[216] | 1 | /************************************************************************* |
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| 2 | * * |
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| 3 | * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * |
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| 4 | * All rights reserved. Email: russ@q12.org Web: www.q12.org * |
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| 5 | * * |
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| 6 | * This library is free software; you can redistribute it and/or * |
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| 7 | * modify it under the terms of EITHER: * |
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| 8 | * (1) The GNU Lesser General Public License as published by the Free * |
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| 9 | * Software Foundation; either version 2.1 of the License, or (at * |
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| 10 | * your option) any later version. The text of the GNU Lesser * |
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| 11 | * General Public License is included with this library in the * |
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| 12 | * file LICENSE.TXT. * |
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| 13 | * (2) The BSD-style license that is included with this library in * |
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| 14 | * the file LICENSE-BSD.TXT. * |
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| 15 | * * |
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| 16 | * This library is distributed in the hope that it will be useful, * |
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| 17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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| 18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * |
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| 19 | * LICENSE.TXT and LICENSE-BSD.TXT for more details. * |
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| 20 | * * |
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| 21 | *************************************************************************/ |
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| 22 | |
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| 23 | /* |
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| 24 | |
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| 25 | simple graphics. |
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| 26 | |
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| 27 | the following command line flags can be used (typically under unix) |
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| 28 | -notex Do not use any textures |
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| 29 | -noshadow[s] Do not draw any shadows |
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| 30 | -pause Start the simulation paused |
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| 31 | |
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| 32 | TODO |
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| 33 | ---- |
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| 34 | |
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| 35 | manage openGL state changes better |
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| 36 | |
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| 37 | */ |
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| 38 | |
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| 39 | #ifdef WIN32 |
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| 40 | #include <windows.h> |
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| 41 | #endif |
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| 42 | |
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| 43 | #include <ode/config.h> |
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| 44 | #ifdef HAVE_APPLE_OPENGL_FRAMEWORK |
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| 45 | #include <OpenGL/gl.h> |
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| 46 | #include <OpenGL/glu.h> |
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| 47 | #else |
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| 48 | #include <GL/gl.h> |
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| 49 | #include <GL/glu.h> |
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| 50 | #endif |
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| 51 | |
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| 52 | #include "drawstuff/drawstuff.h" |
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| 53 | #include "internal.h" |
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| 54 | |
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| 55 | //*************************************************************************** |
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| 56 | // misc |
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| 57 | |
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| 58 | #ifdef WIN32 |
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| 59 | #define DEFAULT_PATH_TO_TEXTURES "..\\textures\\" |
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| 60 | #else |
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| 61 | #define DEFAULT_PATH_TO_TEXTURES "../textures/" |
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| 62 | #endif |
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| 63 | |
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| 64 | #ifndef M_PI |
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| 65 | #define M_PI (3.14159265358979323846) |
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| 66 | #endif |
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| 67 | |
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| 68 | // constants to convert degrees to radians and the reverse |
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| 69 | #define RAD_TO_DEG (180.0/M_PI) |
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| 70 | #define DEG_TO_RAD (M_PI/180.0) |
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| 71 | |
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| 72 | // light vector. LIGHTZ is implicitly 1 |
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| 73 | #define LIGHTX (1.0f) |
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| 74 | #define LIGHTY (0.4f) |
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| 75 | |
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| 76 | // ground and sky |
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| 77 | #define SHADOW_INTENSITY (0.65f) |
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| 78 | #define GROUND_R (0.5f) // ground color for when there's no texture |
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| 79 | #define GROUND_G (0.5f) |
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| 80 | #define GROUND_B (0.3f) |
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| 81 | |
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| 82 | const float ground_scale = 1.0f/1.0f; // ground texture scale (1/size) |
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| 83 | const float ground_ofsx = 0.5; // offset of ground texture |
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| 84 | const float ground_ofsy = 0.5; |
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| 85 | const float sky_scale = 1.0f/4.0f; // sky texture scale (1/size) |
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| 86 | const float sky_height = 1.0f; // sky height above viewpoint |
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| 87 | |
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| 88 | //*************************************************************************** |
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| 89 | // misc mathematics stuff |
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| 90 | |
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| 91 | #define dCROSS(a,op,b,c) \ |
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| 92 | (a)[0] op ((b)[1]*(c)[2] - (b)[2]*(c)[1]); \ |
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| 93 | (a)[1] op ((b)[2]*(c)[0] - (b)[0]*(c)[2]); \ |
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| 94 | (a)[2] op ((b)[0]*(c)[1] - (b)[1]*(c)[0]); |
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| 95 | |
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| 96 | |
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| 97 | inline float dDOT (const float *a, const float *b) |
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| 98 | { return ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2]); } |
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| 99 | |
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| 100 | |
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| 101 | static void normalizeVector3 (float v[3]) |
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| 102 | { |
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| 103 | float len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; |
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| 104 | if (len <= 0.0f) { |
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| 105 | v[0] = 1; |
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| 106 | v[1] = 0; |
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| 107 | v[2] = 0; |
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| 108 | } |
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| 109 | else { |
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| 110 | len = 1.0f / (float)sqrt(len); |
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| 111 | v[0] *= len; |
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| 112 | v[1] *= len; |
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| 113 | v[2] *= len; |
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| 114 | } |
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| 115 | } |
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| 116 | |
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| 117 | //*************************************************************************** |
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| 118 | // PPM image object |
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| 119 | |
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| 120 | typedef unsigned char byte; |
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| 121 | |
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| 122 | class Image { |
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| 123 | int image_width,image_height; |
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| 124 | byte *image_data; |
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| 125 | public: |
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| 126 | Image (char *filename); |
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| 127 | // load from PPM file |
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| 128 | ~Image(); |
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| 129 | int width() { return image_width; } |
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| 130 | int height() { return image_height; } |
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| 131 | byte *data() { return image_data; } |
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| 132 | }; |
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| 133 | |
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| 134 | |
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| 135 | // skip over whitespace and comments in a stream. |
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| 136 | |
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| 137 | static void skipWhiteSpace (char *filename, FILE *f) |
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| 138 | { |
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| 139 | int c,d; |
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| 140 | for(;;) { |
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| 141 | c = fgetc(f); |
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| 142 | if (c==EOF) dsError ("unexpected end of file in \"%s\"",filename); |
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| 143 | |
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| 144 | // skip comments |
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| 145 | if (c == '#') { |
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| 146 | do { |
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| 147 | d = fgetc(f); |
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| 148 | if (d==EOF) dsError ("unexpected end of file in \"%s\"",filename); |
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| 149 | } while (d != '\n'); |
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| 150 | continue; |
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| 151 | } |
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| 152 | |
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| 153 | if (c > ' ') { |
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| 154 | ungetc (c,f); |
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| 155 | return; |
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| 156 | } |
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| 157 | } |
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| 158 | } |
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| 159 | |
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| 160 | |
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| 161 | // read a number from a stream, this return 0 if there is none (that's okay |
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| 162 | // because 0 is a bad value for all PPM numbers anyway). |
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| 163 | |
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| 164 | static int readNumber (char *filename, FILE *f) |
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| 165 | { |
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| 166 | int c,n=0; |
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| 167 | for(;;) { |
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| 168 | c = fgetc(f); |
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| 169 | if (c==EOF) dsError ("unexpected end of file in \"%s\"",filename); |
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| 170 | if (c >= '0' && c <= '9') n = n*10 + (c - '0'); |
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| 171 | else { |
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| 172 | ungetc (c,f); |
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| 173 | return n; |
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| 174 | } |
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| 175 | } |
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| 176 | } |
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| 177 | |
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| 178 | |
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| 179 | Image::Image (char *filename) |
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| 180 | { |
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| 181 | FILE *f = fopen (filename,"rb"); |
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| 182 | if (!f) dsError ("Can't open image file `%s'",filename); |
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| 183 | |
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| 184 | // read in header |
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| 185 | if (fgetc(f) != 'P' || fgetc(f) != '6') |
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| 186 | dsError ("image file \"%s\" is not a binary PPM (no P6 header)",filename); |
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| 187 | skipWhiteSpace (filename,f); |
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| 188 | |
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| 189 | // read in image parameters |
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| 190 | image_width = readNumber (filename,f); |
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| 191 | skipWhiteSpace (filename,f); |
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| 192 | image_height = readNumber (filename,f); |
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| 193 | skipWhiteSpace (filename,f); |
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| 194 | int max_value = readNumber (filename,f); |
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| 195 | |
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| 196 | // check values |
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| 197 | if (image_width < 1 || image_height < 1) |
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| 198 | dsError ("bad image file \"%s\"",filename); |
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| 199 | if (max_value != 255) |
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| 200 | dsError ("image file \"%s\" must have color range of 255",filename); |
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| 201 | |
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| 202 | // read either nothing, LF (10), or CR,LF (13,10) |
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| 203 | int c = fgetc(f); |
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| 204 | if (c == 10) { |
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| 205 | // LF |
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| 206 | } |
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| 207 | else if (c == 13) { |
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| 208 | // CR |
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| 209 | c = fgetc(f); |
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| 210 | if (c != 10) ungetc (c,f); |
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| 211 | } |
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| 212 | else ungetc (c,f); |
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| 213 | |
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| 214 | // read in rest of data |
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| 215 | image_data = new byte [image_width*image_height*3]; |
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| 216 | if (fread (image_data,image_width*image_height*3,1,f) != 1) |
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| 217 | dsError ("Can not read data from image file `%s'",filename); |
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| 218 | fclose (f); |
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| 219 | } |
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| 220 | |
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| 221 | |
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| 222 | Image::~Image() |
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| 223 | { |
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| 224 | delete[] image_data; |
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| 225 | } |
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| 226 | |
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| 227 | //*************************************************************************** |
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| 228 | // Texture object. |
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| 229 | |
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| 230 | class Texture { |
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| 231 | Image *image; |
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| 232 | GLuint name; |
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| 233 | public: |
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| 234 | Texture (char *filename); |
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| 235 | ~Texture(); |
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| 236 | void bind (int modulate); |
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| 237 | }; |
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| 238 | |
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| 239 | |
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| 240 | Texture::Texture (char *filename) |
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| 241 | { |
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| 242 | image = new Image (filename); |
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| 243 | glGenTextures (1,&name); |
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| 244 | glBindTexture (GL_TEXTURE_2D,name); |
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| 245 | |
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| 246 | // set pixel unpacking mode |
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| 247 | glPixelStorei (GL_UNPACK_SWAP_BYTES, 0); |
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| 248 | glPixelStorei (GL_UNPACK_ROW_LENGTH, 0); |
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| 249 | glPixelStorei (GL_UNPACK_ALIGNMENT, 1); |
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| 250 | glPixelStorei (GL_UNPACK_SKIP_ROWS, 0); |
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| 251 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0); |
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| 252 | |
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| 253 | // glTexImage2D (GL_TEXTURE_2D, 0, 3, image->width(), image->height(), 0, |
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| 254 | // GL_RGB, GL_UNSIGNED_BYTE, image->data()); |
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| 255 | gluBuild2DMipmaps (GL_TEXTURE_2D, 3, image->width(), image->height(), |
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| 256 | GL_RGB, GL_UNSIGNED_BYTE, image->data()); |
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| 257 | |
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| 258 | // set texture parameters - will these also be bound to the texture??? |
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| 259 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
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| 260 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
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| 261 | |
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| 262 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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| 263 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, |
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| 264 | GL_LINEAR_MIPMAP_LINEAR); |
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| 265 | |
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| 266 | glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); |
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| 267 | } |
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| 268 | |
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| 269 | |
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| 270 | Texture::~Texture() |
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| 271 | { |
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| 272 | delete image; |
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| 273 | glDeleteTextures (1,&name); |
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| 274 | } |
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| 275 | |
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| 276 | |
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| 277 | void Texture::bind (int modulate) |
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| 278 | { |
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| 279 | glBindTexture (GL_TEXTURE_2D,name); |
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| 280 | glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, |
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| 281 | modulate ? GL_MODULATE : GL_DECAL); |
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| 282 | } |
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| 283 | |
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| 284 | //*************************************************************************** |
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| 285 | // the current drawing state (for when the user's step function is drawing) |
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| 286 | |
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| 287 | static float color[4] = {0,0,0,0}; // current r,g,b,alpha color |
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| 288 | static int tnum = 0; // current texture number |
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| 289 | |
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| 290 | //*************************************************************************** |
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| 291 | // OpenGL utility stuff |
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| 292 | |
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| 293 | static void setCamera (float x, float y, float z, float h, float p, float r) |
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| 294 | { |
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| 295 | glMatrixMode (GL_MODELVIEW); |
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| 296 | glLoadIdentity(); |
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| 297 | glRotatef (90, 0,0,1); |
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| 298 | glRotatef (90, 0,1,0); |
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| 299 | glRotatef (r, 1,0,0); |
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| 300 | glRotatef (p, 0,1,0); |
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| 301 | glRotatef (-h, 0,0,1); |
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| 302 | glTranslatef (-x,-y,-z); |
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| 303 | } |
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| 304 | |
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| 305 | |
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| 306 | // sets the material color, not the light color |
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| 307 | |
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| 308 | static void setColor (float r, float g, float b, float alpha) |
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| 309 | { |
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| 310 | GLfloat light_ambient[4],light_diffuse[4],light_specular[4]; |
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| 311 | light_ambient[0] = r*0.3f; |
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| 312 | light_ambient[1] = g*0.3f; |
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| 313 | light_ambient[2] = b*0.3f; |
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| 314 | light_ambient[3] = alpha; |
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| 315 | light_diffuse[0] = r*0.7f; |
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| 316 | light_diffuse[1] = g*0.7f; |
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| 317 | light_diffuse[2] = b*0.7f; |
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| 318 | light_diffuse[3] = alpha; |
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| 319 | light_specular[0] = r*0.2f; |
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| 320 | light_specular[1] = g*0.2f; |
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| 321 | light_specular[2] = b*0.2f; |
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| 322 | light_specular[3] = alpha; |
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| 323 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, light_ambient); |
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| 324 | glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, light_diffuse); |
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| 325 | glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, light_specular); |
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| 326 | glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 5.0f); |
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| 327 | } |
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| 328 | |
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| 329 | |
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| 330 | static void setTransform (const float pos[3], const float R[12]) |
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| 331 | { |
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| 332 | GLfloat matrix[16]; |
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| 333 | matrix[0]=R[0]; |
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| 334 | matrix[1]=R[4]; |
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| 335 | matrix[2]=R[8]; |
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| 336 | matrix[3]=0; |
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| 337 | matrix[4]=R[1]; |
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| 338 | matrix[5]=R[5]; |
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| 339 | matrix[6]=R[9]; |
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| 340 | matrix[7]=0; |
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| 341 | matrix[8]=R[2]; |
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| 342 | matrix[9]=R[6]; |
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| 343 | matrix[10]=R[10]; |
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| 344 | matrix[11]=0; |
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| 345 | matrix[12]=pos[0]; |
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| 346 | matrix[13]=pos[1]; |
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| 347 | matrix[14]=pos[2]; |
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| 348 | matrix[15]=1; |
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| 349 | glPushMatrix(); |
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| 350 | glMultMatrixf (matrix); |
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| 351 | } |
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| 352 | static void setTransformD (const double pos[3], const double R[12]) |
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| 353 | { |
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| 354 | GLdouble matrix[16]; |
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| 355 | matrix[0]=R[0]; |
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| 356 | matrix[1]=R[4]; |
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| 357 | matrix[2]=R[8]; |
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| 358 | matrix[3]=0; |
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| 359 | matrix[4]=R[1]; |
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| 360 | matrix[5]=R[5]; |
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| 361 | matrix[6]=R[9]; |
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| 362 | matrix[7]=0; |
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| 363 | matrix[8]=R[2]; |
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| 364 | matrix[9]=R[6]; |
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| 365 | matrix[10]=R[10]; |
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| 366 | matrix[11]=0; |
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| 367 | matrix[12]=pos[0]; |
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| 368 | matrix[13]=pos[1]; |
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| 369 | matrix[14]=pos[2]; |
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| 370 | matrix[15]=1; |
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| 371 | glPushMatrix(); |
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| 372 | glMultMatrixd (matrix); |
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| 373 | } |
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| 374 | |
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| 375 | |
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| 376 | // set shadow projection transform |
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| 377 | |
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| 378 | static void setShadowTransform() |
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| 379 | { |
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| 380 | GLfloat matrix[16]; |
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| 381 | for (int i=0; i<16; i++) matrix[i] = 0; |
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| 382 | matrix[0]=1; |
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| 383 | matrix[5]=1; |
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| 384 | matrix[8]=-LIGHTX; |
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| 385 | matrix[9]=-LIGHTY; |
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| 386 | matrix[15]=1; |
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| 387 | glPushMatrix(); |
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| 388 | glMultMatrixf (matrix); |
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| 389 | } |
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| 390 | |
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| 391 | static void drawConvex (float *_planes,unsigned int _planecount, |
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| 392 | float *_points, |
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| 393 | unsigned int _pointcount, |
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| 394 | unsigned int *_polygons) |
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| 395 | { |
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| 396 | unsigned int polyindex=0; |
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| 397 | for(unsigned int i=0;i<_planecount;++i) |
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| 398 | { |
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| 399 | unsigned int pointcount=_polygons[polyindex]; |
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| 400 | polyindex++; |
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| 401 | glBegin (GL_POLYGON); |
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| 402 | glNormal3f(_planes[(i*4)+0], |
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| 403 | _planes[(i*4)+1], |
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| 404 | _planes[(i*4)+2]); |
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| 405 | for(unsigned int j=0;j<pointcount;++j) |
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| 406 | { |
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| 407 | glVertex3f(_points[_polygons[polyindex]*3], |
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| 408 | _points[(_polygons[polyindex]*3)+1], |
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| 409 | _points[(_polygons[polyindex]*3)+2]); |
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| 410 | polyindex++; |
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| 411 | } |
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| 412 | glEnd(); |
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| 413 | } |
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| 414 | } |
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| 415 | |
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| 416 | static void drawConvexD (double *_planes,unsigned int _planecount, |
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| 417 | double *_points, |
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| 418 | unsigned int _pointcount, |
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| 419 | unsigned int *_polygons) |
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| 420 | { |
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| 421 | unsigned int polyindex=0; |
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| 422 | for(unsigned int i=0;i<_planecount;++i) |
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| 423 | { |
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| 424 | unsigned int pointcount=_polygons[polyindex]; |
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| 425 | polyindex++; |
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| 426 | glBegin (GL_POLYGON); |
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| 427 | glNormal3d(_planes[(i*4)+0], |
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| 428 | _planes[(i*4)+1], |
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| 429 | _planes[(i*4)+2]); |
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| 430 | for(unsigned int j=0;j<pointcount;++j) |
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| 431 | { |
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| 432 | glVertex3d(_points[_polygons[polyindex]*3], |
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| 433 | _points[(_polygons[polyindex]*3)+1], |
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| 434 | _points[(_polygons[polyindex]*3)+2]); |
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| 435 | polyindex++; |
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| 436 | } |
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| 437 | glEnd(); |
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| 438 | } |
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| 439 | } |
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| 440 | |
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| 441 | static void drawBox (const float sides[3]) |
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| 442 | { |
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| 443 | float lx = sides[0]*0.5f; |
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| 444 | float ly = sides[1]*0.5f; |
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| 445 | float lz = sides[2]*0.5f; |
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| 446 | |
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| 447 | // sides |
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| 448 | glBegin (GL_TRIANGLE_STRIP); |
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| 449 | glNormal3f (-1,0,0); |
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| 450 | glVertex3f (-lx,-ly,-lz); |
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| 451 | glVertex3f (-lx,-ly,lz); |
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| 452 | glVertex3f (-lx,ly,-lz); |
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| 453 | glVertex3f (-lx,ly,lz); |
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| 454 | glNormal3f (0,1,0); |
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| 455 | glVertex3f (lx,ly,-lz); |
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| 456 | glVertex3f (lx,ly,lz); |
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| 457 | glNormal3f (1,0,0); |
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| 458 | glVertex3f (lx,-ly,-lz); |
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| 459 | glVertex3f (lx,-ly,lz); |
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| 460 | glNormal3f (0,-1,0); |
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| 461 | glVertex3f (-lx,-ly,-lz); |
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| 462 | glVertex3f (-lx,-ly,lz); |
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| 463 | glEnd(); |
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| 464 | |
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| 465 | // top face |
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| 466 | glBegin (GL_TRIANGLE_FAN); |
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| 467 | glNormal3f (0,0,1); |
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| 468 | glVertex3f (-lx,-ly,lz); |
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| 469 | glVertex3f (lx,-ly,lz); |
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| 470 | glVertex3f (lx,ly,lz); |
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| 471 | glVertex3f (-lx,ly,lz); |
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| 472 | glEnd(); |
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| 473 | |
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| 474 | // bottom face |
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| 475 | glBegin (GL_TRIANGLE_FAN); |
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| 476 | glNormal3f (0,0,-1); |
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| 477 | glVertex3f (-lx,-ly,-lz); |
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| 478 | glVertex3f (-lx,ly,-lz); |
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| 479 | glVertex3f (lx,ly,-lz); |
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| 480 | glVertex3f (lx,-ly,-lz); |
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| 481 | glEnd(); |
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| 482 | } |
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| 483 | |
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| 484 | |
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| 485 | // This is recursively subdivides a triangular area (vertices p1,p2,p3) into |
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| 486 | // smaller triangles, and then draws the triangles. All triangle vertices are |
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| 487 | // normalized to a distance of 1.0 from the origin (p1,p2,p3 are assumed |
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| 488 | // to be already normalized). Note this is not super-fast because it draws |
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| 489 | // triangles rather than triangle strips. |
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| 490 | |
---|
| 491 | static void drawPatch (float p1[3], float p2[3], float p3[3], int level) |
---|
| 492 | { |
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| 493 | int i; |
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| 494 | if (level > 0) { |
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| 495 | float q1[3],q2[3],q3[3]; // sub-vertices |
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| 496 | for (i=0; i<3; i++) { |
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| 497 | q1[i] = 0.5f*(p1[i]+p2[i]); |
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| 498 | q2[i] = 0.5f*(p2[i]+p3[i]); |
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| 499 | q3[i] = 0.5f*(p3[i]+p1[i]); |
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| 500 | } |
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| 501 | float length1 = (float)(1.0/sqrt(q1[0]*q1[0]+q1[1]*q1[1]+q1[2]*q1[2])); |
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| 502 | float length2 = (float)(1.0/sqrt(q2[0]*q2[0]+q2[1]*q2[1]+q2[2]*q2[2])); |
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| 503 | float length3 = (float)(1.0/sqrt(q3[0]*q3[0]+q3[1]*q3[1]+q3[2]*q3[2])); |
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| 504 | for (i=0; i<3; i++) { |
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| 505 | q1[i] *= length1; |
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| 506 | q2[i] *= length2; |
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| 507 | q3[i] *= length3; |
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| 508 | } |
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| 509 | drawPatch (p1,q1,q3,level-1); |
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| 510 | drawPatch (q1,p2,q2,level-1); |
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| 511 | drawPatch (q1,q2,q3,level-1); |
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| 512 | drawPatch (q3,q2,p3,level-1); |
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| 513 | } |
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| 514 | else { |
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| 515 | glNormal3f (p1[0],p1[1],p1[2]); |
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| 516 | glVertex3f (p1[0],p1[1],p1[2]); |
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| 517 | glNormal3f (p2[0],p2[1],p2[2]); |
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| 518 | glVertex3f (p2[0],p2[1],p2[2]); |
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| 519 | glNormal3f (p3[0],p3[1],p3[2]); |
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| 520 | glVertex3f (p3[0],p3[1],p3[2]); |
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| 521 | } |
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| 522 | } |
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| 523 | |
---|
| 524 | |
---|
| 525 | // draw a sphere of radius 1 |
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| 526 | |
---|
| 527 | static int sphere_quality = 1; |
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| 528 | |
---|
| 529 | static void drawSphere() |
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| 530 | { |
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| 531 | // icosahedron data for an icosahedron of radius 1.0 |
---|
| 532 | # define ICX 0.525731112119133606f |
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| 533 | # define ICZ 0.850650808352039932f |
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| 534 | static GLfloat idata[12][3] = { |
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| 535 | {-ICX, 0, ICZ}, |
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| 536 | {ICX, 0, ICZ}, |
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| 537 | {-ICX, 0, -ICZ}, |
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| 538 | {ICX, 0, -ICZ}, |
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| 539 | {0, ICZ, ICX}, |
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| 540 | {0, ICZ, -ICX}, |
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| 541 | {0, -ICZ, ICX}, |
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| 542 | {0, -ICZ, -ICX}, |
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| 543 | {ICZ, ICX, 0}, |
---|
| 544 | {-ICZ, ICX, 0}, |
---|
| 545 | {ICZ, -ICX, 0}, |
---|
| 546 | {-ICZ, -ICX, 0} |
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| 547 | }; |
---|
| 548 | |
---|
| 549 | static int index[20][3] = { |
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| 550 | {0, 4, 1}, {0, 9, 4}, |
---|
| 551 | {9, 5, 4}, {4, 5, 8}, |
---|
| 552 | {4, 8, 1}, {8, 10, 1}, |
---|
| 553 | {8, 3, 10}, {5, 3, 8}, |
---|
| 554 | {5, 2, 3}, {2, 7, 3}, |
---|
| 555 | {7, 10, 3}, {7, 6, 10}, |
---|
| 556 | {7, 11, 6}, {11, 0, 6}, |
---|
| 557 | {0, 1, 6}, {6, 1, 10}, |
---|
| 558 | {9, 0, 11}, {9, 11, 2}, |
---|
| 559 | {9, 2, 5}, {7, 2, 11}, |
---|
| 560 | }; |
---|
| 561 | |
---|
| 562 | static GLuint listnum = 0; |
---|
| 563 | if (listnum==0) { |
---|
| 564 | listnum = glGenLists (1); |
---|
| 565 | glNewList (listnum,GL_COMPILE); |
---|
| 566 | glBegin (GL_TRIANGLES); |
---|
| 567 | for (int i=0; i<20; i++) { |
---|
| 568 | drawPatch (&idata[index[i][2]][0],&idata[index[i][1]][0], |
---|
| 569 | &idata[index[i][0]][0],sphere_quality); |
---|
| 570 | } |
---|
| 571 | glEnd(); |
---|
| 572 | glEndList(); |
---|
| 573 | } |
---|
| 574 | glCallList (listnum); |
---|
| 575 | } |
---|
| 576 | |
---|
| 577 | |
---|
| 578 | static void drawSphereShadow (float px, float py, float pz, float radius) |
---|
| 579 | { |
---|
| 580 | // calculate shadow constants based on light vector |
---|
| 581 | static int init=0; |
---|
| 582 | static float len2,len1,scale; |
---|
| 583 | if (!init) { |
---|
| 584 | len2 = LIGHTX*LIGHTX + LIGHTY*LIGHTY; |
---|
| 585 | len1 = 1.0f/(float)sqrt(len2); |
---|
| 586 | scale = (float) sqrt(len2 + 1); |
---|
| 587 | init = 1; |
---|
| 588 | } |
---|
| 589 | |
---|
| 590 | // map sphere center to ground plane based on light vector |
---|
| 591 | px -= LIGHTX*pz; |
---|
| 592 | py -= LIGHTY*pz; |
---|
| 593 | |
---|
| 594 | const float kx = 0.96592582628907f; |
---|
| 595 | const float ky = 0.25881904510252f; |
---|
| 596 | float x=radius, y=0; |
---|
| 597 | |
---|
| 598 | glBegin (GL_TRIANGLE_FAN); |
---|
| 599 | for (int i=0; i<24; i++) { |
---|
| 600 | // for all points on circle, scale to elongated rotated shadow and draw |
---|
| 601 | float x2 = (LIGHTX*x*scale - LIGHTY*y)*len1 + px; |
---|
| 602 | float y2 = (LIGHTY*x*scale + LIGHTX*y)*len1 + py; |
---|
| 603 | glTexCoord2f (x2*ground_scale+ground_ofsx,y2*ground_scale+ground_ofsy); |
---|
| 604 | glVertex3f (x2,y2,0); |
---|
| 605 | |
---|
| 606 | // rotate [x,y] vector |
---|
| 607 | float xtmp = kx*x - ky*y; |
---|
| 608 | y = ky*x + kx*y; |
---|
| 609 | x = xtmp; |
---|
| 610 | } |
---|
| 611 | glEnd(); |
---|
| 612 | } |
---|
| 613 | |
---|
| 614 | |
---|
| 615 | static void drawTriangle (const float *v0, const float *v1, const float *v2, int solid) |
---|
| 616 | { |
---|
| 617 | float u[3],v[3],normal[3]; |
---|
| 618 | u[0] = v1[0] - v0[0]; |
---|
| 619 | u[1] = v1[1] - v0[1]; |
---|
| 620 | u[2] = v1[2] - v0[2]; |
---|
| 621 | v[0] = v2[0] - v0[0]; |
---|
| 622 | v[1] = v2[1] - v0[1]; |
---|
| 623 | v[2] = v2[2] - v0[2]; |
---|
| 624 | dCROSS (normal,=,u,v); |
---|
| 625 | normalizeVector3 (normal); |
---|
| 626 | |
---|
| 627 | glBegin(solid ? GL_TRIANGLES : GL_LINE_STRIP); |
---|
| 628 | glNormal3fv (normal); |
---|
| 629 | glVertex3fv (v0); |
---|
| 630 | glVertex3fv (v1); |
---|
| 631 | glVertex3fv (v2); |
---|
| 632 | glEnd(); |
---|
| 633 | } |
---|
| 634 | |
---|
| 635 | static void drawTriangleD (const double *v0, const double *v1, const double *v2, int solid) |
---|
| 636 | { |
---|
| 637 | float u[3],v[3],normal[3]; |
---|
| 638 | u[0] = float( v1[0] - v0[0] ); |
---|
| 639 | u[1] = float( v1[1] - v0[1] ); |
---|
| 640 | u[2] = float( v1[2] - v0[2] ); |
---|
| 641 | v[0] = float( v2[0] - v0[0] ); |
---|
| 642 | v[1] = float( v2[1] - v0[1] ); |
---|
| 643 | v[2] = float( v2[2] - v0[2] ); |
---|
| 644 | dCROSS (normal,=,u,v); |
---|
| 645 | normalizeVector3 (normal); |
---|
| 646 | |
---|
| 647 | glBegin(solid ? GL_TRIANGLES : GL_LINE_STRIP); |
---|
| 648 | glNormal3fv (normal); |
---|
| 649 | glVertex3dv (v0); |
---|
| 650 | glVertex3dv (v1); |
---|
| 651 | glVertex3dv (v2); |
---|
| 652 | glEnd(); |
---|
| 653 | } |
---|
| 654 | |
---|
| 655 | |
---|
| 656 | // draw a capped cylinder of length l and radius r, aligned along the x axis |
---|
| 657 | |
---|
| 658 | static int capped_cylinder_quality = 3; |
---|
| 659 | |
---|
| 660 | static void drawCapsule (float l, float r) |
---|
| 661 | { |
---|
| 662 | int i,j; |
---|
| 663 | float tmp,nx,ny,nz,start_nx,start_ny,a,ca,sa; |
---|
| 664 | // number of sides to the cylinder (divisible by 4): |
---|
| 665 | const int n = capped_cylinder_quality*4; |
---|
| 666 | |
---|
| 667 | l *= 0.5; |
---|
| 668 | a = float(M_PI*2.0)/float(n); |
---|
| 669 | sa = (float) sin(a); |
---|
| 670 | ca = (float) cos(a); |
---|
| 671 | |
---|
| 672 | // draw cylinder body |
---|
| 673 | ny=1; nz=0; // normal vector = (0,ny,nz) |
---|
| 674 | glBegin (GL_TRIANGLE_STRIP); |
---|
| 675 | for (i=0; i<=n; i++) { |
---|
| 676 | glNormal3d (ny,nz,0); |
---|
| 677 | glVertex3d (ny*r,nz*r,l); |
---|
| 678 | glNormal3d (ny,nz,0); |
---|
| 679 | glVertex3d (ny*r,nz*r,-l); |
---|
| 680 | // rotate ny,nz |
---|
| 681 | tmp = ca*ny - sa*nz; |
---|
| 682 | nz = sa*ny + ca*nz; |
---|
| 683 | ny = tmp; |
---|
| 684 | } |
---|
| 685 | glEnd(); |
---|
| 686 | |
---|
| 687 | // draw first cylinder cap |
---|
| 688 | start_nx = 0; |
---|
| 689 | start_ny = 1; |
---|
| 690 | for (j=0; j<(n/4); j++) { |
---|
| 691 | // get start_n2 = rotated start_n |
---|
| 692 | float start_nx2 = ca*start_nx + sa*start_ny; |
---|
| 693 | float start_ny2 = -sa*start_nx + ca*start_ny; |
---|
| 694 | // get n=start_n and n2=start_n2 |
---|
| 695 | nx = start_nx; ny = start_ny; nz = 0; |
---|
| 696 | float nx2 = start_nx2, ny2 = start_ny2, nz2 = 0; |
---|
| 697 | glBegin (GL_TRIANGLE_STRIP); |
---|
| 698 | for (i=0; i<=n; i++) { |
---|
| 699 | glNormal3d (ny2,nz2,nx2); |
---|
| 700 | glVertex3d (ny2*r,nz2*r,l+nx2*r); |
---|
| 701 | glNormal3d (ny,nz,nx); |
---|
| 702 | glVertex3d (ny*r,nz*r,l+nx*r); |
---|
| 703 | // rotate n,n2 |
---|
| 704 | tmp = ca*ny - sa*nz; |
---|
| 705 | nz = sa*ny + ca*nz; |
---|
| 706 | ny = tmp; |
---|
| 707 | tmp = ca*ny2- sa*nz2; |
---|
| 708 | nz2 = sa*ny2 + ca*nz2; |
---|
| 709 | ny2 = tmp; |
---|
| 710 | } |
---|
| 711 | glEnd(); |
---|
| 712 | start_nx = start_nx2; |
---|
| 713 | start_ny = start_ny2; |
---|
| 714 | } |
---|
| 715 | |
---|
| 716 | // draw second cylinder cap |
---|
| 717 | start_nx = 0; |
---|
| 718 | start_ny = 1; |
---|
| 719 | for (j=0; j<(n/4); j++) { |
---|
| 720 | // get start_n2 = rotated start_n |
---|
| 721 | float start_nx2 = ca*start_nx - sa*start_ny; |
---|
| 722 | float start_ny2 = sa*start_nx + ca*start_ny; |
---|
| 723 | // get n=start_n and n2=start_n2 |
---|
| 724 | nx = start_nx; ny = start_ny; nz = 0; |
---|
| 725 | float nx2 = start_nx2, ny2 = start_ny2, nz2 = 0; |
---|
| 726 | glBegin (GL_TRIANGLE_STRIP); |
---|
| 727 | for (i=0; i<=n; i++) { |
---|
| 728 | glNormal3d (ny,nz,nx); |
---|
| 729 | glVertex3d (ny*r,nz*r,-l+nx*r); |
---|
| 730 | glNormal3d (ny2,nz2,nx2); |
---|
| 731 | glVertex3d (ny2*r,nz2*r,-l+nx2*r); |
---|
| 732 | // rotate n,n2 |
---|
| 733 | tmp = ca*ny - sa*nz; |
---|
| 734 | nz = sa*ny + ca*nz; |
---|
| 735 | ny = tmp; |
---|
| 736 | tmp = ca*ny2- sa*nz2; |
---|
| 737 | nz2 = sa*ny2 + ca*nz2; |
---|
| 738 | ny2 = tmp; |
---|
| 739 | } |
---|
| 740 | glEnd(); |
---|
| 741 | start_nx = start_nx2; |
---|
| 742 | start_ny = start_ny2; |
---|
| 743 | } |
---|
| 744 | |
---|
| 745 | glPopMatrix(); |
---|
| 746 | } |
---|
| 747 | |
---|
| 748 | |
---|
| 749 | // draw a cylinder of length l and radius r, aligned along the z axis |
---|
| 750 | |
---|
| 751 | static void drawCylinder (float l, float r, float zoffset) |
---|
| 752 | { |
---|
| 753 | int i; |
---|
| 754 | float tmp,ny,nz,a,ca,sa; |
---|
| 755 | const int n = 24; // number of sides to the cylinder (divisible by 4) |
---|
| 756 | |
---|
| 757 | l *= 0.5; |
---|
| 758 | a = float(M_PI*2.0)/float(n); |
---|
| 759 | sa = (float) sin(a); |
---|
| 760 | ca = (float) cos(a); |
---|
| 761 | |
---|
| 762 | // draw cylinder body |
---|
| 763 | ny=1; nz=0; // normal vector = (0,ny,nz) |
---|
| 764 | glBegin (GL_TRIANGLE_STRIP); |
---|
| 765 | for (i=0; i<=n; i++) { |
---|
| 766 | glNormal3d (ny,nz,0); |
---|
| 767 | glVertex3d (ny*r,nz*r,l+zoffset); |
---|
| 768 | glNormal3d (ny,nz,0); |
---|
| 769 | glVertex3d (ny*r,nz*r,-l+zoffset); |
---|
| 770 | // rotate ny,nz |
---|
| 771 | tmp = ca*ny - sa*nz; |
---|
| 772 | nz = sa*ny + ca*nz; |
---|
| 773 | ny = tmp; |
---|
| 774 | } |
---|
| 775 | glEnd(); |
---|
| 776 | |
---|
| 777 | // draw top cap |
---|
| 778 | glShadeModel (GL_FLAT); |
---|
| 779 | ny=1; nz=0; // normal vector = (0,ny,nz) |
---|
| 780 | glBegin (GL_TRIANGLE_FAN); |
---|
| 781 | glNormal3d (0,0,1); |
---|
| 782 | glVertex3d (0,0,l+zoffset); |
---|
| 783 | for (i=0; i<=n; i++) { |
---|
| 784 | if (i==1 || i==n/2+1) |
---|
| 785 | setColor (color[0]*0.75f,color[1]*0.75f,color[2]*0.75f,color[3]); |
---|
| 786 | glNormal3d (0,0,1); |
---|
| 787 | glVertex3d (ny*r,nz*r,l+zoffset); |
---|
| 788 | if (i==1 || i==n/2+1) |
---|
| 789 | setColor (color[0],color[1],color[2],color[3]); |
---|
| 790 | |
---|
| 791 | // rotate ny,nz |
---|
| 792 | tmp = ca*ny - sa*nz; |
---|
| 793 | nz = sa*ny + ca*nz; |
---|
| 794 | ny = tmp; |
---|
| 795 | } |
---|
| 796 | glEnd(); |
---|
| 797 | |
---|
| 798 | // draw bottom cap |
---|
| 799 | ny=1; nz=0; // normal vector = (0,ny,nz) |
---|
| 800 | glBegin (GL_TRIANGLE_FAN); |
---|
| 801 | glNormal3d (0,0,-1); |
---|
| 802 | glVertex3d (0,0,-l+zoffset); |
---|
| 803 | for (i=0; i<=n; i++) { |
---|
| 804 | if (i==1 || i==n/2+1) |
---|
| 805 | setColor (color[0]*0.75f,color[1]*0.75f,color[2]*0.75f,color[3]); |
---|
| 806 | glNormal3d (0,0,-1); |
---|
| 807 | glVertex3d (ny*r,nz*r,-l+zoffset); |
---|
| 808 | if (i==1 || i==n/2+1) |
---|
| 809 | setColor (color[0],color[1],color[2],color[3]); |
---|
| 810 | |
---|
| 811 | // rotate ny,nz |
---|
| 812 | tmp = ca*ny + sa*nz; |
---|
| 813 | nz = -sa*ny + ca*nz; |
---|
| 814 | ny = tmp; |
---|
| 815 | } |
---|
| 816 | glEnd(); |
---|
| 817 | } |
---|
| 818 | |
---|
| 819 | //*************************************************************************** |
---|
| 820 | // motion model |
---|
| 821 | |
---|
| 822 | // current camera position and orientation |
---|
| 823 | static float view_xyz[3]; // position x,y,z |
---|
| 824 | static float view_hpr[3]; // heading, pitch, roll (degrees) |
---|
| 825 | |
---|
| 826 | |
---|
| 827 | // initialize the above variables |
---|
| 828 | |
---|
| 829 | static void initMotionModel() |
---|
| 830 | { |
---|
| 831 | view_xyz[0] = 2; |
---|
| 832 | view_xyz[1] = 0; |
---|
| 833 | view_xyz[2] = 1; |
---|
| 834 | view_hpr[0] = 180; |
---|
| 835 | view_hpr[1] = 0; |
---|
| 836 | view_hpr[2] = 0; |
---|
| 837 | } |
---|
| 838 | |
---|
| 839 | |
---|
| 840 | static void wrapCameraAngles() |
---|
| 841 | { |
---|
| 842 | for (int i=0; i<3; i++) { |
---|
| 843 | while (view_hpr[i] > 180) view_hpr[i] -= 360; |
---|
| 844 | while (view_hpr[i] < -180) view_hpr[i] += 360; |
---|
| 845 | } |
---|
| 846 | } |
---|
| 847 | |
---|
| 848 | |
---|
| 849 | // call this to update the current camera position. the bits in `mode' say |
---|
| 850 | // if the left (1), middle (2) or right (4) mouse button is pressed, and |
---|
| 851 | // (deltax,deltay) is the amount by which the mouse pointer has moved. |
---|
| 852 | |
---|
| 853 | void dsMotion (int mode, int deltax, int deltay) |
---|
| 854 | { |
---|
| 855 | float side = 0.01f * float(deltax); |
---|
| 856 | float fwd = (mode==4) ? (0.01f * float(deltay)) : 0.0f; |
---|
| 857 | float s = (float) sin (view_hpr[0]*DEG_TO_RAD); |
---|
| 858 | float c = (float) cos (view_hpr[0]*DEG_TO_RAD); |
---|
| 859 | |
---|
| 860 | if (mode==1) { |
---|
| 861 | view_hpr[0] += float (deltax) * 0.5f; |
---|
| 862 | view_hpr[1] += float (deltay) * 0.5f; |
---|
| 863 | } |
---|
| 864 | else { |
---|
| 865 | view_xyz[0] += -s*side + c*fwd; |
---|
| 866 | view_xyz[1] += c*side + s*fwd; |
---|
| 867 | if (mode==2 || mode==5) view_xyz[2] += 0.01f * float(deltay); |
---|
| 868 | } |
---|
| 869 | wrapCameraAngles(); |
---|
| 870 | } |
---|
| 871 | |
---|
| 872 | //*************************************************************************** |
---|
| 873 | // drawing loop stuff |
---|
| 874 | |
---|
| 875 | // the current state: |
---|
| 876 | // 0 = uninitialized |
---|
| 877 | // 1 = dsSimulationLoop() called |
---|
| 878 | // 2 = dsDrawFrame() called |
---|
| 879 | static int current_state = 0; |
---|
| 880 | |
---|
| 881 | // textures and shadows |
---|
| 882 | static int use_textures=1; // 1 if textures to be drawn |
---|
| 883 | static int use_shadows=1; // 1 if shadows to be drawn |
---|
| 884 | static Texture *sky_texture = 0; |
---|
| 885 | static Texture *ground_texture = 0; |
---|
| 886 | static Texture *wood_texture = 0; |
---|
| 887 | |
---|
| 888 | |
---|
| 889 | #ifndef macintosh |
---|
| 890 | |
---|
| 891 | void dsStartGraphics (int width, int height, dsFunctions *fn) |
---|
| 892 | { |
---|
| 893 | char *prefix = DEFAULT_PATH_TO_TEXTURES; |
---|
| 894 | if (fn->version >= 2 && fn->path_to_textures) prefix = fn->path_to_textures; |
---|
| 895 | char *s = (char*) alloca (strlen(prefix) + 20); |
---|
| 896 | |
---|
| 897 | strcpy (s,prefix); |
---|
| 898 | strcat (s,"/sky.ppm"); |
---|
| 899 | sky_texture = new Texture (s); |
---|
| 900 | |
---|
| 901 | strcpy (s,prefix); |
---|
| 902 | strcat (s,"/ground.ppm"); |
---|
| 903 | ground_texture = new Texture (s); |
---|
| 904 | |
---|
| 905 | strcpy (s,prefix); |
---|
| 906 | strcat (s,"/wood.ppm"); |
---|
| 907 | wood_texture = new Texture (s); |
---|
| 908 | } |
---|
| 909 | |
---|
| 910 | #else // macintosh |
---|
| 911 | |
---|
| 912 | void dsStartGraphics (int width, int height, dsFunctions *fn) |
---|
| 913 | { |
---|
| 914 | // All examples build into the same dir |
---|
| 915 | char *prefix = "::::drawstuff:textures"; |
---|
| 916 | char *s = (char*) alloca (strlen(prefix) + 20); |
---|
| 917 | |
---|
| 918 | strcpy (s,prefix); |
---|
| 919 | strcat (s,":sky.ppm"); |
---|
| 920 | sky_texture = new Texture (s); |
---|
| 921 | |
---|
| 922 | strcpy (s,prefix); |
---|
| 923 | strcat (s,":ground.ppm"); |
---|
| 924 | ground_texture = new Texture (s); |
---|
| 925 | |
---|
| 926 | strcpy (s,prefix); |
---|
| 927 | strcat (s,":wood.ppm"); |
---|
| 928 | wood_texture = new Texture (s); |
---|
| 929 | } |
---|
| 930 | |
---|
| 931 | #endif |
---|
| 932 | |
---|
| 933 | |
---|
| 934 | void dsStopGraphics() |
---|
| 935 | { |
---|
| 936 | delete sky_texture; |
---|
| 937 | delete ground_texture; |
---|
| 938 | delete wood_texture; |
---|
| 939 | sky_texture = 0; |
---|
| 940 | ground_texture = 0; |
---|
| 941 | wood_texture = 0; |
---|
| 942 | } |
---|
| 943 | |
---|
| 944 | |
---|
| 945 | static void drawSky (float view_xyz[3]) |
---|
| 946 | { |
---|
| 947 | glDisable (GL_LIGHTING); |
---|
| 948 | if (use_textures) { |
---|
| 949 | glEnable (GL_TEXTURE_2D); |
---|
| 950 | sky_texture->bind (0); |
---|
| 951 | } |
---|
| 952 | else { |
---|
| 953 | glDisable (GL_TEXTURE_2D); |
---|
| 954 | glColor3f (0,0.5,1.0); |
---|
| 955 | } |
---|
| 956 | |
---|
| 957 | // make sure sky depth is as far back as possible |
---|
| 958 | glShadeModel (GL_FLAT); |
---|
| 959 | glEnable (GL_DEPTH_TEST); |
---|
| 960 | glDepthFunc (GL_LEQUAL); |
---|
| 961 | glDepthRange (1,1); |
---|
| 962 | |
---|
| 963 | const float ssize = 1000.0f; |
---|
| 964 | static float offset = 0.0f; |
---|
| 965 | |
---|
| 966 | float x = ssize*sky_scale; |
---|
| 967 | float z = view_xyz[2] + sky_height; |
---|
| 968 | |
---|
| 969 | glBegin (GL_QUADS); |
---|
| 970 | glNormal3f (0,0,-1); |
---|
| 971 | glTexCoord2f (-x+offset,-x+offset); |
---|
| 972 | glVertex3f (-ssize+view_xyz[0],-ssize+view_xyz[1],z); |
---|
| 973 | glTexCoord2f (-x+offset,x+offset); |
---|
| 974 | glVertex3f (-ssize+view_xyz[0],ssize+view_xyz[1],z); |
---|
| 975 | glTexCoord2f (x+offset,x+offset); |
---|
| 976 | glVertex3f (ssize+view_xyz[0],ssize+view_xyz[1],z); |
---|
| 977 | glTexCoord2f (x+offset,-x+offset); |
---|
| 978 | glVertex3f (ssize+view_xyz[0],-ssize+view_xyz[1],z); |
---|
| 979 | glEnd(); |
---|
| 980 | |
---|
| 981 | offset = offset + 0.002f; |
---|
| 982 | if (offset > 1) offset -= 1; |
---|
| 983 | |
---|
| 984 | glDepthFunc (GL_LESS); |
---|
| 985 | glDepthRange (0,1); |
---|
| 986 | } |
---|
| 987 | |
---|
| 988 | |
---|
| 989 | static void drawGround() |
---|
| 990 | { |
---|
| 991 | glDisable (GL_LIGHTING); |
---|
| 992 | glShadeModel (GL_FLAT); |
---|
| 993 | glEnable (GL_DEPTH_TEST); |
---|
| 994 | glDepthFunc (GL_LESS); |
---|
| 995 | // glDepthRange (1,1); |
---|
| 996 | |
---|
| 997 | if (use_textures) { |
---|
| 998 | glEnable (GL_TEXTURE_2D); |
---|
| 999 | ground_texture->bind (0); |
---|
| 1000 | } |
---|
| 1001 | else { |
---|
| 1002 | glDisable (GL_TEXTURE_2D); |
---|
| 1003 | glColor3f (GROUND_R,GROUND_G,GROUND_B); |
---|
| 1004 | } |
---|
| 1005 | |
---|
| 1006 | // ground fog seems to cause problems with TNT2 under windows |
---|
| 1007 | /* |
---|
| 1008 | GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1}; |
---|
| 1009 | glEnable (GL_FOG); |
---|
| 1010 | glFogi (GL_FOG_MODE, GL_EXP2); |
---|
| 1011 | glFogfv (GL_FOG_COLOR, fogColor); |
---|
| 1012 | glFogf (GL_FOG_DENSITY, 0.05f); |
---|
| 1013 | glHint (GL_FOG_HINT, GL_NICEST); // GL_DONT_CARE); |
---|
| 1014 | glFogf (GL_FOG_START, 1.0); |
---|
| 1015 | glFogf (GL_FOG_END, 5.0); |
---|
| 1016 | */ |
---|
| 1017 | |
---|
| 1018 | const float gsize = 100.0f; |
---|
| 1019 | const float offset = 0; // -0.001f; ... polygon offsetting doesn't work well |
---|
| 1020 | |
---|
| 1021 | glBegin (GL_QUADS); |
---|
| 1022 | glNormal3f (0,0,1); |
---|
| 1023 | glTexCoord2f (-gsize*ground_scale + ground_ofsx, |
---|
| 1024 | -gsize*ground_scale + ground_ofsy); |
---|
| 1025 | glVertex3f (-gsize,-gsize,offset); |
---|
| 1026 | glTexCoord2f (gsize*ground_scale + ground_ofsx, |
---|
| 1027 | -gsize*ground_scale + ground_ofsy); |
---|
| 1028 | glVertex3f (gsize,-gsize,offset); |
---|
| 1029 | glTexCoord2f (gsize*ground_scale + ground_ofsx, |
---|
| 1030 | gsize*ground_scale + ground_ofsy); |
---|
| 1031 | glVertex3f (gsize,gsize,offset); |
---|
| 1032 | glTexCoord2f (-gsize*ground_scale + ground_ofsx, |
---|
| 1033 | gsize*ground_scale + ground_ofsy); |
---|
| 1034 | glVertex3f (-gsize,gsize,offset); |
---|
| 1035 | glEnd(); |
---|
| 1036 | |
---|
| 1037 | glDisable (GL_FOG); |
---|
| 1038 | } |
---|
| 1039 | |
---|
| 1040 | |
---|
| 1041 | static void drawPyramidGrid() |
---|
| 1042 | { |
---|
| 1043 | // setup stuff |
---|
| 1044 | glEnable (GL_LIGHTING); |
---|
| 1045 | glDisable (GL_TEXTURE_2D); |
---|
| 1046 | glShadeModel (GL_FLAT); |
---|
| 1047 | glEnable (GL_DEPTH_TEST); |
---|
| 1048 | glDepthFunc (GL_LESS); |
---|
| 1049 | |
---|
| 1050 | // draw the pyramid grid |
---|
| 1051 | for (int i=-1; i<=1; i++) { |
---|
| 1052 | for (int j=-1; j<=1; j++) { |
---|
| 1053 | glPushMatrix(); |
---|
| 1054 | glTranslatef ((float)i,(float)j,(float)0); |
---|
| 1055 | if (i==1 && j==0) setColor (1,0,0,1); |
---|
| 1056 | else if (i==0 && j==1) setColor (0,0,1,1); |
---|
| 1057 | else setColor (1,1,0,1); |
---|
| 1058 | const float k = 0.03f; |
---|
| 1059 | glBegin (GL_TRIANGLE_FAN); |
---|
| 1060 | glNormal3f (0,-1,1); |
---|
| 1061 | glVertex3f (0,0,k); |
---|
| 1062 | glVertex3f (-k,-k,0); |
---|
| 1063 | glVertex3f ( k,-k,0); |
---|
| 1064 | glNormal3f (1,0,1); |
---|
| 1065 | glVertex3f ( k, k,0); |
---|
| 1066 | glNormal3f (0,1,1); |
---|
| 1067 | glVertex3f (-k, k,0); |
---|
| 1068 | glNormal3f (-1,0,1); |
---|
| 1069 | glVertex3f (-k,-k,0); |
---|
| 1070 | glEnd(); |
---|
| 1071 | glPopMatrix(); |
---|
| 1072 | } |
---|
| 1073 | } |
---|
| 1074 | } |
---|
| 1075 | |
---|
| 1076 | |
---|
| 1077 | void dsDrawFrame (int width, int height, dsFunctions *fn, int pause) |
---|
| 1078 | { |
---|
| 1079 | if (current_state < 1) dsDebug ("internal error"); |
---|
| 1080 | current_state = 2; |
---|
| 1081 | |
---|
| 1082 | // setup stuff |
---|
| 1083 | glEnable (GL_LIGHTING); |
---|
| 1084 | glEnable (GL_LIGHT0); |
---|
| 1085 | glDisable (GL_TEXTURE_2D); |
---|
| 1086 | glDisable (GL_TEXTURE_GEN_S); |
---|
| 1087 | glDisable (GL_TEXTURE_GEN_T); |
---|
| 1088 | glShadeModel (GL_FLAT); |
---|
| 1089 | glEnable (GL_DEPTH_TEST); |
---|
| 1090 | glDepthFunc (GL_LESS); |
---|
| 1091 | glEnable (GL_CULL_FACE); |
---|
| 1092 | glCullFace (GL_BACK); |
---|
| 1093 | glFrontFace (GL_CCW); |
---|
| 1094 | |
---|
| 1095 | // setup viewport |
---|
| 1096 | glViewport (0,0,width,height); |
---|
| 1097 | glMatrixMode (GL_PROJECTION); |
---|
| 1098 | glLoadIdentity(); |
---|
| 1099 | const float vnear = 0.1f; |
---|
| 1100 | const float vfar = 100.0f; |
---|
| 1101 | const float k = 0.8f; // view scale, 1 = +/- 45 degrees |
---|
| 1102 | if (width >= height) { |
---|
| 1103 | float k2 = float(height)/float(width); |
---|
| 1104 | glFrustum (-vnear*k,vnear*k,-vnear*k*k2,vnear*k*k2,vnear,vfar); |
---|
| 1105 | } |
---|
| 1106 | else { |
---|
| 1107 | float k2 = float(width)/float(height); |
---|
| 1108 | glFrustum (-vnear*k*k2,vnear*k*k2,-vnear*k,vnear*k,vnear,vfar); |
---|
| 1109 | } |
---|
| 1110 | |
---|
| 1111 | // setup lights. it makes a difference whether this is done in the |
---|
| 1112 | // GL_PROJECTION matrix mode (lights are scene relative) or the |
---|
| 1113 | // GL_MODELVIEW matrix mode (lights are camera relative, bad!). |
---|
| 1114 | static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 }; |
---|
| 1115 | static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; |
---|
| 1116 | static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 }; |
---|
| 1117 | glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient); |
---|
| 1118 | glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse); |
---|
| 1119 | glLightfv (GL_LIGHT0, GL_SPECULAR, light_specular); |
---|
| 1120 | glColor3f (1.0, 1.0, 1.0); |
---|
| 1121 | |
---|
| 1122 | // clear the window |
---|
| 1123 | glClearColor (0.5,0.5,0.5,0); |
---|
| 1124 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
---|
| 1125 | |
---|
| 1126 | // snapshot camera position (in MS Windows it is changed by the GUI thread) |
---|
| 1127 | float view2_xyz[3]; |
---|
| 1128 | float view2_hpr[3]; |
---|
| 1129 | memcpy (view2_xyz,view_xyz,sizeof(float)*3); |
---|
| 1130 | memcpy (view2_hpr,view_hpr,sizeof(float)*3); |
---|
| 1131 | |
---|
| 1132 | // go to GL_MODELVIEW matrix mode and set the camera |
---|
| 1133 | glMatrixMode (GL_MODELVIEW); |
---|
| 1134 | glLoadIdentity(); |
---|
| 1135 | setCamera (view2_xyz[0],view2_xyz[1],view2_xyz[2], |
---|
| 1136 | view2_hpr[0],view2_hpr[1],view2_hpr[2]); |
---|
| 1137 | |
---|
| 1138 | // set the light position (for some reason we have to do this in model view. |
---|
| 1139 | static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 }; |
---|
| 1140 | glLightfv (GL_LIGHT0, GL_POSITION, light_position); |
---|
| 1141 | |
---|
| 1142 | // draw the background (ground, sky etc) |
---|
| 1143 | drawSky (view2_xyz); |
---|
| 1144 | drawGround(); |
---|
| 1145 | |
---|
| 1146 | // draw the little markers on the ground |
---|
| 1147 | drawPyramidGrid(); |
---|
| 1148 | |
---|
| 1149 | // leave openGL in a known state - flat shaded white, no textures |
---|
| 1150 | glEnable (GL_LIGHTING); |
---|
| 1151 | glDisable (GL_TEXTURE_2D); |
---|
| 1152 | glShadeModel (GL_FLAT); |
---|
| 1153 | glEnable (GL_DEPTH_TEST); |
---|
| 1154 | glDepthFunc (GL_LESS); |
---|
| 1155 | glColor3f (1,1,1); |
---|
| 1156 | setColor (1,1,1,1); |
---|
| 1157 | |
---|
| 1158 | // draw the rest of the objects. set drawing state first. |
---|
| 1159 | color[0] = 1; |
---|
| 1160 | color[1] = 1; |
---|
| 1161 | color[2] = 1; |
---|
| 1162 | color[3] = 1; |
---|
| 1163 | tnum = 0; |
---|
| 1164 | if (fn->step) fn->step (pause); |
---|
| 1165 | } |
---|
| 1166 | |
---|
| 1167 | |
---|
| 1168 | int dsGetShadows() |
---|
| 1169 | { |
---|
| 1170 | return use_shadows; |
---|
| 1171 | } |
---|
| 1172 | |
---|
| 1173 | |
---|
| 1174 | void dsSetShadows (int a) |
---|
| 1175 | { |
---|
| 1176 | use_shadows = (a != 0); |
---|
| 1177 | } |
---|
| 1178 | |
---|
| 1179 | |
---|
| 1180 | int dsGetTextures() |
---|
| 1181 | { |
---|
| 1182 | return use_textures; |
---|
| 1183 | } |
---|
| 1184 | |
---|
| 1185 | |
---|
| 1186 | void dsSetTextures (int a) |
---|
| 1187 | { |
---|
| 1188 | use_textures = (a != 0); |
---|
| 1189 | } |
---|
| 1190 | |
---|
| 1191 | //*************************************************************************** |
---|
| 1192 | // C interface |
---|
| 1193 | |
---|
| 1194 | // sets lighting and texture modes, sets current color |
---|
| 1195 | static void setupDrawingMode() |
---|
| 1196 | { |
---|
| 1197 | glEnable (GL_LIGHTING); |
---|
| 1198 | if (tnum) { |
---|
| 1199 | if (use_textures) { |
---|
| 1200 | glEnable (GL_TEXTURE_2D); |
---|
| 1201 | wood_texture->bind (1); |
---|
| 1202 | glEnable (GL_TEXTURE_GEN_S); |
---|
| 1203 | glEnable (GL_TEXTURE_GEN_T); |
---|
| 1204 | glTexGeni (GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); |
---|
| 1205 | glTexGeni (GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); |
---|
| 1206 | static GLfloat s_params[4] = {1.0f,1.0f,0.0f,1}; |
---|
| 1207 | static GLfloat t_params[4] = {0.817f,-0.817f,0.817f,1}; |
---|
| 1208 | glTexGenfv (GL_S,GL_OBJECT_PLANE,s_params); |
---|
| 1209 | glTexGenfv (GL_T,GL_OBJECT_PLANE,t_params); |
---|
| 1210 | } |
---|
| 1211 | else { |
---|
| 1212 | glDisable (GL_TEXTURE_2D); |
---|
| 1213 | } |
---|
| 1214 | } |
---|
| 1215 | else { |
---|
| 1216 | glDisable (GL_TEXTURE_2D); |
---|
| 1217 | } |
---|
| 1218 | setColor (color[0],color[1],color[2],color[3]); |
---|
| 1219 | |
---|
| 1220 | if (color[3] < 1) { |
---|
| 1221 | glEnable (GL_BLEND); |
---|
| 1222 | glBlendFunc (GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); |
---|
| 1223 | } |
---|
| 1224 | else { |
---|
| 1225 | glDisable (GL_BLEND); |
---|
| 1226 | } |
---|
| 1227 | } |
---|
| 1228 | |
---|
| 1229 | |
---|
| 1230 | static void setShadowDrawingMode() |
---|
| 1231 | { |
---|
| 1232 | glDisable (GL_LIGHTING); |
---|
| 1233 | if (use_textures) { |
---|
| 1234 | glEnable (GL_TEXTURE_2D); |
---|
| 1235 | ground_texture->bind (1); |
---|
| 1236 | glColor3f (SHADOW_INTENSITY,SHADOW_INTENSITY,SHADOW_INTENSITY); |
---|
| 1237 | glEnable (GL_TEXTURE_2D); |
---|
| 1238 | glEnable (GL_TEXTURE_GEN_S); |
---|
| 1239 | glEnable (GL_TEXTURE_GEN_T); |
---|
| 1240 | glTexGeni (GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
---|
| 1241 | glTexGeni (GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
---|
| 1242 | static GLfloat s_params[4] = {ground_scale,0,0,ground_ofsx}; |
---|
| 1243 | static GLfloat t_params[4] = {0,ground_scale,0,ground_ofsy}; |
---|
| 1244 | glTexGenfv (GL_S,GL_EYE_PLANE,s_params); |
---|
| 1245 | glTexGenfv (GL_T,GL_EYE_PLANE,t_params); |
---|
| 1246 | } |
---|
| 1247 | else { |
---|
| 1248 | glDisable (GL_TEXTURE_2D); |
---|
| 1249 | glColor3f (GROUND_R*SHADOW_INTENSITY,GROUND_G*SHADOW_INTENSITY, |
---|
| 1250 | GROUND_B*SHADOW_INTENSITY); |
---|
| 1251 | } |
---|
| 1252 | glDepthRange (0,0.9999); |
---|
| 1253 | } |
---|
| 1254 | |
---|
| 1255 | |
---|
| 1256 | extern "C" void dsSimulationLoop (int argc, char **argv, |
---|
| 1257 | int window_width, int window_height, |
---|
| 1258 | dsFunctions *fn) |
---|
| 1259 | { |
---|
| 1260 | if (current_state != 0) dsError ("dsSimulationLoop() called more than once"); |
---|
| 1261 | current_state = 1; |
---|
| 1262 | |
---|
| 1263 | // look for flags that apply to us |
---|
| 1264 | int initial_pause = 0; |
---|
| 1265 | for (int i=1; i<argc; i++) { |
---|
| 1266 | if (strcmp(argv[i],"-notex")==0) use_textures = 0; |
---|
| 1267 | if (strcmp(argv[i],"-noshadow")==0) use_shadows = 0; |
---|
| 1268 | if (strcmp(argv[i],"-noshadows")==0) use_shadows = 0; |
---|
| 1269 | if (strcmp(argv[i],"-pause")==0) initial_pause = 1; |
---|
| 1270 | } |
---|
| 1271 | |
---|
| 1272 | if (fn->version > DS_VERSION) |
---|
| 1273 | dsDebug ("bad version number in dsFunctions structure"); |
---|
| 1274 | |
---|
| 1275 | initMotionModel(); |
---|
| 1276 | dsPlatformSimLoop (window_width,window_height,fn,initial_pause); |
---|
| 1277 | |
---|
| 1278 | current_state = 0; |
---|
| 1279 | } |
---|
| 1280 | |
---|
| 1281 | |
---|
| 1282 | extern "C" void dsSetViewpoint (float xyz[3], float hpr[3]) |
---|
| 1283 | { |
---|
| 1284 | if (current_state < 1) dsError ("dsSetViewpoint() called before simulation started"); |
---|
| 1285 | if (xyz) { |
---|
| 1286 | view_xyz[0] = xyz[0]; |
---|
| 1287 | view_xyz[1] = xyz[1]; |
---|
| 1288 | view_xyz[2] = xyz[2]; |
---|
| 1289 | } |
---|
| 1290 | if (hpr) { |
---|
| 1291 | view_hpr[0] = hpr[0]; |
---|
| 1292 | view_hpr[1] = hpr[1]; |
---|
| 1293 | view_hpr[2] = hpr[2]; |
---|
| 1294 | wrapCameraAngles(); |
---|
| 1295 | } |
---|
| 1296 | } |
---|
| 1297 | |
---|
| 1298 | |
---|
| 1299 | extern "C" void dsGetViewpoint (float xyz[3], float hpr[3]) |
---|
| 1300 | { |
---|
| 1301 | if (current_state < 1) dsError ("dsGetViewpoint() called before simulation started"); |
---|
| 1302 | if (xyz) { |
---|
| 1303 | xyz[0] = view_xyz[0]; |
---|
| 1304 | xyz[1] = view_xyz[1]; |
---|
| 1305 | xyz[2] = view_xyz[2]; |
---|
| 1306 | } |
---|
| 1307 | if (hpr) { |
---|
| 1308 | hpr[0] = view_hpr[0]; |
---|
| 1309 | hpr[1] = view_hpr[1]; |
---|
| 1310 | hpr[2] = view_hpr[2]; |
---|
| 1311 | } |
---|
| 1312 | } |
---|
| 1313 | |
---|
| 1314 | |
---|
| 1315 | extern "C" void dsSetTexture (int texture_number) |
---|
| 1316 | { |
---|
| 1317 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
| 1318 | tnum = texture_number; |
---|
| 1319 | } |
---|
| 1320 | |
---|
| 1321 | |
---|
| 1322 | extern "C" void dsSetColor (float red, float green, float blue) |
---|
| 1323 | { |
---|
| 1324 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
| 1325 | color[0] = red; |
---|
| 1326 | color[1] = green; |
---|
| 1327 | color[2] = blue; |
---|
| 1328 | color[3] = 1; |
---|
| 1329 | } |
---|
| 1330 | |
---|
| 1331 | |
---|
| 1332 | extern "C" void dsSetColorAlpha (float red, float green, float blue, |
---|
| 1333 | float alpha) |
---|
| 1334 | { |
---|
| 1335 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
| 1336 | color[0] = red; |
---|
| 1337 | color[1] = green; |
---|
| 1338 | color[2] = blue; |
---|
| 1339 | color[3] = alpha; |
---|
| 1340 | } |
---|
| 1341 | |
---|
| 1342 | |
---|
| 1343 | extern "C" void dsDrawBox (const float pos[3], const float R[12], |
---|
| 1344 | const float sides[3]) |
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| 1345 | { |
---|
| 1346 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
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| 1347 | setupDrawingMode(); |
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| 1348 | glShadeModel (GL_FLAT); |
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| 1349 | setTransform (pos,R); |
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| 1350 | drawBox (sides); |
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| 1351 | glPopMatrix(); |
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| 1352 | |
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| 1353 | if (use_shadows) { |
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| 1354 | setShadowDrawingMode(); |
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| 1355 | setShadowTransform(); |
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| 1356 | setTransform (pos,R); |
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| 1357 | drawBox (sides); |
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| 1358 | glPopMatrix(); |
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| 1359 | glPopMatrix(); |
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| 1360 | glDepthRange (0,1); |
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| 1361 | } |
---|
| 1362 | } |
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| 1363 | |
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| 1364 | extern "C" void dsDrawConvex (const float pos[3], const float R[12], |
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| 1365 | float *_planes,unsigned int _planecount, |
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| 1366 | float *_points, |
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| 1367 | unsigned int _pointcount, |
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| 1368 | unsigned int *_polygons) |
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| 1369 | { |
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| 1370 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
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| 1371 | setupDrawingMode(); |
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| 1372 | glShadeModel (GL_FLAT); |
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| 1373 | setTransform (pos,R); |
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| 1374 | drawConvex(_planes,_planecount,_points,_pointcount,_polygons); |
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| 1375 | glPopMatrix(); |
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| 1376 | if (use_shadows) { |
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| 1377 | setShadowDrawingMode(); |
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| 1378 | setShadowTransform(); |
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| 1379 | setTransform (pos,R); |
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| 1380 | drawConvex(_planes,_planecount,_points,_pointcount,_polygons); |
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| 1381 | glPopMatrix(); |
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| 1382 | glPopMatrix(); |
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| 1383 | glDepthRange (0,1); |
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| 1384 | } |
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| 1385 | } |
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| 1386 | |
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| 1387 | |
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| 1388 | extern "C" void dsDrawSphere (const float pos[3], const float R[12], |
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| 1389 | float radius) |
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| 1390 | { |
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| 1391 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
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| 1392 | setupDrawingMode(); |
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| 1393 | glEnable (GL_NORMALIZE); |
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| 1394 | glShadeModel (GL_SMOOTH); |
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| 1395 | setTransform (pos,R); |
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| 1396 | glScaled (radius,radius,radius); |
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| 1397 | drawSphere(); |
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| 1398 | glPopMatrix(); |
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| 1399 | glDisable (GL_NORMALIZE); |
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| 1400 | |
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| 1401 | // draw shadows |
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| 1402 | if (use_shadows) { |
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| 1403 | glDisable (GL_LIGHTING); |
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| 1404 | if (use_textures) { |
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| 1405 | ground_texture->bind (1); |
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| 1406 | glEnable (GL_TEXTURE_2D); |
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| 1407 | glDisable (GL_TEXTURE_GEN_S); |
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| 1408 | glDisable (GL_TEXTURE_GEN_T); |
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| 1409 | glColor3f (SHADOW_INTENSITY,SHADOW_INTENSITY,SHADOW_INTENSITY); |
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| 1410 | } |
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| 1411 | else { |
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| 1412 | glDisable (GL_TEXTURE_2D); |
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| 1413 | glColor3f (GROUND_R*SHADOW_INTENSITY,GROUND_G*SHADOW_INTENSITY, |
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| 1414 | GROUND_B*SHADOW_INTENSITY); |
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| 1415 | } |
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| 1416 | glShadeModel (GL_FLAT); |
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| 1417 | glDepthRange (0,0.9999); |
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| 1418 | drawSphereShadow (pos[0],pos[1],pos[2],radius); |
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| 1419 | glDepthRange (0,1); |
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| 1420 | } |
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| 1421 | } |
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| 1422 | |
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| 1423 | |
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| 1424 | extern "C" void dsDrawTriangle (const float pos[3], const float R[12], |
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| 1425 | const float *v0, const float *v1, |
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| 1426 | const float *v2, int solid) |
---|
| 1427 | { |
---|
| 1428 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
| 1429 | setupDrawingMode(); |
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| 1430 | glShadeModel (GL_FLAT); |
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| 1431 | setTransform (pos,R); |
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| 1432 | drawTriangle (v0, v1, v2, solid); |
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| 1433 | glPopMatrix(); |
---|
| 1434 | } |
---|
| 1435 | |
---|
| 1436 | |
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| 1437 | extern "C" void dsDrawCylinder (const float pos[3], const float R[12], |
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| 1438 | float length, float radius) |
---|
| 1439 | { |
---|
| 1440 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
| 1441 | setupDrawingMode(); |
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| 1442 | glShadeModel (GL_SMOOTH); |
---|
| 1443 | setTransform (pos,R); |
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| 1444 | drawCylinder (length,radius,0); |
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| 1445 | glPopMatrix(); |
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| 1446 | |
---|
| 1447 | if (use_shadows) { |
---|
| 1448 | setShadowDrawingMode(); |
---|
| 1449 | setShadowTransform(); |
---|
| 1450 | setTransform (pos,R); |
---|
| 1451 | drawCylinder (length,radius,0); |
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| 1452 | glPopMatrix(); |
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| 1453 | glPopMatrix(); |
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| 1454 | glDepthRange (0,1); |
---|
| 1455 | } |
---|
| 1456 | } |
---|
| 1457 | |
---|
| 1458 | |
---|
| 1459 | extern "C" void dsDrawCapsule (const float pos[3], const float R[12], |
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| 1460 | float length, float radius) |
---|
| 1461 | { |
---|
| 1462 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
| 1463 | setupDrawingMode(); |
---|
| 1464 | glShadeModel (GL_SMOOTH); |
---|
| 1465 | setTransform (pos,R); |
---|
| 1466 | drawCapsule (length,radius); |
---|
| 1467 | glPopMatrix(); |
---|
| 1468 | |
---|
| 1469 | if (use_shadows) { |
---|
| 1470 | setShadowDrawingMode(); |
---|
| 1471 | setShadowTransform(); |
---|
| 1472 | setTransform (pos,R); |
---|
| 1473 | drawCapsule (length,radius); |
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| 1474 | glPopMatrix(); |
---|
| 1475 | glPopMatrix(); |
---|
| 1476 | glDepthRange (0,1); |
---|
| 1477 | } |
---|
| 1478 | } |
---|
| 1479 | |
---|
| 1480 | |
---|
| 1481 | void dsDrawLine (const float pos1[3], const float pos2[3]) |
---|
| 1482 | { |
---|
| 1483 | setupDrawingMode(); |
---|
| 1484 | glColor3f (color[0],color[1],color[2]); |
---|
| 1485 | glDisable (GL_LIGHTING); |
---|
| 1486 | glLineWidth (2); |
---|
| 1487 | glShadeModel (GL_FLAT); |
---|
| 1488 | glBegin (GL_LINES); |
---|
| 1489 | glVertex3f (pos1[0],pos1[1],pos1[2]); |
---|
| 1490 | glVertex3f (pos2[0],pos2[1],pos2[2]); |
---|
| 1491 | glEnd(); |
---|
| 1492 | } |
---|
| 1493 | |
---|
| 1494 | |
---|
| 1495 | void dsDrawBoxD (const double pos[3], const double R[12], |
---|
| 1496 | const double sides[3]) |
---|
| 1497 | { |
---|
| 1498 | int i; |
---|
| 1499 | float pos2[3],R2[12],fsides[3]; |
---|
| 1500 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
---|
| 1501 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
---|
| 1502 | for (i=0; i<3; i++) fsides[i]=(float)sides[i]; |
---|
| 1503 | dsDrawBox (pos2,R2,fsides); |
---|
| 1504 | } |
---|
| 1505 | |
---|
| 1506 | extern "C" void dsDrawConvexD (const double pos[3], const double R[12], |
---|
| 1507 | double *_planes,unsigned int _planecount, |
---|
| 1508 | double *_points, |
---|
| 1509 | unsigned int _pointcount, |
---|
| 1510 | unsigned int *_polygons) |
---|
| 1511 | { |
---|
| 1512 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
| 1513 | setupDrawingMode(); |
---|
| 1514 | glShadeModel (GL_FLAT); |
---|
| 1515 | setTransformD (pos,R); |
---|
| 1516 | drawConvexD(_planes,_planecount,_points,_pointcount,_polygons); |
---|
| 1517 | glPopMatrix(); |
---|
| 1518 | if (use_shadows) { |
---|
| 1519 | setShadowDrawingMode(); |
---|
| 1520 | setShadowTransform(); |
---|
| 1521 | setTransformD (pos,R); |
---|
| 1522 | drawConvexD(_planes,_planecount,_points,_pointcount,_polygons); |
---|
| 1523 | glPopMatrix(); |
---|
| 1524 | glPopMatrix(); |
---|
| 1525 | glDepthRange (0,1); |
---|
| 1526 | } |
---|
| 1527 | } |
---|
| 1528 | |
---|
| 1529 | void dsDrawSphereD (const double pos[3], const double R[12], float radius) |
---|
| 1530 | { |
---|
| 1531 | int i; |
---|
| 1532 | float pos2[3],R2[12]; |
---|
| 1533 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
---|
| 1534 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
---|
| 1535 | dsDrawSphere (pos2,R2,radius); |
---|
| 1536 | } |
---|
| 1537 | |
---|
| 1538 | |
---|
| 1539 | void dsDrawTriangleD (const double pos[3], const double R[12], |
---|
| 1540 | const double *v0, const double *v1, |
---|
| 1541 | const double *v2, int solid) |
---|
| 1542 | { |
---|
| 1543 | int i; |
---|
| 1544 | float pos2[3],R2[12]; |
---|
| 1545 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
---|
| 1546 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
---|
| 1547 | |
---|
| 1548 | setupDrawingMode(); |
---|
| 1549 | glShadeModel (GL_FLAT); |
---|
| 1550 | setTransform (pos2,R2); |
---|
| 1551 | drawTriangleD (v0, v1, v2, solid); |
---|
| 1552 | glPopMatrix(); |
---|
| 1553 | } |
---|
| 1554 | |
---|
| 1555 | |
---|
| 1556 | void dsDrawCylinderD (const double pos[3], const double R[12], |
---|
| 1557 | float length, float radius) |
---|
| 1558 | { |
---|
| 1559 | int i; |
---|
| 1560 | float pos2[3],R2[12]; |
---|
| 1561 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
---|
| 1562 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
---|
| 1563 | dsDrawCylinder (pos2,R2,length,radius); |
---|
| 1564 | } |
---|
| 1565 | |
---|
| 1566 | |
---|
| 1567 | void dsDrawCapsuleD (const double pos[3], const double R[12], |
---|
| 1568 | float length, float radius) |
---|
| 1569 | { |
---|
| 1570 | int i; |
---|
| 1571 | float pos2[3],R2[12]; |
---|
| 1572 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
---|
| 1573 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
---|
| 1574 | dsDrawCapsule (pos2,R2,length,radius); |
---|
| 1575 | } |
---|
| 1576 | |
---|
| 1577 | |
---|
| 1578 | void dsDrawLineD (const double _pos1[3], const double _pos2[3]) |
---|
| 1579 | { |
---|
| 1580 | int i; |
---|
| 1581 | float pos1[3],pos2[3]; |
---|
| 1582 | for (i=0; i<3; i++) pos1[i]=(float)_pos1[i]; |
---|
| 1583 | for (i=0; i<3; i++) pos2[i]=(float)_pos2[i]; |
---|
| 1584 | dsDrawLine (pos1,pos2); |
---|
| 1585 | } |
---|
| 1586 | |
---|
| 1587 | |
---|
| 1588 | void dsSetSphereQuality (int n) |
---|
| 1589 | { |
---|
| 1590 | sphere_quality = n; |
---|
| 1591 | } |
---|
| 1592 | |
---|
| 1593 | |
---|
| 1594 | void dsSetCapsuleQuality (int n) |
---|
| 1595 | { |
---|
| 1596 | capped_cylinder_quality = n; |
---|
| 1597 | } |
---|