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Diffstat (limited to 'libraries/ode-0.9/drawstuff/src/drawstuff.cpp')
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diff --git a/libraries/ode-0.9/drawstuff/src/drawstuff.cpp b/libraries/ode-0.9/drawstuff/src/drawstuff.cpp new file mode 100644 index 0000000..f588266 --- /dev/null +++ b/libraries/ode-0.9/drawstuff/src/drawstuff.cpp | |||
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1 | /************************************************************************* | ||
2 | * * | ||
3 | * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. * | ||
4 | * All rights reserved. Email: russ@q12.org Web: www.q12.org * | ||
5 | * * | ||
6 | * This library is free software; you can redistribute it and/or * | ||
7 | * modify it under the terms of EITHER: * | ||
8 | * (1) The GNU Lesser General Public License as published by the Free * | ||
9 | * Software Foundation; either version 2.1 of the License, or (at * | ||
10 | * your option) any later version. The text of the GNU Lesser * | ||
11 | * General Public License is included with this library in the * | ||
12 | * file LICENSE.TXT. * | ||
13 | * (2) The BSD-style license that is included with this library in * | ||
14 | * the file LICENSE-BSD.TXT. * | ||
15 | * * | ||
16 | * This library is distributed in the hope that it will be useful, * | ||
17 | * but WITHOUT ANY WARRANTY; without even the implied warranty of * | ||
18 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * | ||
19 | * LICENSE.TXT and LICENSE-BSD.TXT for more details. * | ||
20 | * * | ||
21 | *************************************************************************/ | ||
22 | |||
23 | /* | ||
24 | |||
25 | simple graphics. | ||
26 | |||
27 | the following command line flags can be used (typically under unix) | ||
28 | -notex Do not use any textures | ||
29 | -noshadow[s] Do not draw any shadows | ||
30 | -pause Start the simulation paused | ||
31 | |||
32 | TODO | ||
33 | ---- | ||
34 | |||
35 | manage openGL state changes better | ||
36 | |||
37 | */ | ||
38 | |||
39 | #ifdef WIN32 | ||
40 | #include <windows.h> | ||
41 | #endif | ||
42 | |||
43 | #include <ode/config.h> | ||
44 | #ifdef HAVE_APPLE_OPENGL_FRAMEWORK | ||
45 | #include <OpenGL/gl.h> | ||
46 | #include <OpenGL/glu.h> | ||
47 | #else | ||
48 | #include <GL/gl.h> | ||
49 | #include <GL/glu.h> | ||
50 | #endif | ||
51 | |||
52 | #include "drawstuff/drawstuff.h" | ||
53 | #include "internal.h" | ||
54 | |||
55 | //*************************************************************************** | ||
56 | // misc | ||
57 | |||
58 | #ifdef WIN32 | ||
59 | #define DEFAULT_PATH_TO_TEXTURES "..\\textures\\" | ||
60 | #else | ||
61 | #define DEFAULT_PATH_TO_TEXTURES "../textures/" | ||
62 | #endif | ||
63 | |||
64 | #ifndef M_PI | ||
65 | #define M_PI (3.14159265358979323846) | ||
66 | #endif | ||
67 | |||
68 | // constants to convert degrees to radians and the reverse | ||
69 | #define RAD_TO_DEG (180.0/M_PI) | ||
70 | #define DEG_TO_RAD (M_PI/180.0) | ||
71 | |||
72 | // light vector. LIGHTZ is implicitly 1 | ||
73 | #define LIGHTX (1.0f) | ||
74 | #define LIGHTY (0.4f) | ||
75 | |||
76 | // ground and sky | ||
77 | #define SHADOW_INTENSITY (0.65f) | ||
78 | #define GROUND_R (0.5f) // ground color for when there's no texture | ||
79 | #define GROUND_G (0.5f) | ||
80 | #define GROUND_B (0.3f) | ||
81 | |||
82 | const float ground_scale = 1.0f/1.0f; // ground texture scale (1/size) | ||
83 | const float ground_ofsx = 0.5; // offset of ground texture | ||
84 | const float ground_ofsy = 0.5; | ||
85 | const float sky_scale = 1.0f/4.0f; // sky texture scale (1/size) | ||
86 | const float sky_height = 1.0f; // sky height above viewpoint | ||
87 | |||
88 | //*************************************************************************** | ||
89 | // misc mathematics stuff | ||
90 | |||
91 | #define dCROSS(a,op,b,c) \ | ||
92 | (a)[0] op ((b)[1]*(c)[2] - (b)[2]*(c)[1]); \ | ||
93 | (a)[1] op ((b)[2]*(c)[0] - (b)[0]*(c)[2]); \ | ||
94 | (a)[2] op ((b)[0]*(c)[1] - (b)[1]*(c)[0]); | ||
95 | |||
96 | |||
97 | inline float dDOT (const float *a, const float *b) | ||
98 | { return ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2]); } | ||
99 | |||
100 | |||
101 | static void normalizeVector3 (float v[3]) | ||
102 | { | ||
103 | float len = v[0]*v[0] + v[1]*v[1] + v[2]*v[2]; | ||
104 | if (len <= 0.0f) { | ||
105 | v[0] = 1; | ||
106 | v[1] = 0; | ||
107 | v[2] = 0; | ||
108 | } | ||
109 | else { | ||
110 | len = 1.0f / (float)sqrt(len); | ||
111 | v[0] *= len; | ||
112 | v[1] *= len; | ||
113 | v[2] *= len; | ||
114 | } | ||
115 | } | ||
116 | |||
117 | //*************************************************************************** | ||
118 | // PPM image object | ||
119 | |||
120 | typedef unsigned char byte; | ||
121 | |||
122 | class Image { | ||
123 | int image_width,image_height; | ||
124 | byte *image_data; | ||
125 | public: | ||
126 | Image (char *filename); | ||
127 | // load from PPM file | ||
128 | ~Image(); | ||
129 | int width() { return image_width; } | ||
130 | int height() { return image_height; } | ||
131 | byte *data() { return image_data; } | ||
132 | }; | ||
133 | |||
134 | |||
135 | // skip over whitespace and comments in a stream. | ||
136 | |||
137 | static void skipWhiteSpace (char *filename, FILE *f) | ||
138 | { | ||
139 | int c,d; | ||
140 | for(;;) { | ||
141 | c = fgetc(f); | ||
142 | if (c==EOF) dsError ("unexpected end of file in \"%s\"",filename); | ||
143 | |||
144 | // skip comments | ||
145 | if (c == '#') { | ||
146 | do { | ||
147 | d = fgetc(f); | ||
148 | if (d==EOF) dsError ("unexpected end of file in \"%s\"",filename); | ||
149 | } while (d != '\n'); | ||
150 | continue; | ||
151 | } | ||
152 | |||
153 | if (c > ' ') { | ||
154 | ungetc (c,f); | ||
155 | return; | ||
156 | } | ||
157 | } | ||
158 | } | ||
159 | |||
160 | |||
161 | // read a number from a stream, this return 0 if there is none (that's okay | ||
162 | // because 0 is a bad value for all PPM numbers anyway). | ||
163 | |||
164 | static int readNumber (char *filename, FILE *f) | ||
165 | { | ||
166 | int c,n=0; | ||
167 | for(;;) { | ||
168 | c = fgetc(f); | ||
169 | if (c==EOF) dsError ("unexpected end of file in \"%s\"",filename); | ||
170 | if (c >= '0' && c <= '9') n = n*10 + (c - '0'); | ||
171 | else { | ||
172 | ungetc (c,f); | ||
173 | return n; | ||
174 | } | ||
175 | } | ||
176 | } | ||
177 | |||
178 | |||
179 | Image::Image (char *filename) | ||
180 | { | ||
181 | FILE *f = fopen (filename,"rb"); | ||
182 | if (!f) dsError ("Can't open image file `%s'",filename); | ||
183 | |||
184 | // read in header | ||
185 | if (fgetc(f) != 'P' || fgetc(f) != '6') | ||
186 | dsError ("image file \"%s\" is not a binary PPM (no P6 header)",filename); | ||
187 | skipWhiteSpace (filename,f); | ||
188 | |||
189 | // read in image parameters | ||
190 | image_width = readNumber (filename,f); | ||
191 | skipWhiteSpace (filename,f); | ||
192 | image_height = readNumber (filename,f); | ||
193 | skipWhiteSpace (filename,f); | ||
194 | int max_value = readNumber (filename,f); | ||
195 | |||
196 | // check values | ||
197 | if (image_width < 1 || image_height < 1) | ||
198 | dsError ("bad image file \"%s\"",filename); | ||
199 | if (max_value != 255) | ||
200 | dsError ("image file \"%s\" must have color range of 255",filename); | ||
201 | |||
202 | // read either nothing, LF (10), or CR,LF (13,10) | ||
203 | int c = fgetc(f); | ||
204 | if (c == 10) { | ||
205 | // LF | ||
206 | } | ||
207 | else if (c == 13) { | ||
208 | // CR | ||
209 | c = fgetc(f); | ||
210 | if (c != 10) ungetc (c,f); | ||
211 | } | ||
212 | else ungetc (c,f); | ||
213 | |||
214 | // read in rest of data | ||
215 | image_data = new byte [image_width*image_height*3]; | ||
216 | if (fread (image_data,image_width*image_height*3,1,f) != 1) | ||
217 | dsError ("Can not read data from image file `%s'",filename); | ||
218 | fclose (f); | ||
219 | } | ||
220 | |||
221 | |||
222 | Image::~Image() | ||
223 | { | ||
224 | delete[] image_data; | ||
225 | } | ||
226 | |||
227 | //*************************************************************************** | ||
228 | // Texture object. | ||
229 | |||
230 | class Texture { | ||
231 | Image *image; | ||
232 | GLuint name; | ||
233 | public: | ||
234 | Texture (char *filename); | ||
235 | ~Texture(); | ||
236 | void bind (int modulate); | ||
237 | }; | ||
238 | |||
239 | |||
240 | Texture::Texture (char *filename) | ||
241 | { | ||
242 | image = new Image (filename); | ||
243 | glGenTextures (1,&name); | ||
244 | glBindTexture (GL_TEXTURE_2D,name); | ||
245 | |||
246 | // set pixel unpacking mode | ||
247 | glPixelStorei (GL_UNPACK_SWAP_BYTES, 0); | ||
248 | glPixelStorei (GL_UNPACK_ROW_LENGTH, 0); | ||
249 | glPixelStorei (GL_UNPACK_ALIGNMENT, 1); | ||
250 | glPixelStorei (GL_UNPACK_SKIP_ROWS, 0); | ||
251 | glPixelStorei (GL_UNPACK_SKIP_PIXELS, 0); | ||
252 | |||
253 | // glTexImage2D (GL_TEXTURE_2D, 0, 3, image->width(), image->height(), 0, | ||
254 | // GL_RGB, GL_UNSIGNED_BYTE, image->data()); | ||
255 | gluBuild2DMipmaps (GL_TEXTURE_2D, 3, image->width(), image->height(), | ||
256 | GL_RGB, GL_UNSIGNED_BYTE, image->data()); | ||
257 | |||
258 | // set texture parameters - will these also be bound to the texture??? | ||
259 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | ||
260 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | ||
261 | |||
262 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | ||
263 | glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, | ||
264 | GL_LINEAR_MIPMAP_LINEAR); | ||
265 | |||
266 | glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); | ||
267 | } | ||
268 | |||
269 | |||
270 | Texture::~Texture() | ||
271 | { | ||
272 | delete image; | ||
273 | glDeleteTextures (1,&name); | ||
274 | } | ||
275 | |||
276 | |||
277 | void Texture::bind (int modulate) | ||
278 | { | ||
279 | glBindTexture (GL_TEXTURE_2D,name); | ||
280 | glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, | ||
281 | modulate ? GL_MODULATE : GL_DECAL); | ||
282 | } | ||
283 | |||
284 | //*************************************************************************** | ||
285 | // the current drawing state (for when the user's step function is drawing) | ||
286 | |||
287 | static float color[4] = {0,0,0,0}; // current r,g,b,alpha color | ||
288 | static int tnum = 0; // current texture number | ||
289 | |||
290 | //*************************************************************************** | ||
291 | // OpenGL utility stuff | ||
292 | |||
293 | static void setCamera (float x, float y, float z, float h, float p, float r) | ||
294 | { | ||
295 | glMatrixMode (GL_MODELVIEW); | ||
296 | glLoadIdentity(); | ||
297 | glRotatef (90, 0,0,1); | ||
298 | glRotatef (90, 0,1,0); | ||
299 | glRotatef (r, 1,0,0); | ||
300 | glRotatef (p, 0,1,0); | ||
301 | glRotatef (-h, 0,0,1); | ||
302 | glTranslatef (-x,-y,-z); | ||
303 | } | ||
304 | |||
305 | |||
306 | // sets the material color, not the light color | ||
307 | |||
308 | static void setColor (float r, float g, float b, float alpha) | ||
309 | { | ||
310 | GLfloat light_ambient[4],light_diffuse[4],light_specular[4]; | ||
311 | light_ambient[0] = r*0.3f; | ||
312 | light_ambient[1] = g*0.3f; | ||
313 | light_ambient[2] = b*0.3f; | ||
314 | light_ambient[3] = alpha; | ||
315 | light_diffuse[0] = r*0.7f; | ||
316 | light_diffuse[1] = g*0.7f; | ||
317 | light_diffuse[2] = b*0.7f; | ||
318 | light_diffuse[3] = alpha; | ||
319 | light_specular[0] = r*0.2f; | ||
320 | light_specular[1] = g*0.2f; | ||
321 | light_specular[2] = b*0.2f; | ||
322 | light_specular[3] = alpha; | ||
323 | glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT, light_ambient); | ||
324 | glMaterialfv (GL_FRONT_AND_BACK, GL_DIFFUSE, light_diffuse); | ||
325 | glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, light_specular); | ||
326 | glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, 5.0f); | ||
327 | } | ||
328 | |||
329 | |||
330 | static void setTransform (const float pos[3], const float R[12]) | ||
331 | { | ||
332 | GLfloat matrix[16]; | ||
333 | matrix[0]=R[0]; | ||
334 | matrix[1]=R[4]; | ||
335 | matrix[2]=R[8]; | ||
336 | matrix[3]=0; | ||
337 | matrix[4]=R[1]; | ||
338 | matrix[5]=R[5]; | ||
339 | matrix[6]=R[9]; | ||
340 | matrix[7]=0; | ||
341 | matrix[8]=R[2]; | ||
342 | matrix[9]=R[6]; | ||
343 | matrix[10]=R[10]; | ||
344 | matrix[11]=0; | ||
345 | matrix[12]=pos[0]; | ||
346 | matrix[13]=pos[1]; | ||
347 | matrix[14]=pos[2]; | ||
348 | matrix[15]=1; | ||
349 | glPushMatrix(); | ||
350 | glMultMatrixf (matrix); | ||
351 | } | ||
352 | static void setTransformD (const double pos[3], const double R[12]) | ||
353 | { | ||
354 | GLdouble matrix[16]; | ||
355 | matrix[0]=R[0]; | ||
356 | matrix[1]=R[4]; | ||
357 | matrix[2]=R[8]; | ||
358 | matrix[3]=0; | ||
359 | matrix[4]=R[1]; | ||
360 | matrix[5]=R[5]; | ||
361 | matrix[6]=R[9]; | ||
362 | matrix[7]=0; | ||
363 | matrix[8]=R[2]; | ||
364 | matrix[9]=R[6]; | ||
365 | matrix[10]=R[10]; | ||
366 | matrix[11]=0; | ||
367 | matrix[12]=pos[0]; | ||
368 | matrix[13]=pos[1]; | ||
369 | matrix[14]=pos[2]; | ||
370 | matrix[15]=1; | ||
371 | glPushMatrix(); | ||
372 | glMultMatrixd (matrix); | ||
373 | } | ||
374 | |||
375 | |||
376 | // set shadow projection transform | ||
377 | |||
378 | static void setShadowTransform() | ||
379 | { | ||
380 | GLfloat matrix[16]; | ||
381 | for (int i=0; i<16; i++) matrix[i] = 0; | ||
382 | matrix[0]=1; | ||
383 | matrix[5]=1; | ||
384 | matrix[8]=-LIGHTX; | ||
385 | matrix[9]=-LIGHTY; | ||
386 | matrix[15]=1; | ||
387 | glPushMatrix(); | ||
388 | glMultMatrixf (matrix); | ||
389 | } | ||
390 | |||
391 | static void drawConvex (float *_planes,unsigned int _planecount, | ||
392 | float *_points, | ||
393 | unsigned int _pointcount, | ||
394 | unsigned int *_polygons) | ||
395 | { | ||
396 | unsigned int polyindex=0; | ||
397 | for(unsigned int i=0;i<_planecount;++i) | ||
398 | { | ||
399 | unsigned int pointcount=_polygons[polyindex]; | ||
400 | polyindex++; | ||
401 | glBegin (GL_POLYGON); | ||
402 | glNormal3f(_planes[(i*4)+0], | ||
403 | _planes[(i*4)+1], | ||
404 | _planes[(i*4)+2]); | ||
405 | for(unsigned int j=0;j<pointcount;++j) | ||
406 | { | ||
407 | glVertex3f(_points[_polygons[polyindex]*3], | ||
408 | _points[(_polygons[polyindex]*3)+1], | ||
409 | _points[(_polygons[polyindex]*3)+2]); | ||
410 | polyindex++; | ||
411 | } | ||
412 | glEnd(); | ||
413 | } | ||
414 | } | ||
415 | |||
416 | static void drawConvexD (double *_planes,unsigned int _planecount, | ||
417 | double *_points, | ||
418 | unsigned int _pointcount, | ||
419 | unsigned int *_polygons) | ||
420 | { | ||
421 | unsigned int polyindex=0; | ||
422 | for(unsigned int i=0;i<_planecount;++i) | ||
423 | { | ||
424 | unsigned int pointcount=_polygons[polyindex]; | ||
425 | polyindex++; | ||
426 | glBegin (GL_POLYGON); | ||
427 | glNormal3d(_planes[(i*4)+0], | ||
428 | _planes[(i*4)+1], | ||
429 | _planes[(i*4)+2]); | ||
430 | for(unsigned int j=0;j<pointcount;++j) | ||
431 | { | ||
432 | glVertex3d(_points[_polygons[polyindex]*3], | ||
433 | _points[(_polygons[polyindex]*3)+1], | ||
434 | _points[(_polygons[polyindex]*3)+2]); | ||
435 | polyindex++; | ||
436 | } | ||
437 | glEnd(); | ||
438 | } | ||
439 | } | ||
440 | |||
441 | static void drawBox (const float sides[3]) | ||
442 | { | ||
443 | float lx = sides[0]*0.5f; | ||
444 | float ly = sides[1]*0.5f; | ||
445 | float lz = sides[2]*0.5f; | ||
446 | |||
447 | // sides | ||
448 | glBegin (GL_TRIANGLE_STRIP); | ||
449 | glNormal3f (-1,0,0); | ||
450 | glVertex3f (-lx,-ly,-lz); | ||
451 | glVertex3f (-lx,-ly,lz); | ||
452 | glVertex3f (-lx,ly,-lz); | ||
453 | glVertex3f (-lx,ly,lz); | ||
454 | glNormal3f (0,1,0); | ||
455 | glVertex3f (lx,ly,-lz); | ||
456 | glVertex3f (lx,ly,lz); | ||
457 | glNormal3f (1,0,0); | ||
458 | glVertex3f (lx,-ly,-lz); | ||
459 | glVertex3f (lx,-ly,lz); | ||
460 | glNormal3f (0,-1,0); | ||
461 | glVertex3f (-lx,-ly,-lz); | ||
462 | glVertex3f (-lx,-ly,lz); | ||
463 | glEnd(); | ||
464 | |||
465 | // top face | ||
466 | glBegin (GL_TRIANGLE_FAN); | ||
467 | glNormal3f (0,0,1); | ||
468 | glVertex3f (-lx,-ly,lz); | ||
469 | glVertex3f (lx,-ly,lz); | ||
470 | glVertex3f (lx,ly,lz); | ||
471 | glVertex3f (-lx,ly,lz); | ||
472 | glEnd(); | ||
473 | |||
474 | // bottom face | ||
475 | glBegin (GL_TRIANGLE_FAN); | ||
476 | glNormal3f (0,0,-1); | ||
477 | glVertex3f (-lx,-ly,-lz); | ||
478 | glVertex3f (-lx,ly,-lz); | ||
479 | glVertex3f (lx,ly,-lz); | ||
480 | glVertex3f (lx,-ly,-lz); | ||
481 | glEnd(); | ||
482 | } | ||
483 | |||
484 | |||
485 | // This is recursively subdivides a triangular area (vertices p1,p2,p3) into | ||
486 | // smaller triangles, and then draws the triangles. All triangle vertices are | ||
487 | // normalized to a distance of 1.0 from the origin (p1,p2,p3 are assumed | ||
488 | // to be already normalized). Note this is not super-fast because it draws | ||
489 | // triangles rather than triangle strips. | ||
490 | |||
491 | static void drawPatch (float p1[3], float p2[3], float p3[3], int level) | ||
492 | { | ||
493 | int i; | ||
494 | if (level > 0) { | ||
495 | float q1[3],q2[3],q3[3]; // sub-vertices | ||
496 | for (i=0; i<3; i++) { | ||
497 | q1[i] = 0.5f*(p1[i]+p2[i]); | ||
498 | q2[i] = 0.5f*(p2[i]+p3[i]); | ||
499 | q3[i] = 0.5f*(p3[i]+p1[i]); | ||
500 | } | ||
501 | float length1 = (float)(1.0/sqrt(q1[0]*q1[0]+q1[1]*q1[1]+q1[2]*q1[2])); | ||
502 | float length2 = (float)(1.0/sqrt(q2[0]*q2[0]+q2[1]*q2[1]+q2[2]*q2[2])); | ||
503 | float length3 = (float)(1.0/sqrt(q3[0]*q3[0]+q3[1]*q3[1]+q3[2]*q3[2])); | ||
504 | for (i=0; i<3; i++) { | ||
505 | q1[i] *= length1; | ||
506 | q2[i] *= length2; | ||
507 | q3[i] *= length3; | ||
508 | } | ||
509 | drawPatch (p1,q1,q3,level-1); | ||
510 | drawPatch (q1,p2,q2,level-1); | ||
511 | drawPatch (q1,q2,q3,level-1); | ||
512 | drawPatch (q3,q2,p3,level-1); | ||
513 | } | ||
514 | else { | ||
515 | glNormal3f (p1[0],p1[1],p1[2]); | ||
516 | glVertex3f (p1[0],p1[1],p1[2]); | ||
517 | glNormal3f (p2[0],p2[1],p2[2]); | ||
518 | glVertex3f (p2[0],p2[1],p2[2]); | ||
519 | glNormal3f (p3[0],p3[1],p3[2]); | ||
520 | glVertex3f (p3[0],p3[1],p3[2]); | ||
521 | } | ||
522 | } | ||
523 | |||
524 | |||
525 | // draw a sphere of radius 1 | ||
526 | |||
527 | static int sphere_quality = 1; | ||
528 | |||
529 | static void drawSphere() | ||
530 | { | ||
531 | // icosahedron data for an icosahedron of radius 1.0 | ||
532 | # define ICX 0.525731112119133606f | ||
533 | # define ICZ 0.850650808352039932f | ||
534 | static GLfloat idata[12][3] = { | ||
535 | {-ICX, 0, ICZ}, | ||
536 | {ICX, 0, ICZ}, | ||
537 | {-ICX, 0, -ICZ}, | ||
538 | {ICX, 0, -ICZ}, | ||
539 | {0, ICZ, ICX}, | ||
540 | {0, ICZ, -ICX}, | ||
541 | {0, -ICZ, ICX}, | ||
542 | {0, -ICZ, -ICX}, | ||
543 | {ICZ, ICX, 0}, | ||
544 | {-ICZ, ICX, 0}, | ||
545 | {ICZ, -ICX, 0}, | ||
546 | {-ICZ, -ICX, 0} | ||
547 | }; | ||
548 | |||
549 | static int index[20][3] = { | ||
550 | {0, 4, 1}, {0, 9, 4}, | ||
551 | {9, 5, 4}, {4, 5, 8}, | ||
552 | {4, 8, 1}, {8, 10, 1}, | ||
553 | {8, 3, 10}, {5, 3, 8}, | ||
554 | {5, 2, 3}, {2, 7, 3}, | ||
555 | {7, 10, 3}, {7, 6, 10}, | ||
556 | {7, 11, 6}, {11, 0, 6}, | ||
557 | {0, 1, 6}, {6, 1, 10}, | ||
558 | {9, 0, 11}, {9, 11, 2}, | ||
559 | {9, 2, 5}, {7, 2, 11}, | ||
560 | }; | ||
561 | |||
562 | static GLuint listnum = 0; | ||
563 | if (listnum==0) { | ||
564 | listnum = glGenLists (1); | ||
565 | glNewList (listnum,GL_COMPILE); | ||
566 | glBegin (GL_TRIANGLES); | ||
567 | for (int i=0; i<20; i++) { | ||
568 | drawPatch (&idata[index[i][2]][0],&idata[index[i][1]][0], | ||
569 | &idata[index[i][0]][0],sphere_quality); | ||
570 | } | ||
571 | glEnd(); | ||
572 | glEndList(); | ||
573 | } | ||
574 | glCallList (listnum); | ||
575 | } | ||
576 | |||
577 | |||
578 | static void drawSphereShadow (float px, float py, float pz, float radius) | ||
579 | { | ||
580 | // calculate shadow constants based on light vector | ||
581 | static int init=0; | ||
582 | static float len2,len1,scale; | ||
583 | if (!init) { | ||
584 | len2 = LIGHTX*LIGHTX + LIGHTY*LIGHTY; | ||
585 | len1 = 1.0f/(float)sqrt(len2); | ||
586 | scale = (float) sqrt(len2 + 1); | ||
587 | init = 1; | ||
588 | } | ||
589 | |||
590 | // map sphere center to ground plane based on light vector | ||
591 | px -= LIGHTX*pz; | ||
592 | py -= LIGHTY*pz; | ||
593 | |||
594 | const float kx = 0.96592582628907f; | ||
595 | const float ky = 0.25881904510252f; | ||
596 | float x=radius, y=0; | ||
597 | |||
598 | glBegin (GL_TRIANGLE_FAN); | ||
599 | for (int i=0; i<24; i++) { | ||
600 | // for all points on circle, scale to elongated rotated shadow and draw | ||
601 | float x2 = (LIGHTX*x*scale - LIGHTY*y)*len1 + px; | ||
602 | float y2 = (LIGHTY*x*scale + LIGHTX*y)*len1 + py; | ||
603 | glTexCoord2f (x2*ground_scale+ground_ofsx,y2*ground_scale+ground_ofsy); | ||
604 | glVertex3f (x2,y2,0); | ||
605 | |||
606 | // rotate [x,y] vector | ||
607 | float xtmp = kx*x - ky*y; | ||
608 | y = ky*x + kx*y; | ||
609 | x = xtmp; | ||
610 | } | ||
611 | glEnd(); | ||
612 | } | ||
613 | |||
614 | |||
615 | static void drawTriangle (const float *v0, const float *v1, const float *v2, int solid) | ||
616 | { | ||
617 | float u[3],v[3],normal[3]; | ||
618 | u[0] = v1[0] - v0[0]; | ||
619 | u[1] = v1[1] - v0[1]; | ||
620 | u[2] = v1[2] - v0[2]; | ||
621 | v[0] = v2[0] - v0[0]; | ||
622 | v[1] = v2[1] - v0[1]; | ||
623 | v[2] = v2[2] - v0[2]; | ||
624 | dCROSS (normal,=,u,v); | ||
625 | normalizeVector3 (normal); | ||
626 | |||
627 | glBegin(solid ? GL_TRIANGLES : GL_LINE_STRIP); | ||
628 | glNormal3fv (normal); | ||
629 | glVertex3fv (v0); | ||
630 | glVertex3fv (v1); | ||
631 | glVertex3fv (v2); | ||
632 | glEnd(); | ||
633 | } | ||
634 | |||
635 | static void drawTriangleD (const double *v0, const double *v1, const double *v2, int solid) | ||
636 | { | ||
637 | float u[3],v[3],normal[3]; | ||
638 | u[0] = float( v1[0] - v0[0] ); | ||
639 | u[1] = float( v1[1] - v0[1] ); | ||
640 | u[2] = float( v1[2] - v0[2] ); | ||
641 | v[0] = float( v2[0] - v0[0] ); | ||
642 | v[1] = float( v2[1] - v0[1] ); | ||
643 | v[2] = float( v2[2] - v0[2] ); | ||
644 | dCROSS (normal,=,u,v); | ||
645 | normalizeVector3 (normal); | ||
646 | |||
647 | glBegin(solid ? GL_TRIANGLES : GL_LINE_STRIP); | ||
648 | glNormal3fv (normal); | ||
649 | glVertex3dv (v0); | ||
650 | glVertex3dv (v1); | ||
651 | glVertex3dv (v2); | ||
652 | glEnd(); | ||
653 | } | ||
654 | |||
655 | |||
656 | // draw a capped cylinder of length l and radius r, aligned along the x axis | ||
657 | |||
658 | static int capped_cylinder_quality = 3; | ||
659 | |||
660 | static void drawCapsule (float l, float r) | ||
661 | { | ||
662 | int i,j; | ||
663 | float tmp,nx,ny,nz,start_nx,start_ny,a,ca,sa; | ||
664 | // number of sides to the cylinder (divisible by 4): | ||
665 | const int n = capped_cylinder_quality*4; | ||
666 | |||
667 | l *= 0.5; | ||
668 | a = float(M_PI*2.0)/float(n); | ||
669 | sa = (float) sin(a); | ||
670 | ca = (float) cos(a); | ||
671 | |||
672 | // draw cylinder body | ||
673 | ny=1; nz=0; // normal vector = (0,ny,nz) | ||
674 | glBegin (GL_TRIANGLE_STRIP); | ||
675 | for (i=0; i<=n; i++) { | ||
676 | glNormal3d (ny,nz,0); | ||
677 | glVertex3d (ny*r,nz*r,l); | ||
678 | glNormal3d (ny,nz,0); | ||
679 | glVertex3d (ny*r,nz*r,-l); | ||
680 | // rotate ny,nz | ||
681 | tmp = ca*ny - sa*nz; | ||
682 | nz = sa*ny + ca*nz; | ||
683 | ny = tmp; | ||
684 | } | ||
685 | glEnd(); | ||
686 | |||
687 | // draw first cylinder cap | ||
688 | start_nx = 0; | ||
689 | start_ny = 1; | ||
690 | for (j=0; j<(n/4); j++) { | ||
691 | // get start_n2 = rotated start_n | ||
692 | float start_nx2 = ca*start_nx + sa*start_ny; | ||
693 | float start_ny2 = -sa*start_nx + ca*start_ny; | ||
694 | // get n=start_n and n2=start_n2 | ||
695 | nx = start_nx; ny = start_ny; nz = 0; | ||
696 | float nx2 = start_nx2, ny2 = start_ny2, nz2 = 0; | ||
697 | glBegin (GL_TRIANGLE_STRIP); | ||
698 | for (i=0; i<=n; i++) { | ||
699 | glNormal3d (ny2,nz2,nx2); | ||
700 | glVertex3d (ny2*r,nz2*r,l+nx2*r); | ||
701 | glNormal3d (ny,nz,nx); | ||
702 | glVertex3d (ny*r,nz*r,l+nx*r); | ||
703 | // rotate n,n2 | ||
704 | tmp = ca*ny - sa*nz; | ||
705 | nz = sa*ny + ca*nz; | ||
706 | ny = tmp; | ||
707 | tmp = ca*ny2- sa*nz2; | ||
708 | nz2 = sa*ny2 + ca*nz2; | ||
709 | ny2 = tmp; | ||
710 | } | ||
711 | glEnd(); | ||
712 | start_nx = start_nx2; | ||
713 | start_ny = start_ny2; | ||
714 | } | ||
715 | |||
716 | // draw second cylinder cap | ||
717 | start_nx = 0; | ||
718 | start_ny = 1; | ||
719 | for (j=0; j<(n/4); j++) { | ||
720 | // get start_n2 = rotated start_n | ||
721 | float start_nx2 = ca*start_nx - sa*start_ny; | ||
722 | float start_ny2 = sa*start_nx + ca*start_ny; | ||
723 | // get n=start_n and n2=start_n2 | ||
724 | nx = start_nx; ny = start_ny; nz = 0; | ||
725 | float nx2 = start_nx2, ny2 = start_ny2, nz2 = 0; | ||
726 | glBegin (GL_TRIANGLE_STRIP); | ||
727 | for (i=0; i<=n; i++) { | ||
728 | glNormal3d (ny,nz,nx); | ||
729 | glVertex3d (ny*r,nz*r,-l+nx*r); | ||
730 | glNormal3d (ny2,nz2,nx2); | ||
731 | glVertex3d (ny2*r,nz2*r,-l+nx2*r); | ||
732 | // rotate n,n2 | ||
733 | tmp = ca*ny - sa*nz; | ||
734 | nz = sa*ny + ca*nz; | ||
735 | ny = tmp; | ||
736 | tmp = ca*ny2- sa*nz2; | ||
737 | nz2 = sa*ny2 + ca*nz2; | ||
738 | ny2 = tmp; | ||
739 | } | ||
740 | glEnd(); | ||
741 | start_nx = start_nx2; | ||
742 | start_ny = start_ny2; | ||
743 | } | ||
744 | |||
745 | glPopMatrix(); | ||
746 | } | ||
747 | |||
748 | |||
749 | // draw a cylinder of length l and radius r, aligned along the z axis | ||
750 | |||
751 | static void drawCylinder (float l, float r, float zoffset) | ||
752 | { | ||
753 | int i; | ||
754 | float tmp,ny,nz,a,ca,sa; | ||
755 | const int n = 24; // number of sides to the cylinder (divisible by 4) | ||
756 | |||
757 | l *= 0.5; | ||
758 | a = float(M_PI*2.0)/float(n); | ||
759 | sa = (float) sin(a); | ||
760 | ca = (float) cos(a); | ||
761 | |||
762 | // draw cylinder body | ||
763 | ny=1; nz=0; // normal vector = (0,ny,nz) | ||
764 | glBegin (GL_TRIANGLE_STRIP); | ||
765 | for (i=0; i<=n; i++) { | ||
766 | glNormal3d (ny,nz,0); | ||
767 | glVertex3d (ny*r,nz*r,l+zoffset); | ||
768 | glNormal3d (ny,nz,0); | ||
769 | glVertex3d (ny*r,nz*r,-l+zoffset); | ||
770 | // rotate ny,nz | ||
771 | tmp = ca*ny - sa*nz; | ||
772 | nz = sa*ny + ca*nz; | ||
773 | ny = tmp; | ||
774 | } | ||
775 | glEnd(); | ||
776 | |||
777 | // draw top cap | ||
778 | glShadeModel (GL_FLAT); | ||
779 | ny=1; nz=0; // normal vector = (0,ny,nz) | ||
780 | glBegin (GL_TRIANGLE_FAN); | ||
781 | glNormal3d (0,0,1); | ||
782 | glVertex3d (0,0,l+zoffset); | ||
783 | for (i=0; i<=n; i++) { | ||
784 | if (i==1 || i==n/2+1) | ||
785 | setColor (color[0]*0.75f,color[1]*0.75f,color[2]*0.75f,color[3]); | ||
786 | glNormal3d (0,0,1); | ||
787 | glVertex3d (ny*r,nz*r,l+zoffset); | ||
788 | if (i==1 || i==n/2+1) | ||
789 | setColor (color[0],color[1],color[2],color[3]); | ||
790 | |||
791 | // rotate ny,nz | ||
792 | tmp = ca*ny - sa*nz; | ||
793 | nz = sa*ny + ca*nz; | ||
794 | ny = tmp; | ||
795 | } | ||
796 | glEnd(); | ||
797 | |||
798 | // draw bottom cap | ||
799 | ny=1; nz=0; // normal vector = (0,ny,nz) | ||
800 | glBegin (GL_TRIANGLE_FAN); | ||
801 | glNormal3d (0,0,-1); | ||
802 | glVertex3d (0,0,-l+zoffset); | ||
803 | for (i=0; i<=n; i++) { | ||
804 | if (i==1 || i==n/2+1) | ||
805 | setColor (color[0]*0.75f,color[1]*0.75f,color[2]*0.75f,color[3]); | ||
806 | glNormal3d (0,0,-1); | ||
807 | glVertex3d (ny*r,nz*r,-l+zoffset); | ||
808 | if (i==1 || i==n/2+1) | ||
809 | setColor (color[0],color[1],color[2],color[3]); | ||
810 | |||
811 | // rotate ny,nz | ||
812 | tmp = ca*ny + sa*nz; | ||
813 | nz = -sa*ny + ca*nz; | ||
814 | ny = tmp; | ||
815 | } | ||
816 | glEnd(); | ||
817 | } | ||
818 | |||
819 | //*************************************************************************** | ||
820 | // motion model | ||
821 | |||
822 | // current camera position and orientation | ||
823 | static float view_xyz[3]; // position x,y,z | ||
824 | static float view_hpr[3]; // heading, pitch, roll (degrees) | ||
825 | |||
826 | |||
827 | // initialize the above variables | ||
828 | |||
829 | static void initMotionModel() | ||
830 | { | ||
831 | view_xyz[0] = 2; | ||
832 | view_xyz[1] = 0; | ||
833 | view_xyz[2] = 1; | ||
834 | view_hpr[0] = 180; | ||
835 | view_hpr[1] = 0; | ||
836 | view_hpr[2] = 0; | ||
837 | } | ||
838 | |||
839 | |||
840 | static void wrapCameraAngles() | ||
841 | { | ||
842 | for (int i=0; i<3; i++) { | ||
843 | while (view_hpr[i] > 180) view_hpr[i] -= 360; | ||
844 | while (view_hpr[i] < -180) view_hpr[i] += 360; | ||
845 | } | ||
846 | } | ||
847 | |||
848 | |||
849 | // call this to update the current camera position. the bits in `mode' say | ||
850 | // if the left (1), middle (2) or right (4) mouse button is pressed, and | ||
851 | // (deltax,deltay) is the amount by which the mouse pointer has moved. | ||
852 | |||
853 | void dsMotion (int mode, int deltax, int deltay) | ||
854 | { | ||
855 | float side = 0.01f * float(deltax); | ||
856 | float fwd = (mode==4) ? (0.01f * float(deltay)) : 0.0f; | ||
857 | float s = (float) sin (view_hpr[0]*DEG_TO_RAD); | ||
858 | float c = (float) cos (view_hpr[0]*DEG_TO_RAD); | ||
859 | |||
860 | if (mode==1) { | ||
861 | view_hpr[0] += float (deltax) * 0.5f; | ||
862 | view_hpr[1] += float (deltay) * 0.5f; | ||
863 | } | ||
864 | else { | ||
865 | view_xyz[0] += -s*side + c*fwd; | ||
866 | view_xyz[1] += c*side + s*fwd; | ||
867 | if (mode==2 || mode==5) view_xyz[2] += 0.01f * float(deltay); | ||
868 | } | ||
869 | wrapCameraAngles(); | ||
870 | } | ||
871 | |||
872 | //*************************************************************************** | ||
873 | // drawing loop stuff | ||
874 | |||
875 | // the current state: | ||
876 | // 0 = uninitialized | ||
877 | // 1 = dsSimulationLoop() called | ||
878 | // 2 = dsDrawFrame() called | ||
879 | static int current_state = 0; | ||
880 | |||
881 | // textures and shadows | ||
882 | static int use_textures=1; // 1 if textures to be drawn | ||
883 | static int use_shadows=1; // 1 if shadows to be drawn | ||
884 | static Texture *sky_texture = 0; | ||
885 | static Texture *ground_texture = 0; | ||
886 | static Texture *wood_texture = 0; | ||
887 | |||
888 | |||
889 | #ifndef macintosh | ||
890 | |||
891 | void dsStartGraphics (int width, int height, dsFunctions *fn) | ||
892 | { | ||
893 | char *prefix = DEFAULT_PATH_TO_TEXTURES; | ||
894 | if (fn->version >= 2 && fn->path_to_textures) prefix = fn->path_to_textures; | ||
895 | char *s = (char*) alloca (strlen(prefix) + 20); | ||
896 | |||
897 | strcpy (s,prefix); | ||
898 | strcat (s,"/sky.ppm"); | ||
899 | sky_texture = new Texture (s); | ||
900 | |||
901 | strcpy (s,prefix); | ||
902 | strcat (s,"/ground.ppm"); | ||
903 | ground_texture = new Texture (s); | ||
904 | |||
905 | strcpy (s,prefix); | ||
906 | strcat (s,"/wood.ppm"); | ||
907 | wood_texture = new Texture (s); | ||
908 | } | ||
909 | |||
910 | #else // macintosh | ||
911 | |||
912 | void dsStartGraphics (int width, int height, dsFunctions *fn) | ||
913 | { | ||
914 | // All examples build into the same dir | ||
915 | char *prefix = "::::drawstuff:textures"; | ||
916 | char *s = (char*) alloca (strlen(prefix) + 20); | ||
917 | |||
918 | strcpy (s,prefix); | ||
919 | strcat (s,":sky.ppm"); | ||
920 | sky_texture = new Texture (s); | ||
921 | |||
922 | strcpy (s,prefix); | ||
923 | strcat (s,":ground.ppm"); | ||
924 | ground_texture = new Texture (s); | ||
925 | |||
926 | strcpy (s,prefix); | ||
927 | strcat (s,":wood.ppm"); | ||
928 | wood_texture = new Texture (s); | ||
929 | } | ||
930 | |||
931 | #endif | ||
932 | |||
933 | |||
934 | void dsStopGraphics() | ||
935 | { | ||
936 | delete sky_texture; | ||
937 | delete ground_texture; | ||
938 | delete wood_texture; | ||
939 | sky_texture = 0; | ||
940 | ground_texture = 0; | ||
941 | wood_texture = 0; | ||
942 | } | ||
943 | |||
944 | |||
945 | static void drawSky (float view_xyz[3]) | ||
946 | { | ||
947 | glDisable (GL_LIGHTING); | ||
948 | if (use_textures) { | ||
949 | glEnable (GL_TEXTURE_2D); | ||
950 | sky_texture->bind (0); | ||
951 | } | ||
952 | else { | ||
953 | glDisable (GL_TEXTURE_2D); | ||
954 | glColor3f (0,0.5,1.0); | ||
955 | } | ||
956 | |||
957 | // make sure sky depth is as far back as possible | ||
958 | glShadeModel (GL_FLAT); | ||
959 | glEnable (GL_DEPTH_TEST); | ||
960 | glDepthFunc (GL_LEQUAL); | ||
961 | glDepthRange (1,1); | ||
962 | |||
963 | const float ssize = 1000.0f; | ||
964 | static float offset = 0.0f; | ||
965 | |||
966 | float x = ssize*sky_scale; | ||
967 | float z = view_xyz[2] + sky_height; | ||
968 | |||
969 | glBegin (GL_QUADS); | ||
970 | glNormal3f (0,0,-1); | ||
971 | glTexCoord2f (-x+offset,-x+offset); | ||
972 | glVertex3f (-ssize+view_xyz[0],-ssize+view_xyz[1],z); | ||
973 | glTexCoord2f (-x+offset,x+offset); | ||
974 | glVertex3f (-ssize+view_xyz[0],ssize+view_xyz[1],z); | ||
975 | glTexCoord2f (x+offset,x+offset); | ||
976 | glVertex3f (ssize+view_xyz[0],ssize+view_xyz[1],z); | ||
977 | glTexCoord2f (x+offset,-x+offset); | ||
978 | glVertex3f (ssize+view_xyz[0],-ssize+view_xyz[1],z); | ||
979 | glEnd(); | ||
980 | |||
981 | offset = offset + 0.002f; | ||
982 | if (offset > 1) offset -= 1; | ||
983 | |||
984 | glDepthFunc (GL_LESS); | ||
985 | glDepthRange (0,1); | ||
986 | } | ||
987 | |||
988 | |||
989 | static void drawGround() | ||
990 | { | ||
991 | glDisable (GL_LIGHTING); | ||
992 | glShadeModel (GL_FLAT); | ||
993 | glEnable (GL_DEPTH_TEST); | ||
994 | glDepthFunc (GL_LESS); | ||
995 | // glDepthRange (1,1); | ||
996 | |||
997 | if (use_textures) { | ||
998 | glEnable (GL_TEXTURE_2D); | ||
999 | ground_texture->bind (0); | ||
1000 | } | ||
1001 | else { | ||
1002 | glDisable (GL_TEXTURE_2D); | ||
1003 | glColor3f (GROUND_R,GROUND_G,GROUND_B); | ||
1004 | } | ||
1005 | |||
1006 | // ground fog seems to cause problems with TNT2 under windows | ||
1007 | /* | ||
1008 | GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1}; | ||
1009 | glEnable (GL_FOG); | ||
1010 | glFogi (GL_FOG_MODE, GL_EXP2); | ||
1011 | glFogfv (GL_FOG_COLOR, fogColor); | ||
1012 | glFogf (GL_FOG_DENSITY, 0.05f); | ||
1013 | glHint (GL_FOG_HINT, GL_NICEST); // GL_DONT_CARE); | ||
1014 | glFogf (GL_FOG_START, 1.0); | ||
1015 | glFogf (GL_FOG_END, 5.0); | ||
1016 | */ | ||
1017 | |||
1018 | const float gsize = 100.0f; | ||
1019 | const float offset = 0; // -0.001f; ... polygon offsetting doesn't work well | ||
1020 | |||
1021 | glBegin (GL_QUADS); | ||
1022 | glNormal3f (0,0,1); | ||
1023 | glTexCoord2f (-gsize*ground_scale + ground_ofsx, | ||
1024 | -gsize*ground_scale + ground_ofsy); | ||
1025 | glVertex3f (-gsize,-gsize,offset); | ||
1026 | glTexCoord2f (gsize*ground_scale + ground_ofsx, | ||
1027 | -gsize*ground_scale + ground_ofsy); | ||
1028 | glVertex3f (gsize,-gsize,offset); | ||
1029 | glTexCoord2f (gsize*ground_scale + ground_ofsx, | ||
1030 | gsize*ground_scale + ground_ofsy); | ||
1031 | glVertex3f (gsize,gsize,offset); | ||
1032 | glTexCoord2f (-gsize*ground_scale + ground_ofsx, | ||
1033 | gsize*ground_scale + ground_ofsy); | ||
1034 | glVertex3f (-gsize,gsize,offset); | ||
1035 | glEnd(); | ||
1036 | |||
1037 | glDisable (GL_FOG); | ||
1038 | } | ||
1039 | |||
1040 | |||
1041 | static void drawPyramidGrid() | ||
1042 | { | ||
1043 | // setup stuff | ||
1044 | glEnable (GL_LIGHTING); | ||
1045 | glDisable (GL_TEXTURE_2D); | ||
1046 | glShadeModel (GL_FLAT); | ||
1047 | glEnable (GL_DEPTH_TEST); | ||
1048 | glDepthFunc (GL_LESS); | ||
1049 | |||
1050 | // draw the pyramid grid | ||
1051 | for (int i=-1; i<=1; i++) { | ||
1052 | for (int j=-1; j<=1; j++) { | ||
1053 | glPushMatrix(); | ||
1054 | glTranslatef ((float)i,(float)j,(float)0); | ||
1055 | if (i==1 && j==0) setColor (1,0,0,1); | ||
1056 | else if (i==0 && j==1) setColor (0,0,1,1); | ||
1057 | else setColor (1,1,0,1); | ||
1058 | const float k = 0.03f; | ||
1059 | glBegin (GL_TRIANGLE_FAN); | ||
1060 | glNormal3f (0,-1,1); | ||
1061 | glVertex3f (0,0,k); | ||
1062 | glVertex3f (-k,-k,0); | ||
1063 | glVertex3f ( k,-k,0); | ||
1064 | glNormal3f (1,0,1); | ||
1065 | glVertex3f ( k, k,0); | ||
1066 | glNormal3f (0,1,1); | ||
1067 | glVertex3f (-k, k,0); | ||
1068 | glNormal3f (-1,0,1); | ||
1069 | glVertex3f (-k,-k,0); | ||
1070 | glEnd(); | ||
1071 | glPopMatrix(); | ||
1072 | } | ||
1073 | } | ||
1074 | } | ||
1075 | |||
1076 | |||
1077 | void dsDrawFrame (int width, int height, dsFunctions *fn, int pause) | ||
1078 | { | ||
1079 | if (current_state < 1) dsDebug ("internal error"); | ||
1080 | current_state = 2; | ||
1081 | |||
1082 | // setup stuff | ||
1083 | glEnable (GL_LIGHTING); | ||
1084 | glEnable (GL_LIGHT0); | ||
1085 | glDisable (GL_TEXTURE_2D); | ||
1086 | glDisable (GL_TEXTURE_GEN_S); | ||
1087 | glDisable (GL_TEXTURE_GEN_T); | ||
1088 | glShadeModel (GL_FLAT); | ||
1089 | glEnable (GL_DEPTH_TEST); | ||
1090 | glDepthFunc (GL_LESS); | ||
1091 | glEnable (GL_CULL_FACE); | ||
1092 | glCullFace (GL_BACK); | ||
1093 | glFrontFace (GL_CCW); | ||
1094 | |||
1095 | // setup viewport | ||
1096 | glViewport (0,0,width,height); | ||
1097 | glMatrixMode (GL_PROJECTION); | ||
1098 | glLoadIdentity(); | ||
1099 | const float vnear = 0.1f; | ||
1100 | const float vfar = 100.0f; | ||
1101 | const float k = 0.8f; // view scale, 1 = +/- 45 degrees | ||
1102 | if (width >= height) { | ||
1103 | float k2 = float(height)/float(width); | ||
1104 | glFrustum (-vnear*k,vnear*k,-vnear*k*k2,vnear*k*k2,vnear,vfar); | ||
1105 | } | ||
1106 | else { | ||
1107 | float k2 = float(width)/float(height); | ||
1108 | glFrustum (-vnear*k*k2,vnear*k*k2,-vnear*k,vnear*k,vnear,vfar); | ||
1109 | } | ||
1110 | |||
1111 | // setup lights. it makes a difference whether this is done in the | ||
1112 | // GL_PROJECTION matrix mode (lights are scene relative) or the | ||
1113 | // GL_MODELVIEW matrix mode (lights are camera relative, bad!). | ||
1114 | static GLfloat light_ambient[] = { 0.5, 0.5, 0.5, 1.0 }; | ||
1115 | static GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; | ||
1116 | static GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 }; | ||
1117 | glLightfv (GL_LIGHT0, GL_AMBIENT, light_ambient); | ||
1118 | glLightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse); | ||
1119 | glLightfv (GL_LIGHT0, GL_SPECULAR, light_specular); | ||
1120 | glColor3f (1.0, 1.0, 1.0); | ||
1121 | |||
1122 | // clear the window | ||
1123 | glClearColor (0.5,0.5,0.5,0); | ||
1124 | glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||
1125 | |||
1126 | // snapshot camera position (in MS Windows it is changed by the GUI thread) | ||
1127 | float view2_xyz[3]; | ||
1128 | float view2_hpr[3]; | ||
1129 | memcpy (view2_xyz,view_xyz,sizeof(float)*3); | ||
1130 | memcpy (view2_hpr,view_hpr,sizeof(float)*3); | ||
1131 | |||
1132 | // go to GL_MODELVIEW matrix mode and set the camera | ||
1133 | glMatrixMode (GL_MODELVIEW); | ||
1134 | glLoadIdentity(); | ||
1135 | setCamera (view2_xyz[0],view2_xyz[1],view2_xyz[2], | ||
1136 | view2_hpr[0],view2_hpr[1],view2_hpr[2]); | ||
1137 | |||
1138 | // set the light position (for some reason we have to do this in model view. | ||
1139 | static GLfloat light_position[] = { LIGHTX, LIGHTY, 1.0, 0.0 }; | ||
1140 | glLightfv (GL_LIGHT0, GL_POSITION, light_position); | ||
1141 | |||
1142 | // draw the background (ground, sky etc) | ||
1143 | drawSky (view2_xyz); | ||
1144 | drawGround(); | ||
1145 | |||
1146 | // draw the little markers on the ground | ||
1147 | drawPyramidGrid(); | ||
1148 | |||
1149 | // leave openGL in a known state - flat shaded white, no textures | ||
1150 | glEnable (GL_LIGHTING); | ||
1151 | glDisable (GL_TEXTURE_2D); | ||
1152 | glShadeModel (GL_FLAT); | ||
1153 | glEnable (GL_DEPTH_TEST); | ||
1154 | glDepthFunc (GL_LESS); | ||
1155 | glColor3f (1,1,1); | ||
1156 | setColor (1,1,1,1); | ||
1157 | |||
1158 | // draw the rest of the objects. set drawing state first. | ||
1159 | color[0] = 1; | ||
1160 | color[1] = 1; | ||
1161 | color[2] = 1; | ||
1162 | color[3] = 1; | ||
1163 | tnum = 0; | ||
1164 | if (fn->step) fn->step (pause); | ||
1165 | } | ||
1166 | |||
1167 | |||
1168 | int dsGetShadows() | ||
1169 | { | ||
1170 | return use_shadows; | ||
1171 | } | ||
1172 | |||
1173 | |||
1174 | void dsSetShadows (int a) | ||
1175 | { | ||
1176 | use_shadows = (a != 0); | ||
1177 | } | ||
1178 | |||
1179 | |||
1180 | int dsGetTextures() | ||
1181 | { | ||
1182 | return use_textures; | ||
1183 | } | ||
1184 | |||
1185 | |||
1186 | void dsSetTextures (int a) | ||
1187 | { | ||
1188 | use_textures = (a != 0); | ||
1189 | } | ||
1190 | |||
1191 | //*************************************************************************** | ||
1192 | // C interface | ||
1193 | |||
1194 | // sets lighting and texture modes, sets current color | ||
1195 | static void setupDrawingMode() | ||
1196 | { | ||
1197 | glEnable (GL_LIGHTING); | ||
1198 | if (tnum) { | ||
1199 | if (use_textures) { | ||
1200 | glEnable (GL_TEXTURE_2D); | ||
1201 | wood_texture->bind (1); | ||
1202 | glEnable (GL_TEXTURE_GEN_S); | ||
1203 | glEnable (GL_TEXTURE_GEN_T); | ||
1204 | glTexGeni (GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); | ||
1205 | glTexGeni (GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); | ||
1206 | static GLfloat s_params[4] = {1.0f,1.0f,0.0f,1}; | ||
1207 | static GLfloat t_params[4] = {0.817f,-0.817f,0.817f,1}; | ||
1208 | glTexGenfv (GL_S,GL_OBJECT_PLANE,s_params); | ||
1209 | glTexGenfv (GL_T,GL_OBJECT_PLANE,t_params); | ||
1210 | } | ||
1211 | else { | ||
1212 | glDisable (GL_TEXTURE_2D); | ||
1213 | } | ||
1214 | } | ||
1215 | else { | ||
1216 | glDisable (GL_TEXTURE_2D); | ||
1217 | } | ||
1218 | setColor (color[0],color[1],color[2],color[3]); | ||
1219 | |||
1220 | if (color[3] < 1) { | ||
1221 | glEnable (GL_BLEND); | ||
1222 | glBlendFunc (GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); | ||
1223 | } | ||
1224 | else { | ||
1225 | glDisable (GL_BLEND); | ||
1226 | } | ||
1227 | } | ||
1228 | |||
1229 | |||
1230 | static void setShadowDrawingMode() | ||
1231 | { | ||
1232 | glDisable (GL_LIGHTING); | ||
1233 | if (use_textures) { | ||
1234 | glEnable (GL_TEXTURE_2D); | ||
1235 | ground_texture->bind (1); | ||
1236 | glColor3f (SHADOW_INTENSITY,SHADOW_INTENSITY,SHADOW_INTENSITY); | ||
1237 | glEnable (GL_TEXTURE_2D); | ||
1238 | glEnable (GL_TEXTURE_GEN_S); | ||
1239 | glEnable (GL_TEXTURE_GEN_T); | ||
1240 | glTexGeni (GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); | ||
1241 | glTexGeni (GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); | ||
1242 | static GLfloat s_params[4] = {ground_scale,0,0,ground_ofsx}; | ||
1243 | static GLfloat t_params[4] = {0,ground_scale,0,ground_ofsy}; | ||
1244 | glTexGenfv (GL_S,GL_EYE_PLANE,s_params); | ||
1245 | glTexGenfv (GL_T,GL_EYE_PLANE,t_params); | ||
1246 | } | ||
1247 | else { | ||
1248 | glDisable (GL_TEXTURE_2D); | ||
1249 | glColor3f (GROUND_R*SHADOW_INTENSITY,GROUND_G*SHADOW_INTENSITY, | ||
1250 | GROUND_B*SHADOW_INTENSITY); | ||
1251 | } | ||
1252 | glDepthRange (0,0.9999); | ||
1253 | } | ||
1254 | |||
1255 | |||
1256 | extern "C" void dsSimulationLoop (int argc, char **argv, | ||
1257 | int window_width, int window_height, | ||
1258 | dsFunctions *fn) | ||
1259 | { | ||
1260 | if (current_state != 0) dsError ("dsSimulationLoop() called more than once"); | ||
1261 | current_state = 1; | ||
1262 | |||
1263 | // look for flags that apply to us | ||
1264 | int initial_pause = 0; | ||
1265 | for (int i=1; i<argc; i++) { | ||
1266 | if (strcmp(argv[i],"-notex")==0) use_textures = 0; | ||
1267 | if (strcmp(argv[i],"-noshadow")==0) use_shadows = 0; | ||
1268 | if (strcmp(argv[i],"-noshadows")==0) use_shadows = 0; | ||
1269 | if (strcmp(argv[i],"-pause")==0) initial_pause = 1; | ||
1270 | } | ||
1271 | |||
1272 | if (fn->version > DS_VERSION) | ||
1273 | dsDebug ("bad version number in dsFunctions structure"); | ||
1274 | |||
1275 | initMotionModel(); | ||
1276 | dsPlatformSimLoop (window_width,window_height,fn,initial_pause); | ||
1277 | |||
1278 | current_state = 0; | ||
1279 | } | ||
1280 | |||
1281 | |||
1282 | extern "C" void dsSetViewpoint (float xyz[3], float hpr[3]) | ||
1283 | { | ||
1284 | if (current_state < 1) dsError ("dsSetViewpoint() called before simulation started"); | ||
1285 | if (xyz) { | ||
1286 | view_xyz[0] = xyz[0]; | ||
1287 | view_xyz[1] = xyz[1]; | ||
1288 | view_xyz[2] = xyz[2]; | ||
1289 | } | ||
1290 | if (hpr) { | ||
1291 | view_hpr[0] = hpr[0]; | ||
1292 | view_hpr[1] = hpr[1]; | ||
1293 | view_hpr[2] = hpr[2]; | ||
1294 | wrapCameraAngles(); | ||
1295 | } | ||
1296 | } | ||
1297 | |||
1298 | |||
1299 | extern "C" void dsGetViewpoint (float xyz[3], float hpr[3]) | ||
1300 | { | ||
1301 | if (current_state < 1) dsError ("dsGetViewpoint() called before simulation started"); | ||
1302 | if (xyz) { | ||
1303 | xyz[0] = view_xyz[0]; | ||
1304 | xyz[1] = view_xyz[1]; | ||
1305 | xyz[2] = view_xyz[2]; | ||
1306 | } | ||
1307 | if (hpr) { | ||
1308 | hpr[0] = view_hpr[0]; | ||
1309 | hpr[1] = view_hpr[1]; | ||
1310 | hpr[2] = view_hpr[2]; | ||
1311 | } | ||
1312 | } | ||
1313 | |||
1314 | |||
1315 | extern "C" void dsSetTexture (int texture_number) | ||
1316 | { | ||
1317 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1318 | tnum = texture_number; | ||
1319 | } | ||
1320 | |||
1321 | |||
1322 | extern "C" void dsSetColor (float red, float green, float blue) | ||
1323 | { | ||
1324 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1325 | color[0] = red; | ||
1326 | color[1] = green; | ||
1327 | color[2] = blue; | ||
1328 | color[3] = 1; | ||
1329 | } | ||
1330 | |||
1331 | |||
1332 | extern "C" void dsSetColorAlpha (float red, float green, float blue, | ||
1333 | float alpha) | ||
1334 | { | ||
1335 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1336 | color[0] = red; | ||
1337 | color[1] = green; | ||
1338 | color[2] = blue; | ||
1339 | color[3] = alpha; | ||
1340 | } | ||
1341 | |||
1342 | |||
1343 | extern "C" void dsDrawBox (const float pos[3], const float R[12], | ||
1344 | const float sides[3]) | ||
1345 | { | ||
1346 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1347 | setupDrawingMode(); | ||
1348 | glShadeModel (GL_FLAT); | ||
1349 | setTransform (pos,R); | ||
1350 | drawBox (sides); | ||
1351 | glPopMatrix(); | ||
1352 | |||
1353 | if (use_shadows) { | ||
1354 | setShadowDrawingMode(); | ||
1355 | setShadowTransform(); | ||
1356 | setTransform (pos,R); | ||
1357 | drawBox (sides); | ||
1358 | glPopMatrix(); | ||
1359 | glPopMatrix(); | ||
1360 | glDepthRange (0,1); | ||
1361 | } | ||
1362 | } | ||
1363 | |||
1364 | extern "C" void dsDrawConvex (const float pos[3], const float R[12], | ||
1365 | float *_planes,unsigned int _planecount, | ||
1366 | float *_points, | ||
1367 | unsigned int _pointcount, | ||
1368 | unsigned int *_polygons) | ||
1369 | { | ||
1370 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1371 | setupDrawingMode(); | ||
1372 | glShadeModel (GL_FLAT); | ||
1373 | setTransform (pos,R); | ||
1374 | drawConvex(_planes,_planecount,_points,_pointcount,_polygons); | ||
1375 | glPopMatrix(); | ||
1376 | if (use_shadows) { | ||
1377 | setShadowDrawingMode(); | ||
1378 | setShadowTransform(); | ||
1379 | setTransform (pos,R); | ||
1380 | drawConvex(_planes,_planecount,_points,_pointcount,_polygons); | ||
1381 | glPopMatrix(); | ||
1382 | glPopMatrix(); | ||
1383 | glDepthRange (0,1); | ||
1384 | } | ||
1385 | } | ||
1386 | |||
1387 | |||
1388 | extern "C" void dsDrawSphere (const float pos[3], const float R[12], | ||
1389 | float radius) | ||
1390 | { | ||
1391 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1392 | setupDrawingMode(); | ||
1393 | glEnable (GL_NORMALIZE); | ||
1394 | glShadeModel (GL_SMOOTH); | ||
1395 | setTransform (pos,R); | ||
1396 | glScaled (radius,radius,radius); | ||
1397 | drawSphere(); | ||
1398 | glPopMatrix(); | ||
1399 | glDisable (GL_NORMALIZE); | ||
1400 | |||
1401 | // draw shadows | ||
1402 | if (use_shadows) { | ||
1403 | glDisable (GL_LIGHTING); | ||
1404 | if (use_textures) { | ||
1405 | ground_texture->bind (1); | ||
1406 | glEnable (GL_TEXTURE_2D); | ||
1407 | glDisable (GL_TEXTURE_GEN_S); | ||
1408 | glDisable (GL_TEXTURE_GEN_T); | ||
1409 | glColor3f (SHADOW_INTENSITY,SHADOW_INTENSITY,SHADOW_INTENSITY); | ||
1410 | } | ||
1411 | else { | ||
1412 | glDisable (GL_TEXTURE_2D); | ||
1413 | glColor3f (GROUND_R*SHADOW_INTENSITY,GROUND_G*SHADOW_INTENSITY, | ||
1414 | GROUND_B*SHADOW_INTENSITY); | ||
1415 | } | ||
1416 | glShadeModel (GL_FLAT); | ||
1417 | glDepthRange (0,0.9999); | ||
1418 | drawSphereShadow (pos[0],pos[1],pos[2],radius); | ||
1419 | glDepthRange (0,1); | ||
1420 | } | ||
1421 | } | ||
1422 | |||
1423 | |||
1424 | extern "C" void dsDrawTriangle (const float pos[3], const float R[12], | ||
1425 | const float *v0, const float *v1, | ||
1426 | const float *v2, int solid) | ||
1427 | { | ||
1428 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1429 | setupDrawingMode(); | ||
1430 | glShadeModel (GL_FLAT); | ||
1431 | setTransform (pos,R); | ||
1432 | drawTriangle (v0, v1, v2, solid); | ||
1433 | glPopMatrix(); | ||
1434 | } | ||
1435 | |||
1436 | |||
1437 | extern "C" void dsDrawCylinder (const float pos[3], const float R[12], | ||
1438 | float length, float radius) | ||
1439 | { | ||
1440 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1441 | setupDrawingMode(); | ||
1442 | glShadeModel (GL_SMOOTH); | ||
1443 | setTransform (pos,R); | ||
1444 | drawCylinder (length,radius,0); | ||
1445 | glPopMatrix(); | ||
1446 | |||
1447 | if (use_shadows) { | ||
1448 | setShadowDrawingMode(); | ||
1449 | setShadowTransform(); | ||
1450 | setTransform (pos,R); | ||
1451 | drawCylinder (length,radius,0); | ||
1452 | glPopMatrix(); | ||
1453 | glPopMatrix(); | ||
1454 | glDepthRange (0,1); | ||
1455 | } | ||
1456 | } | ||
1457 | |||
1458 | |||
1459 | extern "C" void dsDrawCapsule (const float pos[3], const float R[12], | ||
1460 | float length, float radius) | ||
1461 | { | ||
1462 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1463 | setupDrawingMode(); | ||
1464 | glShadeModel (GL_SMOOTH); | ||
1465 | setTransform (pos,R); | ||
1466 | drawCapsule (length,radius); | ||
1467 | glPopMatrix(); | ||
1468 | |||
1469 | if (use_shadows) { | ||
1470 | setShadowDrawingMode(); | ||
1471 | setShadowTransform(); | ||
1472 | setTransform (pos,R); | ||
1473 | drawCapsule (length,radius); | ||
1474 | glPopMatrix(); | ||
1475 | glPopMatrix(); | ||
1476 | glDepthRange (0,1); | ||
1477 | } | ||
1478 | } | ||
1479 | |||
1480 | |||
1481 | void dsDrawLine (const float pos1[3], const float pos2[3]) | ||
1482 | { | ||
1483 | setupDrawingMode(); | ||
1484 | glColor3f (color[0],color[1],color[2]); | ||
1485 | glDisable (GL_LIGHTING); | ||
1486 | glLineWidth (2); | ||
1487 | glShadeModel (GL_FLAT); | ||
1488 | glBegin (GL_LINES); | ||
1489 | glVertex3f (pos1[0],pos1[1],pos1[2]); | ||
1490 | glVertex3f (pos2[0],pos2[1],pos2[2]); | ||
1491 | glEnd(); | ||
1492 | } | ||
1493 | |||
1494 | |||
1495 | void dsDrawBoxD (const double pos[3], const double R[12], | ||
1496 | const double sides[3]) | ||
1497 | { | ||
1498 | int i; | ||
1499 | float pos2[3],R2[12],fsides[3]; | ||
1500 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; | ||
1501 | for (i=0; i<12; i++) R2[i]=(float)R[i]; | ||
1502 | for (i=0; i<3; i++) fsides[i]=(float)sides[i]; | ||
1503 | dsDrawBox (pos2,R2,fsides); | ||
1504 | } | ||
1505 | |||
1506 | extern "C" void dsDrawConvexD (const double pos[3], const double R[12], | ||
1507 | double *_planes,unsigned int _planecount, | ||
1508 | double *_points, | ||
1509 | unsigned int _pointcount, | ||
1510 | unsigned int *_polygons) | ||
1511 | { | ||
1512 | if (current_state != 2) dsError ("drawing function called outside simulation loop"); | ||
1513 | setupDrawingMode(); | ||
1514 | glShadeModel (GL_FLAT); | ||
1515 | setTransformD (pos,R); | ||
1516 | drawConvexD(_planes,_planecount,_points,_pointcount,_polygons); | ||
1517 | glPopMatrix(); | ||
1518 | if (use_shadows) { | ||
1519 | setShadowDrawingMode(); | ||
1520 | setShadowTransform(); | ||
1521 | setTransformD (pos,R); | ||
1522 | drawConvexD(_planes,_planecount,_points,_pointcount,_polygons); | ||
1523 | glPopMatrix(); | ||
1524 | glPopMatrix(); | ||
1525 | glDepthRange (0,1); | ||
1526 | } | ||
1527 | } | ||
1528 | |||
1529 | void dsDrawSphereD (const double pos[3], const double R[12], float radius) | ||
1530 | { | ||
1531 | int i; | ||
1532 | float pos2[3],R2[12]; | ||
1533 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; | ||
1534 | for (i=0; i<12; i++) R2[i]=(float)R[i]; | ||
1535 | dsDrawSphere (pos2,R2,radius); | ||
1536 | } | ||
1537 | |||
1538 | |||
1539 | void dsDrawTriangleD (const double pos[3], const double R[12], | ||
1540 | const double *v0, const double *v1, | ||
1541 | const double *v2, int solid) | ||
1542 | { | ||
1543 | int i; | ||
1544 | float pos2[3],R2[12]; | ||
1545 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; | ||
1546 | for (i=0; i<12; i++) R2[i]=(float)R[i]; | ||
1547 | |||
1548 | setupDrawingMode(); | ||
1549 | glShadeModel (GL_FLAT); | ||
1550 | setTransform (pos2,R2); | ||
1551 | drawTriangleD (v0, v1, v2, solid); | ||
1552 | glPopMatrix(); | ||
1553 | } | ||
1554 | |||
1555 | |||
1556 | void dsDrawCylinderD (const double pos[3], const double R[12], | ||
1557 | float length, float radius) | ||
1558 | { | ||
1559 | int i; | ||
1560 | float pos2[3],R2[12]; | ||
1561 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; | ||
1562 | for (i=0; i<12; i++) R2[i]=(float)R[i]; | ||
1563 | dsDrawCylinder (pos2,R2,length,radius); | ||
1564 | } | ||
1565 | |||
1566 | |||
1567 | void dsDrawCapsuleD (const double pos[3], const double R[12], | ||
1568 | float length, float radius) | ||
1569 | { | ||
1570 | int i; | ||
1571 | float pos2[3],R2[12]; | ||
1572 | for (i=0; i<3; i++) pos2[i]=(float)pos[i]; | ||
1573 | for (i=0; i<12; i++) R2[i]=(float)R[i]; | ||
1574 | dsDrawCapsule (pos2,R2,length,radius); | ||
1575 | } | ||
1576 | |||
1577 | |||
1578 | void dsDrawLineD (const double _pos1[3], const double _pos2[3]) | ||
1579 | { | ||
1580 | int i; | ||
1581 | float pos1[3],pos2[3]; | ||
1582 | for (i=0; i<3; i++) pos1[i]=(float)_pos1[i]; | ||
1583 | for (i=0; i<3; i++) pos2[i]=(float)_pos2[i]; | ||
1584 | dsDrawLine (pos1,pos2); | ||
1585 | } | ||
1586 | |||
1587 | |||
1588 | void dsSetSphereQuality (int n) | ||
1589 | { | ||
1590 | sphere_quality = n; | ||
1591 | } | ||
1592 | |||
1593 | |||
1594 | void dsSetCapsuleQuality (int n) | ||
1595 | { | ||
1596 | capped_cylinder_quality = n; | ||
1597 | } | ||