Package ponkOut.graphics

Source Code of ponkOut.graphics.BlockGO

/* Copyright 2010 Christian Matt
*
* This file is part of PonkOut.
*
* PonkOut is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PonkOut is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with PonkOut.  If not, see <http://www.gnu.org/licenses/>.
*/

package ponkOut.graphics;

import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector2f;
import org.lwjgl.util.vector.Vector3f;

import ponkOut.logic.Block;

public class BlockGO extends WorldObject {
  private Block block;
  private int displayList;

  public BlockGO(Block block, GraphicsObjectsManager goManager) {
    super(Material.getPresetMaterial(Material.PresetMaterial.GOLD), goManager);
    this.block = block;

    Vector2f topLeft = block.getCornerPos(Block.CornerPlace.TOP_LEFT);
    Vector2f bottomRight = block.getCornerPos(Block.CornerPlace.BOTTOM_RIGHT);

    float left = topLeft.x;
    float right = bottomRight.x;
    float top = topLeft.y;
    float bottom = bottomRight.y;
    float front = -Board.surfaceZPosition;
    float back = Board.surfaceZPosition;

    // create display list
    displayList = GL11.glGenLists(1);
    GL11.glNewList(displayList, GL11.GL_COMPILE);

    // draw a cuboid
    GL11.glBegin(GL11.GL_QUADS);

    // front
    GL11.glNormal3f(0.0f, 0.0f, 1.0f);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(left, bottom, front);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(right, bottom, front);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(right, top, front);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(left, top, front);

    // back
    GL11.glNormal3f(0.0f, 0.0f, -1.0f);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(left, bottom, back);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(left, top, back);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(right, top, back);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(right, bottom, back);

    // right
    GL11.glNormal3f(1.0f, 0.0f, 0.0f);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(right, bottom, back);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(right, top, back);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(right, top, front);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(right, bottom, front);

    // left
    GL11.glNormal3f(-1.0f, 0.0f, 0.0f);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(left, bottom, back);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(left, bottom, front);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(left, top, front);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(left, top, back);

    // top
    GL11.glNormal3f(0.0f, 1.0f, 0.0f);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(left, top, back);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(left, top, front);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(right, top, front);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(right, top, back);

    // bottom
    GL11.glNormal3f(0.0f, -1.0f, 0.0f);
    GL11.glTexCoord2f(1.0f, 1.0f);
    GL11.glVertex3f(left, bottom, back);
    GL11.glTexCoord2f(0.0f, 1.0f);
    GL11.glVertex3f(right, bottom, back);
    GL11.glTexCoord2f(0.0f, 0.0f);
    GL11.glVertex3f(right, bottom, front);
    GL11.glTexCoord2f(1.0f, 0.0f);
    GL11.glVertex3f(left, bottom, front);

    GL11.glEnd();

    GL11.glEndList();
  }

  @Override
  public void draw() {
    // enable lighting
    Lighting.enable(false);

    // set material
    appearance.use();

    // draw block
    GL11.glCallList(displayList);

    // disable lighting
    Lighting.disable();
  }

  @Override
  public Vector3f getPosition() {
    Vector2f pos = block.getPosition();
    return new Vector3f(pos.x, pos.y, 0.0f);
  }
}
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