void vsx_module_texture_rotate::run() { //printf("rotate_begin\n"); vsx_texture** texture_info_in = texture_info_param_in->get_addr(); //printf("validness: %d\n",texture_info_param_in->valid); // if (texture_info_in->valid) if (texture_info_in) { texture_out->valid = (*texture_info_in)->valid; // if (texture_info_in->texture_info) { texture_out->texture_info = (*texture_info_in)->texture_info; // } float x = rotation_axis->get(0); float y = rotation_axis->get(1); float z = rotation_axis->get(2); float a = rotation_angle->get()*360; vsx_transform_obj* prev_transform = (*texture_info_in)->get_transform(); transform.set_previous_transform(prev_transform); transform.update(a, x, y, z); // if (texture_out) texture_out->set_transform(&transform); ((vsx_module_param_texture*)texture_result)->set(texture_out); } else { //printf("fooble\n"); texture_result->valid = false; } }
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { last_updated = -1.0f; loading_done = true; pos = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "pos"); pos->set(0,0); pos->set(0,1); pos->set(0,2); color0 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color0"); color0->set(1.0f,0); color0->set(1.0f,1); color0->set(1.0f,2); color0->set(0.3f,3); color1 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color1"); color1->set(1.0f,0); color1->set(1.0f,1); color1->set(1.0f,2); color1->set(1.0f,3); // parameters for the effect friction = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "friction"); friction->set(1); step_length = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "step_length"); step_length->set(10); render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out"); render_result->set(0); gr.init(); }
// this method uses the engine's parameter holder to create data holders for // each of the parameters also binding them to their name (string) void declare_params( vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters ) { loading_done = true; position = (vsx_module_param_float3*)in_parameters.create( VSX_MODULE_PARAM_ID_FLOAT3, "position" ); position->set(0.0f, 0); position->set(0.0f, 1); position->set(0.0f, 2); size = (vsx_module_param_float3*)in_parameters.create( VSX_MODULE_PARAM_ID_FLOAT3, "size" ); size->set(1.0f,0); size->set(0.3f,1); angle = (vsx_module_param_float*)in_parameters.create( VSX_MODULE_PARAM_ID_FLOAT, "angle" ); angle->set(0.0f); border = (vsx_module_param_int*)in_parameters.create( VSX_MODULE_PARAM_ID_INT, "border" ); rotation_axis = (vsx_module_param_float3*)in_parameters.create( VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis" ); rotation_axis->set(1.0f, 0); rotation_axis->set(1.0f, 1); rotation_axis->set(0.0f, 2); color_rgb = (vsx_module_param_float4*)in_parameters.create( VSX_MODULE_PARAM_ID_FLOAT4, "color" ); color_rgb->set(1.0,0); color_rgb->set(1.0,1); color_rgb->set(1.0,2); color_rgb->set(1.0,3); render_result = (vsx_module_param_render*)out_parameters.create( VSX_MODULE_PARAM_ID_RENDER, "render_out" ); render_result->set(0); }
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { loading_done = true; prev_num_vertices = 0; mesh_id_start = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "mesh_id_start"); mesh_id_start->set(0.0f); mesh_id_count = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "mesh_id_count"); mesh_id_count->set(0.0f); in_mesh = (vsx_module_param_mesh*)in_parameters.create(VSX_MODULE_PARAM_ID_MESH,"in_mesh"); upvector = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "upvector"); upvector->set(0.0f); upvector->set(0.0f); upvector->set(1.0f); color0 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color0"); color0->set(1.0f,0); color0->set(1.0f,1); color0->set(1.0f,2); color0->set(0.3f,3); color1 = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "color1"); color1->set(1.0f,0); color1->set(1.0f,1); color1->set(1.0f,2); color1->set(1.0f,3); modelview_matrix = (vsx_module_param_matrix*)in_parameters.create(VSX_MODULE_PARAM_ID_MATRIX,"modelview_matrix"); // parameters for the effect friction = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "friction"); friction->set(1); step_length = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "step_length"); step_length->set(10); ribbon_width = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "ribbon_width"); ribbon_width->set(0.2f); length = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "length"); length->set(1.0f); reset_pos = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "reset_pos"); reset_pos->set(-1.0f); render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out"); render_result->set(0); mesh_result = (vsx_module_param_mesh*)out_parameters.create(VSX_MODULE_PARAM_ID_MESH,"mesh_out"); }
void vsx_module_texture_translate::declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { loading_done = true; texture_info_param_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_in"); texture_out = new vsx_texture; //texture_info_param_in->set(*texture_out); translation_vec = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "translation_vector"); translation_vec->set(0.0f, 0); translation_vec->set(0.0f, 1); translation_vec->set(0.0f, 2); // out_parameter_type_id = VSX_PARAM_ID_TEXTURE; texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_translate_out"); // texture_result->set(new vsx_texture_info); }
void vsx_module_texture_rotate::declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { texture_info_param_in = (vsx_module_param_texture*)in_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE, "texture_in"); // texture_info_param_in->set(new vsx_texture_info); loading_done = true; texture_out = new vsx_texture; rotation_axis = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis"); rotation_axis->set(0, 0); rotation_axis->set(0, 1); rotation_axis->set(1, 2); rotation_angle = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "rotation_angle"); rotation_angle->set(0.0f); // out_parameter_type_id = VSX_PARAM_ID_TEXTURE; texture_result = (vsx_module_param_texture*)out_parameters.create(VSX_MODULE_PARAM_ID_TEXTURE,"texture_rotate_out"); // texture_result->set(new vsx_texture_info); }
void vsx_module_texture_translate::run() { vsx_texture** texture_info_in = texture_info_param_in->get_addr(); if (texture_info_in) { texture_out->valid = (*texture_info_in)->valid; texture_out->texture_info = (*texture_info_in)->texture_info; float x = translation_vec->get(0); float y = translation_vec->get(1); float z = translation_vec->get(2); vsx_transform_obj* prev_transform = (*texture_info_in)->get_transform(); transform.set_previous_transform(prev_transform); transform.update(x, y, z); texture_out->set_transform(&transform); ((vsx_module_param_texture*)texture_result)->set(texture_out); } else texture_result->valid = false; }
// this is run for each connection to this in-param. void output(vsx_module_param_abs* param) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); // translation glTranslatef(position->get(0),position->get(1),position->get(2)); // rotation glRotatef( (float)angle->get()*360, rotation_axis->get(0), rotation_axis->get(1), rotation_axis->get(2) ); // scaling glScalef(size->get(0), size->get(1), size->get(2)); // color glColor4f( color_rgb->get(0), color_rgb->get(1), color_rgb->get(2), color_rgb->get(3) ); glBegin(GL_QUADS); glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glTexCoord2f(0.0f,1.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glTexCoord2f(1.0f,1.0f); glVertex3f( 1.0f, 1.0f, 0.0f); glTexCoord2f(1.0f,0.0f); glVertex3f( 1.0f, -1.0f, 0.0f); glEnd(); if (border->get()) { glEnable(GL_LINE_SMOOTH); glLineWidth(1.5); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin(GL_LINE_STRIP); glColor3f(0, 0, 0); glVertex3f(-2, -0.4f, 0); glVertex3f(-2, -0.2f, 0); glVertex3f( 2, -0.2f, 0); glVertex3f( 2, -0.4f, 0); glVertex3f(-2, -0.4f, 0); glEnd(); } glPopMatrix(); render_result->set(1); loading_done = true; }
void output(vsx_module_param_abs* param) { gr.friction = friction->get(); gr.color0[0] = color0->get(0); gr.color0[1] = color0->get(1); gr.color0[2] = color0->get(2); gr.color0[3] = color0->get(3); gr.color1[0] = color1->get(0); gr.color1[1] = color1->get(1); gr.color1[2] = color1->get(2); gr.step_freq = 10.0f * step_length->get(); if (last_updated != engine->vtime) { gr.update(engine->dtime, pos->get(0), pos->get(1), pos->get(2)); last_updated = engine->vtime; } gr.render(); render_result->set(1); }
void output(vsx_module_param_abs* param) { mesh = in_mesh->get_addr(); if (mesh && (*mesh)->data->vertices.size()) { if (prev_num_vertices != (unsigned long)mesh_id_count->get()) { // remove all the old ones for (unsigned long i = prev_num_vertices; i < (unsigned long)mesh_id_count->get(); ++i) { //printf("allocating %d\n", i); //if (i == prev_num_vertices) //printf("allocating again\n"); gr[i] = new gravity_strip; gr[i]->init(); gr[i]->init_strip(); } prev_num_vertices = (int)mesh_id_count->get(); } //printf("mesh_id_start: %d\n", (int)mesh_id_start->get()); size_t mesh_index = (size_t)mesh_id_start->get() % (*mesh)->data->vertices.size(); vsx_matrix* matrix_result = modelview_matrix->get_addr(); if (!matrix_result) { matrix_result = &modelview_matrix_no_connection; glGetFloatv(GL_MODELVIEW_MATRIX, modelview_matrix_no_connection.m); } //printf("in-mesh vertex count: %d\n", mesh->data->vertices.size()); if (param == render_result) { for (unsigned long i = 0; i < prev_num_vertices; ++i) { //gr[i].length = 0.0f; gr[i]->width = ribbon_width->get(); //gr[i].masses[1].mass = gr[i].masses[0].mass + ribbon_width->get(); gr[i]->length = length->get(); gr[i]->friction = friction->get(); //float tt = ((*particles->particles)[i].time/(*particles->particles)[i].lifetime); //if (tt < 0.0f) tt = 0.0f; //if (tt > 1.0f) tt = 1.0f; gr[i]->color0[0] = color0->get(0); gr[i]->color0[1] = color0->get(1); gr[i]->color0[2] = color0->get(2); gr[i]->color0[3] = color0->get(3); gr[i]->color1[0] = color1->get(0); gr[i]->color1[1] = color1->get(1); gr[i]->color1[2] = color1->get(2); gr[i]->step_freq = 10.0f * step_length->get(); //if (last_update != engine->vtime) { if (reset_pos->get() > 0.0f) { gr[i]->reset_pos( (*mesh)->data->vertices[mesh_index].x, (*mesh)->data->vertices[mesh_index].y, (*mesh)->data->vertices[mesh_index].z ); } else { gr[i]->update( engine->dtime, (*mesh)->data->vertices[mesh_index].x, (*mesh)->data->vertices[mesh_index].y, (*mesh)->data->vertices[mesh_index].z ); } gr[i]->render(); //(*(particles->particles))[i].pos.x, (*(particles->particles))[i].pos.y, (*(particles->particles))[i].pos.z); //last_upd ate = engine->vtime; //} //printf("%f, %f, %f\n", (*particles->particles)[i].pos.x, (*particles->particles)[i].pos.y, (*particles->particles)[i].pos.z); // printf("%d %d;;; %d\n",__LINE__,i, particles->particles->size()); // add the delta-time to the time of the particle /*(*particles->particles)[i].pos.x += px*engine->dtime; (*particles->particles)[i].pos.y += py*engine->dtime; (*particles->particles)[i].pos.z += pz*engine->dtime;*/ mesh_index++; mesh_index = mesh_index % (*mesh)->data->vertices.size(); } } else { float ilength = length->get(); if (ilength > 1.0f) ilength = 1.0f; if (ilength < 0.01f) ilength = 0.01f; int num2 = BUFF_LEN * (int)(ilength * 8.0f * (float)prev_num_vertices); //printf("num2: %d\n", num2); // allocate mesh memory for all parts mesh_out->data->faces.allocate(num2); mesh_out->data->vertices.allocate(num2); mesh_out->data->vertex_normals.allocate(num2); mesh_out->data->vertex_tex_coords.allocate(num2); //printf("mesh: %d\n", __LINE__); mesh_out->data->faces.reset_used(num2); mesh_out->data->vertices.reset_used(num2); mesh_out->data->vertex_normals.reset_used(num2); mesh_out->data->vertex_tex_coords.reset_used(num2); //printf("mesh: %d\n", __LINE__); vsx_face* fs_d = mesh_out->data->faces.get_pointer(); vsx_vector* vs_d = mesh_out->data->vertices.get_pointer(); vsx_vector* ns_d = mesh_out->data->vertex_normals.get_pointer(); vsx_tex_coord* ts_d = mesh_out->data->vertex_tex_coords.get_pointer(); int generated_vertices = 0; int generated_faces = 0; //printf("mesh: %d\n", __LINE__); generated_faces = 0; generated_vertices = 0; generated_vertices = 0; generated_vertices = 0; vsx_vector upv; upv.x = upvector->get(0); upv.y = upvector->get(1); upv.z = upvector->get(2); for (unsigned long i = 0; i < prev_num_vertices; ++i) { gr[i]->width = ribbon_width->get(); gr[i]->length = length->get(); gr[i]->friction = friction->get(); gr[i]->color0[0] = color0->get(0); gr[i]->color0[1] = color0->get(1); gr[i]->color0[2] = color0->get(2); gr[i]->color0[3] = color0->get(3); gr[i]->color1[0] = color1->get(0); gr[i]->color1[1] = color1->get(1); gr[i]->color1[2] = color1->get(2); gr[i]->step_freq = 10.0f * step_length->get(); //printf("mesh: %d %d\n", __LINE__, mesh_index); if (reset_pos->get() > 0.0f) { gr[i]->reset_pos( (*mesh)->data->vertices[mesh_index].x, (*mesh)->data->vertices[mesh_index].y, (*mesh)->data->vertices[mesh_index].z ); } else { gr[i]->update( engine->dtime, (*mesh)->data->vertices[mesh_index].x, (*mesh)->data->vertices[mesh_index].y, (*mesh)->data->vertices[mesh_index].z ); } //printf("%d\n", (int)i); gr[i]->generate_mesh(*mesh_out,fs_d, vs_d, ns_d, ts_d, matrix_result, &upv, generated_vertices, generated_faces); mesh_index++; mesh_index = mesh_index % (*mesh)->data->vertices.size(); } // printf("generated faces: %d\n", generated_faces); //printf("generated vertices: %d\n", generated_vertices); mesh_out->data->faces.reset_used(generated_faces); mesh_out->data->vertices.reset_used(generated_vertices); mesh_out->data->vertex_normals.reset_used(generated_vertices); mesh_out->data->vertex_tex_coords.reset_used(generated_vertices); //printf("mesh: %d\n", __LINE__); mesh_result->set_p(mesh_out); } //printf("done drawing\n"); } render_result->set(1); }
void output(vsx_module_param_abs* param) { VSX_UNUSED(param); if (text_in->updates) { if (process_lines()) text_in->updates = 0; } if (text_alpha->get() <= 0) return; if (!ftfont) { user_message = "module||error loading font "+cur_font; return; } if (text_in->get() == "_") return; float obj_size = size->get(); gl_state->matrix_mode (VSX_GL_MODELVIEW_MATRIX ); gl_state->matrix_push(); gl_state->matrix_rotate_f( (float)angle->get()*360, rotation_axis->get(0), rotation_axis->get(1), rotation_axis->get(2) ); if (obj_size < 0) obj_size = 0; gl_state->matrix_scale_f( obj_size*0.8*0.01, obj_size*0.01, obj_size*0.01 ); int l_align = align->get(); float l_leading = leading->get(); float ypos = 0; if (cur_render_type == 0) glEnable(GL_TEXTURE_2D); glColor4f(red->get(),green->get(),blue->get(),text_alpha->get()); for (unsigned long i = 0; i < lines.size(); ++i) { float ll = limit_line->get(); if (ll != -1.0f) { if (trunc(ll) != i) continue; } gl_state->matrix_push(); if (l_align == 0) { gl_state->matrix_translate_f( 0, ypos, 0 ); } else if (l_align == 1) { gl_state->matrix_translate_f( -lines[i].size_x*0.5f,ypos,0 ); } if (l_align == 2) { gl_state->matrix_translate_f( -lines[i].size_x,ypos,0 ); } if (cur_render_type == 1) { if (outline_alpha->get() > 0.0f && ftfont2) { float pre_linew; pre_linew = gl_state->line_width_get(); gl_state->line_width_set( outline_thickness->get() ); glColor4f(outline_color->get(0),outline_color->get(1),outline_color->get(2),outline_alpha->get()*outline_color->get(3)); ftfont2->Render(lines[i].string.c_str()); gl_state->line_width_set( pre_linew ); } glColor4f(red->get(),green->get(),blue->get(),text_alpha->get()); } ftfont->Render(lines[i].string.c_str()); gl_state->matrix_pop(); ypos += l_leading; } if (cur_render_type == 0) glDisable(GL_TEXTURE_2D); gl_state->matrix_pop(); render_result->set(1); loading_done = true; }
void declare_params(vsx_module_param_list& in_parameters, vsx_module_param_list& out_parameters) { declare_run = false; size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "size"); size->set(1.0f); angle = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "angle"); angle->set(0.0f); text_in = (vsx_module_param_string*)in_parameters.create(VSX_MODULE_PARAM_ID_STRING, "text_in"); text_in->set("Vovoid VSX Ultra"); text_in->updates = 1; font_in = (vsx_module_param_resource*)in_parameters.create(VSX_MODULE_PARAM_ID_RESOURCE, "font_in"); font_in->set("resources/fonts/pala.ttf"); cur_font = ""; limit_line = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "limit_line"); limit_line->set(-1.0f); leading = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "leading"); leading->set(1.0f); glyph_size = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "glyph_size"); glyph_size->set(24.0f); cur_glyph_size = 24.0f; render_type = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"render_type"); render_type->set(0); align = (vsx_module_param_int*)in_parameters.create(VSX_MODULE_PARAM_ID_INT,"align"); align->set(0); cur_render_type = 0; ftfont = 0; ftfont2 = 0; rotation_axis = (vsx_module_param_float3*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT3, "rotation_axis"); rotation_axis->set(0.0f, 0); rotation_axis->set(1.0f, 1); rotation_axis->set(0.0f, 2); red = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "red"); red->set(1.0f); green = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "green"); green->set(1.0f); blue = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "blue"); blue->set(1.0f); text_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "text_alpha"); text_alpha->set(1.0); outline_alpha = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_alpha"); outline_alpha->set(0.5); outline_thickness = (vsx_module_param_float*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT, "outline_thickness"); outline_thickness->set(3.0); outline_color = (vsx_module_param_float4*)in_parameters.create(VSX_MODULE_PARAM_ID_FLOAT4, "outline_color"); outline_color->set(0.0f, 0); outline_color->set(0.0f, 1); outline_color->set(0.0f, 2); outline_color->set(0.0f, 3); render_result = (vsx_module_param_render*)out_parameters.create(VSX_MODULE_PARAM_ID_RENDER,"render_out"); render_result->set(0); declare_run = true; gl_state = vsx_gl_state::get(); }