windows-nt/Source/XPSP1/NT/multimedia/opengl/test/misc/uidemo/logobj.cxx

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2020-09-26 03:20:57 -05:00
/**************************************************************************\
*
* Module Name: logon.cxx
*
* Copyright (c) 1997 Microsoft Corporation
*
\**************************************************************************/
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include "logon.hxx"
#include "logobj.hxx"
#include "util.hxx"
static GLIRECT nullRect = {0};
/**************************************************************************\
* LOG_OBJECT
*
*
\**************************************************************************/
//#define DEEP_FRAME 1
LOG_OBJECT::LOG_OBJECT()
{
pTex = NULL;
// Set some default size values...
fImageSize.width = fImageSize.height = OBJECT_WIDTH;
bShowContext = FALSE; // Only show image to start
fCurContextWidth = 0.0f;
fMaxContextWidth = OBJECT_WIDTH / 2.0f;
#if DEEP_FRAME
fFrameSize.width = fFrameSize.height = FRAME_SIZE;
#else
fFrameSize.width = fFrameSize.height = 0.0f;
#endif
bFramed = FALSE;
// fFrameDepth is depth offset in z-direction. Since the frame is usually
// drawn further away from the viewer (down -z axis), it is negative.
#if DEEP_FRAME
fFrameDepth = - 3.3f;
#else
fFrameDepth = - FRAME_DEPTH;
#endif
bSwapHints = FALSE;
dest[0] = dest[1] = dest[2] = 0.0f;
ResetMotion();
rect = nullRect;
// Calc initial coords
CalcCoords();
}
LOG_OBJECT::~LOG_OBJECT()
{
}
void
LOG_OBJECT::ShowFrame( BOOL bShow )
{
if( bFramed == bShow )
return;
// new state
bFramed = bShow;
if( bFramed ) {
// mf : could optimize by not redoing this if framesize constant...
CalcFrameCoords();
}
}
void
LOG_OBJECT::ShowContext( BOOL bShow )
{
if( bShowContext == bShow )
return;
// new state
bShowContext = bShow;
CalcCoords();
//mf: !!! readjust dest to reflect this ?
}
void
LOG_OBJECT::SetDest( float x, float y, float z )
{
dest[0] = x;
dest[1] = y;
dest[2] = z;
}
void
LOG_OBJECT::SetDest( POINT3D *pDest )
{
dest[0] = pDest->x;
dest[1] = pDest->y;
dest[2] = pDest->z;
}
void
LOG_OBJECT::GetDest( POINT3D *pDest )
{
pDest->x = dest[0];
pDest->y = dest[1];
pDest->z = dest[2];
}
void
LOG_OBJECT::OffsetDest( float x, float y, float z )
{
dest[0] += x;
dest[1] += y;
dest[2] += z;
}
void
LOG_OBJECT::SetTexture( TEXTURE *pTexture )
{
pTex = pTexture;
if( !pTex )
return;
// Set the size of the object based on the aspect ratio of the texture
// The textures for all the objects should have the same dimensions.
float aspectRatio = pTex->GetAspectRatio(); // width/height
// The texture is assumed to have an image on the right, and context on
// the left, of equal size
// We'll keep the width consant, and vary height according to aspect
fImageSize.width = OBJECT_WIDTH / 2.0f;
fImageSize.height = OBJECT_WIDTH / aspectRatio;
fMaxContextWidth = fImageSize.width;
fCurContextWidth = fMaxContextWidth;
CalcCoords();
}
void
LOG_OBJECT::SetContextSize( float fPortion )
{
// This sets the visible portion of the context ( 0.0 - 1.0 )
fCurContextWidth = fPortion * fMaxContextWidth;
// Recalc coords
CalcCoords();
}
void
LOG_OBJECT::SetImageSize( FSIZE *pSize )
{
fImageSize = *pSize;
float fPortion = fCurContextWidth / fMaxContextWidth;
fMaxContextWidth = fImageSize.width;
fCurContextWidth = fPortion * fMaxContextWidth;
CalcCoords();
}
void
LOG_OBJECT::Translate()
{
glTranslatef(dest[0]+offset[0], dest[1]+offset[1], dest[2]+offset[2]);
}
void
LOG_OBJECT::Rotate()
{
if( ang != 0.0f )
glRotatef(ang, rotAxis[0], rotAxis[1], rotAxis[2]);
}
void
LOG_OBJECT::Draw()
{
Draw( FALSE );
}
void
LOG_OBJECT::Draw( BOOL bUpdateWinRect )
{
// Draws object in its current position
// An object either has its context showing on the right or not. If not,
// then origin is the centre of the image, else origin is on border of
// image and context
pTex->MakeCurrent(); // Set the objects texture
glPushMatrix();
Translate();
Rotate();
if( bUpdateWinRect ) {
UpdateLocalTransforms( UPDATE_MODELVIEW_MATRIX_BIT );
CalcWinRect( FALSE );
}
DrawFace();
if( bFramed )
DrawFrame();
glPopMatrix();
if( bSwapHints )
AddSwapHintRect( &rect );
}
void
LOG_OBJECT::DrawFace()
{
glNormal3f( 0.0f, 0.0f, 1.0f );
glBegin( GL_QUADS );
glTexCoord2fv( (float *) &texPoint[0] );
glVertex2fv( (float *) &point[0] );
glTexCoord2fv( (float *) &texPoint[1] );
glVertex2fv( (float *) &point[1] );
glTexCoord2fv( (float *) &texPoint[2] );
glVertex2fv( (float *) &point[2] );
glTexCoord2fv( (float *) &texPoint[3] );
glVertex2fv( (float *) &point[3] );
glEnd();
}
void
LOG_OBJECT::DrawFrame()
{
glDisable( GL_TEXTURE_2D );
glEnable( GL_LIGHTING );
glBegin( GL_QUADS );
glNormal3fv( (float *) &frameNormal[0] );
glVertex3fv( (float *) &point[0] );
glVertex3fv( (float *) &point[4] );
glVertex3fv( (float *) &point[7] );
glVertex3fv( (float *) &point[3] );
glNormal3fv( (float *) &frameNormal[1] );
glVertex3fv( (float *) &point[1] );
glVertex3fv( (float *) &point[5] );
glVertex3fv( (float *) &point[4] );
glVertex3fv( (float *) &point[0] );
glNormal3fv( (float *) &frameNormal[2] );
glVertex3fv( (float *) &point[2] );
glVertex3fv( (float *) &point[6] );
glVertex3fv( (float *) &point[5] );
glVertex3fv( (float *) &point[1] );
glNormal3fv( (float *) &frameNormal[3] );
glVertex3fv( (float *) &point[3] );
glVertex3fv( (float *) &point[7] );
glVertex3fv( (float *) &point[6] );
glVertex3fv( (float *) &point[2] );
glEnd();
glDisable( GL_LIGHTING );
glEnable( GL_TEXTURE_2D );
}
void
LOG_OBJECT::CalcWinRect()
{
CalcWinRect( TRUE );
}
void
LOG_OBJECT::CalcWinRect( BOOL bTransform )
{
POINT3D ptOut[8];
int nPts = bFramed ? 8 : 4;
if( bTransform ) {
// Need to transorm object according to current translation & rotation
glPushMatrix();
Translate();
Rotate();
UpdateLocalTransforms( UPDATE_MODELVIEW_MATRIX_BIT );
glPopMatrix();
}
TransformObjectToWindow( point, ptOut, nPts );
// Update the rect member
CalcMinMaxRect( ptOut, &rect, nPts );
}
void
LOG_OBJECT::CalcCoords()
{
POINT3D *pt;
// Calculate object coords based on current state of the object. If
// bShowContext, then origin is in centre of object, else it's in centre
// of image part of object.
// Also calculate frame coords if applicable.
// Points are ordered CCW from top right for each face
pt = point;
pt[0].z = pt[1].z = pt[2].z = pt[3].z = 0.0f;
// Calc front face points
if( ! bShowContext ) {
POINT2D image = { fImageSize.width / 2.0f, fImageSize.height / 2.0f };
pt[0].x = image.x;
pt[0].y = image.y;
pt[1].x = -image.x;
pt[1].y = image.y;
pt[2].x = -image.x;
pt[2].y = -image.y;
pt[3].x = image.x;
pt[3].y = -image.y;
} else {
POINT2D image = { fImageSize.width, fImageSize.height / 2.0f };
pt[0].x = image.x;
pt[0].y = image.y;
pt[1].x = -fCurContextWidth;
pt[1].y = image.y;
pt[2].x = -fCurContextWidth;
pt[2].y = -image.y;
pt[3].x = image.x;
pt[3].y = -image.y;
}
// Calc frame points
if( bFramed ) {
CalcFrameCoords();
}
// Always need the texture coords
//mf: optimize...
CalcTexCoords();
}
void
LOG_OBJECT::CalcFrameCoords()
{
POINT3D *frontPt = point;
POINT3D *pt = point + 4;
pt[0].z = pt[1].z = pt[2].z = pt[3].z = fFrameDepth;
pt[0].x = frontPt[0].x + fFrameSize.width;
pt[0].y = frontPt[0].y + fFrameSize.height;
pt[1].x = frontPt[1].x - fFrameSize.width;
pt[1].y = frontPt[1].y + fFrameSize.height;
pt[2].x = frontPt[2].x - fFrameSize.width;
pt[2].y = frontPt[2].y - fFrameSize.height;
pt[3].x = frontPt[3].x + fFrameSize.width;
pt[3].y = frontPt[3].y - fFrameSize.height;
// May as well do the normals too
CalcFrameNormals();
}
void
LOG_OBJECT::CalcFrameNormals()
{
POINT3D *pNorm = frameNormal;
float fDepth = fFrameDepth;
float fFramex = fFrameSize.width;
float fFramey = fFrameSize.height;
// Calc the face normals for the sides of the frame. The faces are
// ordered CCW from the right face.
float norm1 = (float) fabs( fDepth );
pNorm[0].x = norm1;
pNorm[0].y = 0.0f;
pNorm[0].x = fFramex;
pNorm[1].x = 0.0f;
pNorm[1].y = norm1;
pNorm[1].x = fFramey;
pNorm[0].x = -norm1;
pNorm[0].y = 0.0f;
pNorm[0].x = fFramex;
pNorm[1].x = 0.0f;
pNorm[1].y = -norm1;
pNorm[1].x = fFramey;
mtk_NormalizePoints( pNorm, 4 );
}
void
LOG_OBJECT::CalcTexCoords()
{
// Calculate texture coords based on current state of the object.
// The texture spans across the front face, and includes the image on right,
// and context on left. The 't' coords are constant, but the 's' coord
// varies, depending on if or how much context is shown.
// Again, points are ordered CCW from top right for each face
// Calc ratio of image over total width of object
float ratio = fImageSize.width / (fImageSize.width + fMaxContextWidth);
float sStart = 1.0f - ratio;
if( bShowContext ) {
sStart -= (fCurContextWidth / fMaxContextWidth) * (1.0f - ratio);
}
texPoint[0].s = texPoint[3].s = 1.0f;
texPoint[1].s = texPoint[2].s = sStart;
texPoint[0].t = texPoint[1].t = 1.0f;
texPoint[2].t = texPoint[3].t = 0.0f;
}
void
LOG_OBJECT::GetRect( GLIRECT *pRect )
{
*pRect = rect;
}
#if 0
void
LOG_OBJECT::GetPos( POINT3D *curpos )
{
float *fpos = (float *) curpos;
for( int i = 0; i < 3; i ++ )
fpos[i] = dest[i] + offset[i];
}
#endif
/**************************************************************************\
* NextFlyIteration
*
* Calcs next offset and angle for a 'fly'sequence
*
\**************************************************************************/
BOOL
LOG_OBJECT::NextFlyIteration()
{
int i;
if( !iter ) {
// Done iterating
return FALSE;
}
// Calculate new iterations
for (i = 0; i < 3; i++) {
offset[i] = Clamp( iter, offset[i] );
}
ang = Clamp( iter, ang);
iter--;
return TRUE;
}
/**************************************************************************\
* ResetMotion
*
* Resets all position and motion params to 0
*
\**************************************************************************/
void
LOG_OBJECT::ResetMotion()
{
offset[0] = offset[1] = offset[2] = 0.0f;
rotAxis[0] = rotAxis[1] = rotAxis[2] = 0.0f;
ang = 0.0f;
iter = 0;
}
/**************************************************************************\
*
* Ranomnly chooses motion params for a fly sequence
*
* The motion is 'damped', since near the end of the fly sequence the object
* is constrained to 0 rotation and the dest[] position
*
\**************************************************************************/
void
LOG_OBJECT::SetDampedFlyMotion( float deviation )
{
SetDampedFlyMotion( deviation, NULL );
}
void
LOG_OBJECT::SetDampedFlyMotion( float deviation, POINT3D *pOffset )
{
if( pOffset ) {
// Use supplied offset
offset[0] = pOffset->x;
offset[1] = pOffset->y;
offset[2] = pOffset->z;
} else {
// Calc a random offset
offset[0] = MyRand();
offset[1] = MyRand();
offset[2] = MyRand();
}
ang = 260.0f * MyRand();
rotAxis[0] = MyRand();
rotAxis[1] = MyRand();
rotAxis[2] = MyRand();
iter = (int) (deviation * MyRand() + 60.0f);
}