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