#include "stage.h" #include "texturesdl.h" #include #include class BulletPattern1 : public BulletPattern { public: BulletPattern1() { num_bullets = steps = 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) / 1000; bullets[k*5 + 3] = -0.002; bullets[k*5 + 4] = j * 24 + i * 6; } } }; void update() { steps++; while(num_bullets < 256 && (unsigned int)(bullets[num_bullets*5 + 4]) < steps) { num_bullets++; } for(int i = 0; i < num_bullets; i++) { bullets[i*5] += bullets[i*5 + 2]; bullets[i*5 + 1] += bullets[i*5 + 3]; } } }; class BulletPattern2 : public BulletPattern { public: BulletPattern2(float xpos, float ypos) { num_bullets = 0; color_r = 0.3; color_g = 0.3; color_b = 1.0; stride = sizeof(float)*2; bullets = new float[24*16*6]; int k = 0; for(int j = 0; j < 24; j++) { for(float i = 0; i < 2 * M_PI; i += 0.4, k++) { bullets[k*6] = xpos; bullets[k*6+1] = ypos; bullets[k*6+2] = cosf(i) / 40; bullets[k*6+3] = sinf(i) / 40; bullets[k*6+4] = j * 10; bullets[k*6+5] = i; } } }; void update() { steps++; while(num_bullets < 384 && (unsigned int)(bullets[num_bullets*6 + 4]) < steps) { num_bullets++; } for(int i = 0; i < num_bullets; i++) { float l = bullets[i*6 + 5] - log1pf((steps - bullets[i*6+4])); bullets[i*6+2] = cosf(l) / 500; bullets[i*6+3] = sinf(l) / 500; bullets[i*6] += bullets[i*6 + 2]; bullets[i*6+1] += bullets[i*6 + 3]; } } }; Stage::Stage() { player = new Player(); texture = new TextureSDL("textures/shot1.png"); shader = new GLShaderProgram(); patterns.push_back(new BulletPattern()); patterns.push_back(new BulletPattern1()); patterns.push_back(new BulletPattern2(0.2, 0.5)); patterns.push_back(new BulletPattern2(0.5, 0.5)); patterns.push_back(new BulletPattern2(0.8, 0.5)); 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(); for(std::vector::iterator it = patterns.begin(); it < patterns.end(); it++) { (*it)->update(); } } 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); }