/* * Copyright (c) 2006 Ben Chappell (bwchappell@gmail.com) All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * The names of Ben Chappell, Sun Microsystems, Inc. or the names of * contributors may not be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. BEN CHAPPELL, * SUN MICROSYSTEMS, INC. ("SUN"), AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL BEN * CHAPPELL, SUN, OR SUN'S LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT * OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR * PUNITIVE DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF BEN * CHAPPELL OR SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. */ package demos.particles.engine; import com.jogamp.opengl.util.texture.*; import javax.media.opengl.*; public class Particle { private XYZ currentPos; private RGBA rgba; public Particle() { currentPos = new XYZ((float)Math.random(), (float)Math.random(), -30.0f ); rgba = rgba = new RGBA((float)Math.random(), (float)Math.random(), (float)Math.random(), (float)Math.random()); } public void draw(GL2 gl, Texture texture, RGBA tendToColor) { adjust(tendToColor); texture.bind(gl); gl.glColor4f(rgba.r,rgba.g,rgba.b,rgba.a); gl.glBegin(GL2.GL_QUADS); gl.glTexCoord2f(0.0f, 0.0f); gl.glVertex3f(currentPos.x, currentPos.y-2, currentPos.z); gl.glTexCoord2f(1.0f, 0.0f); gl.glVertex3f(currentPos.x+2, currentPos.y-2, currentPos.z); gl.glTexCoord2f(1.0f, 1.0f); gl.glVertex3f(currentPos.x+2, currentPos.y, currentPos.z); gl.glTexCoord2f(0.0f, 1.0f); gl.glVertex3f(currentPos.x, currentPos.y, currentPos.z); gl.glEnd(); } private void tendToColor(RGBA tendToColor) { float red = 0.0f; float blue = 0.0f; float green = 0.0f; float sign=1.0f; if(Math.random()>=0.5) sign=-1.0f; // RED if(tendToColor.r <= 1-tendToColor.r) red = tendToColor.r; else red = 1-tendToColor.r; red = (float)(Math.random()*red*sign+tendToColor.r); // GREEN if(tendToColor.g <= 1-tendToColor.g) green = tendToColor.g; else green = 1-tendToColor.g; green =(float)(Math.random()*green*sign+tendToColor.g); // BLUE if(tendToColor.b <= 1-tendToColor.b) blue = tendToColor.b; else blue = 1-tendToColor.b; blue = (float)(Math.random()*blue*sign+tendToColor.b); rgba = new RGBA(red, green, blue, (float)Math.random()); } private void tendToPos() { XYZ xyz = new XYZ((float)Math.random()-0.5f,(float)Math.random()-0.5f,(float)Math.random()-0.5f); currentPos.add(xyz); } private void adjust(RGBA tendToColor) { tendToPos(); rgba.a-=Math.random()/100; if(rgba.a<=0) tendToColor(tendToColor); } }