added sphere around the head, removed debugging stuff, 90s look
[hair] / src / main.cc
index 01f6716..9720723 100644 (file)
@@ -12,7 +12,7 @@
 #include "hair.h"
 #include "object.h"
 
-#define MAX_NUM_SPAWNS 400
+#define MAX_NUM_SPAWNS 800
 #define THRESH 0.5
 
 static bool init();
@@ -25,15 +25,19 @@ static void mouse(int bn, int st, int x, int y);
 static void motion(int x, int y);
 static void idle();
 
+static unsigned int gen_grad_tex(int sz, const Vec3 &c0, const Vec3 &c1);
+
 static std::vector<Mesh*> meshes;
 static Mesh *mesh_head;
 static Hair hair;
 
+static unsigned int grad_tex;
+
 static int win_width, win_height;
 static float cam_theta, cam_phi = 25, cam_dist = 8;
 static float head_rz, head_rx; /* rot angles x, z axis */
 static Mat4 head_xform;
-static CollSphere coll_sphere; /* sphere used for collision detection */
+//static CollSphere coll_sphere; /* sphere used for collision detection */
 
 int main(int argc, char **argv)
 {
@@ -66,9 +70,11 @@ static bool init()
 {
        glewInit();
 
+       grad_tex = gen_grad_tex(32, Vec3(0, 0, 1), Vec3(0, 1, 0));
+
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
-       glEnable(GL_COLOR_MATERIAL);
+//     glEnable(GL_COLOR_MATERIAL);
 
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
@@ -105,15 +111,15 @@ static bool init()
                return false;
        }
 
-       coll_sphere.radius = 1.0;
-       coll_sphere.center = Vec3(0, 0.6, 0.53);
+//     coll_sphere.radius = 1.0;
+//     coll_sphere.center = Vec3(0, 0.6, 0.53);
 
        if(!hair.init(mesh_head, MAX_NUM_SPAWNS, THRESH)) {
                fprintf(stderr, "Failed to initialize hair\n");
                return false;
        }
 
-       hair.add_collider(&coll_sphere);
+//     hair.add_collider(&coll_sphere);
 
        return true;
 }
@@ -146,14 +152,18 @@ static void display()
        /* multiplying with the head rot matrix */
        glPushMatrix();
        glMultMatrixf(head_xform[0]);
+/*
        glPushAttrib(GL_LINE_BIT);
        glLineWidth(1);
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+*/
        for(size_t i=0; i<meshes.size(); i++) {
                meshes[i]->draw();
        }
+/*
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        glPopAttrib();
+*/
 
        glPopMatrix();
 
@@ -182,7 +192,37 @@ static void display()
        }
        glEnd();
        glPopAttrib();
-       */
+*/
+       float plane[4] = {
+               0, 0, 0.5 / 350, 0.5 
+       };
+
+       glPushMatrix();
+       glRotatef(90, 1, 0, 0);
+
+       glPushAttrib(GL_ENABLE_BIT);
+       glDisable(GL_LIGHTING);
+       glEnable(GL_TEXTURE_1D);
+       glBindTexture(GL_TEXTURE_1D, grad_tex);
+       glFrontFace(GL_CW);
+       glEnable(GL_TEXTURE_GEN_S);
+       glTexGenfv(GL_S, GL_OBJECT_PLANE, plane);
+       glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+       glColor3f(1, 1, 1);
+
+       glDepthMask(0);
+
+       glutSolidSphere(350, 16, 8);
+       glDisable(GL_TEXTURE_1D);
+
+       glColor3f(0.2, 0.2, 0.2);
+       glutWireSphere(350, 32, 16);
+
+       glDepthMask(1);
+       glFrontFace(GL_CCW);
+       glPopAttrib();
+
+       glPopMatrix();
 
        glutSwapBuffers();
        assert(glGetError() == GL_NO_ERROR);
@@ -276,3 +316,29 @@ static void idle()
 {
        glutPostRedisplay();
 }
+
+static unsigned int gen_grad_tex(int sz, const Vec3 &c0, const Vec3 &c1)
+{
+       unsigned char *pixels = new unsigned char[sz * 3];
+       for(int i=0; i<sz; i++) {
+               float t = (float)i / (float)(sz - 1);
+               Vec3 color = c0 + (c1 - c0) * t;
+               pixels[i * 3] = color.x * 255;
+               pixels[i * 3 + 1] = color.y * 255;
+               pixels[i * 3 + 2] = color.z * 255;
+       }
+
+       unsigned int tex;
+       glGenTextures(1, &tex);
+       glBindTexture(GL_TEXTURE_1D, tex);
+
+       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+       glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, sz, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
+
+       delete [] pixels;
+
+       return tex;
+}