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- /*
-
- tesla efekt
-
- return:
- 0 - doslo k chybe
- 1 - este nezacal
- 2 - prebehol v poriadku
- 3 - uz skoncil
- */
-
- #include <iostream>
- #include "api3ds.h"
- #include "efekt.h"
- #include "efekt_02.h"
- #include "syncs.h"
-
- extern int sync_id;
- extern bool showlogo;
- extern BOOL usefog;
-
- int efekt_02::init()
- {
- cout << "Efekt 2 init ... ";
- start=TRUE;
- counter=ZACIATOK02*refresh;
- glClearColor (cl_r, cl_g, cl_b, 1.0);
- l_r=l_g=l_b=1.0;
- tex_x_counter=0;
- tex_y_counter=0.0;
- real_in=0.0;
- cout << "ok!" << endl;
- return 1;
- }
-
- int efekt_02::load()
- {
- cout << "Loading efekt02 ... ";
- Vector3f o,i,j,k;
- FILE *stream;
-
- stream=fopen(CFGNAME02,"r");
- if (stream==NULL) return 0;
-
- fscanf(stream,"pocet ploch %i\n",&plochy);
- fscanf(stream,"intenzita %f\n",&intens);
- fscanf(stream,"x-krok %f\n",&txadd);
- fscanf(stream,"y-krok %f\n",&tyadd);
- fscanf(stream,"podstava valca %i\n",&podstava);
- fscanf(stream,"vyska valca %i\n",&vyska);
- fscanf(stream,"background color %f,%f,%f\n",&cl_r,&cl_g,&cl_b);
- fscanf(stream,"visibility %f\n",&vis);
- fscanf(stream,"minvisibility %f\n",&minvis);
- fscanf(stream,"Descent origin (%f,%f,%f)\n",&o.x,&o.y,&o.z);
- fscanf(stream,"Descent right (%f,%f,%f)\n",&i.x,&i.y,&i.z);
- fscanf(stream,"Descent up (%f,%f,%f)\n",&j.x,&j.y,&j.z);
- fscanf(stream,"Descent forward (%f,%f,%f)\n",&k.x,&k.y,&k.z);
- fclose(stream);
-
- cam.SetAll(o,i,j,k);
- cam.FarClipplane(vis);
- cam.NearClipplane(minvis);
- cam.HorizontalFOV(0.63);
- cam.VerticalFOV(0.47);
- texla=texture_library->GetOrCreate("TESLA1.JPG");
- loading=texture_library->GetOrCreate("LOADING.JPG");
-
- cout << "ok!"<<endl;
- }
-
- int efekt_02::free() //vrati 3 ako ok, 0 ak doslo k chybe
- {
- end=true;
- glClearColor(0.0,0.0,0.0,1.0);
- return 3;
- }
-
- int efekt_02::update()
- {
- id=Sync[GetSyncNum(float(counter)/float(refresh))].id;
-
- tex_x_counter+=txadd;
- tex_y_counter+=tyadd;
- uhol_counter+=0.01;
- if (id==SYNC_START_TESLA1)
- {
- if (real_in<intens) real_in+=0.002;
- else real_in=intens;
- if (l_r>0.0) l_r-=0.01;
- else l_r=0.0;
- if (l_g>0.0) l_g-=0.01;
- else l_g=0.0;
- if (l_b>0.0) l_b-=0.01;
- else l_b=0.0;
- }
- if (id==SYNC_GO_IN_BLACK)
- {
- if (cl_r>0.0) cl_r-=0.04;
- else cl_r=0.0;
- if (cl_g>0.0) cl_g-=0.04;
- else cl_g=0.0;
- if (cl_b>0.0) cl_b-=0.04;
- else cl_b=0.0;
- // cout << "clr=" << cl_r << endl;
- glClearColor(cl_r,cl_g,cl_b,1.0);
- }
- return 1;
- }
-
- int efekt_02::go(double t)
- {
- if (t<ZACIATOK02) return 1;
- if (end) return 3;
- if (counter>=KONIEC02*refresh) return free();
-
- if (!start) if (!init()) return 0;
- int cur_frm=(int)(t*refresh);
- if (cur_frm>KONIEC02*refresh) cur_frm=int(KONIEC02*refresh);
- if (cur_frm>counter)
- while (counter<cur_frm)
- {
- counter++;
- if (counter<KONIEC02*refresh) update();
- }
- if (counter>=KONIEC02*refresh) return free();
-
- //tu sa kresli->
- loading->GL();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glEnable(GL_TEXTURE_2D);
- glDisable(GL_FOG);
- glDisable(GL_LIGHTING);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-
- if (l_r<1.0) showlogo=false;
- glBegin(GL_QUADS);
- glColor3f(l_r,l_g,l_b);
- glTexCoord2f( 1.0, 1.0);
- glVertex2f (-0.5,-0.8);
- glTexCoord2f( 1.0, 0.0);
- glVertex2f (-0.5,-1.0);
- glTexCoord2f( 0.0, 0.0);
- glVertex2f (-0.9,-1.0);
- glTexCoord2f( 0.0, 1.0);
- glVertex2f (-0.9,-0.8);
- glEnd();
-
-
- glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- texla->GL();
- cam.GL();
-
- glBegin(GL_QUADS);
- for (int i=plochy;i;i--)
- {
- float y=podstava*cos(uhol_counter+i*2*PI/plochy);
- float z=podstava*sin(uhol_counter+i*2*PI/plochy);
-
- glColor3f(0.0,0.0,0.0);
- glTexCoord2f( tex_x_counter, tex_y_counter);
- glVertex3f(-vyska, y, z);
-
- glColor3f(real_in,real_in,real_in);
- glTexCoord2f( tex_x_counter, tex_y_counter+1.0);
- glVertex3f(-vyska, 0, 0);
-
- glTexCoord2f( tex_x_counter+1.0, tex_y_counter+1.0);
- glVertex3f( vyska, 0, 0);
-
- glColor3f(0.0,0.0,0.0);
- glTexCoord2f( tex_x_counter+1.0, tex_y_counter);
- glVertex3f( vyska, y, z);
-
- }
- glEnd();
-
- //<-
- return 2;
- }