#include "screen.h"
#include "util.h"
#include "cfgopt.h"
+#include "mesh.h"
#ifdef MSDOS
void wait_vsync(void);
#endif
-#define NSPAWNPOS 128
+#define NSPAWNPOS 64
#define SPAWN_RATE 16.0f
-#define GRAV (-6.0f)
-#define HAIR_LENGTH 32
+//#define GRAV (-6.0f)
+#define GRAV 0.0f
+#define HAIR_LENGTH 20
struct particle {
vec3_t pos;
static long start_time;
-static vec3_t *spawnpos, *spawndir;
+static float cam_theta, cam_phi = 15;
+static float cam_dist = 8;
+static vec3_t *spawnpos, *spawndir;
static struct hairball hball;
+static struct g3d_mesh sphmesh;
struct screen *hairball_screen(void)
{
{
int i;
+ gen_sphere_mesh(&sphmesh, 1.0f, 12, 6);
+
hball.xform[0] = hball.xform[5] = hball.xform[10] = hball.xform[15] = 1.0f;
hball.rot.w = 1.0f;
prev_mx = mouse_x;
prev_my = mouse_y;
- if(mouse_bmask) {
- hball.pos.x += mouse_dx * 0.05;
- hball.pos.y -= mouse_dy * 0.05;
- }
- //hball.rot = quat_rotate(hball.rot, dt * 2.0f, 0, 1, 0);
+ if(opt.sball) {
+ memcpy(hball.xform, sball_matrix, 16 * sizeof(float));
+ } else {
+ if(mouse_bmask & MOUSE_BN_MIDDLE) {
+ hball.pos.x += mouse_dx * 0.05;
+ hball.pos.y -= mouse_dy * 0.05;
+ }
- quat_to_mat(hball.xform, hball.rot);
- hball.xform[12] = hball.pos.x;
- hball.xform[13] = hball.pos.y;
- hball.xform[14] = hball.pos.z;
+ quat_to_mat(hball.xform, hball.rot);
+ hball.xform[12] = hball.pos.x;
+ hball.xform[13] = hball.pos.y;
+ hball.xform[14] = hball.pos.z;
+ }
update_hairball(&hball, dt);
+
+ mouse_orbit_update(&cam_theta, &cam_phi, &cam_dist);
}
static void draw(void)
g3d_matrix_mode(G3D_MODELVIEW);
g3d_load_identity();
- g3d_translate(0, 0, -8);
+ g3d_translate(0, 0, -cam_dist);
+ g3d_rotate(cam_phi, 1, 0, 0);
+ g3d_rotate(cam_theta, 0, 1, 0);
draw_hairball(&hball);
static void draw_hairball(struct hairball *hb)
{
- int i, j, col;
+ int i, col;
struct particle *p;
vec3_t prevpos;
+ vec3_t start[NSPAWNPOS];
+
+ for(i=0; i<NSPAWNPOS; i++) {
+ start[i].x = hb->xform[0] * spawnpos[i].x + hb->xform[4] * spawnpos[i].y + hb->xform[8] * spawnpos[i].z + hb->xform[12];
+ start[i].y = hb->xform[1] * spawnpos[i].x + hb->xform[5] * spawnpos[i].y + hb->xform[9] * spawnpos[i].z + hb->xform[13];
+ start[i].z = hb->xform[2] * spawnpos[i].x + hb->xform[6] * spawnpos[i].y + hb->xform[10] * spawnpos[i].z + hb->xform[14];
+ }
g3d_begin(G3D_LINES);
for(i=0; i<NSPAWNPOS; i++) {
+ if(start[i].z >= hb->pos.z) continue;
p = hb->plist[i];
- prevpos.x = hb->xform[0] * spawnpos[i].x + hb->xform[4] * spawnpos[i].y + hb->xform[8] * spawnpos[i].z + hb->xform[12];
- prevpos.y = hb->xform[1] * spawnpos[i].x + hb->xform[5] * spawnpos[i].y + hb->xform[9] * spawnpos[i].z + hb->xform[13];
- prevpos.z = hb->xform[2] * spawnpos[i].x + hb->xform[6] * spawnpos[i].y + hb->xform[10] * spawnpos[i].z + hb->xform[14];
+ prevpos = start[i];
+ while(p) {
+ g3d_color3b(p->r, p->g, p->b);
+ g3d_vertex(prevpos.x, prevpos.y, prevpos.z);
+ g3d_vertex(p->pos.x, p->pos.y, p->pos.z);
+ prevpos = p->pos;
+ p = p->next;
+ }
+ }
+ g3d_end();
- j = 0;
+
+ g3d_push_matrix();
+ g3d_mult_matrix(hb->xform);
+ zsort_mesh(&sphmesh);
+ draw_mesh(&sphmesh);
+ g3d_pop_matrix();
+
+ g3d_begin(G3D_LINES);
+ for(i=0; i<NSPAWNPOS; i++) {
+ if(start[i].z < hb->pos.z) continue;
+ p = hb->plist[i];
+ prevpos = start[i];
while(p) {
g3d_color3b(p->r, p->g, p->b);
g3d_vertex(prevpos.x, prevpos.y, prevpos.z);
}
}
g3d_end();
+
}