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