#include "metasurf.h"
#include "util.h"
#include "cgmath/cgmath.h"
-
-#define BBOX_SIZE 10.0f
-#define BBOX_HEIGHT 15.0f
-#define BBOX_HSZ (BBOX_SIZE / 2.0f)
-#define BBOX_HH (BBOX_HEIGHT / 2.0f)
-#define VOX_RES 30
-#define VOX_YRES (VOX_RES * BBOX_HEIGHT / BBOX_SIZE)
-#define VOX_STEP (BBOX_SIZE / (float)VOX_RES)
-#define VOX_YSTEP (BBOX_HEIGHT / (float)VOX_YRES)
+#include "metaobj.h"
+
+#define BBOX_XSZ 16
+#define BBOX_YSZ 15
+#define BBOX_ZSZ 10
+#define VOX_RES 24
+
+#define BBOX_HXSZ (BBOX_XSZ / 2.0f)
+#define BBOX_HYSZ (BBOX_YSZ / 2.0f)
+#define BBOX_HZSZ (BBOX_ZSZ / 2.0f)
+#define VOX_XRES (VOX_RES * BBOX_XSZ / BBOX_ZSZ)
+#define VOX_YRES (VOX_RES * BBOX_YSZ / BBOX_ZSZ)
+#define VOX_ZRES VOX_RES
+#define VOX_XSTEP (BBOX_XSZ / (float)VOX_XRES)
+#define VOX_YSTEP (BBOX_YSZ / (float)VOX_YRES)
+#define VOX_ZSTEP (BBOX_ZSZ / (float)VOX_ZRES)
#define VBUF_MAX_TRIS 256
#define VBUF_SIZE (VBUF_MAX_TRIS * 3)
-struct mball {
- float energy;
- cgm_vec3 pos;
-};
-
-struct mcapsule {
- float energy;
- cgm_vec3 end[2];
- float len;
-};
-
-static struct g3d_mesh mesh;
static struct g3d_vertex *vbuf;
static struct metasurface *msurf;
-static struct mball *balls;
-static int num_balls;
-static struct mcapsule *caps;
-static int num_caps;
+static struct mobject **mobj;
+
+#define NUM_OBJ 2
+static int num_mobj, cur_obj;
+static int grabbed;
+
+static int mousebn[3];
+static int mousex, mousey;
+static float cam_theta, cam_phi;
+
+extern unsigned char textures_img[];
+extern unsigned char textures_cmap[];
+extern unsigned char textures_slut[];
+
static void update(float tsec);
static void draw_metaballs(void);
-static float capsule_distsq(struct mcapsule *c, cgm_vec3 *pos);
-
-static cgm_vec3 sgiv[] = {
- {2.794170, 4.254175, 2.738066},
- {2.794170, 4.254174, -4.358471},
- {-2.173414, 4.254174, -4.358471},
- {-2.173414, -2.842363, -4.358470},
- {4.923134, -2.842363, -4.358471},
- {4.923134, 2.125212, -4.358471},
- {4.923134, 2.125212, 2.738066},
- {4.923134, -4.971326, 2.738067},
- {4.923134, -4.971326, -2.229511},
- {-2.173413, -4.971326, -2.229511},
- {-2.173413, -4.971325, 4.867042},
- {2.794170, -4.971325, 4.867042},
- {2.794170, 2.125213, 4.867042},
- {-4.302382, 2.125213, 4.867042},
- {-4.302383, -2.842362, 4.867042},
- {-4.302382, -2.842363, -2.229511},
- {-4.302382, 4.254175, -2.229512},
- {-4.302383, 4.254175, 2.738066}
-};
+
int game_init(void)
{
- int i;
- float mat[16];
-
init_colormgr();
+ load_colormap(0, 256, textures_cmap, textures_slut);
g3d_init();
g3d_framebuffer(FB_WIDTH, FB_HEIGHT, framebuf);
g3d_viewport(0, 0, FB_WIDTH, FB_HEIGHT);
- g3d_clear_color(0, 0, 0);
+ g3d_clear_color(0);
g3d_matrix_mode(G3D_PROJECTION);
g3d_load_identity();
g3d_enable(G3D_DEPTH_TEST);
g3d_enable(G3D_LIGHTING);
g3d_enable(G3D_LIGHT0);
+ g3d_light_ambient(0.2);
g3d_polygon_mode(G3D_GOURAUD);
- gen_torus_mesh(&mesh, 2.0, 0.7, 24, 12);
-
if(!(msurf = msurf_create())) {
return -1;
}
msurf_set_threshold(msurf, 8);
msurf_set_inside(msurf, MSURF_GREATER);
- msurf_set_bounds(msurf, -BBOX_HSZ, -BBOX_HH, -BBOX_HSZ, BBOX_HSZ, BBOX_HH, BBOX_HSZ);
- msurf_set_resolution(msurf, VOX_RES, VOX_YRES, VOX_RES);
+ msurf_set_bounds(msurf, -BBOX_HXSZ, -BBOX_HYSZ, -BBOX_HZSZ, BBOX_HXSZ, BBOX_HYSZ, BBOX_HZSZ);
+ msurf_set_resolution(msurf, VOX_XRES, VOX_YRES, VOX_ZRES);
msurf_enable(msurf, MSURF_NORMALIZE);
vbuf = malloc_nf(VBUF_SIZE * sizeof *vbuf);
- num_balls = 0;
- balls = calloc_nf(num_balls, sizeof *balls);
- num_caps = sizeof sgiv / sizeof *sgiv;
- caps = calloc_nf(num_caps, sizeof *caps);
-
- for(i=0; i<num_balls; i++) {
- balls[i].energy = 5;
- }
-
- cgm_midentity(mat);
- cgm_mtranslate(mat, 0, -BBOX_HH / 2, 0);
- cgm_mrotate_y(mat, -M_PI / 4.0f);
- cgm_mrotate_x(mat, M_PI / 4.0f);
-
- for(i=0; i<num_caps; i++) {
- caps[i].energy = 1;
- caps[i].end[0] = sgiv[i];
- cgm_vscale(caps[i].end, 0.6);
- caps[i].end[1] = sgiv[(i + 1) % num_caps];
- cgm_vscale(caps[i].end + 1, 0.6);
-
- cgm_vmul_m4v3(caps[i].end, mat);
- cgm_vmul_m4v3(caps[i].end + 1, mat);
- }
+ num_mobj = NUM_OBJ;
+ mobj = malloc(num_mobj * sizeof *mobj);
+ mobj[0] = metaobj_sgi();
+ mobj[1] = metaobj_sflake();
+ cur_obj = 1;
return 0;
}
static void update(float tsec)
{
- int i, j, k, n;
- float dsq, energy;
+ int i, j, k;
+ float energy;
cgm_vec3 pos;
float *vox = msurf_voxels(msurf);
- for(i=0; i<num_balls; i++) {
- balls[i].pos.y = sin(tsec) * BBOX_HH;
- }
-
- float y = sin(tsec) * BBOX_HH / 80.0f;
- for(i=0; i<num_caps; i++) {
- caps[i].end[0].y += y;
- caps[i].end[1].y += y;
- caps[i].len = cgm_vdist(caps[i].end, caps[i].end + 1);
- }
+ mobj[cur_obj]->update(mobj[cur_obj], tsec);
- for(i=0; i<VOX_RES; i++) {
- pos.z = -BBOX_HSZ + i * VOX_STEP;
+ for(i=0; i<VOX_ZRES; i++) {
+ pos.z = -BBOX_HZSZ + i * VOX_ZSTEP;
for(j=0; j<VOX_YRES; j++) {
- pos.y = -BBOX_HH + j * VOX_YSTEP;
- for(k=0; k<VOX_RES; k++) {
- pos.x = -BBOX_HSZ + k * VOX_STEP;
+ pos.y = -BBOX_HYSZ + j * VOX_YSTEP;
+ for(k=0; k<VOX_XRES; k++) {
+ pos.x = -BBOX_HXSZ + k * VOX_XSTEP;
/* initialize with the vertical distance for the pool */
- energy = 5.0 / (pos.y + BBOX_HH * 0.98);
+ energy = 5.0 / (pos.y + BBOX_HYSZ);
+ /*energy += 5.0 / (pos.x + BBOX_HXSZ);
+ energy += 5.0 / (BBOX_HXSZ - pos.x);*/
- /* add the contribution of the balls */
- for(n=0; n<num_balls; n++) {
- dsq = cgm_vdist_sq(&balls[n].pos, &pos);
- energy += balls[n].energy / dsq;
- }
-
- /* add the contribution of the capsules */
- for(n=0; n<num_caps; n++) {
- dsq = capsule_distsq(caps + n, &pos);
- energy += caps[n].energy / dsq;
- }
+ energy += mobj[cur_obj]->eval(mobj[cur_obj], &pos);
*vox++ = energy;
}
g3d_matrix_mode(G3D_MODELVIEW);
g3d_load_identity();
- g3d_translate(0, 1, -15);
- /*g3d_rotate(tsec * 50.0f, 1, 0, 0);
- g3d_rotate(tsec * 30.0f, 0, 0, 1);
-
- draw_mesh(&mesh);*/
+ g3d_translate(0, 1, -14);
+ g3d_rotate(cam_phi, 1, 0, 0);
+ g3d_rotate(cam_theta, 0, 1, 0);
+
+ g3d_disable(G3D_LIGHTING);
+ g3d_enable(G3D_TEXTURE_2D);
+ g3d_enable(G3D_TEXTURE_GEN);
+ g3d_set_texture(32, 32, textures_img);
draw_metaballs();
+ g3d_disable(G3D_TEXTURE_GEN);
+ g3d_enable(G3D_LIGHTING);
game_swap_buffers();
}
void game_mouse(int bn, int press, int x, int y)
{
+ mousebn[bn] = press;
+ mousex = x;
+ mousey = y;
+
+ if(bn == 0) {
+ if(press && !grabbed) {
+ grabbed = 1;
+ } else if(!press && grabbed) {
+ grabbed = 0;
+ }
+ }
}
void game_motion(int x, int y)
{
-}
+ int dx = x - mousex;
+ int dy = y - mousey;
+ mousex = x;
+ mousey = y;
-static float capsule_distsq(struct mcapsule *c, cgm_vec3 *pos)
-{
- float t;
- cgm_vec3 pp, dir, pdir;
-
- dir = c->end[1]; cgm_vsub(&dir, c->end);
- if(c->len != 0.0f) {
- float s = 1.0f / c->len;
- dir.x *= s;
- dir.y *= s;
- dir.z *= s;
- }
- pdir = *pos; cgm_vsub(&pdir, c->end);
- t = cgm_vdot(&dir, &pdir);
+ if((dx | dy) == 0) return;
- if(t < 0.0f) {
- return cgm_vdist_sq(c->end, pos);
+ if(mousebn[0]) {
+ if(grabbed) {
+ mobj[cur_obj]->pos.x += dx * 0.1;
+ mobj[cur_obj]->pos.y -= dy * 0.1;
+ }
}
- if(t > c->len) {
- return cgm_vdist_sq(c->end + 1, pos);
+ if(mousebn[2]) {
+ cam_theta += (float)dx * (0.6f * 1.333333333f);
+ cam_phi += (float)dy * 0.6f;
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
}
-
- pp = c->end[0];
- cgm_vadd_scaled(&pp, &dir, t);
- return cgm_vdist_sq(&pp, pos);
}