Package ponkOut.graphics

Source Code of ponkOut.graphics.GlowingBallGO

/* 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.Vector2f;

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

public class GlowingBallGO extends BallGO {
  private static Shader ballGlowVShader = ShaderManager.getInstance().getShader("ballGlow.arbvp1");
  private static Shader ballGlowFShader = ShaderManager.getInstance().getShader("ballGlow.arbfp1");

  private int displayList;

  public GlowingBallGO(Ball ball, float red, float green, float blue, GraphicsObjectsManager goManager) {
    super(ball, new Color(red, green, blue), goManager);

    // 2/3 of the ball are glow
    float radius = 3.0f * ball.getRadius();

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

    GL11.glBegin(GL11.GL_QUADS);

    // draw back (visible in reflection)
    GL11.glVertex3f(-radius, -radius, 0.0f); // bottom left
    GL11.glVertex3f(-radius, radius, 0.0f); // top left
    GL11.glVertex3f(radius, radius, 0.0f); // top right
    GL11.glVertex3f(radius, -radius, 0.0f); // bottom right

    // draw front
    GL11.glVertex3f(-radius, -radius, 0.0f); // bottom left
    GL11.glVertex3f(radius, -radius, 0.0f); // bottom right
    GL11.glVertex3f(radius, radius, 0.0f); // top right
    GL11.glVertex3f(-radius, radius, 0.0f); // top left

    GL11.glEnd();

    GL11.glEndList();
  }

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

    // translate to ball position
    Vector2f pos = ball.getPosition();
    GL11.glTranslatef(pos.x, pos.y, 0.0f);

    // set color
    appearance.use();

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

    // draw
    GL11.glCallList(displayList);

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

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

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