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#include "player.h"

#include <cmath>

Player::Player(uint32_t id, Vector3& pos, std::string name) {
	this->id = id;
	this->pos = pos;
	this->name = name;

	t = 0.0;
}

uint32_t Player::get_id() {
	return id;
}

std::string Player::get_name() {
	return name;
}

Vector3 Player::get_pos() {
	return pos;
}

void Player::set_pos(Vector3& pos) {
	this->pos = pos;
}

// TODO: find a sane way to do this
void Player::render(FTFont *font, unsigned int steps, GLuint texture) {
	glPushMatrix();
	glTranslatef(pos.x, pos.y, pos.z);

	// billboarding setup
	float modelview[16];
	glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
	for(int i = 0; i < 3; i++)
		for(int j = 0; j < 3; j++)
			modelview[i*4+j] = i == j ? 1 : 0;
	glLoadMatrixf(modelview);

	// text rendering
	glPushMatrix();
		// probably not the best way to do calculate the text position, but it's accurate enough
		FTBBox box = font->BBox(name.c_str());
		FTPoint l = box.Lower();
		FTPoint u = box.Upper();
		float len = (Vector3(l.Xf(), l.Yf(), l.Zf()) - Vector3(u.Xf(), u.Yf(), u.Zf())).length();
		// simplified from -len/72/2 + len/72/8
		glTranslatef(-len/192, 2.1, 0);
		glScalef(.01, .01, .01);

		// make the text visible through terrain
		glDisable(GL_DEPTH_TEST);
		font->Render(name.c_str());
		glEnable(GL_DEPTH_TEST);
	glPopMatrix();

	// GL_COLOR_BUFFER_BIT saves blending function
	glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT);
	glBlendFunc(GL_ONE, GL_ONE);
	glEnable(GL_BLEND);
	t -= 0.0002 * steps;
	glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D, texture);

	// quad with scrolling texture
	glBegin(GL_QUADS);
		glTexCoord2f(fmodf(t, 1) + .16, 1);
		glVertex3f(-1, 0, 0);

		glTexCoord2f(fmodf(t, 1), 1);
		glVertex3f(1, 0, 0);

		glTexCoord2f(fmodf(t, 1), 0);
		glVertex3f(1, 2, 0);

		glTexCoord2f(fmodf(t, 1) + .16, 0);
		glVertex3f(-1, 2, 0);
	glEnd();

	glPopAttrib();

	glBegin(GL_LINE_LOOP);
		glVertex3f(-1, 0, .01);
		glVertex3f(1, 0, .01);
		glVertex3f(1, 2, .01);
		glVertex3f(-1, 2, .01);
	glEnd();

	glPopMatrix(); // position translate
}