Beispiel #1
0
void shader_cube(float *x, float *y, uint32_t *color)
{
	olPushMatrix3();
	olLoadIdentity3();

	// Shrink down the entire final image a bit, to avoid cutting off the cube's
	// left and right corners while it's rotating. On a bitmap display (PC) this
	// doesn't matter, but on the laser without shading it looks bad if the edge
	// suddenly scissors off.
	olScale3( 0.9, 0.9, 0.9);

	// This transform sets it up so that it's identity at the cube's front face
	// (z = -4)
	olFrustum(-1, 1, -1, 1, FACEDEPTH, 100);

	// Now figure out the z-position depending on the rotation of the cube, to
	// make the frontmost edge always be full-height.
	float theta = cubepos < 0 ? -cubepos : cubepos;
	float zdelta = -1 - FACEDEPTH + 1 * (sinf(M_PI/4) - sinf(M_PI/4 + theta));
	olTranslate3(0, 0, zdelta);

	// Perform the rotation
	olRotate3Y(cubepos);

	// And finally transform the incoming vertex
	float z = 1;
	olTransformVertex3(x, y, &z);

	olPopMatrix3();
}
Beispiel #2
0
void DoTunnel(float limit)
{
	params.on_speed = 2.0/100.0;
	params.start_dwell = 2;
	params.curve_dwell = 0;
	params.corner_dwell = 2;
	params.curve_angle = cosf(30.0*(M_PI/180.0)); // 30 deg
	params.end_dwell = 2;
	params.snap = 1/100000.0;
	params.flatness = 0.000005;
	params.start_wait = 6;
	params.off_speed = 2.0/30.0;
	params.end_wait = 3;
	params.render_flags &= ~RENDER_NOREORDER;
	olSetRenderParams(&params);

	float ctime = 0;

	int i,j;

	olLoadIdentity();

	float z = 0.0f;
	float rz = 0.0f;

	float dz=1.2;

	int id=0;

	while (audiotime < limit) {
		float left = (limit-audiotime)/AB;
		olResetColor();
		if (ctime < 2.0)
			olMultColor(C_GREY((int)(255*ctime/2)));
		else if (left < 2.0)
			olMultColor(C_GREY((int)(255*left/2)));

		olLoadIdentity3();
		olPerspective(45, 1, 1, 100);

		while(z > dz) {
			z -= dz;
			id++;
		}

		olScale3(0.6, 0.6, 1.0);
		olTranslate3(0, 0, 1.5);
		olTranslate3(0, 0, -z);
		tunnel_revxform(rz);

		for(i=0;i<10;i++) {
			if ((id+i) > 5) {
				olPushMatrix3();

				olTranslate3(0,0,dz*i);

				tunnel_xform(rz+dz*(i+id));
				olBegin(OL_LINESTRIP);

				for(j=0;j<11;j++) {
					float theta = j/5.0*M_PI;
					uint32_t c = C_RED;
					if(i==9) {
						c = C_RED_I((int)(255 * z/dz));
					}
					olVertex3(sinf(theta), cosf(theta), 0, c);
					//olVertex3(j/11.0,0,0,C_WHITE);
				}
				olEnd();

				olPopMatrix3();
			}
		}

		for(j=0;j<10;j++) {
			float theta = j/5.0*M_PI;
			olBegin(OL_LINESTRIP);
			for(i=0;i<9;i++) {
				if ((id+i) > 5) {
					olPushMatrix3();
					olTranslate3(0,0,dz*i);
					tunnel_xform(rz+dz*(i+id));
					olVertex3(sinf(theta), cosf(theta), 0,
							  C_GREEN_I((int)(255 * i/8.0)) | C_BLUE_I((int)(255 * (1-(i/8.0)))));
					olPopMatrix3();
				}
			}
			olEnd();
		}


		ctime += render();
		z += ftime*3.2;
		rz += ftime*3.2;

	}
}
Beispiel #3
0
static VALUE
ol_pushMatrix3()
{
  olPushMatrix3();
  return Qnil;
}
Beispiel #4
0
void render_cubes(float time)
{
	int i;

	OLRenderParams mpar;

	memcpy(&mpar, &params, sizeof(OLRenderParams));

	if (time > 32) {
		time += 1.0;
		mpar.on_speed = 0.022 + (1-usin(time, 2.0)) * 0.02;
		mpar.corner_dwell = 8*usin(time, 2.0);
		mpar.start_dwell = 2+3*usin(time, 2.0);
		mpar.start_wait = 3+5*usin(time, 2.0);
		mpar.end_dwell = 2+3*usin(time, 2.0);
		mpar.end_wait = 2*usin(time, 2.0);
		olSetRenderParams(&mpar);
		time -= 1.0;
	}
	printf("%f %d %d %d %d %d\n", mpar.on_speed, mpar.corner_dwell, mpar.start_dwell, mpar.start_wait, mpar.end_dwell, mpar.end_wait);

	olLoadIdentity3();
	olPerspective(60, 1, 1, 100);
	olTranslate3(0, 0, -2.1);

	for(i=0; i<3; i++) {
		if (i>0)
			olPushMatrix3();
		olScale3(0.6, 0.6, 0.6);
		if (i>0) {
			float tx = sinf(time + (i-1)*M_PI);
			float ty = cosf(time + (i-1)*M_PI);
			float tz = sinf(time + (i-1)*M_PI);
			float s = sinf(0.6*time);
			olTranslate3(tx*s,ty*s,tz*s);
			//olScale3(s,s,s);
			olScale3(0.3,0.3,0.3);
		}

		float mult;
		if (i==0)
			mult = 1;
		else if (i==1)
			mult = 1.5;
		else if (i==2)
			mult = -1.5;

		if (i==0)
			olMultColor(C_GREY(120));
		else
			olResetColor();



		olRotate3Z(mult*time * M_PI * 0.1 / 3.0);
		olRotate3Y(mult*time * M_PI * 0.8 / 3.0);
		olRotate3X(mult*time * M_PI * 0.73 / 3.0);

		olBegin(OL_LINESTRIP);
		olVertex3(-1, -1, -1, C_RED);
		olVertex3( 1, -1, -1, C_RED);
		olVertex3( 1,  1, -1, C_RED);
		olVertex3(-1,  1, -1, C_RED);
		olVertex3(-1, -1, -1, C_RED);
		olVertex3(-1, -1,  1, C_RED);
		olEnd();

		olBegin(OL_LINESTRIP);
		olVertex3( 1,  1,  1, C_GREEN);
		olVertex3(-1,  1,  1, C_GREEN);
		olVertex3(-1, -1,  1, C_GREEN);
		olVertex3( 1, -1,  1, C_GREEN);
		olVertex3( 1,  1,  1, C_GREEN);
		olVertex3( 1,  1, -1, C_GREEN);
		olEnd();

		olBegin(OL_LINESTRIP);
		olVertex3( 1, -1, -1, C_RED);
		olVertex3( 1, -1,  1, C_RED);
		olEnd();

		olBegin(OL_LINESTRIP);
		olVertex3(-1,  1,  1, C_GREEN);
		olVertex3(-1,  1, -1, C_GREEN);
		olEnd();

		/*olBegin(OL_BEZIERSTRIP);
		olVertex3(-1, 1, 0, C_WHITE);
		olVertex3(0, -1, 0, C_WHITE);
		olVertex3(0, -1, 0, C_WHITE);
		olVertex3(1, 1, 0, C_WHITE);
		olVertex3(-1, 0, 0, C_WHITE);
		olVertex3(-1, 0, 0, C_WHITE);
		olVertex3(1, -1, 0, C_WHITE);
		olVertex3(0, 1, 0, C_WHITE);
		olVertex3(0, 1, 0, C_WHITE);
		olVertex3(-1, -1, 0, C_WHITE);
		olVertex3(1, 0, 0, C_WHITE);
		olVertex3(1, 0, 0, C_WHITE);
		olVertex3(-1, 1, 0, C_WHITE);
		olEnd();*/
		if (i>0)
			olPopMatrix3();
	}
	olLoadIdentity3();
	olLoadIdentity();
	olSetRenderParams(&params);
	olResetColor();
}