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/cvs/libgender/util.C
Revision: 1.17
Committed: Wed Oct 6 17:04:06 2004 UTC (19 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +18 -15 lines
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File Contents

# User Rev Content
1 root 1.3 /*
2     * math support
3     * most of the more complicated code is taken from mesa.
4     */
5    
6 root 1.2 #include <cstdio> // ugly
7 root 1.1 #include <cmath>
8    
9 root 1.4 #include <sys/time.h>
10     #include <time.h>
11 root 1.15 #include <GL/gl.h>
12 root 1.2
13 root 1.1 #include "util.h"
14 root 1.15 #include "entity.h"
15 root 1.1
16 root 1.3 #define DEG2RAD (M_PI / 180.)
17    
18 root 1.6 void renormalize (sector &s, point &p)
19     {
20     float i;
21    
22 root 1.11 p.x = modff (p.x, &i); s.x += (soffs)i;
23     p.y = modff (p.y, &i); s.y += (soffs)i;
24     p.z = modff (p.z, &i); s.z += (soffs)i;
25 root 1.6 }
26    
27 root 1.7 /////////////////////////////////////////////////////////////////////////////
28    
29 root 1.1 const vec3 normalize (const vec3 &v)
30     {
31 root 1.3 GLfloat s = abs (v);
32    
33     if (!s)
34     return v;
35 root 1.1
36 root 1.3 s = 1. / s;
37 root 1.1 return vec3 (v.x * s, v.y * s, v.z * s);
38     }
39    
40     const vec3 cross (const vec3 &a, const vec3 &b)
41     {
42     return vec3 (
43 root 1.3 a.y * b.z - a.z * b.y,
44     a.z * b.x - a.x * b.z,
45     a.x * b.y - a.y * b.x
46     );
47 root 1.2 }
48    
49 root 1.7 /////////////////////////////////////////////////////////////////////////////
50    
51 root 1.12 void matrix::diagonal (GLfloat v)
52 root 1.2 {
53     for (int i = 4; i--; )
54     for (int j = 4; j--; )
55     data[i][j] = i == j ? v : 0.;
56     }
57    
58 root 1.12 const matrix operator *(const matrix &a, const matrix &b)
59 root 1.2 {
60 root 1.12 matrix r;
61 root 1.2
62 root 1.3 // taken from mesa
63     for (int i = 0; i < 4; i++)
64     {
65     const GLfloat ai0=a(i,0), ai1=a(i,1), ai2=a(i,2), ai3=a(i,3);
66    
67     r(i,0) = ai0 * b(0,0) + ai1 * b(1,0) + ai2 * b(2,0) + ai3 * b(3,0);
68     r(i,1) = ai0 * b(0,1) + ai1 * b(1,1) + ai2 * b(2,1) + ai3 * b(3,1);
69     r(i,2) = ai0 * b(0,2) + ai1 * b(1,2) + ai2 * b(2,2) + ai3 * b(3,2);
70     r(i,3) = ai0 * b(0,3) + ai1 * b(1,3) + ai2 * b(2,3) + ai3 * b(3,3);
71     }
72 root 1.2
73 root 1.3 return r;
74     }
75 root 1.2
76 root 1.12 const matrix matrix::rotation (GLfloat angle, const vec3 &axis)
77 root 1.3 {
78     GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c;
79 root 1.2
80 root 1.3 s = (GLfloat) sinf (angle * DEG2RAD);
81     c = (GLfloat) cosf (angle * DEG2RAD);
82    
83     const GLfloat mag = abs (axis);
84    
85     if (mag <= 1.0e-4)
86 root 1.12 return matrix (1);
87 root 1.3
88 root 1.12 matrix m;
89 root 1.3 const vec3 n = axis * (1. / mag);
90    
91     /*
92     * Arbitrary axis rotation matrix.
93     *
94     * This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
95     * like so: Rz * Ry * T * Ry' * Rz'. T is the final rotation
96     * (which is about the X-axis), and the two composite transforms
97     * Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
98     * from the arbitrary axis to the X-axis then back. They are
99     * all elementary rotations.
100     *
101     * Rz' is a rotation about the Z-axis, to bring the axis vector
102     * into the x-z plane. Then Ry' is applied, rotating about the
103     * Y-axis to bring the axis vector parallel with the X-axis. The
104     * rotation about the X-axis is then performed. Ry and Rz are
105     * simply the respective inverse transforms to bring the arbitrary
106     * axis back to it's original orientation. The first transforms
107     * Rz' and Ry' are considered inverses, since the data from the
108     * arbitrary axis gives you info on how to get to it, not how
109     * to get away from it, and an inverse must be applied.
110     *
111     * The basic calculation used is to recognize that the arbitrary
112     * axis vector (x, y, z), since it is of unit length, actually
113     * represents the sines and cosines of the angles to rotate the
114     * X-axis to the same orientation, with theta being the angle about
115     * Z and phi the angle about Y (in the order described above)
116     * as follows:
117     *
118     * cos ( theta ) = x / sqrt ( 1 - z^2 )
119     * sin ( theta ) = y / sqrt ( 1 - z^2 )
120     *
121     * cos ( phi ) = sqrt ( 1 - z^2 )
122     * sin ( phi ) = z
123     *
124     * Note that cos ( phi ) can further be inserted to the above
125     * formulas:
126     *
127     * cos ( theta ) = x / cos ( phi )
128     * sin ( theta ) = y / sin ( phi )
129     *
130     * ...etc. Because of those relations and the standard trigonometric
131     * relations, it is pssible to reduce the transforms down to what
132     * is used below. It may be that any primary axis chosen will give the
133     * same results (modulo a sign convention) using this method.
134     *
135     * Particularly nice is to notice that all divisions that might
136     * have caused trouble when parallel to certain planes or
137     * axis go away with care paid to reducing the expressions.
138     * After checking, it does perform correctly under all cases, since
139     * in all the cases of division where the denominator would have
140     * been zero, the numerator would have been zero as well, giving
141     * the expected result.
142     */
143    
144     xx = n.x * n.x;
145     yy = n.y * n.y;
146     zz = n.z * n.z;
147     xy = n.x * n.y;
148     yz = n.y * n.z;
149     zx = n.z * n.x;
150     xs = n.x * s;
151     ys = n.y * s;
152     zs = n.z * s;
153     one_c = 1.0F - c;
154    
155     m(0,0) = (one_c * xx) + c;
156     m(0,1) = (one_c * xy) - zs;
157     m(0,2) = (one_c * zx) + ys;
158     m(0,3) = 0;
159    
160     m(1,0) = (one_c * xy) + zs;
161     m(1,1) = (one_c * yy) + c;
162     m(1,2) = (one_c * yz) - xs;
163     m(1,3) = 0;
164    
165     m(2,0) = (one_c * zx) - ys;
166     m(2,1) = (one_c * yz) + xs;
167     m(2,2) = (one_c * zz) + c;
168     m(2,3) = 0;
169    
170     m(3,0) = 0;
171     m(3,1) = 0;
172     m(3,2) = 0;
173     m(3,3) = 1;
174    
175 root 1.9 return m;
176 root 1.3 }
177    
178 root 1.12 const vec3 operator *(const matrix &a, const vec3 &v)
179 root 1.3 {
180     return vec3 (
181 root 1.9 a(0,0) * v.x + a(0,1) * v.y + a(0,2) * v.z + a(0,3),
182     a(1,0) * v.x + a(1,1) * v.y + a(1,2) * v.z + a(1,3),
183     a(2,0) * v.x + a(2,1) * v.y + a(2,2) * v.z + a(2,3)
184 root 1.3 );
185 root 1.2 }
186    
187 root 1.12 void matrix::print ()
188 root 1.2 {
189     printf ("\n");
190     printf ("[ %f, %f, %f, %f ]\n", data[0][0], data[1][0], data[2][0], data[3][0]);
191     printf ("[ %f, %f, %f, %f ]\n", data[0][1], data[1][1], data[2][1], data[3][1]);
192     printf ("[ %f, %f, %f, %f ]\n", data[0][2], data[1][2], data[2][2], data[3][2]);
193     printf ("[ %f, %f, %f, %f ]\n", data[0][3], data[1][3], data[2][3], data[3][3]);
194     }
195    
196 root 1.12 const matrix matrix::translation (const vec3 &v)
197 root 1.2 {
198 root 1.12 matrix m(1);
199 root 1.2
200 root 1.9 m(0,3) = v.x;
201     m(1,3) = v.y;
202     m(2,3) = v.z;
203 root 1.2
204 root 1.9 return m;
205 root 1.1 }
206    
207 root 1.7 /////////////////////////////////////////////////////////////////////////////
208    
209     plane::plane (GLfloat a, GLfloat b, GLfloat c, GLfloat d)
210 root 1.9 : n (vec3 (a,b,c))
211 root 1.7 {
212     GLfloat s = 1. / abs (n);
213    
214     n = n * s;
215 root 1.9 this->d = d * s;
216 root 1.7 }
217    
218     /////////////////////////////////////////////////////////////////////////////
219    
220 root 1.1 void box::add (const box &o)
221     {
222     a.x = min (a.x, o.a.x);
223     a.y = min (a.y, o.a.y);
224     a.z = min (a.z, o.a.z);
225     b.x = max (b.x, o.b.x);
226     b.y = max (b.y, o.b.y);
227     b.z = max (b.z, o.b.z);
228     }
229    
230 root 1.5 void box::add (const sector &p)
231 root 1.1 {
232     a.x = min (a.x, p.x);
233     a.y = min (a.y, p.y);
234     a.z = min (a.z, p.z);
235     b.x = max (b.x, p.x);
236     b.y = max (b.y, p.y);
237     b.z = max (b.z, p.z);
238 root 1.5 }
239    
240     void box::add (const point &p)
241     {
242     a.x = min (a.x, (soffs)floorf (p.x));
243     a.y = min (a.y, (soffs)floorf (p.y));
244     a.z = min (a.z, (soffs)floorf (p.z));
245 root 1.6 b.x = max (b.x, (soffs)ceilf (p.x));
246     b.y = max (b.y, (soffs)ceilf (p.y));
247     b.z = max (b.z, (soffs)ceilf (p.z));
248 root 1.1 }
249 root 1.7
250     /////////////////////////////////////////////////////////////////////////////
251 root 1.4
252     struct timer timer;
253     static double base;
254     double timer::now = 0.;
255     double timer::diff;
256    
257     void timer::frame ()
258     {
259     struct timeval tv;
260     gettimeofday (&tv, 0);
261    
262     double next = tv.tv_sec - base + tv.tv_usec / 1.e6;
263    
264     diff = next - now;
265     now = next;
266     }
267    
268     timer::timer ()
269     {
270     struct timeval tv;
271     gettimeofday (&tv, 0);
272     base = tv.tv_sec + tv.tv_usec / 1.e6;
273     }
274    
275 root 1.13 GLuint SDL_GL_LoadTexture (SDL_Surface * surface, GLfloat * texcoord)
276     {
277     GLuint texture;
278     int w, h;
279     SDL_Surface *image;
280     SDL_Rect area;
281     Uint32 saved_flags;
282     Uint8 saved_alpha;
283    
284     /* Use the surface width and height expanded to powers of 2 */
285 root 1.14 //w = power_of_two (surface->w);
286     //h = power_of_two (surface->h);
287 root 1.13 w = power_of_two (surface->w);
288     h = power_of_two (surface->h);
289     texcoord[0] = 0.0f; /* Min X */
290     texcoord[1] = 0.0f; /* Min Y */
291     texcoord[2] = (GLfloat) surface->w / w; /* Max X */
292     texcoord[3] = (GLfloat) surface->h / h; /* Max Y */
293    
294     image = SDL_CreateRGBSurface (SDL_SWSURFACE, w, h, 32,
295     #if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
296     0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000
297     #else
298     0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF
299     #endif
300     );
301     if (image == NULL)
302     {
303     return 0;
304     }
305    
306     /* Save the alpha blending attributes */
307     saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK);
308     saved_alpha = surface->format->alpha;
309     if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
310     {
311     SDL_SetAlpha (surface, 0, 0);
312     }
313    
314     /* Copy the surface into the GL texture image */
315     area.x = 0;
316     area.y = 0;
317     area.w = surface->w;
318     area.h = surface->h;
319     SDL_BlitSurface (surface, &area, image, &area);
320    
321     /* Restore the alpha blending attributes */
322     if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA)
323     {
324     SDL_SetAlpha (surface, saved_flags, saved_alpha);
325     }
326    
327     /* Create an OpenGL texture for the image */
328     glGenTextures (1, &texture);
329     glBindTexture (GL_TEXTURE_2D, texture);
330     glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
331     glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
332     glTexImage2D (GL_TEXTURE_2D,
333     0,
334     GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
335     SDL_FreeSurface (image); /* No longer needed */
336    
337     return texture;
338     }
339    
340 root 1.17 void draw_some_random_funky_floor_dance_music (int size, int dx, int dy, int dz)
341     {
342     int x, z, ry;
343 root 1.15
344 root 1.17 for (x = 0; x < 100; x++)
345     {
346     for (z = 0; z < 100; z++)
347     {
348     vector<vertex2d> pts;
349     pts.push_back (vertex2d (point (dx + (x * size), dy, dz + (z * size)), vec3 (0, 1, 0), texc (0, 0)));
350     pts.push_back (vertex2d (point (dx + (x * size), dy, dz + ((z + 1) * size)), vec3 (0, 1, 0), texc (0, 1)));
351     pts.push_back (vertex2d (point (dx + ((x + 1) * size), dy, dz + ((z + 1) * size)), vec3 (0, 1, 0), texc (1, 1)));
352     pts.push_back (vertex2d (point (dx + ((x + 1) * size), dy, dz + (z * size)), vec3 (0, 1, 0), texc (1, 0)));
353 root 1.15
354 root 1.17 entity_quads *q = new entity_quads;
355     q->set (pts);
356     q->show ();
357     }
358     }
359 root 1.15 }
360 root 1.13
361 root 1.10 //skedjuhlar main_scheduler;
362 root 1.17