Logo Search packages:      
Sourcecode: kcometen4 version File versions  Download package

cometenscene.cpp

/***************************************************************************
 *   Copyright (C) 2005 by Peter Müller                                    *
 *   pmueller@cs.tu-berlin.de                                              *
 *   Copyright (C) 2008 by John Stamp <jstamp@users.sourceforge.net>       *
 *                                                                         *
 *   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 2 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, write to the                         *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA            *
 ***************************************************************************/
 
#include "cometenscene.h"
#include "settings.h"
#include "pcomet.h"
#include "rotatecomet.h"
#include "curvecomet.h"
#include "lightning.h"

CometenScene::CometenScene(const GLuint* text,
                           double time, double boxWidth, double boxHeight) 
:
textures(text)
{
      resizeBox(boxWidth, boxHeight);
      lastCometProcess = time;
      nextComet = -10e20;
}

CometenScene::~ CometenScene() {
      list<Comet*>::iterator j;
      
      for (j = comets.begin(); j != comets.end(); j++) {
            delete (*j); 
            *j = 0;
      }
}

void CometenScene::resizeBox(double w, double h) {
      boxWidth = w;
      boxHeight = h;
      collisionPlanes.clear();
      collisionPlanes.push_back(Plane(Vec3f::UNIT_X, -boxWidth/2));
      collisionPlanes.push_back(Plane(-Vec3f::UNIT_X, -boxWidth/2));
      collisionPlanes.push_back(Plane(Vec3f::UNIT_Y, -boxHeight/2));
      collisionPlanes.push_back(Plane(-Vec3f::UNIT_Y, -boxHeight/2));
      collisionPlanes.push_back(Plane(Vec3f::UNIT_Z, -boxWidth/2));
      collisionPlanes.push_back(Plane(-Vec3f::UNIT_Z, -boxWidth/2));    
}

void CometenScene::process(double time) {
      list<Comet*>::iterator j, k;
      Comet *comet;
      double deltat = time - lastCometProcess;
      lastCometProcess = time;

      for (j = comets.begin(); j != comets.end();) {
            comet = *j;
            
            if (comet) {
                  comet->process(time, deltat);
            }
            
            if (!comet || comet->isDone()) {
                  delete comet;
                  k = j;
                  j++;
                  comets.erase(k);
            }
            else {
                  j++;
            }     
      }
      
      if (time > nextComet) {
            createComet(time);
            nextComet = time 
                  + frand(settings->createInterval*0.75,
                          settings->createInterval*1.25);
      }
}

void CometenScene::getCometColors(Vec4f& acolor, Vec4f& ecolor) {
      switch (settings->color) {
      case C_RED:
            acolor = Vec4f(1.0, 0.5, 0.25, 1.0);
            ecolor = Vec4f(1.0, 0.0, 0.0, 0.0);
            break;
      case C_BLUE:
            acolor = Vec4f(0.25, 0.5, 1.0, 1.0);
            ecolor = Vec4f(0.0, 0.0, 1.0, 0.0);
            break;
      case C_GREEN:
            acolor = Vec4f(0.5, 1.0, 0.25, 1.0);
            ecolor = Vec4f(0.0, 1.0, 0.0, 0.0);
            break;
      case C_EXTREMBUNT:
            acolor = Vec4f(frand(), frand(), frand(), 1.0);
            ecolor = Vec4f(frand(), frand(), frand(), 0.0);
            break;
      case C_BUNT:
      default:
            switch (rand() % 4) {
            case 2:
                  acolor = Vec4f(1.0, 0.5, 0.25, 1.0);
                  ecolor = Vec4f(1.0, 0.0, 0.0, 0.0);
                  break;
            case 1:
                  acolor = Vec4f(0.25, 0.5, 1.0, 1.0);
                  ecolor = Vec4f(0.0, 0.0, 1.0, 0.0);
                  break;
            case 0:
                  acolor = Vec4f(0.5, 1.0, 0.25, 1.0);
                  ecolor = Vec4f(0.0, 1.0, 0.0, 0.0);
                  break;
            case 3:
            default:
                  acolor = Vec4f(1.0, 1.0, 1.0, 1.0);
                  ecolor = Vec4f(0.0, 0.0, 0.5, 0.0);
                  break;
            }
      }
}

void CometenScene::createComet(double time) {
      Vec4f acolor, ecolor, acolor2, ecolor2;
      Comet * newc = 0;
      
      getCometColors(acolor, ecolor);
      
      double d = boxWidth < boxHeight ? boxWidth : boxHeight;
      Vec3f start = Vec3f::randomUnit() * d/3;
      
      if (frand() >= 0.5) {
            newc = new 
                  QComet(this, time, frand(2.5, 10.5), start, 
                         Vec3f::randomUnit() * frand(75.0, 120.0),  false,
                         acolor, ecolor);
            
      }
      else if (frand() >= 0.8) {
            newc = new 
                  QComet(this, time, frand(2.5, 4.5), start, 
                         Vec3f::randomUnit() * frand(200.0, 300.0), false,
                         acolor, ecolor);
      }
      else if (frand() >= 0.75) {
            if (settings->splitComet) {
                  newc = new 
                        QComet(this, time, frand(2.5, 4.5), start, 
                               Vec3f::randomUnit() * frand(75.0, 120.0),  true,
                               acolor, ecolor);
            }
            else {
                  newc = new 
                        QComet(this, time, frand(2.5, 10.5), start, 
                               Vec3f::randomUnit() * frand(50.0, 120.0),  false,
                               acolor, ecolor);
            }
      } 
      else if (frand() >= 0.66) {
            if (settings->rotateComet) {
                  getCometColors(acolor2, ecolor2);
                  newc = new 
                        RotateComet(this, time, frand(7.8, 9.5), start, 
                                    Vec3f::randomUnit() * frand(80.0, 150.0), 
                                    acolor, ecolor, acolor2, ecolor2);
            }
            else {
                  newc = new 
                        QComet(this, time, frand(2.5, 10.5), start, 
                               Vec3f::randomUnit() * frand(50.0, 120.0),  false,
                               acolor, ecolor);
            }
      } 
      else if (frand() >= 0.15) {
            if (settings->curveComet) {
                  newc = new 
                        CurveComet(this, time, frand(1.5, 3.5), start, 
                                   acolor, ecolor);
            }
            else {
                  newc = new 
                        QComet(this, time, frand(2.5, 10.5), start, 
                               Vec3f::randomUnit() * frand(50.0, 120.0),  false,
                               acolor, ecolor);
            }
      } 
      else {
            if (settings->blitz) {
                  newc = new Blitz(this, time);
            }
            else {
                  newc = new 
                        QComet(this, time, frand(2.5, 10.5), start, 
                               Vec3f::randomUnit() * frand(50.0, 120.0),  false,
                               acolor, ecolor);
            }
      }
      
      addComet(newc);
}


void CometenScene::addComet(Comet* comet) {
      if (comet) {
            comets.push_back(comet);
      }
}

void CometenScene::render(const Vec3f& campos) {
      list<Comet*>::iterator i;
      
      renderBackground();
      
      for (i = comets.begin(); i != comets.end(); i++) {
            if (*i) {
                  (*i)->render(campos);
            }
      }
}

void CometenScene::renderBackground() {
      double vertex_array[] = {
            // vorne
            boxWidth/2, -boxHeight / 2, boxWidth/2,
            boxWidth/2,  boxHeight / 2, boxWidth/2,
            -boxWidth/2,  boxHeight / 2, boxWidth/2,
            -boxWidth/2, -boxHeight / 2, boxWidth/2,  
            // hinten
            -boxWidth/2, -boxHeight / 2, -boxWidth/2,
            -boxWidth/2,  boxHeight / 2, -boxWidth/2,
            boxWidth/2,  boxHeight / 2, -boxWidth/2,
            boxWidth/2, -boxHeight / 2, -boxWidth/2,
            // links
            -boxWidth/2, -boxHeight / 2, boxWidth/2,
            -boxWidth/2,  boxHeight / 2, boxWidth/2,
            -boxWidth/2,  boxHeight / 2, -boxWidth/2,
            -boxWidth/2, -boxHeight / 2, -boxWidth/2, 
            // rechts
            boxWidth/2, -boxHeight / 2, -boxWidth/2,
            boxWidth/2,  boxHeight / 2, -boxWidth/2,  
            boxWidth/2,  boxHeight / 2, boxWidth/2,
            boxWidth/2, -boxHeight / 2, boxWidth/2,   
            // oben
            -boxWidth/2,  boxHeight / 2, -boxWidth/2,
            -boxWidth/2,  boxHeight / 2, boxWidth/2,  
            boxWidth/2,  boxHeight / 2, boxWidth/2,
            boxWidth/2,  boxHeight / 2, -boxWidth/2,  
            // unten
            -boxWidth/2, -boxHeight / 2, boxWidth/2,
            -boxWidth/2, -boxHeight / 2, -boxWidth/2,
            boxWidth/2, -boxHeight / 2, -boxWidth/2,
            boxWidth/2, -boxHeight / 2, boxWidth/2,
      };    
      
      static const double texcoords_array[] = {
            0.0, 0.0,
            0.0, 1.0,
            1.0, 1.0,
            1.0, 0.0,
            0.0, 0.0,
            0.0, 1.0,
            1.0, 1.0,
            1.0, 0.0,
            0.0, 0.0,
            0.0, 1.0,
            1.0, 1.0,
            1.0, 0.0,
            0.0, 0.0,
            0.0, 1.0,
            1.0, 1.0,
            1.0, 0.0,
            0.0, 0.0,
            0.0, 1.0,
            1.0, 1.0,
            1.0, 0.0,
            0.0, 0.0,
            0.0, 1.0,
            1.0, 1.0,
            1.0, 0.0,
      };
      
      glEnable(GL_TEXTURE_2D);
      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
      glEnableClientState(GL_VERTEX_ARRAY);           
      glTexCoordPointer(2, GL_DOUBLE, 0, texcoords_array);
      glVertexPointer(3, GL_DOUBLE, 0, vertex_array);
      glEnable(GL_CULL_FACE);
      glColor4f(0.7, 0.7, 0.7, 1.0);
      glBindTexture(GL_TEXTURE_2D, textures[T_BACKGROUND]);
      glDisable(GL_BLEND);    
      glDrawArrays(GL_QUADS, 0, 24);
      
      glEnable(GL_CULL_FACE);
      glTexCoordPointer(2, GL_DOUBLE, 0, texcoords_array);
      glColor4f(1.0, 1.0, 1.0, 0.99);
      glBindTexture(GL_TEXTURE_2D, textures[T_LIGHTMAP]);
      glEnable(GL_BLEND);     
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glDrawArrays(GL_QUADS, 0, 24);
      glDisable(GL_TEXTURE_2D);
      glDisable(GL_CULL_FACE);
      glDisableClientState(GL_VERTEX_ARRAY);
      glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}


      

      
      
      
      
      
      
      
      

Generated by  Doxygen 1.6.0   Back to index