Esempio n. 1
0
GLvector3 glVectorNormalize(GLvector3 v)
{
	float length;

	length = glVectorLength(v);
	if (length < 0.000001f)
		return v;
	return glVectorScale(v, 1.0f / length);
}
Esempio n. 2
0
GLvector2 glVectorNormalize (GLvector2 v)
{

  float length;

  length = glVectorLength (v);
  if (length < 0.000001f)
    return v;
  return v * (1.0f / length);

}
Esempio n. 3
0
void CDeco::CreateLightTrim (GLvector* chain, int count, float height, int seed, GLrgba color)
{

    GLvertex   p;
    GLvector   to;
    GLvector   out;
    int        i;
    int        index;
    int        prev, next;
    float      u, v1, v2;
    float      row;
    quad_strip qs;

    _color = color;
    _center = glVector (0.0f, 0.0f, 0.0f);
    qs.index_list.reserve(count * 2 + 2);
    for (i = 0; i < count; i++)
        _center += chain[i];
    _center /= (float)count;
    row = (float)(seed % TRIM_ROWS);
    v1 = row * TRIM_SIZE;
    v2 = (row + 1.0f) * TRIM_SIZE;
    index = 0;
    u = 0.0f;
    for (i = 0; i < count + 1; i++) {
        if (i)
            u += glVectorLength (chain[i % count] - p.position) * 0.1f;
        //Add the bottom point
        prev = i - 1;
        if (prev < 0)
            prev = count + prev;
        next = (i + 1) % count;
        to = glVectorNormalize (chain[next] - chain[prev]);
        out = glVectorCrossProduct (glVector (0.0f, 1.0f, 0.0f), to) * LOGO_OFFSET;
        p.position = chain[i % count] + out;
        p.uv = glVector (u, v2);
        _mesh->VertexAdd (p);
        qs.index_list.push_back(index++);
        //Top point
        p.position.y += height;
        p.uv = glVector (u, v1);
        _mesh->VertexAdd (p);
        qs.index_list.push_back(index++);
    }
    _mesh->QuadStripAdd (qs);
    _texture = TextureId (TEXTURE_TRIM);
    _mesh->Compile ();

}
Esempio n. 4
0
void CDeco::CreateLogo (GLvector2 start, GLvector2 end, float bottom, int seed, GLrgba color)
{

    GLvertex   p;
    quad_strip qs;
    float      u1, u2, v1, v2;
    float      top;
    float      height, length;
    GLvector2  center2d;
    GLvector   to;
    GLvector   out;
    int        logo_index;

    qs.index_list.push_back(0);
    qs.index_list.push_back(1);
    qs.index_list.push_back(3);
    qs.index_list.push_back(2);

    _use_alpha = true;
    _color = color;
    logo_index = seed % LOGO_ROWS;
    to = glVector (start.x, 0.0f, start.y) - glVector (end.x, 0.0f, end.y);
    to = glVectorNormalize (to);
    out = glVectorCrossProduct (glVector (0.0f, 1.0f, 0.0f), to) * LOGO_OFFSET;
    center2d = (start + end) / 2;
    _center = glVector (center2d.x, bottom, center2d.y);
    length = glVectorLength (start - end);
    height = (length / 8.0f) * 1.5f;
    top = bottom + height;
    u1 = 0.0f;
    u2 = 0.5f;//We actually only use the left half of the texture
    v1 = (float)logo_index / LOGO_ROWS;
    v2 = v1 + (1.0f / LOGO_ROWS);
    p.position = glVector (start.x, bottom, start.y) + out;
    p.uv = glVector (u1,v1);
    _mesh->VertexAdd (p);
    p.position = glVector (end.x, bottom, end.y) + out;
    p.uv = glVector (u2, v1);
    _mesh->VertexAdd (p);
    p.position = glVector (end.x, top, end.y) + out;
    p.uv = glVector (u2, v2);
    _mesh->VertexAdd (p);
    p.position = glVector (start.x, top, start.y) + out;
    p.uv = glVector (u1, v2);
    _mesh->VertexAdd (p);
    _mesh->QuadStripAdd (qs);
    _texture = TextureId (TEXTURE_LOGOS);

}
Esempio n. 5
0
void TerraformPrepare () 
{


  int         x, y;
  Region      r;
  GLcoord     from_center;
  GLcoord     offset;

  //Set some defaults
  offset.x = RandomVal () % 1024;
  offset.y = RandomVal () % 1024;
  for (x = 0; x < WORLD_GRID; x++) {
    for (y = 0; y < WORLD_GRID; y++) {
      memset (&r, 0, sizeof (Region));
      sprintf (r.title, "NOTHING");
      r.geo_bias = r.geo_detail = 0;
      r.mountain_height = 0;
      r.grid_pos.x = x;
      r.grid_pos.y = y;
      r.tree_threshold = 0.15f;
      from_center.x = abs (x - WORLD_GRID_CENTER);
      from_center.y = abs (y - WORLD_GRID_CENTER);
      //Geo scale is a number from -1 to 1. -1 is lowest ocean. 0 is sea level. 
      //+1 is highest elevation on the island. This is used to guide other derived numbers.
      r.geo_scale = glVectorLength (glVector ((float)from_center.x, (float)from_center.y));
      r.geo_scale /= (WORLD_GRID_CENTER - OCEAN_BUFFER);
      //Create a steep drop around the edge of the world
      if (r.geo_scale > 1.0f)
        r.geo_scale = 1.0f + (r.geo_scale - 1.0f) * 4.0f;
      r.geo_scale = 1.0f - r.geo_scale;
      r.geo_scale += (Entropy ((x + offset.x), (y + offset.y)) - 0.5f);
      r.geo_scale += (Entropy ((x + offset.x) * FREQUENCY, (y + offset.y) * FREQUENCY) - 0.2f);
      r.geo_scale = clamp (r.geo_scale, -1.0f, 1.0f);
      if (r.geo_scale > 0.0f)
        r.geo_water = 1.0f + r.geo_scale * 16.0f;
      r.color_atmosphere = glRgba (0.0f, 0.0f, 0.0f);
      r.geo_bias = 0.0f;
      r.geo_detail = 0.0f;
      r.color_map = glRgba (0.0f);
      r.climate = CLIMATE_INVALID;
      WorldRegionSet (x, y, r);
    }
  }

}