#include "stage.h" #include "texturesdl.h" #include #include 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::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::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); }