intravenous

annotate src/vein.cc @ 9:90af225f469a

- merged collision detection code - reduced inertia
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 28 Apr 2012 17:10:29 +0300
parents 3fae5eb6a411 2723dc026c4f
children
rev   line source
nuclear@3 1 #include <stdio.h>
nuclear@1 2 #ifndef _MSC_VER
nuclear@1 3 #include <alloca.h>
nuclear@1 4 #else
nuclear@1 5 #include <malloc.h>
nuclear@1 6 #endif
nuclear@1 7 #include "vein.h"
nuclear@1 8 #include "geom.h"
nuclear@3 9 #include "sdr.h"
nuclear@4 10 #include "tex.h"
nuclear@1 11
nuclear@1 12 Vein::Vein()
nuclear@1 13 {
nuclear@5 14 gen_dist = 40.0;
nuclear@5 15 subdiv = 64;
nuclear@4 16 ring_subdiv = 24;
nuclear@4 17 rad = 2.0;
nuclear@1 18
nuclear@1 19 idxbuf = 0;
nuclear@4 20
nuclear@4 21 sdr = tex_norm = 0;
nuclear@1 22 }
nuclear@1 23
nuclear@1 24 Vein::~Vein()
nuclear@1 25 {
nuclear@1 26 delete [] idxbuf;
nuclear@4 27
nuclear@4 28 free_texture(tex_norm);
nuclear@4 29 free_program(sdr);
nuclear@1 30 }
nuclear@1 31
nuclear@1 32 void Vein::build_idxbuf()
nuclear@1 33 {
nuclear@1 34 delete [] idxbuf;
nuclear@1 35
nuclear@1 36 int nfaces = subdiv * ring_subdiv;
nuclear@1 37 int nidx = nfaces * 4;
nuclear@1 38 idxbuf = new unsigned int[nidx];
nuclear@1 39 unsigned int *idxptr = idxbuf;
nuclear@1 40
nuclear@1 41 for(int i=0; i<subdiv; i++) {
nuclear@1 42 for(int j=0; j<ring_subdiv; j++) {
nuclear@1 43 idxptr[0] = i * ring_subdiv + j;
nuclear@1 44 idxptr[1] = i * ring_subdiv + ((j + 1) % ring_subdiv);
nuclear@1 45 idxptr[2] = idxptr[1] + ring_subdiv;
nuclear@1 46 idxptr[3] = idxptr[0] + ring_subdiv;
nuclear@1 47 idxptr += 4;
nuclear@1 48 }
nuclear@1 49 }
nuclear@1 50 }
nuclear@1 51
nuclear@3 52 bool Vein::init()
nuclear@3 53 {
nuclear@3 54 if(!(sdr = create_program_load("sdr/vein.v.glsl", "sdr/vein.p.glsl"))) {
nuclear@3 55 fprintf(stderr, "failed to load vein shaders\n");
nuclear@3 56 return false;
nuclear@3 57 }
nuclear@3 58 if((attr_tang_loc = get_attrib_loc(sdr, "attr_tang")) == -1) {
nuclear@3 59 fprintf(stderr, "can't find tangent attribute!\n");
nuclear@3 60 }
nuclear@4 61 set_uniform_int(sdr, "tex_norm", 0);
nuclear@4 62
nuclear@4 63 if(!(tex_norm = load_texture("data/normal1.png"))) {
nuclear@4 64 return false;
nuclear@4 65 }
nuclear@3 66 return true;
nuclear@3 67 }
nuclear@3 68
nuclear@6 69 void Vein::set_radius(float rad)
nuclear@6 70 {
nuclear@6 71 this->rad = rad;
nuclear@6 72 }
nuclear@6 73
nuclear@6 74 float Vein::get_radius() const
nuclear@6 75 {
nuclear@6 76 return rad;
nuclear@6 77 }
nuclear@6 78
nuclear@5 79 void Vein::set_fog_color(const Vector3 &col)
nuclear@5 80 {
nuclear@5 81 fog_color = col;
nuclear@5 82
nuclear@5 83 if(sdr) {
nuclear@5 84 set_uniform_float3(sdr, "fog_col", col.x, col.y, col.z);
nuclear@5 85 }
nuclear@5 86 }
nuclear@5 87
nuclear@1 88 void Vein::draw(const Vector3 &ppos) const
nuclear@1 89 {
nuclear@1 90 float start_z = ppos.z - gen_dist / 2.0;
nuclear@1 91 float dz = gen_dist / subdiv;
nuclear@1 92
nuclear@1 93 int nslices = subdiv + 1;
nuclear@1 94 int nverts = nslices * ring_subdiv;
nuclear@1 95 int nfaces = subdiv * ring_subdiv;
nuclear@1 96 Vertex *vbuf = (Vertex*)alloca(nverts * sizeof *vbuf);
nuclear@1 97 Vertex *vptr = vbuf;
nuclear@1 98
nuclear@1 99 Vector3 pt = ppos;
nuclear@1 100 pt.z = start_z;
nuclear@1 101
nuclear@1 102 for(int i=0; i<nslices; i++) {
nuclear@1 103 Vector3 cent = calc_center(pt);
nuclear@1 104 Vector3 dir = calc_dir(pt);
nuclear@1 105 Vector3 up(0, 1, 0);
nuclear@1 106 Vector3 right = cross_product(up, dir);
nuclear@1 107 up = cross_product(dir, right);
nuclear@1 108
nuclear@6 109 Matrix3x3 vrot(right, up, dir);
nuclear@3 110 vrot.transpose();
nuclear@1 111
nuclear@4 112 float theta = 0.0, dtheta = 2.0 * M_PI / (ring_subdiv - 1);
nuclear@1 113 for(int j=0; j<ring_subdiv; j++) {
nuclear@6 114 Vector3 vec = Vector3(-cos(theta) * rad, sin(theta) * rad, 0.0);
nuclear@1 115 vec.transform(vrot);
nuclear@3 116 vec += cent;
nuclear@1 117
nuclear@1 118 vptr->pos = vec;
nuclear@1 119 vptr->norm = cent - vec;
nuclear@3 120 vptr->tang = dir;
nuclear@4 121 vptr->tc = Vector2(start_z + gen_dist * i / nslices, theta / (2.0 * M_PI));
nuclear@1 122 vptr++;
nuclear@1 123
nuclear@1 124 theta += dtheta;
nuclear@1 125 }
nuclear@1 126
nuclear@1 127 pt.z += dz;
nuclear@1 128 }
nuclear@1 129
nuclear@1 130 // also create the index buffer if it's not valid
nuclear@1 131 if(!idxbuf) {
nuclear@1 132 ((Vein*)this)->build_idxbuf();
nuclear@1 133 }
nuclear@1 134
nuclear@1 135 // awesome, now draw it
nuclear@4 136 glMatrixMode(GL_TEXTURE);
nuclear@4 137 glPushMatrix();
nuclear@4 138 glScalef(0.125, 1.0, 1.0);
nuclear@4 139
nuclear@4 140 bind_texture(tex_norm);
nuclear@3 141 bind_program(sdr);
nuclear@3 142 draw_mesh(GL_QUADS, nfaces * 4, vbuf, idxbuf, attr_tang_loc);
nuclear@3 143 bind_program(0);
nuclear@4 144 bind_texture(0);
nuclear@4 145
nuclear@4 146 glPopMatrix();
nuclear@1 147 }
nuclear@6 148
nuclear@6 149 Vector3 Vein::calc_center(const Vector3 &ppos) const
nuclear@6 150 {
nuclear@6 151 Vector3 pt(0, 0, ppos.z);
nuclear@6 152 pt.x = sin(ppos.z * 0.75);
nuclear@6 153 pt.y = cos(ppos.z * 0.2) * 0.6;
nuclear@6 154 return pt;
nuclear@6 155 }
nuclear@6 156
nuclear@6 157 Vector3 Vein::calc_dir(const Vector3 &ppos) const
nuclear@6 158 {
nuclear@6 159 Vector3 dir = calc_center(ppos + Vector3(0, 0, 0.01)) - calc_center(ppos - Vector3(0, 0, 0.01));
nuclear@6 160 return dir.normalized();
nuclear@6 161 }