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@7
|
13 #define NUM_NECK_SEG 8
|
nuclear@7
|
14 static const float nseg_sizes[NUM_NECK_SEG][2] = {
|
nuclear@7
|
15 {1.0, 3.0}, {1.0, 1.5}, {1.5, 2.0}, {2.0, 2.5}, {2.5, 3.0}, {3.0, 3.5}
|
nuclear@7
|
16 };
|
nuclear@7
|
17
|
nuclear@7
|
18 static Vector3 bezier(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, float t);
|
nuclear@7
|
19 static float mseval(struct metasurface *ms, float x, float y, float z);
|
nuclear@7
|
20 static void msvertex(struct metasurface *ms, float x, float y, float z);
|
nuclear@7
|
21
|
nuclear@6
|
22
|
nuclear@6
|
23 Dragon::Dragon()
|
nuclear@6
|
24 : pos(0, 0, 0), dir(0, 0, -1), head_pos(0, 0, -1), target(0, 0, -2)
|
nuclear@6
|
25 {
|
nuclear@6
|
26 set_head_limits(-1, 1, -1, 1);
|
nuclear@7
|
27
|
nuclear@7
|
28 glGenBuffers(1, &dyn_vbo);
|
nuclear@7
|
29 glBindBuffer(GL_ARRAY_BUFFER, dyn_vbo);
|
nuclear@7
|
30 glBufferData(GL_ARRAY_BUFFER, DYN_VCOUNT * sizeof(DynVertex), 0, GL_STREAM_DRAW);
|
nuclear@7
|
31 glBindBuffer(GL_ARRAY_BUFFER, 0);
|
nuclear@7
|
32
|
nuclear@7
|
33 dyn_varr = new DynVertex[DYN_VCOUNT];
|
nuclear@7
|
34
|
nuclear@7
|
35 neck_seg_count = NUM_NECK_SEG;
|
nuclear@7
|
36 neck_seg = new Capsule[neck_seg_count];
|
nuclear@7
|
37
|
nuclear@7
|
38 for(int i=0; i<neck_seg_count; i++) {
|
nuclear@7
|
39 neck_seg[i].w[0] = nseg_sizes[i][0];
|
nuclear@7
|
40 neck_seg[i].w[1] = nseg_sizes[i][1];
|
nuclear@7
|
41 }
|
nuclear@7
|
42
|
nuclear@7
|
43 msurf = msurf_create();
|
nuclear@7
|
44 msurf_set_user_data(msurf, this);
|
nuclear@7
|
45 msurf_set_resolution(msurf, 36, 36, 36);
|
nuclear@7
|
46 msurf_set_threshold(msurf, 1.0);
|
nuclear@7
|
47 msurf_eval_func(msurf, mseval);
|
nuclear@7
|
48 msurf_vertex_func(msurf, msvertex);
|
nuclear@6
|
49 }
|
nuclear@6
|
50
|
nuclear@6
|
51 Dragon::~Dragon()
|
nuclear@6
|
52 {
|
nuclear@7
|
53 delete [] neck_seg;
|
nuclear@7
|
54 msurf_free(msurf);
|
nuclear@7
|
55
|
nuclear@7
|
56 delete [] dyn_varr;
|
nuclear@7
|
57 glDeleteBuffers(1, &dyn_vbo);
|
nuclear@6
|
58 }
|
nuclear@6
|
59
|
nuclear@6
|
60 void Dragon::set_position(const Vector3 &p)
|
nuclear@6
|
61 {
|
nuclear@6
|
62 pos = p;
|
nuclear@6
|
63 }
|
nuclear@6
|
64
|
nuclear@6
|
65 void Dragon::set_direction(const Vector3 &dir)
|
nuclear@6
|
66 {
|
nuclear@6
|
67 this->dir = dir.normalized();
|
nuclear@6
|
68 }
|
nuclear@6
|
69
|
nuclear@6
|
70 void Dragon::set_target(const Vector3 &p)
|
nuclear@6
|
71 {
|
nuclear@6
|
72 target = p;
|
nuclear@6
|
73 }
|
nuclear@6
|
74
|
nuclear@6
|
75 void Dragon::set_head_limits(float xmin, float xmax, float ymin, float ymax)
|
nuclear@6
|
76 {
|
nuclear@6
|
77 head_xlim[0] = std::min(xmin, xmax);
|
nuclear@6
|
78 head_xlim[1] = std::max(xmin, xmax);
|
nuclear@6
|
79 head_ylim[0] = std::min(ymin, ymax);
|
nuclear@6
|
80 head_ylim[1] = std::max(ymin, ymax);
|
nuclear@6
|
81 }
|
nuclear@6
|
82
|
nuclear@6
|
83 void Dragon::move_head(const Vector3 &p)
|
nuclear@6
|
84 {
|
nuclear@6
|
85 head_pos = p;
|
nuclear@6
|
86 }
|
nuclear@6
|
87
|
nuclear@6
|
88 static float clamp(float x, float low, float high)
|
nuclear@6
|
89 {
|
nuclear@6
|
90 return x < low ? low : (x > high ? high : x);
|
nuclear@6
|
91 }
|
nuclear@6
|
92
|
nuclear@6
|
93 void Dragon::move_head(float dx, float dy)
|
nuclear@6
|
94 {
|
nuclear@6
|
95 float newx = clamp(head_pos.x + dx, head_xlim[0], head_xlim[1]);
|
nuclear@6
|
96 float newy = clamp(head_pos.y + dy, head_ylim[0], head_ylim[1]);
|
nuclear@6
|
97
|
nuclear@6
|
98 dx = newx - head_pos.x;
|
nuclear@6
|
99 dy = newy - head_pos.y;
|
nuclear@6
|
100 head_pos.x = newx;
|
nuclear@6
|
101 head_pos.y = newy;
|
nuclear@6
|
102
|
nuclear@6
|
103 target.x += dx * 0.7;
|
nuclear@6
|
104 target.y += dy * 0.5;
|
nuclear@6
|
105 }
|
nuclear@6
|
106
|
nuclear@6
|
107 const Vector3 &Dragon::head_position() const
|
nuclear@6
|
108 {
|
nuclear@6
|
109 return head_pos;
|
nuclear@6
|
110 }
|
nuclear@6
|
111
|
nuclear@6
|
112 Vector3 Dragon::breath_dir() const
|
nuclear@6
|
113 {
|
nuclear@6
|
114 return (target - head_pos).normalized();
|
nuclear@6
|
115 }
|
nuclear@6
|
116
|
nuclear@6
|
117 void Dragon::update()
|
nuclear@6
|
118 {
|
nuclear@7
|
119 Vector3 bdir = breath_dir();
|
nuclear@7
|
120 Vector3 bezcp[] = { pos, pos + dir * 6.0, head_pos - bdir * 8.0, head_pos };
|
nuclear@7
|
121
|
nuclear@7
|
122 float t = 0.0, dt = 1.0 / (float)(neck_seg_count + 1);
|
nuclear@7
|
123 Vector3 p = bezier(bezcp[0], bezcp[1], bezcp[2], bezcp[3], t);
|
nuclear@7
|
124
|
nuclear@7
|
125 for(int i=0; i<neck_seg_count; i++) {
|
nuclear@7
|
126 t += dt;
|
nuclear@7
|
127 Vector3 pnext = bezier(bezcp[0], bezcp[1], bezcp[2], bezcp[3], t);
|
nuclear@7
|
128
|
nuclear@7
|
129 neck_seg[i].p[0] = p;
|
nuclear@7
|
130 neck_seg[i].p[1] = pnext;
|
nuclear@7
|
131
|
nuclear@7
|
132 p = pnext;
|
nuclear@7
|
133 }
|
nuclear@6
|
134 }
|
nuclear@6
|
135
|
nuclear@7
|
136 void Dragon::draw() const
|
nuclear@7
|
137 {
|
nuclear@7
|
138 static float bmin[] = { head_xlim[0] - VOXEL_PAD * 0.9, head_ylim[0] - VOXEL_PAD, head_pos.z };
|
nuclear@7
|
139 static float bmax[] = { head_xlim[1] + VOXEL_PAD * 0.9, head_ylim[1] + VOXEL_PAD * 2.1f, pos.z + VOXEL_PAD };
|
nuclear@7
|
140 msurf_set_bounds(msurf, bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2]);
|
nuclear@7
|
141
|
nuclear@7
|
142
|
nuclear@7
|
143 if(!shadow_pass) {
|
nuclear@7
|
144
|
nuclear@7
|
145 if(dbg_wireframe) {
|
nuclear@7
|
146 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
nuclear@7
|
147 }
|
nuclear@7
|
148
|
nuclear@7
|
149 dyn_vidx = 0;
|
nuclear@7
|
150 msurf_polygonize(msurf);
|
nuclear@7
|
151 flush_dynvbo();
|
nuclear@7
|
152
|
nuclear@7
|
153 if(dbg_wireframe) {
|
nuclear@7
|
154 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
nuclear@7
|
155 }
|
nuclear@7
|
156
|
nuclear@7
|
157 int cur_sdr;
|
nuclear@7
|
158 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
|
nuclear@7
|
159 glUseProgram(0);
|
nuclear@7
|
160
|
nuclear@7
|
161 glPushAttrib(GL_ENABLE_BIT);
|
nuclear@7
|
162 glDisable(GL_LIGHTING);
|
nuclear@7
|
163
|
nuclear@7
|
164 // bounds
|
nuclear@7
|
165 glColor3f(1, 0, 0);
|
nuclear@7
|
166 glBegin(GL_LINE_LOOP);
|
nuclear@7
|
167 glVertex3f(bmin[0], bmin[1], bmin[2]);
|
nuclear@7
|
168 glVertex3f(bmax[0], bmin[1], bmin[2]);
|
nuclear@7
|
169 glVertex3f(bmax[0], bmax[1], bmin[2]);
|
nuclear@7
|
170 glVertex3f(bmin[0], bmax[1], bmin[2]);
|
nuclear@7
|
171 glEnd();
|
nuclear@7
|
172 glBegin(GL_LINE_LOOP);
|
nuclear@7
|
173 glVertex3f(bmin[0], bmin[1], bmax[2]);
|
nuclear@7
|
174 glVertex3f(bmax[0], bmin[1], bmax[2]);
|
nuclear@7
|
175 glVertex3f(bmax[0], bmax[1], bmax[2]);
|
nuclear@7
|
176 glVertex3f(bmin[0], bmax[1], bmax[2]);
|
nuclear@7
|
177 glEnd();
|
nuclear@7
|
178 glBegin(GL_LINE_LOOP);
|
nuclear@7
|
179 glVertex3f(bmin[0], bmax[1], bmin[2]);
|
nuclear@7
|
180 glVertex3f(bmax[0], bmax[1], bmin[2]);
|
nuclear@7
|
181 glVertex3f(bmax[0], bmax[1], bmax[2]);
|
nuclear@7
|
182 glVertex3f(bmin[0], bmax[1], bmax[2]);
|
nuclear@7
|
183 glEnd();
|
nuclear@7
|
184 glBegin(GL_LINE_LOOP);
|
nuclear@7
|
185 glVertex3f(bmin[0], bmin[1], bmin[2]);
|
nuclear@7
|
186 glVertex3f(bmax[0], bmin[1], bmin[2]);
|
nuclear@7
|
187 glVertex3f(bmax[0], bmin[1], bmax[2]);
|
nuclear@7
|
188 glVertex3f(bmin[0], bmin[1], bmax[2]);
|
nuclear@7
|
189 glEnd();
|
nuclear@7
|
190
|
nuclear@7
|
191 // foo
|
nuclear@7
|
192 glDisable(GL_DEPTH_TEST);
|
nuclear@7
|
193 glEnable(GL_BLEND);
|
nuclear@7
|
194 glBlendFunc(GL_ONE, GL_ONE);
|
nuclear@7
|
195 glLineWidth(2.0);
|
nuclear@7
|
196 glColor3f(0, 0, 1);
|
nuclear@7
|
197
|
nuclear@7
|
198 glBegin(GL_LINES);
|
nuclear@7
|
199 for(int i=0; i<neck_seg_count; i++) {
|
nuclear@7
|
200 glVertex3f(neck_seg[i].p[0].x, neck_seg[i].p[0].y, neck_seg[i].p[0].z);
|
nuclear@7
|
201 glVertex3f(neck_seg[i].p[1].x, neck_seg[i].p[1].y, neck_seg[i].p[1].z);
|
nuclear@7
|
202 }
|
nuclear@7
|
203 glEnd();
|
nuclear@7
|
204 glLineWidth(1);
|
nuclear@7
|
205
|
nuclear@7
|
206 // done debug drawing
|
nuclear@7
|
207 glPopAttrib();
|
nuclear@7
|
208 if(cur_sdr) glUseProgram(cur_sdr);
|
nuclear@7
|
209 }
|
nuclear@7
|
210 }
|
nuclear@7
|
211
|
nuclear@7
|
212 void Dragon::flush_dynvbo() const
|
nuclear@7
|
213 {
|
nuclear@7
|
214 if(!dyn_vidx) return;
|
nuclear@7
|
215
|
nuclear@7
|
216 glBindBuffer(GL_ARRAY_BUFFER, dyn_vbo);
|
nuclear@7
|
217 glBufferSubData(GL_ARRAY_BUFFER, 0, dyn_vidx * sizeof(DynVertex), dyn_varr);
|
nuclear@7
|
218
|
nuclear@7
|
219 glEnableClientState(GL_VERTEX_ARRAY);
|
nuclear@7
|
220 glVertexPointer(3, GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, x));
|
nuclear@7
|
221 glEnableClientState(GL_NORMAL_ARRAY);
|
nuclear@7
|
222 glNormalPointer(GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, nx));
|
nuclear@7
|
223 glBindBuffer(GL_ARRAY_BUFFER, 0);
|
nuclear@7
|
224
|
nuclear@7
|
225 glDrawArrays(GL_TRIANGLES, 0, dyn_vidx);
|
nuclear@7
|
226
|
nuclear@7
|
227 glDisableClientState(GL_VERTEX_ARRAY);
|
nuclear@7
|
228 glDisableClientState(GL_NORMAL_ARRAY);
|
nuclear@7
|
229 dyn_vidx = 0;
|
nuclear@7
|
230 }
|
nuclear@7
|
231
|
nuclear@7
|
232
|
nuclear@6
|
233 static Vector3 bezier(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, float t)
|
nuclear@6
|
234 {
|
nuclear@6
|
235 float x = bezier(a.x, b.x, c.x, d.x, t);
|
nuclear@6
|
236 float y = bezier(a.y, b.y, c.y, d.y, t);
|
nuclear@6
|
237 float z = bezier(a.z, b.z, c.z, d.z, t);
|
nuclear@6
|
238 return Vector3(x, y, z);
|
nuclear@6
|
239 }
|
nuclear@6
|
240
|
nuclear@7
|
241 static float mseval(struct metasurface *ms, float x, float y, float z)
|
nuclear@6
|
242 {
|
nuclear@7
|
243 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
|
nuclear@6
|
244
|
nuclear@7
|
245 Vector3 pt = Vector3(x, y, z);
|
nuclear@7
|
246 Capsule *seg = dragon->neck_seg;
|
nuclear@6
|
247
|
nuclear@7
|
248 //printf("eval(%g %g %g)\n", x, y, z);
|
nuclear@6
|
249
|
nuclear@7
|
250 float sum = 0.0f;
|
nuclear@7
|
251 for(int i=0; i<dragon->neck_seg_count; i++) {
|
nuclear@7
|
252 float dist = capsule_distance(seg[i].p[0], seg[i].w[0], seg[i].p[1], seg[i].w[1], pt);
|
nuclear@7
|
253 //float dist = sphere_distance(seg[i].p[0], 1.0, pt);
|
nuclear@7
|
254 if(dist < 1e-4) dist = 1e-4;
|
nuclear@7
|
255 float energy = 0.0001 / (dist * dist);
|
nuclear@7
|
256 /*float dx = x - seg[i].p[0].x;
|
nuclear@7
|
257 float dy = y - seg[i].p[0].y;
|
nuclear@7
|
258 float dz = z - seg[i].p[0].z;
|
nuclear@7
|
259 float energy = 0.5 / (dx * dx + dy * dy + dz * dz);*/
|
nuclear@7
|
260 sum += energy;
|
nuclear@7
|
261 }
|
nuclear@7
|
262 return sum;
|
nuclear@7
|
263 }
|
nuclear@6
|
264
|
nuclear@7
|
265 static void msvertex(struct metasurface *ms, float x, float y, float z)
|
nuclear@7
|
266 {
|
nuclear@7
|
267 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
|
nuclear@7
|
268
|
nuclear@7
|
269 const float dt = 0.001;
|
nuclear@7
|
270 float dfdx = mseval(ms, x - dt, y, z) - mseval(ms, x + dt, y, z);
|
nuclear@7
|
271 float dfdy = mseval(ms, x, y - dt, z) - mseval(ms, x, y + dt, z);
|
nuclear@7
|
272 float dfdz = mseval(ms, x, y, z - dt) - mseval(ms, x, y, z + dt);
|
nuclear@7
|
273
|
nuclear@7
|
274 DynVertex *vptr = dragon->dyn_varr + dragon->dyn_vidx++;
|
nuclear@7
|
275 vptr->x = x;
|
nuclear@7
|
276 vptr->y = y;
|
nuclear@7
|
277 vptr->z = z;
|
nuclear@7
|
278 vptr->nx = dfdx;
|
nuclear@7
|
279 vptr->ny = dfdy;
|
nuclear@7
|
280 vptr->nz = dfdz;
|
nuclear@7
|
281
|
nuclear@7
|
282 if(dragon->dyn_vidx >= DYN_VCOUNT) {
|
nuclear@7
|
283 dragon->flush_dynvbo();
|
nuclear@6
|
284 }
|
nuclear@6
|
285 }
|