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EFEKT_14.CPP
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C/C++ Source or Header
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2000-08-18
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8KB
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323 lines
/*
bazenik 3ds viewer
return:
0 - doslo k chybe
1 - este nezacal
2 - prebehol v poriadku
3 - uz skoncil
*/
#include <iostream>
#include "api3ds.h"
#include "efekt.h"
#include "efekt_14.h"
extern int sync_num;
typedef struct {
GLfloat x, y, z, w;
GLfloat u1, v1;
GLfloat u2, v2;
} bod;
bod body[256];
Texture3DS *obloha;
Texture3DS *dno;
#define spac 40
unsigned char indices[2*16*15];
void init_structures()
{
bod* b = body;
for(int i=0; i<16; i++, b+=16) {
bod* b2 = b;
for(int j=0; j<16; j++, b2++)
{
b2->x = spac*j - (spac*7.5);
b2->y = (spac*i - (spac*7.5)+ 2.5)*1.005;
b2->z = 0;
b2->w = 1.0;
b2->u1 = b2->v1 = b2->u2 = b2->v2 = 0;
}
}
unsigned char* p = indices;
for(int i=0; i<15; i++)
for(int j=0; j<16; j++)
{
*p = (unsigned char)((i<<4)+j); p++;
*p = (unsigned char)(((i+1)<<4)+j); p++;
}
}
void vykresli_hladinu()
{
glDisableClientState(GL_EDGE_FLAG_ARRAY);
glDisableClientState(GL_INDEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
int stride = sizeof(bod);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(4, GL_FLOAT, stride, body);
glLockArraysEXT(0, 256);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDisable(GL_BLEND);
dno->GL();
glTexCoordPointer(2, GL_FLOAT, stride, ((char*)body)+24);
glColor3f(1.0,1.0,1.0);
for(int i=0; i<15; i++)
glDrawElements(GL_TRIANGLE_STRIP, 32, GL_UNSIGNED_BYTE,
(void*)(indices+(i<<5)));
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
obloha->GL();
glTexCoordPointer(2, GL_FLOAT, stride, ((char*)body)+16);
glColor3f(1.0,1.0,1.0);
for(int i=0; i<15; i++)
glDrawElements(GL_TRIANGLE_STRIP, 32, GL_UNSIGNED_BYTE,
(void*)(indices+(i<<5)));
glUnlockArraysEXT();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glDepthFunc(GL_LESS);
}
double mytime = 0.0;
#define fscale 0.35
#define vyska 10.0
#define vyska_hladiny 140.0
#define adjust (vyska*fscale/spac)
#define vysobloha 1500.0
#define oblsp 0.0004
#define vzduch 1.0
#define voda 1.3
#define refr (vzduch/voda)
void updatuj_hladinu(double t, float Ox, float Oy, float Oz)
{
bod* b = body;
for(int i=0; i<16; i++, b+=16) {
bod* b2 = b;
for(int j=0; j<16; j++, b2++)
{
float x=((float)i-7.5)*fscale;
float y=((float)j-7.5)*fscale;
float f=200+vyska*(sin(x+7*t)*cos(2*y-9*t) + cos(x+4*t)*cos(y+5*t));
float u=adjust*(cos(2*y-9*t)*cos(x+7*t) - sin(x+4*t)*cos(y+5*t));
float v=adjust*(-2*sin(x+7*t)*sin(2*y-9*t) - cos(x+4*t)*sin(y+5*t));
b2->z = (GLfloat)f-vyska_hladiny;
float len = 1.0/sqrt(1.0+u*u+v*v);
float ny = u*len;
float nz = -len;
float nx = v*len;
float lx = b2->x - Ox;
float ly = b2->y - Oy;
float lz = b2->z - Oz;
len = 1.0/sqrt(lx*lx+ly*ly+lz*lz);
lx*=len; ly*=len; lz*=len;
float c = -2*(lx*nx+ly*ny+lz*nz);
float rx = lx + c*nx;
float ry = ly + c*ny;
float rz = lz + c*nz;
float t = (vysobloha-b2->z)/rz;
u = oblsp*(b2->x + rx*t);
v = oblsp*(b2->y + ry*t);
b2->u1 = 0.5*u+0.5;
b2->v1 = 0.5*v+0.5;
c = -(lx*nx + ly*ny + lz*nz);
rx = lx + c*nx;
ry = ly + c*ny;
rz = lz + c*nz;
len = 1.0/sqrt(rx*rx+ry*ry+rz*rz);
rx*=len; ry*=len; rz*=len;
float sinbeta = refr*sqrt(1.0-c*c);
float cosbeta = sqrt(1.0-sinbeta*sinbeta);
float tx = sinbeta*rx - cosbeta*nx;
float ty = sinbeta*ry - cosbeta*ny;
float tz = sinbeta*rz - cosbeta*nz;
t = (-b2->z)/tz;
u = 0.0033*(b2->x + tx*t);
v = 0.0033*(b2->y + ty*t);
b2->u2 = 0.5*u+0.5;
b2->v2 = 0.5*v+0.5;
}
}
}
int efekt_14::init()
{
start=TRUE;
counter=ZACIATOK14*refresh;
glClearColor (cl_r, cl_g, cl_b, 1.0);
if (lgt)
{
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
}
else
glDisable(GL_LIGHTING);
if (fog)
{
GLfloat fc[4] = {fg_r,fg_g,fg_b, 1.0};
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogfv(GL_FOG_COLOR, fc);
glFogf(GL_FOG_DENSITY, fgd);
}
else glDisable(GL_FOG);
return 1;
}
int efekt_14::load()
{
cout << "Loading efekt14 ... ";
FILE *stream=fopen(CFGNAME14,"r");
if (stream==NULL) return 0;
fscanf(stream,"file name %s\n",scene_name);
fscanf(stream,"camera name %s\n",camera_name);
fscanf(stream,"begin %f\n",&begin3d);
fscanf(stream,"end %f\n",&end3d);
fscanf(stream,"background color %f,%f,%f\n",&cl_r,&cl_g,&cl_b);
fscanf(stream,"lightning %i\n",&lgt);
fscanf(stream,"fog %i\n",&fog);
fscanf(stream,"fog color %f,%f,%f\n",&fg_r,&fg_g,&fg_b);
fscanf(stream,"fog density %f\n",&fgd);
fscanf(stream,"visibility %f\n",&vis);
fscanf(stream,"minvisibility %f\n",&minvis);
fscanf(stream,"hfov,vfov (PI/x) %f,%f\n",&hfov,&vfov);
fscanf(stream,"render %i\n",&render);
fscanf(stream,"rays %i\n",&rays);
fscanf(stream,"outline %i\n",&obrysy);
fscanf(stream,"outline color %f,%f,%f\n",&ob_r,&ob_g,&ob_b);
fscanf(stream,"outline width %i\n",&ob_wdt);
fscanf(stream,"object name %s\n",object_name);
fclose(stream);
Loader3DS loader;
sce = loader.Load(scene_name,texture_library);
if (sce==NULL) return 0;
obloha=texture_library->GetOrCreate("OBLOHA.JPG");
dno=texture_library->GetOrCreate("DNO.JPG");
init_structures();
cout << "ok!"<<endl;
return 1;
}
int efekt_14::free()
{
return 1;
}
int efekt_14::update()
{
mytime+=1.0/600.0;
return 1;
}
int efekt_14::go(double t)
{
if (t<ZACIATOK14) return 1;
if (t<begin3d) return 1;
if (end) return 3;
if (counter>=KONIEC14*refresh) return free();
if (!start) if (!init()) return 0;
int cur_frm=(int)(t*refresh);
if (cur_frm>KONIEC14*refresh) cur_frm=int(KONIEC14*refresh);
if (cur_frm>counter)
while (counter<cur_frm)
{
counter++;
if (counter<KONIEC14*refresh) update();
}
if (counter>=KONIEC14*refresh) return free();
//tu sa kresli->
if (lgt)
{
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
}
else
glDisable(GL_LIGHTING);
if (fog)
{
GLfloat fc[4] = {fg_r,fg_g,fg_b, 1.0};
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogfv(GL_FOG_COLOR, fc);
glFogf(GL_FOG_DENSITY, fgd);
}
else glDisable(GL_FOG);
float frejm=(t-begin3d)/(end3d-begin3d);
kam = sce->GetCamera(camera_name);
kam->FarClipplane(vis);
kam->NearClipplane(minvis);
kam->HorizontalFOV(PI/hfov);
kam->VerticalFOV(PI/vfov);
kam->GL(frejm);
Vector3f c=kam->Origin(frejm);
updatuj_hladinu(4*mytime, c.x, c.y, c.z);
vykresli_hladinu();
if (render) {sce->Render(frejm);}
if (obrysy||rays)
{
Object3DS* object = dynamic_cast<Object3DS*>(sce->GetObject(object_name));
if(object)
{
Vector3f S( 0.0, 200.0, 0.0);
Vector3f C=kam->Origin(frejm);
if (rays) object->Rays(C, S, 420, GL_ONE, GL_ONE);
if (obrysy) object->Outline (C, 8, 1.0,1.0,1.0);
}
}
//<-
return 2;
}