diff options
Diffstat (limited to 'sdl/math3d.c')
-rw-r--r-- | sdl/math3d.c | 614 |
1 files changed, 84 insertions, 530 deletions
diff --git a/sdl/math3d.c b/sdl/math3d.c index 7baad85..53e0fff 100644 --- a/sdl/math3d.c +++ b/sdl/math3d.c @@ -1,8 +1,8 @@ -/* revision 5 */ +/* revision 6 */ -/* @2009 Kamil Kaminski +/* @2010 Kamil Kaminski * - * this code is not yet endian aware + * this code is not yet endian aware, and it won't be, screw powerpc * the style of the syntax is original k&r except there's \n * after the opening { and extra space after if statement, * and for/while loops @@ -10,7 +10,7 @@ #include "math3d.h" -void m3dFindNormal(M3DVector3f result, const M3DVector3f point1, +void m3dFindNormalf(M3DVector3f result, const M3DVector3f point1, const M3DVector3f point2, const M3DVector3f point3) { M3DVector3f v1, v2; @@ -27,10 +27,22 @@ void m3dFindNormal(M3DVector3f result, const M3DVector3f point1, v2[2] = point2[2] - point3[2]; /* take the cross product of the two vectors to get the normal vector */ - m3dCrossProduct(result, v1, v2); + m3dCrossProductf(result, v1, v2); } -void m3dLoadIdentity44(M3DMatrix44f m) /* 4x4 float */ + +void m3dLoadIdentity33f(M3DMatrix33f m) +{ + /* don't be fooled, this is still column major */ + static M3DMatrix33f identity = { 1.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 1.0f }; + + memcpy(m, identity, sizeof(M3DMatrix33f)); +} + + +void m3dLoadIdentity44f(M3DMatrix44f m) /* 4x4 float */ { /* don't be fooled, this is still column major */ static M3DMatrix44f identity = { 1.0f, 0.0f, 0.0f, 0.0f, @@ -41,8 +53,35 @@ void m3dLoadIdentity44(M3DMatrix44f m) /* 4x4 float */ memcpy(m, identity, sizeof(M3DMatrix44f)); } +/* calculate the plane equation of the plane that the three specified points lay in + * the points are given in clockwise winding order, with normal pointing out of clockwise face + * planeEq contains the a, b, c, and d of the plane equation coefficients + */ +void m3dGetPlaneEquationf(M3DVector4f planeEq, const M3DVector3f p1, + const M3DVector3f p2, const M3DVector3f p3) +{ + /* get two vectors... do the cross product */ + M3DVector3f v1, v2; + + /* v1 = p3 - p1 */ + v1[0] = p3[0] - p1[0]; + v1[1] = p3[1] - p1[1]; + v1[2] = p3[2] - p1[2]; + + /* v2 = p2 - p1 */ + v2[0] = p2[0] - p1[0]; + v2[1] = p2[1] - p1[1]; + v2[2] = p2[2] - p1[2]; + + /* unit normal to plane - Not sure which is the best way here */ + m3dCrossProductf(planeEq, v1, v2); + m3dNormalizeVectorf(planeEq); + /* back substitute to get d */ + planeEq[3] = -(planeEq[0] * p3[0] + planeEq[1] * p3[1] + planeEq[2] * p3[2]); +} + /* creates a 4x4 rotation matrix, takes radians not degrees */ -void m3dRotationMatrix44(M3DMatrix44f m, float angle, float x, float y, float z) +void m3dRotationMatrix44f(M3DMatrix44f m, float angle, float x, float y, float z) { float mag, s, c; float xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c; @@ -55,7 +94,7 @@ void m3dRotationMatrix44(M3DMatrix44f m, float angle, float x, float y, float z) /* identity matrix */ if (mag == 0.0f) { - m3dLoadIdentity44(m); + m3dLoadIdentity44f(m); return; } @@ -101,373 +140,50 @@ void m3dRotationMatrix44(M3DMatrix44f m, float angle, float x, float y, float z) #undef M } -/* draw a torus (doughnut), using the current 1d texture for light shading */ -/* this funct accepts 4x4 trans matrix to be applied to the vertices */ -void gltDrawTorus(GLfloat majorRadius, GLfloat minorRadius, GLint numMajor, - GLint numMinor) -{ - M3DVector3f vNormal; - double majorStep = 2.0f * M3D_PI / numMajor; - double minorStep = 2.0f * M3D_PI / numMinor; - int i, j; - - for (i = 0; i < numMajor; ++i) - { - double a0 = i * majorStep; - double a1 = a0 + majorStep; - GLfloat x0 = (GLfloat) cos(a0); - GLfloat y0 = (GLfloat) sin(a0); - GLfloat x1 = (GLfloat) cos(a1); - GLfloat y1 = (GLfloat) sin(a1); - - glBegin(GL_TRIANGLE_STRIP); - for (j = 0; j <= numMinor; ++j) - { - double b = j * minorStep; - GLfloat c = (GLfloat) cos(b); - GLfloat r = minorRadius * c + majorRadius; - GLfloat z = minorRadius * (GLfloat) sin(b); - - glTexCoord2f((float) (i) / (float) (numMajor), (float) (j) \ - / (float) (numMinor)); - vNormal[0] = x0 * c; - vNormal[1] = y0 * c; - vNormal[2] = z / minorRadius; - m3dNormalizeVector(vNormal); - glNormal3fv(vNormal); - glVertex3f(x0 * r, y0 * r, z); - - glTexCoord2f((float) (i + 1) / (float) (numMajor), (float) (j) \ - / (float) (numMinor)); - vNormal[0] = x1 * c; - vNormal[1] = y1 * c; - vNormal[2] = z / minorRadius; - m3dNormalizeVector(vNormal); - glNormal3fv(vNormal); - glVertex3f(x1 * r, y1 * r, z); - } - glEnd(); - } -} - -/* this function just specifically draws the jet */ -/* FIXME needs to accepts parameters of location and lightning */ -void DrawJet(int nShadow) -{ - M3DVector3f vNormal; - - /* nose cone, set material color, note we only have to set to black - * for the shadow once - */ - if (nShadow == 0) - glColor3ub(128, 128, 128); - else - glColor3ub(0, 0, 0); - - /* nose cone, points straight down, set material color */ - /* follow few lines use manual approach */ - glBegin(GL_TRIANGLES); - glNormal3f(0.0f, -1.0f, 0.0f); - glNormal3f(0.0f, -1.0f, 0.0f); - glVertex3f(0.0f, 0.0f, 60.0f); - glVertex3f(-15.0f, 0.0f, 30.0f); - glVertex3f(15.0f, 0.0f, 30.0f); - - /* verticies for this panel */ - { - M3DVector3f vPoints[3] = { {15.0f, 0.0f, 30.0f} - , - {0.0f, 15.0f, 30.0f} - , - {0.0f, 0.0f, 60.0f} - }; - - /* calculate the normal for the plane */ - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {0.0f, 0.0f, 60.0f} - , - {0.0f, 15.0f, 30.0f} - , - {-15.0f, 0.0f, 30.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - /* body of the plane */ - { - M3DVector3f vPoints[3] = { {-15.0f, 0.0f, 30.0f} - , - {0.0f, 15.0f, 30.0f} - , - {0.0f, 0.0f, -56.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {0.0f, 0.0f, -56.0f} - , - {0.0f, 15.0f, 30.0f} - , - {15.0f, 0.0f, 30.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - glNormal3f(0.0f, -1.0f, 0.0f); - glVertex3f(15.0f, 0.0f, 30.0f); - glVertex3f(-15.0f, 0.0f, 30.0f); - glVertex3f(0.0f, 0.0f, -56.0f); - - /* left wing, large triangle for bottom of wing */ - { - M3DVector3f vPoints[3] = { {0.0f, 2.0f, 27.0f} - , - {-60.0f, 2.0f, -8.0f} - , - {60.0f, 2.0f, -8.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {60.0f, 2.0f, -8.0f} - , - {0.0f, 7.0f, -8.0f} - , - {0.0f, 2.0f, 27.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {60.0f, 2.0f, -8.0f} - , - {-60.0f, 2.0f, -8.0f} - , - {0.0f, 7.0f, -8.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {0.0f, 2.0f, 27.0f} - , - {0.0f, 7.0f, -8.0f} - , - {-60.0f, 2.0f, -8.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - /* tail section */ - /* bottom of back fin */ - glNormal3f(0.0f, -1.0f, 0.0f); - glVertex3f(-30.0f, -0.50f, -57.0f); - glVertex3f(30.0f, -0.50f, -57.0f); - glVertex3f(0.0f, -0.50f, -40.0f); - - { - M3DVector3f vPoints[3] = { {0.0f, -0.5f, -40.0f} - , - {30.0f, -0.5f, -57.0f} - , - {0.0f, 4.0f, -57.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {0.0f, 4.0f, -57.0f} - , - {-30.0f, -0.5f, -57.0f} - , - {0.0f, -0.5f, -40.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {30.0f, -0.5f, -57.0f} - , - {-30.0f, -0.5f, -57.0f} - , - {0.0f, 4.0f, -57.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {0.0f, 0.5f, -40.0f} - , - {3.0f, 0.5f, -57.0f} - , - {0.0f, 25.0f, -65.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {0.0f, 25.0f, -65.0f} - , - {-3.0f, 0.5f, -57.0f} - , - {0.0f, 0.5f, -40.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - { - M3DVector3f vPoints[3] = { {3.0f, 0.5f, -57.0f} - , - {-3.0f, 0.5f, -57.0f} - , - {0.0f, 25.0f, -65.0f} - }; - - m3dFindNormal(vNormal, vPoints[0], vPoints[1], vPoints[2]); - glNormal3fv(vNormal); - glVertex3fv(vPoints[0]); - glVertex3fv(vPoints[1]); - glVertex3fv(vPoints[2]); - } - - glEnd(); -} - -void gltDrawUnitAxes(void) +/* create a projection to "squish" an object into the plane. + * use m3dGetPlaneEquationf(planeEq, point1, point2, point3); to get a plane equation + */ +void m3dMakePlanarShadowMatrixf(M3DMatrix44f proj, const M3DVector4f planeEq, + const M3DVector3f vLightPos) { - GLUquadricObj *pObj; /* temporary, used for quadrics */ - - /* measurements */ - float fAxisRadius = 0.025f; - float fAxisHeight = 1.0f; - float fArrowRadius = 0.06f; - float fArrowHeight = 0.1f; - - /* setup the quadric object */ - pObj = gluNewQuadric(); - gluQuadricDrawStyle(pObj, GLU_FILL); - gluQuadricNormals(pObj, GLU_SMOOTH); - gluQuadricOrientation(pObj, GLU_OUTSIDE); - gluQuadricTexture(pObj, GLU_FALSE); - - /* draw the blue z axis first with arrowed head */ - glColor3f(0.0f, 0.0f, 1.0f); - gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); - glPushMatrix(); - glTranslatef(0.0f, 0.0f, 1.0f); - gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); - glRotatef(180.0f, 1.0f, 0.0f, 0.0f); - gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); - glPopMatrix(); - - /* draw the red x axis 2nd with arrowed head */ - glColor3f(1.0f, 0.0f, 0.0f); - glPushMatrix(); - glRotatef(90.0f, 0.0f, 1.0f, 0.0f); - gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); - glPushMatrix(); - glTranslatef(0.0f, 0.0f, 1.0f); - gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); - glRotatef(180.0f, 0.0f, 1.0f, 0.0f); - gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); - glPopMatrix(); - glPopMatrix(); - - /* draw the green y axis 3rd with arrowed head */ - glColor3f(0.0f, 1.0f, 0.0f); - glPushMatrix(); - glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); - gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); - glPushMatrix(); - glTranslatef(0.0f, 0.0f, 1.0f); - gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); - glRotatef(180.0f, 1.0f, 0.0f, 0.0f); - gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); - glPopMatrix(); - glPopMatrix(); - - /* white sphere at origin */ - glColor3f(1.0f, 1.0f, 1.0f); - gluSphere(pObj, 0.05f, 15, 15); - - /* delete the quadric */ - gluDeleteQuadric(pObj); + /* these just make the code below easier to read */ + float a = planeEq[0]; + float b = planeEq[1]; + float c = planeEq[2]; + float d = planeEq[3]; + + float dx = -vLightPos[0]; + float dy = -vLightPos[1]; + float dz = -vLightPos[2]; + + /* now build the projection matrix */ + proj[0] = b * dy + c * dz; + proj[1] = -a * dy; + proj[2] = -a * dz; + proj[3] = 0.0; + + proj[4] = -b * dx; + proj[5] = a * dx + c * dz; + proj[6] = -b * dz; + proj[7] = 0.0; + + proj[8] = -c * dx; + proj[9] = -c * dy; + proj[10] = a * dx + b * dy; + proj[11] = 0.0; + + proj[12] = -d * dx; + proj[13] = -d * dy; + proj[14] = -d * dz; + proj[15] = a * dx + b * dy + c * dz; + /* shadow matrix ready */ } #define A(row,col) a[(col<<2)+row] #define B(row,col) b[(col<<2)+row] #define P(row,col) product[(col<<2)+row] -void m3dMatrixMultiply44(M3DMatrix44f product, const M3DMatrix44f a, +void m3dMatrixMultiply44f(M3DMatrix44f product, const M3DMatrix44f a, const M3DMatrix44f b) { int i; @@ -485,165 +201,3 @@ void m3dMatrixMultiply44(M3DMatrix44f product, const M3DMatrix44f a, #undef B #undef P - -/*************************************************************/ -/* unrelated functions that do not have much to do with math */ -/* */ -/*************************************************************/ - -GLint gltWriteTGA(const char *szFileName) -{ - FILE *pFile; /* file pointer */ - TGAHEADER tgaHeader; /* tga file header */ - unsigned long lImageSize; /* size in bytes of image */ - GLbyte *pBits = NULL; /* pointer to bits */ - GLint iViewport[4]; /* viewport in pixels */ - GLenum lastBuffer; /* storage for the current read buffer setting */ - - /* get the viewport dimensions */ - glGetIntegerv(GL_VIEWPORT, iViewport); - - /* how big is the image going to be (targas are tightly packed) */ - lImageSize = iViewport[2] * 3 * iViewport[3]; - - /* allocate block, if this doesn't work, go home */ - pBits = (GLbyte *) malloc(lImageSize); - if (pBits == NULL) - { - perror("malloc"); - return 0; - } - - /* read bits from color buffer */ - glPixelStorei(GL_PACK_ALIGNMENT, 1); - glPixelStorei(GL_PACK_ROW_LENGTH, 0); - glPixelStorei(GL_PACK_SKIP_ROWS, 0); - glPixelStorei(GL_PACK_SKIP_PIXELS, 0); - - /* get the current read buffer setting and save it, switch to - * the front buffer and do the read operation, finally, restore - * the read buffer state - */ - glGetIntegerv(GL_READ_BUFFER, (GLint *) &lastBuffer); - glReadBuffer(GL_FRONT); - glReadPixels(0, 0, iViewport[2], iViewport[3], GL_BGR_EXT, - GL_UNSIGNED_BYTE, pBits); - glReadBuffer(lastBuffer); - - /* initialize the targa header */ - tgaHeader.identsize = 0; - tgaHeader.colorMapType = 0; - tgaHeader.imageType = 2; - tgaHeader.colorMapStart = 0; - tgaHeader.colorMapLength = 0; - tgaHeader.colorMapBits = 0; - tgaHeader.xstart = 0; - tgaHeader.ystart = 0; - tgaHeader.width = iViewport[2]; - tgaHeader.height = iViewport[3]; - tgaHeader.bits = 24; - tgaHeader.descriptor = 0; - - /* attempt to open the file */ - pFile = fopen(szFileName, "wb"); - if (pFile == NULL) - { - perror("fopen"); - free(pBits); /* free buffer and return error */ - return 0; - } - - /* write the header */ - fwrite(&tgaHeader, sizeof(TGAHEADER), 1, pFile); - - /* write the image data */ - fwrite(pBits, lImageSize, 1, pFile); - - /* free temporary buffer and close the file */ - free(pBits); - fclose(pFile); - - return 1; -} - -GLbyte *gltLoadTGA(const char *szFileName, GLint *iWidth, GLint *iHeight, - GLint *iComponents, GLenum *eFormat) -{ - FILE *pFile; /* file pointer */ - TGAHEADER tgaHeader; /* TGA file header */ - unsigned long lImageSize; /* size in bytes of image */ - short sDepth; /* pixel depth; */ - GLbyte *pBits = NULL; /* pointer to bits */ - - /* default/failed values */ - *iWidth = 0; - *iHeight = 0; - *eFormat = GL_BGR_EXT; - *iComponents = GL_RGB8; - - /* attempt to open the file */ - pFile = fopen(szFileName, "rb"); - if (pFile == NULL) - { - perror("fopen"); - return 0; - } - - /* read in header (binary) */ - fread(&tgaHeader, 18 /* sizeof(TGAHEADER) */, 1, pFile); - - /* get width, height, and depth of texture */ - *iWidth = tgaHeader.width; - *iHeight = tgaHeader.height; - sDepth = tgaHeader.bits / 8; - - /* put some validity checks here, very simply, i only understand - * or care about 8, 24, or 32 bit targas - */ - if (tgaHeader.bits != 8 && tgaHeader.bits != 24 && tgaHeader.bits != 32) - return NULL; - - /* calculate size of image buffer */ - lImageSize = tgaHeader.width * tgaHeader.height * sDepth; - - /* allocate memory and check for success */ - pBits = (GLbyte *) malloc(lImageSize * sizeof(GLbyte)); - if (pBits == NULL) - { - perror("malloc"); - return NULL; - } - - /* read in the bits */ - /* check for read error, this should catch rle or other */ - /* weird formats that i don't want to recognize */ - if (fread(pBits, lImageSize, 1, pFile) != 1) - { - perror("fread"); - free(pBits); - return NULL; - } - - /* set opengl format expected */ - switch (sDepth) - { - case 3: /* most likely case */ - *eFormat = GL_BGR_EXT; - *iComponents = GL_RGB8; - break; - case 4: - *eFormat = GL_BGRA_EXT; - *iComponents = GL_RGBA8; - break; - case 1: - *eFormat = GL_LUMINANCE; - *iComponents = GL_LUMINANCE8; - break; - } - - /* done with file */ - fclose(pFile); - - /* return pointer to image data */ - return pBits; -} |