3 * Daniel Nelson - 8/31/0
5 * Copyright (C) 2000 Daniel Nelson
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 * Daniel Nelson - aluminumangel.org
25 * Handle's the displaying of the blocks.
34 #include "Displayer.h"
37 #include "BlockManager.h"
38 #include "LightManager.h"
42 const GLfloat
Displayer::block_colors
[BF_NUMBER
][3]
43 = { { 0.73f
, 0.0f
, 0.73f
}, // purple
44 { 0.2f
, 0.2f
, 0.8f
}, // blue
45 { 0.0f
, 0.6f
, 0.05f
}, // green
46 { 0.85f
, 0.85f
, 0.0f
}, // yellow
47 { 1.0f
, 0.4f
, 0.0f
}, // orange
48 { 1.0f
, 0.0f
, 0.0f
}, // wild
49 { 0.4f
, 0.4f
, 0.4f
}, // gray
50 { 0.05f
, 0.05f
, 0.05f
}, // black
51 { 0.95f
, 0.95f
, 0.95f
}, // white
52 { 2.0f
* 0.73f
, 2.0f
* 0.0f
, 2.0f
* 0.73f
}, // special purple
53 { 2.0f
* 0.2f
, 2.0f
* 0.2f
, 2.0f
* 0.8f
}, // special blue
54 { 2.0f
* 0.0f
, 2.0f
* 0.6f
, 2.0f
* 0.05f
}, // special green
55 { 2.0f
* 0.85f
, 2.0f
* 0.85f
, 2.0f
* 0.0f
}, // special yellow
56 { 2.0f
* 1.0f
, 2.0f
* 0.4f
, 2.0f
* 0.0f
} }; // special orange
58 const GLfloat creep_colors
[BF_NUMBER
][3]
59 = { { 0.25f
* 0.73f
, 0.25f
* 0.0f
, 0.25f
* 0.73f
}, // purple
60 { 0.25f
* 0.2f
, 0.25f
* 0.2f
, 0.25f
* 0.8f
}, // blue
61 { 0.25f
* 0.0f
, 0.25f
* 0.6f
, 0.25f
* 0.05f
}, // green
62 { 0.25f
* 0.85f
, 0.25f
* 0.85f
, 0.25f
* 0.0f
}, // yellow
63 { 0.25f
* 1.0f
, 0.25f
* 0.4f
, 0.25f
* 0.0f
}, // orange
64 { 0.25f
* 1.0f
, 0.25f
* 0.0f
, 0.25f
* 0.0f
}, // wild
65 { 0.25f
* 0.4f
, 0.25f
* 0.4f
, 0.25f
* 0.4f
}, // gray
66 { 0.25f
* 0.05f
, 0.25f
* 0.05f
, 0.25f
* 0.05f
}, // black
67 { 0.25f
* 0.95f
, 0.25f
* 0.95f
, 0.25f
* 0.95f
}, // white
68 { 0.5f
* 0.73f
, 0.5f
* 0.0f
, 0.5f
* 0.73f
}, // special purple
69 { 0.5f
* 0.2f
, 0.5f
* 0.2f
, 0.5f
* 0.8f
}, // special blue
70 { 0.5f
* 0.0f
, 0.5f
* 0.6f
, 0.5f
* 0.05f
}, // special green
71 { 0.5f
* 0.85f
, 0.5f
* 0.85f
, 0.5f
* 0.0f
}, // special yellow
72 { 0.5f
* 1.0f
, 0.5f
* 0.4f
, 0.5f
* 0.0f
} }; // special orange
74 void Displayer::setWildBlockColor ( Block
&block
, float flash
)
76 Wild
&wild
= X::wild(block
);
78 if (wild
.alarm
< GC_WILD_POLYMORPH_PERIOD
) {
79 GLfloat fade
= wild
.alarm
* (1.0f
/ (GLfloat
) GC_WILD_POLYMORPH_PERIOD
);
82 if (wild
.flavor
!= BF_NORMAL_1
)
83 next_color
= wild
.flavor
- 1;
89 color
[0] = fade
* block_colors
[wild
.flavor
][0]
90 + (1.0f
- fade
) * block_colors
[next_color
][0];
91 color
[1] = fade
* block_colors
[wild
.flavor
][1]
92 + (1.0f
- fade
) * block_colors
[next_color
][1];
93 color
[2] = fade
* block_colors
[wild
.flavor
][2]
94 + (1.0f
- fade
) * block_colors
[next_color
][2];
96 color
[0] = fade
* creep_colors
[wild
.flavor
][0]
97 + (1.0f
- fade
) * creep_colors
[next_color
][0];
98 color
[1] = fade
* creep_colors
[wild
.flavor
][1]
99 + (1.0f
- fade
) * creep_colors
[next_color
][1];
100 color
[2] = fade
* creep_colors
[wild
.flavor
][2]
101 + (1.0f
- fade
) * creep_colors
[next_color
][2];
104 glColor3f(color
[0] + flash
* (DC_FLASH_COLOR_RED
- color
[0]),
105 color
[1] + flash
* (DC_FLASH_COLOR_GREEN
- color
[1]),
106 color
[2] + flash
* (DC_FLASH_COLOR_BLUE
- color
[2]));
110 glColor3f(block_colors
[wild
.flavor
][0]
111 + flash
* (DC_FLASH_COLOR_RED
- block_colors
[wild
.flavor
][0]),
112 block_colors
[wild
.flavor
][1]
113 + flash
* (DC_FLASH_COLOR_GREEN
- block_colors
[wild
.flavor
][1]),
114 block_colors
[wild
.flavor
][2]
115 + flash
* (DC_FLASH_COLOR_BLUE
- block_colors
[wild
.flavor
][2]));
117 glColor3f(creep_colors
[wild
.flavor
][0]
118 + flash
* (DC_FLASH_COLOR_RED
- creep_colors
[wild
.flavor
][0]),
119 creep_colors
[wild
.flavor
][1]
120 + flash
* (DC_FLASH_COLOR_GREEN
- creep_colors
[wild
.flavor
][1]),
121 creep_colors
[wild
.flavor
][2]
122 + flash
* (DC_FLASH_COLOR_BLUE
- creep_colors
[wild
.flavor
][2]));
125 void Displayer::drawBlocks ( )
127 glColorMaterial(GL_FRONT
, GL_DIFFUSE
);
129 // GL_FRONT_AND_BACK because the garbage uses these material properties
130 // also and I don't think it hurts with cull face on.
132 color
[0] = 0.0f
; color
[1] = 0.0f
; color
[2] = 0.0f
; color
[3] = 1.0f
;
133 glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, color
);
134 color
[0] = 0.5f
; color
[1] = 0.5f
; color
[2] = 0.5f
; color
[3] = 1.0f
;
135 glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, color
);
136 color
[0] = 0.0f
; color
[1] = 0.0f
; color
[2] = 0.0f
; color
[3] = 1.0f
;
137 glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, color
);
138 glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, 10.0f
);
140 // First we'll draw the non-special color blocks.
142 int c
= BlockManager::block_count
;
143 for (int n
= 0; c
; n
++)
144 if (BlockManager::storeMap
[n
]) {
145 Block
&block
= BlockManager::blockStore
[n
];
148 if (BlockManager::isSpecialColorFlavor(block
.flavor
)) continue;
150 if (block
.y
> GC_SAFE_HEIGHT
) continue;
152 drawBlock(block
, false);
155 if (!X::specialColorActive()) return;
157 // Then we set things up for special color blocks and draw them.
159 if (opengl_version_1_2
)
160 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SEPARATE_SPECULAR_COLOR
);
162 glEnable(GL_TEXTURE_1D
);
164 glBindTexture(GL_TEXTURE_1D
, special_block_lightmap
);
166 c
= X::special_color_count
;
167 for (int n
= 0; c
; n
++)
168 if (BlockManager::storeMap
[n
]) {
169 Block
&block
= BlockManager::blockStore
[n
];
171 if (!BlockManager::isSpecialColorFlavor(block
.flavor
)) continue;
174 glMatrixMode(GL_TEXTURE
);
177 glTranslatef(((Game::time_step
+ block
.X
) & (DC_GLEAM_PERIOD
- 1))
178 * (1.0f
/ (GLfloat
) DC_GLEAM_PERIOD
), 0.0f
, 0.0f
);
179 glRotatef(DC_GLEAM_ROTATION_RATE
* (Game::time_step
+ block
.X
),
180 DC_GLEAM_ROTATION_AXIS_X
, DC_GLEAM_ROTATION_AXIS_Y
,
181 DC_GLEAM_ROTATION_AXIS_Z
);
182 glMatrixMode(GL_MODELVIEW
);
184 drawBlock(block
, true);
186 glMatrixMode(GL_TEXTURE
);
188 glMatrixMode(GL_MODELVIEW
);
191 glDisable(GL_TEXTURE_1D
);
193 if (opengl_version_1_2
)
194 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL
, GL_SINGLE_COLOR
);
197 inline void Displayer::drawBlock ( Block
&block
, bool special
)
204 y
= block
.y
* DC_GRID_ELEMENT_LENGTH
205 + block
.f_y
* (DC_GRID_ELEMENT_LENGTH
/ (GLfloat
) GC_STEPS_PER_GRID
)
209 if (block
.state
& (BS_STATIC
| BS_FALLING
)) {
210 x
= block
.x
* DC_GRID_ELEMENT_LENGTH
+ DC_PLAY_OFFSET_X
;
212 if (block
.flavor
!= BF_WILD
)
214 glColor3fv(block_colors
[block
.flavor
]);
216 glColor3fv(creep_colors
[block
.flavor
]);
218 setWildBlockColor(block
, 0.0f
);
220 LightManager::setupBlockLights(x
, y
);
221 glTranslatef(x
, y
, DC_PLAY_OFFSET_Z
);
224 glCallList(block_list
);
226 glCallList(special_block_list
);
228 // awaking and popping
229 } else if (block
.state
& BS_AWAKING
) {
230 x
= block
.x
* DC_GRID_ELEMENT_LENGTH
+ DC_PLAY_OFFSET_X
;
232 LightManager::setupBlockLights(x
, y
);
233 glTranslatef(x
, y
, DC_PLAY_OFFSET_Z
);
235 // if we haven't popped yet
236 if (block
.pop_alarm
!= 0) {
238 // if we're just about to pop
239 if (block
.pop_alarm
- Game::time_step
< DC_POP_ROTATE_TIME
) {
240 GLfloat p
= (block
.pop_alarm
- Game::time_step
)
241 * (1.0f
/ (GLfloat
) DC_POP_ROTATE_TIME
);
243 // each block rotates a different direction
244 if (block
.pop_direction
& BR_DIRECTION_1
) {
245 glRotatef(45.0f
* p
, 1.0f
, 0.0f
, 0.0f
);
246 glRotatef(45.0f
* p
, 0.0f
, 1.0f
, 0.0f
);
247 } else if (block
.pop_direction
& BR_DIRECTION_2
) {
248 glRotatef(90.0f
- 45.0f
* p
, 1.0f
, 0.0f
, 0.0f
);
249 glRotatef(45.0f
* p
, 0.0f
, 1.0f
, 0.0f
);
250 } else if (block
.pop_direction
& BR_DIRECTION_3
) {
251 glRotatef(90.0f
- 45.0f
* p
, 1.0f
, 0.0f
, 0.0f
);
252 glRotatef(-45.0f
* p
, 0.0f
, 1.0f
, 0.0f
);
254 glRotatef(45.0f
* p
, 1.0f
, 0.0f
, 0.0f
);
255 glRotatef(-45.0f
* p
, 0.0f
, 1.0f
, 0.0f
);
258 GLfloat scale
= 1.0f
- 0.5f
* p
;
259 glScalef(scale
, scale
, scale
);
261 glColor3f( (1.0f
- p
) * block_colors
[block
.flavor
][0]
262 + p
* garbage_colors
[block
.pop_color
][0],
263 (1.0f
- p
) * block_colors
[block
.flavor
][1]
264 + p
* garbage_colors
[block
.pop_color
][1],
265 (1.0f
- p
) * block_colors
[block
.flavor
][2]
266 + p
* garbage_colors
[block
.pop_color
][2]);
268 glEnable(rescale_method
);
269 glCallList(block_list
);
270 glDisable(rescale_method
);
272 // if we're not popping
275 glColor3fv(garbage_colors
[block
.pop_color
]);
277 // the small block is pre-rotated
278 glCallList(small_block_list
);
281 // if we've already popped
283 glColor3fv(block_colors
[block
.flavor
]);
285 glCallList(block_list
);
289 } else if (block
.state
& BS_SWAPPING
) {
290 x
= block
.x
* DC_GRID_ELEMENT_LENGTH
+ DC_PLAY_OFFSET_X
;
292 if (block
.state
& BS_SWAP_DIRECTION_MASK
) {
293 LightManager::setupBlockLights(x
+ Swapper::swap_factor
294 * DC_GRID_ELEMENT_LENGTH
, y
);
295 d_x
= -DC_GRID_ELEMENT_LENGTH
/ 2.0f
;
298 LightManager::setupBlockLights(x
- Swapper::swap_factor
299 * DC_GRID_ELEMENT_LENGTH
, y
);
300 d_x
= DC_GRID_ELEMENT_LENGTH
/ 2.0f
;
303 if (block
.flavor
!= BF_WILD
)
304 glColor3fv(block_colors
[block
.flavor
]);
306 setWildBlockColor(block
, 0.0f
);
308 glTranslatef(x
- d_x
, y
, DC_PLAY_OFFSET_Z
);
309 glRotatef(-180.0f
* (1.0f
- Swapper::swap_factor
), 0.0f
, 1.0f
, 0.0f
);
310 glTranslatef(d_x
, 0.0f
, 0.0f
);
313 glCallList(block_list
);
315 glCallList(special_block_list
);
318 } else if (block
.state
& BS_DYING
) {
319 x
= block
.x
* DC_GRID_ELEMENT_LENGTH
+ DC_PLAY_OFFSET_X
;
321 // when dying, first we flash
322 if (GC_DYING_DELAY
- block
.alarm
< DC_DYING_FLASH_TIME
) {
324 GLfloat flash
= ((GLfloat
) GC_DYING_DELAY
- block
.alarm
)
325 * (4.0f
/ (GLfloat
) DC_DYING_FLASH_TIME
);
326 if (flash
> 2.0f
) flash
= 4.0f
- flash
;
327 if (flash
> 1.0f
) flash
= 2.0f
- flash
;
329 if (block
.flavor
!= BF_WILD
)
330 glColor3f(block_colors
[block
.flavor
][0]
331 + flash
* (DC_FLASH_COLOR_RED
- block_colors
[block
.flavor
][0]),
332 block_colors
[block
.flavor
][1]
333 + flash
* (DC_FLASH_COLOR_GREEN
- block_colors
[block
.flavor
][1]),
334 block_colors
[block
.flavor
][2]
335 + flash
* (DC_FLASH_COLOR_BLUE
- block_colors
[block
.flavor
][2]));
337 setWildBlockColor(block
, flash
);
339 LightManager::setupBlockLights(x
, y
);
340 glTranslatef(x
, y
, DC_PLAY_OFFSET_Z
);
342 glCallList(block_list
);
344 glCallList(special_block_list
);
346 // then we shrink and spin
348 if (block
.flavor
!= BF_WILD
)
349 glColor3fv(block_colors
[block
.flavor
]);
351 setWildBlockColor(block
, 0.0f
);
353 LightManager::setupBlockLights(x
, y
);
354 glTranslatef(x
, y
, DC_PLAY_OFFSET_Z
);
355 glRotatef((GC_DYING_DELAY
- DC_DYING_FLASH_TIME
- block
.alarm
)
356 * (GC_DYING_DELAY
- DC_DYING_FLASH_TIME
- block
.alarm
)
357 * DC_DYING_ROTATE_SPEED
, block
.axis_x
, block
.axis_y
, 0.0f
);
359 GLfloat scale
= block
.alarm
* DC_DYING_SHRINK_SPEED
360 + DC_DYING_SHRINK_MIN_SIZE
;
361 glScalef(scale
, scale
, scale
);
363 glEnable(rescale_method
);
365 glCallList(block_list
);
367 glCallList(special_block_list
);
368 glDisable(rescale_method
);