intravenous

annotate src/vein.cc @ 5:aab0d8ea21cd

normalmap and sortof subsurface shader
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 22 Apr 2012 06:26:08 +0300
parents c6a6a64df6de
children 2723dc026c4f 3fae5eb6a411
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 Vector3 Vein::calc_center(const Vector3 &ppos) const
nuclear@1 33 {
nuclear@3 34 Vector3 pt{0, 0, ppos.z};
nuclear@3 35 pt.x = sin(ppos.z * 0.75);
nuclear@3 36 pt.y = cos(ppos.z * 0.2) * 0.6;
nuclear@3 37 return pt;
nuclear@1 38 }
nuclear@1 39
nuclear@1 40 Vector3 Vein::calc_dir(const Vector3 &ppos) const
nuclear@1 41 {
nuclear@3 42 Vector3 dir = calc_center(ppos + Vector3(0, 0, 0.01)) - calc_center(ppos - Vector3(0, 0, 0.01));
nuclear@3 43 return dir.normalized();
nuclear@1 44 }
nuclear@1 45
nuclear@1 46 void Vein::build_idxbuf()
nuclear@1 47 {
nuclear@1 48 delete [] idxbuf;
nuclear@1 49
nuclear@1 50 int nfaces = subdiv * ring_subdiv;
nuclear@1 51 int nidx = nfaces * 4;
nuclear@1 52 idxbuf = new unsigned int[nidx];
nuclear@1 53 unsigned int *idxptr = idxbuf;
nuclear@1 54
nuclear@1 55 for(int i=0; i<subdiv; i++) {
nuclear@1 56 for(int j=0; j<ring_subdiv; j++) {
nuclear@1 57 idxptr[0] = i * ring_subdiv + j;
nuclear@1 58 idxptr[1] = i * ring_subdiv + ((j + 1) % ring_subdiv);
nuclear@1 59 idxptr[2] = idxptr[1] + ring_subdiv;
nuclear@1 60 idxptr[3] = idxptr[0] + ring_subdiv;
nuclear@1 61 idxptr += 4;
nuclear@1 62 }
nuclear@1 63 }
nuclear@1 64 }
nuclear@1 65
nuclear@3 66 bool Vein::init()
nuclear@3 67 {
nuclear@3 68 if(!(sdr = create_program_load("sdr/vein.v.glsl", "sdr/vein.p.glsl"))) {
nuclear@3 69 fprintf(stderr, "failed to load vein shaders\n");
nuclear@3 70 return false;
nuclear@3 71 }
nuclear@3 72 if((attr_tang_loc = get_attrib_loc(sdr, "attr_tang")) == -1) {
nuclear@3 73 fprintf(stderr, "can't find tangent attribute!\n");
nuclear@3 74 }
nuclear@4 75 set_uniform_int(sdr, "tex_norm", 0);
nuclear@4 76
nuclear@4 77 if(!(tex_norm = load_texture("data/normal1.png"))) {
nuclear@4 78 return false;
nuclear@4 79 }
nuclear@3 80 return true;
nuclear@3 81 }
nuclear@3 82
nuclear@5 83 void Vein::set_fog_color(const Vector3 &col)
nuclear@5 84 {
nuclear@5 85 fog_color = col;
nuclear@5 86
nuclear@5 87 if(sdr) {
nuclear@5 88 set_uniform_float3(sdr, "fog_col", col.x, col.y, col.z);
nuclear@5 89 }
nuclear@5 90 }
nuclear@5 91
nuclear@1 92 void Vein::draw(const Vector3 &ppos) const
nuclear@1 93 {
nuclear@1 94 float start_z = ppos.z - gen_dist / 2.0;
nuclear@1 95 float dz = gen_dist / subdiv;
nuclear@1 96
nuclear@1 97 int nslices = subdiv + 1;
nuclear@1 98 int nverts = nslices * ring_subdiv;
nuclear@1 99 int nfaces = subdiv * ring_subdiv;
nuclear@1 100 Vertex *vbuf = (Vertex*)alloca(nverts * sizeof *vbuf);
nuclear@1 101 Vertex *vptr = vbuf;
nuclear@1 102
nuclear@1 103 Vector3 pt = ppos;
nuclear@1 104 pt.z = start_z;
nuclear@1 105
nuclear@1 106 for(int i=0; i<nslices; i++) {
nuclear@1 107 Vector3 cent = calc_center(pt);
nuclear@1 108 Vector3 dir = calc_dir(pt);
nuclear@1 109 Vector3 up(0, 1, 0);
nuclear@1 110 Vector3 right = cross_product(up, dir);
nuclear@1 111 up = cross_product(dir, right);
nuclear@1 112
nuclear@1 113 Matrix3x3 vrot{right, up, dir};
nuclear@3 114 vrot.transpose();
nuclear@1 115
nuclear@4 116 float theta = 0.0, dtheta = 2.0 * M_PI / (ring_subdiv - 1);
nuclear@1 117 for(int j=0; j<ring_subdiv; j++) {
nuclear@3 118 Vector3 vec = Vector3{-cos(theta) * rad, sin(theta) * rad, 0.0};
nuclear@1 119 vec.transform(vrot);
nuclear@3 120 vec += cent;
nuclear@1 121
nuclear@1 122 vptr->pos = vec;
nuclear@1 123 vptr->norm = cent - vec;
nuclear@3 124 vptr->tang = dir;
nuclear@4 125 vptr->tc = Vector2(start_z + gen_dist * i / nslices, theta / (2.0 * M_PI));
nuclear@1 126 vptr++;
nuclear@1 127
nuclear@1 128 theta += dtheta;
nuclear@1 129 }
nuclear@1 130
nuclear@1 131 pt.z += dz;
nuclear@1 132 }
nuclear@1 133
nuclear@1 134 // also create the index buffer if it's not valid
nuclear@1 135 if(!idxbuf) {
nuclear@1 136 ((Vein*)this)->build_idxbuf();
nuclear@1 137 }
nuclear@1 138
nuclear@1 139 // awesome, now draw it
nuclear@4 140 glMatrixMode(GL_TEXTURE);
nuclear@4 141 glPushMatrix();
nuclear@4 142 glScalef(0.125, 1.0, 1.0);
nuclear@4 143
nuclear@4 144 bind_texture(tex_norm);
nuclear@3 145 bind_program(sdr);
nuclear@3 146 draw_mesh(GL_QUADS, nfaces * 4, vbuf, idxbuf, attr_tang_loc);
nuclear@3 147 bind_program(0);
nuclear@4 148 bind_texture(0);
nuclear@4 149
nuclear@4 150 glPopMatrix();
nuclear@1 151 }