/* Copyright 2013 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.Item;
public class ItemGO extends WorldObject {
private Item item;
private TexturedMaterial imageMaterial;
private int imageDisplayList;
private int frameDisplayList;
public ItemGO(Item item, int id, float width, float height, GraphicsObjectsManager goManager) {
super(new Material(0.1f, 0.2f, 1.0f, 0.3f, 0.3f, 0.4f, 0.2f, 0.2f, 0.2f, 0.5f, 10.0f), goManager);
this.item = item;
imageMaterial = new TexturedMaterial("items.tga", 1.0f, 1.0f, 1.0f, 0.2f, 0.2f, 0.2f, 0.0f, 0.0f, 0.0f, 0.9f,
128.0f);
float left = -width / 2.0f;
float right = width / 2.0f;
float top = height / 2.0f;
float bottom = -height / 2.0f;
float front = -Board.surfaceZPosition / 3.0f;
float back = Board.surfaceZPosition / 3.0f;
float texX0 = (id % 8) * 0.125f;
float texX1 = texX0 + 0.125f;
float texY0 = 1.0f - (id / 8 + 1) * 0.125f;
float texY1 = texY0 + 0.125f;
// create display list for image inside
imageDisplayList = GL11.glGenLists(1);
GL11.glNewList(imageDisplayList, GL11.GL_COMPILE);
GL11.glBegin(GL11.GL_QUADS);
// front
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
// bottom left
GL11.glTexCoord2f(texX0, texY0);
GL11.glVertex3f(-width / 2.5f, -height / 2.5f, 0.0f);
// bottom right
GL11.glTexCoord2f(texX1, texY0);
GL11.glVertex3f(width / 2.5f, -height / 2.5f, 0.0f);
// top right
GL11.glTexCoord2f(texX1, texY1);
GL11.glVertex3f(width / 2.5f, height / 2.5f, 0.0f);
// top left
GL11.glTexCoord2f(texX0, texY1);
GL11.glVertex3f(-width / 2.5f, height / 2.5f, 0.0f);
// back
GL11.glNormal3f(0.0f, 0.0f, -1.0f);
// bottom left
GL11.glTexCoord2f(texX0, texY0);
GL11.glVertex3f(-width / 2.5f, -height / 2.5f, 0.0f);
// top left
GL11.glTexCoord2f(texX0, texY1);
GL11.glVertex3f(-width / 2.5f, height / 2.5f, 0.0f);
// top right
GL11.glTexCoord2f(texX1, texY1);
GL11.glVertex3f(width / 2.5f, height / 2.5f, 0.0f);
// bottom right
GL11.glTexCoord2f(texX1, texY0);
GL11.glVertex3f(width / 2.5f, -height / 2.5f, 0.0f);
GL11.glEnd(); // GL_QUADS
GL11.glEndList();
// create display list for frame
frameDisplayList = GL11.glGenLists(1);
GL11.glNewList(frameDisplayList, GL11.GL_COMPILE);
GL11.glBegin(GL11.GL_QUADS);
// front
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
GL11.glVertex3f(left, bottom, front);
GL11.glVertex3f(right, bottom, front);
GL11.glVertex3f(right, top, front);
GL11.glVertex3f(left, top, front);
// back
GL11.glNormal3f(0.0f, 0.0f, -1.0f);
GL11.glVertex3f(left, bottom, back);
GL11.glVertex3f(left, top, back);
GL11.glVertex3f(right, top, back);
GL11.glVertex3f(right, bottom, back);
// right
GL11.glNormal3f(1.0f, 0.0f, 0.0f);
GL11.glVertex3f(right, bottom, back);
GL11.glVertex3f(right, top, back);
GL11.glVertex3f(right, top, front);
GL11.glVertex3f(right, bottom, front);
// left
GL11.glNormal3f(-1.0f, 0.0f, 0.0f);
GL11.glVertex3f(left, bottom, back);
GL11.glVertex3f(left, bottom, front);
GL11.glVertex3f(left, top, front);
GL11.glVertex3f(left, top, back);
// top
GL11.glNormal3f(0.0f, 1.0f, 0.0f);
GL11.glVertex3f(left, top, back);
GL11.glVertex3f(left, top, front);
GL11.glVertex3f(right, top, front);
GL11.glVertex3f(right, top, back);
// bottom
GL11.glNormal3f(0.0f, -1.0f, 0.0f);
GL11.glVertex3f(left, bottom, back);
GL11.glVertex3f(right, bottom, back);
GL11.glVertex3f(right, bottom, front);
GL11.glVertex3f(left, bottom, front);
GL11.glEnd(); // GL_QUADS
GL11.glEndList();
}
@Override
public void draw() {
// store current transformation matrix
GL11.glPushMatrix();
// translate to item position
Vector2f pos = item.getPosition();
GL11.glTranslatef(pos.x, pos.y, 0.0f);
// enable lighting with texture
Lighting.enable(true);
// draw image inside
imageMaterial.use();
GL11.glCallList(imageDisplayList);
// disable lighting
Lighting.disable();
// enable lighting without texture
Lighting.enable(false);
// draw frame
appearance.use();
GL11.glCallList(frameDisplayList);
// disable lighting
Lighting.disable();
// restore transformation matrix
GL11.glPopMatrix();
}
@Override
public Vector3f getPosition() {
Vector2f pos = item.getPosition();
return new Vector3f(pos.x, pos.y, 0.0f);
}
}