2 * Copyright (C) 2003 Robert Kooima
4 * NEVERBALL is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published
6 * by the Free Software Foundation; either version 2 of the License,
7 * or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful, but
10 * WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
28 #define PI 3.1415926535897932
30 /*---------------------------------------------------------------------------*/
32 static GLuint ball_list;
33 static GLuint ball_text[2];
38 int i, slices = b ? 32 : 16;
39 int j, stacks = b ? 16 : 8;
41 config_get_s(CONFIG_BALL, name, MAXSTR);
42 ball_text[0] = make_image_from_file(NULL, NULL, NULL, NULL, name);
44 config_get_s(CONFIG_BALL_BONUS, name, MAXSTR);
45 ball_text[1] = make_image_from_file(NULL, NULL, NULL, NULL, name);
47 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
48 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
50 ball_list = glGenLists(1);
52 glNewList(ball_list, GL_COMPILE);
54 for (i = 0; i < stacks; i++)
56 float k0 = (float) i / stacks;
57 float k1 = (float) (i + 1) / stacks;
59 float s0 = fsinf(V_PI * (k0 - 0.5));
60 float c0 = fcosf(V_PI * (k0 - 0.5));
61 float s1 = fsinf(V_PI * (k1 - 0.5));
62 float c1 = fcosf(V_PI * (k1 - 0.5));
64 glBegin(GL_QUAD_STRIP);
66 for (j = 0; j <= slices; j++)
68 float k = (float) j / slices;
69 float s = fsinf(V_PI * k * 2.0);
70 float c = fcosf(V_PI * k * 2.0);
73 glNormal3f(s * c0, c * c0, s0);
74 glVertex3f(s * c0, c * c0, s0);
77 glNormal3f(s * c1, c * c1, s1);
78 glVertex3f(s * c1, c * c1, s1);
89 if (glIsList(ball_list))
90 glDeleteLists(ball_list, 1);
92 if (glIsTexture(ball_text[0]))
93 glDeleteTextures(1, &ball_text[0]);
95 if (glIsTexture(ball_text[1]))
96 glDeleteTextures(1, &ball_text[1]);
103 void ball_draw(int i)
105 glPushAttrib(GL_POLYGON_BIT |
107 GL_DEPTH_BUFFER_BIT);
109 static const float s[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
110 static const float e[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
111 static const float h[1] = { 64.0f };
113 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
114 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
115 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
117 glEnable(GL_COLOR_MATERIAL);
119 glBindTexture(GL_TEXTURE_2D, ball_text[i]);
121 /* Render the ball back to front in case it is translucent. */
123 glDepthMask(GL_FALSE);
125 glCullFace(GL_FRONT);
126 glCallList(ball_list);
128 glCallList(ball_list);
130 /* Render the ball into the depth buffer. */
132 glDepthMask(GL_TRUE);
133 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
135 glCallList(ball_list);
137 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
139 /* Ensure the ball is visible even when obscured by geometry. */
141 glDisable(GL_DEPTH_TEST);
143 glColor4f(1.0f, 1.0f, 1.0f, 0.1f);
144 glCallList(ball_list);
149 /*---------------------------------------------------------------------------*/
151 static GLuint mark_list;
153 void mark_init(int b)
155 int i, slices = b ? 32 : 16;
157 mark_list = glGenLists(1);
159 glNewList(mark_list, GL_COMPILE);
161 glBegin(GL_TRIANGLE_FAN);
163 glNormal3f(0.f, 1.f, 0.f);
165 for (i = 0; i < slices; i++)
167 float x = fcosf(-2.f * PI * i / slices);
168 float y = fsinf(-2.f * PI * i / slices);
180 glPushAttrib(GL_TEXTURE_BIT);
181 glPushAttrib(GL_LIGHTING_BIT);
182 glPushAttrib(GL_DEPTH_BUFFER_BIT);
184 glEnable(GL_COLOR_MATERIAL);
185 glDisable(GL_TEXTURE_2D);
186 glDepthMask(GL_FALSE);
188 glCallList(mark_list);
197 if (glIsList(mark_list))
198 glDeleteLists(mark_list, 1);
203 /*---------------------------------------------------------------------------*/
205 static GLuint coin_text;
206 static GLuint coin_list;
208 static void coin_head(int n, float radius, float thick)
212 glBegin(GL_TRIANGLE_FAN);
214 glNormal3f(0.f, 0.f, +1.f);
216 for (i = 0; i < n; i++)
218 float x = fcosf(+2.f * PI * i / n);
219 float y = fsinf(+2.f * PI * i / n);
221 glTexCoord2f(-x * 0.5f + 0.5f, +y * 0.5f + 0.5f);
222 glVertex3f(radius * x, radius * y, +thick);
228 static void coin_tail(int n, float radius, float thick)
232 glBegin(GL_TRIANGLE_FAN);
234 glNormal3f(0.f, 0.f, -1.f);
236 for (i = 0; i < n; i++)
238 float x = fcosf(-2.f * PI * i / n);
239 float y = fsinf(-2.f * PI * i / n);
241 glTexCoord2f(+x * 0.5f + 0.5f, +y * 0.5f + 0.5f);
242 glVertex3f(radius * x, radius * y, -thick);
248 static void coin_edge(int n, float radius, float thick)
252 glBegin(GL_QUAD_STRIP);
254 for (i = 0; i <= n; i++)
256 float x = fcosf(2.f * PI * i / n);
257 float y = fsinf(2.f * PI * i / n);
259 glNormal3f(x, y, 0.f);
260 glVertex3f(radius * x, radius * y, +thick);
261 glVertex3f(radius * x, radius * y, -thick);
267 void coin_color(float *c, int n)
289 void coin_init(int b)
293 coin_text = make_image_from_file(NULL, NULL, NULL, NULL, IMG_COIN);
294 coin_list = glGenLists(1);
296 glNewList(coin_list, GL_COMPILE);
298 coin_edge(n, COIN_RADIUS, COIN_THICK);
299 coin_head(n, COIN_RADIUS, COIN_THICK);
300 coin_tail(n, COIN_RADIUS, COIN_THICK);
307 if (glIsList(coin_list))
308 glDeleteLists(coin_list, 1);
310 if (glIsTexture(coin_text))
311 glDeleteTextures(1, &coin_text);
319 static const float a[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
320 static const float s[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
321 static const float e[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
322 static const float h[1] = { 32.0f };
324 glPushAttrib(GL_LIGHTING_BIT);
326 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, a);
327 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, s);
328 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, e);
329 glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, h);
331 glEnable(GL_COLOR_MATERIAL);
332 glBindTexture(GL_TEXTURE_2D, coin_text);
335 void coin_draw(int n, float r)
342 glCallList(coin_list);
350 /*---------------------------------------------------------------------------*/
352 static GLuint goal_list;
354 void goal_init(int b)
356 int i, n = b ? 32 : 8;
358 goal_list = glGenLists(1);
360 glNewList(goal_list, GL_COMPILE);
362 glPushAttrib(GL_TEXTURE_BIT |
364 GL_DEPTH_BUFFER_BIT);
366 glEnable(GL_COLOR_MATERIAL);
367 glDisable(GL_LIGHTING);
368 glDisable(GL_TEXTURE_2D);
369 glDepthMask(GL_FALSE);
371 glBegin(GL_QUAD_STRIP);
373 for (i = 0; i <= n; i++)
375 float x = fcosf(2.f * PI * i / n);
376 float y = fsinf(2.f * PI * i / n);
378 glColor4f(1.0f, 1.0f, 0.0f, 0.5f);
379 glVertex3f(x, 0.0f, y);
381 glColor4f(1.0f, 1.0f, 0.0f, 0.0f);
382 glVertex3f(x, GOAL_HEIGHT, y);
394 if (glIsList(goal_list))
395 glDeleteLists(goal_list, 1);
402 glCallList(goal_list);
405 /*---------------------------------------------------------------------------*/
407 static GLuint jump_list;
409 void jump_init(int b)
411 int k, i, n = b ? 32 : 8;
413 jump_list = glGenLists(2);
417 glNewList(jump_list + k, GL_COMPILE);
419 glPushAttrib(GL_TEXTURE_BIT |
421 GL_DEPTH_BUFFER_BIT);
423 glEnable(GL_COLOR_MATERIAL);
424 glDisable(GL_LIGHTING);
425 glDisable(GL_TEXTURE_2D);
426 glDepthMask(GL_FALSE);
428 glBegin(GL_QUAD_STRIP);
430 for (i = 0; i <= n; i++)
432 float x = fcosf(2.f * PI * i / n);
433 float y = fsinf(2.f * PI * i / n);
435 glColor4f(1.0f, 1.0f, 1.0f, (k==0 ? 0.5f : 0.8f));
436 glVertex3f(x, 0.0f, y);
438 glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
439 glVertex3f(x, JUMP_HEIGHT, y);
452 if (glIsList(jump_list))
453 glDeleteLists(jump_list, 1);
458 void jump_draw(int highlight)
460 glCallList(jump_list + highlight);
463 /*---------------------------------------------------------------------------*/
465 static GLuint swch_list;
467 static GLfloat swch_colors[8][4] = {
468 {1.0f, 0.0f, 0.0f, 0.5f}, /* red out */
469 {1.0f, 0.0f, 0.0f, 0.0f},
470 {1.0f, 0.0f, 0.0f, 0.8f}, /* red in */
471 {1.0f, 0.0f, 0.0f, 0.0f},
472 {0.0f, 1.0f, 0.0f, 0.5f}, /* green out */
473 {0.0f, 1.0f, 0.0f, 0.0f},
474 {0.0f, 1.0f, 0.0f, 0.8f}, /* green in */
475 {0.0f, 1.0f, 0.0f, 0.0f}};
477 void swch_init(int b)
479 int k, i, n = b ? 32 : 8;
481 swch_list = glGenLists(4);
483 /* Create the display lists. */
485 for (k = 0; k < 4; k++)
487 glNewList(swch_list + k, GL_COMPILE);
489 glPushAttrib(GL_TEXTURE_BIT |
491 GL_DEPTH_BUFFER_BIT);
493 glEnable(GL_COLOR_MATERIAL);
494 glDisable(GL_LIGHTING);
495 glDisable(GL_TEXTURE_2D);
496 glDepthMask(GL_FALSE);
498 glBegin(GL_QUAD_STRIP);
500 for (i = 0; i <= n; i++)
502 float x = fcosf(2.f * PI * i / n);
503 float y = fsinf(2.f * PI * i / n);
505 glColor4fv(swch_colors[2*k]);
506 glVertex3f(x, 0.0f, y);
508 glColor4fv(swch_colors[2*k+1]);
509 glVertex3f(x, SWCH_HEIGHT, y);
522 if (glIsList(swch_list))
523 glDeleteLists(swch_list, 2);
528 void swch_draw(int b, int e)
530 glCallList(swch_list + b*2 + e);
533 /*---------------------------------------------------------------------------*/
535 static GLuint flag_list;
537 void flag_init(int b)
539 int i, n = b ? 8 : 4;
541 flag_list = glGenLists(1);
543 glNewList(flag_list, GL_COMPILE);
545 glPushAttrib(GL_TEXTURE_BIT | GL_LIGHTING_BIT);
547 glEnable(GL_COLOR_MATERIAL);
548 glDisable(GL_LIGHTING);
549 glDisable(GL_TEXTURE_2D);
551 glBegin(GL_QUAD_STRIP);
553 for (i = 0; i <= n; i++)
555 float x = fcosf(2.f * PI * i / n) * 0.01f;
556 float y = fsinf(2.f * PI * i / n) * 0.01f;
558 glColor3f(1.0f, 1.0f, 1.0f);
559 glVertex3f(x, 0.0f, y);
560 glVertex3f(x, GOAL_HEIGHT, y);
565 glBegin(GL_TRIANGLES);
567 glColor3f(1.0f, 0.0f, 0.0f);
569 glVertex3f( 0.0f, GOAL_HEIGHT, 0.0f);
570 glVertex3f(GOAL_HEIGHT * 0.2f, GOAL_HEIGHT * 0.9f, 0.0f);
571 glVertex3f( 0.0f, GOAL_HEIGHT * 0.8f, 0.0f);
573 glVertex3f( 0.0f, GOAL_HEIGHT, 0.0f);
574 glVertex3f( 0.0f, GOAL_HEIGHT * 0.8f, 0.0f);
575 glVertex3f(GOAL_HEIGHT * 0.2f, GOAL_HEIGHT * 0.9f, 0.0f);
586 if (glIsList(flag_list))
587 glDeleteLists(flag_list, 1);
594 glCallList(flag_list);
597 /*---------------------------------------------------------------------------*/
599 * A note about lighting and shadow: technically speaking, it's wrong.
600 * The light position and shadow projection behave as if the
601 * light-source rotates with the floor. However, the skybox does not
602 * rotate, thus the light should also remain stationary.
604 * The correct behavior would eliminate a significant 3D cue: the
605 * shadow of the ball indicates the ball's position relative to the
606 * floor even when the ball is in the air. This was the motivating
607 * idea behind the shadow in the first place, so correct shadow
608 * projection would only magnify the problem.
611 static GLuint shad_text;
615 shad_text = make_image_from_file(NULL, NULL, NULL, NULL, IMG_SHAD);
617 if (config_get_d(CONFIG_SHADOW) == 2)
619 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
620 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
626 if (glIsTexture(shad_text))
627 glDeleteTextures(1, &shad_text);
630 void shad_draw_set(const float *p, float r)
632 glMatrixMode(GL_TEXTURE);
636 glBindTexture(GL_TEXTURE_2D, shad_text);
639 glTranslatef(0.5f - k * p[0],
640 0.5f - k * p[2], 0.f);
641 glScalef(k, k, 1.0f);
643 glMatrixMode(GL_MODELVIEW);
646 void shad_draw_clr(void)
648 glMatrixMode(GL_TEXTURE);
652 glMatrixMode(GL_MODELVIEW);
655 /*---------------------------------------------------------------------------*/
657 void fade_draw(float k)
659 int w = config_get_d(CONFIG_WIDTH);
660 int h = config_get_d(CONFIG_HEIGHT);
665 glPushAttrib(GL_TEXTURE_BIT |
667 GL_COLOR_BUFFER_BIT |
668 GL_DEPTH_BUFFER_BIT);
670 glEnable(GL_COLOR_MATERIAL);
671 glDisable(GL_LIGHTING);
672 glDisable(GL_DEPTH_TEST);
673 glDisable(GL_TEXTURE_2D);
675 glColor4f(0.0f, 0.0f, 0.0f, k);
691 /*---------------------------------------------------------------------------*/