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#include "stage.h"
#include "texturesdl.h"
#include <SDL/SDL_opengl.h>
#include <cmath>
class BulletPattern1 : public BulletPattern {
unsigned int base;
public:
BulletPattern1(bool reverse, unsigned int base) {
num_bullets = 0;
color_r = 1;
color_g = 0;
color_b = 1;
bullets = new float[128];
this->base = base;
int j = 0;
for(float i = 0; i < M_PI; i += 0.1, j++) {
bullets[j*4] = 0.5 + sinf(!reverse ? M_PI_2 + i : M_PI - i + M_PI_2) * 0.09;
bullets[j*4 + 1] = 0.8 + cosf(M_PI_2 + i) * 0.1;
bullets[j*4 + 2] = sinf(!reverse ? M_PI_2 + i : M_PI - i + M_PI_2) / 15000.0;
bullets[j*4 + 3] = -0.0001;
}
};
void update(unsigned int time, unsigned int step) {
if(num_bullets < 32 && base + num_bullets * 10 < time) {
num_bullets += time / 10 - num_bullets - base / 10;
if(num_bullets > 32) num_bullets = 32;
}
for(int i = 0; i < num_bullets; i++) {
bullets[i*4] += bullets[i*4 + 2] * step;
bullets[i*4 + 1] += bullets[i*4 + 3] * step;
}
}
};
class BulletPattern2 : public BulletPattern {
public:
BulletPattern2(unsigned int base) {
num_bullets = 0;
color_r = 0;
color_g = 1;
color_b = 0;
stride = sizeof(float);
bullets = new float[8*32*5];
int k = 0;
for(int j = 0; j < 8; j++) {
for(float i = 0; i < M_PI; i += 0.1, k++) {
bullets[k*5] = 0.5 + sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) * 0.09;
bullets[k*5 + 1] = 0.8 + cosf(M_PI_2 + i) * 0.1;
bullets[k*5 + 2] = sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) / 15000;
bullets[k*5 + 3] = -0.0001;
bullets[k*5 + 4] = base + j * 400 + i * 100;
}
}
};
void update(unsigned int time, unsigned int step) {
while(num_bullets < 256 && (unsigned int)(bullets[num_bullets*5 + 4]) < time) {
num_bullets++;
}
for(int i = 0; i < num_bullets; i++) {
bullets[i*5] += bullets[i*5 + 2] * step;
bullets[i*5 + 1] += bullets[i*5 + 3] * step;
}
}
};
Stage::Stage() {
player = new Player();
texture = new TextureSDL("textures/shot1.png");
shader = new GLShaderProgram();
patterns.push_back(new BulletPattern());
for(int i = 0; i < 8; i++) {
patterns.push_back(new BulletPattern1(i % 2 == 1, 5000 + i * 400));
}
patterns.push_back(new BulletPattern2(9000));
GLFragmentShader shader1("shaders/bullet_fragment.glsl");
GLVertexShader shader2("shaders/bullet_vertex.glsl");
shader->attach(shader1);
shader->attach(shader2);
shader->link();
}
void Stage::update() {
player->update();
static int i;
for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) {
(*it)->update(i++, 1);
}
}
void Stage::draw() {
player->draw();
shader->use();
glPointSize(32.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture->tex());
for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) {
BulletPattern *bp = (*it);
glColor3f(bp->color_r, bp->color_g, bp->color_b);
bp->draw();
}
glUseProgram(0);
}
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