NUM_EMITTERS);
addField("delayMS", TypeS32, Offset(delayMS, ShockwaveData));
addField("delayVariance", TypeS32, Offset(delayVariance, ShockwaveData));
addField("lifetimeMS", TypeS32, Offset(lifetimeMS, ShockwaveData));
addField("lifetimeVariance", TypeS32, Offset(lifetimeVariance, ShockwaveData));
addField("width", TypeF32, Offset(width, ShockwaveData));
addField("numSegments", TypeS32, Offset(numSegments, ShockwaveData));
addField("numVertSegments", TypeS32, Offset(numVertSegments, ShockwaveData));
addField("velocity", TypeF32, Offset(velocity, ShockwaveData));
addField("height", TypeF32, Offset(height, ShockwaveData));
addField("verticalCurve", TypeF32, Offset(verticalCurve, ShockwaveData));
addField("acceleration", TypeF32, Offset(acceleration, ShockwaveData));
addField("times", TypeF32, Offset(times, ShockwaveData), NUM_TIME_KEYS);
addField("colors", TypeColorF, Offset(colors, ShockwaveData), NUM_TIME_KEYS);
addField("texture", TypeString, Offset(textureName, ShockwaveData), NUM_TEX);
addField("texWrap", TypeF32, Offset(texWrap, ShockwaveData));
addField("is2D", TypeBool, Offset(is2D, ShockwaveData));
addField("mapToTerrain", TypeBool, Offset(mapToTerrain, ShockwaveData));
addField("orientToNormal", TypeBool, Offset(orientToNormal, ShockwaveData));
addField("renderBottom", TypeBool, Offset(renderBottom, ShockwaveData));
addField("renderSquare", TypeBool, Offset(renderSquare, ShockwaveData));
}
bool ShockwaveData::onAdd()
{
if (Parent::onAdd() == false)
return false;
return true;
}
void ShockwaveData::packData(BitStream* stream)
{
Parent::packData(stream);
mathWrite(*stream, scale);
stream->write(delayMS);
stream->write(delayVariance);
stream->write(lifetimeMS);
stream->write(lifetimeVariance);
stream->write(width);
stream->write(numSegments);
stream->write(numVertSegments);
stream->write(velocity);
stream->write(height);
stream->write(verticalCurve);
stream->write(acceleration);
stream->write(texWrap);
stream->write(is2D);
stream->write(orientToNormal);
stream->write(mapToTerrain);
stream->write(renderBottom);
stream->write(renderSquare);
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->writeFlag( emitterList[i] != NULL ) )
{
stream->writeRangedU32( emitterList[i]->getId(), DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->write( times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
if( textureName[i][0] )
{
stream->writeString(textureName[i]);
}
}
}
void ShockwaveData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
mathRead(*stream, &scale);
stream->read(&delayMS);
stream->read(&delayVariance);
stream->read(&lifetimeMS);
stream->read(&lifetimeVariance);
stream->read(&width);
stream->read(&numSegments);
stream->read(&numVertSegments);
stream->read(&velocity);
stream->read(&height);
stream->read(&verticalCurve);
stream->read(&acceleration);
stream->read(&texWrap);
stream->read(&is2D);
stream->read(&orientToNormal);
stream->read(&mapToTerrain);
stream->read(&renderBottom);
stream->read(&renderSquare);
U32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( stream->readFlag() )
{
emitterIDList[i] = stream->readRangedU32( DataBlockObjectIdFirst, DataBlockObjectIdLast );
}
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &colors[i] );
}
for( i=0; i<NUM_TIME_KEYS; i++ )
{
stream->read( &times[i] );
}
for( i=0; i<NUM_TEX; i++ )
{
textureName[i] = stream->readSTString();
}
}
bool ShockwaveData::preload(bool server, char errorBuffer[256])
{
if (Parent::preload(server, errorBuffer) == false)
return false;
if (!server) {
S32 i;
for( i=0; i<NUM_EMITTERS; i++ )
{
if( !emitterList[i] && emitterIDList[i] != 0 )
{
if( Sim::findObject( emitterIDList[i], emitterList[i] ) == false)
{
Con::errorf( ConsoleLogEntry::General, "ShockwaveData::onAdd: Invalid packet, bad datablockId(particle emitter): 0x%x", emitterIDList[i] );
}
}
}
for( i=0; i<NUM_TEX; i++ )
{
if (textureName[i] && textureName[i][0])
{
textureHandle[i] = TextureHandle(textureName[i], MeshTexture );
}
}
}
return true;
}
//--------------------------------------------------------------------------
// Shockwave
//--------------------------------------------------------------------------
Shockwave::Shockwave()
{
dMemset( mEmitterList, 0, sizeof( mEmitterList ) );
mDelayMS = 0;
mCurrMS = 0;
mEndingMS = 1000;
mActive = false;
mRadius = 0.0;
mVelocity = 1.0;
mHeight = 0.0;
mDataBlock = NULL;
mInitialPosition.set( 0.0, 0.0, 0.0 );
mInitialNormal.set( 0.0, 0.0, 1.0 );
}
//--------------------------------------------------------------------------
// Destructor
//--------------------------------------------------------------------------
Shockwave::~Shockwave()
{
}
//--------------------------------------------------------------------------
// Set initial state
//--------------------------------------------------------------------------
void Shockwave::setInitialState(const Point3F& point, const Point3F& normal, const F32 fade)
{
mInitialPosition = point;
mInitialNormal = normal;
mFade = fade;
mFog = 0.0f;
}
//--------------------------------------------------------------------------
// Init persist fields
//--------------------------------------------------------------------------
void Shockwave::initPersistFields()
{
Parent::initPersistFields();
addField("pos", TypePoint3F, Offset(mInitialPosition, Shockwave));
addField("normal", TypePoint3F, Offset(mInitialNormal, Shockwave));
//
}
//--------------------------------------------------------------------------
// CONSOLE commands
//--------------------------------------------------------------------------
static void cSetInitialState(SimObject *obj, S32, const char** argv)
{
Shockwave* shock = static_cast<Shockwave*>(obj);
if( !shock ) return;
Point3F pos;
dSscanf( argv[2], "%f %f %f", &pos.x, &pos.y, &pos.z );
Point3F dir;
dSscanf( argv[3], "%f %f %f", &dir.x, &dir.y, &dir.z );
shock->setInitialState( pos, dir );
}
//--------------------------------------------------------------------------
// Console Init
//--------------------------------------------------------------------------
void Shockwave::consoleInit()
{
Con::addCommand("Shockwave", "setInitialState", cSetInitialState, "startFade( pos, normal )", 4, 4);
}
//--------------------------------------------------------------------------
// OnAdd
//--------------------------------------------------------------------------
bool Shockwave::onAdd()
{
if(!Parent::onAdd())
return false;
mDelayMS = mDataBlock->delayMS + sgRandom.randI( -mDataBlock->delayVariance, mDataBlock->delayVariance );
mEndingMS = mDataBlock->lifetimeMS + sgRandom.randI( -mDataBlock->lifetimeVariance, mDataBlock->lifetimeVariance );
mVelocity = mDataBlock->velocity;
mHeight = mDataBlock->height;
mObjBox.min = Point3F( -1, -1, -1 );
mObjBox.max = Point3F( 1, 1, 1 );
resetWorldBox();
gClientContainer.addObject(this);
gClientSceneGraph->addObjectToScene(this);
removeFromProcessList();
gClientProcessList.addObject(this);
MatrixF trans(true);
trans.setPosition( mInitialPosition );
setTransform( trans );
return true;
}
//--------------------------------------------------------------------------
// OnRemove
//--------------------------------------------------------------------------
void Shockwave::onRemove()
{
for( int i=0; i<ShockwaveData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->deleteWhenEmpty();
mEmitterList[i] = NULL;
}
}
mSceneManager->removeObjectFromScene(this);
getContainer()->removeObject(this);
Parent::onRemove();
}
//--------------------------------------------------------------------------
// On New Data Block
//--------------------------------------------------------------------------
bool Shockwave::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<ShockwaveData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
scriptOnNewDataBlock();
return true;
}
//--------------------------------------------------------------------------
// Prep render image
//--------------------------------------------------------------------------
bool Shockwave::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (isLastState(state, stateKey))
return false;
setLastState(state, stateKey);
// This should be sufficient for most objects that don't manage zones, and
// don't need to return a specialized RenderImage...
if (state->isObjectRendered(this)) {
mFog = 0.0;
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::Point;
state->setImageRefPoint(this, image);
state->insertRenderImage(image);
}
return false;
}
//--------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------
void Shockwave::renderObject(SceneState* state, SceneRenderImage*)
{
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
RectI viewport;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
dglGetViewport(&viewport);
state->setupObjectProjection(this);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
if( mDataBlock->is2D )
{
render2DWave();
}
else
{
if( mDataBlock->renderSquare )
{
renderSquare();
}
else
{
renderWave();
}
}
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//--------------------------------------------------------------------------
// Process tick
//--------------------------------------------------------------------------
void Shockwave::processTick(const Move*)
{
mCurrMS += TickMs;
if( isServerObject() )
{
if( mCurrMS >= mEndingMS )
{
deleteObject();
return;
}
}
// set object box
F32 outerRad = mRadius + mDataBlock->width * 0.5;
mObjBox.min = Point3F( -outerRad, -outerRad, -outerRad );
mObjBox.max = Point3F( outerRad, outerRad, outerRad );
resetWorldBox();
}
//--------------------------------------------------------------------------
// Advance time
//--------------------------------------------------------------------------
void Shockwave::advanceTime(F32 dt)
{
if (dt == 0.0)
return;
updateColor();
updateWave( dt );
updateEmitters( dt );
}
//----------------------------------------------------------------------------
// Update emitters
//----------------------------------------------------------------------------
void Shockwave::updateEmitters( F32 dt )
{
Point3F pos = getPosition();
for( int i=0; i<ShockwaveData::NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
mEmitterList[i]->emitParticles( pos, pos, mInitialNormal, Point3F( 0.0, 0.0, 0.0 ), dt * 1000 );
}
}
}
//----------------------------------------------------------------------------
// Update wave
//----------------------------------------------------------------------------
void Shockwave::updateWave( F32 dt )
{
mVelocity += mDataBlock->acceleration * dt;
mRadius += mVelocity * dt;
}
//----------------------------------------------------------------------------
// Render wave
//----------------------------------------------------------------------------
void Shockwave::renderWave()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MatrixF orient(true);
if( mDataBlock->orientToNormal )
{
MatrixF rotMatrix( EulerF( M_PI/2.0, 0.0, 0.0 ) );
// set up gl modelview matrix
orient = MathUtils::createOrientFromDir( mInitialNormal );
orient.mul( rotMatrix );
}
orient.setPosition( mInitialPosition );
dglMultMatrix( &orient );
const F32 minGroundHeight = 0.1;
F32 innerRad = mRadius - mDataBlock->width * 0.5;
F32 outerRad = mRadius + mDataBlock->width * 0.5;
if( innerRad < 0.0 ) innerRad = 0.0;
glEnable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
F32 texFactor = mDataBlock->texWrap;
F32 pt = 0.0;
F32 t = 0.0;
for( U32 i=1; i<mDataBlock->numSegments+1; i++ )
{
glBindTexture(GL_TEXTURE_2D, mDataBlock->textureHandle[0].getGLName());
pt = t;
t = F32(i) / F32(mDataBlock->numSegments);
Point3F vert[2];
vert[0].x = mSin( pt * M_PI * 2.0 );
vert[0].y = mCos( pt * M_PI * 2.0 );
vert[0].z = 0.0;
vert[1].x = mSin( t * M_PI * 2.0 );
vert[1].y = mCos( t * M_PI * 2.0 );
vert[1].z = 0.0;
Point3F outerPts[2];
Point3F innerPts[2];
glBegin( GL_QUADS );
glColor4fv( mColor );
glTexCoord2f( t * texFactor, 0.95 );
Point3F pnt = mInitialPosition + vert[1] * innerRad;
pnt.z = findHeight( pnt ) + minGroundHeight;
innerPts[0] = pnt;
glVertex3fv( pnt - mInitialPosition );
glColor4fv( mColor );
glTexCoord2f( pt * texFactor, 0.95 );
pnt = mInitialPosition + vert[0] * innerRad;
pnt.z = findHeight( pnt ) + minGroundHeight;
innerPts[1] = pnt;
glVertex3fv( pnt - mInitialPosition );
glColor4fv( mColor );
glTexCoord2f( pt * texFactor, 0.05 );
pnt = mInitialPosition + vert[0] * outerRad;
pnt.z = findHeight( pnt ) + minGroundHeight;
outerPts[0] = pnt;
pnt.z += mHeight;
glVertex3fv( pnt - mInitialPosition );
glColor4fv( mColor );
glTexCoord2f( t * texFactor, 0.05 );
pnt = mInitialPosition + vert[1] * outerRad;
pnt.z = findHeight( pnt ) + minGroundHeight;
outerPts[1] = pnt;
pnt.z += mHeight;
glVertex3fv( pnt - mInitialPosition );
if( mDataBlock->renderBottom )
{
glTexCoord2f( t * texFactor, 0.05 );
glVertex3fv( outerPts[1] - mInitialPosition );
glTexCoord2f( pt * texFactor, 0.05 );
glVertex3fv( outerPts[0] - mInitialPosition );
glTexCoord2f( pt * texFactor, 0.95 );
glVertex3fv( innerPts[1] - mInitialPosition );
glTexCoord2f( t * texFactor, 0.95 );
glVertex3fv( innerPts[0] - mInitialPosition );
}
glEnd();
renderVerticalWall( outerPts[1], outerPts[0] );
}
glDisable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//----------------------------------------------------------------------------
// Render vertical wall
//----------------------------------------------------------------------------
void Shockwave::renderVerticalWall( Point3F &pnt1, Point3F pnt2 )
{
Point3F p1 = pnt1;
Point3F p2 = pnt2;
p1.z += mHeight * 0.5;
p2.z += mHeight * 0.5;
Point3F dir1, dir2;
dir1 = p1 - mInitialPosition;
dir1.z = 0.0;
dir1.normalize();
dir2 = p2 - mInitialPosition;
dir2.z = 0.0;
dir2.normalize();
F32 vertRadius = mHeight * 0.5;
glBindTexture(GL_TEXTURE_2D, mDataBlock->textureHandle[1].getGLName());
glBegin( GL_QUAD_STRIP );
for( U32 i=0; i<mDataBlock->numVertSegments+1; i++ )
{
F32 t = F32(i) / F32(mDataBlock->numVertSegments);
glColor4f( mColor.red, mColor.green, mColor.blue, mColor.alpha );
F32 v = t;
if( mDataBlock->renderBottom )
{
v = 0.0;
}
else
{
if( v < 0.05 ) v = 0.05;
if( v > .95 ) v = 0.95;
}
glTexCoord2f( 0.0, v );
Point3F pnt = p1;
pnt.z += mCos( t * M_PI ) * vertRadius;
pnt += dir1 * mSin( t * M_PI ) * mDataBlock->verticalCurve;
glVertex3fv( pnt - mInitialPosition );
glTexCoord2f( 1.0, v );
pnt = p2;
pnt.z += mCos( t * M_PI ) * vertRadius;
pnt += dir2 * mSin( t * M_PI ) * mDataBlock->verticalCurve;
glVertex3fv( pnt - mInitialPosition );
}
glEnd();
}
//----------------------------------------------------------------------------
// Find height
//----------------------------------------------------------------------------
F32 Shockwave::findHeight( Point3F &point )
{
if( mDataBlock->mapToTerrain )
{
TerrainBlock* pTerrain = mSceneManager->getCurrentTerrain();
if( !pTerrain ) return 0.0;
Point3F terrPt = point;
pTerrain->getWorldTransform().mulP(terrPt);
F32 h;
if (pTerrain->getHeight(Point2F(terrPt.x, terrPt.y), &h))
{
return h;
}
}
else
{
return point.z;
}
return 0.0;
}
//----------------------------------------------------------------------------
// Update color
//----------------------------------------------------------------------------
void Shockwave::updateColor()
{
F32 t = F32(mCurrMS) / F32(mEndingMS);
for( U32 i = 1; i < ShockwaveData::NUM_TIME_KEYS; i++ )
{
if( mDataBlock->times[i] >= t )
{
F32 firstPart = t - mDataBlock->times[i-1];
F32 total = (mDataBlock->times[i] -
mDataBlock->times[i-1]);
firstPart /= total;
mColor.interpolate( mDataBlock->colors[i-1],
mDataBlock->colors[i],
firstPart);
return;
}
}
}
//----------------------------------------------------------------------------
// Render billboarded shockwave
//----------------------------------------------------------------------------
void Shockwave::render2DWave()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// set up gl modelview matrix
MatrixF camTrans;
dglGetModelview(&camTrans);
Point3F camLookDir;
camTrans.getRow(1, &camLookDir);
Point3F negCamDir = -camLookDir;
MatrixF billBoard = MathUtils::createOrientFromDir( negCamDir );
billBoard.setPosition( getPosition() );
dglMultMatrix( &billBoard );
const F32 minGroundHeight = 0.1;
F32 innerRad = mRadius - mDataBlock->width * 0.5;
F32 outerRad = mRadius + mDataBlock->width * 0.5;
if( innerRad < 0.0 ) innerRad = 0.0;
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
F32 texFactor = mDataBlock->texWrap;
F32 pt = 0.0;
F32 t = 0.0;
for( U32 i=1; i<mDataBlock->numSegments+1; i++ )
{
glBindTexture(GL_TEXTURE_2D, mDataBlock->textureHandle[0].getGLName());
pt = t;
t = F32(i) / F32(mDataBlock->numSegments);
Point3F vert[2];
vert[0].x = mSin( pt * M_PI * 2.0 );
vert[0].z = mCos( pt * M_PI * 2.0 );
vert[0].y = 0.0;
vert[1].x = mSin( t * M_PI * 2.0 );
vert[1].z = mCos( t * M_PI * 2.0 );
vert[1].y = 0.0;
Point3F outerPts[2];
glBegin( GL_QUADS );
glColor4fv( mColor );
glTexCoord2f( t * texFactor, 0.95 );
Point3F pnt = vert[1] * innerRad;
glVertex3fv( pnt );
glColor4fv( mColor );
glTexCoord2f( pt * texFactor, 0.95 );
pnt = vert[0] * innerRad;
glVertex3fv( pnt );
glColor4fv( mColor );
glTexCoord2f( pt * texFactor, 0.05 );
pnt = vert[0] * outerRad;
outerPts[0] = pnt;
glVertex3fv( pnt );
glColor4fv( mColor );
glTexCoord2f( t * texFactor, 0.05 );
pnt = vert[1] * outerRad;
outerPts[1] = pnt;
glVertex3fv( pnt );
glEnd();
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//----------------------------------------------------------------------------
// Render wave
//----------------------------------------------------------------------------
void Shockwave::renderSquare()
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
MatrixF orient(true);
if( mDataBlock->orientToNormal )
{
MatrixF rotMatrix( EulerF( M_PI/2.0, 0.0, 0.0 ) );
// set up gl modelview matrix
orient = MathUtils::createOrientFromDir( mInitialNormal );
orient.mul( rotMatrix );
}
orient.setPosition( mInitialPosition );
dglMultMatrix( &orient );
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mDataBlock->textureHandle[0].getGLName());
glBegin( GL_QUADS );
glColor4fv( mColor );
glTexCoord2f( 0.0, 0.0 );
glVertex3f( -mRadius, -mRadius, 0.0 );
glColor4fv( mColor );
glTexCoord2f( 0.0, 1.0 );
glVertex3f( -mRadius, mRadius, 0.0 );
glColor4fv( mColor );
glTexCoord2f( 1.0, 1.0 );
glVertex3f( mRadius, mRadius, 0.0 );
glColor4fv( mColor );
glTexCoord2f( 1.0, 0.0 );
glVertex3f( mRadius, -mRadius, 0.0 );
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
//--------------------------------------------------------------------------
// packUpdate
//--------------------------------------------------------------------------
U32 Shockwave::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
if( stream->writeFlag(mask & GameBase::InitialUpdateMask) )
{
mathWrite(*stream, mInitialPosition);
mathWrite(*stream, mInitialNormal);
}
return retMask;
}
//--------------------------------------------------------------------------
// unpackUpdate
//--------------------------------------------------------------------------
void Shockwave::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
if( stream->readFlag() )
{
mathRead(*stream, &mInitialPosition);
mathRead(*stream, &mInitialNormal);
}
}