X-Git-Url: http://vcs.maemo.org/git/?a=blobdiff_plain;f=share%2Fsolid_gl.c;h=82e3bb6de12a5dd4957552fda0b88fa55006a26d;hb=4483dfdacd29073b37a6429ca8e123c80deac75a;hp=89ab4fadc55d0596ca9e0a9c4c4c6155a647fd74;hpb=027f8e6735028e503f4953c72a57ae0ae7de826a;p=neverball diff --git a/share/solid_gl.c b/share/solid_gl.c index 89ab4fa..82e3bb6 100644 --- a/share/solid_gl.c +++ b/share/solid_gl.c @@ -25,7 +25,9 @@ #include "image.h" #include "base_image.h" #include "solid_gl.h" +#include "solid_all.h" #include "base_config.h" +#include "lang.h" /*---------------------------------------------------------------------------*/ @@ -71,6 +73,19 @@ static int sol_enum_body(const struct s_file *fp, /*---------------------------------------------------------------------------*/ +int sol_reflective(const struct s_file *fp) +{ + int bi; + + for (bi = 0; bi < fp->bc; bi++) + if (fp->bv[bi].rl) + return 1; + + return 0; +} + +/*---------------------------------------------------------------------------*/ + #define tobyte(f) ((GLubyte) (f * 255.0f)) #define color_cmp(a, b) (tobyte((a)[0]) == tobyte((b)[0]) && \ @@ -208,10 +223,10 @@ static const struct s_mtrl *sol_back_bill(const struct s_file *fp, glBegin(GL_QUADS); { - glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y0); - glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y0); - glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y1); - glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y1); + glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, y0); + glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, y0); + glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, y1); + glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, y1); } glEnd(); } @@ -333,15 +348,20 @@ static const struct s_mtrl *sol_draw_body(const struct s_file *fp, static void sol_draw_list(const struct s_file *fp, const struct s_body *bp, GLuint list) { - float p[3]; + float p[3], e[4], u[3], a; + + sol_body_p(p, fp, bp->pi, bp->t); + sol_body_e(e, fp, bp, 0); - sol_body_p(p, fp, bp); + q_as_axisangle(e, u, &a); + a = V_DEG(a); glPushMatrix(); { - /* Translate a moving body. */ + /* Translate and rotate a moving body. */ glTranslatef(p[0], p[1], p[2]); + glRotatef(a, u[0], u[1], u[2]); /* Draw the body. */ @@ -350,7 +370,7 @@ static void sol_draw_list(const struct s_file *fp, glPopMatrix(); } -void sol_draw(const struct s_file *fp, int force_depth) +void sol_draw(const struct s_file *fp, int depthmask, int depthtest) { int bi; @@ -362,19 +382,19 @@ void sol_draw(const struct s_file *fp, int force_depth) /* Render all translucent geometry into only the color buffer. */ - if (force_depth == 0) glDepthMask(GL_FALSE); + if (depthtest == 0) glDisable(GL_DEPTH_TEST); + if (depthmask == 0) glDepthMask(GL_FALSE); { for (bi = 0; bi < fp->bc; bi++) if (fp->bv[bi].tl) sol_draw_list(fp, fp->bv + bi, fp->bv[bi].tl); } - if (force_depth == 0) glDepthMask(GL_TRUE); - + if (depthmask == 0) glDepthMask(GL_TRUE); + if (depthtest == 0) glEnable(GL_DEPTH_TEST); } -void sol_bill(const struct s_file *fp, const float *M) +void sol_bill(const struct s_file *fp, const float *M, float t) { - float t = SDL_GetTicks() / 1000.f + 120.0f; const struct s_mtrl *mp = &default_mtrl; int ri; @@ -384,10 +404,13 @@ void sol_bill(const struct s_file *fp, const float *M) const struct s_bill *rp = fp->rv + ri; float T = rp->t * t; + float S = fsinf(T); - float w = rp->w [0] + rp->w [1] * T + rp->w [2] * fsinf(T); - float h = rp->h [0] + rp->h [1] * T + rp->h [2] * fsinf(T); - float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * fsinf(T); + float w = rp->w [0] + rp->w [1] * T + rp->w [2] * S; + float h = rp->h [0] + rp->h [1] * T + rp->h [2] * S; + float rx = rp->rx[0] + rp->rx[1] * T + rp->rx[2] * S; + float ry = rp->ry[0] + rp->ry[1] * T + rp->ry[2] * S; + float rz = rp->rz[0] + rp->rz[1] * T + rp->rz[2] * S; mp = sol_draw_mtrl(fp, fp->mv + rp->mi, mp); @@ -395,16 +418,18 @@ void sol_bill(const struct s_file *fp, const float *M) { glTranslatef(rp->p[0], rp->p[1], rp->p[2]); - if (M) glMultMatrixf(M); + if (M && ((rp->fl & B_NOFACE) == 0)) glMultMatrixf(M); - glRotatef(rz, 0.0f, 0.0f, 1.0f); + if (fabsf(rx) > 0.0f) glRotatef(rx, 1.0f, 0.0f, 0.0f); + if (fabsf(ry) > 0.0f) glRotatef(ry, 0.0f, 1.0f, 0.0f); + if (fabsf(rz) > 0.0f) glRotatef(rz, 0.0f, 0.0f, 1.0f); glBegin(GL_QUADS); { - glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, -h / 2); - glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, -h / 2); - glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, +h / 2); - glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, +h / 2); + glTexCoord2f(0.0f, 0.0f); glVertex2f(-w / 2, -h / 2); + glTexCoord2f(1.0f, 0.0f); glVertex2f(+w / 2, -h / 2); + glTexCoord2f(1.0f, 1.0f); glVertex2f(+w / 2, +h / 2); + glTexCoord2f(0.0f, 1.0f); glVertex2f(-w / 2, +h / 2); } glEnd(); } @@ -488,15 +513,20 @@ static void sol_shad_body(const struct s_file *fp, static void sol_shad_list(const struct s_file *fp, const struct s_body *bp, GLuint list) { - float p[3]; + float p[3], e[4], u[3], a; + + sol_body_p(p, fp, bp->pi, bp->t); + sol_body_e(e, fp, bp, 0); - sol_body_p(p, fp, bp); + q_as_axisangle(e, u, &a); + a = V_DEG(a); glPushMatrix(); { - /* Translate a moving body. */ + /* Translate and rotate a moving body. */ glTranslatef(p[0], p[1], p[2]); + glRotatef(a, u[0], u[1], u[2]); /* Translate the shadow on a moving body. */ @@ -504,6 +534,7 @@ static void sol_shad_list(const struct s_file *fp, { glPushMatrix(); glTranslatef(p[0], p[2], 0.0f); + glRotatef(-a, u[0], u[2], u[1]); } glMatrixMode(GL_MODELVIEW); @@ -650,14 +681,14 @@ static GLuint sol_find_texture(const char *name) return 0; } -static void sol_load_textures(struct s_file *fp, int k) +static void sol_load_textures(struct s_file *fp) { int i; /* Load the image referenced by each material. */ for (i = 0; i < fp->mc; i++) - if ((fp->mv[i].o = sol_find_texture(fp->mv[i].f))) + if ((fp->mv[i].o = sol_find_texture(_(fp->mv[i].f)))) { /* Set the texture to clamp or repeat based on material type. */ @@ -676,11 +707,11 @@ static void sol_load_textures(struct s_file *fp, int k) /*---------------------------------------------------------------------------*/ -int sol_load_gl(struct s_file *fp, const char *filename, int k, int s) +int sol_load_gl(struct s_file *fp, const char *filename, int s) { if (sol_load_only_file(fp, filename)) { - sol_load_textures(fp, k); + sol_load_textures(fp); sol_load_objects (fp, s); return 1; }