nuclear@3: #include nuclear@1: #ifndef _MSC_VER nuclear@1: #include nuclear@1: #else nuclear@1: #include nuclear@1: #endif nuclear@1: #include "vein.h" nuclear@1: #include "geom.h" nuclear@3: #include "sdr.h" nuclear@4: #include "tex.h" nuclear@1: nuclear@1: Vein::Vein() nuclear@1: { nuclear@5: gen_dist = 40.0; nuclear@5: subdiv = 64; nuclear@4: ring_subdiv = 24; nuclear@4: rad = 2.0; nuclear@1: nuclear@1: idxbuf = 0; nuclear@4: nuclear@4: sdr = tex_norm = 0; nuclear@1: } nuclear@1: nuclear@1: Vein::~Vein() nuclear@1: { nuclear@1: delete [] idxbuf; nuclear@4: nuclear@4: free_texture(tex_norm); nuclear@4: free_program(sdr); nuclear@1: } nuclear@1: nuclear@1: void Vein::build_idxbuf() nuclear@1: { nuclear@1: delete [] idxbuf; nuclear@1: nuclear@1: int nfaces = subdiv * ring_subdiv; nuclear@1: int nidx = nfaces * 4; nuclear@1: idxbuf = new unsigned int[nidx]; nuclear@1: unsigned int *idxptr = idxbuf; nuclear@1: nuclear@1: for(int i=0; irad = rad; nuclear@6: } nuclear@6: nuclear@6: float Vein::get_radius() const nuclear@6: { nuclear@6: return rad; nuclear@6: } nuclear@6: nuclear@5: void Vein::set_fog_color(const Vector3 &col) nuclear@5: { nuclear@5: fog_color = col; nuclear@5: nuclear@5: if(sdr) { nuclear@5: set_uniform_float3(sdr, "fog_col", col.x, col.y, col.z); nuclear@5: } nuclear@5: } nuclear@5: nuclear@1: void Vein::draw(const Vector3 &ppos) const nuclear@1: { nuclear@1: float start_z = ppos.z - gen_dist / 2.0; nuclear@1: float dz = gen_dist / subdiv; nuclear@1: nuclear@1: int nslices = subdiv + 1; nuclear@1: int nverts = nslices * ring_subdiv; nuclear@1: int nfaces = subdiv * ring_subdiv; nuclear@1: Vertex *vbuf = (Vertex*)alloca(nverts * sizeof *vbuf); nuclear@1: Vertex *vptr = vbuf; nuclear@1: nuclear@1: Vector3 pt = ppos; nuclear@1: pt.z = start_z; nuclear@1: nuclear@1: for(int i=0; ipos = vec; nuclear@1: vptr->norm = cent - vec; nuclear@3: vptr->tang = dir; nuclear@4: vptr->tc = Vector2(start_z + gen_dist * i / nslices, theta / (2.0 * M_PI)); nuclear@1: vptr++; nuclear@1: nuclear@1: theta += dtheta; nuclear@1: } nuclear@1: nuclear@1: pt.z += dz; nuclear@1: } nuclear@1: nuclear@1: // also create the index buffer if it's not valid nuclear@1: if(!idxbuf) { nuclear@1: ((Vein*)this)->build_idxbuf(); nuclear@1: } nuclear@1: nuclear@1: // awesome, now draw it nuclear@4: glMatrixMode(GL_TEXTURE); nuclear@4: glPushMatrix(); nuclear@4: glScalef(0.125, 1.0, 1.0); nuclear@4: nuclear@4: bind_texture(tex_norm); nuclear@3: bind_program(sdr); nuclear@3: draw_mesh(GL_QUADS, nfaces * 4, vbuf, idxbuf, attr_tang_loc); nuclear@3: bind_program(0); nuclear@4: bind_texture(0); nuclear@4: nuclear@4: glPopMatrix(); nuclear@1: } nuclear@6: nuclear@6: Vector3 Vein::calc_center(const Vector3 &ppos) const nuclear@6: { nuclear@6: Vector3 pt(0, 0, ppos.z); nuclear@6: pt.x = sin(ppos.z * 0.75); nuclear@6: pt.y = cos(ppos.z * 0.2) * 0.6; nuclear@6: return pt; nuclear@6: } nuclear@6: nuclear@6: Vector3 Vein::calc_dir(const Vector3 &ppos) const nuclear@6: { nuclear@6: Vector3 dir = calc_center(ppos + Vector3(0, 0, 0.01)) - calc_center(ppos - Vector3(0, 0, 0.01)); nuclear@6: return dir.normalized(); nuclear@6: }