Package ponkOut.graphics

Source Code of ponkOut.graphics.Cursor

/* Copyright 2010-2011 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.Matrix4f;
import org.lwjgl.util.vector.Vector3f;
import org.lwjgl.util.vector.Vector4f;

import ponkOut.graphics.resources.Shader;
import ponkOut.graphics.resources.ShaderManager;

public class Cursor extends WorldObject {
  public enum State {
    NORMAL, HOVER, APPLY_HOVER, DISCARD_HOVER
  };

  private static final float HEAD_RADIUS = 0.2f;
  private static final float TAIL_RADIUS = 0.3f;

  private static final float MAX_X = 10.6f;
  private static final float MIN_X = -10.6f;
  private static final float MAX_Y = 7.9f;
  private static final float MIN_Y = -7.9f;

  /** position of cursor if camera looked at xy-plane */
  private Vector3f pos2d;

  /** position of cursor after rotation */
  private Vector3f position;
  private Vector3f tailDistance;
  private Vector3f tailPosition;

  Matrix4f rotationMatrix;

  private Light headLight;
  private Light tailLight;

  private Shader ballGlowVShader;
  private Shader ballGlowFShader;

  private int headDisplayList;
  private int tailDisplayList;

  private Color tailColor;
  private Color normalColor;
  private Color hoverColor;
  private Color applyColor;
  private Color discardColor;

  private float ambientFactor = 0.4f;
  private float diffuseFactor = 0.9f;

  private float textDist;
  private State state;

  public Cursor(Color color, Color hoverColor, float x, float y, float z, float textDist,
      GraphicsObjectsManager goManager) {
    super(color, goManager);

    ballGlowVShader = ShaderManager.getInstance().getShader("ballGlow.arbvp1");
    ballGlowFShader = ShaderManager.getInstance().getShader("ballGlow.arbfp1");

    pos2d = new Vector3f(x, y, z);
    position = new Vector3f(x, y, z);
    this.textDist = textDist;
    tailDistance = new Vector3f(0.0f, 0.0f, 2.0f);
    rotationMatrix = new Matrix4f();

    state = State.NORMAL;
    normalColor = new Color(1.0f, 0.9f, 0.7f);
    this.hoverColor = hoverColor;
    applyColor = new Color(0.3f, 1.0f, 0.0f);
    discardColor = new Color(1.0f, 0.2f, 0.0f);

    tailColor = normalColor;

    float red = color.getR();
    float green = color.getG();
    float blue = color.getB();

    // create head light
    headLight = Lighting.addLight(position, 0.1f * red, 0.1f * green, 0.1f * blue, red, green, blue, red, green,
        blue);

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

    GL11.glBegin(GL11.GL_QUADS);

    GL11.glVertex3f(-HEAD_RADIUS, -HEAD_RADIUS, 0.0f); // bottom left
    GL11.glVertex3f(HEAD_RADIUS, -HEAD_RADIUS, 0.0f); // bottom right
    GL11.glVertex3f(HEAD_RADIUS, HEAD_RADIUS, 0.0f); // top right
    GL11.glVertex3f(-HEAD_RADIUS, HEAD_RADIUS, 0.0f); // top left

    GL11.glEnd();

    GL11.glEndList();

    // create tail light
    tailPosition = new Vector3f();
    Vector3f.add(position, tailDistance, tailPosition);

    tailLight = Lighting.addLight(tailPosition, ambientFactor * normalColor.getR(),
        ambientFactor * normalColor.getG(), ambientFactor * normalColor.getB(),
        diffuseFactor * normalColor.getR(), diffuseFactor * normalColor.getG(),
        diffuseFactor * normalColor.getB(), diffuseFactor * normalColor.getR(),
        diffuseFactor * normalColor.getG(), diffuseFactor * normalColor.getB());

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

    GL11.glBegin(GL11.GL_QUADS);

    GL11.glVertex3f(-TAIL_RADIUS, -TAIL_RADIUS, 0.0f); // bottom left
    GL11.glVertex3f(TAIL_RADIUS, -TAIL_RADIUS, 0.0f); // bottom right
    GL11.glVertex3f(TAIL_RADIUS, TAIL_RADIUS, 0.0f); // top right
    GL11.glVertex3f(-TAIL_RADIUS, TAIL_RADIUS, 0.0f); // top left

    GL11.glEnd();

    GL11.glEndList();
  }

  @Override
  public void draw() {
    // store current transformation matrix
    GL11.glPushMatrix();

    // first draw head

    // translate
    GL11.glTranslatef(position.x, position.y, position.z);

    // set color
    appearance.use();

    // enable shaders
    ballGlowVShader.enable();
    ballGlowFShader.enable();

    // draw
    GL11.glCallList(headDisplayList);

    // disable shaders
    ballGlowFShader.disable();
    ballGlowVShader.disable();

    GL11.glPopMatrix();

    // now draw tail

    GL11.glPushMatrix();

    // translate
    GL11.glTranslatef(tailPosition.x, tailPosition.y, tailPosition.z);

    // set color
    tailColor.use();

    // enable shaders
    ballGlowVShader.enable();
    ballGlowFShader.enable();

    // draw
    GL11.glCallList(tailDisplayList);

    // disable shaders
    ballGlowFShader.disable();
    ballGlowVShader.disable();

    // restore transformation matrix
    GL11.glPopMatrix();
  }

  @Override
  public Vector3f getPosition() {
    return new Vector3f(position.x, position.y, position.z);
  }

  @Override
  public boolean isOpaque() {
    return false;
  }

  public void translate(float x, float y) {
    pos2d.x += x;
    pos2d.y += y;

    // ensure cursors does not leave screen
    if (pos2d.x > MAX_X)
      pos2d.x = MAX_X;
    if (pos2d.x < MIN_X)
      pos2d.x = MIN_X;
    if (pos2d.y > MAX_Y)
      pos2d.y = MAX_Y;
    if (pos2d.y < MIN_Y)
      pos2d.y = MIN_Y;

    applyRotation();
  }

  public void setRotation(float x, float y) {
    rotationMatrix.setIdentity();

    // convert angles from degrees to radians
    rotationMatrix.rotate((float) (y * Math.PI / 180.0), new Vector3f(0.0f, 1.0f, 0.0f));
    rotationMatrix.rotate((float) (x * Math.PI / 180.0), new Vector3f(1.0f, 0.0f, 0.0f));

    applyRotation();
  }

  private void applyRotation() {
    // rotate head
    Vector4f v1 = new Vector4f(pos2d.x, pos2d.y, pos2d.z, 1.0f);
    Vector4f v2 = Matrix4f.transform(rotationMatrix, v1, null);

    position.x = v2.x;
    position.y = v2.y;
    position.z = v2.z;

    // rotate tail
    Vector3f.add(pos2d, tailDistance, tailPosition);
    v1 = new Vector4f(tailPosition.x, tailPosition.y, tailPosition.z, 1.0f);

    Matrix4f.transform(rotationMatrix, v1, v2);

    tailPosition.x = v2.x;
    tailPosition.y = v2.y;
    tailPosition.z = v2.z;

    headLight.setPosition(position);
    tailLight.setPosition(tailPosition);
  }

  public void setState(State state) {
    if (this.state != state) {
      this.state = state;

      switch (state) {
      case NORMAL:
        setTailColor(normalColor);
        break;

      case HOVER:
        setTailColor(hoverColor);
        break;

      case APPLY_HOVER:
        setTailColor(applyColor);
        break;

      case DISCARD_HOVER:
        setTailColor(discardColor);
        break;
      }
    }
  }

  public void setTailColor(Color color) {
    tailColor = color;

    float red = color.getR();
    float green = color.getG();
    float blue = color.getB();

    tailLight.setColor(new float[] { ambientFactor * red, ambientFactor * green, ambientFactor * green, 1.0f },
        new float[] { diffuseFactor * red, diffuseFactor * green, diffuseFactor * blue, 1.0f }, new float[] {
            diffuseFactor * red, diffuseFactor * green, diffuseFactor * blue, 1.0f });
  }

  /**
   * @return position of cursor projected on text plane
   */
  public Vector3f getTextPosition() {
    Vector4f v1 = new Vector4f(pos2d.x, pos2d.y, pos2d.z - textDist, 1.0f);
    Vector4f v2 = Matrix4f.transform(rotationMatrix, v1, null);

    return new Vector3f(v2.x, v2.y, v2.z);
  }
}
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