Beispiel #1
0
/* Shoot in the direction of attack_vector */
static void pilot_shoot(struct Pilot *pilot) {
    double xoff,yoff;
    xoff = pilot->attack_vector.x * (pilot->walker.physics.radius+1);
    yoff = pilot->attack_vector.y * (pilot->walker.physics.radius+1);
    add_projectile(make_bullet (
                pilot->walker.physics.x + xoff,
                pilot->walker.physics.y + yoff,
                addVectors(pilot->walker.physics.vel,
                    multVector(pilot->attack_vector,10.0))));
    pilot->weap_cooloff = 7;
}
Beispiel #2
0
void PLYObject::draw()
{

  // setup default material
  glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
  glColor3fv(diffuse);

  // set lighting if enabled
	// Otherwise, compute colors
  if (light)
		{
			glEnable(GL_LIGHTING);
		}
  else
		{

			glDisable(GL_LIGHTING);
			for (int v=0; v<nv; v++)
				{
					// Instead of this, use the Phong illumination equation to find the color

                    // Phong equation with attenuation factor att
                    // If = (As*Am) + ((Al*Am) + Id + Is) * att

                    // Get ModelView

                    float M[16];
                    Matrix4f modelViewMatrix;

                    glGetFloatv(GL_MODELVIEW_MATRIX, M);
                    for (int i = 0; i < 3; i++) {
                        modelViewMatrix[i][3] = 0.0;
                        modelViewMatrix[3][i] = 0.0;
                        for (int j = 0; j < 3; j++) {
                            modelViewMatrix[i][j] = M[i*4+j];
                        }
                    }
                    modelViewMatrix[3][3] = 1.0;

                    // ModelView is already here in a Matrix4f for operations

                    Vector3f vVertex;
                    multVector(vVertex, modelViewMatrix, vertices[v]);

                    Vector4f lightSource;
                    copy(lightSource, light_pos);
                    //glGetLightfv(GL_LIGHT0, GL_POSITION, lightSource);

                    Vector3f lightDir;
                    sub(lightDir, lightSource, vVertex);

                    float d = length(lightDir);

                    // Get parameters for the ambient part
                    float Al[4] = {0.0f, 0.0f, 0.0f, 0.0f };
                    glGetLightfv( GL_LIGHT0, GL_AMBIENT, Al );

                    Vector4f As = {0.0f, 0.0f, 0.0f, 0.0f };
                    glGetFloatv( GL_LIGHT_MODEL_AMBIENT, As );

                    float Dl[4] = {0.0f, 0.0f, 0.0f, 0.0f };
                    glGetLightfv( GL_LIGHT0, GL_DIFFUSE, Dl );

                    float Sl[4] = {0.0f, 0.0f, 0.0f, 0.0f };
                    glGetLightfv( GL_LIGHT0, GL_SPECULAR, Sl );

                    Vector4f Am = {0.0f, 0.0f, 0.0f, 0.0f };
                    copy(Am, ambient);

                    float Dm[4] = {0.0f, 0.0f, 0.0f, 0.0f };
                    copy(Dm, diffuse);

                    float Sm[4] = {0.0f, 0.0f, 0.0f, 0.0f };
                    copy(Sm, specular);

                    float f = shininess[0];  // copy shininess

                    float constantAttenuation = 0.0f;
                    glGetLightfv( GL_LIGHT0, GL_CONSTANT_ATTENUATION, &constantAttenuation);

                    float linearAttenuation = 0.0f;
                    glGetLightfv( GL_LIGHT0, GL_LINEAR_ATTENUATION , &linearAttenuation );

                    float quadraticAttenuation = 0.0f;
                    glGetLightfv( GL_LIGHT0, GL_QUADRATIC_ATTENUATION , &quadraticAttenuation);

                    float att = (constantAttenuation +
                                (linearAttenuation*d) +
                                (quadraticAttenuation*d*d) );

					// Start the phong equation with the ambient component
					Vector4f temp1;
					multVectors4(temp1, As, Am);
					Vector4f temp2;
                    multVectors4(temp2, Al, Am);
                    scale4(temp2, att);
					Vector4f final_color;
					//final_color = (As * Am) + (Al * Am)*att;
					add(final_color, temp1, temp2);

                    // Calculate lambertTerm
                    Vector3f N;
                    normalizeVector(N, normals[v]);
                    Vector3f L;
                    normalizeVector(L, lightDir);

                    float lambertTerm = dotProd(N,L);

                    if (lambertTerm > 0.0){
                        // diffuse component
                        multVectors4(temp1,Dl,Dm);
                        scale4(temp1,lambertTerm);
                        add(final_color, final_color, temp1);

                        // specular component
                        Vector3f E;
                        normalizeVector(E,viewer_pos);
                        Vector3f R;
                        scale4(temp1,lambertTerm*2,N);
                        sub(R, temp1, L); // reflect(-L,N)

                        float dotProduct = dotProd(R,E);
                        float specular_factor;
                        if(dotProduct > 0.0){
                            specular_factor = pow(dotProduct, f);
                        } else {
                            specular_factor = 0; // pow(0.0, f);
                        }

                        multVectors4(temp1, Sl, Sm);
                        scale4(temp1, specular_factor*att, temp1);
                        add(final_color, final_color, temp1);
                        // printf("DM are %f , %f and %f", final_color[0], final_color[1], final_color[2]);
                    }


                    //Colors [v][i] should take the colors of final_color, how?
                    colors[v][0] = final_color[0]*255;
                    colors[v][1] = final_color[1]*255;
                    colors[v][2] = final_color[2]*255;
				}
		}

	// Now do the actual drawing of the model
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  glBegin(GL_TRIANGLES);

  for (int i = 0; i < nf; i++)
    {
      for (int j = 0; j < 3; j++)
        {
            glColor3ubv((GLubyte*)colors[faces[i][j]]);
            glNormal3fv(normals[faces[i][j]]);	// vertex normal
            glVertex3fv(vertices[faces[i][j]]);	// vertex coordinates
        }
    }
  glEnd();

  glDisable(GL_POLYGON_OFFSET_FILL);
  if (hascolor)
    glDisable(GL_COLOR_MATERIAL);
}