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EFEKT_15.CPP
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C/C++ Source or Header
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2000-08-20
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9KB
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360 lines
/*
gula 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_15.h"
extern int sync_num;
int efekt_15::init()
{
start=TRUE;
counter=ZACIATOK15*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);
new_x=0.0;
new_y=0.0;
new_z=0.0;
move_counter=0.0;
uhol_counter=0.0;
uhol=0.0;
return 1;
}
int efekt_15::load()
{
cout << "Loading efekt15 ... ";
FILE *stream=fopen(CFGNAME15,"r");
if (stream==NULL) return 0;
fscanf(stream,"mreza %i x %i\n",&mreza_x,&mreza_y);
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);
Vector3f o,i,j,k;
fscanf(stream,"Descent origin (%f,%f,%f)\n",&o.x,&o.y,&o.z);
fscanf(stream,"Descent right (%f,%f,%f)\n",&i.x,&i.y,&i.z);
fscanf(stream,"Descent up (%f,%f,%f)\n",&j.x,&j.y,&j.z);
fscanf(stream,"Descent forward (%f,%f,%f)\n",&k.x,&k.y,&k.z);
dkam.SetAll(o,i,j,k);
fclose(stream);
mreza=mreza_x*mreza_y;
dkam.FarClipplane(vis);
dkam.NearClipplane(minvis);
dkam.HorizontalFOV(PI/hfov);
dkam.VerticalFOV(PI/vfov);
Loader3DS loader;
sce = loader.Load(scene_name,texture_library);
if (sce==NULL) return 0;
tehla1=texture_library->GetOrCreate("TEHLA1.JPG");
phong= texture_library->GetOrCreate("PHONG.JPG");
tien= texture_library->GetOrCreate("TIENE.JPG");
dmat = new DmatrixOrientation<GLmatrix,GLfloat>;
object_gula = dynamic_cast<Object3DS*>(sce->GetObject("Gula"));
int numver_gula = object_gula->NumVertices();
Vertex3DS *vtx = object_gula->Vertices();
for (int i=numver_gula;i;i--)
{
float x=0.5+(vtx->z*0.005);
float y=fabs(atan2(vtx->x,vtx->y)*(1.0/PI));
vtx->s=y;
vtx->t=x;
vtx++;
}
StenaVx *vetes;
vetes=vtx_stena1;
float x=-800.0;
float y=-100.0;
float z=-100.0;
for (int j=0;j<mreza_y;j++)
{
for (int i=0;i<mreza_x;i++)
{
vetes->x=x;
vetes->y=y;
vetes->z=z;
x+=1600.0/(mreza_x-1);
vetes++;
}
x=-800.0;
z+=900.0/(mreza_y-1);
}
vetes=vtx_stena2;
x=-800.0;
y=-100.0;
z=-100.0;
for (int j=0;j<mreza_y;j++)
{
for (int i=0;i<mreza_x;i++)
{
vetes->x=x;
vetes->y=y;
vetes->z=z;
x+=1600.0/(mreza_x-1);
vetes++;
}
x=-800.0;
y+=900.0/(mreza_y-1);
}
cout << "ok!"<<endl;
return 1;
}
int efekt_15::free()
{
return 1;
}
int efekt_15::update()
{
move_counter+=0.01;
uhol_counter+=0.003;
uhol+=0.01;
return 1;
}
int efekt_15::go(double t)
{
if (t<ZACIATOK15) return 1;
if (t<begin3d) return 1;
if (end) return 3;
if (counter>=KONIEC15*refresh) return free();
if (!start) if (!init()) return 0;
int cur_frm=(int)(t*refresh);
if (cur_frm>KONIEC15*refresh) cur_frm=int(KONIEC15*refresh);
if (cur_frm>counter)
while (counter<cur_frm)
{
counter++;
if (counter<KONIEC15*refresh) update();
}
if (counter>=KONIEC15*refresh) return free();
//tu sa kresli->
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);
// dkam.GL();
//posun
new_x=300*sin(0.8*move_counter);
new_y=fabs (300*cos(move_counter));
new_z=fabs(300*sin(2.77*move_counter));
//vyrata os, okolo ktorej sa otaca
alfa=PI*sin(uhol_counter);
beta=PI*cos(uhol_counter);
gama=PI*sin(PI*cos(uhol_counter));
float sa=sin(alfa),sb=sin(beta),sg=sin(gama);
float ca=cos(alfa),cb=cos(beta),cg=cos(gama);
Vector3f os(ca*cg+sa*sb*sg , ca*cb , cb*cg);
float osl = (1.0/sqrt(os.x*os.x + os.y*os.y + os.z*os.z));
os*=osl;
//nastavi transformacie gule
dmat->Orientation(uhol, os.x,os.y,os.z);
dmat->Translation(new_x,new_y,new_z);
object_gula->CoordinateSystem(dmat);
mat=dmat->operator()();
mat.OrthoInverse();
float l,x,y,xx,yy,zz,ww=1.0;
StenaVx *vtx;
vtx=vtx_stena1;
for (int i=mreza;i;i--)
{
xx=vtx->x;
yy=vtx->y;
zz=vtx->z;
mat.MultVertex4f(xx,yy,zz,ww);
l=100.0/sqrt(xx*xx+yy*yy+zz*zz);
x=0.5+(l*zz*0.005);
y=fabs(atan2(xx,yy)*(1.0/PI));
vtx->s=y;
vtx->t=x;
vtx++;
}
vtx=vtx_stena2;
for (int i=mreza;i;i--)
{
xx=vtx->x;
yy=vtx->y;
zz=vtx->z;
mat.MultVertex4f(xx,yy,zz,ww);
l=100.0/sqrt(xx*xx+yy*yy+zz*zz);
x=0.5+(l*zz*0.005);
y=fabs(atan2(xx,yy)*(1.0/PI));
vtx->s=y;
vtx->t=x;
vtx++;
}
tien->GL();
StenaVx *vtx1,*vtx2;
glDisable(GL_DEPTH_TEST);
vtx1=vtx_stena1;
vtx2=vtx_stena1+mreza_x;
for (int j=0;j<mreza_y-1;j++)
{
glBegin(GL_QUAD_STRIP);
glColor3f(1.0,1.0,1.0);
for (int i=0;i<mreza_x;i++)
{
glTexCoord2f( vtx1->s , vtx1->t);
glVertex3f( vtx1->x , vtx1->y , vtx1->z );
glTexCoord2f( vtx2->s , vtx2->t);
glVertex3f( vtx2->x , vtx2->y , vtx2->z );
vtx1++;
vtx2++;
}
glEnd();
}
vtx1=vtx_stena2;
vtx2=vtx_stena2+mreza_x;
for (int j=0;j<mreza_y-1;j++)
{
glBegin(GL_QUAD_STRIP);
for (int i=0;i<mreza_x;i++)
{
glTexCoord2f( vtx1->s , vtx1->t);
glVertex3f( vtx1->x , vtx1->y , vtx1->z );
glTexCoord2f( vtx2->s , vtx2->t);
glVertex3f( vtx2->x , vtx2->y , vtx2->z );
vtx1++;
vtx2++;
}
glEnd();
}
glColor3f(0.5,0.5,0.5);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE,GL_ONE);
tehla1->GL();
glBegin(GL_QUADS);
glTexCoord2f(0.01,0.01);
glVertex3f( s1xmin ,s1ymax, s1zmin );
glTexCoord2f(0.01,0.99);
glVertex3f( s1xmin ,s1ymax, s1zmax );
glTexCoord2f(0.99,0.99);
glVertex3f( s1xmax ,s1ymax, s1zmax );
glTexCoord2f(0.99,0.01);
glVertex3f( s1xmax ,s1ymax, s1zmin );
glEnd();
glBegin(GL_QUADS);
glTexCoord2f(0.01,0.01);
glVertex3f( s2xmin, s2ymin, s2zmax);
glTexCoord2f(0.01,0.99);
glVertex3f( s2xmin, s2ymax, s2zmax);
glTexCoord2f(0.99,0.99);
glVertex3f( s2xmax, s2ymax, s2zmax);
glTexCoord2f(0.99,0.01);
glVertex3f( s2xmax, s2ymin, s2zmax);
glEnd();
glColor3f(1.0,1.0,1.0);
glBlendFunc(GL_ZERO,GL_SRC_COLOR);
phong->GL();
glBegin(GL_QUADS);
glTexCoord2f(0.01,0.01);
glVertex3f( s1xmin-prsh, s1ymax, s1zmin);
glTexCoord2f(0.01,0.99);
glVertex3f( s1xmin-prsh, s1ymax, s1zmax+prsh);
glTexCoord2f(0.99,0.99);
glVertex3f( s1xmax+prsh, s1ymax, s1zmax+prsh);
glTexCoord2f(0.99,0.01);
glVertex3f( s1xmax+prsh, s1ymax, s1zmin);
glTexCoord2f(0.01,0.01);
glVertex3f( s2xmin-prsh, s2ymin, s2zmax);
glTexCoord2f(0.01,0.99);
glVertex3f( s2xmin-prsh, s2ymax+prsh, s2zmax);
glTexCoord2f(0.99,0.99);
glVertex3f( s2xmax+prsh, s2ymax+prsh, s2zmax);
glTexCoord2f(0.99,0.01);
glVertex3f( s2xmax+prsh, s2ymin, s2zmax);
glEnd();
glBlendFunc(GL_ONE,GL_ONE);
sce->Render();
//<-
return 2;
}