#include "cgmath/cgmath.h"
#include "metaobj.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 32
-#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)
+
+#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)
+unsigned long time_msec;
+
static struct g3d_vertex *vbuf;
static struct metasurface *msurf;
-static struct mobject **mobj;
+static struct mobject **mobjects, *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);
int game_init(void)
{
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);
}
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_mobj = NUM_OBJ;
- mobj = malloc(num_mobj * sizeof *mobj);
- mobj[0] = metaobj_sgi();
- mobj[1] = metaobj_sflake();
- cur_obj = 1;
+ mobjects = malloc(num_mobj * sizeof *mobj);
+ mobjects[0] = metaobj_sflake();
+ mobjects[1] = metaobj_sgi();
+ cur_obj = 0;
+ mobj = mobjects[cur_obj];
return 0;
}
cgm_vec3 pos;
float *vox = msurf_voxels(msurf);
- mobj[cur_obj]->update(mobj[cur_obj], tsec);
+ mobjects[cur_obj]->update(mobjects[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);*/
- energy += mobj[cur_obj]->eval(mobj[cur_obj], &pos);
+ energy += mobj->eval(mobj, &pos);
*vox++ = energy;
}
void game_draw(void)
{
- unsigned long msec = game_getmsec();
- float tsec = (float)msec / 1000.0f;
+ float tsec;
+
+ time_msec = game_getmsec();
+ tsec = (float)time_msec / 1000.0f;
update(tsec);
g3d_matrix_mode(G3D_MODELVIEW);
g3d_load_identity();
- g3d_translate(0, 1, -15);
+ g3d_translate(0, 1, -14);
g3d_rotate(cam_phi, 1, 0, 0);
g3d_rotate(cam_theta, 0, 1, 0);
- /*g3d_rotate(tsec * 50.0f, 1, 0, 0);
- g3d_rotate(tsec * 30.0f, 0, 0, 1);
- draw_mesh(&mesh);*/
+ 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();
}
int i, nverts, vbuf_count;
float *varr, *narr;
struct g3d_vertex *vbptr;
- static int nfrm;
nverts = msurf_vertex_count(msurf);
varr = msurf_vertices(msurf);
if(vbptr > vbuf) {
g3d_draw(G3D_TRIANGLES, vbuf, vbptr - vbuf);
}
-
- nfrm++;
}
void game_keyboard(int key, int press)
mousey = y;
if(bn == 0) {
- if(press && !grabbed) {
- grabbed = 1;
- } else if(!press && grabbed) {
- grabbed = 0;
+ if(press) {
+ if(y > 3 * FB_HEIGHT / 4) {
+ mobj->swstate(mobj, MOBJ_GRABING);
+ }
+ } else {
+ mobj->swstate(mobj, MOBJ_DROPPING);
}
}
}
if((dx | dy) == 0) return;
if(mousebn[0]) {
- if(grabbed) {
- mobj[cur_obj]->pos.x += dx * 0.1;
- mobj[cur_obj]->pos.y -= dy * 0.1;
- }
+ mobj->pos.x += dx * 0.1;
+ mobj->pos.y -= dy * 0.1;
}
if(mousebn[2]) {
cam_theta += (float)dx * (0.6f * 1.333333333f);