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/*
* 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 com.jogamp.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);
}
}
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