Exemplo n.º 1
0
Arquivo: main.c Projeto: mattjakob/s3d
void init_render(void)
{
    mclip = m4_m4prod(s->view->Vinv, s->view->Cinv);
    mdpy = m4_m4prod(s->view->Pinv, s->view->Sinv);

    rc_sset(rc = NEWSTRUCT(RContext), s->view, s->lights, s->img);
}
Exemplo n.º 2
0
void s4_concmat(Stack4 *s, Matrix4 *md, Matrix4 *im)
{
  *s->mtop = m4_m4prod(*md, *s->mtop );
  if ( im == (Matrix4 *)0)
    *s->itop = m4_m4prod(*s->itop, m4_inverse(*md));
  else
    *s->itop = m4_m4prod(*s->itop, *im);
}
Exemplo n.º 3
0
Arquivo: main.c Projeto: mattjakob/s3d
void init_render(void)
{
  mclip = m4_m4prod(s->view->C, s->view->V);
  mdpy = m4_m4prod(s->view->S, s->view->P);

  z = new_list();
  g = NEWSTRUCT(GouraudData);
  rc_sset(rc = NEWSTRUCT(RContext), s->view, s->lights, s->img);
}
Exemplo n.º 4
0
void s4_scale(Stack4 *s, Vector3 v)
{
  *s->mtop = m4_m4prod(*s->mtop, m4_scale(v.x, v.y, v.z));

  if (REL_EQ(v.x, 0.0) || REL_EQ(v.y,0.0) || REL_EQ(v.z,0.0)) 
    error("(s4_scale) unable to invert scale matrix");
  else
    *s->itop = m4_m4prod(m4_scale(1./v.x,1./v.y,1./v.z), *s->itop);
}
Exemplo n.º 5
0
void GLWidget::mousePressEvent(QMouseEvent *event)
{
  if (event->button() == Qt::LeftButton) {
      m = m4_rotate('x', 0.081);
  } else if (event->button() == Qt::RightButton) {
      m = m4_rotate('x', -0.081);
  }
  if (scn != NULL) {
      scn->view->V = m4_m4prod(scn->view->V, m);
  }
  update();
}
Exemplo n.º 6
0
Matrix4 m4_compxform(int k, char *t, Real **p, int j)
{
  int i;
  Matrix4 m = m4_ident();

  for (i = 0; i < k; i++) {
    switch (t[i]) {
    case G_TX: m = m4_m4prod(m4_translate(p[i][j], 0, 0), m); break;
    case G_TY: m = m4_m4prod(m4_translate(0, p[i][j], 0), m); break;
    case G_TZ: m = m4_m4prod(m4_translate(0, 0, p[i][j]), m); break;
    case G_RX: m = m4_m4prod(m4_rotate('x', p[i][j]), m); break;
    case G_RY: m = m4_m4prod(m4_rotate('y', p[i][j]), m); break;
    case G_RZ: m = m4_m4prod(m4_rotate('z', p[i][j]), m); break;
    case G_SX: m = m4_m4prod(m4_scale(p[i][j], 1, 1), m); break;
    case G_SY: m = m4_m4prod(m4_scale(1, p[i][j], 1), m); break;
    case G_SZ: m = m4_m4prod(m4_scale(1, 1, p[i][j]), m); break;
    default: break;
    }
  }
  return m;
}
Exemplo n.º 7
0
Arquivo: cylin.c Projeto: cheque/s3d
Prim *cylin_transform(Prim *p, Matrix4 md, Matrix4 mi)
{
  p->td = m4_m4prod(md, p->td);
  p->ti = m4_m4prod(p->ti, mi);
  return p;
}
Exemplo n.º 8
0
Arquivo: opengl.c Projeto: cheque/s3d
void display_obj_gl(Object *o, Scene *s, Stack4 *st)
{
    int l = 1;
    GLint time, dtex, eye, pos, norm, texc, vdu, vdv, mvp;
    GLsizei vsiz = sh_vb_(o)->nvert*3*sizeof(GLfloat);
    
    glUseProgram(o->mat->shd.id);
 
    set_material_gl(o->mat);

    mvp = glGetUniformLocation(o->mat->shd.id, "ModelViewProjectionMatrix");
    if (st != NULL)
        setup_matrix_gl(mvp, m4_m4prod(s->view->V, s4_getmat(st)), m4_m4prod(s->view->P, s->view->C));
    
    dtex = glGetUniformLocation(o->mat->shd.id, "color_tex");
    glUniform1i(dtex, 0);
    
    time = glGetUniformLocation(o->mat->shd.id, "time");
    glUniform1f(time, (float) (time_curr - time_start));
    
    eye = glGetUniformLocation(o->mat->shd.id, "eye");
    glUniform3f(eye,(float)(s->view->center.x),(float)(s->view->center.y),(float)(s->view->center.z));
    
    glBindBuffer(GL_ARRAY_BUFFER, sh_vb_(o)->buffer);
    
    pos = glGetAttribLocation(o->mat->shd.id, "vertpos");
    glEnableVertexAttribArray(pos);
    glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0) );
    
    norm = glGetAttribLocation(o->mat->shd.id, "vertnormal");
    glEnableVertexAttribArray(norm);
    glVertexAttribPointer(norm, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(l*vsiz) );

    if (sh_vb_(o)->ntex >= 1) { l++;
      texc = glGetAttribLocation(o->mat->shd.id, "verttexc");
      glEnableVertexAttribArray(texc);
      glVertexAttribPointer(texc, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(l*vsiz) );
    }
    if (sh_vb_(o)->ntex >= 2) { l++;
      vdu = glGetAttribLocation(o->mat->shd.id, "vertdu");
      glEnableVertexAttribArray(vdu);
      glVertexAttribPointer(vdu, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(l*vsiz) );
    }
    if (sh_vb_(o)->ntex >= 3) { l++;
      vdv = glGetAttribLocation(o->mat->shd.id, "vertdv");
      glEnableVertexAttribArray(vdv);
      glVertexAttribPointer(vdv, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(l*vsiz) );
    }

    if (o->mat->tinfo != NULL) {
        TmapInfo *ti = (TmapInfo *) o->mat->tinfo;
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, ti->src->gltex);
    }

    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, sh_vb_(o)->indices);
    glDrawElements( GL_TRIANGLES, sh_vb_(o)->nind, GL_UNSIGNED_INT, BUFFER_OFFSET(0) );
    
    glBindBuffer( GL_ARRAY_BUFFER, 0 );
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );

    glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0);
    glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0);
}
Exemplo n.º 9
0
Arquivo: opengl.c Projeto: cheque/s3d
void setup_matrix_gl(GLint m_unif, Matrix4 mview, Matrix4 proj)
{
    GLfloat mat[16];
    matrix4_to_glmat(mat, m4_m4prod(proj,mview));
    glUniformMatrix4fv(m_unif, 1, 0, mat);
}
Exemplo n.º 10
0
void s4_rotate(Stack4 *s, char axis, Real angle)
{
  *s->mtop = m4_m4prod(*s->mtop, m4_rotate(axis,angle));
  *s->itop = m4_m4prod(m4_rotate(axis,-angle), *s->itop);
}
Exemplo n.º 11
0
void s4_translate(Stack4 *s, Vector3 t)
{
  *s->mtop = m4_m4prod(*s->mtop, m4_translate( t.x, t.y, t.z));
  *s->itop = m4_m4prod(m4_translate(-t.x,-t.y,-t.z), *s->itop);
}