Пример #1
0
// Spinning Cube!
inline void scene2(float scene_time)
{
  int i = scene_time / 25;

  tglClear(TGL_COLOR_BUFFER_BIT);

  float zoom = 0;
  if(scene_time > 5000)
    zoom = 0.5*sin((float)(i-20)/10.0);
    
  float rot_speed = 1.0;
  if(scene_time > 12000)
    rot_speed += (float)(scene_time - 12000) / 1500.0;

  tglMatrixMode(TGL_MODELVIEW);
  tglLoadIdentity();
  tglTranslatef(0, 0, -2.5+zoom);

  tglRotatef((float)(i % 360) * rot_speed, 0, 1, 0);
  tglRotatef((float)(i % 360) * rot_speed, 1, 1, 0);

  tglBegin(TGL_LINES);
  for(int p=0; p<8; ++p) {
    tglVertex3fv(cube[cubestrip1[p]]);
  }
  tglEnd();

  tglBegin(TGL_LINES);
  for(int p=0; p<8; ++p) {
    tglVertex3fv(cube[cubestrip2[p]]);
  }
  tglEnd();

  tglSwap();
}
Пример #2
0
// Zoom into the cube
inline void scene1(float scene_time)
{
  tglClear(TGL_COLOR_BUFFER_BIT);  

  float min_zoom = -10;
  float max_zoom = -2.5;
  float zoom = min_zoom + (max_zoom-min_zoom) * (float)scene_time/timeline[scene];

  tglMatrixMode(TGL_MODELVIEW);
  tglLoadIdentity();
  tglTranslatef(0, 0, zoom);

  tglBegin(TGL_LINES);
  for(int p=0; p<8; ++p) {
    tglVertex3fv(cube[cubestrip1[p]]);
  }
  tglEnd();

  tglBegin(TGL_LINES);
  for(int p=0; p<8; ++p) {
    tglVertex3fv(cube[cubestrip2[p]]);
  }
  tglEnd();

  tglSwap();
  
  delay(50);
}
Пример #3
0
void GfxTinyGL::drawHierachyNode(const ModelNode *node, int *x1, int *y1, int *x2, int *y2) {
	Graphics::Vector3d animPos = node->_pos + node->_animPos;
	float animPitch = node->_pitch + node->_animPitch;
	float animYaw = node->_yaw + node->_animYaw;
	float animRoll = node->_roll + node->_animRoll;
	translateViewpointStart(animPos, animPitch, animYaw, animRoll);
	if (node->_hierVisible) {
		tglPushMatrix();
		tglTranslatef(node->_pivot.x(), node->_pivot.y(), node->_pivot.z());

		if (!_currentShadowArray) {
			Sprite* sprite = node->_sprite;
			while (sprite) {
				sprite->draw();
				sprite = sprite->_next;
			}
		}

		if (node->_mesh && node->_meshVisible) {
			node->_mesh->draw(x1, y1, x2, y2);
		}

		tglMatrixMode(TGL_MODELVIEW);
		tglPopMatrix();

		if (node->_child) {
			node->_child->draw(x1, y1, x2, y2);
			tglMatrixMode(TGL_MODELVIEW);
		}
	}
	translateViewpointFinish();

	if (node->_sibling)
		node->_sibling->draw(x1, y1, x2, y2);
}
Пример #4
0
void GfxTinyGL::startActorDraw(Graphics::Vector3d pos, float scale, float yaw, float pitch, float roll) {
	tglEnable(TGL_TEXTURE_2D);
	tglMatrixMode(TGL_MODELVIEW);
	tglPushMatrix();
	if (_currentShadowArray) {
		// TODO find out why shadowMask at device in woods is null
		if (!_currentShadowArray->shadowMask) {
			_currentShadowArray->shadowMask = new byte[_screenWidth * _screenHeight];
			_currentShadowArray->shadowMaskSize = _screenWidth * _screenHeight;
		}
		assert(_currentShadowArray->shadowMask);
		//tglSetShadowColor(255, 255, 255);
		tglSetShadowColor(_shadowColorR, _shadowColorG, _shadowColorB);
		tglSetShadowMaskBuf(_currentShadowArray->shadowMask);
		SectorListType::iterator i = _currentShadowArray->planeList.begin();
		Sector *shadowSector = i->sector;
		tglShadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
	}

	tglTranslatef(pos.x(), pos.y(), pos.z());
	tglScalef(scale, scale, scale);
	tglRotatef(yaw, 0, 0, 1);
	tglRotatef(pitch, 1, 0, 0);
	tglRotatef(roll, 0, 1, 0);
}
Пример #5
0
void GfxTinyGL::translateViewpointStart(Graphics::Vector3d pos, float pitch, float yaw, float roll) {
	tglPushMatrix();

	tglTranslatef(pos.x(), pos.y(), pos.z());
	tglRotatef(yaw, 0, 0, 1);
	tglRotatef(pitch, 1, 0, 0);
	tglRotatef(roll, 0, 1, 0);
}
Пример #6
0
void GfxTinyGL::drawSprite(const Sprite *sprite) {
	tglMatrixMode(TGL_TEXTURE);
	tglLoadIdentity();
	tglMatrixMode(TGL_MODELVIEW);
	tglPushMatrix();
	tglTranslatef(sprite->_pos.x(), sprite->_pos.y(), sprite->_pos.z());

	TGLfloat modelview[16];
	tglGetFloatv(TGL_MODELVIEW_MATRIX, modelview);

	// We want screen-aligned sprites so reset the rotation part of the matrix.
	for (int i = 0; i < 3; i++) {
		for (int j = 0; j < 3; j++) {
			if (i == j) {
				modelview[i * 4 + j] = 1.0f;
			} else {
				modelview[i * 4 + j] = 0.0f;
			}
		}
	}
	tglLoadMatrixf(modelview);

	tglDisable(TGL_LIGHTING);

	tglBegin(TGL_POLYGON);
	tglTexCoord2f(0.0f, 0.0f);
	tglVertex3f(sprite->_width / 2, sprite->_height, 0.0f);
	tglTexCoord2f(0.0f, 1.0f);
	tglVertex3f(sprite->_width / 2, 0.0f, 0.0f);
	tglTexCoord2f(1.0f, 1.0f);
	tglVertex3f(-sprite->_width / 2, 0.0f, 0.0f);
	tglTexCoord2f(1.0f, 0.0f);
	tglVertex3f(-sprite->_width / 2, sprite->_height, 0.0f);
	tglEnd();

	tglEnable(TGL_LIGHTING);

	tglPopMatrix();
}
Пример #7
0
// below funcs lookAt, transformPoint and tgluProject are from Mesa glu sources
static void lookAt(TGLfloat eyex, TGLfloat eyey, TGLfloat eyez, TGLfloat centerx,
		TGLfloat centery, TGLfloat centerz, TGLfloat upx, TGLfloat upy, TGLfloat upz) {
	TGLfloat m[16];
	TGLfloat x[3], y[3], z[3];
	TGLfloat mag;

	z[0] = eyex - centerx;
	z[1] = eyey - centery;
	z[2] = eyez - centerz;
	mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
	if (mag) {
		z[0] /= mag;
		z[1] /= mag;
		z[2] /= mag;
	}

	y[0] = upx;
	y[1] = upy;
	y[2] = upz;

	x[0] = y[1] * z[2] - y[2] * z[1];
	x[1] = -y[0] * z[2] + y[2] * z[0];
	x[2] = y[0] * z[1] - y[1] * z[0];

	y[0] = z[1] * x[2] - z[2] * x[1];
	y[1] = -z[0] * x[2] + z[2] * x[0];
	y[2] = z[0] * x[1] - z[1] * x[0];

	mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
	if (mag) {
		x[0] /= mag;
		x[1] /= mag;
		x[2] /= mag;
	}

	mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
	if (mag) {
		y[0] /= mag;
		y[1] /= mag;
		y[2] /= mag;
	}

#define M(row,col)  m[col * 4 + row]
	M(0, 0) = x[0];
	M(0, 1) = x[1];
	M(0, 2) = x[2];
	M(0, 3) = 0.0f;
	M(1, 0) = y[0];
	M(1, 1) = y[1];
	M(1, 2) = y[2];
	M(1, 3) = 0.0f;
	M(2, 0) = z[0];
	M(2, 1) = z[1];
	M(2, 2) = z[2];
	M(2, 3) = 0.0f;
	M(3, 0) = 0.0f;
	M(3, 1) = 0.0f;
	M(3, 2) = 0.0f;
	M(3, 3) = 1.0f;
#undef M
	tglMultMatrixf(m);

	tglTranslatef(-eyex, -eyey, -eyez);
}