Esempio n. 1
0
void DisplayPlane()
{
	Window * window = Window::FindCurrentWindow(windows);
	if (window->handle == BAD_GL_VALUE)
		return;

	glViewport(0, 0, window->size.x, window->size.y);
	vec4 crimson(0.6f , 0.0f , 0.0f , 1.0f);
	vec3 ambient = vec3(0.0f , 0.0f , 0.0f);
	vec3 specular = vec3(1.0f , 1.0f , 1.0f);
	vec3 diffuse = vec3(0.0f , 0.0f , 0.8f);

	glClearColor(crimson.r , crimson.g , crimson.b , crimson.a);
	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);
	mat4 model_matrix = rotate(mat4() , radians(window->LocalTime() * 0.0f) , vec3(0.0f , 1.0f , 0.0f));
	model_matrix = scale(model_matrix , vec3(3.0f , 3.0f , 3.0f));

	mat4 lightMatrix = rotate(mat4() , radians(window->LocalTime() * 0.0f) , vec3(0.0f , 1.0f , 0.0f));
	vec3 light_pos = vec3(lightMatrix * vec4(0.0f , 0.0f , 10000.0f , 1.0f));

	mat4 view_matrix = lookAt(vec3(0.0f , 0.0f , 10.0f) , vec3(0.0f , 0.0f , 0.0f) , vec3(0.0f , 1.0f , 0.0f));
	mat4 projection_matrix = perspective(radians(window->fovy) , window->aspect , window->near_distance , window->far_distance);
	phong_shader.Use(model_matrix , view_matrix , projection_matrix);
	phong_shader.SetMaterial(diffuse , specular , 64.0f , ambient);
	phong_shader.SetLightPosition(light_pos);
	phong_shader.SelectSubroutine(PhongShader::PHONG_WITH_TEXTURE);
	phong_shader.EnableTexture(textures[0] , 0);
	plane2.Draw(false);
	phong_shader.UnUse();

	if (window->draw_normals)
	{
		constant_shader.Use(model_matrix, view_matrix, projection_matrix);
		constant_shader.SetMaterial(diffuse, specular, 64.0f, vec3(1.0f, 1.0f, 1.0f));
		plane2.Draw(true);
		constant_shader.UnUse();
	}
	glutSwapBuffers();
	plane2.UpdateValues(TestUpdatePlane , window->LocalTime() , (void *) &plane2.Dimensions());
}
Esempio n. 2
0
int main () {
    srand(time(NULL));
    FsOpenWindow(0,0,600, 800,1);
    glClearColor(0, 0, 0, 1);    
	glShadeModel(GL_SMOOTH);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    textureInit();
    
    WeaponUpgrade::LoadTexture("pic/red.png", "pic/green.png", "pic/blue.png");
    Plane *plane;
    plane = new WeaponUpgrade();
    bool running = true;

    while(running)
    {
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        FsPollDevice();

        int key=FsInkey();
        int lb, mb, rb, mx, my;
        int mouse = FsGetMouseEvent(lb, mb, rb, mx, my);

        if(FSKEY_ESC==key)
        {
            running=false;
        }
        
        plane->Draw();
        plane->Move(1.0);
        if (((Prize *)plane)->Dead()) {
            delete plane;
            plane = new WeaponUpgrade();
        }
        
        FsSwapBuffers();
        FsSleep(25);
        
    }   
    return 0;
}
Esempio n. 3
0
int main(){
    
    Vector2 startPosition(300, 500);
    Vector2 startDirection(0, -1);
    
    /* This list is used to store all user emmitted active missiles */
    MissileList enemy2Missiles;
    MissileList playerMissiles;
    
    /* Create the thunder */
    Thunder thunder(startPosition, startDirection);
    thunder.setVelocity(5);
    thunder.SwitchWeapon(BULLET, playerMissiles);
    
    Plane *player;
    player = &thunder;
    
    /* Create the boss */
    LazerEnemy enemy2(Vector2(300, 0), Vector2(0,1));
    enemy2.Init(enemy2Missiles);
    enemy2.setVelocity(15);
    Plane *enemy;
    enemy = &enemy2;
  
    
    FsOpenWindow(0,0,WINDOW_WID,WINDOW_HEI,1);
    glClearColor(0.1, 0.1, 0.1, 1);
    
    bool running = true;
    int i = 0;
    int cntDown = 0;
    
    while(running)
    {
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
        FsPollDevice();
        
        int key=FsInkey();
        int lb, mb, rb, mx, my;
        int mouse = FsGetMouseEvent(lb, mb, rb, mx, my);
        
        if(FSKEY_ESC==key) {
            running=false;
            break;
        } else if (FSKEY_UP == key) {
            /* UP for power up */
            ((Thunder *)player)->PowerUp(playerMissiles);
        }
        if (FSMOUSEEVENT_RBUTTONDOWN == mouse) {
            /* Right click for switch between 3 types of weapons */
            i = (i+1) % 3;
            ((Thunder *)player)->SwitchWeapon((MissileType)i, playerMissiles);
        }
        
        /* Thunder: shoot and cool down weapon. */
        player->Shoot(mouse, playerMissiles);
        player->CoolDown();
        
        /* Thunder: move and draw. */
        player->Move(1.0);
        player->Draw();
        
        /* Draw the enemy */
        enemy->Aim(player);
        printf("before move\n");
        enemy->Move(0.4);
        printf("after move\n");
        enemy->Draw();
        /* Enemy fire */
        ((LazerEnemy *)enemy)->Shoot(enemy2Missiles);
        enemy->CoolDown();
        
        if (enemy->CheckHit(playerMissiles) == 1) {
            ((LazerEnemy *)enemy)->Disappear(enemy2Missiles);
            cntDown = 100;
        }
        
        /* Stay for a while after boss die */
        if (cntDown > 0) {
            cntDown--;
            if (cntDown == 0)
                running = false;
        }
        
        /* traverse the missiles list, move missile */
        MissileNode *node;
        node = enemy2Missiles.getFront();
        while(node) {
            node->dat->Move(1.0);
            
            if (!node->dat->CheckInWindow()) {
                node = enemy2Missiles.Delete(node);
            } else {
                node = node->next;
            }
        }
        node = playerMissiles.getFront();
        while(node) {
            node->dat->Move(1.0);
            
            if (!node->dat->CheckInWindow()) {
                node = playerMissiles.Delete(node);
            } else {
                node = node->next;
            }
        }
        
        FOR_EACH(node, enemy2Missiles) {
            node->dat->Draw();
        }
        FOR_EACH(node, playerMissiles) {
            node->dat->Draw();
        }
        PrintPower(((LazerEnemy *)enemy)->getLife());
        FsSwapBuffers();
        FsSleep(25);
    }
    
    return 0;
}
Esempio n. 4
0
void DisplayGrid()
{
	//cout << "dg\n";

	Window * window = Window::FindCurrentWindow(windows);
	if (window->handle == BAD_GL_VALUE)
		return;

	glViewport(0 , 0 , window->size.x , window->size.y);
	vec4 crimson(0.6f , 0.0f , 0.0f , 1.0f);
	vec3 ambient = vec3(0.0f , 0.0f , 0.0f);
	vec3 specular = vec3(1.0f , 1.0f , 1.0f);
	vec3 diffuse = vec3(0.0f , 0.0f , 0.8f);

	glClearColor(crimson.r , crimson.g , crimson.b , crimson.a);
	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
	glEnable(GL_DEPTH_TEST);

	vector<Constellation::PositionData> & pd = gc.GetPositionData();

	mat4 s = scale(mat4() , vec3(50.0f , 50.0f , 1.0f));
	mat4 view_matrix = lookAt(vec3(0.0f , 0.0f , 150.0f) , vec3(0.0f , 0.0f , 0.0f) , vec3(0.0f , 1.0f , 0.0f));
	mat4 projection_matrix = perspective(radians(window->fovy) , window->aspect , window->near_distance , window->far_distance);

	mat4 r = rotate(mat4() , radians(window->LocalTime() * 0.0f) , vec3(0.0f , 1.0f , 0.0f));

	for (vector<Constellation::PositionData>::iterator iter = pd.begin(); iter < pd.end(); iter++)
	{
		mat4 model_matrix = rotate(mat4() , radians(window->LocalTime() * 20.0f) , vec3(0.0f , 1.0f , 0.0f));
		model_matrix = translate(model_matrix , vec3(s * vec4((*iter).location , 1.0f)));

		// Beginning of orientation code.
		//
		// There is an assumption here (we are aligning z axes) that the shape you're building have
		// a natural facing down the z axis.
		//
		// The following orients the object's z axis along the axis held in outward_direction_vector.
		// target_dir gets that value. The difference in direction from the z axis to the desired direction
		// is captured by the dot product. The angle is retrieved with the acos. Then, if there's anything 
		// to do (I suspect the if statement is NOT needed), a rotation axis is made by the cross product
		// (rotating about it will swing the z axes around). Finally, the rotation is done.
		vec3 target_dir = normalize((*iter).outward_direction_vector);
		float rot_angle = acos(dot(target_dir , vec3(0.0f, 0.0f, 1.0f)));
		if (fabs(rot_angle) > glm::epsilon<float>())
		{
			vec3 rot_axis = normalize(cross(target_dir , vec3(0.0f, 0.0f, 1.0f)));
			model_matrix = rotate(model_matrix, rot_angle , rot_axis);
		}
		// End of orientation code.

		model_matrix = scale(model_matrix , vec3(2.0f, 2.0f, 1.0f));
		phong_shader.Use(model_matrix , view_matrix , projection_matrix);
		phong_shader.SetMaterial(diffuse , specular , 64.0f , ambient);
		phong_shader.SetLightPosition(vec3(0.0f , 0.0f , 1000.0f));
		phong_shader.SelectSubroutine(PhongShader::PHONG_WITH_TEXTURE);
		phong_shader.EnableTexture(textures[1] , 0);
		plane2.Draw(false);
		phong_shader.UnUse();
		if (window->draw_normals)
		{
			constant_shader.Use(model_matrix , view_matrix , projection_matrix);
			constant_shader.SetMaterial(diffuse , specular , 64.0f , vec3(1.0f , 1.0f , 1.0f));
			plane2.Draw(true);
			constant_shader.UnUse();
		}
		// Animate the rotation of the objects within the grid.
		(*iter).outward_direction_vector = vec3(r * vec4((*iter).outward_direction_vector, 1.0f));
	}
	glutSwapBuffers();
}
Esempio n. 5
0
void DrawScene(Window * window)
{
	phong_shader.GLReturnedError("DrawScene() - entering");
#ifdef MOVE
	mat4 m = rotate(mat4() , radians(window->LocalTime() * 30.0f) , vec3(0.0f , 1.0f , 0.2f));
	m = translate(m, vec3(0.0f, 11.5f * cos(window->LocalTime() * 0.5f) + 2.0f, 11.5f * sin(window->LocalTime() * 0.5f) + 2.0f));
#else
	mat4 m;
#endif // MOVE

	mat4 view_matrix = lookAt(vec3(m * vec4(eye, 1.0f)), cop, up);
	mat4 model_matrix;
	mat4 projection_matrix = perspective(radians(window->fovy), window->aspect, window->near_distance, window->far_distance);

	vec3 z_axis = vec3(0.0f, 0.0f, 1.0f);
	vec3 y_axis = vec3(0.0f, 1.0f, 0.0f);
	vec3 ambient = vec3(0.1f, 0.1f, 0.1f);
	vec3 specular = vec3(1.0f, 1.0f, 1.0f);
	float c_offset = radians(45.0f);

	glViewport(0, 0, window->size.x, window->size.y);

	const int count_of_shapes = 4;

	for (unsigned int i = 0; i < instances.size(); i++)
	{
		model_matrix = translate(mat4(), instances[i].position);
		model_matrix = rotate(model_matrix, radians(window->LocalTime() * instances[i].rate) + instances[i].offset, y_axis);
		if (i % count_of_shapes == 3)
			model_matrix = scale(model_matrix, vec3(0.25f, 0.25f, 0.25f));

		phong_shader.Use(model_matrix, view_matrix, projection_matrix);
		phong_shader.SetMaterial(instances[i].diffuse, specular, 32.0f, ambient);
		phong_shader.SetLightPosition(vec3(0.0f, 0.0f, 1000.0f));

		switch (i % count_of_shapes)
		{
		case 0:
			disc1.Draw(false);
			break;
		case 1:
			disc3.Draw(false);
			break;
		case 2:
			plane2.Draw(false);
			break;
		case 3:
			cube.Draw(false);
			break;
		}
		phong_shader.UnUse();

		#ifdef SHOW_NORMALS
		if (i == 0)
		{
			constant_shader.Use(model_matrix, view_matrix, projection_matrix);
			constant_shader.SetMaterial(vec3(0.0f, 0.0f, 0.8f), specular, 128.0f, vec3(1.0f, 0.0f, 0.0f));
			disc1.Draw(true);
			constant_shader.UnUse();
		}
		#endif
	}

	model_matrix = mat4();
	mat4 mz = model_matrix;
	model_matrix = scale(model_matrix, vec3(0.5f, 0.5f, 16.0f));

	phong_shader.Use(model_matrix, view_matrix, projection_matrix);
	phong_shader.SetMaterial(vec3(0.0f, 0.0f, 0.8f), specular, 128.0f, ambient);
	phong_shader.SetLightPosition(vec3(0.0f, 1000.0f, 0.0f));
	cylinder1.Draw(false);
	phong_shader.UnUse();

#ifdef SHOW_NORMALS
	constant_shader.Use(model_matrix, view_matrix, projection_matrix);
	constant_shader.SetMaterial(vec3(0.0f, 0.0f, 0.8f), specular, 128.0f, vec3(1.0f, 1.0f, 1.0f));
	cylinder.Draw(true);
	constant_shader.UnUse();
#endif

	model_matrix = rotate(mz, radians(90.0f), y_axis);
	model_matrix = scale(model_matrix, vec3(0.5f, 0.5f, 16.0f));
	phong_shader.Use(model_matrix, view_matrix, projection_matrix);
	phong_shader.SetMaterial(vec3(1.0f, 0.0f, 0.0f), specular, 128.0f, ambient);
	phong_shader.SetLightPosition(vec3(0.0f, 1000.0f, 0.0f));
	cylinder1.Draw(false);
	phong_shader.UnUse();

	model_matrix = rotate(mz, radians(-90.0f), vec3(1.0f, 0.0f, 0.0f));
	model_matrix = scale(model_matrix, vec3(0.5f, 0.5f, 16.0f));
	phong_shader.Use(model_matrix, view_matrix, projection_matrix);
	phong_shader.SetMaterial(vec3(0.0f, 1.0f, 0.0f), specular, 128.0f, ambient);
	phong_shader.SetLightPosition(vec3(0.0f, 1000.0f, 0.0f));
	cylinder1.Draw(false);
	phong_shader.UnUse();

	cylinder1.UpdateValues(TestUpdate, window->LocalTime(), nullptr);
}