diff options
Diffstat (limited to 'engine')
-rw-r--r-- | engine/application.cpp | 118 | ||||
-rw-r--r-- | engine/application.h | 13 | ||||
-rw-r--r-- | engine/stage.cpp | 116 | ||||
-rw-r--r-- | engine/stage.h | 27 |
4 files changed, 156 insertions, 118 deletions
diff --git a/engine/application.cpp b/engine/application.cpp index e814ac2..65b5cb1 100644 --- a/engine/application.cpp +++ b/engine/application.cpp @@ -11,70 +11,6 @@ #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; - } - } -}; - #include <boost/format.hpp> Application::Application() { @@ -127,6 +63,9 @@ Application::Application() { glEnable(GL_POINT_SPRITE); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); + glClearColor(0, 0, 0, 0); glClearDepth(1); @@ -138,28 +77,11 @@ Application::~Application() { } void Application::run() { - - elapsed = 0; paused = false; font = new FTPixmapFont("fonts/VeraMono.ttf"); font->FaceSize(12); background = new TextureSDL("textures/background.png"); - texture = new TextureSDL("textures/shot1.png"); - shader = new GLShaderProgram(); - player = new Player(); - - 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(); lasttick = SDL_GetTicks(); @@ -178,23 +100,17 @@ void Application::run() { } unsigned int tick = SDL_GetTicks(); - unsigned int step = tick - lasttick; lasttick = tick; - main_loop(tick, step); + main_loop(tick); //SDL_Delay(10); } } -void Application::main_loop(unsigned int tick, unsigned int step) { +void Application::main_loop(unsigned int tick) { if(!paused) { - elapsed += step; - for(std::vector<BulletPattern*>::iterator it = patterns.begin(); it < patterns.end(); it++) { - (*it)->update(elapsed, step); - } - - player->update(); + stage->update(); } glClearColor(0, 0, 0, 0); @@ -259,7 +175,7 @@ void Application::main_loop(unsigned int tick, unsigned int step) { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - float f = elapsed * 0.0005; + float f = tick * 0.0005; gluLookAt( 5 * sinf(f), 1, 5 * cosf(f), @@ -290,26 +206,8 @@ void Application::main_loop(unsigned int tick, unsigned int step) { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); - - player->draw(); - - shader->use(); - glPointSize(32.0); - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, texture->tex()); - - glColor4f(1, 0, 0, 1); - - 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); + stage->draw(); glDisable(GL_SCISSOR_TEST); diff --git a/engine/application.h b/engine/application.h index 4bf9251..3f58f87 100644 --- a/engine/application.h +++ b/engine/application.h @@ -5,10 +5,11 @@ #include <FTGL/ftgl.h> #include <vector> +#include "stage.h" + #include "bulletpattern.h" #include "shader.h" #include "texture.h" -#include "player.h" class Application { private: @@ -17,20 +18,16 @@ class Application { bool paused; unsigned int lasttick; - unsigned int elapsed; unsigned int frames; unsigned int lastframes; float fps; FTFont* font; Texture* background; - Texture* texture; - GLShaderProgram* shader; - Player *player; - std::vector<BulletPattern*> patterns; + public: + Stage* stage; - public: Application(); ~Application(); void run(); @@ -39,7 +36,7 @@ class Application { protected: virtual void event_keypress(SDLKey key); - void main_loop(unsigned int tick, unsigned int step); + void main_loop(unsigned int tick); }; #endif diff --git a/engine/stage.cpp b/engine/stage.cpp new file mode 100644 index 0000000..59377da --- /dev/null +++ b/engine/stage.cpp @@ -0,0 +1,116 @@ +#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); +}
\ No newline at end of file diff --git a/engine/stage.h b/engine/stage.h new file mode 100644 index 0000000..4972795 --- /dev/null +++ b/engine/stage.h @@ -0,0 +1,27 @@ +#ifndef STAGE_H +#define STAGE_H + +#include "player.h" +#include "shader.h" +#include "texture.h" +#include "bulletpattern.h" + +#include <vector> + +class Stage { + private: + Player* player; + + GLShaderProgram* shader; + Texture* texture; + + std::vector<BulletPattern*> patterns; + + public: + Stage(); + + void update(); + void draw(); +}; + +#endif |