ld33_umonster

view src/dragon.cc @ 10:1b30bd381667

sweep curve mesh gen and dragon horns
author John Tsiombikas <nuclear@member.fsf.org>
date Thu, 27 Aug 2015 05:25:04 +0300
parents 4f6168f3ca82
children
line source
1 #include <algorithm>
2 #include "opengl.h"
3 #include "dragon.h"
4 #include "metasurf.h"
5 #include "geom.h"
6 #include "game.h"
7 #include "object.h"
8 #include "shadow.h"
9 #include "meshgen.h"
11 #define VOXEL_PAD 1.0f
12 #define DYN_FCOUNT 64
13 #define DYN_VCOUNT (DYN_FCOUNT * 3)
15 #define NUM_NECK_SEG 10
16 static const float nseg_sizes[NUM_NECK_SEG][2] = {
17 {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}
18 };
19 #define NSEG_SZ_SCALE 0.5f
21 static Vector3 bezier(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, float t);
22 static float mseval(struct metasurface *ms, float x, float y, float z);
23 static void msvertex(struct metasurface *ms, float x, float y, float z);
24 static void gen_detail_meshes();
26 static std::vector<Object*> detail_obj;
29 Dragon::Dragon()
30 : pos(0, 0, 0), dir(0, 0, -1), head_pos(0, 0, -1), target(0, 0, -2)
31 {
32 set_head_limits(-1, 1, -1, 1);
34 glGenBuffers(1, &dyn_vbo);
35 glBindBuffer(GL_ARRAY_BUFFER, dyn_vbo);
36 glBufferData(GL_ARRAY_BUFFER, DYN_VCOUNT * sizeof(DynVertex), 0, GL_STREAM_DRAW);
37 glBindBuffer(GL_ARRAY_BUFFER, 0);
39 dyn_varr = new DynVertex[DYN_VCOUNT];
41 neck_seg_count = NUM_NECK_SEG;
42 neck_seg = new Capsule[neck_seg_count];
44 for(int i=0; i<neck_seg_count; i++) {
45 int idx = neck_seg_count - i - 1;
46 neck_seg[i].w[0] = nseg_sizes[idx][0] * NSEG_SZ_SCALE;
47 neck_seg[i].w[1] = nseg_sizes[idx][1] * NSEG_SZ_SCALE;
48 }
50 msurf = msurf_create();
51 msurf_set_user_data(msurf, this);
52 msurf_set_resolution(msurf, 28, 28, 35);
53 msurf_set_threshold(msurf, 1.0);
54 msurf_eval_func(msurf, mseval);
55 msurf_vertex_func(msurf, msvertex);
57 if(detail_obj.empty()) {
58 gen_detail_meshes();
59 }
60 }
62 Dragon::~Dragon()
63 {
64 delete [] neck_seg;
65 msurf_free(msurf);
67 delete [] dyn_varr;
68 glDeleteBuffers(1, &dyn_vbo);
69 }
71 void Dragon::set_position(const Vector3 &p)
72 {
73 pos = p;
74 }
76 void Dragon::set_direction(const Vector3 &dir)
77 {
78 this->dir = dir.normalized();
79 }
81 void Dragon::set_target(const Vector3 &p)
82 {
83 target = p;
84 }
86 void Dragon::set_head_limits(float xmin, float xmax, float ymin, float ymax)
87 {
88 head_xlim[0] = std::min(xmin, xmax);
89 head_xlim[1] = std::max(xmin, xmax);
90 head_ylim[0] = std::min(ymin, ymax);
91 head_ylim[1] = std::max(ymin, ymax);
92 }
94 void Dragon::move_head(const Vector3 &p)
95 {
96 head_pos = p;
97 }
99 static float clamp(float x, float low, float high)
100 {
101 return x < low ? low : (x > high ? high : x);
102 }
104 void Dragon::move_head(float dx, float dy)
105 {
106 float newx = clamp(head_pos.x + dx, head_xlim[0], head_xlim[1]);
107 float newy = clamp(head_pos.y + dy, head_ylim[0], head_ylim[1]);
109 dx = newx - head_pos.x;
110 dy = newy - head_pos.y;
111 head_pos.x = newx;
112 head_pos.y = newy;
114 target.x += dx * 0.7;
115 target.y += dy * 0.5;
116 }
118 const Vector3 &Dragon::head_position() const
119 {
120 return head_pos;
121 }
123 Vector3 Dragon::breath_dir() const
124 {
125 return (target - head_pos).normalized();
126 }
128 void Dragon::update()
129 {
130 Vector3 bdir = breath_dir();
131 Vector3 bezcp[] = { pos, pos + dir * 6.0, head_pos - bdir * 8.0, head_pos };
133 float t = 0.0, dt = 1.0 / (float)(neck_seg_count + 1);
134 Vector3 p = bezier(bezcp[0], bezcp[1], bezcp[2], bezcp[3], t);
136 for(int i=0; i<neck_seg_count; i++) {
137 t += dt;
138 Vector3 pnext = bezier(bezcp[0], bezcp[1], bezcp[2], bezcp[3], t);
140 neck_seg[i].p[0] = p;
141 neck_seg[i].p[1] = pnext;
143 p = pnext;
144 }
145 }
147 void Dragon::draw() const
148 {
149 float xmin = std::min(head_pos.x, pos.x);
150 float xmax = std::max(head_pos.x, pos.x);
151 float ymin = std::min(head_pos.y, pos.y);
152 float ymax = std::max(head_pos.y, pos.y);
154 float bmin[] = { xmin - VOXEL_PAD * 1.2f, ymin - VOXEL_PAD, head_pos.z };
155 float bmax[] = { xmax + VOXEL_PAD * 1.2f, ymax + VOXEL_PAD * 2.1f, pos.z + VOXEL_PAD };
156 msurf_set_bounds(msurf, bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2]);
159 if(!shadow_pass) {
161 if(dbg_wireframe) {
162 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
163 }
165 dyn_vidx = 0;
166 msurf_polygonize(msurf);
167 flush_dynvbo();
169 if(dbg_wireframe) {
170 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
171 }
173 int cur_sdr;
174 glGetIntegerv(GL_CURRENT_PROGRAM, &cur_sdr);
175 glUseProgram(0);
177 glPushAttrib(GL_ENABLE_BIT);
178 glDisable(GL_LIGHTING);
180 // bounds
181 glColor3f(1, 0, 0);
182 glBegin(GL_LINE_LOOP);
183 glVertex3f(bmin[0], bmin[1], bmin[2]);
184 glVertex3f(bmax[0], bmin[1], bmin[2]);
185 glVertex3f(bmax[0], bmax[1], bmin[2]);
186 glVertex3f(bmin[0], bmax[1], bmin[2]);
187 glEnd();
188 glBegin(GL_LINE_LOOP);
189 glVertex3f(bmin[0], bmin[1], bmax[2]);
190 glVertex3f(bmax[0], bmin[1], bmax[2]);
191 glVertex3f(bmax[0], bmax[1], bmax[2]);
192 glVertex3f(bmin[0], bmax[1], bmax[2]);
193 glEnd();
194 glBegin(GL_LINE_LOOP);
195 glVertex3f(bmin[0], bmax[1], bmin[2]);
196 glVertex3f(bmax[0], bmax[1], bmin[2]);
197 glVertex3f(bmax[0], bmax[1], bmax[2]);
198 glVertex3f(bmin[0], bmax[1], bmax[2]);
199 glEnd();
200 glBegin(GL_LINE_LOOP);
201 glVertex3f(bmin[0], bmin[1], bmin[2]);
202 glVertex3f(bmax[0], bmin[1], bmin[2]);
203 glVertex3f(bmax[0], bmin[1], bmax[2]);
204 glVertex3f(bmin[0], bmin[1], bmax[2]);
205 glEnd();
207 // foo
208 glDisable(GL_DEPTH_TEST);
209 glEnable(GL_BLEND);
210 glBlendFunc(GL_ONE, GL_ONE);
211 glLineWidth(2.0);
212 glColor3f(0, 0, 1);
214 glBegin(GL_LINES);
215 for(int i=0; i<neck_seg_count; i++) {
216 glVertex3f(neck_seg[i].p[0].x, neck_seg[i].p[0].y, neck_seg[i].p[0].z);
217 glVertex3f(neck_seg[i].p[1].x, neck_seg[i].p[1].y, neck_seg[i].p[1].z);
218 }
219 glEnd();
220 glLineWidth(1);
222 // done debug drawing
223 glPopAttrib();
224 if(cur_sdr) glUseProgram(cur_sdr);
225 }
227 // draw detail objects
228 for(size_t i=0; i<detail_obj.size(); i++) {
229 detail_obj[i]->xform().set_translation(head_pos);
231 if(dbg_wireframe) {
232 detail_obj[i]->draw_wire();
233 } else {
234 detail_obj[i]->draw();
235 }
236 }
237 }
239 void Dragon::flush_dynvbo() const
240 {
241 if(!dyn_vidx) return;
243 glBindBuffer(GL_ARRAY_BUFFER, dyn_vbo);
244 glBufferSubData(GL_ARRAY_BUFFER, 0, dyn_vidx * sizeof(DynVertex), dyn_varr);
246 glEnableClientState(GL_VERTEX_ARRAY);
247 glVertexPointer(3, GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, x));
248 glEnableClientState(GL_NORMAL_ARRAY);
249 glNormalPointer(GL_FLOAT, sizeof(DynVertex), (void*)offsetof(DynVertex, nx));
250 glBindBuffer(GL_ARRAY_BUFFER, 0);
252 glDrawArrays(GL_TRIANGLES, 0, dyn_vidx);
254 glDisableClientState(GL_VERTEX_ARRAY);
255 glDisableClientState(GL_NORMAL_ARRAY);
256 dyn_vidx = 0;
257 }
260 static Vector3 bezier(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, float t)
261 {
262 float x = bezier(a.x, b.x, c.x, d.x, t);
263 float y = bezier(a.y, b.y, c.y, d.y, t);
264 float z = bezier(a.z, b.z, c.z, d.z, t);
265 return Vector3(x, y, z);
266 }
268 static float mseval(struct metasurface *ms, float x, float y, float z)
269 {
270 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
272 Vector3 pt = Vector3(x, y, z);
273 Capsule *seg = dragon->neck_seg;
275 //printf("eval(%g %g %g)\n", x, y, z);
277 float sum = 0.0f;
278 for(int i=0; i<dragon->neck_seg_count; i++) {
279 float dist = capsule_distance(seg[i].p[0], seg[i].w[0], seg[i].p[1], seg[i].w[1], pt);
280 //float dist = sphere_distance(seg[i].p[0], 1.0, pt);
281 if(dist < 1e-4) dist = 1e-4;
282 float energy = 0.0001 / (dist * dist);
283 /*float dx = x - seg[i].p[0].x;
284 float dy = y - seg[i].p[0].y;
285 float dz = z - seg[i].p[0].z;
286 float energy = 0.5 / (dx * dx + dy * dy + dz * dz);*/
287 sum += energy;
288 }
289 return sum;
290 }
292 static void msvertex(struct metasurface *ms, float x, float y, float z)
293 {
294 Dragon *dragon = (Dragon*)msurf_get_user_data(ms);
296 const float dt = 0.001;
297 float dfdx = mseval(ms, x - dt, y, z) - mseval(ms, x + dt, y, z);
298 float dfdy = mseval(ms, x, y - dt, z) - mseval(ms, x, y + dt, z);
299 float dfdz = mseval(ms, x, y, z - dt) - mseval(ms, x, y, z + dt);
301 DynVertex *vptr = dragon->dyn_varr + dragon->dyn_vidx++;
302 vptr->x = x;
303 vptr->y = y;
304 vptr->z = z;
305 vptr->nx = dfdx;
306 vptr->ny = dfdy;
307 vptr->nz = dfdz;
309 if(dragon->dyn_vidx >= DYN_VCOUNT) {
310 dragon->flush_dynvbo();
311 }
312 }
315 #define HORN_RAD 0.15f
316 static Vector2 horn_sweep(float u, float v, void *cls)
317 {
318 float t = 1.0f - v;
319 float angle = u * 2.0 * M_PI;
320 float x = sin(angle) * t * HORN_RAD;
321 float y = cos(angle) * t * HORN_RAD;
322 return Vector2(x, y + smoothstep(0.3, 1.0, v) * 0.5);
323 }
325 static void gen_detail_meshes()
326 {
327 Mesh *mesh;
328 Object *obj;
329 Matrix4x4 xform;
331 for(int i=0; i<2; i++) {
332 float sign = i ? 1.0f : -1.0f;
334 mesh = new Mesh;
335 gen_sweep(mesh, 2, 6, 6, horn_sweep, 0);
336 xform.set_translation(Vector3(0.5 * sign, 1.5, 3));
337 xform.rotate(Vector3(DEG_TO_RAD(25), 0, 0));
338 xform.rotate(Vector3(0, 0, DEG_TO_RAD(15) * -sign));
339 mesh->apply_xform(xform, Matrix4x4::identity);
341 obj = new Object;
342 obj->set_mesh(mesh);
343 obj->mtl.diffuse = Vector3(1.0, 0.85, 0.8);
344 obj->mtl.specular = Vector3(1, 1, 1);
345 obj->mtl.shininess = 60.0;
347 detail_obj.push_back(obj);
348 }
349 }