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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "glExtra.h"
#include "VertexArray.h"
#include "Map/Ground.h"
#include "Sim/Weapons/Weapon.h"
#include "System/ThreadPool.h"
/**
* Draws a trigonometric circle in 'resolution' steps.
*/
static void defSurfaceCircle(const float3& center, float radius, unsigned int res)
{
CVertexArray* va=GetVertexArray();
va->Initialize();
for (unsigned int i = 0; i < res; ++i) {
const float radians = (2.0f * PI) * (float)i / (float)res;
float3 pos;
pos.x = center.x + (fastmath::sin(radians) * radius);
pos.z = center.z + (fastmath::cos(radians) * radius);
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false) + 5.0f;
va->AddVertex0(pos);
}
va->DrawArray0(GL_LINE_LOOP);
}
static void defSurfaceSquare(const float3& center, float xsize, float zsize)
{
// FIXME: terrain contouring
const float3 p0 = center + float3(-xsize, 0.0f, -zsize);
const float3 p1 = center + float3( xsize, 0.0f, -zsize);
const float3 p2 = center + float3( xsize, 0.0f, zsize);
const float3 p3 = center + float3(-xsize, 0.0f, zsize);
CVertexArray* va=GetVertexArray();
va->Initialize();
va->AddVertex0(p0.x, CGround::GetHeightAboveWater(p0.x, p0.z, false), p0.z);
va->AddVertex0(p1.x, CGround::GetHeightAboveWater(p1.x, p1.z, false), p1.z);
va->AddVertex0(p2.x, CGround::GetHeightAboveWater(p2.x, p2.z, false), p2.z);
va->AddVertex0(p3.x, CGround::GetHeightAboveWater(p3.x, p3.z, false), p3.z);
va->DrawArray0(GL_LINE_LOOP);
}
SurfaceCircleFunc glSurfaceCircle = defSurfaceCircle;
SurfaceSquareFunc glSurfaceSquare = defSurfaceSquare;
void setSurfaceCircleFunc(SurfaceCircleFunc func)
{
glSurfaceCircle = (func == NULL)? defSurfaceCircle: func;
}
void setSurfaceSquareFunc(SurfaceSquareFunc func)
{
glSurfaceSquare = (func == NULL)? defSurfaceSquare: func;
}
/*
* Draws a trigonometric circle in 'resolution' steps, with a slope modifier
*/
void glBallisticCircle(const float3& center, const float radius,
const CWeapon* weapon,
unsigned int resolution, float slope)
{
int rdiv = 50;
resolution *= 2;
rdiv *= 1;
CVertexArray* va = GetVertexArray();
va->Initialize();
va->EnlargeArrays(resolution, 0, VA_SIZE_0);
float3* vertices = va->GetTypedVertexArray<float3>(resolution);
for_mt(0, resolution, [&](const int i) {
const float radians = (2.0f * PI) * (float)i / (float)resolution;
float rad = radius;
float sinR = fastmath::sin(radians);
float cosR = fastmath::cos(radians);
float3 pos;
pos.x = center.x + (sinR * rad);
pos.z = center.z + (cosR * rad);
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false);
float heightDiff = (pos.y - center.y) * 0.5f;
rad -= heightDiff * slope;
float adjRadius = weapon ? weapon->GetRange2D(heightDiff * weapon->heightMod) : rad;
float adjustment = rad * 0.5f;
float ydiff = 0;
for(int j = 0; j < rdiv && math::fabs(adjRadius - rad) + ydiff > .01 * rad; j++){
if (adjRadius > rad) {
rad += adjustment;
} else {
rad -= adjustment;
adjustment /= 2;
}
pos.x = center.x + (sinR * rad);
pos.z = center.z + (cosR * rad);
float newY = CGround::GetHeightAboveWater(pos.x, pos.z, false);
ydiff = math::fabs(pos.y - newY);
pos.y = newY;
heightDiff = (pos.y - center.y);
adjRadius = weapon ? weapon->GetRange2D(heightDiff * weapon->heightMod) : rad;
}
pos.x = center.x + (sinR * adjRadius);
pos.z = center.z + (cosR * adjRadius);
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false) + 5.0f;
vertices[i] = pos;
});
va->DrawArray0(GL_LINE_LOOP);
}
/******************************************************************************/
void glDrawVolume(DrawVolumeFunc drawFunc, const void* data)
{
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_CLAMP_NV);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_ALWAYS, 0, 0x1);
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
drawFunc(data); // draw
glDisable(GL_DEPTH_TEST);
glStencilFunc(GL_NOTEQUAL, 0, 0x1);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // clear as we go
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
drawFunc(data); // draw
glDisable(GL_DEPTH_CLAMP_NV);
glDisable(GL_STENCIL_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
}
/******************************************************************************/
void glWireCube(unsigned int* listID) {
static const float3 vertices[8] = {
float3( 0.5f, 0.5f, 0.5f),
float3( 0.5f, -0.5f, 0.5f),
float3(-0.5f, -0.5f, 0.5f),
float3(-0.5f, 0.5f, 0.5f),
float3( 0.5f, 0.5f, -0.5f),
float3( 0.5f, -0.5f, -0.5f),
float3(-0.5f, -0.5f, -0.5f),
float3(-0.5f, 0.5f, -0.5f),
};
if ((*listID) != 0) {
glCallList(*listID);
return;
}
glNewList(((*listID) = glGenLists(1)), GL_COMPILE);
glPushAttrib(GL_POLYGON_BIT);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_QUADS);
glVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
glVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
glVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
glVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
glVertex3f(vertices[4].x, vertices[4].y, vertices[4].z);
glVertex3f(vertices[5].x, vertices[5].y, vertices[5].z);
glVertex3f(vertices[6].x, vertices[6].y, vertices[6].z);
glVertex3f(vertices[7].x, vertices[7].y, vertices[7].z);
glEnd();
glBegin(GL_QUAD_STRIP);
glVertex3f(vertices[4].x, vertices[4].y, vertices[4].z);
glVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
glVertex3f(vertices[5].x, vertices[5].y, vertices[5].z);
glVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
glVertex3f(vertices[6].x, vertices[6].y, vertices[6].z);
glVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
glVertex3f(vertices[7].x, vertices[7].y, vertices[7].z);
glVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
glVertex3f(vertices[4].x, vertices[4].y, vertices[4].z);
glVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
glEnd();
glPopAttrib();
glEndList();
}
void glWireCylinder(unsigned int* listID, unsigned int numDivs, float zSize) {
if ((*listID) != 0) {
glCallList(*listID);
return;
}
assert(numDivs > 2);
assert(zSize > 0.0f);
std::vector<float3> vertices(numDivs * 2);
glNewList(((*listID) = glGenLists(1)), GL_COMPILE);
glPushAttrib(GL_POLYGON_BIT);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// front end-cap
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, 0.0f);
for (unsigned int n = 0; n <= numDivs; n++) {
const unsigned int i = n % numDivs;
vertices[i].x = math::cosf(i * ((PI + PI) / numDivs));
vertices[i].y = math::sinf(i * ((PI + PI) / numDivs));
vertices[i].z = 0.0f;
glVertex3f(vertices[i].x, vertices[i].y, vertices[i].z);
}
glEnd();
// back end-cap
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, zSize);
for (unsigned int n = 0; n <= numDivs; n++) {
const unsigned int i = n % numDivs;
vertices[i + numDivs].x = vertices[i].x;
vertices[i + numDivs].y = vertices[i].y;
vertices[i + numDivs].z = zSize;
glVertex3f(vertices[i + numDivs].x, vertices[i + numDivs].y, vertices[i + numDivs].z);
}
glEnd();
glBegin(GL_QUAD_STRIP);
for (unsigned int n = 0; n < numDivs; n++) {
glVertex3f(vertices[n ].x, vertices[n ].y, vertices[n ].z);
glVertex3f(vertices[n + numDivs].x, vertices[n + numDivs].y, vertices[n + numDivs].z);
}
glVertex3f(vertices[0 ].x, vertices[0 ].y, vertices[0 ].z);
glVertex3f(vertices[0 + numDivs].x, vertices[0 + numDivs].y, vertices[0 + numDivs].z);
glEnd();
glPopAttrib();
glEndList();
}
void glWireSphere(unsigned int* listID, unsigned int numRows, unsigned int numCols) {
if ((*listID) != 0) {
glCallList(*listID);
return;
}
assert(numRows > 2);
assert(numCols > 2);
std::vector<float3> vertices((numRows + 1) * numCols);
for (unsigned int row = 0; row <= numRows; row++) {
for (unsigned int col = 0; col < numCols; col++) {
const float a = (col * ((PI + PI) / numCols));
const float b = (row * ((PI ) / numRows));
float3& v = vertices[row * numCols + col];
v.x = math::cosf(a) * math::sinf(b);
v.y = math::sinf(a) * math::sinf(b);
v.z = math::cosf(b);
}
}
glNewList(((*listID) = glGenLists(1)), GL_COMPILE);
glPushAttrib(GL_POLYGON_BIT);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
const float3& v0 = vertices.front();
const float3& v1 = vertices.back();
// top slice
glBegin(GL_TRIANGLE_FAN);
glVertex3f(v0.x, v0.y, v0.z);
for (unsigned int col = 0; col <= numCols; col++) {
const unsigned int i = 1 * numCols + (col % numCols);
const float3& v = vertices[i];
glVertex3f(v.x, v.y, v.z);
}
glEnd();
// bottom slice
glBegin(GL_TRIANGLE_FAN);
glVertex3f(v1.x, v1.y, v1.z);
for (unsigned int col = 0; col <= numCols; col++) {
const unsigned int i = ((numRows - 1) * numCols) + (col % numCols);
const float3& v = vertices[i];
glVertex3f(v.x, v.y, v.z);
}
glEnd();
for (unsigned int row = 1; row < numRows - 1; row++) {
glBegin(GL_QUAD_STRIP);
for (unsigned int col = 0; col < numCols; col++) {
const float3& v0 = vertices[(row + 0) * numCols + col];
const float3& v1 = vertices[(row + 1) * numCols + col];
glVertex3f(v0.x, v0.y, v0.z);
glVertex3f(v1.x, v1.y, v1.z);
}
const float3& v0 = vertices[(row + 0) * numCols];
const float3& v1 = vertices[(row + 1) * numCols];
glVertex3f(v0.x, v0.y, v0.z);
glVertex3f(v1.x, v1.y, v1.z);
glEnd();
}
glPopAttrib();
glEndList();
}
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