コード例 #1
0
ファイル: UMODEL.C プロジェクト: lisenok2000/sum2015
/* Функция построения объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       AO5UNIT_MODEL *Uni;
 *   - указатель на контекст анимации:
 *       AO5ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID AO5_AnimUnitRender( ao5UNIT_MODEL *Uni, ao5ANIM *Ani )
{
  INT i, j;
  static BOOL ok = TRUE;
  AO5_RndMatrView = MatrView(VecSet(0, 5, 10),
                             VecSet(0, 0, 0),
                             VecSet(0, 1, 0));

  if (Ani->KeysClick['W'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  if (Ani->KeysClick['Q'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  glEnable(GL_DEPTH_TEST);
  if (ok)
    AO5_RndMatrWorld = MatrMulMatr(MatrRotateY(30 * Ani->Time + 180), MatrTranslate(0, -1.5, 0));
  else
    AO5_RndMatrWorld = MatrMulMatr(MatrRotateX(90), MatrRotateZ(90));
  if(Ani->KeysClick['Z'])
	  ok = !ok;
  for (i = 0; i < 1; i++)
    for (j = 0; j < 1; j++)
    {
		
      glColor3d(i & 1, j & 1, 1 - ((i & 1) + (j & 1)) / 2);
      AO5_GeomDraw(&Uni->Model);
    }
  //MatrMulMatr(MatrRotateZ(30 * sin(Ani->Time * 3.0)), MatrRotateY(30 * Ani->Time));
  //AO5_GeomDraw(&Uni->Geom);

  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, Uni->TextId);
  //AO5_PrimDraw(&Uni->Pr);
} /* End of 'AO5_AnimUnitRender' function */
コード例 #2
0
ファイル: RENDER.C プロジェクト: RolanAbbasguliev/SUM2016-2
/* Primitive draw function.
 * ARGUMENTS:
 *   - primtive to draw:
 *       vg4PRIM *Pr;
 * RETURNS: None.
 */
VOID VG4_RndPrimDraw( vg4PRIM *Pr )
{
    INT i;
    MATR M;
    POINT *pts;

    /* Build transform matrix */
    M = MatrMulMatr(VG4_RndMatrWorld,
                    MatrMulMatr(VG4_RndMatrView, VG4_RndMatrProj));

    /* Transform all points */
    pts = malloc(sizeof(POINT) * Pr->NumOfP);
    if (pts == NULL)
        return;
    for (i = 0; i < Pr->NumOfP; i++)
    {
        /* NDC */
        VEC p = VecMulMatr(Pr->P[i], M);

        pts[i].x = (p.X + 1) * VG4_Anim.W / 2;
        pts[i].y = (-p.Y + 1) * VG4_Anim.H / 2;
    }

    /* Draw all lines */
    for (i = 0; i < Pr->NumOfE; i++)
    {
        INT n0 = Pr->Edges[i][0], n1 = Pr->Edges[i][1];

        MoveToEx(VG4_Anim.hDC, pts[n0].x, pts[n0].y, NULL);
        LineTo(VG4_Anim.hDC, pts[n1].x, pts[n1].y);
    }
    free(pts);
} /* End of 'VG4_RndPrimDraw' function */
コード例 #3
0
ファイル: render.c プロジェクト: Akrilont/SUM2015
VOID DK6_RndGObjDraw( DK6GOBJ *GObj )
{
  INT i;
  POINT *pnts;

  if ((pnts = malloc(sizeof(POINT) * GObj->NumOfV)) == NULL)
    return;

  
  DK6_RndMatrWorldViewProj = MatrMulMatr(MatrMulMatr(DK6_RndMatrWorld, DK6_RndMatrView), DK6_RndMatrProj);
  for (i = 0; i < GObj->NumOfV; i++)
    pnts[i] = DK6_RndWorldToScreen(GObj->V[i]);

  
  for (i = 0; i < GObj->NumOfF; i++)
  {
    INT
      n1 = GObj->F[i][0],
      n2 = GObj->F[i][1],
      n3 = GObj->F[i][2];

    MoveToEx(DK6_Anim.hDC, pnts[n1].x, pnts[n1].y, NULL);
    LineTo(DK6_Anim.hDC, pnts[n2].x, pnts[n2].y);
    LineTo(DK6_Anim.hDC, pnts[n3].x, pnts[n3].y);
    LineTo(DK6_Anim.hDC, pnts[n1].x, pnts[n1].y);
  }

  free(pnts);
} /* End of 'DK6_RndGObjDraw' function */
コード例 #4
0
ファイル: UCONTRL.C プロジェクト: CGSG/SUM2015
/* Функция построения объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       vg4UNIT_CTRL *Uni;
 *   - указатель на контекст анимации:
 *       vg4ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID VG4_AnimUnitRender( vg4UNIT_CTRL *Uni, vg4ANIM *Ani )
{
  HFONT hFntOld = SelectObject(Ani->hDC, Uni->hFnt);
  static DBL count = 30;
  static CHAR Buf[1000];

  count += Ani->GlobalDeltaTime;
  if (count > 1)
  {
    count = 0;
    sprintf(Buf, "FPS: %.3f", Ani->FPS);
    SetWindowText(Ani->hWnd, Buf);
  }

  /* вертолет */
  VG4_RndMatrWorld =
    MatrMulMatr(MatrMulMatr(MatrMulMatr(
      MatrRotateX(-Ani->JY * 30), MatrRotateZ(Ani->JX * 59)),
      MatrRotateY(Uni->Head)), MatrTranslate(Uni->Pos.X, Uni->Pos.Y, Uni->Pos.Z));
  VG4_GeomDraw(&Uni->Helic);

  /* оси */
  VG4_RndMatrWorld = MatrIdentity();
  VG4_GeomDraw(&Uni->Axes);

  //VG4_RndMatrWorld = MatrTranslate(Uni->At.X, Uni->At.Y, Uni->At.Z);
  //VG4_PrimDraw(&Uni->Sph);

} /* End of 'VG4_AnimUnitRender' function */
コード例 #5
0
ファイル: GOST.C プロジェクト: IvanNoskov/SUM2014
/* GOST unit
 * response function
 * base unit response arguments */
static VOID GOSTUnitResponse( in1UNIT_GOST *Unit, in1ANIM *Ani )
{
  MATRIXd R;
  VEC M;                         
  if((Ani->KeysClick[VK_NUMPAD9] || Ani->JsButClick[4]) && !Ani->IsPause)
  {
    Unit->Head.Dir = VecNormalize( VecNeg( Unit->Head.Loc ) );
    Unit->Head.Right = VecNormalize( VecCrossVec( Unit->Head.Dir, VecSet( 0, 1, 0 ) ) );
    Unit->Head.Up = VecCrossVec( Unit->Head.Right, Unit->Head.Dir );
  }
  R = MatrMulMatr( MatrMulMatr( MatrRotateVec( Ani->DeltaTime * Ani->JsR * 30, Unit->Head.Dir.X,  Unit->Head.Dir.Y,  Unit->Head.Dir.Z ),
                                MatrRotateVec( Ani->DeltaTime * Ani->JsY * 30, Unit->Head.Right.X,  Unit->Head.Right.Y,  Unit->Head.Right.Z ) ), 
                   MatrRotateVec( Ani->DeltaTime * Ani->JsX * 30, Unit->Head.Up.X,  Unit->Head.Up.Y,  Unit->Head.Up.Z ) );
  M = VecSet( Unit->Head.Dir.X * Ani->JsZ * 3 * Ani->DeltaTime, 
              Unit->Head.Dir.Y * Ani->JsZ * 3 * Ani->DeltaTime, 
              Unit->Head.Dir.Z * Ani->JsZ * 3 * Ani->DeltaTime );
  if (Ani->JsPOV == 1 || Ani->JsPOV == 2 || Ani->JsPOV == 8)
    M = VecAddVec( M, VecMulNum( Unit->Head.Dir,  Ani->DeltaTime * 3 ) );
  if (Ani->JsPOV == 4 || Ani->JsPOV == 5 || Ani->JsPOV == 6)
    M = VecAddVec( M, VecMulNum( Unit->Head.Dir, -Ani->DeltaTime * 3 ) );
  if (Ani->JsPOV == 2 || Ani->JsPOV == 3 || Ani->JsPOV == 4)
    M = VecAddVec( M, VecMulNum( Unit->Head.Right,  Ani->DeltaTime * 3 ) );  
  if (Ani->JsPOV == 6 || Ani->JsPOV == 7 || Ani->JsPOV == 8)
    M = VecAddVec( M, VecMulNum( Unit->Head.Right, -Ani->DeltaTime * 3 ) );  
  Unit->Head.Dir = VectorTransformer( Unit->Head.Dir, R );
  Unit->Head.Right = VectorTransformer( Unit->Head.Right, R );
  Unit->Head.Up = VectorTransformer( Unit->Head.Up, R );
  Unit->Head.Loc = VecAddVec( Unit->Head.Loc, M );

} 
コード例 #6
0
ファイル: ucow.c プロジェクト: AB1a/SUM2015
/* Функция построения объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       as3UNIT_MODEL *Uni;
 *   - указатель на контекст анимации:
 *       as3ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID AS3_AnimUnitRender( as3UNIT_MODEL *Uni, as3ANIM *Ani )
{  
  INT i, j;

  AS3_RndMatrView = MatrView(VecSet(8, 8, 8),
                             VecSet(0, 0, 0),
		             VecSet(0, 1, 0));

  if (Ani->KeysClick['W'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  if (Ani->KeysClick['Q'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  glEnable(GL_DEPTH_TEST);

  for (i = -2; i < 2; i++)
    for (j = -2; j < 2; j++)
    {
      AS3_RndMatrWorld =
                         MatrMulMatr(MatrMulMatr(MatrMulMatr(
			             MatrTranslate(Ani->JX * 228, Ani->JY * 228, 0),
				     MatrScale(0.1, 0.1, 0.1)),
				     MatrRotateY(30 * Ani->Time + Ani->JR * 180)),
				     MatrTranslate(j * 2.5, 0, i * 2.5 + 228 * Ani->JZ));
      glColor3d(i & 1, j & 1, 1 - ((i & 1) + (j & 1)) / 2);
      AS3_RndGObjDraw(&Uni->Model);
    }
  
} /* End of 'AS3_AnimUnitRender' function */
コード例 #7
0
ファイル: U_LUIGI.C プロジェクト: RolanAbbasguliev/SUM2016
/* Unit render function.
 * ARGUMENTS:
 *   - self-pointer to unit object:
 *       ra3UNIT_LUIGI *Uni;
 *   - animation context:
 *       ra3ANIM *Ani;
 * RETURNS: None.
 */
static VOID RA3_UnitRender( ra3UNIT_LUIGI *Uni, ra3ANIM *Ani )
{
  RA3_RndMatrWorld = MatrMulMatr(MatrScale(VecSet(1, 1, 1)),
                     MatrMulMatr(MatrRotateY((Uni->TimerSpeed * Ani->Time) * 30 + Uni->TimerShift),
                                 MatrTranslate(VecAddVec(Uni->Pos,
                                 VecMulNum(VecSet(Ani->JX *2, Ani->JY * 2, Ani->JZ * 2), 3)))));
  RA3_RndObjDraw(&Uni->Luigi);
} /* End of 'RA3_UnitRender' function */
コード例 #8
0
ファイル: U_CUBE.C プロジェクト: KleshchenkoSeva/SUM2016
/* Unit render function.
 * ARGUMENTS:
 *   - self-pointer to unit object:
 *       VK3UNIT_CUBE *Uni;
 *   - animation context:
 *       VK3ANIM *Ani;
 * RETURNS: None.
 */
static VOID VK3_UnitRender( vk3UNIT_CUBE *Uni, vk3Anim *Ani )
{
  VK3_RndMatrWorld = MatrMulMatr(MatrScale(VecSet(0.1F, 0.1F, 0.1F)),
                     MatrMulMatr(MatrRotateY((Uni->TimerSpeed * Ani->Time) * 30 + Uni->TimerShift),
                                 MatrTranslate(VecAddVec(Uni->Pos,
                                                         VecMulNum(VecSet(Ani->JX, Ani->JY, Ani->JZ), 3)))));
  VK3_RndPrimDraw(&Uni->Pr);
} /* End of ‘VK3_UnitRender' function */
コード例 #9
0
ファイル: U_CUBE.C プロジェクト: RolanAbbasguliev/SUM2016
/* Unit render function.
 * ARGUMENTS:
 *   - self-pointer to unit object:
 *       ra3UNIT_CUBE *Uni;
 *   - animation context:
 *       ra3ANIM *Ani;
 * RETURNS: None.
 */
static VOID RA3_UnitRender( ra3UNIT_CUBE *Uni, ra3ANIM *Ani )
{
  RA3_RndMatrWorld = MatrMulMatr(MatrScale(VecSet(0.1, 0.1, 0.1)),
                     MatrMulMatr(MatrRotateY((Uni->TimerSpeed * Ani->Time) * 30 + Uni->TimerShift),
                                 MatrTranslate(VecAddVec(Uni->Pos,
                                                         VecMulNum(VecSet(Ani->JX, Ani->JY, Ani->JZ), 3)))));
  RA3_RndPrimDraw(&Cube);
} /* End of 'RA3_UnitRender' function */
コード例 #10
0
ファイル: CUBE.C プロジェクト: unknownoperation/SUM2014
static VOID DrawUnitInPosition( ok2GEOM *Geo, ok2ANIM *Ani, FLT Scale, FLT Rad, FLT Angle )
{
  FLT unscale = 1.0 / Scale;
                                                                             
  Ani->MatrWorld = MatrMulMatr(MatrRotate(Angle, 0.0, 1.0, 0.0), Ani->MatrWorld);
  Ani->MatrWorld = MatrMulMatr(MatrTranslate(Rad, 0.0, 0.0), Ani->MatrWorld);
  Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrScale(Scale, Scale, Scale));
  OK2_GeomDraw(Geo);
  Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrScale(unscale, unscale, unscale));
  Ani->MatrWorld = MatrMulMatr(MatrTranslate(-Rad, 0.0, 0.0), Ani->MatrWorld);
  //Ani->MatrWorld = MatrMulMatr(MatrRotate(-Angle, 0.0, 1.0, 0.0), Ani->MatrWorld);
}
コード例 #11
0
ファイル: UCOW.C プロジェクト: Ekop007/SUM2015
/* Функция построения объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       ak1UNIT_BALL *Uni;
 *   - указатель на контекст анимации:
 *       ak1ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID AK1_AnimCowRender( ak1UNIT_COW *Uni, ak1ANIM *Ani )
{
  int i, l = -1;
  DBL X1 = Ani->PosX;
  AK1_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrRotateX(Ani->AngleX), MatrRotateY(Ani->AngleY)), MatrScale(10, 10, 10));
  AK1_RndMatrView = MatrView(VecSet(8, 8, 8), VecSet(0, 0, 0), VecSet(0, 1, 0));
  SetDCPenColor(Ani->hDC, RGB(255, 255, 255));
//  AK1_RndGObjDraw(&Uni->Model);
  for (i = 0; i < 3; i++)
  {
    Ani->PosX = X1 + (i + l) * 600;
    AK1_RndGObjDraw(&Uni->Model);
  }
  Ani->PosX = X1;
} /* End of 'ak1_AnimUnitRender' function */
コード例 #12
0
ファイル: MAIN.C プロジェクト: 1fanfan1/SUM2016
/* Begin of 'WinMain' function */
INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, CHAR *CmdLine, INT ShowCmd )
{
  MATR m =
  {{
    {2, 0, 0, 0},
    {1, 2, 0, 0},
    {1, 1, 2, 0},
    {1, 1, 1, 2}
  }};
  DBL g;

  m = MatrIdentity();
  m = MatrTranslate(VecSet(1, 2, 3));
  m = MatrScale(VecSet(1, 2, 3));
  m = MatrRotateX(30);
  m = MatrRotateY(30);
  m = MatrRotateZ(30);
  m = MatrRotate(30, VecSet(1, 2, 3));
  m = MatrMulMatr(MatrRotateX(90), MatrScale(VecSet(2, 2, 2)));
  m = MatrInverse(m);
  g = MatrDeterm(m);
  m = MatrTranspose(m);

  return 0;
}/* Begin of 'WinMain' function */
コード例 #13
0
ファイル: CUBE.C プロジェクト: Killaz/SUM2014
static VOID CubeUnitRender( as4UNIT_CUBE *Unit, as4ANIM *Ani )
{
  VEC p = {1, 0, 0};
  /*POINT pt;*/

  /*AS4_RndMatrView = MatrViewLookAt(VecSet(5, 5, 5), VecSet(0, 0, 0), VecSet(0, 1, 0));
  AS4_RndMatrWorld = MatrRotateY(Ani->Time * 30);*/

  AS4_RndMatrView = MatrViewLookAt(VecTransform(VecSet(0, 0, 15), MatrRotateX(0)), VecSet(0, 0, 0), VecSet(0, 1, 0));
  AS4_RndMatrWorld = MatrRotateY(-cl.x / 3.0);
  AS4_RndMatrWorld = MatrMulMatr(AS4_RndMatrWorld, MatrRotateX(-cl.y / 3.0));
  AS4_RndMatrWorld = MatrMulMatr(AS4_RndMatrWorld, MatrScale(3.5 - AS4_Anim.JPOV / 8.0, 3.5 - AS4_Anim.JPOV / 8.0, 3.5 - AS4_Anim.JPOV / 8.0));

  SelectObject(Ani->hDC, GetStockObject(NULL_PEN));
  SetDCBrushColor(Ani->hDC, RGB(0, 0, 0));
  AS4_RndGObjDraw(&Unit->Cow, Ani->hDC);
} /* End of 'CubeUnitRender' function */
コード例 #14
0
ファイル: UMODEL.C プロジェクト: CGSG/SUM2015
/* Функция построения объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       vg4UNIT_MODEL *Uni;
 *   - указатель на контекст анимации:
 *       vg4ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID VG4_AnimUnitRender( vg4UNIT_MODEL *Uni, vg4ANIM *Ani )
{
  INT i;

  VG4_RndMatrView = MatrView(VecSet(8, 8, 8),
                             VecSet(0, 0, 0),
                             VecSet(0, 1, 0));

  for (i = 0; i < 8; i++)
  {
    VG4_RndMatrWorld =
      MatrMulMatr(MatrMulMatr(MatrMulMatr(
        MatrTranslate(Ani->JX * 59, Ani->JY * 88, 0),
        MatrScale(0.1, 0.1, 0.1)),
        MatrRotateY(30 * Ani->Time + Ani->JR * 180)),
        MatrTranslate((i - 2) * 2, 0, 100 * Ani->JZ));
    VG4_RndGObjDraw(&Uni->Model);
  }
} /* End of 'VG4_AnimUnitRender' function */
コード例 #15
0
ファイル: ANIM.C プロジェクト: Larin-Industries/SUM2016
VOID AL5_AnimInit( HWND hWnd )
{ 
  INT i;
  PIXELFORMATDESCRIPTOR pfd = {0};

  LARGE_INTEGER t;
  
 
  AL5_Anim.NumOfUnits = 0;
  
  memset(&AL5_Anim, 0, sizeof(al5ANIM));
  AL5_Anim.hWnd = hWnd;
  AL5_Anim.hDC = GetDC(hWnd);

    /*** openGl ***/
  pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
  pfd.nVersion = 1;
  pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL;
  pfd.cColorBits = 32;
  pfd.cDepthBits = 32;
  i = ChoosePixelFormat(AL5_Anim.hDC, &pfd);
  DescribePixelFormat(AL5_Anim.hDC, i, sizeof(pfd), &pfd);
  SetPixelFormat(AL5_Anim.hDC, i, &pfd);
    /* OpenGL init: setup rendering context */
  AL5_Anim.hGLRC = wglCreateContext(AL5_Anim.hDC);
  wglMakeCurrent(AL5_Anim.hDC, AL5_Anim.hGLRC);
  /* OpenGL init: setup extensions: GLEW library */
  if (glewInit() != GLEW_OK ||
      !(GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader))
  {
    wglMakeCurrent(NULL, NULL);
    wglDeleteContext(AL5_Anim.hGLRC);
    ReleaseDC(AL5_Anim.hWnd, AL5_Anim.hDC);
    exit(0);
  }

    /*** init timer ***/
  QueryPerformanceFrequency(&t);
  AL5_TimePerSec = t.QuadPart;
  QueryPerformanceCounter(&t);
  AL5_StartTime = AL5_OldTime = AL5_OldTimeFPS = t.QuadPart;
  AL5_PauseTime = 0;

  AL5_RndMatrProj = MatrFrustum(-1, 1, -1, 1, 1, 100);
  AL5_RndMatrWorld = MatrIdentity();
  AL5_RndMatrView  = MatrMulMatr(MatrIdentity(), MatrTranslate(VecSet(-1, -1, 0)));

  /* OpenGL specific initialization */
  glClearColor(0.3, 0.5, 0.7, 1);
  glEnable(GL_DEPTH_TEST );
  /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); */

  AL5_RndPrg = AL5_RndShaderLoad("a");
}
コード例 #16
0
ファイル: UCONTRL.C プロジェクト: CGSG/SUM2015
/* Функция инициализации объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       vg4UNIT_CTRL *Uni;
 *   - указатель на контекст анимации:
 *       vg4ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID VG4_AnimUnitInit( vg4UNIT_CTRL *Uni, vg4ANIM *Ani )
{
  vg4PRIM pr;

  Uni->hFnt = CreateFont(30, 0, 0, 0, FW_BOLD, FALSE, FALSE,
    FALSE, RUSSIAN_CHARSET, OUT_DEFAULT_PRECIS,
    CLIP_DEFAULT_PRECIS, PROOF_QUALITY,
    VARIABLE_PITCH, "Bookman Old Style");

  VG4_RndPrimMatrConvert = MatrMulMatr(MatrMulMatr(MatrScale(0.0024, 0.0024, 0.0024), MatrRotateX(-0)), MatrTranslate(0, 0, 0));
  VG4_GeomLoad(&Uni->Helic, "MODELS\\Mi8\\havoc.g3d");
  Uni->Helic.ProgId = VG4_ShaderLoad("HELIC");


  VG4_RndPrimDefaultColor = ColorSet(1, 0, 0, 1);
  VG4_PrimCreatePlane(&pr, VecSet(-500, -0.030, 0), VecSet(1000, 0, 0), VecSet(0, 0.059, 0), 2, 2);
  VG4_GeomAddPrim(&Uni->Axes, &pr);

  VG4_RndPrimDefaultColor = ColorSet(0, 0, 1, 1);
  VG4_PrimCreatePlane(&pr, VecSet(0, -0.030, -500), VecSet(0, 0, 1000), VecSet(0, 0.059, 0), 2, 2);
  VG4_GeomAddPrim(&Uni->Axes, &pr);


  VG4_RndPrimDefaultColor = ColorSet(0, 1, 0, 1);
  VG4_PrimCreatePlane(&pr, VecSet(-0.030, -500, 0), VecSet(0, 1000, 0), VecSet(0.059, 0, 0), 2, 2);
  VG4_GeomAddPrim(&Uni->Axes, &pr);

  Uni->Axes.ProgId = VG4_ShaderLoad("AXIS");

  VG4_RndPrimDefaultColor = ColorSet(0.7, 0.5, 0.3, 1);
  VG4_PrimCreateSphere(&Uni->Sph, VecSet(0, 0, 0), 1, 8, 15);
  Uni->Sph.ProgId = Uni->Axes.ProgId;

  /* начальные параметры вертолета */
  Uni->Pos = VecSet(0, 18, 0);
  Uni->V = 0;
  Uni->Head = 0;
  Uni->Omega = 0;

  Uni->CPos = VecSet(59, 30, 59);
} /* End of 'VG4_AnimUnitInit' function */
コード例 #17
0
ファイル: COW.C プロジェクト: DunaevaOlga/SUM2014
/* Функция построения объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       od6UNIT_COW *Unit;
 *   - указатель на контекст анимации:
 *       od6ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID CowUnitRender( od6UNIT_COW *Unit, od6ANIM *Ani )
{
  INT i, N = 0;
  VEC p = {1, 0, 0};
  POINT pt;
  static DBL Delta = 0.1;

  Delta += Ani->JZ * Ani->GlobalDeltaTime;


  OD6_RndMatrView = MatrViewLookAt(VecMulMatr(VecSet(0, 0, Ani->JX * Delta + 15), MatrRotateX(90 * Ani->JY)), VecSet(0, 0, 0), VecSet(0, 1, 0));
  OD6_RndMatrWorld = MatrRotateZ(-Ani->Time);
  OD6_RndMatrWorld = MatrMulMatr(OD6_RndMatrWorld, MatrScale(0.30, 0.30, 0.30));

  SetDCBrushColor(Ani->hDC, RGB(255, 255, 255));
  SetDCPenColor(Ani->hDC, RGB(255, 255, 255));

  srand(30);
  for (i = 0; i < N; i++)
  {
    p.X = 2.0 * rand() / RAND_MAX - 1 ;
    p.Y = 2.0 * rand() / RAND_MAX - 1 ;
    p.Z = 2.0 * rand() / RAND_MAX - 1 ;
    pt = OD6_RndWorldToScreen(p);
    if (i == 0)
      MoveToEx(Ani->hDC, pt.x , pt.y, NULL);
    else
      LineTo(Ani->hDC, pt.x , pt.y);
  }
  OD6_RndGObjDraw(&Unit->Cow, Ani->hDC);
 /*
  OD6_RndMatrWorld = MatrRotateZ(-Ani->GlobalTime / 60);
  OD6_RndMatrWorld = MatrMulMatr(OD6_RndMatrWorld, MatrScale(0.30, 0.30, 0.30));

  SetDCBrushColor(Ani->hDC, RGB(0, 255, 255));
  SetDCPenColor(Ani->hDC, RGB(0, 255, 255));

  OD6_RndGObjDraw(&Unit->Cow, Ani->hDC);

  OD6_RndMatrWorld = MatrRotateZ(-Ani->GlobalTime / 60 / 60);
  OD6_RndMatrWorld = MatrMulMatr(OD6_RndMatrWorld, MatrScale(0.30, 0.30, 0.30));

  SetDCBrushColor(Ani->hDC, RGB(255, 255, 0));
  SetDCPenColor(Ani->hDC, RGB(255, 255, 0));

  OD6_RndGObjDraw(&Unit->Cow, Ani->hDC);

  OD6_RndMatrWorld = MatrRotateY(Ani->Time * 30);

  OD6_RndMatrWorld = MatrMulMatr(OD6_RndMatrWorld, MatrScale(0.30, 0.30, 0.30));
  OD6_RndMatrWorld = MatrMulMatr(MatrTranslate(0.0, 0.0, 3 * 3.30), OD6_RndMatrWorld);
  OD6_RndGObjDraw(&Unit->Cow, Ani->hDC); */  
} /* End of 'CowUnitRender' function */
コード例 #18
0
ファイル: RENDER.C プロジェクト: IvanIoganson/sum2014
/* Camera rotation by camera-axes-dir function.
* ARGUMENTS:
*   - Angle:
*       DBL Angle;
* RETURNS: None.
*/
VOID II2_RndCameraRotateDir( ii2CAMERA *Cam, DBL Angle )
{
  MATR RotMat;

  Cam->Dir = VecSubVec(Cam->At, Cam->Loc);
  Cam->Right = VecCrossVec(VecNormalize(Cam->Dir), Cam->Up);
  II2_RndCameraNormalize(Cam);

  RotMat = II2_RndCameraGetMatrix(Cam);
  RotMat = MatrMulMatr(MatrRotateX(Angle), RotMat);

  Cam->At = VecAddVec(Cam->Loc, VecSet(RotMat.A[0][0], RotMat.A[0][1], RotMat.A[0][2]));
}  /* End of 'II2_RndCameraRotateDir' funciton */
コード例 #19
0
ファイル: UCONTRL.C プロジェクト: lisenok2000/sum2015
/* Функция обновления межкадровых параметров объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       ao5UNIT_CTRL *Uni;
 *   - указатель на контекст анимации:
 *       ao5ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID AO5_AnimUnitResponse( ao5UNIT_CTRL *Uni, ao5ANIM *Ani )
{
  VEC Move, Dir, At;
  if (Ani->Keys[VK_ESCAPE])
    AO5_AnimDoExit();
  if (Ani->KeysClick['F'])
    AO5_AnimFlipFullScreen();
  if (Ani->KeysClick['P'])
    AO5_AnimSetPause(!Ani->IsPause);
  /* позиционирование корабля */
  //Uni->Omega = -3000 * Ani->JX * Ani->DeltaTime;
  //Uni->Head += -3 * 30 * Ani->JR * Ani->DeltaTime;
  Dir = VectorTransform(VecSet(0, 0, 1), MatrRotateY(Uni->Head));
  //Uni->V += -3 * Ani->JY * Ani->DeltaTime;
  //Uni->V *= max(1 - Ani->GlobalDeltaTime, 0);
  if(Ani->Keys['D'])
    Uni->Head -= 1;
  if(Ani->Keys['A'])
    Uni->Head += 1;
  if(Ani->Keys['W'])
    Uni->V = -5;
  else if(Ani->Keys['S'])
    Uni->V = 5;
  else
    Uni->V = 0;
  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(Dir, Uni->V * Ani->DeltaTime)); 

  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(VectorTransform(Dir, MatrRotateY(-90)), Uni->V));
  //Uni->Pos.Y += 30 * (Ani->JButs[1] - Ani->JButs[2]) * Ani->DeltaTime; 

  Uni->At = VecSubVec(Uni->Pos, VecMulNum(Dir, 100));
  Uni->At.Y += 10;
  Move = VecSubVec(Uni->At, Uni->CPos);
  Uni->CPos = VecAddVec(Uni->CPos, VecMulNum(Move, Ani->DeltaTime));
  AO5_RndMatrView = MatrView(Uni->CPos,
                             Uni->Pos,
                             VecSet(0, 1, 0)); 
  AO5_RndMatrWorld = MatrMulMatr(MatrMulMatr(MatrRotateY(Uni->Head), MatrTranslate(Uni->Pos.X, Uni->Pos.Y, Uni->Pos.Z)), MatrScale(0.1, 0.1, 0.1)); 
} /* End of 'AO5_AnimUnitResponse' function */
コード例 #20
0
ファイル: RENDER.C プロジェクト: MaximMarkov3/SUM2016
/* Primitive draw function.
 * ARGUMENTS:
 *   - primtive to draw:
 *       mm3PRIM *Pr;
 * RETURNS: None.
 */
VOID MM3_RndPrimDraw( mm3PRIM *Pr )
{
  INT i;
  MATR M;
  POINT *pts;

  /* Build transform matrix */
  M = MatrMulMatr(MM3_RndMatrWorld,
    MatrMulMatr(MM3_RndMatrView, MM3_RndMatrProj));

  /* Transform all points */
  pts = malloc(sizeof(POINT) * Pr->NumOfP);
  if (pts == NULL)
    return;
  SelectObject(MM3_Anim.hDC, GetStockObject(DC_PEN));
  SetDCPenColor(MM3_Anim.hDC, RGB(255, 255, 255));

  for (i = 0; i < Pr->NumOfP; i++)
  {
    /* NDC */
    VEC p = PointTransform4(Pr->P[i], M);

    pts[i].x = (INT)((p.X + 1) * MM3_Anim.W / 2);
    pts[i].y = (INT)((-p.Y + 1) * MM3_Anim.H / 2);
  }

  /* Draw all lines */
  for (i = 0; i < Pr->NumOfE; i++)
  {
    INT n0 = Pr->Edges[i][0], n1 = Pr->Edges[i][1];

    SetDCPenColor(MM3_Anim.hDC, RGB(i * 255 / Pr->NumOfE, 0, 255 - i * 255 / Pr->NumOfE));

    MoveToEx(MM3_Anim.hDC, pts[n0].x, pts[n0].y, NULL);
    LineTo(MM3_Anim.hDC, pts[n1].x, pts[n1].y);
  }
  free(pts);
} /* End of 'MM3_RndPrimDraw' function */
コード例 #21
0
ファイル: U_CUBE.C プロジェクト: AleksandraSimonova/SUM2016
/* Unit render function.
 * ARGUMENTS:
 *   - self-pointer to unit object:
 *       sa2UNIT_CUBE *Uni;
 *   - animation context:
 *       sa2ANIM *Ani;
 * RETURNS: None.
 */
static VOID SA2_UnitRender( sa2UNIT_CUBE *Uni, sa2ANIM *Ani )
{
 

  SA2_RndMatrWorld = MatrMulMatr(SA2_RndMatrWorld, MatrScale(VecSet(0.8F, 0.8F, 0.8F)),
                MatrTranslate(VecAddVec(Uni->Pos, VecMulNum(VecSet(Ani->JX, Ani->JY, Ani->JZ),3)))); 

 /* SA2_RndMatrWorld = MatrMulMatr(MatrScale(VecSet(0.8F, 0.8F, 0.8F)),
                     MatrMulMatr(MatrRotateY((Uni->TimerSpeed * Ani->Time) * 30 + Uni->TimerShift),
                                 MatrTranslate(VecAddVec(Uni->Pos,
                                                         VecMulNum(VecSet(Ani->JX, Ani->JY, Ani->JZ), 3))))); */
  

  SA2_RndObjDraw(&Uni->Obj);
} /* End of 'SA2_UnitRender' function */
コード例 #22
0
ファイル: LOADOBJ.C プロジェクト: Tegerium/SUM2015
/* Draw object functioln.
 * ARGUMENTS:
 *   - context of the window:
 *       HDC hDC;
 *   - the size of the window:
 *       INT W, H;
 * RETURNS: None.
 */
VOID ObjDraw( HDC hDC, INT X, INT Y, DWORD Color, PK2ANIM *Ani )
{
  INT i;
  DBL x = sin(30);

  srand(30);
  for (i = 0; i < ObjNumOfV; i++)
  {
    if (!Ani->IsPause)
      ObjV[i] = VecMulMatr3(ObjV[i], MatrMulMatr(MatrRotateY(sin(Ani->Time * 0.5)), MatrRotateX(sin(Ani->Time * 3))));
    else
      ObjV[i] = VecMulMatr3(ObjV[i], MatrIdentity());

    SetDCBrushColor(hDC, Color);
    Ellipse(hDC,X + ObjV[i].X - 4, Y - ObjV[i].Y - 4, X + ObjV[i].X + 4, Y - ObjV[i].Y + 4);
  }

} /* End of 'ObjDraw' function */
コード例 #23
0
ファイル: PRIM.C プロジェクト: CGSG/SUM2016AVD
/* Primitive draw function.
 * ARGUMENTS:
 *   - primitive structure pointer:
 *       avdPRIM *Pr;
 * RETURNS: None.
 */
VOID AVD_RndPrimDraw( avdPRIM *Pr )
{
  INT loc, mtl;
  MATR M, MSave;

  /* Build transform matrix */
  MSave = AVD_RndMatrWorld;
  AVD_RndMatrWorld = MatrMulMatr(Pr->M, AVD_RndMatrWorld);
  M = MatrMulMatr(AVD_RndMatrWorld, MatrMulMatr(AVD_RndMatrView, AVD_RndMatrProj));
  glLoadMatrixf(M.A[0]);

  if ((GetAsyncKeyState(VK_CONTROL) & 0x8000) &&
      (GetAsyncKeyState(VK_MENU) & 0x8000) &&
      (GetAsyncKeyState(VK_SHIFT) & 0x8000))
  {
    glBegin(GL_QUADS);
      glVertex3fv(&Pr->Min.X);
      glVertex3f(Pr->Min.X, Pr->Max.Y, Pr->Min.Z);
      glVertex3fv(&Pr->Max.X);
      glVertex3f(Pr->Max.X, Pr->Min.Y, Pr->Max.Z);
    glEnd();
  }

  /* Enable base shader */
  glUseProgram(AVD_RndPrg);

  mtl = Pr->MtlNo;
  if (mtl == -1)
    mtl = 0;

  /* Setup texture */
  if (AVD_RndMaterials[mtl].TexNo != 0)
  {
    glBindTexture(GL_TEXTURE_2D, AVD_RndMaterials[mtl].TexNo);
    if ((loc = glGetUniformLocation(AVD_RndPrg, "IsTexture")) != -1)
      glUniform1i(loc, 1);
  }
  else
    if ((loc = glGetUniformLocation(AVD_RndPrg, "IsTexture")) != -1)
      glUniform1i(loc, 0);

  if ((loc = glGetUniformLocation(AVD_RndPrg, "Ka")) != -1)
    glUniform3fv(loc, 1, &AVD_RndMaterials[mtl].Ka.X);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "Kd")) != -1)
    glUniform3fv(loc, 1, &AVD_RndMaterials[mtl].Kd.X);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "Ks")) != -1)
    glUniform3fv(loc, 1, &AVD_RndMaterials[mtl].Ks.X);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "Ph")) != -1)
    glUniform1f(loc, AVD_RndMaterials[mtl].Ph);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "Trans")) != -1)
    glUniform1f(loc, AVD_RndMaterials[mtl].Trans);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "Id")) != -1)
    glUniform1i(loc, Pr->Id);

  /* Setup global variables */
  if ((loc = glGetUniformLocation(AVD_RndPrg, "MatrWVP")) != -1)
    glUniformMatrix4fv(loc, 1, FALSE, M.A[0]);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "MatrWorld")) != -1)
    glUniformMatrix4fv(loc, 1, FALSE, AVD_RndMatrWorld.A[0]);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "MatrView")) != -1)
    glUniformMatrix4fv(loc, 1, FALSE, AVD_RndMatrView.A[0]);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "MatrProj")) != -1)
    glUniformMatrix4fv(loc, 1, FALSE, AVD_RndMatrProj.A[0]);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "CamLoc")) != -1)
    glUniform3fv(loc, 1, &AVD_RndCamLoc.X);
  if ((loc = glGetUniformLocation(AVD_RndPrg, "Time")) != -1)
    glUniform1f(loc, AVD_Anim.Time);

  /* Activete primitive vertex array */
  glBindVertexArray(Pr->VA);
  /* Activete primitive index buffer */
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Pr->IBuf);
  /* Draw primitive */
  glDrawElements(GL_TRIANGLES, Pr->NumOfI, GL_UNSIGNED_INT, NULL);

  glBindTexture(GL_TEXTURE_2D, 0);
  glBindVertexArray(0);;
  glUseProgram(0);
  AVD_RndMatrWorld = MSave;
} /* End of 'AVD_RndPrimDraw' function */
コード例 #24
0
ファイル: UMODEL.C プロジェクト: AB1a/SUM2015
/* Функция построения объекта анимации.
* АРГУМЕНТЫ:
*   - указатель на "себя" - сам объект анимации:
*       as3UNIT_MODEL *Uni;
*   - указатель на контекст анимации:
*       as3ANIM *Ani;
* ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
*/
static VOID AS3_AnimUnitRender(as3UNIT_MODEL *Uni, as3ANIM *Ani)
{
    static INT i = 0, j = 0, k = 0;
    if (Ani->JR > 0)
        k += 105;
    if (Ani->JR < -0.0002)
        k -= 105;
    if (Ani->JZ > 0)
        i += 105;
    if (Ani->JZ < -0.0002)
        i -= 105;
    if (Ani->JY > 0)
        j += 1000;
    AS3_RndMatrView = MatrView(VecSet(600 + k, 600 + k, 600 + k), VecSet(i, 0, i), VecSet(0, 1, 0));


    if (Ani->KeysClick['W'])
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    if (Ani->KeysClick['Q'])
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    if (Ani->KeysClick['S'])
        j = 1;
    glEnable(GL_DEPTH_TEST);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(0.00001141552511 * 365 * j * Ani->Time, 0, 1, 0),  //Земля
                                    MatrScale(100, 100, 100)),
                                MatrTranslate(0, -50, 1200)),
                    MatrRotateY(0.00001141552511 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId);
    AS3_GeomDraw(&Uni->Geom[0]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(0, 0, 1, 0),  //Солнце
                                    MatrScale(800, 800, 800)),
                                MatrTranslate(0, 0, 0)),
                    MatrRotateY(0));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId1);
    AS3_GeomDraw(&Uni->Geom[1]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(0.6 * 0.0004 * j *  Ani->Time, 0, 1, 0),  //Меркурий
                                    MatrScale(30, 30, 30)),
                                MatrTranslate(0, 0, 800)),
                    MatrRotateY(0.0004 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId2);
    AS3_GeomDraw(&Uni->Geom[2]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(-1.1 * 0.0001 * j * Ani->Time, 0, 1, 0),  //Венера
                                    MatrScale(100, 100, 100)),
                                MatrTranslate(0, 0, 1000)),
                    MatrRotateY(0.0001 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId3);
    AS3_GeomDraw(&Uni->Geom[3]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(669 * 0.000006 * j * Ani->Time, 0, 1, 0),  //Марс
                                    MatrScale(90, 90, 90)),
                                MatrTranslate(0, 0, 1500)),
                    MatrRotateY(0.000006 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId4);
    AS3_GeomDraw(&Uni->Geom[4]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(10683 * 0.0000009 * j * Ani->Time, 0, 1, 0),  //Юпитер
                                    MatrScale(500, 500, 500)),
                                MatrTranslate(0, 0, 1800)),
                    MatrRotateY(0.0000009 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId5);
    AS3_GeomDraw(&Uni->Geom[5]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(21170 * 0.0000004 * j * Ani->Time, 0, 1, 0),  //Сатурн
                                    MatrScale(400, 400, 400)),
                                MatrTranslate(0, 0, 2500)),
                    MatrRotateY(0.0000004 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId6);
    AS3_GeomDraw(&Uni->Geom[6]);
    /*
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
        MatrRotate(100 * Ani->Time, 0, 1, 0),  //0.004050925925925926
        MatrScale(10, 8, 10)),
        MatrTranslate(0, 0, 2500)),
        MatrRotateX(-90));
      glActiveTexture(GL_TEXTURE0);
      glBindTexture(GL_TEXTURE_2D, Uni->TextId61);
      AS3_GeomDraw(&Uni->Geom[7]);
    */
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(43800 * 0.0000001 * j * Ani->Time, 0, 1, 0),  //Уран
                                    MatrScale(350, 350, 350)),
                                MatrTranslate(0, 0, 3000)),
                    MatrRotateY(0.0000001 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId7);
    AS3_GeomDraw(&Uni->Geom[8]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(86036 * 0.00000007 * j * Ani->Time, 0, 1, 0),  //Нептун
                                    MatrScale(350, 350, 350)),
                                MatrTranslate(0, 0, 3500)),
                    MatrRotateY(0.00000007 * j * Ani->Time));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId8);
    AS3_GeomDraw(&Uni->Geom[9]);
    AS3_RndMatrWorld =
        MatrMulMatr(MatrMulMatr(MatrMulMatr(
                                    MatrRotate(0, 0, 1, 0),  // nebo
                                    MatrScale(20000, 20000, 20000)),
                                MatrTranslate(0, 0, 0)),
                    MatrRotateY(0));
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, Uni->TextId9);
    AS3_GeomDraw(&Uni->Geom[10]);

} /* End of 'AS3_AnimUnitRender' function */
コード例 #25
0
ファイル: Create_Prim.c プロジェクト: svyatoslav777/sum2014
  mtl.Ka = VecSet(0.1, 0.1, 0.1);
  mtl.Kd = VecSet(1, 1, 1);
  mtl.Ks = VecSet(0, 0, 0);
  mtl.Phong = 30;
  mtl.Trans = 1;
  mtl.TexNo = 0;
  mtl.MapD[0] = 0;
  strcpy(mtl.MapD, "map2-hf.bmp");
  strcpy(mtl.Name, "Height Field Material");
  prim.Mtl = VG4_GeomAddMaterial(&Unit->Obj, &mtl);

  VG4_GeomAddPrim(&Unit->Obj, &prim);

. . .

  Ani->MatrWorld = MatrIdentity();
  Ani->MatrView =
    MatrViewLookAt(
      VecMulMatr(VecMulMatr(VecSet(25, 25, 25), MatrRotateY(Ani->JR * 180)), MatrRotateZ(Ani->JY * 180)),
      VecSet(0, 0, 0), VecSet(0, 1, 0));
  WVP = MatrMulMatr(VG4_Anim.MatrWorld,
    MatrMulMatr(VG4_Anim.MatrView, VG4_Anim.MatrProjection));
  glLoadMatrixf(WVP.A[0]);
. . .
  Ani->MatrWorld = MatrMulMatr(MatrRotateX(-0), MatrTranslate(0, 0, 0.30 * sin(Ani->Time)));
  VG4_GeomDraw(&Unit->Obj);



コード例 #26
0
ファイル: RENDER.C プロジェクト: Killaz/SUM2014
VOID AS4_RndMatrSetup( VOID )
{
  AS4_RndMatrWorldViewProj =
    MatrMulMatr(MatrMulMatr(AS4_RndMatrWorld, AS4_RndMatrView),
      AS4_RndMatrProjection);
} /* End of 'AS4_RndMatrSetup' function */
コード例 #27
0
ファイル: UCONTRL.C プロジェクト: CGSG/SUM2015
/* Функция обновления межкадровых параметров объекта анимации.
 * АРГУМЕНТЫ:
 *   - указатель на "себя" - сам объект анимации:
 *       vg4UNIT_CTRL *Uni;
 *   - указатель на контекст анимации:
 *       vg4ANIM *Ani;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
static VOID VG4_AnimUnitResponse( vg4UNIT_CTRL *Uni, vg4ANIM *Ani )
{
  VEC Dir, Move;
  static FLT y = -0.067452297, z = 2.6340842;
  static DBL time = 5;

  time += VG4_Anim.GlobalDeltaTime;
  if (time > 5)
  {
    time = 0;
    VG4_ShaderFree(Uni->Axes.ProgId);
    VG4_ShaderFree(Uni->Helic.ProgId);
    Uni->Helic.ProgId = VG4_ShaderLoad("HELIC");
    Uni->Axes.ProgId = VG4_ShaderLoad("AXIS");
    Uni->Sph.ProgId = Uni->Axes.ProgId;
  }

  /* позиционирование вертолета */
  Uni->Omega = -3000 * Ani->JR * Ani->DeltaTime;
  Uni->Head += -3 * 30 * Ani->JR * Ani->DeltaTime;

  Dir = VecMulMatr3(VecSet(0, 0, 1), MatrRotateY(Uni->Head));

  Uni->V += -30 * Ani->JY * Ani->DeltaTime;
  Uni->V *= max(1 - Ani->GlobalDeltaTime, 0);
  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(Dir, Uni->V * Ani->DeltaTime));

  Uni->Pos = VecAddVec(Uni->Pos, VecMulNum(VecMulMatr3(Dir, MatrRotateY(-90)), 30 * Ani->JX * Ani->DeltaTime));

  Uni->Pos.Y += 30 * (Ani->JButs[1] - Ani->JButs[2]) * Ani->DeltaTime;

  /* точка "интереса" */
  Uni->At = VecSubVec(Uni->Pos, VecMulNum(Dir, 9));
  Uni->At.Y += 5.30;

  Move = VecSubVec(Uni->At, Uni->CPos);
  Uni->CPos = VecAddVec(Uni->CPos, VecMulNum(Move, Ani->DeltaTime));



  VG4_RndMatrView = MatrView(Uni->CPos,
                             Uni->Pos,
                             VecSet(0, 1, 0));

  if (Ani->KeysClick['W'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  if (Ani->KeysClick['Q'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  if (Ani->Keys[VK_ESCAPE])
    VG4_AnimDoExit();
  if (Ani->KeysClick['F'])
    VG4_AnimFlipFullScreen();
  if (Ani->KeysClick['P'])
    VG4_AnimSetPause(!Ani->IsPause);

  /* анимация вертолета */
  Uni->Helic.Prims[2].M = MatrRotateY(999 * Ani->Time);
  Uni->Helic.Prims[4].M = MatrMulMatr(MatrMulMatr(MatrTranslate(0, y, z), MatrRotateX(888 * Ani->Time)), MatrTranslate(0, -y, -z));
  y += Ani->Keys[VK_ADD] * Ani->GlobalDeltaTime * 0.1 - Ani->Keys[VK_SUBTRACT] * Ani->GlobalDeltaTime * 0.1;
  z += Ani->Keys['A'] * Ani->GlobalDeltaTime * 0.1 - Ani->Keys['Z'] * Ani->GlobalDeltaTime * 0.1;
} /* End of 'VG4_AnimUnitResponse' function */
コード例 #28
0
ファイル: CUBE.C プロジェクト: unknownoperation/SUM2014
/* ‘ункци¤ построени¤ объекта анимации.
 * ј–√”ћ≈Ќ“џ:
 *   - указатель на "себ¤" - сам объект анимации:
 *       ok2UNIT_CUBE *Unit;
 *   - указатель на контекст анимации:
 *       ok2ANIM *Ani;
 * ¬ќ«¬–јўј≈ћќ≈ «Ќј„≈Ќ»≈: Ќет.
 */
static VOID CubeUnitRender( ok2UNIT_CUBE *Unit, ok2ANIM *Ani )
{                                                               
  /*
  INT i, s = 5, N = 0;
  VEC p = {1, 0, 0};

  static FLT Delta = 0.1;
  MATR WVP;

  Delta += Ani->JZ * Ani->GlobalDeltaTime;

  //Ani->MatrWorld = MatrRotateY(30);
  //Ani->MatrView = MatrLookAt(VecSet(15, 15, 15), VecSet(0, 0, 0), VecSet(0, 1, 0));
  Ani->MatrView = MatrLookAt(PointTransform(VecSet(20, 20, Ani->JX * Delta + 20), MatrRotateX(80 * Ani->JY)), VecSet(0, 0, 0), VecSet(0, 1, 0));
  Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrRotateX(Ani->DeltaTime * 80));
  

  for (i = 0; i < 12; i++)
  {
    
    Ani->MatrWorld = MatrMulMatr(MatrTranslate(0.0, 5.0, 0.0), Ani->MatrWorld);
    Ani->MatrWorld = MatrMulMatr(MatrRotate(30, 1.0, 0.0, 1.0), Ani->MatrWorld);
    
    WVP = MatrMulMatr(Ani->MatrWorld,
      MatrMulMatr(Ani->MatrView, Ani->MatrProjection));
    glLoadMatrixf(WVP.A[0]);
    OK2_RndGObjDraw(&Unit->Cow, Ani->hDC);
  }
  
  //OK2_RndGObjDraw(&Unit->Cow, Ani->hDC); 
  
  */

  
  INT i;
  MATR WVP;
  static DBL time;

  /* оси и позици¤ наблюдател¤ */
  Ani->MatrWorld = MatrIdenity();
  Ani->MatrView =
    MatrLookAt(
    PointTransform(PointTransform(VecSet(25, 25, 25), MatrRotateY(Ani->JR * 180)), MatrRotateZ(Ani->JY * 180)),
      VecSet(0, 0, 0), VecSet(0, 1, 0));
  WVP = MatrMulMatr(OK2_Anim.MatrWorld, MatrMulMatr(OK2_Anim.MatrView, OK2_Anim.MatrProjection));
  glLoadMatrixf(WVP.A[0]);

  glLineWidth(3);
  glBegin(GL_LINES);
    glColor3d(1, 0.5, 0.5);
    glVertex3d(-3, 0, 0);
    glVertex4d(1, 0, 0, 0);
    glColor3d(0.5, 1, 0.5);
    glVertex3d(0, -3, 0);
    glVertex4d(0, 1, 0, 0);
    glColor3d(0.5, 0.5, 1);
    glVertex3d(0, 0, -3);
    glVertex4d(0, 0, 1, 0);
  glEnd();
  glColorMask(1, 1, 1, 0);
  for (i = -3; i < 30; i++)
  {
    glBegin(GL_TRIANGLE_STRIP);
    glVertex3d(-0.1, -0.1, i);
    glVertex3d(-0.1,  0.1, i);
    glVertex3d( 0.1, -0.1, i);
    glVertex3d( 0.1,  0.1, i);
    glEnd();
  }

  /* –исуем примитивы */
  time += Ani->GlobalDeltaTime;
  if (time > 1)
  {
    time = 0;
    OK2_ShadProgClose(OK2_ShaderProg);
    OK2_ShaderProg = OK2_ShadProgInit("a.vert", "a.frag");
  }


  glLineWidth(1);
  if (Ani->Keys['Q'])
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  else
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

  //Ani->MatrWorld = MatrTranslate(0, 0, 0.30 * sin(Ani->Time));
  Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrRotateY(30.0 * Ani->Time));
  /*
  for (i = 0; i < 12; i++)
  {
    Ani->MatrWorld = MatrMulMatr(MatrRotate(30.0, 0.0, 1.0, 0.0), Ani->MatrWorld);
    Ani->MatrWorld = MatrMulMatr(MatrTranslate(1.0, 0.0, 0.0), Ani->MatrWorld);
    OK2_GeomDraw(&Unit->Geom);
  }
  */
  /*
  for (i = 0; i < 6; i++)
    DrawUnitInPosition(&Unit->Geom[i], Ani, Unit->Scale`[i], 10.0, 30.0);
  */
  Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrScale(0.001, 0.001, 0.001));

  for (i = 0; i < 12; i++)
  {
    Ani->MatrWorld = MatrMulMatr(MatrRotate(30.0, 0.0, 1.0, 0.0), Ani->MatrWorld);
    Ani->MatrWorld = MatrMulMatr(MatrTranslate(20000.0, 0.0, 0.0), Ani->MatrWorld);
    //Ani->MatrWorld = MatrMulMatr(MatrRotate(30.0, 0.0, 1.0, 0.0), Ani->MatrWorld);
    OK2_GeomDraw(&Unit->Geom[3]);
    Ani->MatrWorld = MatrMulMatr(MatrTranslate(-20000.0, 0.0, 0.0), Ani->MatrWorld);
    
  }
  //Ani->MatrWorld = MatrMulMatr(Ani->MatrWorld, MatrScale(50, 50, 50));
   
} /* End of 'OK2_AnimUnitRender' function */
コード例 #29
0
ファイル: PRIM.C プロジェクト: Tegerium/SUM2015
VOID PK2_PrimDraw( PK2PRIM *Prim )
{
  INT loc;
  MATR M;

  PK2_RndMatrWorldViewProj = MatrMulMatr(MatrMulMatr(PK2_RndMatrWorld, PK2_RndMatrView), PK2_RndMatrProj);

  glLoadMatrixf(PK2_RndMatrWorldViewProj.A[0]);

  glBindVertexArray(Prim->VA);
  glUseProgram(PK2_RndProg);

  loc = glGetUniformLocation(PK2_RndProg, "MatrWorld");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, PK2_RndMatrWorld.A[0]);
  loc = glGetUniformLocation(PK2_RndProg, "MatrView");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, PK2_RndMatrView.A[0]);
  loc = glGetUniformLocation(PK2_RndProg, "MatrProj");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, PK2_RndMatrProj.A[0]);
  loc = glGetUniformLocation(PK2_RndProg, "MatrWVP");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, PK2_RndMatrWorldViewProj.A[0]);

  M = MatrTranspose(MatrInverse(MatrMulMatr(PK2_RndMatrWorld, PK2_RndMatrView)));
  loc = glGetUniformLocation(PK2_RndProg, "MatrWVInverse");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, M.A[0]);

  M = MatrTranspose(MatrInverse(PK2_RndMatrWorld));
  loc = glGetUniformLocation(PK2_RndProg, "MatrWInverse");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, M.A[0]);

  M = MatrMulMatr(PK2_RndMatrWorld, PK2_RndMatrView);
  loc = glGetUniformLocation(PK2_RndProg, "MatrWV");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, M.A[0]);

  loc = glGetUniformLocation(PK2_RndProg, "Time");
  if (loc != -1)
    glUniform1f(loc, PK2_Anim.Time);

  loc = glGetUniformLocation(PK2_RndProg, "Ka");
  if (loc != -1)
    glUniform3fv(loc, 1, &PK2_MtlLib[Prim->MtlNo].Ka.X);
  loc = glGetUniformLocation(PK2_RndProg, "Kd");
  if (loc != -1)
    glUniform3fv(loc, 1, &PK2_MtlLib[Prim->MtlNo].Kd.X);
  loc = glGetUniformLocation(PK2_RndProg, "Ks");
  if (loc != -1)
    glUniform3fv(loc, 1, &PK2_MtlLib[Prim->MtlNo].Ks.X);
  loc = glGetUniformLocation(PK2_RndProg, "Kp");
  if (loc != -1)
    glUniform1f(loc, PK2_MtlLib[Prim->MtlNo].Kp);
  loc = glGetUniformLocation(PK2_RndProg, "Kt");
  if (loc != -1)
    glUniform1f(loc, PK2_MtlLib[Prim->MtlNo].Kt);

  loc = glGetUniformLocation(PK2_RndProg, "IsTextureUse");
  if (PK2_MtlLib[Prim->MtlNo].TexId == 0)
    glUniform1f(loc, 0);
  else
  {
    glUniform1f(loc, 1);
    glBindTexture(GL_TEXTURE_2D, PK2_MtlLib[Prim->MtlNo].TexId);
  }

  glPrimitiveRestartIndex(0xFFFFFFFF);
  if (Prim->Type == PK2_PRIM_GRID)
    glDrawElements(GL_TRIANGLE_STRIP, Prim->NumOfI, GL_UNSIGNED_INT, NULL);
  else
    glDrawElements(GL_TRIANGLES, Prim->NumOfI, GL_UNSIGNED_INT, NULL);

  glUseProgram(0);
  glBindVertexArray(0);
} /* End of 'PK2_PrimDraw' function */
コード例 #30
0
ファイル: GEOMHAND.C プロジェクト: AP6/SUM2014
/* ‘ункци¤ рисовани¤.
 * ј–√”ћ≈Ќ“џ:
 *   - геометрический объект:
 *       ap6GEOM *G;
 * ¬ќ«¬–јўј≈ћќ≈ «Ќј„≈Ќ»≈: Ќет.
 */
VOID AP6_GeomDraw( ap6GEOM *G )
{
  INT i, loc;
  MATR WVP, MatrWorldInvTrans = {{{0}}};
  VEC V;
  UINT SaveProgId;

  /* вычислили матрицы преобразовани¤ */
  WVP = MatrMulMatr(AP6_Anim.MatrWorld,
    MatrMulMatr(AP6_Anim.MatrView, AP6_Anim.MatrProjection));
  MatrWorldInvTrans = MatrTranspose(MatrInverse(AP6_Anim.MatrWorld));
  /* отладочный вывод */
  glLoadMatrixf(WVP.A[0]);


  /* ѕерезагружаем шейдера раз в секунду */
  if (G->ProgName[0] != 0)
  {
    if (G->ProgTime + 1.0 < AP6_Anim.GlobalTime)
    {
      static CHAR Buf[2][MAX_STR];

      AP6_ShadProgClose(G->ProgId);
      sprintf(Buf[0], "SHADERS\\%s.vert", G->ProgName);
      sprintf(Buf[1], "SHADERS\\%s.frag", G->ProgName);
      G->ProgTime = AP6_Anim.GlobalTime;
      G->ProgId = AP6_ShadProgInit(Buf[0], Buf[1]);
    }
  }

  /* сохран¤ем шейдера */
  if (G->ProgId != 0)
  {
    SaveProgId = AP6_ShaderProg;
    AP6_ShaderProg = G->ProgId;
  }

  /* выбор программы шейдеров вывода примитивов */
  glUseProgram(AP6_ShaderProg);
  loc = glGetUniformLocation(AP6_ShaderProg, "MatrWVP");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, WVP.A[0]);

  loc = glGetUniformLocation(AP6_ShaderProg, "MatrWorldInverseTranspose");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, MatrWorldInvTrans.A[0]);

  loc = glGetUniformLocation(AP6_ShaderProg, "MatrWorld");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, AP6_Anim.MatrWorld.A[0]);

  loc = glGetUniformLocation(AP6_ShaderProg, "MatrView");
  if (loc != -1)
    glUniformMatrix4fv(loc, 1, FALSE, AP6_Anim.MatrView.A[0]);

  loc = glGetUniformLocation(AP6_ShaderProg, "Time");
  if (loc != -1)
    glUniform1f(loc, AP6_Anim.Time);

  V = VecSet(-AP6_Anim.MatrView.A[0][2],
             -AP6_Anim.MatrView.A[1][2],
             -AP6_Anim.MatrView.A[2][2]);
  loc = glGetUniformLocation(AP6_ShaderProg, "ViewDir");
  if (loc != -1)
    glUniform3fv(loc, 1, &V.X);
  V = VecSet(AP6_Anim.MatrView.A[3][0],
             AP6_Anim.MatrView.A[3][1],
             AP6_Anim.MatrView.A[3][2]);
  loc = glGetUniformLocation(AP6_ShaderProg, "ViewPos");
  if (loc != -1)
    glUniform3fv(loc, 1, &V.X);


  loc = glGetUniformLocation(AP6_ShaderProg, "NumOfParts");
  if (loc != -1)
    glUniform1f(loc, G->NumOfPrims);
  for (i = 0; i < G->NumOfPrims; i++)
  {
    INT mtl = G->Prims[i].Mtl;

    loc = glGetUniformLocation(AP6_ShaderProg, "PartNo");
    if (loc != -1)
      glUniform1f(loc, i);

    /* подготавливаем материал */
    if (G->Mtls != NULL && mtl >= 0 && mtl < G->NumOfMtls)
    {
      INT loc;

      if (G->Mtls[mtl].TexNo == 0 && G->Mtls[mtl].MapD[0] != 0)
      {
        INT j;
        IMAGE Img;
                       
        ImageLoad(&Img, G->Mtls[mtl].MapD);

        /* получаем свободный номер текстуры */
        glGenTextures(1, &G->Mtls[mtl].TexNo);
        /* делаем ее активной */
        glBindTexture(GL_TEXTURE_2D, G->Mtls[mtl].TexNo);
        for (j = 0; j < Img.W * Img.H; j++)
          Img.Bits[j] |= 0xFF000000;
        /* отправл¤ем картинку в видеопам¤ть */
        gluBuild2DMipmaps(GL_TEXTURE_2D, 4, Img.W, Img.H,
          GL_BGRA_EXT, GL_UNSIGNED_BYTE, Img.Bits);

        /* ѕараметры вывода */
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        glBindTexture(GL_TEXTURE_2D, 0);
      }
      /* передаем параметры */
      if (G->Mtls[mtl].TexNo != 0)
      {
        loc = glGetUniformLocation(AP6_ShaderProg, "IsTextureUsed");
        if (loc != -1)
          glUniform1f(loc, 1);
        loc = glGetUniformLocation(AP6_ShaderProg, "DrawTexture");
        if (loc != -1)
          glUniform1i(loc, 0);
        //glEnable(GL_TEXTURE_2D);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, G->Mtls[mtl].TexNo);
        //glActiveTexture(GL_TEXTURE1);
        //glBindTexture(GL_TEXTURE_2D, G->Mtls[mtl].TexNo);
      }
      else
      {
        loc = glGetUniformLocation(AP6_ShaderProg, "IsTextureUsed");
        if (loc != -1)
          glUniform1f(loc, 0);
      }
      loc = glGetUniformLocation(AP6_ShaderProg, "Ka");
      if (loc != -1)
        glUniform3fv(loc, 1, &G->Mtls[mtl].Ka.X);
      loc = glGetUniformLocation(AP6_ShaderProg, "Kd");
      if (loc != -1)
        glUniform3fv(loc, 1, &G->Mtls[mtl].Kd.X);
      loc = glGetUniformLocation(AP6_ShaderProg, "Ks");
      if (loc != -1)
        glUniform3fv(loc, 1, &G->Mtls[mtl].Ks.X);
      loc = glGetUniformLocation(AP6_ShaderProg, "Phong");
      if (loc != -1)
        glUniform1f(loc, G->Mtls[mtl].Phong);
      loc = glGetUniformLocation(AP6_ShaderProg, "Trans");
      if (loc != -1)
        glUniform1f(loc, G->Mtls[mtl].Trans);
    }
    loc = glGetUniformLocation(AP6_ShaderProg, "PartNo");
    if (loc != -1)
      glUniform1f(loc, i);
    AP6_PrimDraw(G->Prims + i);
    glDisable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, 0);
  }

  /* восстанавливаем шейдера */
  if (G->ProgId != 0)
    AP6_ShaderProg = SaveProgId;
} /* End of 'AP6_GeomDraw' function */