ld33_umonster

annotate src/dragon.cc @ 8:bed39534d471

fell back to the equi-radii capsule which works
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 25 Aug 2015 02:26:01 +0300
parents 92d662deb66e
children 4f6168f3ca82
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@7 47 msurf_set_resolution(msurf, 36, 36, 36);
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@8 140 static float bmin[] = { head_xlim[0] - VOXEL_PAD * 1.2f, head_ylim[0] - VOXEL_PAD, head_pos.z };
nuclear@8 141 static float bmax[] = { head_xlim[1] + VOXEL_PAD * 1.2f, head_ylim[1] + VOXEL_PAD * 2.1f, pos.z + VOXEL_PAD };
nuclear@7 142 msurf_set_bounds(msurf, bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2]);
nuclear@7 143
nuclear@7 144
nuclear@7 145 if(!shadow_pass) {
nuclear@7 146
nuclear@7 147 if(dbg_wireframe) {
nuclear@7 148 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
nuclear@7 149 }
nuclear@7 150
nuclear@7 151 dyn_vidx = 0;
nuclear@7 152 msurf_polygonize(msurf);
nuclear@7 153 flush_dynvbo();
nuclear@7 154
nuclear@7 155 if(dbg_wireframe) {
nuclear@7 156 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
nuclear@7 157 }
nuclear@7 158
nuclear@7 159 int cur_sdr;
nuclear@7 160 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
nuclear@7 161 glUseProgram(0);
nuclear@7 162
nuclear@7 163 glPushAttrib(GL_ENABLE_BIT);
nuclear@7 164 glDisable(GL_LIGHTING);
nuclear@7 165
nuclear@7 166 // bounds
nuclear@7 167 glColor3f(1, 0, 0);
nuclear@7 168 glBegin(GL_LINE_LOOP);
nuclear@7 169 glVertex3f(bmin[0], bmin[1], bmin[2]);
nuclear@7 170 glVertex3f(bmax[0], bmin[1], bmin[2]);
nuclear@7 171 glVertex3f(bmax[0], bmax[1], bmin[2]);
nuclear@7 172 glVertex3f(bmin[0], bmax[1], bmin[2]);
nuclear@7 173 glEnd();
nuclear@7 174 glBegin(GL_LINE_LOOP);
nuclear@7 175 glVertex3f(bmin[0], bmin[1], bmax[2]);
nuclear@7 176 glVertex3f(bmax[0], bmin[1], bmax[2]);
nuclear@7 177 glVertex3f(bmax[0], bmax[1], bmax[2]);
nuclear@7 178 glVertex3f(bmin[0], bmax[1], bmax[2]);
nuclear@7 179 glEnd();
nuclear@7 180 glBegin(GL_LINE_LOOP);
nuclear@7 181 glVertex3f(bmin[0], bmax[1], bmin[2]);
nuclear@7 182 glVertex3f(bmax[0], bmax[1], bmin[2]);
nuclear@7 183 glVertex3f(bmax[0], bmax[1], bmax[2]);
nuclear@7 184 glVertex3f(bmin[0], bmax[1], bmax[2]);
nuclear@7 185 glEnd();
nuclear@7 186 glBegin(GL_LINE_LOOP);
nuclear@7 187 glVertex3f(bmin[0], bmin[1], bmin[2]);
nuclear@7 188 glVertex3f(bmax[0], bmin[1], bmin[2]);
nuclear@7 189 glVertex3f(bmax[0], bmin[1], bmax[2]);
nuclear@7 190 glVertex3f(bmin[0], bmin[1], bmax[2]);
nuclear@7 191 glEnd();
nuclear@7 192
nuclear@7 193 // foo
nuclear@7 194 glDisable(GL_DEPTH_TEST);
nuclear@7 195 glEnable(GL_BLEND);
nuclear@7 196 glBlendFunc(GL_ONE, GL_ONE);
nuclear@7 197 glLineWidth(2.0);
nuclear@7 198 glColor3f(0, 0, 1);
nuclear@7 199
nuclear@7 200 glBegin(GL_LINES);
nuclear@7 201 for(int i=0; i<neck_seg_count; i++) {
nuclear@7 202 glVertex3f(neck_seg[i].p[0].x, neck_seg[i].p[0].y, neck_seg[i].p[0].z);
nuclear@7 203 glVertex3f(neck_seg[i].p[1].x, neck_seg[i].p[1].y, neck_seg[i].p[1].z);
nuclear@7 204 }
nuclear@7 205 glEnd();
nuclear@7 206 glLineWidth(1);
nuclear@7 207
nuclear@7 208 // done debug drawing
nuclear@7 209 glPopAttrib();
nuclear@7 210 if(cur_sdr) glUseProgram(cur_sdr);
nuclear@7 211 }
nuclear@7 212 }
nuclear@7 213
nuclear@7 214 void Dragon::flush_dynvbo() const
nuclear@7 215 {
nuclear@7 216 if(!dyn_vidx) return;
nuclear@7 217
nuclear@7 218 glBindBuffer(GL_ARRAY_BUFFER, dyn_vbo);
nuclear@7 219 glBufferSubData(GL_ARRAY_BUFFER, 0, dyn_vidx * sizeof(DynVertex), dyn_varr);
nuclear@7 220
nuclear@7 221 glEnableClientState(GL_VERTEX_ARRAY);
nuclear@7 222 glVertexPointer(3, GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, x));
nuclear@7 223 glEnableClientState(GL_NORMAL_ARRAY);
nuclear@7 224 glNormalPointer(GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, nx));
nuclear@7 225 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@7 226
nuclear@7 227 glDrawArrays(GL_TRIANGLES, 0, dyn_vidx);
nuclear@7 228
nuclear@7 229 glDisableClientState(GL_VERTEX_ARRAY);
nuclear@7 230 glDisableClientState(GL_NORMAL_ARRAY);
nuclear@7 231 dyn_vidx = 0;
nuclear@7 232 }
nuclear@7 233
nuclear@7 234
nuclear@6 235 static Vector3 bezier(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, float t)
nuclear@6 236 {
nuclear@6 237 float x = bezier(a.x, b.x, c.x, d.x, t);
nuclear@6 238 float y = bezier(a.y, b.y, c.y, d.y, t);
nuclear@6 239 float z = bezier(a.z, b.z, c.z, d.z, t);
nuclear@6 240 return Vector3(x, y, z);
nuclear@6 241 }
nuclear@6 242
nuclear@7 243 static float mseval(struct metasurface *ms, float x, float y, float z)
nuclear@6 244 {
nuclear@7 245 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
nuclear@6 246
nuclear@7 247 Vector3 pt = Vector3(x, y, z);
nuclear@7 248 Capsule *seg = dragon->neck_seg;
nuclear@6 249
nuclear@7 250 //printf("eval(%g %g %g)\n", x, y, z);
nuclear@6 251
nuclear@7 252 float sum = 0.0f;
nuclear@7 253 for(int i=0; i<dragon->neck_seg_count; i++) {
nuclear@7 254 float dist = capsule_distance(seg[i].p[0], seg[i].w[0], seg[i].p[1], seg[i].w[1], pt);
nuclear@7 255 //float dist = sphere_distance(seg[i].p[0], 1.0, pt);
nuclear@7 256 if(dist < 1e-4) dist = 1e-4;
nuclear@7 257 float energy = 0.0001 / (dist * dist);
nuclear@7 258 /*float dx = x - seg[i].p[0].x;
nuclear@7 259 float dy = y - seg[i].p[0].y;
nuclear@7 260 float dz = z - seg[i].p[0].z;
nuclear@7 261 float energy = 0.5 / (dx * dx + dy * dy + dz * dz);*/
nuclear@7 262 sum += energy;
nuclear@7 263 }
nuclear@7 264 return sum;
nuclear@7 265 }
nuclear@6 266
nuclear@7 267 static void msvertex(struct metasurface *ms, float x, float y, float z)
nuclear@7 268 {
nuclear@7 269 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
nuclear@7 270
nuclear@7 271 const float dt = 0.001;
nuclear@7 272 float dfdx = mseval(ms, x - dt, y, z) - mseval(ms, x + dt, y, z);
nuclear@7 273 float dfdy = mseval(ms, x, y - dt, z) - mseval(ms, x, y + dt, z);
nuclear@7 274 float dfdz = mseval(ms, x, y, z - dt) - mseval(ms, x, y, z + dt);
nuclear@7 275
nuclear@7 276 DynVertex *vptr = dragon->dyn_varr + dragon->dyn_vidx++;
nuclear@7 277 vptr->x = x;
nuclear@7 278 vptr->y = y;
nuclear@7 279 vptr->z = z;
nuclear@7 280 vptr->nx = dfdx;
nuclear@7 281 vptr->ny = dfdy;
nuclear@7 282 vptr->nz = dfdz;
nuclear@7 283
nuclear@7 284 if(dragon->dyn_vidx >= DYN_VCOUNT) {
nuclear@7 285 dragon->flush_dynvbo();
nuclear@6 286 }
nuclear@6 287 }