2014-02-16 14:32:28 +00:00
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#include "main.h"
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#include "3dutils.h"
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#include <math.h>
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#include "utils.h"
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#include "mesh.h"
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#include "vector.h"
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#include "texture.h"
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#include "glapi.h"
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int SKYBOX = -1;
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/*
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* Luo pyörähdyskappaleen y-akselin ympäri annetuista pisteistä
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* Parametrina taulukollinen pisteitä,
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* pisteidein määrä,
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* jakojen määrä pyörähdyssuunnassa,
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* jakojen määrä "pysty"suunnassa
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* Jos viimeinen parametri on sama kuin pisteiden määrä,
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* niin pyörähdyskappale vastaa suoraan annettujen pisteiden
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* pyörähdyskappaletta. Muulloin pisteet lasketaan kuutiollisella
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* interpoloinnilla annettujen pisteiden välillä.
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*/
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2015-06-03 12:29:34 +00:00
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void createLathedSurface(point2d *points, point2d *pointderivates, int count,
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int slices, int stacks) {
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int i, j;
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point2d *h1, *h2;
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point2d *derivates;
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if (pointderivates == NULL)
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derivates = new point2d[count];
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else
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derivates = pointderivates;
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// Derivaatta pisteessä i on (points[i+1]-points[i-1])/2 alkua ja loppua
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// lukuunottamatta
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for (i = 0; i < count; i++) {
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if (pointderivates == NULL ||
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(derivates[i].x == 0 && derivates[i].y == 0)) {
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if (i == 0)
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h1 = &points[0];
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else
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h1 = &points[i - 1];
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if (i == count - 1)
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h2 = &points[count - 1];
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else
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h2 = &points[i + 1];
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float dx, dy;
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dx = (h2->x - h1->x);
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dy = (h2->y - h1->y);
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if (i > 0 && i < count) {
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dx /= 2;
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dy /= 2;
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}
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derivates[i].x = dx;
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derivates[i].y = dy;
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2014-02-16 14:32:28 +00:00
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}
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2015-06-03 12:29:34 +00:00
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}
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float sif;
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int si;
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point2d newpoint, oldpoint;
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point2d derivate;
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point2d newnormal, oldnormal;
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point2d A, B, C, D;
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oldpoint.x = points[0].x;
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oldpoint.y = points[0].y;
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oldnormal.x = derivates[0].y;
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oldnormal.y = -derivates[0].x;
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point2d *p1, *p2, *d1, *d2;
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int i1, i2;
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float t;
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float x1, y1, z1, x2, y2, z2, nx1, ny1, nz1, nx2, ny2, nz2;
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for (i = 1; i <= stacks - (stacks / count); i++) {
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sif = (float)i * count / stacks;
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si = (int)sif;
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t = sif - si;
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i1 = si;
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i2 = si + 1;
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if (i2 >= count)
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i2 = count - 1;
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p1 = &points[i1];
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p2 = &points[i2];
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d1 = &derivates[i1];
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d2 = &derivates[i2];
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// Hermite-käyrä A*t^3 + B*t^2 + C*t + D
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// Hermite-käyrän derivaatta 3*A*t^2 + 2*B*t + C
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// Vakiot A,B,C ja D ovat laskettu siten, että:
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// 1. H(0)=p1;
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// 2. H(1)=p2;
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// 3. H'(0)=d1;
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// 4. H'(1)=d2;
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//
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// A = d2 - 2*p2 + d1 + 2*p1
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// B = -d2 + 3*p2 - 2*d1 - 3*p1
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// C = d1
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// D = p1
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A.x = d2->x - 2 * p2->x + d1->x + 2 * p1->x;
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A.y = d2->y - 2 * p2->y + d1->y + 2 * p1->y;
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B.x = -d2->x + 3 * p2->x - 2 * d1->x - 3 * p1->x;
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B.y = -d2->y + 3 * p2->y - 2 * d1->y - 3 * p1->y;
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C.x = d1->x;
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C.y = d1->y;
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D.x = p1->x;
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D.y = p1->y;
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newpoint.x = A.x * t * t * t + B.x * t * t + C.x * t + D.x;
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newpoint.y = A.y * t * t * t + B.y * t * t + C.y * t + D.y;
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derivate.x = 3 * A.x * t * t + 2 * B.x * t + C.x;
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derivate.y = 3 * A.y * t * t + 2 * B.y * t + C.y;
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newnormal.x = derivate.y;
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newnormal.y = -derivate.x;
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glBegin(GL_QUAD_STRIP);
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for (j = 0; j <= slices; j++) {
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float angle = j * 2 * PI / slices;
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nx2 = sin(angle) * newnormal.x;
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ny2 = newnormal.y;
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nz2 = cos(angle) * newnormal.x;
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glNormal3f(nx2, ny2, nz2);
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x2 = sin(angle) * newpoint.x;
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y2 = newpoint.y;
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z2 = cos(angle) * newpoint.x;
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glTexCoord2f(j * 1.0 / slices, 1.0 - (i * 1.0 / (stacks - 1)));
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glVertex3f(x2, y2, z2);
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nx1 = sin(angle) * oldnormal.x;
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ny1 = oldnormal.y;
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nz1 = cos(angle) * oldnormal.x;
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glNormal3f(nx1, ny1, nz1);
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x1 = sin(angle) * oldpoint.x;
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y1 = oldpoint.y;
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z1 = cos(angle) * oldpoint.x;
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glTexCoord2f(j * 1.0 / slices, 1.0 - ((i - 1) * 1.0 / (stacks - 1)));
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glVertex3f(x1, y1, z1);
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2014-02-16 14:32:28 +00:00
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}
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2015-06-03 12:29:34 +00:00
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glEnd();
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oldpoint.x = newpoint.x;
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oldpoint.y = newpoint.y;
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oldnormal.x = newnormal.x;
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oldnormal.y = newnormal.y;
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}
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2014-02-16 14:32:28 +00:00
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}
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GLUquadricObj *spherequadric = gluNewQuadric();
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2015-06-03 12:29:34 +00:00
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void createSphere(float r, int slices, int stacks) {
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/*float phi, theta;
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int x, y;
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for (y = 0; y < stacks; y++){
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for (x = 0; x < slices; x++){
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}
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}*/
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gluSphere(spherequadric, r, slices, stacks);
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2014-02-16 14:32:28 +00:00
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}
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#define DEFAULTSLICES 20
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#define DEFAULTSTACKS 10
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2015-06-03 12:29:34 +00:00
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void createSphere(float r) { createSphere(r, DEFAULTSLICES, DEFAULTSTACKS); }
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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bool solvePointInTriangle(float *position, float *normal, Vertex *v1,
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Vertex *v2, Vertex *v3, float *t, float *u,
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float *v) {
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float edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
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float det, inv_det;
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// find vectors for two edges sharing vert0
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vectorSub(edge1, v2->position, v1->position);
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vectorSub(edge2, v3->position, v1->position);
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// begin calculating determinant - also used to calculate U parameter
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vectorCross(pvec, normal, edge2);
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// if determinant is near zero, ray lies in plane of triangle
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det = vectorDot(edge1, pvec);
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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if (det > -EPSILON && det < EPSILON)
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return false;
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inv_det = 1.0 / det;
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// calculate distance from vert0 to ray origin
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vectorSub(tvec, position, v1->position);
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// calculate U parameter and test bounds
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*u = vectorDot(tvec, pvec) * inv_det;
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if (*u < 0.0 || *u > 1.0)
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return false;
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// prepare to test V parameter
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vectorCross(qvec, tvec, edge1);
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// calculate V parameter and test bounds
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*v = vectorDot(normal, qvec) * inv_det;
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if (*v < 0.0 || *u + *v > 1.0)
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return false;
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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// calculate t, ray intersects triangle
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*t = vectorDot(edge2, qvec) * inv_det;
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2014-02-16 14:32:28 +00:00
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2015-06-03 12:29:34 +00:00
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return true;
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2014-02-16 14:32:28 +00:00
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}
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2015-06-03 12:29:34 +00:00
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float distanceFromPlane(float point[3], float normal[3], float distance) {
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return vectorDot(point, normal) + distance;
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2014-02-16 14:32:28 +00:00
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}
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2015-06-03 12:29:34 +00:00
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void createSkyBox(float x, float y, float z, float w, float h, float l) {
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glEnable(GL_TEXTURE_2D);
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glClear(GL_DEPTH_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_LIGHTING);
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glShadeModel(GL_FLAT);
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2015-06-02 20:25:50 +00:00
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(1.0, 1.0, 1.0, 0.5);
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2015-06-03 12:29:34 +00:00
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float modelview[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, modelview);
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modelview[12] = modelview[13] = modelview[14] = 0.0f;
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glPushMatrix();
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glLoadMatrixf(modelview);
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if (SKYBOX > 0) {
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glCallList(SKYBOX);
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} else {
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SKYBOX = glGenLists(1);
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float d = 1.0 / 512;
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// glPushAttrib(GL_COLOR);
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glNewList(SKYBOX, GL_COMPILE_AND_EXECUTE);
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// glBindTexture(GL_TEXTURE_2D, SKY_BACK_ID);
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skybacktexture->enable();
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glBegin(GL_QUADS);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x + w, y, z);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x + w, y + h, z);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x, y + h, z);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x, y, z);
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_FRONT_ID);
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skyfronttexture->enable();
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glBegin(GL_QUADS);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x, y, z + l);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x, y + h, z + l);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x + w, y, z + l);
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_TOP_ID);
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skytoptexture->enable();
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glBegin(GL_QUADS);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x + w, y + h, z);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x, y + h, z);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x, y + h, z + l);
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/*glTexCoord2f(1.0f, 0+d); glVertex3f(x + w, y + h, z);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(x + w, y + h, z + l);
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glTexCoord2f(0+d, 1.0f); glVertex3f(x, y + h, z + l);
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glTexCoord2f(0+d, 0+d); glVertex3f(x, y + h, z);*/
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_BOTTOM_ID);
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skybottomtexture->enable();
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glBegin(GL_QUADS);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x, y, z);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x + w, y, z);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x + w, y, z + l);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x, y, z + l);
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glEnd();
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// glBindTexture(GL_TEXTURE_2D, SKY_LEFT_ID);
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skylefttexture->enable();
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glBegin(GL_QUADS);
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glTexCoord2f(1 - d, 0 + d);
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glVertex3f(x, y + h, z);
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glTexCoord2f(0 + d, 0 + d);
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glVertex3f(x, y + h, z + l);
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glTexCoord2f(0 + d, 1 - d);
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glVertex3f(x, y, z + l);
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glTexCoord2f(1 - d, 1 - d);
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glVertex3f(x, y, z);
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
// glBindTexture(GL_TEXTURE_2D, SKY_RIGHT_ID);
|
|
|
|
skyrighttexture->enable();
|
|
|
|
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glTexCoord2f(0 + d, 1 - d);
|
|
|
|
glVertex3f(x + w, y, z);
|
|
|
|
glTexCoord2f(1 - d, 1 - d);
|
|
|
|
glVertex3f(x + w, y, z + l);
|
|
|
|
glTexCoord2f(1 - d, 0 + d);
|
|
|
|
glVertex3f(x + w, y + h, z + l);
|
|
|
|
glTexCoord2f(0 + d, 0 + d);
|
|
|
|
glVertex3f(x + w, y + h, z);
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
glEndList();
|
|
|
|
}
|
|
|
|
|
|
|
|
glPopMatrix();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glEnable(GL_LIGHTING);
|
|
|
|
glShadeModel(GL_SMOOTH);
|
2015-06-02 20:25:50 +00:00
|
|
|
glDisable(GL_BLEND);
|
2014-02-16 14:32:28 +00:00
|
|
|
}
|
|
|
|
|
2015-06-03 12:29:34 +00:00
|
|
|
void enable2D(void) {
|
|
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadIdentity();
|
|
|
|
gluOrtho2D(0, 1, 1, 0);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadIdentity();
|
2014-02-16 14:32:28 +00:00
|
|
|
}
|
|
|
|
|
2015-06-03 12:29:34 +00:00
|
|
|
void disable2D(void) {
|
|
|
|
glPopMatrix();
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glPopMatrix();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glEnable(GL_LIGHTING);
|
2014-02-16 14:32:28 +00:00
|
|
|
}
|