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Module noddybox.glflag
ModuleInfo "Framework: Simple Open GL Backdrop flag"
ModuleInfo "Copyright: Public Domain"
ModuleInfo "Author: Ian Cowburn"
ModuleInfo "Version: $Revision$"
' $Id$
Import brl.Basic
Import pub.OpenGL
Strict
Type TGLFlag
' These are public and can be used to modify the flag
'
Field xpos:Float
Field ypos:Float
Field zpos:Float
Field xrot:Float
Field yrot:Float
Field zrot:Float
' These are considered private
'
Global static:Int=False
Global si:Float[]=Null
Field v:TGLFlagVertex[,]
Field cell:Int
Field move:Int
Field width:Int
Field height:Int
Field txt:Int
' Creates a new flag
'
' texture - Flag texture
' horiz - Number of horizontal vertices
' vert - Number of vertical vertices
' size - Size of each square
' tile - Whether the texture is tiled or not
' z - Distance of flag (flags always created in the XY plane)
'
' Returns null for invalid parameters.
'
Function Create:TGLFlag(texture:Int, horiz:Int, vert:Int, size:Float, tile:Int, z:Float)
Local o:TGLFlag
If (horiz<2 Or vert<2)
Return Null
EndIf
o=New TGLFlag
If (Not o.static)
o.si=New Float[3600]
For Local a:Float=0 Until 3600
o.si[a]=Sin(a/10)
Next
o.static=True
EndIf
o.xpos=0
o.ypos=0
o.zpos=z
o.xrot=0
o.yrot=0
o.zrot=0
o.txt=texture
o.width=horiz
o.height=vert
o.cell=size
o.move=size/2
o.v=New TGLFlagVertex[horiz,vert]
Local ox:Float
Local oy:Float
ox=-(size*horiz)/2
oy=-(size*horiz)/2
For Local x=0 Until horiz
For Local y=0 Until vert
Local v:TGLFlagVertex=New TGLFlagVertex
v.x=ox+x*size
v.y=oy+y*size
v.z=0
If (tile)
v.u=(x&1)
v.v=(y&1)
Else
v.u=1.0/(horiz-1)*x
v.v=1.0/(vert-1)*(vert-1-y)
EndIf
o.v[x,y]=v
Next
Next
Return o
End Function
' Call to render the flag
'
Method Render()
glPushMatrix()
glTranslatef(xpos,ypos,zpos)
glRotatef(xrot,1,0,0)
glRotatef(yrot,0,1,0)
glRotatef(zrot,0,0,1)
glBindTexture(GL_TEXTURE_2D,txt)
For Local vert:TGLFlagVertex=EachIn v
vert.ax=(vert.ax+vert.aix) Mod 3600
vert.ay=(vert.ay+vert.aiy) Mod 3600
vert.az=(vert.az+vert.aiz) Mod 3600
vert.cx=vert.x+si[vert.ax]*move
vert.cy=vert.y+si[vert.ay]*move
vert.cz=vert.z+si[vert.az]*move
Next
For Local x:Int=0 Until width-1
glBegin(GL_TRIANGLE_STRIP)
For Local y:Int=0 Until height
glTexCoord2f(v[x,y].u,v[x,y].v)
glVertex3f(v[x,y].cx,v[x,y].cy,v[x,y].cz)
glTexCoord2f(v[x+1,y].u,v[x+1,y].v)
glVertex3f(v[x+1,y].cx,v[x+1,y].cy,v[x+1,y].cz)
Next
glEnd()
Next
glPopMatrix()
End Method
' Sets the amount of movement for vertex movement (defaults to half the cell size)
'
Method SetMove(m:Int)
move=m
End Method
' Sets the movements for a vertex
'
' x - The X co-ord of the vertex
' y - The Y co-ord of the vertex
' angz - The initial angle (movement is done on a sine wave with 3600 positions) for the Z co-ord
' angiz - The angle increment for the Z co-ord
' angx - Ditto for X
' angix - Ditto for X
' angy - And Y
' angiy - And Y
'
' Note increments must be positive - to simulate negative ones pass a large increment (eg. 3599 for -1)
'
Method Nudge(x:Int, y:Int, angz:Float, angiz:Float=10, angx:Float=0, angix:Float=0, angy:Float=0, angiy:Float=0)
v[x,y].ax=angx
v[x,y].ay=angy
v[x,y].az=angz
v[x,y].aix=angix
v[x,y].aiy=angiy
v[x,y].aiz=angiz
End Method
End Type
Type TGLFlagVertex
Field x#,y#,z#
Field cx#,cy#,cz#
Field u#,v#
Field ax#,ay#,az#
Field aix#,aiy#,aiz#
Method New()
x=0
y=0
z=0
cx=0
cy=0
cz=0
ax=0
ay=0
az=0
aix=0
aiy=0
aiz=0
End Method
End Type
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