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/* bzflag
* Copyright (c) 1993-2025 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* BoltSceneNode:
* Encapsulates information for rendering a ball lighting bolt.
*/
#ifndef BZF_BOLT_SCENE_NODE_H
#define BZF_BOLT_SCENE_NODE_H
// Inherits from
#include "SceneNode.h"
// Common headers
#include "OpenGLLight.h"
class BoltSceneNode : public SceneNode
{
public:
BoltSceneNode(const GLfloat pos[3], const GLfloat vel[3], bool super);
~BoltSceneNode();
void setFlares(bool);
void setSize(float radius);
void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a = 1.0f);
void setTextureColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a = 1.0f);
void setColor(const GLfloat* rgb);
void setTeamColor(const GLfloat* rgb);
void setTexture(const int);
void setTextureAnimation(int cu, int cv);
bool getColorblind() const;
void setColorblind(bool);
bool getInvisible() const
{
return invisible;
}
void setInvisible(bool _invisible)
{
invisible = _invisible;
}
void move(const GLfloat pos[3], const GLfloat forward[3]);
void addLight(SceneRenderer&) override;
void notifyStyleChange() override;
void addRenderNodes(SceneRenderer&) override;
protected:
bool isSuper;
class BoltRenderNode : public RenderNode
{
public:
BoltRenderNode(const BoltSceneNode*);
~BoltRenderNode();
void setColor(const GLfloat* rgba);
void setTextureColor(const GLfloat* rgba);
void render() override;
const GLfloat* getPosition() const override;
void setAnimation(int cu, int cv);
void renderGeoBolt();
void renderGeoGMBolt();
void renderGeoPill( float radius, float len, int segments, float endRad = -1);
private:
const BoltSceneNode* sceneNode;
int u, v, cu, cv;
GLfloat du, dv;
GLfloat mainColor[4];
GLfloat innerColor[4];
GLfloat outerColor[4];
GLfloat coronaColor[4];
GLfloat flareColor[4];
GLfloat textureColor[4];
int numFlares;
float theta[6];
float phi[6];
static GLfloat core[9][2];
static GLfloat corona[8][2];
static const GLfloat ring[8][2];
static const GLfloat CoreFraction;
static const GLfloat FlareSize;
static const GLfloat FlareSpread;
};
friend class BoltRenderNode;
private:
bool invisible;
bool drawFlares;
bool texturing;
bool colorblind;
float size;
float velocity[3];
GLfloat color[4];
fvec4 teamColor;
OpenGLLight light;
OpenGLGState gstate;
OpenGLGState colorblindGState;
BoltRenderNode renderNode;
float azimuth, elevation, length;
};
#endif // BZF_BOLT_SCENE_NODE_H
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
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