ld33_umonster

annotate src/dragon.cc @ 9:4f6168f3ca82

dynamic voxel field bounds
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 27 Aug 2015 01:58:26 +0300
parents bed39534d471
children 1b30bd381667
rev   line source
nuclear@6 1 #include <algorithm>
nuclear@6 2 #include "opengl.h"
nuclear@6 3 #include "dragon.h"
nuclear@7 4 #include "metasurf.h"
nuclear@7 5 #include "geom.h"
nuclear@7 6 #include "game.h"
nuclear@7 7 #include "shadow.h"
nuclear@7 8
nuclear@7 9 #define VOXEL_PAD 1.0f
nuclear@7 10 #define DYN_FCOUNT 64
nuclear@7 11 #define DYN_VCOUNT (DYN_FCOUNT * 3)
nuclear@7 12
nuclear@8 13 #define NUM_NECK_SEG 10
nuclear@7 14 static const float nseg_sizes[NUM_NECK_SEG][2] = {
nuclear@8 15 {2.0, 2.0}, {1.0, 1.0}, {1.0, 1.0}, {1.25, 1.25}, {1.3, 1.3}, {1.5, 1.5}, {1.6, 1.6}, {1.75, 1.75}, {2.0, 2.0}, {2.1, 2.1}
nuclear@7 16 };
nuclear@8 17 #define NSEG_SZ_SCALE 0.5f
nuclear@7 18
nuclear@7 19 static Vector3 bezier(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, float t);
nuclear@7 20 static float mseval(struct metasurface *ms, float x, float y, float z);
nuclear@7 21 static void msvertex(struct metasurface *ms, float x, float y, float z);
nuclear@7 22
nuclear@6 23
nuclear@6 24 Dragon::Dragon()
nuclear@6 25 : pos(0, 0, 0), dir(0, 0, -1), head_pos(0, 0, -1), target(0, 0, -2)
nuclear@6 26 {
nuclear@6 27 set_head_limits(-1, 1, -1, 1);
nuclear@7 28
nuclear@7 29 glGenBuffers(1, &dyn_vbo);
nuclear@7 30 glBindBuffer(GL_ARRAY_BUFFER, dyn_vbo);
nuclear@7 31 glBufferData(GL_ARRAY_BUFFER, DYN_VCOUNT * sizeof(DynVertex), 0, GL_STREAM_DRAW);
nuclear@7 32 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@7 33
nuclear@7 34 dyn_varr = new DynVertex[DYN_VCOUNT];
nuclear@7 35
nuclear@7 36 neck_seg_count = NUM_NECK_SEG;
nuclear@7 37 neck_seg = new Capsule[neck_seg_count];
nuclear@7 38
nuclear@7 39 for(int i=0; i<neck_seg_count; i++) {
nuclear@8 40 int idx = neck_seg_count - i - 1;
nuclear@8 41 neck_seg[i].w[0] = nseg_sizes[idx][0] * NSEG_SZ_SCALE;
nuclear@8 42 neck_seg[i].w[1] = nseg_sizes[idx][1] * NSEG_SZ_SCALE;
nuclear@7 43 }
nuclear@7 44
nuclear@7 45 msurf = msurf_create();
nuclear@7 46 msurf_set_user_data(msurf, this);
nuclear@9 47 msurf_set_resolution(msurf, 28, 28, 35);
nuclear@7 48 msurf_set_threshold(msurf, 1.0);
nuclear@7 49 msurf_eval_func(msurf, mseval);
nuclear@7 50 msurf_vertex_func(msurf, msvertex);
nuclear@6 51 }
nuclear@6 52
nuclear@6 53 Dragon::~Dragon()
nuclear@6 54 {
nuclear@7 55 delete [] neck_seg;
nuclear@7 56 msurf_free(msurf);
nuclear@7 57
nuclear@7 58 delete [] dyn_varr;
nuclear@7 59 glDeleteBuffers(1, &dyn_vbo);
nuclear@6 60 }
nuclear@6 61
nuclear@6 62 void Dragon::set_position(const Vector3 &p)
nuclear@6 63 {
nuclear@6 64 pos = p;
nuclear@6 65 }
nuclear@6 66
nuclear@6 67 void Dragon::set_direction(const Vector3 &dir)
nuclear@6 68 {
nuclear@6 69 this->dir = dir.normalized();
nuclear@6 70 }
nuclear@6 71
nuclear@6 72 void Dragon::set_target(const Vector3 &p)
nuclear@6 73 {
nuclear@6 74 target = p;
nuclear@6 75 }
nuclear@6 76
nuclear@6 77 void Dragon::set_head_limits(float xmin, float xmax, float ymin, float ymax)
nuclear@6 78 {
nuclear@6 79 head_xlim[0] = std::min(xmin, xmax);
nuclear@6 80 head_xlim[1] = std::max(xmin, xmax);
nuclear@6 81 head_ylim[0] = std::min(ymin, ymax);
nuclear@6 82 head_ylim[1] = std::max(ymin, ymax);
nuclear@6 83 }
nuclear@6 84
nuclear@6 85 void Dragon::move_head(const Vector3 &p)
nuclear@6 86 {
nuclear@6 87 head_pos = p;
nuclear@6 88 }
nuclear@6 89
nuclear@6 90 static float clamp(float x, float low, float high)
nuclear@6 91 {
nuclear@6 92 return x < low ? low : (x > high ? high : x);
nuclear@6 93 }
nuclear@6 94
nuclear@6 95 void Dragon::move_head(float dx, float dy)
nuclear@6 96 {
nuclear@6 97 float newx = clamp(head_pos.x + dx, head_xlim[0], head_xlim[1]);
nuclear@6 98 float newy = clamp(head_pos.y + dy, head_ylim[0], head_ylim[1]);
nuclear@6 99
nuclear@6 100 dx = newx - head_pos.x;
nuclear@6 101 dy = newy - head_pos.y;
nuclear@6 102 head_pos.x = newx;
nuclear@6 103 head_pos.y = newy;
nuclear@6 104
nuclear@6 105 target.x += dx * 0.7;
nuclear@6 106 target.y += dy * 0.5;
nuclear@6 107 }
nuclear@6 108
nuclear@6 109 const Vector3 &Dragon::head_position() const
nuclear@6 110 {
nuclear@6 111 return head_pos;
nuclear@6 112 }
nuclear@6 113
nuclear@6 114 Vector3 Dragon::breath_dir() const
nuclear@6 115 {
nuclear@6 116 return (target - head_pos).normalized();
nuclear@6 117 }
nuclear@6 118
nuclear@6 119 void Dragon::update()
nuclear@6 120 {
nuclear@7 121 Vector3 bdir = breath_dir();
nuclear@7 122 Vector3 bezcp[] = { pos, pos + dir * 6.0, head_pos - bdir * 8.0, head_pos };
nuclear@7 123
nuclear@7 124 float t = 0.0, dt = 1.0 / (float)(neck_seg_count + 1);
nuclear@7 125 Vector3 p = bezier(bezcp[0], bezcp[1], bezcp[2], bezcp[3], t);
nuclear@7 126
nuclear@7 127 for(int i=0; i<neck_seg_count; i++) {
nuclear@7 128 t += dt;
nuclear@7 129 Vector3 pnext = bezier(bezcp[0], bezcp[1], bezcp[2], bezcp[3], t);
nuclear@7 130
nuclear@7 131 neck_seg[i].p[0] = p;
nuclear@7 132 neck_seg[i].p[1] = pnext;
nuclear@7 133
nuclear@7 134 p = pnext;
nuclear@7 135 }
nuclear@6 136 }
nuclear@6 137
nuclear@7 138 void Dragon::draw() const
nuclear@7 139 {
nuclear@9 140 float xmin = std::min(head_pos.x, pos.x);
nuclear@9 141 float xmax = std::max(head_pos.x, pos.x);
nuclear@9 142 float ymin = std::min(head_pos.y, pos.y);
nuclear@9 143 float ymax = std::max(head_pos.y, pos.y);
nuclear@9 144
nuclear@9 145 float bmin[] = { xmin - VOXEL_PAD * 1.2f, ymin - VOXEL_PAD, head_pos.z };
nuclear@9 146 float bmax[] = { xmax + VOXEL_PAD * 1.2f, ymax + VOXEL_PAD * 2.1f, pos.z + VOXEL_PAD };
nuclear@7 147 msurf_set_bounds(msurf, bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2]);
nuclear@7 148
nuclear@7 149
nuclear@7 150 if(!shadow_pass) {
nuclear@7 151
nuclear@7 152 if(dbg_wireframe) {
nuclear@7 153 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
nuclear@7 154 }
nuclear@7 155
nuclear@7 156 dyn_vidx = 0;
nuclear@7 157 msurf_polygonize(msurf);
nuclear@7 158 flush_dynvbo();
nuclear@7 159
nuclear@7 160 if(dbg_wireframe) {
nuclear@7 161 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
nuclear@7 162 }
nuclear@7 163
nuclear@7 164 int cur_sdr;
nuclear@7 165 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
nuclear@7 166 glUseProgram(0);
nuclear@7 167
nuclear@7 168 glPushAttrib(GL_ENABLE_BIT);
nuclear@7 169 glDisable(GL_LIGHTING);
nuclear@7 170
nuclear@7 171 // bounds
nuclear@7 172 glColor3f(1, 0, 0);
nuclear@7 173 glBegin(GL_LINE_LOOP);
nuclear@7 174 glVertex3f(bmin[0], bmin[1], bmin[2]);
nuclear@7 175 glVertex3f(bmax[0], bmin[1], bmin[2]);
nuclear@7 176 glVertex3f(bmax[0], bmax[1], bmin[2]);
nuclear@7 177 glVertex3f(bmin[0], bmax[1], bmin[2]);
nuclear@7 178 glEnd();
nuclear@7 179 glBegin(GL_LINE_LOOP);
nuclear@7 180 glVertex3f(bmin[0], bmin[1], bmax[2]);
nuclear@7 181 glVertex3f(bmax[0], bmin[1], bmax[2]);
nuclear@7 182 glVertex3f(bmax[0], bmax[1], bmax[2]);
nuclear@7 183 glVertex3f(bmin[0], bmax[1], bmax[2]);
nuclear@7 184 glEnd();
nuclear@7 185 glBegin(GL_LINE_LOOP);
nuclear@7 186 glVertex3f(bmin[0], bmax[1], bmin[2]);
nuclear@7 187 glVertex3f(bmax[0], bmax[1], bmin[2]);
nuclear@7 188 glVertex3f(bmax[0], bmax[1], bmax[2]);
nuclear@7 189 glVertex3f(bmin[0], bmax[1], bmax[2]);
nuclear@7 190 glEnd();
nuclear@7 191 glBegin(GL_LINE_LOOP);
nuclear@7 192 glVertex3f(bmin[0], bmin[1], bmin[2]);
nuclear@7 193 glVertex3f(bmax[0], bmin[1], bmin[2]);
nuclear@7 194 glVertex3f(bmax[0], bmin[1], bmax[2]);
nuclear@7 195 glVertex3f(bmin[0], bmin[1], bmax[2]);
nuclear@7 196 glEnd();
nuclear@7 197
nuclear@7 198 // foo
nuclear@7 199 glDisable(GL_DEPTH_TEST);
nuclear@7 200 glEnable(GL_BLEND);
nuclear@7 201 glBlendFunc(GL_ONE, GL_ONE);
nuclear@7 202 glLineWidth(2.0);
nuclear@7 203 glColor3f(0, 0, 1);
nuclear@7 204
nuclear@7 205 glBegin(GL_LINES);
nuclear@7 206 for(int i=0; i<neck_seg_count; i++) {
nuclear@7 207 glVertex3f(neck_seg[i].p[0].x, neck_seg[i].p[0].y, neck_seg[i].p[0].z);
nuclear@7 208 glVertex3f(neck_seg[i].p[1].x, neck_seg[i].p[1].y, neck_seg[i].p[1].z);
nuclear@7 209 }
nuclear@7 210 glEnd();
nuclear@7 211 glLineWidth(1);
nuclear@7 212
nuclear@7 213 // done debug drawing
nuclear@7 214 glPopAttrib();
nuclear@7 215 if(cur_sdr) glUseProgram(cur_sdr);
nuclear@7 216 }
nuclear@7 217 }
nuclear@7 218
nuclear@7 219 void Dragon::flush_dynvbo() const
nuclear@7 220 {
nuclear@7 221 if(!dyn_vidx) return;
nuclear@7 222
nuclear@7 223 glBindBuffer(GL_ARRAY_BUFFER, dyn_vbo);
nuclear@7 224 glBufferSubData(GL_ARRAY_BUFFER, 0, dyn_vidx * sizeof(DynVertex), dyn_varr);
nuclear@7 225
nuclear@7 226 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@7 227 glVertexPointer(3, GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, x));
nuclear@7 228 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@7 229 glNormalPointer(GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, nx));
nuclear@7 230 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@7 231
nuclear@7 232 glDrawArrays(GL_TRIANGLES, 0, dyn_vidx);
nuclear@7 233
nuclear@7 234 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@7 235 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@7 236 dyn_vidx = 0;
nuclear@7 237 }
nuclear@7 238
nuclear@7 239
nuclear@6 240 static Vector3 bezier(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, float t)
nuclear@6 241 {
nuclear@6 242 float x = bezier(a.x, b.x, c.x, d.x, t);
nuclear@6 243 float y = bezier(a.y, b.y, c.y, d.y, t);
nuclear@6 244 float z = bezier(a.z, b.z, c.z, d.z, t);
nuclear@6 245 return Vector3(x, y, z);
nuclear@6 246 }
nuclear@6 247
nuclear@7 248 static float mseval(struct metasurface *ms, float x, float y, float z)
nuclear@6 249 {
nuclear@7 250 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
nuclear@6 251
nuclear@7 252 Vector3 pt = Vector3(x, y, z);
nuclear@7 253 Capsule *seg = dragon->neck_seg;
nuclear@6 254
nuclear@7 255 //printf("eval(%g %g %g)\n", x, y, z);
nuclear@6 256
nuclear@7 257 float sum = 0.0f;
nuclear@7 258 for(int i=0; i<dragon->neck_seg_count; i++) {
nuclear@7 259 float dist = capsule_distance(seg[i].p[0], seg[i].w[0], seg[i].p[1], seg[i].w[1], pt);
nuclear@7 260 //float dist = sphere_distance(seg[i].p[0], 1.0, pt);
nuclear@7 261 if(dist < 1e-4) dist = 1e-4;
nuclear@7 262 float energy = 0.0001 / (dist * dist);
nuclear@7 263 /*float dx = x - seg[i].p[0].x;
nuclear@7 264 float dy = y - seg[i].p[0].y;
nuclear@7 265 float dz = z - seg[i].p[0].z;
nuclear@7 266 float energy = 0.5 / (dx * dx + dy * dy + dz * dz);*/
nuclear@7 267 sum += energy;
nuclear@7 268 }
nuclear@7 269 return sum;
nuclear@7 270 }
nuclear@6 271
nuclear@7 272 static void msvertex(struct metasurface *ms, float x, float y, float z)
nuclear@7 273 {
nuclear@7 274 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
nuclear@7 275
nuclear@7 276 const float dt = 0.001;
nuclear@7 277 float dfdx = mseval(ms, x - dt, y, z) - mseval(ms, x + dt, y, z);
nuclear@7 278 float dfdy = mseval(ms, x, y - dt, z) - mseval(ms, x, y + dt, z);
nuclear@7 279 float dfdz = mseval(ms, x, y, z - dt) - mseval(ms, x, y, z + dt);
nuclear@7 280
nuclear@7 281 DynVertex *vptr = dragon->dyn_varr + dragon->dyn_vidx++;
nuclear@7 282 vptr->x = x;
nuclear@7 283 vptr->y = y;
nuclear@7 284 vptr->z = z;
nuclear@7 285 vptr->nx = dfdx;
nuclear@7 286 vptr->ny = dfdy;
nuclear@7 287 vptr->nz = dfdz;
nuclear@7 288
nuclear@7 289 if(dragon->dyn_vidx >= DYN_VCOUNT) {
nuclear@7 290 dragon->flush_dynvbo();
nuclear@6 291 }
nuclear@6 292 }