Exemplo n.º 1
0
mat quat_rotation_mat(aquat q)
{
    quat q2 = q*q;
    afloat4 v2;
    quat_store_aligned(q2, v2.a);
    const float x2 = v2.x;
    const float y2 = v2.y;
    const float z2 = v2.z;

    quat wq = _mm_shuffle_ps(q, q, VEC_SHUFFLE(3, 3, 3, 3)) * q;
    afloat4 wv;
    quat_store_aligned(wq, wv.a);
    const float wx = wv.x;
    const float wy = wv.y;
    const float wz = wv.z;

    afloat4 v;
    quat_store_aligned(q, v.a);
    const float xy = v.x*v.y;
    const float xz = v.x*v.z;
    const float yz = v.y*v.z;

    /* Specific to unit quaternion. */
    return mat_load(1.0f-2.0f*(y2+z2), 2.0f*(xy-wz),      2.0f*(xz+wy),      0.0f,
                    2.0f*(xy+wz),      1.0f-2.0f*(x2+z2), 2.0f*(yz-wx),      0.0f,
                    2.0f*(xz-wy),      2.0f*(yz+wx),      1.0f-2.0f*(x2+y2), 0.0f,
                    0.0f,              0.0f,              0.0f,              1.0f);
}
Exemplo n.º 2
0
int main(void)
{
    mat *m;
    size_t dim[2];
    
    m = mat_create(6,6);
    
    io_init();
    
    io_set_fmt(IO_ASCII);
    mat_load(m,dim,"ex_io.dat:m");
    printf("%dx%d matrix loaded from %s:\n",(int)(dim[0]),(int)(dim[1]),FNAME);
    mat_print(m,"% .15e");
    io_set_fmt(IO_XML);
    mat_save("ex_io.xml:m",'w',m);

    io_finish();
    
    mat_destroy(m);
    
    return EXIT_SUCCESS;
}
Exemplo n.º 3
0
int
main (int argc, char *argv[])
{
  int cable_type;
  int quit = 0;
  float rot1 = 0.0, rot2 = 0.0, rot3 = 0.0;
  kos_img_t cubetxr;
  GLuint texture[2];
  pvr_ptr_t texaddr;
  pvr_ptr_t bumpmap;
  /* Consider this as the vector from the object to the light, for now.  */
  GLfloat light_position[3] = { 0.7, 0.7, 2.0 };
  
  vec_normalize (&light_position[0], &light_position[0]);
  
  cable_type = vid_check_cable ();
  
  printf ("KOS says M_PI is: %f\n", M_PI);
  
  if (cable_type == CT_VGA)
    vid_init (DM_640x480_VGA, PM_RGB565);
  else
    vid_init (DM_640x480_PAL_IL, PM_RGB565);
  
  init_pvr ();
  
  auto_orient ();
  
  png_to_img ("/rd/cube.png", PNG_NO_ALPHA, &cubetxr);
  
  texaddr = pvr_mem_malloc (cubetxr.w * cubetxr.h * 2);
  pvr_txr_load_kimg (&cubetxr, texaddr, PVR_TXRLOAD_INVERT_Y);
  kos_img_free (&cubetxr, 0);
  
  bumpmap = load_bumpmap ("/rd/bump.raw");
  
  vid_border_color (0, 0, 0);
  pvr_set_bg_color (0.0, 0.0, 0.0);
    
  glKosInit ();
  
  glEnable (GL_DEPTH_TEST);
  glEnable (GL_CULL_FACE);
  glEnable (GL_TEXTURE_2D);
  glShadeModel (GL_SMOOTH);
  glClearDepth (1.0f);
  glDepthFunc (GL_LEQUAL);

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();
  gluPerspective (45.0,			/* Field of view in degrees.  */
		  640.0 / 480.0,	/* Aspect ratio.  */
		  1.0,			/* Z near.  */
		  50.0);		/* Z far.  */

  glMatrixMode (GL_MODELVIEW);
  glLoadIdentity ();
  gluLookAt (0.0,   0.0,  -4.5,		/* Eye position.  */
	     0.0,   0.0,   0.0,		/* Centre.  */
	     0.0,   1.0,   0.0);	/* Up.  */

  glGenTextures (2, &texture[0]);

  /* Ordinary texture.  */
  glBindTexture (GL_TEXTURE_2D, texture[0]);
  glKosTex2D (GL_RGB565_TWID, cubetxr.w, cubetxr.h, texaddr);

  /* Bump texture.  */
  glBindTexture (GL_TEXTURE_2D, texture[1]);

  /*pvr_poly_cxt_txr (cxt, PVR_LIST_OP_POLY,
                    PVR_TXRFMT_BUMP | PVR_TXRFMT_TWIDDLED,
                    128, 128, bumpmap, PVR_FILTER_BILINEAR);*/
  glKosTex2D (GL_BUMP_TWID, 128, 128, bumpmap);

  glTexEnvi (GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  /* Break the nice abstraction.  Tweak for bump mapping.  */
  /*cxt = (pvr_poly_cxt_t *) texture[1];
  cxt->gen.specular = PVR_SPECULAR_ENABLE;*/
  /*pvr_poly_compile (&bumphdr, cxt);*/
  
  printf ("objmatrix at %p\n", objmatrix);
  
  while (!quit)
    {
      int faces;
      GLfloat transformed_normals
        [sizeof (face_normals) / (3 * sizeof (GLfloat))][3];
      GLfloat transformed_orient
        [sizeof (face_orient) / (3 * sizeof (GLfloat))][3];
      
      MAPLE_FOREACH_BEGIN (MAPLE_FUNC_CONTROLLER, cont_state_t, st)
        if (st->buttons & CONT_START)
	  quit = 1;
      MAPLE_FOREACH_END ()
      
      glKosBeginFrame ();
      
      glPushMatrix ();
      
      glRotatef (rot1, 1.0, 0.0, 0.0);
      glRotatef (rot2, 0.0, 1.0, 0.0);
      glRotatef (rot3, 0.0, 0.0, 1.0);
      
      rot1 += 0.1;
      rot2 += 0.2;
      rot3 += 0.3;

      /* Get the object's transformation matrix.  */
      glGetFloatv (GL_MODELVIEW_MATRIX, &objmatrix[0][0]);
      /* We care only about rotation for now.  */
      objmatrix[0][3] = objmatrix[1][3] = objmatrix[2][3] = 0.0;
      objmatrix[3][0] = objmatrix[3][1] = objmatrix[3][2] = 0.0;
      objmatrix[3][3] = 1.0;

      /*printf ("Got matrix:\n");
      printf ("[ %f %f %f %f ]\n", objmatrix[0][0], objmatrix[0][1],
				   objmatrix[0][2], objmatrix[0][3]);
      printf ("[ %f %f %f %f ]\n", objmatrix[1][0], objmatrix[1][1],
				   objmatrix[1][2], objmatrix[1][3]);
      printf ("[ %f %f %f %f ]\n", objmatrix[2][0], objmatrix[2][1],
				   objmatrix[2][2], objmatrix[2][3]);
      printf ("[ %f %f %f %f ]\n", objmatrix[3][0], objmatrix[3][1],
				   objmatrix[3][2], objmatrix[3][3]);*/

      /* Do these all in one go.  */
      mat_load ((matrix_t *) &objmatrix[0][0]);

      /* Note: mat_transform is only for 3D->2D (perspective)
         transformations!  This won't be quite as quick, most likely.  */
      for (faces = 0; faces < 6; faces++)
        {
	  GLfloat x = face_normals[faces][0];
	  GLfloat y = face_normals[faces][1];
	  GLfloat z = face_normals[faces][2];
	  GLfloat w = 1.0;
	  mat_trans_nodiv (x, y, z, w);
	  transformed_normals[faces][0] = x;
	  transformed_normals[faces][1] = y;
	  transformed_normals[faces][2] = z;

	  x = face_orient[faces][0];
	  y = face_orient[faces][1];
	  z = face_orient[faces][2];
	  w = 1.0;
	  mat_trans_nodiv (x, y, z, w);
	  transformed_orient[faces][0] = x;
	  transformed_orient[faces][1] = y;
	  transformed_orient[faces][2] = z;
	}
      glKosMatrixDirty ();

      glDisable (GL_KOS_OFFSET_COLOR);
      glBindTexture (GL_TEXTURE_2D, texture[0]);
      glDisable (GL_TEXTURE_2D);
      //glBlendFunc (GL_DST_COLOR, GL_ZERO);
      glBlendFunc (GL_ONE, GL_ZERO);

      for (faces = 0; faces < 6; faces++)
        {
	  int strip;
	  	  
	  glBegin (GL_TRIANGLE_STRIP);

	  glColor4ub (colour[faces][0], colour[faces][1], colour[faces][2],
		      colour[faces][3]);

	  for (strip = 0; strip < 4; strip++)
	    {
	      glTexCoord2fv (texcoords[strip]);
	      glVertex3fv (points[tristrips[faces][strip]]);
	    }
	  
	  glEnd ();
	}

      /* Finish opaque list, start transparent list.  */
      glKosFinishList ();

      glBindTexture (GL_TEXTURE_2D, texture[1]);
      glEnable (GL_TEXTURE_2D);
      glEnable (GL_KOS_OFFSET_COLOR);
      glBlendFunc (GL_ZERO, GL_SRC_ALPHA);
      
      for (faces = 0; faces < 6; faces++)
        {
	  int strip, over_pi, over_2pi;
	  GLfloat s_dot_n, f[3], d[3], t, q;
	  GLfloat d_cross_r[3], dxr_len, d_len;

	  s_dot_n = vec_dot (&transformed_normals[faces][0],
			     &light_position[0]);
	  /* Elevation (T) angle:
	     s.n = |s| |n| cos T
	     T = acos (s.n / (|s| * |n|))
	     |s| and |n| are both 1.  */
	  t = M_PI / 2 - acosf (s_dot_n);
	  
	  if (t < 0)
	    t = 0;
	  
	  /* Rotation (Q) angle:
	     d x r = (|d| |r| sin Q) n
	     |d x r| / (|d| |r|) = sin Q.  */
	  vec_scale (&f[0], &transformed_normals[faces][0], s_dot_n);
	  vec_sub (&d[0], &light_position[0], &f[0]);
	  vec_cross (&d_cross_r[0], &d[0], &transformed_orient[faces][0]);
	  dxr_len = vec_length (&d_cross_r[0]);
	  d_len = vec_length (&d[0]);
	  q = asinf (dxr_len / d_len);
	  
	  over_pi = vec_dot (&d[0], &transformed_orient[faces][0]) < 0;
	  if (over_pi)
	    q = M_PI - q;

	  over_2pi
	    = vec_dot (&d_cross_r[0], &transformed_normals[faces][0]) < 0;
	  if (over_2pi)
	    q = 2 * M_PI - q;

	  /*printf ("length of n: %f\n",
		 length (&transformed_normals[faces][0]));
	  printf ("%d: [ %f %f %f ]\n", faces, transformed_normals[faces][0],
	    transformed_normals[faces][1], transformed_normals[faces][2]);

	  printf ("length of r: %f\n", length (&transformed_orient[faces][0]));
	  printf ("%d: [ %f %f %f ]\n", faces, transformed_orient[faces][0],
	    transformed_orient[faces][1], transformed_orient[faces][2]);*/

	  glBegin (GL_TRIANGLE_STRIP);

	  set_bump_direction (t, 2 * M_PI - q, 1.0);
	  glColor4ub (255, 255, 255, 255);

	  for (strip = 0; strip < 4; strip++)
	    {
	      glTexCoord2fv (texcoords[strip]);
	      glVertex3fv (points[tristrips[faces][strip]]);
	    }

	  glEnd ();
	}

      /* Finish opaque polygon list, start translucent polygon list.  */
     /* glKosFinishList ();*/

      glPopMatrix ();
                  
      glKosFinishFrame ();
    }

  glKosShutdown ();
  
  pvr_shutdown ();
  
  vid_shutdown ();
  
  return 0;
}