Exemplo n.º 1
0
/* 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 */
Exemplo n.º 2
0
/* Функция преобразования вершин.
 * АРГУМЕНТЫ:
 *   - геометрический объект:
 *       as4GEOM *G;
 *   - матрица преобразования:
 *       MATR M;
 * ВОЗВРАЩАЕМОЕ ЗНАЧЕНИЕ: Нет.
 */
VOID AS4_GeomTransform( as4GEOM *G, MATR M )
{
  INT i, j;
  MATR InvM = MatrTranspose(MatrInverse(M));

  InvM.A[3][0] = InvM.A[3][1] = InvM.A[3][2] = 0;

  for (i = 0; i < G->NumOfPrims; i++)
    for (j = 0; j < G->Prims[i].NumOfV; j++)
    {
      G->Prims[i].V[j].P = PointTransform(G->Prims[i].V[j].P, M);
      G->Prims[i].V[j].N = PointTransform(G->Prims[i].V[j].N, InvM);
    }
} /* End of 'AS4_GeomTransform' function */
Exemplo n.º 3
0
Arquivo: GEOM.C Projeto: spr04/SUM2015
/* ‘ункци¤ загрузки геометрического объекта из G3D файла.
 * ј–√”ћ≈Ќ“џ:
 *   - указатель на геометрический объект:
 *       am1GEOM *G;
 *   - им¤ файла:
 *       CHAR *FileName;
 * ¬ќ«¬–јўј≈ћќ≈ «Ќј„≈Ќ»≈:
 *   (BOOL) TRUE при успехе, иначе - FALSE.
 */
BOOL AM1_GeomLoad( am1GEOM *G, CHAR *FileName )
{
  FILE *F;
  INT i, j, n;
  CHAR Sign[4];
  MATR M;
  static CHAR MtlName[300];
  static CHAR
    path_buffer[_MAX_PATH],
    drive[_MAX_DRIVE],
    dir[_MAX_DIR],
    fname[_MAX_FNAME],
    ext[_MAX_EXT];

  _splitpath(FileName, drive, dir, fname, ext);

  memset(G, 0, sizeof(am1GEOM));
  if ((F = fopen(FileName, "rb")) == NULL)
    return FALSE;

  M = MatrTranspose(MatrInverse(AM1_RndPrimMatrConvert));

  /* читаем сигнатуру */
  fread(Sign, 1, 4, F);
  if (*(DWORD *)Sign != *(DWORD *)"G3D")
  {
    fclose(F);
    return FALSE;
  }

  /* читаем количество примитивов в объекте */
  fread(&n, 4, 1, F);
  fread(MtlName, 1, 300, F);

  /* читаем и загружаем библиотеку материалов */
  _makepath(path_buffer, drive, dir, MtlName, "");
  AM1_MtlLoad(path_buffer);

  /* читаем примитивы */
  for (i = 0; i < n; i++)
  {
    INT nv, ni, *Ind;
    am1VERTEX *Vert;
    am1PRIM P;

    /* читаем количество вершин и индексов */
    fread(&nv, 4, 1, F);
    fread(&ni, 4, 1, F);
    /* читаем им¤ материала текущего примитива */
    fread(MtlName, 1, 300, F);

    /* выдел¤ем пам¤ть под вершины и индексы */
    if ((Vert = malloc(sizeof(am1VERTEX) * nv + sizeof(INT) * ni)) == NULL)
      break;
    Ind = (INT *)(Vert + nv);

    /* читаем данные */
    fread(Vert, sizeof(am1VERTEX), nv, F);
    /* конвертируем геометрию */
    for (j = 0; j < nv; j++)
    {
      Vert[j].P = VecMulMatr(Vert[j].P, AM1_RndPrimMatrConvert);
      Vert[j].N = VecMulMatr3(Vert[j].N, M);
    }
    fread(Ind, sizeof(INT), ni, F);

    /* заносим в примитив */
    AM1_PrimCreate(&P, AM1_PRIM_TRIMESH, nv, ni, Vert, Ind);
    P.MtlNo = AM1_MtlFind(MtlName);

    free(Vert);

    /* добавл¤ем примитив к объекту */
    AM1_GeomAddPrim(G, &P);
  }
  fclose(F);
  AM1_RndPrimMatrConvert = MatrIdentity();
  return TRUE;
} /* End of 'AM1_GeomDraw' function */
Exemplo n.º 4
0
/* ‘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 */
Exemplo n.º 5
0
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 */