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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-05-22 00:41:28 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-05-22 00:41:28 +0000
commita5f2f4662ae54c6e073934e64805e3f837cfc278 (patch)
treee52d3e9b148e70dc4f1b611203c69d2b13a47c41 /src
parent3370ccead4394a270ae548db51e8bf064297c30f (diff)
Polygon subdivision, spotlight testing
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@34 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src')
-rw-r--r--src/model.c124
-rw-r--r--src/render.c8
2 files changed, 130 insertions, 2 deletions
diff --git a/src/model.c b/src/model.c
index 5607e95..bd5ea5f 100644
--- a/src/model.c
+++ b/src/model.c
@@ -26,7 +26,7 @@
#include "render.h"
/* Maximum number of vertices per primitive */
-#define MAX_VERTICES 4096
+#define MAX_VERTICES 8192*5
ModelContext *model_init() {
@@ -253,6 +253,128 @@ static int model_load(ModelContext *ctx, const char *name, RenderContext *render
}
}
+ /* Subdivide the previous face if requested */
+ if ( sscanf(line, "subdivide %f %f", &x, &y) == 2 ) {
+ if ( type == PRIMITIVE_QUADS ) {
+ if ( (num_vertices % 4)==0 ) {
+ GLfloat u, v;
+ GLfloat v1x, v1y, v1z;
+ GLfloat v2x, v2y, v2z;
+ GLfloat v3x, v3y, v3z;
+ GLfloat v4x, v4y, v4z;
+ GLfloat nx, ny, nz;
+ GLfloat t1x, t1y;
+ GLfloat t2x, t2y;
+ GLfloat t3x, t3y;
+ GLfloat t4x, t4y;
+ nx = normals[3*(num_vertices-1) + 0];
+ ny = normals[3*(num_vertices-1) + 1];
+ nz = normals[3*(num_vertices-1) + 2];
+ v4x = vertices[3*(num_vertices-1) + 0];
+ v4y = vertices[3*(num_vertices-1) + 1];
+ v4z = vertices[3*(num_vertices-1) + 2];
+ v3x = vertices[3*(num_vertices-2) + 0];
+ v3y = vertices[3*(num_vertices-2) + 1];
+ v3z = vertices[3*(num_vertices-2) + 2];
+ v2x = vertices[3*(num_vertices-3) + 0];
+ v2y = vertices[3*(num_vertices-3) + 1];
+ v2z = vertices[3*(num_vertices-3) + 2];
+ v1x = vertices[3*(num_vertices-4) + 0];
+ v1y = vertices[3*(num_vertices-4) + 1];
+ v1z = vertices[3*(num_vertices-4) + 2];
+ t4x = texcoords[2*(num_vertices-1) + 0];
+ t4y = texcoords[2*(num_vertices-1) + 1];
+ t3x = texcoords[2*(num_vertices-2) + 0];
+ t3y = texcoords[2*(num_vertices-2) + 1];
+ t2x = texcoords[2*(num_vertices-3) + 0];
+ t2y = texcoords[2*(num_vertices-3) + 1];
+ t1x = texcoords[2*(num_vertices-4) + 0];
+ t1y = texcoords[2*(num_vertices-4) + 1];
+ if ( num_vertices - 4 + x*y*4 > MAX_VERTICES ) {
+ fprintf(stderr, "Not enough free vertex space to subdivide face\n");
+ }
+ num_vertices -= 4;
+ for ( u=0; u<x; u++ ) {
+ for ( v=0; v<y; v++ ) {
+ GLfloat l1x, l1y, l1z;
+ GLfloat l2x, l2y, l2z;
+ GLfloat l3x, l3y, l3z;
+ GLfloat l4x, l4y, l4z;
+ GLfloat tl1x, tl1y;
+ GLfloat tl2x, tl2y;
+ GLfloat tl3x, tl3y;
+ GLfloat tl4x, tl4y;
+ /* Interpolate vertices */
+ l1x = v1x + u*(v2x-v1x)/x;
+ l1y = v1y + u*(v2y-v1y)/x;
+ l1z = v1z + u*(v2z-v1z)/x;
+ l2x = v4x + u*(v3x-v4x)/x;
+ l2y = v4y + u*(v3y-v4y)/x;
+ l2z = v4z + u*(v3z-v4z)/x;
+ l3x = v1x + (u+1)*(v2x-v1x)/x;
+ l3y = v1y + (u+1)*(v2y-v1y)/x;
+ l3z = v1z + (u+1)*(v2z-v1z)/x;
+ l4x = v4x + (u+1)*(v3x-v4x)/x;
+ l4y = v4y + (u+1)*(v3y-v4y)/x;
+ l4z = v4z + (u+1)*(v3z-v4z)/x;
+ /* Interpolate texture coords */
+ tl1x = t1x + u*(t2x-t1x)/x;
+ tl1y = t1y + u*(t2y-t1y)/x;
+ tl2x = t4x + u*(t3x-t4x)/x;
+ tl2y = t4y + u*(t3y-t4y)/x;
+ tl3x = t1x + (u+1)*(t2x-t1x)/x;
+ tl3y = t1y + (u+1)*(t2y-t1y)/x;
+ tl4x = t4x + (u+1)*(t3x-t4x)/x;
+ tl4y = t4y + (u+1)*(t3y-t4y)/x;
+ /* Calculate vertices */
+ vertices[3*num_vertices+0] = l1x + v*(l2x-l1x)/y;
+ vertices[3*num_vertices+1] = l1y + v*(l2y-l1y)/y;
+ vertices[3*num_vertices+2] = l1z + v*(l2z-l1z)/y;
+ texcoords[2*num_vertices+0] = tl1x + v*(tl2x-tl1x)/y;
+ texcoords[2*num_vertices+1] = tl1y + v*(tl2y-tl1y)/y;
+ normals[3*num_vertices+0] = nx;
+ normals[3*num_vertices+1] = ny;
+ normals[3*num_vertices+2] = nz;
+ num_vertices++;
+ vertices[3*num_vertices+0] = l3x + v*(l4x-l3x)/y;
+ vertices[3*num_vertices+1] = l3y + v*(l4y-l3y)/y;
+ vertices[3*num_vertices+2] = l3z + v*(l4z-l3z)/y;
+ texcoords[2*num_vertices+0] = tl3x + v*(tl4x-tl3x)/y;
+ texcoords[2*num_vertices+1] = tl3y + v*(tl4y-tl3y)/y;
+ normals[3*num_vertices+0] = nx;
+ normals[3*num_vertices+1] = ny;
+ normals[3*num_vertices+2] = nz;
+ num_vertices++;
+ vertices[3*num_vertices+0] = l3x + (v+1)*(l4x-l3x)/y;
+ vertices[3*num_vertices+1] = l3y + (v+1)*(l4y-l3y)/y;
+ vertices[3*num_vertices+2] = l3z + (v+1)*(l4z-l3z)/y;
+ texcoords[2*num_vertices+0] = tl3x + v*(tl4x-tl3x)/y;
+ texcoords[2*num_vertices+1] = tl3y + v*(tl4y-tl3y)/y;
+ normals[3*num_vertices+0] = nx;
+ normals[3*num_vertices+1] = ny;
+ normals[3*num_vertices+2] = nz;
+ num_vertices++;
+ vertices[3*num_vertices+0] = l1x + (v+1)*(l2x-l1x)/y;
+ vertices[3*num_vertices+1] = l1y + (v+1)*(l2y-l1y)/y;
+ vertices[3*num_vertices+2] = l1z + (v+1)*(l2z-l1z)/y;
+ texcoords[2*num_vertices+0] = tl1x + v*(tl2x-tl1x)/y;
+ texcoords[2*num_vertices+1] = tl1y + v*(tl2y-tl1y)/y;
+ normals[3*num_vertices+0] = nx;
+ normals[3*num_vertices+1] = ny;
+ normals[3*num_vertices+2] = nz;
+ num_vertices++;
+ }
+ }
+ } else {
+ fprintf(stderr, "'subdivide' directive must come at a quad boundary\n");
+ return 1;
+ }
+ } else {
+ fprintf(stderr, "Can't subdivide this type of primitive\n");
+ return 1;
+ }
+ }
+
if ( sscanf(line, "pulse %f %f %f", &r, &g, &b) == 3 ) {
attribs = attribs | ATTRIB_COLOUR;
attribs = attribs | ATTRIB_PULSE;
diff --git a/src/render.c b/src/render.c
index 07bdbd1..4f2ba97 100644
--- a/src/render.c
+++ b/src/render.c
@@ -347,7 +347,8 @@ static void render_draw_stuff(Game *game, Uint32 t) {
static void render_setup_lighting(Game *game) {
- GLfloat pos[] = {-1.0, -0.8, 1.3, 0.0};
+ GLfloat pos[] = {0.0, 0.0, 0.0, 1.0};
+ GLfloat dir[] = {0.0, 1.0, 0.0};
GLfloat ambient[4];
GLfloat diffuse[] = {1.0, 1.0, 1.0, 1.0};
GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
@@ -356,9 +357,12 @@ static void render_setup_lighting(Game *game) {
ambient[0] = 0.3; ambient[1] = 0.3; ambient[2] = 0.3; ambient[3] = 1.0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
+ glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, dir);
+ glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 30.0);
glEnable(GL_LIGHT0);
}
@@ -449,6 +453,8 @@ void render_draw(Game *game, Uint32 t) {
r = game->render;
+ //glPolygonMode(GL_FRONT, GL_LINE);
+
/* First pass: Looking upwards */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r->fbo);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);