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blockofighter/src/3dutils.cpp

361 lines
9.1 KiB
C++

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