// // Lol Engine // // Copyright: (c) 2010-2011 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #ifdef WIN32 # define _USE_MATH_DEFINES /* for M_PI */ # define WIN32_LEAN_AND_MEAN # include #endif #if defined __APPLE__ && defined __MACH__ # include #else # define GL_GLEXT_PROTOTYPES # include #endif #include #include #include "core.h" #include "debugsphere.h" /* * DebugSphere implementation class */ class DebugSphereData { friend class DebugSphere; void DrawSphere(int ndiv, GLfloat r) { glBegin(GL_TRIANGLES); for (int i = 0; i < 20; i++) DrawTriangle(vdata[tindices[i][0]], vdata[tindices[i][2]], vdata[tindices[i][1]], ndiv, r); glEnd(); } void DrawTriangle(GLfloat const *a, GLfloat const *b, GLfloat const *c, int div, GLfloat r) { if (div <= 0) { glNormal3fv(a); glVertex3f(a[0] * r, a[1] * r, a[2] * r); glNormal3fv(b); glVertex3f(b[0] * r, b[1] * r, b[2] * r); glNormal3fv(c); glVertex3f(c[0] * r, c[1] * r, c[2] * r); } else { GLfloat ab[3], ac[3], bc[3]; for (int i = 0; i < 3; i++) { ab[i] = (a[i] + b[i]) * 0.5; ac[i] = (a[i] + c[i]) * 0.5; bc[i] = (b[i] + c[i]) * 0.5; } Normalize(ab); Normalize(ac); Normalize(bc); DrawTriangle(a, ab, ac, div - 1, r); DrawTriangle(b, bc, ab, div - 1, r); DrawTriangle(c, ac, bc, div - 1, r); DrawTriangle(ab, bc, ac, div - 1, r); } } void Normalize(GLfloat *a) { GLfloat d = 1.0f / sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]); a[0] *= d; a[1] *= d; a[2] *= d; } private: float time; static GLfloat const vdata[12][3]; static GLuint const tindices[20][3]; static GLfloat const X, Z; }; GLfloat const DebugSphereData::X = .525731112119133606; GLfloat const DebugSphereData::Z = .850650808352039932; GLfloat const DebugSphereData::vdata[12][3] = { {-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z}, {0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X}, {Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0} }; GLuint const DebugSphereData::tindices[20][3] = { {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1}, {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3}, {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6}, {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} }; /* * Public DebugSphere class */ DebugSphere::DebugSphere() : data(new DebugSphereData()) { data->time = 0.0f; } void DebugSphere::TickGame(float deltams) { Entity::TickGame(deltams); data->time += 0.003f * deltams; while (data->time > 6.0 * M_PI) data->time -= 6.0 * M_PI; } void DebugSphere::TickDraw(float deltams) { Entity::TickDraw(deltams); float a = sinf(data->time); float b = sinf(data->time * 0.5f); glPushAttrib(GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT); glBindTexture(GL_TEXTURE_2D, NULL); glColor4f(1.0f, b, a, 0.1f); glTranslatef(320.0f, 240.0f, 32.0f); for (float t = 0.01f; t < 1.0f; t *= 1.1f) data->DrawSphere(2, t * (60.0f + 40.0f * a)); glTranslatef(-320.0f, -240.0f, -32.0f); glPopAttrib(); } DebugSphere::~DebugSphere() { delete data; }