391 lines
10 KiB
C++
391 lines
10 KiB
C++
|
/******************************Module*Header*******************************\
|
||
|
* Module Name: genlem.c
|
||
|
*
|
||
|
* The Twist style of the 3D Flying Objects screen saver.
|
||
|
*
|
||
|
* Solid model of a 3D lemniscate.
|
||
|
*
|
||
|
* Copyright (c) 1994 Microsoft Corporation
|
||
|
*
|
||
|
\**************************************************************************/
|
||
|
|
||
|
#include <stdlib.h>
|
||
|
#include <windows.h>
|
||
|
//#include <GL\gl.h>
|
||
|
#include <string.h>
|
||
|
#include <math.h>
|
||
|
//#include "ss3dfo.h"
|
||
|
#include <d3dx8.h>
|
||
|
#include "D3DSaver.h"
|
||
|
#include "FlyingObjects.h"
|
||
|
#include "mesh.h"
|
||
|
|
||
|
#define ROT_PREC 10
|
||
|
#define NORMS(x, y) lemMesh.norms[((x) * iPrec) + y]
|
||
|
#define GRID(x, y) lemMesh.pts[((x) * iPrec) + y]
|
||
|
|
||
|
static MESH lemMesh;
|
||
|
static POINT3D basis[ROT_PREC];
|
||
|
static double zrot = 0.2;
|
||
|
static int iPrec = 32;
|
||
|
static double *lemX;
|
||
|
static double *lemY;
|
||
|
static double *lemXT;
|
||
|
static double *lemYT;
|
||
|
|
||
|
|
||
|
static void getLem(double index, double max, double *angle, double *r)
|
||
|
{
|
||
|
double a, sina;
|
||
|
|
||
|
a = (index * PI) / (max - 1.0);
|
||
|
if (a >= PI)
|
||
|
a -= PI;
|
||
|
if (a > PI / 2.0) {
|
||
|
*angle = (2.0 * PI) - a;
|
||
|
sina = sin( 2.0 * *angle );
|
||
|
if( sina < 0.0 )
|
||
|
sina = 0.0; // protect against sqrt fpe
|
||
|
*r = 0.5 * sqrt(sina);
|
||
|
} else {
|
||
|
*angle = a;
|
||
|
sina = sin( 2.0 * *angle );
|
||
|
if( sina < 0.0 )
|
||
|
sina = 0.0;
|
||
|
*r = 0.5 * sqrt(sina);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void initLemCoords(int iMax)
|
||
|
{
|
||
|
int i;
|
||
|
double max = (double)iMax;
|
||
|
double angle;
|
||
|
double r;
|
||
|
|
||
|
for (i = 0; i < iMax; i++) {
|
||
|
getLem((double)i, (double)iPrec, &angle, &r);
|
||
|
lemX[i] = r * cos(angle);
|
||
|
lemY[i] = r * sin(angle);
|
||
|
|
||
|
getLem((double)i + 0.00001, (double)iPrec, &angle, &r);
|
||
|
lemXT[i] = r * cos(angle);
|
||
|
lemYT[i] = r * sin(angle);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void genLemniscate(void)
|
||
|
{
|
||
|
int i;
|
||
|
int j;
|
||
|
double posInc = 2.0 / (float)iPrec;
|
||
|
int facecount = 0;
|
||
|
int ptcount = 0;
|
||
|
POINT3D norm;
|
||
|
static float twistFact = 0.0f;
|
||
|
static float twistFactAdd = 0.05f;
|
||
|
POINT3D a[ROT_PREC];
|
||
|
POINT3D b[ROT_PREC];
|
||
|
MATRIX matrix;
|
||
|
MESH *mesh = &lemMesh;
|
||
|
|
||
|
mesh->numPoints = 0;
|
||
|
mesh->numFaces = 0;
|
||
|
for (i = 0; i < (iPrec - 1) * (ROT_PREC - 1); i++)
|
||
|
mesh->norms[i] = ss_ptZero;
|
||
|
|
||
|
for (i = 0; i < (iPrec - 1); i++) {
|
||
|
double x1, y1, x2, y2;
|
||
|
double len;
|
||
|
double sinAngle;
|
||
|
double rotZ;
|
||
|
int id[4];
|
||
|
|
||
|
x1 = lemX[i];
|
||
|
y1 = lemY[i];
|
||
|
x2 = lemXT[i];
|
||
|
y2 = lemYT[i];
|
||
|
|
||
|
x2 -= x1;
|
||
|
y2 -= y1;
|
||
|
|
||
|
len = sqrt(x2 * x2 + y2 * y2);
|
||
|
if (len > 0.0)
|
||
|
sinAngle = y2 / len;
|
||
|
else
|
||
|
sinAngle = 0.0;
|
||
|
if (y2 < 0.0)
|
||
|
sinAngle = -sinAngle;
|
||
|
rotZ = asin(sinAngle);
|
||
|
if (x2 < 0.0)
|
||
|
rotZ = PI - rotZ;
|
||
|
if (y2 < 0.0)
|
||
|
rotZ = -rotZ;
|
||
|
if (rotZ < 0.0)
|
||
|
rotZ = 2.0 * PI + rotZ;
|
||
|
|
||
|
ss_matrixIdent(&matrix);
|
||
|
ss_matrixRotate(&matrix, 0.0, 0.0, -rotZ);
|
||
|
ss_matrixTranslate(&matrix, x1, y1,
|
||
|
twistFact * cos((2.0 * PI * (float)i) / ((float)iPrec - 1)));
|
||
|
|
||
|
for (j = 0; j < ROT_PREC; j++)
|
||
|
ss_xformPoint(&a[j], &basis[j], &matrix);
|
||
|
|
||
|
x1 = lemX[i+1];
|
||
|
y1 = lemY[i+1];
|
||
|
|
||
|
x2 = lemXT[i+1];
|
||
|
y2 = lemYT[i+1];
|
||
|
|
||
|
x2 -= x1;
|
||
|
y2 -= y1;
|
||
|
|
||
|
len = sqrt(x2 * x2 + y2 * y2);
|
||
|
|
||
|
if (len > 0.0)
|
||
|
sinAngle = y2 / len;
|
||
|
else
|
||
|
sinAngle = 0.0;
|
||
|
if (y2 < 0.0)
|
||
|
sinAngle = -sinAngle;
|
||
|
rotZ = asin(sinAngle);
|
||
|
if (x2 < 0.0)
|
||
|
rotZ = PI - rotZ;
|
||
|
if (y2 < 0.0)
|
||
|
rotZ = -rotZ;
|
||
|
if (rotZ < 0.0)
|
||
|
rotZ = 2.0 * PI + rotZ;
|
||
|
|
||
|
ss_matrixIdent(&matrix);
|
||
|
ss_matrixRotate(&matrix, 0.0, 0.0, -rotZ);
|
||
|
ss_matrixTranslate(&matrix, x1, y1,
|
||
|
twistFact * cos((2.0 * PI * ((float)i + 1.0)) / ((float)iPrec - 1)));
|
||
|
|
||
|
for (j = 0; j < ROT_PREC; j++)
|
||
|
ss_xformPoint(&b[j], &basis[j], &matrix);
|
||
|
|
||
|
memcpy(&mesh->pts[ptcount], &a, sizeof(POINT3D) * (ROT_PREC - 1));
|
||
|
ptcount += (ROT_PREC - 1);
|
||
|
mesh->numPoints += (ROT_PREC - 1);
|
||
|
|
||
|
|
||
|
for (j = 0; j < (ROT_PREC - 1); j++) {
|
||
|
int k;
|
||
|
int jj;
|
||
|
|
||
|
if (j == (ROT_PREC - 2))
|
||
|
jj = 0;
|
||
|
else
|
||
|
jj = j + 1;
|
||
|
|
||
|
ss_calcNorm(&norm, &b[j + 1], &b[j], &a[j]);
|
||
|
|
||
|
mesh->faces[facecount].material = 3;
|
||
|
mesh->faces[facecount].norm = norm;
|
||
|
if (i == iPrec - 2) {
|
||
|
id[0] = mesh->faces[facecount].p[0] = j;
|
||
|
id[1] = mesh->faces[facecount].p[1] = jj;
|
||
|
} else {
|
||
|
id[0] = mesh->faces[facecount].p[0] = ptcount + j;
|
||
|
id[1] = mesh->faces[facecount].p[1] = ptcount + jj;
|
||
|
}
|
||
|
id[2] = mesh->faces[facecount].p[2] = ptcount - (ROT_PREC - 1) + j;
|
||
|
id[3] = mesh->faces[facecount].p[3] = ptcount - (ROT_PREC - 1) + jj;
|
||
|
|
||
|
for (k = 0; k < 4; k++) {
|
||
|
POINT3D *pn = &mesh->norms[id[k]];
|
||
|
|
||
|
pn->x += norm.x;
|
||
|
pn->y += norm.y;
|
||
|
pn->z += norm.z;
|
||
|
}
|
||
|
mesh->numFaces++;
|
||
|
facecount++;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ss_normalizeNorms(lemMesh.norms, lemMesh.numPoints);
|
||
|
|
||
|
if (twistFact >= 1.0f)
|
||
|
twistFactAdd = -0.01f;
|
||
|
else if (twistFact <= -1.0f)
|
||
|
twistFactAdd = 0.01f;
|
||
|
twistFact += twistFactAdd;
|
||
|
|
||
|
}
|
||
|
|
||
|
BOOL initLemScene()
|
||
|
{
|
||
|
int i;
|
||
|
RGBA lightAmbient = {0.0f, 0.0f, 0.0f, 1.0f};
|
||
|
|
||
|
iPrec = (int)(fTesselFact * 32.5);
|
||
|
if (iPrec < 5)
|
||
|
iPrec = 5;
|
||
|
|
||
|
lemX = (double*)SaverAlloc(sizeof(double) * iPrec);
|
||
|
if( lemX == NULL )
|
||
|
return FALSE;
|
||
|
|
||
|
lemY = (double*)SaverAlloc(sizeof(double) * iPrec);
|
||
|
if( lemY == NULL )
|
||
|
return FALSE;
|
||
|
|
||
|
lemXT = (double*)SaverAlloc(sizeof(double) * iPrec);
|
||
|
if( lemXT == NULL )
|
||
|
return FALSE;
|
||
|
|
||
|
lemYT = (double*)SaverAlloc(sizeof(double) * iPrec);
|
||
|
if( lemYT == NULL )
|
||
|
return FALSE;
|
||
|
|
||
|
/*
|
||
|
D3DXMATRIX matProj;
|
||
|
D3DXMatrixOrthoLH( &matProj, 3.0, 3.0, 0.0f, 3.0f );
|
||
|
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
|
||
|
*/
|
||
|
SetProjectionMatrixInfo( TRUE, 3.0f, 3.0f, 0.0f, 3.0f );
|
||
|
|
||
|
D3DXMATRIX matView;
|
||
|
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
|
||
|
D3DXVECTOR3 vEyePt(0, 0, 1.5f);
|
||
|
D3DXVECTOR3 vLookatPt(0, 0, 0);
|
||
|
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||
|
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||
|
|
||
|
if (!newMesh(&lemMesh, (ROT_PREC - 1) * (iPrec - 1) ,
|
||
|
(ROT_PREC - 1) * (iPrec - 1)) )
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < ROT_PREC; i++) {
|
||
|
basis[i].x = 0.0f;
|
||
|
basis[i].y = (float) (0.15 * cos((i * 2.0 * PI) / (ROT_PREC - 1.0)));
|
||
|
basis[i].z = (float) (0.15 * sin((i * 2.0 * PI) / (ROT_PREC - 1.0)));
|
||
|
}
|
||
|
|
||
|
initLemCoords(iPrec);
|
||
|
/*
|
||
|
glFrontFace(GL_CW);
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (FLOAT *) &lightAmbient);
|
||
|
*/
|
||
|
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
|
||
|
myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
|
||
|
(FLOAT *) &Material[3].Diffuse);
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
void delLemScene()
|
||
|
{
|
||
|
delMesh(&lemMesh);
|
||
|
|
||
|
SaverFree(lemX);
|
||
|
SaverFree(lemY);
|
||
|
SaverFree(lemXT);
|
||
|
SaverFree(lemYT);
|
||
|
}
|
||
|
|
||
|
void updateLemScene(int flags, FLOAT fElapsedTime)
|
||
|
{
|
||
|
static double mxrot = 0.0;
|
||
|
static double myrot = 0.0;
|
||
|
static double mzrot = 0.0;
|
||
|
static double mxrotInc = 0.0;
|
||
|
static double myrotInc = 0.1;
|
||
|
static double zrotInc = 0.1;
|
||
|
static double mzrotInc = 0.0;
|
||
|
RGBA color;
|
||
|
MATRIX model;
|
||
|
D3DXMATRIX mat1, mat2, mat3, mat4, mat5, matFinal;
|
||
|
static FLOAT fH = 0.0f;
|
||
|
FLOAT fTimeFactor = fElapsedTime * 20.0f;
|
||
|
if( fTimeFactor > 0.25f )
|
||
|
fTimeFactor = 0.25f;
|
||
|
|
||
|
mxrot += mxrotInc * fTimeFactor;
|
||
|
myrot += myrotInc * fTimeFactor;
|
||
|
mzrot += mzrotInc * fTimeFactor;
|
||
|
|
||
|
if( gbBounce ) {
|
||
|
// floating window bounced off an edge
|
||
|
if (mxrotInc) {
|
||
|
mxrotInc = 0.0;
|
||
|
myrotInc = 0.1;
|
||
|
} else if (myrotInc) {
|
||
|
myrotInc = 0.0;
|
||
|
mzrotInc = 0.1;
|
||
|
} else if (mzrotInc) {
|
||
|
mzrotInc = 0.0;
|
||
|
mxrotInc = 0.1;
|
||
|
}
|
||
|
gbBounce = FALSE;
|
||
|
}
|
||
|
|
||
|
zrot += zrotInc * fTimeFactor;
|
||
|
if (zrot >= PI / 4.0) {
|
||
|
zrot = PI / 4.0;
|
||
|
zrotInc = -0.03;
|
||
|
} else if (zrot <= -PI / 4.0) {
|
||
|
zrot = -PI / 4.0;
|
||
|
zrotInc = 0.03;
|
||
|
}
|
||
|
|
||
|
genLemniscate();
|
||
|
|
||
|
if (bColorCycle) {
|
||
|
ss_HsvToRgb(fH, 1.0f, 1.0f, &color );
|
||
|
|
||
|
myglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, (FLOAT *) &color);
|
||
|
|
||
|
fH += fTimeFactor;
|
||
|
if( fH >= 360.0f )
|
||
|
fH -= 360.0f;
|
||
|
}
|
||
|
/*
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
glOrtho(-1.5, 1.5, -1.5, 1.5, 0.0, 3.0);
|
||
|
glTranslatef(0.0f, 0.0f, -1.5f);
|
||
|
*/
|
||
|
/*
|
||
|
glRotatef((FLOAT) (zrot * (180.0 / PI)), 0.0f, 1.0f, 0.0f);
|
||
|
glRotatef(50.0f, 1.0f, 0.0f, 0.0f);
|
||
|
glRotatef(50.0f, 0.0f, 0.0f, 1.0f);
|
||
|
*/
|
||
|
|
||
|
D3DXMATRIX matView;
|
||
|
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
|
||
|
D3DXVECTOR3 vEyePt(0, 0, 1.5f);
|
||
|
D3DXVECTOR3 vLookatPt(0, 0, 0);
|
||
|
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
|
||
|
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
|
||
|
/*
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
glTranslatef(0.0f, -0.5f, 0.0f);
|
||
|
glRotatef((FLOAT) (mxrot * (180.0 / PI)), 1.0f, 0.0f, 0.0f);
|
||
|
glRotatef((FLOAT) (myrot * (180.0 / PI)), 0.0f, 1.0f, 0.0f);
|
||
|
glRotatef((FLOAT) (mzrot * (180.0 / PI)), 0.0f, 0.0f, 1.0f);
|
||
|
*/
|
||
|
D3DXMatrixTranslation(&mat1, 0.0f, -0.5f, 0.0f);
|
||
|
D3DXMatrixRotationX(&mat2, D3DXToRadian((FLOAT)(mxrot * (180.0 / PI))));
|
||
|
D3DXMatrixRotationY(&mat3, D3DXToRadian((FLOAT)(myrot * (180.0 / PI))));
|
||
|
D3DXMatrixRotationZ(&mat4, D3DXToRadian((FLOAT)(mzrot * (180.0 / PI))));
|
||
|
matFinal = mat4 * mat3 * mat2 * mat1 ;
|
||
|
m_pd3dDevice->SetTransform( D3DTS_WORLD , &matFinal );
|
||
|
|
||
|
ss_matrixIdent(&model);
|
||
|
ss_matrixRotate(&model, mxrot, myrot, mzrot);
|
||
|
ss_matrixTranslate(&model, 0.0, -0.5, 0.0);
|
||
|
|
||
|
// updateObject(&lemMesh, bSmoothShading);
|
||
|
RenderMesh3(&lemMesh, bSmoothShading);
|
||
|
}
|