Ejemplo n.º 1
0
t_mat4			mat4_view_lookat(t_vec3 eye, t_vec3 targ, t_vec3 up)
{
	t_mat4		out;
	t_vec3		zaxis;
	t_vec3		xaxis;
	t_vec3		yaxis;

	zaxis = vec3_normal(vec3_sub(eye, targ));
	xaxis = vec3_normal(vec3_cross(up, zaxis));
	yaxis = vec3_cross(zaxis, xaxis);
	out = mat4_ident();
	out.m[0] = xaxis.x;
	out.m[1] = yaxis.x;
	out.m[2] = zaxis.x;
	out.m[4] = xaxis.y;
	out.m[5] = yaxis.y;
	out.m[6] = zaxis.y;
	out.m[8] = xaxis.z;
	out.m[9] = yaxis.z;
	out.m[10] = zaxis.z;
	out.m[12] = -vec3_dot(xaxis, eye);
	out.m[13] = -vec3_dot(yaxis, eye);
	out.m[14] = -vec3_dot(zaxis, eye);
	return (out);
}
Ejemplo n.º 2
0
/*
Create a new buffer object from an array of vec3s for pts, and vec3s for texture coordinates.
Faces is an array of 3 shorts for each face.
*/
BUFFER_T *buffer_new(float pts[][3], float tex[][3], short faces[][3], int numpts, int numfaces)
{
    int i;
    float normals[numpts][3];
    BUFFER_T *buf;
    NEW(buf);

    for(i=0; i<numpts; i++)
    {
        normals[i][0]=0;
        normals[i][1]=0;
        normals[i][2]=1;
    }
    for(i=0; i<numfaces; i++)
    {
        int a = faces[i][0];
        int b = faces[i][1];
        int c = faces[i][2];
        float tmp[3];
        float tmp2[3];
        float n[3];
        vec3_sub(tmp,pts[b],pts[a]);
        vec3_sub(tmp2,pts[c],pts[a]);
        vec3_cross(n,tmp,tmp2);
        vec3_normal(n,n);
        vec3_copy(normals[a],n);
        vec3_copy(normals[b],n);
        vec3_copy(normals[c],n);
    }
    float B[3*3*numpts];
    for(i=0; i<numpts; i++)
    {
        for(int j=0; j<3; j++)
        {
            B[i*3*3+j]=pts[i][j];
            B[i*3*3+3+j]=tex[i][j];
            B[i*3*3+6+j]=normals[i][j];
        }
    }

    buf->ntris=numfaces;
    glGenBuffers(1,&buf->vbuf);
    glBindBuffer(GL_ARRAY_BUFFER, buf->vbuf);
    glBufferData(GL_ARRAY_BUFFER, 36*numpts, B, GL_STATIC_DRAW);
    buf->vbuf_num = numpts;

    glGenBuffers(1,&buf->ebuf);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buf->ebuf);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6*numfaces, faces, GL_STATIC_DRAW);
    buf->ebuf_num = numfaces*3;

    return buf;
}
Ejemplo n.º 3
0
// ************************************************************
void RTPolygon::GenerateNormal(void) {
    vNormal = vec3_normal(verts[0], verts[1], verts[2], true);

}