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path: root/engine/stage.cpp
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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);
}