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 | |
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491 | static void drawPatch (float p1[3], float p2[3], float p3[3], int level) |
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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++) { |
---|
505 | q1[i] *= length1; |
---|
506 | q2[i] *= length2; |
---|
507 | q3[i] *= length3; |
---|
508 | } |
---|
509 | drawPatch (p1,q1,q3,level-1); |
---|
510 | drawPatch (q1,p2,q2,level-1); |
---|
511 | drawPatch (q1,q2,q3,level-1); |
---|
512 | drawPatch (q3,q2,p3,level-1); |
---|
513 | } |
---|
514 | else { |
---|
515 | glNormal3f (p1[0],p1[1],p1[2]); |
---|
516 | glVertex3f (p1[0],p1[1],p1[2]); |
---|
517 | glNormal3f (p2[0],p2[1],p2[2]); |
---|
518 | glVertex3f (p2[0],p2[1],p2[2]); |
---|
519 | glNormal3f (p3[0],p3[1],p3[2]); |
---|
520 | glVertex3f (p3[0],p3[1],p3[2]); |
---|
521 | } |
---|
522 | } |
---|
523 | |
---|
524 | |
---|
525 | // draw a sphere of radius 1 |
---|
526 | |
---|
527 | static int sphere_quality = 1; |
---|
528 | |
---|
529 | static void drawSphere() |
---|
530 | { |
---|
531 | // icosahedron data for an icosahedron of radius 1.0 |
---|
532 | # define ICX 0.525731112119133606f |
---|
533 | # define ICZ 0.850650808352039932f |
---|
534 | static GLfloat idata[12][3] = { |
---|
535 | {-ICX, 0, ICZ}, |
---|
536 | {ICX, 0, ICZ}, |
---|
537 | {-ICX, 0, -ICZ}, |
---|
538 | {ICX, 0, -ICZ}, |
---|
539 | {0, ICZ, ICX}, |
---|
540 | {0, ICZ, -ICX}, |
---|
541 | {0, -ICZ, ICX}, |
---|
542 | {0, -ICZ, -ICX}, |
---|
543 | {ICZ, ICX, 0}, |
---|
544 | {-ICZ, ICX, 0}, |
---|
545 | {ICZ, -ICX, 0}, |
---|
546 | {-ICZ, -ICX, 0} |
---|
547 | }; |
---|
548 | |
---|
549 | static int index[20][3] = { |
---|
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]) |
---|
1345 | { |
---|
1346 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
1347 | setupDrawingMode(); |
---|
1348 | glShadeModel (GL_FLAT); |
---|
1349 | setTransform (pos,R); |
---|
1350 | drawBox (sides); |
---|
1351 | glPopMatrix(); |
---|
1352 | |
---|
1353 | if (use_shadows) { |
---|
1354 | setShadowDrawingMode(); |
---|
1355 | setShadowTransform(); |
---|
1356 | setTransform (pos,R); |
---|
1357 | drawBox (sides); |
---|
1358 | glPopMatrix(); |
---|
1359 | glPopMatrix(); |
---|
1360 | glDepthRange (0,1); |
---|
1361 | } |
---|
1362 | } |
---|
1363 | |
---|
1364 | extern "C" void dsDrawConvex (const float pos[3], const float R[12], |
---|
1365 | float *_planes,unsigned int _planecount, |
---|
1366 | float *_points, |
---|
1367 | unsigned int _pointcount, |
---|
1368 | unsigned int *_polygons) |
---|
1369 | { |
---|
1370 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
1371 | setupDrawingMode(); |
---|
1372 | glShadeModel (GL_FLAT); |
---|
1373 | setTransform (pos,R); |
---|
1374 | drawConvex(_planes,_planecount,_points,_pointcount,_polygons); |
---|
1375 | glPopMatrix(); |
---|
1376 | if (use_shadows) { |
---|
1377 | setShadowDrawingMode(); |
---|
1378 | setShadowTransform(); |
---|
1379 | setTransform (pos,R); |
---|
1380 | drawConvex(_planes,_planecount,_points,_pointcount,_polygons); |
---|
1381 | glPopMatrix(); |
---|
1382 | glPopMatrix(); |
---|
1383 | glDepthRange (0,1); |
---|
1384 | } |
---|
1385 | } |
---|
1386 | |
---|
1387 | |
---|
1388 | extern "C" void dsDrawSphere (const float pos[3], const float R[12], |
---|
1389 | float radius) |
---|
1390 | { |
---|
1391 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
1392 | setupDrawingMode(); |
---|
1393 | glEnable (GL_NORMALIZE); |
---|
1394 | glShadeModel (GL_SMOOTH); |
---|
1395 | setTransform (pos,R); |
---|
1396 | glScaled (radius,radius,radius); |
---|
1397 | drawSphere(); |
---|
1398 | glPopMatrix(); |
---|
1399 | glDisable (GL_NORMALIZE); |
---|
1400 | |
---|
1401 | // draw shadows |
---|
1402 | if (use_shadows) { |
---|
1403 | glDisable (GL_LIGHTING); |
---|
1404 | if (use_textures) { |
---|
1405 | ground_texture->bind (1); |
---|
1406 | glEnable (GL_TEXTURE_2D); |
---|
1407 | glDisable (GL_TEXTURE_GEN_S); |
---|
1408 | glDisable (GL_TEXTURE_GEN_T); |
---|
1409 | glColor3f (SHADOW_INTENSITY,SHADOW_INTENSITY,SHADOW_INTENSITY); |
---|
1410 | } |
---|
1411 | else { |
---|
1412 | glDisable (GL_TEXTURE_2D); |
---|
1413 | glColor3f (GROUND_R*SHADOW_INTENSITY,GROUND_G*SHADOW_INTENSITY, |
---|
1414 | GROUND_B*SHADOW_INTENSITY); |
---|
1415 | } |
---|
1416 | glShadeModel (GL_FLAT); |
---|
1417 | glDepthRange (0,0.9999); |
---|
1418 | drawSphereShadow (pos[0],pos[1],pos[2],radius); |
---|
1419 | glDepthRange (0,1); |
---|
1420 | } |
---|
1421 | } |
---|
1422 | |
---|
1423 | |
---|
1424 | extern "C" void dsDrawTriangle (const float pos[3], const float R[12], |
---|
1425 | const float *v0, const float *v1, |
---|
1426 | const float *v2, int solid) |
---|
1427 | { |
---|
1428 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
---|
1429 | setupDrawingMode(); |
---|
1430 | glShadeModel (GL_FLAT); |
---|
1431 | setTransform (pos,R); |
---|
1432 | drawTriangle (v0, v1, v2, solid); |
---|
1433 | glPopMatrix(); |
---|
1434 | } |
---|
1435 | |
---|
1436 | |
---|
1437 | extern "C" void dsDrawCylinder (const float pos[3], const float R[12], |
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1438 | float length, float radius) |
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1439 | { |
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1440 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
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1441 | setupDrawingMode(); |
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1442 | glShadeModel (GL_SMOOTH); |
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1443 | setTransform (pos,R); |
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1444 | drawCylinder (length,radius,0); |
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1445 | glPopMatrix(); |
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1446 | |
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1447 | if (use_shadows) { |
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1448 | setShadowDrawingMode(); |
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1449 | setShadowTransform(); |
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1450 | setTransform (pos,R); |
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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); |
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1455 | } |
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1456 | } |
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1457 | |
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1458 | |
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1459 | extern "C" void dsDrawCapsule (const float pos[3], const float R[12], |
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1460 | float length, float radius) |
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1461 | { |
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1462 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
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1463 | setupDrawingMode(); |
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1464 | glShadeModel (GL_SMOOTH); |
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1465 | setTransform (pos,R); |
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1466 | drawCapsule (length,radius); |
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1467 | glPopMatrix(); |
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1468 | |
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1469 | if (use_shadows) { |
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1470 | setShadowDrawingMode(); |
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1471 | setShadowTransform(); |
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1472 | setTransform (pos,R); |
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1473 | drawCapsule (length,radius); |
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1474 | glPopMatrix(); |
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1475 | glPopMatrix(); |
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1476 | glDepthRange (0,1); |
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1477 | } |
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1478 | } |
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1479 | |
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1480 | |
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1481 | void dsDrawLine (const float pos1[3], const float pos2[3]) |
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1482 | { |
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1483 | setupDrawingMode(); |
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1484 | glColor3f (color[0],color[1],color[2]); |
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1485 | glDisable (GL_LIGHTING); |
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1486 | glLineWidth (2); |
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1487 | glShadeModel (GL_FLAT); |
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1488 | glBegin (GL_LINES); |
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1489 | glVertex3f (pos1[0],pos1[1],pos1[2]); |
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1490 | glVertex3f (pos2[0],pos2[1],pos2[2]); |
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1491 | glEnd(); |
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1492 | } |
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1493 | |
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1494 | |
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1495 | void dsDrawBoxD (const double pos[3], const double R[12], |
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1496 | const double sides[3]) |
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1497 | { |
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1498 | int i; |
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1499 | float pos2[3],R2[12],fsides[3]; |
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1500 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
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1501 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
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1502 | for (i=0; i<3; i++) fsides[i]=(float)sides[i]; |
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1503 | dsDrawBox (pos2,R2,fsides); |
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1504 | } |
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1505 | |
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1506 | extern "C" void dsDrawConvexD (const double pos[3], const double R[12], |
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1507 | double *_planes,unsigned int _planecount, |
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1508 | double *_points, |
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1509 | unsigned int _pointcount, |
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1510 | unsigned int *_polygons) |
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1511 | { |
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1512 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); |
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1513 | setupDrawingMode(); |
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1514 | glShadeModel (GL_FLAT); |
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1515 | setTransformD (pos,R); |
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1516 | drawConvexD(_planes,_planecount,_points,_pointcount,_polygons); |
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1517 | glPopMatrix(); |
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1518 | if (use_shadows) { |
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1519 | setShadowDrawingMode(); |
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1520 | setShadowTransform(); |
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1521 | setTransformD (pos,R); |
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1522 | drawConvexD(_planes,_planecount,_points,_pointcount,_polygons); |
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1523 | glPopMatrix(); |
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1524 | glPopMatrix(); |
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1525 | glDepthRange (0,1); |
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1526 | } |
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1527 | } |
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1528 | |
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1529 | void dsDrawSphereD (const double pos[3], const double R[12], float radius) |
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1530 | { |
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1531 | int i; |
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1532 | float pos2[3],R2[12]; |
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1533 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
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1534 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
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1535 | dsDrawSphere (pos2,R2,radius); |
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1536 | } |
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1537 | |
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1538 | |
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1539 | void dsDrawTriangleD (const double pos[3], const double R[12], |
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1540 | const double *v0, const double *v1, |
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1541 | const double *v2, int solid) |
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1542 | { |
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1543 | int i; |
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1544 | float pos2[3],R2[12]; |
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1545 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
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1546 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
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1547 | |
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1548 | setupDrawingMode(); |
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1549 | glShadeModel (GL_FLAT); |
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1550 | setTransform (pos2,R2); |
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1551 | drawTriangleD (v0, v1, v2, solid); |
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1552 | glPopMatrix(); |
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1553 | } |
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1554 | |
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1555 | |
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1556 | void dsDrawCylinderD (const double pos[3], const double R[12], |
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1557 | float length, float radius) |
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1558 | { |
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1559 | int i; |
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1560 | float pos2[3],R2[12]; |
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1561 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
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1562 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
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1563 | dsDrawCylinder (pos2,R2,length,radius); |
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1564 | } |
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1565 | |
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1566 | |
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1567 | void dsDrawCapsuleD (const double pos[3], const double R[12], |
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1568 | float length, float radius) |
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1569 | { |
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1570 | int i; |
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1571 | float pos2[3],R2[12]; |
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1572 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; |
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1573 | for (i=0; i<12; i++) R2[i]=(float)R[i]; |
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1574 | dsDrawCapsule (pos2,R2,length,radius); |
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1575 | } |
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1576 | |
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1577 | |
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1578 | void dsDrawLineD (const double _pos1[3], const double _pos2[3]) |
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1579 | { |
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1580 | int i; |
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1581 | float pos1[3],pos2[3]; |
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1582 | for (i=0; i<3; i++) pos1[i]=(float)_pos1[i]; |
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1583 | for (i=0; i<3; i++) pos2[i]=(float)_pos2[i]; |
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1584 | dsDrawLine (pos1,pos2); |
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1585 | } |
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1586 | |
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1587 | |
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1588 | void dsSetSphereQuality (int n) |
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1589 | { |
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1590 | sphere_quality = n; |
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1591 | } |
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1592 | |
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1593 | |
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1594 | void dsSetCapsuleQuality (int n) |
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1595 | { |
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1596 | capped_cylinder_quality = n; |
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1597 | } |
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