Beispiel #1
0
void Weapon::SetLocation( Position& NewLocation ) 
{ 	
	//Take a location and then offset the weapon a bit forward
	//of that. Yeah, its sort of inaccurate, but it seems to work.
	Vector3D Offset;
	Vector3D Offset2;


	if(RightHanded)
	{
		Offset.z = 0.0f;
		Offset.Rotatey( -NewLocation.Yaw - RADIAN(20));
		Offset2.z =0.0f;
		Offset2.Rotatey( -NewLocation.Yaw + RADIAN(20));
	}
	else
	{
		Offset.z = 0.0f;
		Offset.Rotatey( -NewLocation.Yaw + RADIAN(20));
		Offset2.z = 0.0f;
		Offset2.Rotatey( -NewLocation.Yaw - RADIAN(20));
	}

	Location = NewLocation ; 
	Location.x += Offset.x;
	Location.z += Offset.z;
	SecondaryWeaponLocation = NewLocation;
	SecondaryWeaponLocation.x += Offset2.x;
	SecondaryWeaponLocation.z += Offset2.z;

}
Beispiel #2
0
void Character::MoveByDelta ( Real ForwardDelta, Real SideDelta)
{
	if(Health <= 0)
	{
		EquipItem(9);
		return;
	}

	Position NewLocation = Location;
	
	if(ForwardDelta != 0)
	{
		NewLocation.x += ( -ForwardDelta ) * (float)(*m_cos)(Location.Yaw + RADIAN(90));
		NewLocation.z += ( ForwardDelta ) * (float)(*m_sin)(Location.Yaw + RADIAN(90));
	}

	if(SideDelta != 0)
	{
		NewLocation.x += ( SideDelta ) * (float)(*m_cos)(Location.Yaw );
		NewLocation.z += ( -SideDelta ) * (float)(*m_sin)(Location.Yaw );
	}

	if(ForwardDelta !=0 || SideDelta != 0)
	{
		TargetVelocity.x = NewLocation.x - Location.x;
		TargetVelocity.z = NewLocation.z - Location.z;
	}


}
void Mat4F::rotate( float p_x, float p_y, float p_z ) {
    float radX = (float)RADIAN(p_x);
    float radXSin = sinf(radX);
    float radXCos = cosf(radX);
    
    float radY = (float)RADIAN(p_y);
    float radYSin = sinf(radY);
    float radYCos = cosf(radY);
    
    float radZ = (float)RADIAN(p_z);
    float radZSin = sinf(radZ);
    float radZCos = cosf(radZ);

    Mat4F rX, rY, rZ;
    rX._[0][0] = 1.0f; rX._[0][1] = 0.0f;    rX._[0][2] = 0.0f;     rX._[0][3] = 0.0f;
    rX._[1][0] = 0.0f; rX._[1][1] = radXCos; rX._[1][2] = -radXSin; rX._[1][3] = 0.0f;
    rX._[2][0] = 0.0f; rX._[2][1] = radXSin; rX._[2][2] = radXCos;  rX._[2][3] = 0.0f;
    rX._[3][0] = 0.0f; rX._[3][1] = 0.0f;    rX._[3][2] = 0.0f;     rX._[3][3] = 1.0f;
             
    rY._[0][0] = radYCos; rY._[0][1] = 0.0f; rY._[0][2] = -radYSin; rY._[0][3] = 0.0f;
    rY._[1][0] = 0.0f;    rY._[1][1] = 1.0f; rY._[1][2] = 0.0f;     rY._[1][3] = 0.0f;
    rY._[2][0] = radYSin; rY._[2][1] = 0.0f; rY._[2][2] = radYCos;  rY._[2][3] = 0.0f;
    rY._[3][0] = 0.0f;    rY._[3][1] = 0.0f; rY._[3][2] = 0.0f;     rY._[3][3] = 1.0f;
             
    rZ._[0][0] = radZCos; rZ._[0][1] = -radZSin; rZ._[0][2] = 0.0f; rZ._[0][3] = 0.0f;
    rZ._[1][0] = radZSin; rZ._[1][1] = radZCos;  rZ._[1][2] = 0.0f; rZ._[1][3] = 0.0f;
    rZ._[2][0] = 0.0f;    rZ._[2][1] = 0.0f;     rZ._[2][2] = 1.0f; rZ._[2][3] = 0.0f;
    rZ._[3][0] = 0.0f;    rZ._[3][1] = 0.0f;     rZ._[3][2] = 0.0f; rZ._[3][3] = 1.0f;
    
    *this = rZ * rY * rX;
}
Beispiel #4
0
vec_t vec_rotate(vec_t a, float angle){
	float sina = sinf(RADIAN(angle));
	float cosa = cosf(RADIAN(angle));
	return vec_new(	a.x*cosa - a.y*sina ,
			a.x*sina + a.y*cosa  );

}
Beispiel #5
0
void SSAO::RenderSSAOPass()
{
    mDepthTex.BindForRead(GL_TEXTURE1);
    mAOTex.BindForDraw();
    glClearColor(0, 0, 0, 0);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    
    glUseProgram(mSSAOProg);
    
    GLint gSampler = glGetUniformLocation(mSSAOProg, "gSampler");
    glUniform1i(gSampler, mDepthTex.GetTex());
    
    GLint gSampleRad = glGetUniformLocation(mSSAOProg, "gSampleRad");
    GLint gKernel = glGetUniformLocation(mSSAOProg, "gKernel");
    glUniform1f(gSampleRad, mSampleRad);
    glUniform3fv(gKernel, MAX_KERNEL_SIZE, glm::value_ptr(mSamplePos[0]));
    
    GLint gAspect = glGetUniformLocation(mSSAOProg, "gAspect");
    GLint gHalfFov = glGetUniformLocation(mSSAOProg, "gHalfFov");
    GLint gProjMat = glGetUniformLocation(mSSAOProg, "gProjMat");
    glUniform1f(gAspect, (GLfloat)mWidth/mHeight);
    glUniform1f(gHalfFov, tanf(RADIAN(45)/2));
    glUniformMatrix4fv(gProjMat, 1, GL_FALSE, glm::value_ptr(gPipeline.GetProjMat()));
    
    glFrontFace(GL_CW);
    mQuad.Render();
    glFrontFace(GL_CCW);
    
    glUseProgram(0);
}
Beispiel #6
0
void mk23::set_stand(const fmesh::transform3d& tf)
{
    this->_stand = tf;
    this->_fire_1_tf.rotate = tf.rotate *
        glm::angleAxis((float)RADIAN(-30),
                       vec3(1,0,0));
}
Beispiel #7
0
static void compute_uvw_vectors(struct Camera *cam)
{
	double halfu, halfv;
	int i;

	/* assumes dir and up are normalized */
	VEC3_COPY(cam->wvec, cam->dir);
	VEC3_NORMALIZE(cam->wvec);

	VEC3_CROSS(cam->uvec, cam->wvec, cam->up);
	VEC3_NORMALIZE(cam->uvec);

	VEC3_CROSS(cam->vvec, cam->uvec, cam->wvec);
	VEC3_NORMALIZE(cam->vvec);

	halfv = tan(RADIAN(cam->fov/2));
	halfu = halfv * cam->aspect;

	for (i = 0; i < 3; i++) {
		cam->scrn_bottom_left[i] = cam->center[i] +
				cam->wvec[i] -
				halfu * cam->uvec[i] -
				halfv * cam->vvec[i];
	}

	VEC3_MUL_ASGN(cam->uvec, 2 * halfu);
	VEC3_MUL_ASGN(cam->vvec, 2 * halfv);
}
Beispiel #8
0
void Screen3D::SetFieldOfView( int newFOV )
{
	FOV = newFOV;

	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, RADIAN(FOV),( (float)GetWidth()/(float)GetHeight()), 0.2f, ScreenViewDepth );
	D3DDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
Beispiel #9
0
bool Screen3D::ChangeViewDepth(Real ViewDepth)
{
	ScreenViewDepth = ViewDepth;
	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH( &matProj, RADIAN(FOV),((float)GetWidth()/(float)GetHeight()), 0.2f, ViewDepth );
	D3DDevice->SetTransform( D3DTS_PROJECTION, &matProj );
	return true;
}
void Vec3F::rotate(float p_angle, const Vec3F& p_axis) {
    const float sinHalfAngle = sinf((float)RADIAN(p_angle / 2));
    const float cosHalfAngle = cosf((float)RADIAN(p_angle / 2));

    const float rX = p_axis.x * sinHalfAngle;
    const float rY = p_axis.y * sinHalfAngle;
    const float rZ = p_axis.z * sinHalfAngle;
    const float rW = cosHalfAngle;

    Quaternion rotationQ(rX, rY, rZ, rW);
    Quaternion conjugateQ = rotationQ.conjugate();
    Quaternion w = rotationQ * (*this) * conjugateQ;

    x = w.x;
    y = w.y;
    z = w.z;
}
Beispiel #11
0
HRESULT Dx::init() {
    HRESULT hr = S_FALSE;

    m_cogD3d = new CogD3d(*m_win);
    hr = m_cogD3d->init();
    D3d d3d = m_cogD3d->getD3d();
    if(SUCCEEDED(hr)) {
        ID3D11Texture2D* backbufferTex;
        HRESULT hr = d3d.swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), 
                                              (LPVOID*)&backbufferTex);
        if(SUCCEEDED(hr)) {
            hr = d3d.device->CreateUnorderedAccessView(backbufferTex, NULL,
                                                       &m_uavBackbuffer);
        }
        if(SUCCEEDED(hr)) {
            hr = d3d.device->CreateRenderTargetView(backbufferTex, NULL,
                                                    &m_rtvBackbuffer);
        }
        ASSERT_RELEASE(backbufferTex);
    }
    if(SUCCEEDED(hr)) {
        Singleton<Ant>::get().init(d3d.device, m_win->getWidth(),
                                   m_win->getHeight());
    }

    if(SUCCEEDED(hr)) {
        m_cogFx = new CogFx();
        hr = m_cogFx->init(d3d.device);
    }
    if(SUCCEEDED(hr)) {
        m_cogCb = new CogCb();
        hr = m_cogCb->init(d3d.device);

        CbPerInstance cbPerInstance;
        cbPerInstance.screenWidth = m_win->getWidth();
        cbPerInstance.screenHeight = m_win->getHeight();
        m_cogCb->mapCbPerInstance(d3d.devcon, cbPerInstance);
    }
    if(SUCCEEDED(hr)) {
        m_cogSS = new CogSS();
        hr = m_cogSS->init(d3d.device);
    }
    if(SUCCEEDED(hr)) {
        m_cogTex = new CogTex();
        hr = m_cogTex->init(d3d.device);
    }
    if(SUCCEEDED(hr)) {
        m_cogGeo = new CogGeo();
        hr = m_cogGeo->init(d3d.device, d3d.devcon);
    }
    if(SUCCEEDED(hr)) {
        m_cogFov = new CogFov(m_win->getWidth(), m_win->getHeight(),
                              (float)RADIAN(45.0f));
        hr = m_cogFov->init(d3d.device, d3d.devcon);
    }

    return hr;
}
int*
accum_matrix_from_image_with_length(const GdkPixbuf *image,
                                    int *matrix_width,
                                    int *matrix_height)
{
  int *matrix, width, height;
  int rowstride, channels, diag;
  guchar *pixels;
  int max_distance, min_distance;
  int max_angle, min_angle, index;
  int matrix_size, matr_width, matr_height;

  width = gdk_pixbuf_get_width(image);
  height = gdk_pixbuf_get_height(image);
  rowstride = gdk_pixbuf_get_rowstride(image);
  channels = gdk_pixbuf_get_n_channels(image);
  pixels = gdk_pixbuf_get_pixels(image);

  diag = round(sqrt(SQUARE(width - 1) + SQUARE(height - 1)));
//  diag2 = DIAG_LENGTH(width, height);
//  if(diag != diag2)
//    g_print("bad");
  max_distance = MAX_DISTANCE(diag);
  min_distance = -max_distance;
  max_angle = MAX_ANGLE;
  min_angle = -max_angle;

  matr_width = max_distance * 2 + 1;
  //matr_height = (max_angle * 2) / ANGLE_STEP + 1;
  matr_height = (max_angle * 2) / ANGLE_STEP;
  matrix_size = matr_width * matr_height;
  matrix = calloc(matrix_size, sizeof (int));

  for(int i = 0; i < height; ++i)
    for(int j = 0; j < width; ++j)
      {
        index = i * rowstride + j * channels;
        if(pixels[index] != 0)
          continue;
        for(int angle = min_angle; angle < max_angle/*angle <= max_angle*/; angle+= ANGLE_STEP)
          {
            float phi = RADIAN(angle, M_PI);
            float distance = i * sin(phi) + j * cos(phi);
            if(distance >= min_distance &&
               distance <= max_distance)
              {
                index = (angle + max_angle) / ANGLE_STEP *
                    matr_width + (distance + max_distance);
                matrix[index]++;
              }
          }
      }

  *matrix_width = matr_width;
  *matrix_height = matr_height;
  return matrix;
}
Beispiel #13
0
	virtual void draw() 
	{
		fl_color(FL_BLACK);

		// draw face
		short centerX, centerY;
		float radius;
		centerX = w()/2;
		centerY = h()/2;
		radius = MIN(w(), h())/4;
		fl_pie(centerX - radius, centerY-radius, radius*2, radius*2, 0, 360);

		// draw hands
		int hourX, hourY, minuteX, minuteY, secondX, secondY;
		hourX = centerX + 0.35 * radius * cos(RADIAN(hourHand));
		hourY = centerY + 0.35 * radius * sin(RADIAN(hourHand));
		minuteX = centerX + 0.65 * radius * cos(RADIAN(minuteHand));
		minuteY = centerY + 0.65 * radius * sin(RADIAN(minuteHand));
		secondX = centerX + 0.85 * radius * cos(RADIAN(secondHand));
		secondY = centerY + 0.85 * radius * sin(RADIAN(secondHand));
		fl_color(FL_GREEN);
		fl_line_style(FL_SOLID, 3);
		fl_line(centerX, centerY, hourX, hourY);
		fl_line(centerX, centerY, minuteX, minuteY);
		fl_color(FL_RED);
		fl_line_style(FL_SOLID, 1);
		fl_line(centerX, centerY, secondX, secondY);
	}
Beispiel #14
0
double grib_nearest_distance(double radius,double lon1, double lat1, double lon2, double lat2)
{
    double rlat1=RADIAN(lat1);
    double rlat2=RADIAN(lat2);
    double rlon1=lon1;
    double rlon2=lon2;
    double a;

    if (lat1 == lat2 && lon1 == lon2) {
        return 0.0; /* the two points are identical */
    }

    if (rlon1 >=360) rlon1-=360.0;
    rlon1=RADIAN(rlon1);
    if (rlon2 >=360) rlon2-=360.0;
    rlon2=RADIAN(rlon2);

    a = sin(rlat1)*sin(rlat2)+ cos(rlat1)*cos(rlat2)*cos(rlon2-rlon1);

    if (a > 1 || a < -1 ) a=(int)a;

    return radius*acos(a);
}
Beispiel #15
0
void		rotate2D(t_mat2 *m, double deg)
{
  t_mat2	rot;
  double	rad;
  double	s;
  double	c;

  rot = mat2();
  rad = RADIAN(deg);
  s = sin(rad);
  c = cos(rad);
  rot.m00 = c;
  rot.m10 = s;
  rot.m01 = -s;
  rot.m11 = c;
  multMat2(&rot, m);
}
Beispiel #16
0
static void	rotateZ(t_mat3 *m, double deg)
{
  t_mat3	rot;
  double	rad;
  double	s;
  double	c;

  rot = mat3();
  rad = RADIAN(deg);
  s = sin(rad);
  c = cos(rad);
  rot.m00 = c;
  rot.m10 = s;
  rot.m01 = -s;
  rot.m11 = c;
  multMat3(&rot, m);
}
Beispiel #17
0
void AvatarConstruction::OnAccelerate ( Real Force, Real SideForce, Real UpForce  )
{
    if(!OnGround)
        return;

    if(UpForce > 0 )
    {
        if( (timeGetTime()-LastJumpTime) < 1000 )
            UpForce = 0;
        else
            LastJumpTime = timeGetTime();
    }

    const dReal* currentSpeed = dBodyGetLinearVel( ObjectList[0].Body );
    Vector3D v, v2;
    v.x = currentSpeed[0];
    v.y = 0;
    v.z = currentSpeed[2];

    if( UpForce != 0 )
        dBodySetLinearVel( ObjectList[0].Body, v.x, UpForce, v.z );

    if(Force >0 || SideForce>0 || UpForce > 0)
        ForceEnable= true;

    float m=(float)sqrt(Force*Force+SideForce*SideForce);


    Vector3D r ( SideForce, 0, Force );
    r.Rotatey( RADIAN(-90 ));

    dBodySetAngularVel( ObjectList[0].Body, r.x, 0, r.z );


    if( SideForce != 0 || Force != 0)
        Moving = true;
}
Beispiel #18
0
void SSAO::RunLoop()
{
    srandom(static_cast<long>(time(NULL)+getpid()));
    
    mSampleRad = 1.0;
    for (int i = 0; i < MAX_KERNEL_SIZE; ++i) {
        float scale = (float)i/ MAX_KERNEL_SIZE;
        float x = 2 * random() / (float)RAND_MAX - 1.0;
        float y = 2 * random() / (float)RAND_MAX - 1.0;
        float z = 2 * random() / (float)RAND_MAX - 1.0;
        mSamplePos[i] = glm::vec3(x, y, z);
        mSamplePos[i] *= (0.1 + 0.9 * scale *scale);
    }
    
    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);
    //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    
    mLight.SetLightPos(glm::vec3(-30, 150, 120));
    mLight.SetCastPos(glm::vec3(10, 0, -50));
    mLight.SetLightColor(glm::vec4(1, 1, 1, 1));
    mLight.SetLightIntensity(1);
    mLight.SetAmbientColor(glm::vec4(1, 1, 1, 1));
    mLight.SetAmbientIntensity(0.8);
    
    mModelMat = glm::scale(glm::mat4(1), glm::vec3(10, 10, 10));
    mModelMat = glm::rotate(mModelMat, RADIAN(180), glm::vec3(0, 1, 0));
    
    while ( !glfwWindowShouldClose(mpWindow) ) {
        OnRender();
        glfwPollEvents();
        glfwSwapBuffers(mpWindow);
    }
    
    glfwTerminate();
}
Beispiel #19
0
void BuildTreeYShape(Node *node[], Tree &tree)
{
    const KDL::Vector unitx(1,0,0);
    const KDL::Vector unity(0,1,0);
    const KDL::Vector unitz(0,0,1);
    const KDL::Vector unit1(sqrt(14.0)/8.0, 1.0/8.0, 7.0/8.0);
    const KDL::Vector zero = KDL::Vector::Zero();
    
    //node[0] = new Node(KDL::Vector(0.0f, -0.5f, 0.0f), unit1, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    node[0] = new Node(KDL::Vector(0.0f, -0.5f, 0.0f), unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertRoot(node[0]);
    
    node[1] = new Node(KDL::Vector(0.0f, 0.4f, 0.0f), unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[0], node[1]);
    
    node[2] = new Node(KDL::Vector(0.0f, 0.4f, 0.0f), unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertRightSibling(node[1], node[2]);
    
    node[3] = new Node(KDL::Vector(0.5f, 1.0f, 0.0f), unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[1], node[3]);
    
    node[4] = new Node(KDL::Vector(-0.5f, 1.0f, 0.0f), unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[2], node[4]);
    
    node[5] = new Node(KDL::Vector(0.7f, 1.3f, 0.0f), unit1, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[3], node[5]);
    
    node[6] = new Node(KDL::Vector(-0.8f, 1.5f, 0.0f), unit1, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[4], node[6]);
    
    node[7] = new Node(KDL::Vector(0.7f, 2.0f, 0.0f), zero, 0.08, EFFECTOR);
    tree.InsertLeftChild(node[5], node[7]);
    
    node[8] = new Node(KDL::Vector(-0.8f, 1.9f, 0.0f), zero, 0.08, EFFECTOR);
    tree.InsertLeftChild(node[6], node[8]);
}
Beispiel #20
0
static void compute_uv_size(struct Camera *cam)
{
	cam->uv_size[1] = 2 * tan(RADIAN(cam->fov/2));
	cam->uv_size[0] = cam->uv_size[1] * cam->aspect;
}
Beispiel #21
0
mat4 Transform::rotateMat()
{
	mat4 rx(1, 0, 0, 0,
			0, cos(RADIAN(rotation.x)), -sin(RADIAN(rotation.x)), 0,
			0, sin(RADIAN(rotation.x)), cos(RADIAN(rotation.x)), 0,
			0, 0, 0, 1);
	mat4 ry(cos(RADIAN(rotation.y)), 0, sin(RADIAN(rotation.y)), 0,
			0, 1, 0, 0,
			-sin(RADIAN(rotation.y)), 0, cos(RADIAN(rotation.y)), 0,
			0, 0, 0, 1);
	mat4 rz(cos(RADIAN(rotation.z)), -sin(RADIAN(rotation.z)), 0, 0,
			sin(RADIAN(rotation.z)), cos(RADIAN(rotation.z)), 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1);
	return rz*ry*rx;
}
Beispiel #22
0
bool Screen3D::Create(HWND hwnd, DisplayModeInfo& m, float viewdistance)
{

	if( NULL == ( D3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
	    return false;


	D3DDISPLAYMODE d3ddm;
	if( FAILED( D3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
		return false;
	
	hWnd = hwnd;

	
	//Get the client rectangle dimensions  of the window.
	RECT WindowRect;
	GetClientRect(hwnd, &WindowRect);

	if( m.Width == -1 || m.Height == -1)
	{
		DisplayMode.Width  = WindowRect.right - WindowRect.left;
		DisplayMode.Height = WindowRect.bottom - WindowRect.top;
	}
	else
	{
		DisplayMode.Width  = m.Width;
		DisplayMode.Height = m.Height;
	}

	OutputMessage( "Attempting Resolution: %dx%d\n", DisplayMode.Width, DisplayMode.Height);

    // Set up the structure used to create the D3DDevice. 
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
	if ( DisplayMode.Fullscreen )
	{
		d3dpp.Windowed   = FALSE; 
		d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; //D3DSWAPEFFECT_COPY ;
		d3dpp.PresentationInterval =  D3DPRESENT_INTERVAL_IMMEDIATE;//D3DPRESENT_INTERVAL_ONE  ;
		d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT ;
	}
	else
	{
		d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
		d3dpp.Windowed = TRUE; 
		d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	}
    
	d3dpp.BackBufferWidth  = DisplayMode.Width ;
	d3dpp.BackBufferHeight = DisplayMode.Height;
    d3dpp.BackBufferFormat = d3ddm.Format;
	d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

	
	OutputMessage( "BackBuffer: %d\n", d3ddm.Format );

	//Get the depth/stencil caps

	//check for 32bit depth buffer
	if(  SUCCEEDED ( D3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, 
		D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, 
		D3DRTYPE_SURFACE, D3DFMT_D32) ))
	{
		d3dpp.AutoDepthStencilFormat = D3DFMT_D32;
	}

	//second choice is 24bit buffer with 8 bit stencil
	else if(  SUCCEEDED ( D3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, 
		D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, 
		D3DRTYPE_SURFACE, D3DFMT_D24S8) ))
	{
		d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
	}

	//third  choice is 24bit buffer with 4 bit stencil
	else if(  SUCCEEDED ( D3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, 
		D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, 
		D3DRTYPE_SURFACE, D3DFMT_D24X4S4) ))
	{
		d3dpp.AutoDepthStencilFormat = D3DFMT_D24X4S4;
	}

	//fourth choice is 24bit buffer with 8 bits wasted
	else if(  SUCCEEDED ( D3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, 
		D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, 
		D3DRTYPE_SURFACE, D3DFMT_D24X8) ))
	{
		d3dpp.AutoDepthStencilFormat = D3DFMT_D24X8;
	}

	//fifth choice is 16bit buffer
	else if(  SUCCEEDED ( D3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, 
		D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, 
		D3DRTYPE_SURFACE, D3DFMT_D16) ) )
	{
		d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
	}

	//last choice is 15bit depth buffer with 1 bit stencil
	else if(  SUCCEEDED ( D3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, 
		D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, 
		D3DRTYPE_SURFACE, D3DFMT_D15S1) ) )
	{
		d3dpp.AutoDepthStencilFormat = D3DFMT_D15S1;
	}

	OutputMessage( "DepthStencil: %d\n", d3dpp.AutoDepthStencilFormat );
	

    // Create the D3DDevice
	HRESULT hr;
	DWORD VertexFlags=0;
	if(true)
		VertexFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	else
		VertexFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;


	// Set default settings
	//UINT AdapterToUse=D3DADAPTER_DEFAULT; //D3D->GetAdapterCount()-1
	//D3DDEVTYPE DeviceType=D3DDEVTYPE_HAL; //D3DDEVTYPE_REF
#ifdef NVPERFHUD
	UINT AdapterToUse=D3D->GetAdapterCount()-1;
	D3DDEVTYPE DeviceType=D3DDEVTYPE_REF;
#else
	UINT AdapterToUse=D3DADAPTER_DEFAULT; //D3D->GetAdapterCount()-1
	D3DDEVTYPE DeviceType=D3DDEVTYPE_HAL; //D3DDEVTYPE_REF
#endif

	// Look for 'NVIDIA NVPerfHUD' adapter
	// If it is present, override default settings
	for (UINT Adapter=0;Adapter<D3D->GetAdapterCount();Adapter++)
	{
		D3DADAPTER_IDENTIFIER9 Identifier;
		HRESULT Res;
		Res = D3D->GetAdapterIdentifier(Adapter,0,&Identifier);
		if (strcmp(Identifier.Description,"NVIDIA NVPerfHUD") == 0)
		{
			AdapterToUse=Adapter;
			DeviceType=D3DDEVTYPE_REF;
			break;
		}
	}


    if( FAILED( hr = D3D->CreateDevice(
								AdapterToUse,//D3DADAPTER_DEFAULT,
								DeviceType,//D3DDEVTYPE_HAL, 
								hwnd,
								VertexFlags ,
								&d3dpp, 
								&D3DDevice 
								)
		) )
    {
		OutputDXError( hr, "D3D Device Init Failed ");
		return false;
    }
	else
	{

		//We have a mixed device, so figure out the level of T&L support
		D3DCAPS9 tlcaps;
		D3DDevice->GetDeviceCaps(&tlcaps);       // initialize m_pd3dDevice before using

		//check the shader version
		if(	D3DSHADER_VERSION_MAJOR( tlcaps.VertexShaderVersion ) < 1 ) 
			TLSupport = S3D_STANDARD;

		//Major version is 1, so check minor versions
		else if(D3DSHADER_VERSION_MINOR( tlcaps.VertexShaderVersion ) < 1 ) 
			TLSupport = S3D_VS_1_0; //Vertex shader 1.0
		else
			TLSupport = S3D_VS_1_1; //Vertex shader 1.1 or above
	}


	//set up the projection matrix
    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, RADIAN(60), (float)DisplayMode.Width/(float)DisplayMode.Height, 1.0f, viewdistance );
    D3DDevice->SetTransform( D3DTS_PROJECTION, &matProj );

	//figure out the field of view
	CalculateFOV();


    // initial render state
    D3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
    D3DDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
    D3DDevice->SetRenderState( D3DRS_ZENABLE, TRUE  );

	D3DDevice->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
    D3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    D3DDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
    D3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_MODULATE );
	D3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
	D3DDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );

	SetLinearTextureFiltering();
    	
	//init the texture manager
	TM.Init(this);
	TM.RestoreTextures();

	InitialAvailableMem = D3DDevice->GetAvailableTextureMem();

	//Init the font manager
	FM.Init( *this );
	//return OK
	return true;

}
Beispiel #23
0
inline void get_theta_phi(q3c_coord_t ra, q3c_coord_t dec, q3c_coord_t *theta,
															q3c_coord_t *phi)
{
	*theta = M_PI_2 - RADIAN(dec); /* should be between 0 and M_PI */ 
	*phi = RADIAN(ra); /* in theory between 0 and 2*M_PI but could wrap more than that*/
}
Beispiel #24
0
void BuildTreeDoubleYShape(Node *node[], Tree &tree)
{
    const KDL::Vector unitx(1,0,0);
    const KDL::Vector unity(0,1,0);
    const KDL::Vector unitz(0,0,1);
    const KDL::Vector unit1(sqrt(14.0)/8.0, 1.0/8.0, 7.0/8.0);
    const KDL::Vector zero = KDL::Vector::Zero();
    KDL::Vector p0(0.0f, -1.5f, 0.0f);
    KDL::Vector p1(0.0f, -1.0f, 0.0f);
    KDL::Vector p2(0.0f, -0.5f, 0.0f);
    KDL::Vector p3(0.5f*Root2Inv, -0.5+0.5*Root2Inv, 0.0f);
    KDL::Vector p4(0.5f*Root2Inv+0.5f*HalfRoot3, -0.5+0.5*Root2Inv+0.5f*0.5, 0.0f);
    KDL::Vector p5(0.5f*Root2Inv+1.0f*HalfRoot3, -0.5+0.5*Root2Inv+1.0f*0.5, 0.0f);
    KDL::Vector p6(0.5f*Root2Inv+1.5f*HalfRoot3, -0.5+0.5*Root2Inv+1.5f*0.5, 0.0f);
    KDL::Vector p7(0.5f*Root2Inv+0.5f*HalfRoot3, -0.5+0.5*Root2Inv+0.5f*HalfRoot3, 0.0f);
    KDL::Vector p8(0.5f*Root2Inv+1.0f*HalfRoot3, -0.5+0.5*Root2Inv+1.0f*HalfRoot3, 0.0f);
    KDL::Vector p9(0.5f*Root2Inv+1.5f*HalfRoot3, -0.5+0.5*Root2Inv+1.5f*HalfRoot3, 0.0f);
    KDL::Vector p10(-0.5f*Root2Inv, -0.5+0.5*Root2Inv, 0.0f);
    KDL::Vector p11(-0.5f*Root2Inv-0.5f*HalfRoot3, -0.5+0.5*Root2Inv+0.5f*HalfRoot3, 0.0f);
    KDL::Vector p12(-0.5f*Root2Inv-1.0f*HalfRoot3, -0.5+0.5*Root2Inv+1.0f*HalfRoot3, 0.0f);
    KDL::Vector p13(-0.5f*Root2Inv-1.5f*HalfRoot3, -0.5+0.5*Root2Inv+1.5f*HalfRoot3, 0.0f);
    KDL::Vector p14(-0.5f*Root2Inv-0.5f*HalfRoot3, -0.5+0.5*Root2Inv+0.5f*0.5, 0.0f);
    KDL::Vector p15(-0.5f*Root2Inv-1.0f*HalfRoot3, -0.5+0.5*Root2Inv+1.0f*0.5, 0.0f);
    KDL::Vector p16(-0.5f*Root2Inv-1.5f*HalfRoot3, -0.5+0.5*Root2Inv+1.5f*0.5, 0.0f);
    
    node[0] = new Node(p0, unit1, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertRoot(node[0]);
    
    node[1] = new Node(p1, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[0], node[1]);
    
    node[2] = new Node(p1, unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[1], node[2]);
    
    node[3] = new Node(p2, unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[2], node[3]);
    
    node[4] = new Node(p2, unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertRightSibling(node[3], node[4]);
    
    node[5] = new Node(p3, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[3], node[5]);
    
    node[6] = new Node(p3, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertRightSibling(node[5], node[6]);
    
    node[7] = new Node(p3, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[5], node[7]);
    
    node[8] = new Node(p4, unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[7], node[8]);
    
    node[9] = new Node(p5, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[8], node[9]);
    
    node[10] = new Node(p5, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[9], node[10]);
    
    node[11] = new Node(p6, zero, 0.08, EFFECTOR);
    tree.InsertLeftChild(node[10], node[11]);
    
    node[12] = new Node(p3, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[6], node[12]);
    
    node[13] = new Node(p7, unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[12], node[13]);
    
    node[14] = new Node(p8, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[13], node[14]);
    
    node[15] = new Node(p8, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[14], node[15]);
    
    node[16] = new Node(p9, zero, 0.08, EFFECTOR);
    tree.InsertLeftChild(node[15], node[16]);
    
    node[17] = new Node(p10, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[4], node[17]);
    
    node[18] = new Node(p10, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[17], node[18]);
    
    node[19] = new Node(p10, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertRightSibling(node[17], node[19]);
    
    node[20] = new Node(p11, unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[18], node[20]);
    
    node[21] = new Node(p12, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[20], node[21]);
    
    node[22] = new Node(p12, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[21], node[22]);
    
    node[23] = new Node(p13, zero, 0.08, EFFECTOR);
    tree.InsertLeftChild(node[22], node[23]);
    
    node[24] = new Node(p10, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[19], node[24]);
    
    node[25] = new Node(p14, unitz, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[24], node[25]);
    
    node[26] = new Node(p15, unitx, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[25], node[26]);
    
    node[27] = new Node(p15, unity, 0.08, JOINT, RADIAN(-180.), RADIAN(180.), RADIAN(30.));
    tree.InsertLeftChild(node[26], node[27]);
    
    node[28] = new Node(p16, zero, 0.08, EFFECTOR);
    tree.InsertLeftChild(node[27], node[28]);
}
Beispiel #25
0
void
rotate(u8** image, BMP_HEADER* p_header, u8* color_buf, int width, int height)
{
	char	char_test;
        int     i, j, flag_rotate;
        float   angle, x, y;

        printf("Give a rotate angle (whatever >0 or <0)\n");
	scanf("%f", &angle);
	while ((char_test = getchar()) != '\n' && char_test != EOF) ;

        printf("Choose one algorithm\n"
		"[a] -> adjacent pixel\n"
		"[b] -> bilinear interposition\n");
	__asm__ __volatile__("5:");
	while ((char_test = getchar()) != '\n' && char_test != EOF) {
		flag_rotate = char_test;

		/* not *++bp, bp is a global-var */
		*bp	 = '\n';
	}

	switch (flag_rotate) {
		case 'b':
			flag_rotate = 1;
			break;
		case 'a':
			flag_rotate = 0;
			break;
		default:
			printf("Hey bro, type 'a' or 'b'\n");
			__asm__ __volatile__("jmp 5b");
			break;
	}

        float   radian  =       RADIAN(angle);
        float   sina    =       sin(radian);
        float   cosa    =       cos(radian);

	/* 
	 * y	Original Image -- regard (x1, y1) as (0, 0)
	 *
	 * ^
	 * |
	 * |
	 * |
	 * |
	 * |(x2, y2)			      (x4, y4)
	 * ..................................
	 * .				    .
	 * .				    .
	 * .				    .
	 * .				    .
	 * .				    .
	 * .(x1, y1) -- axis		    . (x3, y3)
	 * ..................................----------> x */

	/* after anti-clock-wise rotation */
        float   x1      =       0;
        float   x2      =       0 - height * sina;
        float   x3      =       0 + width * cosa;
        float   x4      =       0 + width * cosa - height * sina;

        float   y1      =       0;
        float   y2      =       0 + height * cosa;
        float   y3      =       0 + width * sina;
        float   y4      =       0 + width * sina + height * cosa;

	/* 
	 * make sure that the image always locate 
	 * in active-x-axis'n active-y-axis
	 * so we need to know how far they get away
	 */
        float   x_offset =      MAX(MAX(-x2, -x3), -x4);
        float   y_offset =      MAX(MAX(-y2, -y3), -y4);
        x_offset        =       x_offset > 0 ? x_offset : 0;
        y_offset        =       y_offset > 0 ? y_offset : 0;

        int     width_new       =       ceil(MAX(fabs(x1 - x4), fabs(x2 - x3)));
        int     height_new      =       ceil(MAX(fabs(y1 - y4), fabs(y2 - y3)));

        u8*     image_new[height_new];

	/* fill up */
        width_pad(&width_new);

	/* everything for making a new image has done, now calloc */
        calloc_buf(image_new, width_new, height_new);

	/* control every pixels in image new, not image original */
        for (i = 0; i < height_new; i++) {
                for (j = 0; j < width_new; j++) {
			/* it's image new here, so clock-wise */
                        x       =       (  (j - x_offset) * cosa + (i - y_offset) * sina);
                        y       =       (- (j - x_offset) * sina + (i - y_offset) * cosa);

			/* 
			 * if the pixel in image new has the corresponding pixel in
			 * image original, we evaluate it, other wise, next one
			 */
			/* no equals */
			if (y >= 0 && y < height && x >= 0 && x < width) {
				image_new[i][j] = flag_rotate ? \
						  bilinear_interposition(image, x, y, width, height) : \
						  image[(int)y][(int)x];
			}
                }
        }

        if (write_bmp_calloc(image_new, color_buf, width_new, height_new, p_header)) {
                printf("Sorry, Failure!\n");
                exit(EXIT_FAILURE);
        }

        free_buf(image_new, width_new, height_new);
        printf("\nRotate Done!\tWhat's more?\n");
}