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Inspire08 demo log, day 25
Here we go with some effects... dots and HypnoRays. The demo is not supposed to look like this btw, I'm just adding effects on top of each other by now.
/projects/inspire08/07/
I may try to avoid loading images for this prod... I don't know... It's late tho, time to sleep.
Oh, here is the code for the hypnoray, it's just an idea I had on the bus on the way home today (vertex colors power ;D).
0 comments written so far...Status:
1(2) days left until Inspire08
EffectsHere we go with some effects... dots and HypnoRays. The demo is not supposed to look like this btw, I'm just adding effects on top of each other by now.
/projects/inspire08/07/
I may try to avoid loading images for this prod... I don't know... It's late tho, time to sleep.
Oh, here is the code for the hypnoray, it's just an idea I had on the bus on the way home today (vertex colors power ;D).
package effects;
import javax.media.opengl.GL;
import com.xplsv.utils.Timer;
import core.Vertex;
public class EffectHypnoRays extends Effect
{
private Vertex[] meshData;
public EffectHypnoRays(GL gl, int start, int duration)
{
super(gl, start, duration);
}
public void init()
{
int sides = 200;
int radious = 4;
float angle = ( 360.0f / (float)(sides-1) ) * ( (float)Math.PI / 180.0f );
meshData = new Vertex[sides+1];
Vertex v = new Vertex();
v.position.x = 0.0f;
v.position.y = 0.0f;
v.position.z = 0.0f;
v.colour.r = 0.0f;
v.colour.g = 0.0f;
v.colour.b = 0.2f;
meshData[0] = v;
for (int i = 1; i <= sides; i++)
{
v = new Vertex();
v.position.x = (float) (radious * Math.cos(i * angle));
v.position.y = (float) (radious * Math.sin(i * angle));
v.position.z = 0;
v.colour.r = (float)Math.random() + (float)Math.sin(i*.5) - 1.0f;
v.colour.g = v.colour.r;
v.colour.b = v.colour.r + 0.2f;
meshData[i] = v;
}
}
public void render()
{
if(!active())
return;
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, - 5.0f);
gl.glRotatef((float)(Timer.get()*.01f), 0.1f, 0.0f, 1.0f);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE);
gl.glBegin(GL.GL_TRIANGLE_FAN);
for (int i = 0; i < meshData.length; i++)
{
gl.glColor4f(meshData[i].colour.r, meshData[i].colour.g, meshData[i].colour.b, 1.0f);
gl.glVertex3f(meshData[i].position.x, meshData[i].position.y, meshData[i].position.z);
}
gl.glEnd();
}
}
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