////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_ExplosionLaserRenderer_hpp_INCLUDE__
#define __INCLUDE_ExplosionLaserRenderer_hpp_INCLUDE__

#include <sprites/MetaActionRenderer.hpp>
#include <GLEXT/GLTextureReference.hpp>

#define sides         8
#define layers        5
#define star_interval 10

class ExplosionLaserBeamRenderer : public MetaActionRenderer
{
public:
	ExplosionLaserBeamRenderer();
	virtual ~ExplosionLaserBeamRenderer();

	virtual void init( unsigned int playerId, Vector& position, Vector& velocity, const char* data );

	virtual void draw( Action* action );
	virtual void simulate( Action* action, float frameTime, bool& remove );

	REGISTER_CLASS_HEADER( ExplosionLaserBeamRenderer );

private:
	Vector                    position_;
	float                     totalTime_;
	float                     time_;
	float                     size_;
	float                     angle_;
	Vector                    points[layers][sides];
	static GLTextureReference _texture;
};

#endif  // __INCLUDE_ExplosionLaserRenderer_hpp_INCLUDE__
