--- /dev/null
+includedir = @includedir@/sky
+
+lib_LIBRARIES = libsgcloud3d.a
+
+include_HEADERS = \
+ SkySceneLoader.hpp \
+ SkyUtil.hpp
+
+libsgcloud3d_a_SOURCES = \
+ vec3fv.cpp \
+ mat16fv.cpp \
+ tri.cpp \
+ plane.cpp \
+ camera.cpp \
+ camutils.cpp \
+ minmaxbox.cpp \
+ SkyMinMaxBox.cpp \
+ SkyLight.cpp \
+ SkyMaterial.cpp \
+ SkyTextureManager.cpp \
+ SkyTextureState.cpp \
+ SkyDynamicTextureManager.cpp \
+ SkyRenderableInstanceCloud.cpp \
+ SkyRenderableInstanceGroup.cpp \
+ SkyCloud.cpp \
+ SkyArchive.cpp \
+ SkyUtil.cpp \
+ SkyContext.cpp \
+ SkySceneManager.cpp \
+ SkySceneLoader.cpp
--- /dev/null
+//============================================================================
+// File : SkyAABBTree.hpp
+//
+// Author : Wesley Hunt
+//
+// Content : axis-aligned bounding box tree
+//
+//============================================================================
+#ifndef __SKYAABBTREE_HPP__
+#define __SKYAABBTREE_HPP__
+
+#include "SkyBVTree.hpp"
+#include "SkyBVTreeSplitter.hpp"
+
+template <class object>
+class SkyAABBTree : public SkyBVTree<object, SkyMinMaxBox, SkyAABBTreeSplitter<object> >
+{};
+
+#endif //__SKYAABBTREE_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyArchive.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyArchive.cpp
+ *
+ * Implementation of class SkyArchive.
+ */
+#include "SkyArchive.hpp"
+
+#include <assert.h>
+
+struct SkyArchiveEntry
+{
+ SkyArchiveEntry() : type(0), pData(NULL), iDataSize(0) {}
+ unsigned char type;
+ void* pData;
+ unsigned int iDataSize;
+};
+
+struct SkyArchiveFileEntry
+{
+ SkyArchiveFileEntry() : type(0), iDataSize(0) {}
+ unsigned char type;
+ char pName[32];
+ unsigned int iDataSize;
+};
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::SkyArchive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::SkyArchive()
+ * @brief Default constructor. Creates an empty, unnamed archive. |
+ */
+SkyArchive::SkyArchive()
+: _pName(NULL)
+{
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::SkyArchive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::SkyArchive(const char* pName)
+ * @brief Constructor. Creates an empty, named archive.
+ */
+SkyArchive::SkyArchive(const char* pName)
+{
+ _pName = new char[::strlen(pName)+1];
+ ::strcpy( _pName, pName);
+}
+
+
+//.---------------------------------------------------------------------------.
+//| Function : SkyArchive::SkyArchive |
+//| Description:
+//.---------------------------------------------------------------------------.
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::SkyArchive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::SkyArchive(const SkyArchive& src)
+ * @brief Copy constructor. Deep-copies the contents of one archive to another.
+ */
+SkyArchive::SkyArchive(const SkyArchive& src)
+{
+ _pName = new char[::strlen(src._pName)+1];
+ ::strcpy( _pName, src._pName);
+
+ _CopyDataTable( src._dataTable);
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::~SkyArchive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::~SkyArchive()
+ * @brief Destructor.
+ */
+SkyArchive::~SkyArchive()
+{
+ MakeEmpty();
+ SAFE_DELETE_ARRAY(_pName);
+}
+
+
+//.---------------------------------------------------------------------------.
+//| Function : SkyArchive::operator= |
+//| Description: |
+//.---------------------------------------------------------------------------.
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::operator=
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::operator=( const SkyArchive& src)
+ * @brief @todo Deep-copies the contents of one archive to another.
+ */
+SkyArchive& SkyArchive::operator=( const SkyArchive& src)
+{
+ if (this != &src)
+ {
+ MakeEmpty();
+ SAFE_DELETE_ARRAY(_pName);
+ _pName = new char[::strlen(src._pName)+1];
+ ::strcpy( _pName, src.GetName());
+
+ _CopyDataTable( src._dataTable);
+ }
+ return *this;
+}
+
+
+
+//=============================================================================
+// Adding Content to SkyArchive
+//=============================================================================
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddData
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyArchive::AddData(const char* pName,
+SkyArchiveTypeCode eType,
+const void* pData,
+unsigned int iNumBytes,
+unsigned int iNumItems)
+* @brief Adds a new data field to the archive.
+*
+* Makes a copy of the data, stores it in a SkyArchiveEntry, and adds it to the
+* database. All specialized functions for the base types are implemented using
+* this function.
+*
+* PARAMETERS
+* @param name Field name. This is used as the key for the database entry.
+* @param type Data type of the field.
+* @param pData Pointer to the data to be added to the archive.
+* @param iNumBytes Size of each individual item in the data
+* @param iNumItems Number of items to copy
+*/
+SKYRESULT SkyArchive::AddData(const char* pName,
+ SkyArchiveTypeCode eType,
+ const void* pData,
+ unsigned int iNumBytes,
+ unsigned int iNumItems /* = 1 */)
+{
+ // fill out a new archive entry with the supplied data
+ SkyArchiveEntry* pNewEntry = new SkyArchiveEntry;
+ pNewEntry->type = eType;
+ pNewEntry->iDataSize = iNumBytes * iNumItems;
+
+ if (eType != ARCHIVE_TYPE)
+ {
+ pNewEntry->pData = new unsigned char[pNewEntry->iDataSize];
+ ::memcpy(pNewEntry->pData, pData, pNewEntry->iDataSize);
+ }
+ else
+ {
+ pNewEntry->pData = (void*)pData;
+ }
+
+ char* pInternalName = new char[::strlen(pName)+1];
+ ::strcpy( pInternalName, pName);
+ _dataTable.insert(std::make_pair(pInternalName, pNewEntry));
+
+ return SKYRESULT_OK;
+}
+
+
+//-----------------------------------------------------------------------------
+// SkyArchive :: AddBool( const char* pName, bool aBool)
+// SkyArchive :: AddInt8( const char* pName, Int8 anInt8)
+// SkyArchive :: AddInt16( const char* pName, Int16 anInt16)
+// SkyArchive :: AddInt32( const char* pName, Int32 anInt32)
+// ...
+//-----------------------------------------------------------------------------
+//
+// Specialized functions for the most common base types
+//
+//-----------------------------------------------------------------------------
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddBool
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddBool(const char* pName, bool aBool)
+ * @brief Adds a named bool to the archive.
+ */
+SKYRESULT SkyArchive::AddBool(const char* pName, bool aBool)
+{
+ return AddData( pName, BOOL_TYPE, &aBool, sizeof(bool));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddInt8
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddInt8(const char* pName, char anInt8)
+ * @brief Adds a named 8-bit integer to the archive.
+ */
+SKYRESULT SkyArchive::AddInt8(const char* pName, char anInt8)
+{
+ return AddData( pName, INT8_TYPE, &anInt8, sizeof(char));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddInt16
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddInt16(const char* pName, short anInt16)
+ * @brief Adds a named 16-bit integer to the archive.
+ */
+SKYRESULT SkyArchive::AddInt16(const char* pName, short anInt16)
+{
+ return AddData( pName, INT16_TYPE, &anInt16, sizeof(short));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddInt32
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddInt32(const char* pName, int anInt32)
+ * @brief Adds a named 32-bit integer to the archive.
+ */
+SKYRESULT SkyArchive::AddInt32(const char* pName, int anInt32)
+{
+ return AddData( pName, INT32_TYPE, &anInt32, sizeof(int));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddUInt8
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddUInt8(const char* pName, unsigned char anUInt8)
+ * @brief Adds a named unsigned 8-bit integer to the archive.
+ */
+SKYRESULT SkyArchive::AddUInt8(const char* pName, unsigned char anUInt8)
+{
+ return AddData( pName, UINT8_TYPE, &anUInt8, sizeof(unsigned char));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddUInt16
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddUInt16(const char* pName, unsigned short anUInt16)
+ * @brief Adds a named unsigned 16-bit integer to the archive.
+ */
+SKYRESULT SkyArchive::AddUInt16(const char* pName, unsigned short anUInt16)
+{
+ return AddData( pName, UINT16_TYPE, &anUInt16, sizeof(unsigned short));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddUInt32
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddUInt32(const char* pName, unsigned int anUInt32)
+ * @brief Adds a named unsigned 32-bit integer to the archive.
+ */
+SKYRESULT SkyArchive::AddUInt32(const char* pName, unsigned int anUInt32)
+{
+ return AddData( pName, UINT32_TYPE, &anUInt32, sizeof(unsigned int));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddFloat32
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddFloat32(const char* pName, float aFloat32)
+ * @brief Adds a named 32-bit real number to the archive.
+ */
+SKYRESULT SkyArchive::AddFloat32(const char* pName, float aFloat32)
+{
+ return AddData( pName, FLOAT32_TYPE, &aFloat32, sizeof(float));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddFloat64
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddFloat64(const char* pName, double aFloat64)
+ * @brief Adds a named 64-bit real number to the archive.
+ */
+SKYRESULT SkyArchive::AddFloat64(const char* pName, double aFloat64)
+{
+ return AddData( pName, FLOAT64_TYPE, &aFloat64, sizeof(double));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddString
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddString(const char* pName, const char* pString)
+ * @brief Adds a named string to the archive.
+ */
+SKYRESULT SkyArchive::AddString(const char* pName, const char* pString)
+{
+ return AddData( pName, STRING_TYPE, pString, ::strlen(pString)+1);
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddArchive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddArchive(const SkyArchive& anArchive)
+ * @brief Adds a subarchive to this archive.
+ *
+ * This method allows hierarchical data structures to be stored in an archive.
+ */
+SKYRESULT SkyArchive::AddArchive(const SkyArchive& anArchive)
+{
+ SkyArchive* pCopy = new SkyArchive(anArchive);
+ return AddData( pCopy->GetName(), ARCHIVE_TYPE, pCopy, sizeof(SkyArchive));
+}
+
+//-----------------------------------------------------------------------------
+// Adding Vector types
+//-----------------------------------------------------------------------------
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddVec2f
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddVec2f(const char* pName, const Vec2f& aVec2f)
+ * @brief Adds a 2-component 32-bit real number vector to the archive.
+ */
+SKYRESULT SkyArchive::AddVec2f(const char* pName, const Vec2f& aVec2f)
+{
+ return AddData( pName, VEC2F_TYPE, &aVec2f, sizeof(Vec2f));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddVec3f
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddVec3f(const char* pName, const Vec3f& aVec3f)
+ * @brief Adds a 3-component 32-bit real number vector to the archive.
+ */
+SKYRESULT SkyArchive::AddVec3f(const char* pName, const Vec3f& aVec3f)
+{
+ return AddData( pName, VEC3F_TYPE, &aVec3f, sizeof(Vec3f));
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AddVec4f
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AddVec4f(const char* pName, const Vec4f& aVec4f)
+ * @brief Adds a 4-component 32-bit real number vector to the archive.
+ */
+SKYRESULT SkyArchive::AddVec4f(const char* pName, const Vec4f& aVec4f)
+{
+ return AddData( pName, VEC4F_TYPE, &aVec4f, sizeof(Vec4f));
+}
+
+//=============================================================================
+// Retrieving Content from SkyArchive
+//=============================================================================
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindData
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindData(const char* pName,
+ SkyArchiveTypeCode eType,
+ void** const pData,
+ unsigned int* pNumBytes,
+ unsigned int index) const
+ * @brief Retrieves datafield from _dataTable.
+ *
+ * PARAMETERS
+ * @param name The field name. used as the key for the multimap entry.
+ * @param type Data type of the field.
+ * @param pData Pointer to the returned data.
+ * @param pNumBytes Returns the size of the field entry returned.
+ * @param index Which item of the given \a name to locate.
+ */
+SKYRESULT SkyArchive::FindData(const char* pName,
+ SkyArchiveTypeCode eType,
+ void** const pData,
+ unsigned int* pNumBytes,
+ unsigned int index /* = 0 */) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, eType);
+ if (pEntry)
+ {
+ if (pData)
+ {
+ *pData = new unsigned char[pEntry->iDataSize];
+ ::memcpy( ((void*)*pData), pEntry->pData, pEntry->iDataSize);
+ }
+
+ if (pNumBytes)
+ {
+ *pNumBytes = pEntry->iDataSize;
+ }
+
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+
+//-----------------------------------------------------------------------------
+// SkyArchive :: FindBool( const char* pName, bool* aBool)
+// SkyArchive :: FindInt8( const char* pName, Int8* anInt8)
+// SkyArchive :: FindInt16( const char* pName, Int16* anInt16)
+// SkyArchive :: FindInt32( const char* pName, Int32* anInt32)
+// ...
+//-----------------------------------------------------------------------------
+//
+// specialized function for the most common base types
+//
+//-----------------------------------------------------------------------------
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindBool
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindBool(const char* pName, bool* pBool, unsigned int index) const
+ * @brief Finds a named bool in the archive.
+ */
+SKYRESULT SkyArchive::FindBool(const char* pName, bool* pBool, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, BOOL_TYPE);
+ if (pEntry)
+ {
+ bool* pData = (bool*)(pEntry->pData);
+ *pBool = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindInt8
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindInt8(const char* pName, char* pInt8, unsigned int index) const
+ * @brief Finds a named 8-bit integer in the archive.
+ */
+SKYRESULT SkyArchive::FindInt8(const char* pName, char* pInt8, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, INT8_TYPE);
+ if (pEntry)
+ {
+ char* pData = (char*)(pEntry->pData);
+ *pInt8 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindInt16
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindInt16(const char* pName, short* pInt16, unsigned int index) const
+ * @brief Finds a named 16-bit integer in the archive.
+ */
+SKYRESULT SkyArchive::FindInt16(const char* pName, short* pInt16, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, INT16_TYPE);
+ if (pEntry)
+ {
+ short* pData = (short*)(pEntry->pData);
+ *pInt16 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindInt32
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindInt32(const char* pName, int* pInt32, unsigned int index) const
+ * @brief Finds a named 32-bit integer in the archive.
+ */
+SKYRESULT SkyArchive::FindInt32(const char* pName, int* pInt32, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, INT32_TYPE);
+ if (pEntry)
+ {
+ int* pData = (int*)(pEntry->pData);
+ *pInt32 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindUInt8
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindUInt8(const char* pName, unsigned char* pUInt8, unsigned int index) const
+ * @brief Finds a named unsigned 8-bit integer in the archive.
+ */
+SKYRESULT SkyArchive::FindUInt8(const char* pName, unsigned char* pUInt8, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, UINT8_TYPE);
+ if (pEntry)
+ {
+ unsigned char* pData = (unsigned char*)(pEntry->pData);
+ *pUInt8 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindUInt16
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindUInt16(const char* pName, unsigned short* pUInt16, unsigned int index) const
+ * @brief Finds a named unsigned 16-bit integer in the archive.
+ */
+SKYRESULT SkyArchive::FindUInt16(const char* pName, unsigned short* pUInt16, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, UINT16_TYPE);
+ if (pEntry)
+ {
+ unsigned short* pData = (unsigned short*)(pEntry->pData);
+ *pUInt16 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindUInt32
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindUInt32(const char* pName, unsigned int* pUInt32, unsigned int index) const
+ * @brief Finds a named unsigned 32-bit integer in the archive.
+ */
+SKYRESULT SkyArchive::FindUInt32(const char* pName, unsigned int* pUInt32, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, UINT32_TYPE);
+ if (pEntry)
+ {
+ unsigned int* pData = (unsigned int*)(pEntry->pData);
+ *pUInt32 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindFloat32
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindFloat32(const char* pName, float* pFloat32, unsigned int index) const
+ * @brief Finds a named 32-bit real number in the archive.
+ */
+SKYRESULT SkyArchive::FindFloat32(const char* pName, float* pFloat32, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, FLOAT32_TYPE);
+ if (pEntry)
+ {
+ float* pData = (float*)(pEntry->pData);
+ *pFloat32 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindFloat64
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindFloat64(const char* pName, double* pFloat64, unsigned int index) const
+ * @brief Finds a named 64-bit real number in the archive.
+ */
+SKYRESULT SkyArchive::FindFloat64(const char* pName, double* pFloat64, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, FLOAT64_TYPE);
+ if (pEntry)
+ {
+ double* pData = (double*)(pEntry->pData);
+ *pFloat64 = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindString
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindString(const char* pName, char** const pString, unsigned int index) const
+ * @brief Finds a named string in the archive.
+ */
+SKYRESULT SkyArchive::FindString(const char* pName, char** const pString, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, STRING_TYPE);
+ if (pEntry)
+ {
+ char* pData = (char*)(pEntry->pData);
+ *pString = new char[pEntry->iDataSize];
+ ::strcpy((char*)*pString, pData);
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindArchive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindArchive(const char* pName, SkyArchive* pArchive, unsigned int index) const
+ * @brief Finds a named sub-archive in the archive.
+ */
+SKYRESULT SkyArchive::FindArchive(const char* pName, SkyArchive* pArchive, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, ARCHIVE_TYPE);
+ if (pEntry)
+ {
+ SkyArchive* pData = (SkyArchive*)(pEntry->pData);
+ *pArchive = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindVec2f
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindVec2f(const char* pName, Vec2f* pVec2f, unsigned int index) const
+ * @brief Finds a 2-component 32-bit real number vector in the archive.
+ */
+SKYRESULT SkyArchive::FindVec2f(const char* pName, Vec2f* pVec2f, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, VEC2F_TYPE);
+ if (pEntry)
+ {
+ Vec2f* pData = (Vec2f*)(pEntry->pData);
+ *pVec2f = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindVec3f
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindVec3f(const char* pName, Vec3f* pVec3f, unsigned int index) const
+ * @brief Finds a 3-component 32-bit real number vector in the archive.
+ */
+SKYRESULT SkyArchive::FindVec3f(const char* pName, Vec3f* pVec3f, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, VEC3F_TYPE);
+ if (pEntry)
+ {
+ Vec3f* pData = (Vec3f*)(pEntry->pData);
+ *pVec3f = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::FindVec4f
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::FindVec4f(const char* pName, Vec4f* pVec4f, unsigned int index) const
+ * @brief Finds a 4-component 32-bit real number vector in the archive.
+ */
+SKYRESULT SkyArchive::FindVec4f(const char* pName, Vec4f* pVec4f, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, VEC4F_TYPE);
+ if (pEntry)
+ {
+ Vec4f* pData = (Vec4f*)(pEntry->pData);
+ *pVec4f = *pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::AccessArchive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::AccessArchive(const char* pName, SkyArchive** pArchive, unsigned int index) const
+ * @brief Accesses a named sub-archive in an archive directly.
+ *
+ * Note: The data are not copied!
+ */
+SKYRESULT SkyArchive::AccessArchive(const char* pName, SkyArchive** pArchive, unsigned int index) const
+{
+ const SkyArchiveEntry* pEntry = _FindEntry(pName, index, ARCHIVE_TYPE);
+ if (pEntry)
+ {
+ SkyArchive* pData = (SkyArchive*)(pEntry->pData);
+ *pArchive = pData;
+ return SKYRESULT_OK;
+ }
+ return SKYRESULT_FAIL;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::GetInfo
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::GetInfo(const char* pName, SkyArchiveTypeCode eType, unsigned int* pNumFound) const
+ * @brief Computes the number of fields that contain the given name and type.
+ *
+ * PARAMETERS
+ * @param pName Field name to search for.
+ * @param eType Field type to search for.
+ * @param pNumFound Returns the number of fields that contain given name and type.
+ */
+SKYRESULT SkyArchive::GetInfo(const char* pName,
+ SkyArchiveTypeCode eType,
+ unsigned int* pNumFound) const
+{
+ //
+ // Find the range of entries in the mmap with the key matching pName
+ //
+ std::pair<SkyMMapConstIter, SkyMMapConstIter> b = _dataTable.equal_range((char*)pName);
+
+ unsigned int count = 0;
+ for ( SkyMMapConstIter i = b.first; i != b.second; ++i )
+ {
+ //
+ // The entry's type must match...
+ //
+ const SkyArchiveEntry* pEntry = (*i).second;
+ if (pEntry->type == eType || ANY_TYPE == eType)
+ {
+ // only increment the count when the type matches
+ ++count;
+ }
+ }
+
+ if (pNumFound)
+ {
+ *pNumFound = count;
+ }
+
+ if (0 == count)
+ return SKYRESULT_FAIL;
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::GetInfo
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::GetInfo(unsigned int iNameIndex, char** pNameFound, SkyArchiveTypeCode* pTypeCode, unsigned int* pNumFound)
+ * @brief Returns information about the key at the specified index.
+ *
+ * PARAMETERS
+ * @param nameIndex Key index to look up.
+ * @param pNameFound Key name is returned here.
+ * @param pTypeCode Key type is returned here.
+ * @param pNumFound Number of fields held under key name is returned here.
+ */
+SKYRESULT SkyArchive::GetInfo(unsigned int iNameIndex,
+ char** pNameFound,
+ SkyArchiveTypeCode* pTypeCode,
+ unsigned int* pNumFound)
+{
+ assert( pNameFound != NULL);
+
+ if (!pNameFound)
+ return SKYRESULT_FAIL;
+
+ unsigned int iCurrentKeyIndex = 0;
+ SkyMMapConstIter iter;
+ const char* pLastKey = "";
+
+ for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
+ {
+ const char* pKey = (*iter).first;
+ if (::strcmp( pLastKey, pKey))
+ {
+ if (iCurrentKeyIndex == iNameIndex)
+ {
+ *pNameFound = new char[::strlen(pKey) + 1];
+ ::strcpy(*pNameFound, pKey);
+
+ if (pTypeCode)
+ {
+ const SkyArchiveEntry* pEntry = (*iter).second;
+ *pTypeCode = (SkyArchiveTypeCode)pEntry->type;
+ }
+
+ if (pNumFound)
+ {
+ return GetInfo( *pNameFound, *pTypeCode, pNumFound);
+ }
+ return SKYRESULT_OK;
+ }
+
+ pLastKey = pKey;
+ ++iCurrentKeyIndex;
+ }
+ }
+ return SKYRESULT_FAIL;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::GetNumUniqueNames
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyArchive::GetNumUniqueNames() const
+* @brief Computes the number of unique key names in _dataTable.
+*/
+unsigned int SkyArchive::GetNumUniqueNames() const
+{
+ // duh!
+ if (IsEmpty())
+ return 0;
+
+ unsigned int iNumKeys = 0;
+ SkyMMapConstIter iter;
+ const char* pLastKey = "";
+
+ for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
+ {
+ const char* pKey = (*iter).first;
+ if (::strcmp( pLastKey, pKey))
+ {
+ ++iNumKeys;
+ pLastKey = pKey;
+ }
+ }
+ return iNumKeys;
+}
+
+
+//=============================================================================
+// Removing Contents of SkyArchive
+//=============================================================================
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::MakeEmpty
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyArchive::MakeEmpty()
+* @brief Remove all the contents of the database.
+*/
+SKYRESULT SkyArchive::MakeEmpty()
+{
+ SkyMMapIter iter;
+
+ for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
+ {
+ SkyArchiveEntry* pEntry = (*iter).second;
+ char* pName = (*iter).first;
+ SAFE_DELETE_ARRAY(pName);
+
+ if (ARCHIVE_TYPE == pEntry->type)
+ {
+ SkyArchive* pArchive = (SkyArchive*)(pEntry->pData);
+ SAFE_DELETE(pArchive);
+ }
+ else
+ {
+ SAFE_DELETE_ARRAY(pEntry->pData);
+ }
+ SAFE_DELETE(pEntry);
+ }
+
+ _dataTable.clear();
+
+ return SKYRESULT_OK;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::IsEmpty
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyArchive::IsEmpty() const
+* @brief returns true if the archive is empty, false if it contains any data.
+*/
+bool SkyArchive::IsEmpty() const
+{
+ return (0 == _dataTable.size());
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::Load
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::Load(const char* pFileName)
+ * @brief Load the contents of a SkyArchive from file storage.
+ */
+SKYRESULT SkyArchive::Load(const char* pFileName)
+{
+ if (!pFileName)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::Load(): file name is NULL.");
+
+ FILE* pSrcFile = NULL;
+
+ if (NULL == (pSrcFile = fopen(pFileName, "rb"))) // file opened successfully
+ {
+ SkyTrace("Error: SkyArchive::Load(): failed to open file for reading.");
+ return SKYRESULT_FAIL;
+ }
+
+ SKYRESULT retVal = _Load(pSrcFile);
+ fclose(pSrcFile);
+
+ FAIL_RETURN(retVal);
+ return SKYRESULT_OK;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::Commit
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::Save(const char* pFilename) const
+ * @brief Commit Contents of SkyArchive to file storage.
+ */
+SKYRESULT SkyArchive::Save(const char* pFileName) const
+{
+ if (!pFileName)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::Save(): file name is NULL.");
+
+ FILE* pDestFile = NULL;
+
+ if (NULL == (pDestFile = fopen(pFileName, "wb"))) // file opened successfully
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::Save(): failed to open file for writing.");
+
+ SKYRESULT retVal = _Save(pDestFile);
+ fflush(pDestFile);
+ fclose(pDestFile);
+
+ FAIL_RETURN(retVal);
+ return SKYRESULT_OK;
+}
+
+
+//=============================================================================
+// Private helper functions
+//=============================================================================
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::_FindEntry
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::_FindEntry(const char* pName, unsigned int index, SkyArchiveTypeCode eType) const
+ * @brief Locates and returns the SkyArchiveEntry with the specified name, index, and type.
+ *
+ * PARAMETERS
+ * @param pName Entry name to locate (this is used as the database key)
+ * @param index Entry index to locate (in case of multiple entries)
+ * @param type Entry must have this type (@see SkyArchiveTypeCode)
+ *
+ * Returns a pointer to the entry or NULL if no matching entry could be located.
+ */
+const SkyArchiveEntry* SkyArchive::_FindEntry(const char* pName,
+ unsigned int index,
+ SkyArchiveTypeCode eType) const
+{
+ //
+ // Find the range of entries in the mmap with the key matching /name/
+ //
+ std::pair< SkyMMapConstIter, SkyMMapConstIter > b = _dataTable.equal_range((char*)pName);
+
+ unsigned int count = 0;
+ for (SkyMMapConstIter i = b.first; (i != b.second) && (count <= index); ++i)
+ {
+ //
+ // The entry's type and index must match...
+ //
+ const SkyArchiveEntry* pEntry = (*i).second;
+ if (pEntry->type == eType)
+ {
+ if (count == index)
+ {
+ return pEntry;
+ }
+
+ // only increment the count when the type matches
+ ++count;
+ }
+ }
+ return NULL;
+}
+
+
+//.---------------------------------------------------------------------------.
+//| Function : SkyArchive::_CopyDataTable |
+//| Description: |
+//.---------------------------------------------------------------------------.
+void SkyArchive::_CopyDataTable( const SkyArchiveMMap& src)
+{
+ SkyMMapConstIter iter;
+
+ for (iter = src.begin(); iter != src.end(); iter++)
+ {
+ const SkyArchiveEntry* pSrcEntry = (*iter).second;
+ const char* pSrcName = (*iter).first;
+
+ if (ARCHIVE_TYPE == pSrcEntry->type)
+ {
+ SkyArchive* pSrcArchive = (SkyArchive*)pSrcEntry->pData;
+ AddArchive(*pSrcArchive);
+ }
+ else
+ {
+ SkyArchiveEntry* pNewEntry = new SkyArchiveEntry;
+ pNewEntry->type = pSrcEntry->type;
+ pNewEntry->iDataSize = pSrcEntry->iDataSize;
+ pNewEntry->pData = new unsigned char[pNewEntry->iDataSize];
+ ::memcpy( pNewEntry->pData, pSrcEntry->pData, pNewEntry->iDataSize);
+
+ char* pName = new char[::strlen(pSrcName)+1];
+ ::strcpy( pName, pSrcName );
+ _dataTable.insert(std::make_pair(pName, pNewEntry));
+ }
+ }
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::_Save
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyArchive::_Save(FILE* pDestFile) const
+ * @brief Saves data to a file (possibly recursively in the case of subarchives).
+ */
+SKYRESULT SkyArchive::_Save(FILE* pDestFile) const
+{
+ // fill out a record for this archive & write it
+ SkyArchiveFileEntry me;
+ me.type = ARCHIVE_TYPE;
+ ::strncpy( me.pName, _pName, 32);
+ me.iDataSize = _dataTable.size();
+
+ size_t iNumItemsWritten = fwrite((const void*)&me, sizeof(SkyArchiveFileEntry), 1, pDestFile);
+
+ if (1 > iNumItemsWritten)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Save(): failed to write Archive header.");
+
+ SkyMMapConstIter iter;
+ for (iter = _dataTable.begin(); iter != _dataTable.end(); iter++)
+ {
+ // fill out a record for each item in _dataTable & write it
+ const SkyArchiveEntry* pEntry = (*iter).second;
+ switch(pEntry->type)
+ {
+ case ARCHIVE_TYPE:
+ {
+ ((SkyArchive*)(pEntry->pData))->_Save(pDestFile);
+ break;
+ }
+
+ default:
+ {
+ SkyArchiveFileEntry item;
+ item.type = pEntry->type;
+ ::strncpy( item.pName, (*iter).first, 32);
+ item.iDataSize = pEntry->iDataSize;
+
+ iNumItemsWritten = fwrite((const void*)&item, sizeof(SkyArchiveFileEntry), 1, pDestFile);
+ if (1 > iNumItemsWritten)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Save(): failed to write Archive Entry header.");
+ iNumItemsWritten = fwrite((const void*)pEntry->pData, pEntry->iDataSize, 1, pDestFile);
+ if (1 > iNumItemsWritten)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Save(): failed to write Archive Entry data.");
+ break;
+ }
+ }
+ }
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyArchive::_Load
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyArchive::_Load( FILE* pSrcFile)
+* @brief Loads data from a file (possibly recursively in the case of subarchives).
+*/
+SKYRESULT SkyArchive::_Load( FILE* pSrcFile)
+{
+ // first make sure the file is open and readable.
+
+ // load the first record
+ SkyArchiveFileEntry thisItem;
+ size_t iNumItemsRead = fread((void*)&thisItem, sizeof(SkyArchiveFileEntry), 1, pSrcFile);
+ if (1 > iNumItemsRead)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read Archive header.");
+
+ _pName = new char[::strlen(thisItem.pName)+1];
+ ::strcpy( _pName, thisItem.pName);
+
+ for (unsigned int iNumItems = 0; iNumItems < thisItem.iDataSize; ++iNumItems)
+ {
+ SkyArchiveFileEntry embeddedItem;
+ long iFileLoc = ftell(pSrcFile); // store location before the read
+ iNumItemsRead = fread((void*)&embeddedItem, sizeof(SkyArchiveFileEntry), 1, pSrcFile);
+ if (1 > iNumItemsRead)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read embedded archive item.");
+
+ switch( embeddedItem.type)
+ {
+ case ARCHIVE_TYPE:
+ {
+ if (0 != fseek(pSrcFile, iFileLoc, SEEK_SET))
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to set the file position.");
+ SkyArchive newArchive;
+ newArchive._Load(pSrcFile); // recursively load the subarchive
+ AddArchive(newArchive); // add the loaded archive to the database in memory.
+ }
+ break;
+ default:
+ {
+ void* pData = new unsigned char[embeddedItem.iDataSize];
+ iNumItemsRead = fread((void*)pData, embeddedItem.iDataSize, 1, pSrcFile);
+ if (1 > iNumItemsRead)
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read item data.");
+ AddData( embeddedItem.pName,
+ (SkyArchiveTypeCode)embeddedItem.type,
+ pData,
+ embeddedItem.iDataSize);
+ delete[] pData;
+ break;
+ }
+ }
+ }
+ return SKYRESULT_OK;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyArchive.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyArchive.hpp
+ *
+ * A hierarchical archive Class for storing data.
+ */
+#ifndef __SKYARCHIVE_HPP__
+#define __SKYARCHIVE_HPP__
+
+#pragma warning( disable : 4786 )
+
+#include "vec2f.hpp"
+#include "vec3f.hpp"
+#include "vec4f.hpp"
+#include "SkyUtil.hpp"
+
+#include <map> // for std::multimap
+
+//! Types supported by the archive system
+enum SkyArchiveTypeCode
+{
+ BOOL_TYPE,
+ INT8_TYPE,
+ INT16_TYPE,
+ INT32_TYPE,
+ UINT8_TYPE,
+ UINT16_TYPE,
+ UINT32_TYPE,
+ FLOAT32_TYPE,
+ FLOAT64_TYPE,
+ STRING_TYPE,
+ VEC2F_TYPE,
+ VEC3F_TYPE,
+ VEC4F_TYPE,
+ ARCHIVE_TYPE,
+ ANY_TYPE,
+ NULL_TYPE
+};
+
+struct SkyArchiveEntry;
+
+struct StringLessFunctor
+{
+ bool operator() (const char* p1, const char* p2) const
+ {
+ return ::strcmp( p1, p2) < 0;
+ }
+};
+
+//============================================================================
+//
+// Class : SkyArchive
+//
+//! A simple hierarchical archive file useful for loading and saving data.
+//
+/*! SkyArchive bundles information so that an application can store,
+ manipulate, and retrieve data in a storage-independent manner. Information
+ stored in an SkyArchive file can be modified without breaking
+ compatibility with the code that retrieves the data. In essence, it can be
+ thought of as a very basic database mechanism.
+
+ A SkyArchive is simply a container. The class defines methods that allow
+ you to put information in a SkyArchive, determine the information in a
+ SkyArchive, and retrieve information from a SkyArchive. It's important
+ to note that the SkyArchive is a recursive storage mechanism; a
+ SkyArchive itself can hold one or more other SkyArchives.
+
+ Data are added to an archive in fields. The datum in a field is associated
+ with a name, number of bytes, and a type code. The name can be anything you
+ choose and is not required to be unique. The number of bytes must be accurate.
+ The type code must be one of the SkyArchiveTypeCode enums. Several of the Add
+ functions have been specialized for the common base types. It isn't necessary
+ to provide the number of bytes when using the specialized functions, since it can be
+ inferred from the type code.
+
+ The functions that retrieve fields from an archive are similar to the ones
+ that add data, only their roles are reversed. As with the Add functions,
+ there are several specialized functions for the common base types while
+ custom information can be retrieved using the generic FindData function.
+
+ Querying the contents of an archive is provided through the GetInfo
+ functions. These functions are important as they allow you to write
+ code that can intelligently determine how to retrieve information at
+ run-time: you no longer have to hardcode the order in which you retrieve
+ data from your files.
+
+ archive data fields are held in using an STL multimap. The multimap key
+ is a QString (field name) and the data is held in a SkyArchiveEntry
+ structure (see SkyArchive.cpp for details of this structure).
+ The fields are stored in alphabetical order based on the key names.
+*/
+class SkyArchive
+{
+public:
+ //=========================================================================
+ // Creation & Destruction
+ //=========================================================================
+ // Empty archive: no name, no data fields.
+ SkyArchive();
+ // Creates a named archive with no data fields.
+ SkyArchive( const char* pName);
+ // Deep copy the contents of one archive to another.
+ SkyArchive( const SkyArchive& src);
+ // Deep copy the contents of one archive to another.
+ SkyArchive& operator=( const SkyArchive& src);
+
+ ~SkyArchive();
+
+ //=========================================================================
+ // Basic SkyArchive Information
+ //=========================================================================
+ // Returns true if the archive contains no data fields.
+ bool IsEmpty() const;
+ //! Returns the archive's name.
+ const char* GetName() const { return _pName; };
+
+ //=========================================================================
+ // Adding Content to SkyArchive
+ //=========================================================================
+ // Adds a new datafield to the archive.
+ SKYRESULT AddData(const char* pName,
+ SkyArchiveTypeCode eType,
+ const void* pData,
+ unsigned int iNumBytes,
+ unsigned int iNumItems = 1);
+
+ SKYRESULT AddBool( const char* pName, bool aBool);
+ SKYRESULT AddInt8( const char* pName, char anInt8);
+ SKYRESULT AddInt16( const char* pName, short anInt16);
+ SKYRESULT AddInt32( const char* pName, int anInt32);
+ SKYRESULT AddUInt8( const char* pName, unsigned char anUInt8);
+ SKYRESULT AddUInt16( const char* pName, unsigned short anUInt16);
+ SKYRESULT AddUInt32( const char* pName, unsigned int anUInt32);
+ SKYRESULT AddFloat32( const char* pName, float aFloat32);
+ SKYRESULT AddFloat64( const char* pName, double aFloat64);
+ SKYRESULT AddString( const char* pName, const char* pString);
+
+ SKYRESULT AddArchive( const SkyArchive& anArchive);
+
+ // Vector types (MJH:: only supports float versions for now!!!)
+ SKYRESULT AddVec2f( const char* pName, const Vec2f& aPoint2f);
+ SKYRESULT AddVec3f( const char* pName, const Vec3f& aPoint3f);
+ SKYRESULT AddVec4f( const char* pName, const Vec4f& aPoint4f);
+
+ //=========================================================================
+ // Retrieving Content from SkyArchive
+ //=========================================================================
+ // Retrieves the specified datafield the archive, if it exists.
+ SKYRESULT FindData( const char* pName,
+ SkyArchiveTypeCode eType,
+ void** const pData,
+ unsigned int* pNumBytes,
+ unsigned int index = 0) const;
+
+ SKYRESULT FindBool( const char* pName, bool* pBool, unsigned int index = 0) const;
+ SKYRESULT FindInt8( const char* pName, char* pInt8, unsigned int index = 0) const;
+ SKYRESULT FindInt16( const char* pName, short* pInt16, unsigned int index = 0) const;
+ SKYRESULT FindInt32( const char* pName, int* pInt32, unsigned int index = 0) const;
+ SKYRESULT FindUInt8( const char* pName, unsigned char* pUInt8, unsigned int index = 0) const;
+ SKYRESULT FindUInt16( const char* pName, unsigned short* pUInt16, unsigned int index = 0) const;
+ SKYRESULT FindUInt32( const char* pName, unsigned int* pUInt32, unsigned int index = 0) const;
+ SKYRESULT FindFloat32(const char* pName, float* pFloat32, unsigned int index = 0) const;
+ SKYRESULT FindFloat64(const char* pName, double* pFloat64, unsigned int index = 0) const;
+ SKYRESULT FindString( const char* pName, char** const pString, unsigned int index = 0) const;
+ SKYRESULT FindArchive(const char* pName, SkyArchive* pArchive, unsigned int index = 0) const;
+
+ SKYRESULT FindVec2f( const char* pName, Vec2f* pVec2f, unsigned int index = 0) const;
+ SKYRESULT FindVec3f( const char* pName, Vec3f* pVec3f, unsigned int index = 0) const;
+ SKYRESULT FindVec4f( const char* pName, Vec4f* pVec4f, unsigned int index = 0) const;
+
+ SKYRESULT AccessArchive(const char* pName, SkyArchive** pArchive, unsigned int index = 0) const;
+
+ //=========================================================================
+ // Querying Contents of SkyArchive
+ //=========================================================================
+ // Computes the number of fields that contain the given name and type.
+ SKYRESULT GetInfo(const char* pName,
+ SkyArchiveTypeCode eType,
+ unsigned int* pNumFound = NULL) const;
+
+ // Returns information about the key at the specified index.
+ SKYRESULT GetInfo(unsigned int iNameIndex,
+ char** pNameFound,
+ SkyArchiveTypeCode* pTypeCode,
+ unsigned int* pNumFound);
+
+ // Computes the number of unique key names in _dataTableable.
+ unsigned int GetNumUniqueNames() const;
+
+
+ // Remove the contents of the SkyArchive.
+ SKYRESULT MakeEmpty();
+
+ // Loads the contents from a file.
+ SKYRESULT Load(const char* pFileName);
+
+ // Commits the contents of a SkyArchive to file storage.
+ SKYRESULT Save(const char* pFileName) const;
+
+private:
+
+ char* _pName; // this archive's name
+
+ //=========================================================================
+ // Data storage
+ //=========================================================================
+ typedef std::multimap<char*, SkyArchiveEntry*, StringLessFunctor> SkyArchiveMMap;
+ typedef SkyArchiveMMap::const_iterator SkyMMapConstIter;
+ typedef SkyArchiveMMap::iterator SkyMMapIter;
+
+ SkyArchiveMMap _dataTable; // this is where the data reside.
+
+ // Performs a deep-copy of one archive's archive_mmap_t to another.
+ void _CopyDataTable( const SkyArchiveMMap& src);
+
+ // Locates an archive entry in _dataTable
+ const SkyArchiveEntry* _FindEntry( const char* pName,
+ unsigned int index,
+ SkyArchiveTypeCode eType) const;
+
+ // Saves the archive to a file stream.
+ SKYRESULT _Save(FILE* pDestFile) const;
+ // Initializes the archive from a file stream.
+ SKYRESULT _Load(FILE* pSrcFile);
+};
+
+#endif //__SKYARCHIVE_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyBVTree.hpp
+//------------------------------------------------------------------------------
+// Empyrean / SkyWorks : Copyright 2002 Mark J. Harris
+//------------------------------------------------------------------------------
+/**
+* @file SkyBVTree.hpp
+*
+* This source was written by Wesley Hunt. Many thanks to him for providing it.
+*/
+//-----------------------------------------------------------------------------
+// SkyBVTree.hpp
+//
+// Author: Wesley Hunt (hunt@cs.unc.edu)
+// Date: 2000/12/19
+//-----------------------------------------------------------------------------
+// Overview
+// --------
+// declare an SkyBVTree with whatever object type and bounding volume type you
+// want. The hard part is to pass in a NodeSplitter class that determines how
+// to split a node up. See below for a description of its requirements.
+// Finally, use that tree like so:
+// * BeginTree()
+// * AddObject(Object, ObjectBV)
+// * ...
+// * EndTree()
+// < Do whatever you want with GetRoot() >
+// < Use GetLeftChild() and GetRightChild() to traverse the nodes >
+//
+// The class hierarchy is designed for a flexible, simple public interface.
+// This pushes some extra complexity into the class hierarchy, but there are two
+// main advantages to the final approach:
+// 1. There are no interface requirements for the Object and BoundingVolume
+// template parameters. This means you don't have to modify your existing
+// class interfaces to use them with the tree.
+// 2. All the dependent logic for dealing with the bounding volumes is pushed
+// into the NodeSplitter class. So there is one centralized location for
+// adapting your bounding volume classes to work with the tree. See the
+// description of the NodeSplitter template requirements for more details.
+//
+// Class Descriptions
+// ------------------
+//
+// SkyBaseBVTree
+// -------------
+// declares the node class that the tree holds. It exposes
+// the public functions of the nodes and defines protected accessors that
+// the derived tree class can use to manipulate nodes and build the tree.
+//
+// Node
+// ----
+// This is the class that gives access to the tree. You can access each
+// object and bounding volume owned by a node, along with that node's
+// children.
+//
+// NodeObject
+// ----------------
+// An aggregation of an object and its associated bounding volume.
+// Each node in the tree essentially owns an array of NodeObjects. This
+// array is passed to the NodeSplitter class to allow it to examine a
+// node's contained objects before making a decision on how to split the
+// node up.
+//
+// SkyBVTree
+// ---------
+// The main tree class. To use it, supply and object type, a bounding volume
+// type, and a NodeSplitter class that is used to split the nodes up during
+// tree construction.
+//
+// Template class requirements
+// ---------------------------
+//
+// Object
+// ------
+// None
+//
+// BoundingVolume
+// --------------
+// None
+//
+// NodeSplitter
+// ------------
+// This is the user-supplied class that decides how to split a node during
+// tree construction. It is given an array of NodeObjects that the node owns and
+// is responsible for determining the node's bounding volume as well as how to
+// split the node up into left and right children.
+// The required API is as follows:
+//
+// * a constructor that takes an array of NodeObject and an unsigned int giving
+// the size of the array. These are the objects owned by the node to be split.
+// * a method GetNodeBV() that returns the BoundingVolume of the node.
+// Typically this is the union of the bounding volumes of the objects owned
+// by the node.
+// * A unary function operator used to partition the objects in the node. The
+// operator must take a single NodeObject as a parameter and return as
+// a bool whether to place the NodeObject in the left or right child.
+// Basically, it should be compatible with std::partition using NodeObjects.
+// * A binary function operator used to sort the objects. If a partition fails,
+// the nodes are then sorted based on this function and half are sent to each child.
+// This operator must define a total ordering of the NodeObjects.
+// Basically, it should be compatible with std::sort using NodeObjects.
+//
+// Example:
+// struct NodeSplitter
+// {
+// NodeSplitter(const NodeObject* objs, unsigned int numObjs);
+// BoundingVolume& GetNodeBV() const;
+// // Partition predicate
+// bool operator()(const NodeObject& obj) const;
+// // Sort predicate
+// bool operator()(const NodeObject& obj1, const NodeObject& obj2) const;
+// };
+//
+//-----------------------------------------------------------------------------
+#ifndef __SKYBVTREE_HPP__
+#define __SKYBVTREE_HPP__
+
+#include <algorithm>
+#include <vector>
+
+//-----------------------------------------------------------------------------
+// SkyBaseBVTree<Object, BoundingVolume>
+//-----------------------------------------------------------------------------
+// See header description for details.
+//-----------------------------------------------------------------------------
+template <class Object, class BoundingVolume>
+class SkyBaseBVTree
+{
+public:
+ typedef BoundingVolume BV;
+ class NodeObject;
+
+public:
+ class Node
+ {
+ friend class SkyBaseBVTree<Object, BoundingVolume>;
+ public:
+ Node() : _pObjs(NULL), _iNumObjs(0) {}
+ Node(NodeObject* pObjs, unsigned int iNumObjs) : _pObjs(pObjs), _iNumObjs(iNumObjs) {}
+
+ // Public interface
+ const Object& GetObj(unsigned int index) const { assert(_iNumObjs != 0 && _pObjs != NULL && index < _iNumObjs); return _pObjs[index].GetObj(); }
+ const BV& GetBV(unsigned int index) const { assert(_iNumObjs != 0 && _pObjs != NULL && index < _iNumObjs); return _pObjs[index].GetBV(); }
+ unsigned int GetNumObjs() const { assert(_iNumObjs != 0 && _pObjs != NULL); return _iNumObjs; }
+ const BV& GetNodeBV() const { assert(_iNumObjs != 0 && _pObjs != NULL); return _volume; }
+ const Node* GetLeftChild() const { assert(_iNumObjs != 0 && _pObjs != NULL); return this+1; }
+ const Node* GetRightChild() const { assert(_iNumObjs != 0 && _pObjs != NULL); return this+(GetLeftChild()->GetNumObjs()<<1); }
+ bool IsLeaf() const { assert(_iNumObjs != 0 && _pObjs != NULL); return _iNumObjs == 1; }
+
+ private:
+ // List of Objects owned by the node
+ NodeObject *_pObjs;
+ unsigned int _iNumObjs;
+ BV _volume;
+ };
+
+public:
+ class NodeObject
+ {
+ public:
+ NodeObject(const Object& o, const BV& v) : _obj(o), _volume(v) {}
+
+ const Object& GetObj() const { return _obj; }
+ const BV& GetBV() const { return _volume; }
+ private:
+ Object _obj;
+ BV _volume;
+ };
+
+protected:
+ // Give non-const access to the node for descendant classes to build the tree
+ BV& GetNodeBV(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode->_volume; }
+ Node* GetLeftChild(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode+1; }
+ Node* GetRightChild(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode+(GetLeftChild(pNode)->GetNumObjs()<<1); }
+ NodeObject* GetObjs(Node* pNode) { assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL); return pNode->_pObjs; }
+
+ // Links a node's children by assigning the given number of objects to each child
+ // assumes the node has already had it's objects partitioned
+ void LinkNodeChildren(Node* pNode, unsigned int iLeftNumObjs)
+ {
+ assert(pNode->_iNumObjs != 0 && pNode->_pObjs != NULL);
+ GetLeftChild(pNode)->_pObjs = pNode->_pObjs;
+ GetLeftChild(pNode)->_iNumObjs = iLeftNumObjs;
+ GetRightChild(pNode)->_pObjs = pNode->_pObjs + iLeftNumObjs;
+ GetRightChild(pNode)->_iNumObjs = pNode->_iNumObjs - iLeftNumObjs;
+ }
+};
+
+
+//------------------------------------------------------------------------------
+// Function : ClearVector
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn ClearVector(std::vector<T>& vec)
+ * @brief This utility function uses the std::vector::swap trick to free the memory of a vector
+ *
+ * This is necessary since clear() doesn't actually free anything.
+ */
+template<class T>
+void ClearVector(std::vector<T>& vec)
+{
+ std::vector<T>().swap(vec);
+}
+
+
+//-----------------------------------------------------------------------------
+// SkyBVTree<Object, BoundingVolume, NodeSplitter>
+//-----------------------------------------------------------------------------
+// See header description for details.
+//-----------------------------------------------------------------------------
+template <class Object, class BoundingVolume, class NodeSplitter>
+class SkyBVTree : public SkyBaseBVTree<Object, BoundingVolume>
+{
+public:
+ typedef SkyBaseBVTree<Object, BoundingVolume> BaseTree;
+ typedef BaseTree::BV BV;
+ typedef BaseTree::NodeObject NodeObject;
+ typedef BaseTree::Node Node;
+
+ void Clear()
+ {
+ BeginTree();
+ }
+
+ void BeginTree(unsigned int iNumObjs = 0)
+ {
+ ClearVector(_objList);
+ ClearVector(_nodes);
+ if (iNumObjs > 0) _objList.reserve(iNumObjs);
+ }
+
+ void AddObject(const Object &obj, const BV& volume)
+ {
+ _objList.push_back(NodeObject(obj, volume));
+ }
+
+ void EndTree()
+ {
+ if (_objList.size() == 0) return;
+ // Initialize the root node with all the objects
+ _nodes.push_back(Node(&_objList[0], _objList.size()));
+ // create room for the other nodes. They are initialized in BuildTree().
+ _nodes.reserve(_objList.size()*2-1);
+ _nodes.resize(_objList.size()*2-1);
+ BuildTree(&_nodes[0]);
+ }
+
+ const Node *GetRoot() const { return _nodes.empty() ? NULL : &_nodes[0]; }
+
+ // Memory usage info
+ unsigned int CalcMemUsage() const
+ {
+ unsigned int usage = 0;
+ usage += sizeof(*this);
+ usage += _objList.capacity() * sizeof(_objList[0]);
+ usage += _nodes.capacity() * sizeof(_nodes[0]);
+ return usage;
+ }
+
+public:
+private:
+ // Does the real work
+ void BuildTree(Node *pCurNode)
+ {
+ int iLeftNumObjs;
+ {
+ // Initialize the node splitter with the current node
+ NodeSplitter splitter(GetObjs(pCurNode), pCurNode->GetNumObjs());
+
+ // set the node's bounding volume using the splitter
+ GetNodeBV(pCurNode) = splitter.GetNodeBV();
+
+ // When a node has one object we can stop
+ if (pCurNode->GetNumObjs() == 1) return;
+
+ // Try and partition the objects
+ iLeftNumObjs = std::partition(GetObjs(pCurNode), &GetObjs(pCurNode)[pCurNode->GetNumObjs()], splitter) - GetObjs(pCurNode);
+
+ if ((iLeftNumObjs == 0) || (iLeftNumObjs == pCurNode->GetNumObjs()))
+ {
+ // Partition failed. Sort and split again to force a complete tree
+ std::sort(GetObjs(pCurNode), &GetObjs(pCurNode)[pCurNode->GetNumObjs()], splitter);
+ iLeftNumObjs = pCurNode->GetNumObjs() / 2;
+ }
+ }
+
+ LinkNodeChildren(pCurNode, iLeftNumObjs);
+ BuildTree(GetLeftChild(pCurNode));
+ BuildTree(GetRightChild(pCurNode));
+ }
+
+ std::vector<Node> _nodes;
+ std::vector<NodeObject> _objList;
+};
+
+#endif //__SKYBVTREE_HPP__
\ No newline at end of file
--- /dev/null
+//============================================================================
+// File : SkyBVTreeSplitter.hpp
+//
+// Author : Wesley Hunt
+//
+// Content : NodeSplitter classes for SkyBVTrees using SkyBoundingBox or
+// SkyBoundingSphere (not implemented).
+//
+//============================================================================
+#ifndef __SKYBVTREESPLITTER_HPP__
+#define __SKYBVTREESPLITTER_HPP__
+
+//----------------------------------------------------------------------------
+//-- Includes ----------------------------------------------------------------
+//----------------------------------------------------------------------------
+#include "SkyBVTree.hpp"
+#include "SkyMinMaxBox.hpp"
+//#include <Mlx/MlxBoundingSphere.hpp>
+//#if _MSC_VER == 1200
+//#include <Auxlib/AuxCompileTimeChecker.hpp>
+//#endif
+//----------------------------------------------------------------------------
+//-- Forward Declarations ----------------------------------------------------
+//----------------------------------------------------------------------------
+// A strategy for splitting nodes compatible with bounding boxes and spheres.
+template<class Object> class SkyBoundingBoxSplitter;
+// SkyBVTree compatible node splitters implemented using the above strategy.
+template<class Object> class SkyAABBTreeSplitter;
+//template<class Object> class SkySphereTreeSplitter;
+
+//----------------------------------------------------------------------------
+//-- Defines, Constants, Enumerated Types ------------------------------------
+//----------------------------------------------------------------------------
+const float rLongObjectPercentageTolerance = 0.75f;
+
+//----------------------------------------------------------------------------
+// SkyBoundingBoxSplitter
+//----------------------------------------------------------------------------
+// This class defines a NodeSplitter strategy that has the functionality
+// required by SkyBVTree's NodeSplitter template class. Can be used with
+// SkyMinMaxBox and SkyBoundingSphere.
+//
+// It defines a two-tiered split strategy:
+//
+// * First it tries to separate large objects from any smaller objects.
+// * If there are no large objects, it splits along the midpoint of the longest
+// axis defined by the objects.
+// * Finally, if all else fails, it defines a total ordering along the longest
+// axis based on the center of each node.
+//----------------------------------------------------------------------------
+template<class Object>
+class SkyBoundingBoxSplitter
+{
+public:
+ typedef SkyBaseBVTree<Object, SkyMinMaxBox>::NodeObject NodeObjectBox;
+ //typedef SkyBaseBVTree<Object, SkyBoundingSphere>::NodeObject NodeObjectSphere;
+
+#if _MSC_VER == 1200
+ // !!! WRH HACK MSVC++6 SP5 Workaround.
+ // VC6 can't disambiguate this constructor because it doesn't consider the two
+ // NodeObject templates to be different classes for the purposes of
+ // overloading. It won't recognize that the second template parameters are
+ // different. Forcing them to be explicit template specializations fixes
+ // the problem.
+ template<class BV>
+ SkyBoundingBoxSplitter(const SkyBaseBVTree<Object, BV>::NodeObject*, unsigned int)
+ {
+ //AUX_STATIC_CHECK(false, VisualC_6_WorkAround); ???
+ }
+ template<>
+#endif
+ SkyBoundingBoxSplitter(const NodeObjectBox* pObjs, unsigned int iNumObjs)
+ {
+ for (unsigned int i = 0; i < iNumObjs; ++i)
+ {
+ _nodeBBox.Union(pObjs[i].GetBV());
+ }
+ Init(pObjs, iNumObjs);
+ }
+/*#if _MSC_VER == 1200
+ template<>
+#endif
+SkyBoundingBoxSplitter(const NodeObjectSphere* objs,
+#ifdef _PLATFORM_XBOX
+ Int32
+#else
+ UInt32
+#endif
+ numObjs)
+ {
+ for (int i=0; i<numObjs; ++i)
+ {
+ SkyMinMaxBox box;
+ box.AddPoint(objs[i].GetBV().GetCenter());
+ box.Bloat(objs[i].GetBV().GetRadius());
+ _nodeBBox.Union(box);
+ }
+ Init(objs, numObjs);
+ }*/
+
+ template<class nodeObj>
+ bool SplitLeft(const nodeObj& obj) const
+ {
+ if (_bIsolateLongObjects)
+ return GetSplitAxisLength(obj.GetBV()) < _rMaxObjectLength;
+ else
+ return GetSplitAxisCenter(obj.GetBV()) < _rSplitValue;
+ }
+
+ template<class nodeObj>
+ bool LessThan(const nodeObj& obj1, const nodeObj& obj2) const
+ {
+ return GetSplitAxisCenter(obj1.GetBV()) < GetSplitAxisCenter(obj2.GetBV());
+ }
+
+ const SkyMinMaxBox& GetNodeBBox() const { return _nodeBBox; }
+
+private:
+ template<class nodeObj>
+ void Init(const nodeObj* pObjs, unsigned int iNumObjs)
+ {
+ _iSplitAxis = FindSplitAxis(_nodeBBox);
+ _rSplitValue = FindSplitValue(_nodeBBox, _iSplitAxis);
+ _rMaxObjectLength = GetSplitAxisLength(_nodeBBox) * rLongObjectPercentageTolerance;
+
+ _bIsolateLongObjects = false;
+ for (unsigned int i = 0; i < iNumObjs; ++i)
+ {
+ if (GetSplitAxisLength(pObjs[i].GetBV()) > _rMaxObjectLength)
+ {
+ _bIsolateLongObjects = true;
+ break;
+ }
+ }
+ }
+
+ int FindSplitAxis(const SkyMinMaxBox& bbox)
+ {
+ int iAxis = 0, i;
+ Vec3f vecExt = bbox.GetMax() - bbox.GetMin();
+ for (i = 1; i < 3; ++i) if (vecExt[i] > vecExt[iAxis]) iAxis = i;
+ return iAxis;
+ }
+ float FindSplitValue(const SkyMinMaxBox& bbox, int iSplitAxis)
+ {
+ return (bbox.GetMin()[iSplitAxis] + bbox.GetMax()[iSplitAxis])*0.5f;
+ }
+
+ /*float GetSplitAxisLength(const SkyBoundingSphere& sphere) const
+ {
+ return 2.f*sphere.GetRadius();
+ }*/
+ float GetSplitAxisLength(const SkyMinMaxBox& bbox) const
+ {
+ return bbox.GetMax()[_iSplitAxis] - bbox.GetMin()[_iSplitAxis];
+ }
+
+ float GetSplitAxisCenter(const SkyMinMaxBox& bbox) const
+ {
+ return (bbox.GetMin()[_iSplitAxis] + bbox.GetMax()[_iSplitAxis]) * 0.5f;
+ }
+ /*float GetSplitAxisCenter(const SkyBoundingSphere& sphere) const
+ {
+ return sphere.GetCenter()[SplitAxis];
+ }*/
+
+ int _iSplitAxis;
+ float _rSplitValue;
+ bool _bIsolateLongObjects;
+ float _rMaxObjectLength;
+
+ SkyMinMaxBox _nodeBBox;
+};
+
+//----------------------------------------------------------------------------
+// SkyAABBTreeSplitter
+//----------------------------------------------------------------------------
+// A NodeSplitter that is compatible with SkyBVTree for SkyMinMaxBox.
+// Implemented using the SkyBoundingBoxSplitter strategy.
+//----------------------------------------------------------------------------
+template<class Object>
+class SkyAABBTreeSplitter
+{
+public:
+ typedef SkyMinMaxBox BV;
+ typedef SkyBaseBVTree<Object, BV>::NodeObject NodeObject;
+
+ SkyAABBTreeSplitter(const NodeObject* pObjs, unsigned int iNumObjs) : _splitter(pObjs, iNumObjs) {}
+
+ const BV& GetNodeBV() const { return _splitter.GetNodeBBox(); }
+
+ bool operator()(const NodeObject& obj) const
+ {
+ return _splitter.SplitLeft(obj);
+ }
+
+ bool operator()(const NodeObject& obj1, const NodeObject& obj2) const
+ {
+ return _splitter.LessThan(obj1, obj2);
+ }
+
+private:
+ SkyBoundingBoxSplitter<Object> _splitter;
+};
+
+//----------------------------------------------------------------------------
+// SkySphereTreeSplitter
+//----------------------------------------------------------------------------
+// A NodeSplitter that is compatible with SkyBVTree for SkyBoundingSphere.
+// Implemented using the SkyBoundingBoxSplitter strategy.
+//----------------------------------------------------------------------------
+/*template<class Object>
+class SkySphereTreeSplitter
+{
+public:
+ typedef SkyBoundingSphere BV;
+ typedef SkyBaseBVTree<Object, BV>::NodeObject NodeObject;
+
+ MlxSphereTreeSplitter(const NodeObject* pObjs, unsigned int iNumObjs) : _splitter(pObjs, iNumObjs)
+ {
+ _nodeBV = pObjs[0].GetBV();
+ for (unsigned int i = 1; i < iNumObjs; ++i) _nodeBV.Union(pObjs[i].GetBV());
+ }
+
+ const BV& GetNodeBV() const { return _nodeBV; }
+
+ bool operator()(const NodeObject& obj) const
+ {
+ return _splitter.SplitLeft(obj);
+ }
+
+ bool operator()(const NodeObject& obj1, const NodeObject& obj2) const
+ {
+ return _splitter.LessThan(obj1, obj2);
+ }
+
+private:
+ BV _nodeBV;
+ SkyBoundingBoxSplitter<Object> _splitter;
+};*/
+
+#endif //__SKYBVTREESPLITTER_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyBoundingVolume.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyBoundingVolume.hpp
+ *
+ * Base class interface definition for a bounding volume.
+ */
+#ifndef __SKYBOUNDINGVOLUME_HPP__
+#define __SKYBOUNDINGVOLUME_HPP__
+
+#include <vec3f.hpp>
+#include <mat44.hpp>
+
+// forward to reduce unnecessary dependencies
+class Camera;
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyBoundingVolume
+ * @brief An abstract base class for bounding volumes (AABB,OBB,Sphere,etc.)
+ *
+ * This base class maintains a center and a radius, so it is effectively a bounding
+ * sphere. Derived classes may represent other types of bounding volumes, but they
+ * should be sure to update the radius and center, because some objects will treat
+ * all bounding volumes as spheres.
+ *
+ */
+class SkyBoundingVolume
+{
+public:
+ //! Constructor
+ SkyBoundingVolume() : _vecCenter(0, 0, 0), _rRadius(0) {}
+ //! Destructor
+ virtual ~SkyBoundingVolume() {}
+
+
+ //------------------------------------------------------------------------------
+ // Function : SetCenter
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn SetCenter(const Vec3f ¢er)
+ * @brief Sets the center of the bounding volume.
+ */
+ virtual void SetCenter(const Vec3f ¢er) { _vecCenter = center; }
+
+
+ //------------------------------------------------------------------------------
+ // Function : SetRadius
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn SetRadius(float radius)
+ * @brief Sets the radius of the bounding volume.
+ */
+ virtual void SetRadius(float radius) { _rRadius = radius; }
+
+
+ //------------------------------------------------------------------------------
+ // Function : Vec3f& GetCenter
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Vec3f& GetCenter() const
+ * @brief Returns the center of the bounding volume.
+ */
+ virtual const Vec3f& GetCenter() const { return _vecCenter; }
+
+
+ //------------------------------------------------------------------------------
+ // Function : GetRadius
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn GetRadius() const
+ * @brief Returns the radius ofthe bounding volume.
+ */
+ virtual float GetRadius() const { return _rRadius; }
+
+ //------------------------------------------------------------------------------
+ // Function : ViewFrustumCull
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn ViewFrustumCull( const Camera &cam, const Mat44f &mat )
+ * @brief Cull a bounding volume.
+ *
+ * Returns false if the bounding volume is entirely outside the camera's frustum,
+ * true otherwise.
+ */
+ virtual bool ViewFrustumCull( const Camera &cam, const Mat44f &mat ) = 0;
+
+ //------------------------------------------------------------------------------
+ // Function : AddPoint
+ // Description :
+ //------------------------------------------------------------------------------
+ /*
+ * @fn AddPoint( const Vec3f &pt )
+ * @brief Add a point to a bounding volume.
+ *
+ * One way to create a bounding volume is to add points. What should/could happen
+ * is that the BV will store an object space BV and then when a call to SetPosition
+ * is called, the stored values will be transformed and stored separately, so that
+ * the original values always exist.
+ *
+ */
+ //virtual void AddPoint( const Vec3f &point ) = 0;
+
+ //------------------------------------------------------------------------------
+ // Function : AddPoint
+ // Description :
+ //------------------------------------------------------------------------------
+ /*
+ * @fn AddPoint( float x, float y, float z )
+ * @brief Add a point to a bounding volume.
+ *
+ * @see AddPoint(const Vec3f &pt)
+ */
+ //virtual void AddPoint( float x, float y, float z ) = 0;
+
+ //------------------------------------------------------------------------------
+ // Function : Clear
+ // Description :
+ //------------------------------------------------------------------------------
+ /*
+ * @fn Clear()
+ * @brief Clear all data from the bounding volume.
+ */
+ //virtual void Clear() = 0;
+
+protected:
+ Vec3f _vecCenter;
+ float _rRadius;
+};
+
+#endif //__SKYBOUNDINGVOLUME_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyCloud.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyCloud.cpp
+ *
+ * Implementation of class SkyCloud.
+ */
+
+// warning for truncation of template name for browse info
+#pragma warning( disable : 4786)
+
+//#include "glvu.hpp"
+#include "SkyCloud.hpp"
+#include "SkyRenderableInstance.hpp"
+#include "SkyContext.hpp"
+#include "SkyMaterial.hpp"
+#include "SkyLight.hpp"
+#include "SkyTextureManager.hpp"
+#include "SkySceneManager.hpp"
+#include <algorithm>
+
+//! The version used for cloud archive files.
+#define CLOUD_ARCHIVE_VERSION 0.1f
+
+//------------------------------------------------------------------------------
+// Static initialization
+//------------------------------------------------------------------------------
+SkyMaterial* SkyCloud::s_pMaterial = NULL;
+SkyMaterial* SkyCloud::s_pShadeMaterial = NULL;
+unsigned int SkyCloud::s_iShadeResolution = 32;
+float SkyCloud::s_rAlbedo = 0.9f;
+float SkyCloud::s_rExtinction = 80.0f;
+float SkyCloud::s_rTransparency = exp(-s_rExtinction);
+float SkyCloud::s_rScatterFactor = s_rAlbedo * s_rExtinction * SKY_INV_4PI;
+float SkyCloud::s_rSortAngleErrorTolerance = 0.8f;
+float SkyCloud::s_rSortSquareDistanceTolerance = 100;
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::SkyCloud
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::SkyCloud()
+ * @brief Constructor.
+ */
+SkyCloud::SkyCloud()
+: SkyRenderable(),
+ _bUsePhaseFunction(true),
+ _vecLastSortViewDir(Vec3f::ZERO),
+ _vecLastSortCamPos(Vec3f::ZERO)
+{
+ if (!s_pShadeMaterial)
+ {
+ s_pShadeMaterial = new SkyMaterial;
+ s_pShadeMaterial->SetAmbient(Vec4f(0.1f, 0.1f, 0.1f, 1));
+ s_pShadeMaterial->EnableDepthTest(false);
+ s_pShadeMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ s_pShadeMaterial->EnableBlending(true);
+ s_pShadeMaterial->SetAlphaFunc(GL_GREATER);
+ s_pShadeMaterial->SetAlphaRef(0);
+ s_pShadeMaterial->EnableAlphaTest(true);
+ s_pShadeMaterial->SetColorMaterialMode(GL_DIFFUSE);
+ s_pShadeMaterial->EnableColorMaterial(true);
+ s_pShadeMaterial->EnableLighting(false);
+ s_pShadeMaterial->SetTextureApplicationMode(GL_MODULATE);
+ }
+ if (!s_pMaterial)
+ {
+ s_pMaterial = new SkyMaterial;
+ s_pMaterial->SetAmbient(Vec4f(0.3f, 0.3f, 0.3f, 1));
+ s_pMaterial->SetDepthMask(false);
+ s_pMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ s_pMaterial->EnableBlending(true);
+ s_pMaterial->SetAlphaFunc(GL_GREATER);
+ s_pMaterial->SetAlphaRef(0);
+ s_pMaterial->EnableAlphaTest(true);
+ s_pMaterial->SetColorMaterialMode(GL_DIFFUSE);
+ s_pMaterial->EnableColorMaterial(true);
+ s_pMaterial->EnableLighting(false);
+ s_pMaterial->SetTextureApplicationMode(GL_MODULATE);
+ _CreateSplatTexture(32); // will assign the texture to both static materials
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::~SkyCloud
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::~SkyCloud()
+ * @brief Destructor.
+ */
+SkyCloud::~SkyCloud()
+{
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Update
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyCloud::Update(const Camera &cam, SkyRenderableInstance* pInstance)
+* @brief Currently does nothing.
+*/
+SKYRESULT SkyCloud::Update(const Camera &cam, SkyRenderableInstance* pInstance)
+{
+ return SKYRESULT_OK;
+}
+
+
+
+//------------------------------------------------------------------------------
+// Function : DrawQuad
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
+ * @brief Draw a quad.
+ */
+inline void DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
+{
+ glColor4fv(&(color.x));
+ Vec3f left = pos; left -= y;
+ Vec3f right = left; right += x;
+ left -= x;
+ glTexCoord2f(0, 0); glVertex3fv(&(left.x));
+ glTexCoord2f(1, 0); glVertex3fv(&(right.x));
+ left += y; left += y;
+ right += y; right += y;
+ glTexCoord2f(1, 1); glVertex3fv(&(right.x));
+ glTexCoord2f(0, 1); glVertex3fv(&(left.x));
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Display
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::Display(const Camera &camera, SkyRenderableInstance *pInstance)
+ * @brief Renders the cloud.
+ *
+ * The cloud is rendered by splatting the particles from back to front with respect
+ * to @a camera. Since instances of clouds each have their own particles, which
+ * are pre-transformed into world space, @a pInstance is not used.
+ *
+ * An alternative method is to store the particles untransformed, and transform the
+ * camera and light into cloud space for rendering. This is more complicated,
+ * and not as straightforward. Since I have to store the particles with each instance
+ * anyway, I decided to pre-transform them instead.
+ */
+SKYRESULT SkyCloud::Display(const Camera &camera, SkyRenderableInstance *pInstance)
+{
+ // copy the current camera
+ Camera cam(camera);
+
+ // This cosine computation, along with the if() below, are an optimization. The goal
+ // is to avoid sorting when it will make no visual difference. This will be true when the
+ // cloud particles are almost sorted for the current viewpoint. This is the case most of the
+ // time, since the viewpoint does not move very far in a single frame. Each time we sort,
+ // we cache the current view direction. Then, each time the cloud is displayed, if the
+ // current view direction is very close to the current view direction (dot product is nearly 1)
+ // then we do not resort the particles.
+ float rCosAngleSinceLastSort =
+ _vecLastSortViewDir * cam.ViewDir(); // dot product
+
+ float rSquareDistanceSinceLastSort =
+ (cam.Orig - _vecLastSortCamPos).LengthSqr();
+
+ if (rCosAngleSinceLastSort < s_rSortAngleErrorTolerance ||
+ rSquareDistanceSinceLastSort > s_rSortSquareDistanceTolerance)
+ {
+ // compute the sort position for particles.
+ // don't just use the camera position -- if it is too far away from the cloud, then
+ // precision limitations may cause the STL sort to hang. Instead, put the sort position
+ // just outside the bounding sphere of the cloud in the direction of the camera.
+ Vec3f vecSortPos = -cam.ViewDir();
+ vecSortPos *= (1.1 * _boundingBox.GetRadius());
+
+ // sort the particles from back to front wrt the camera position.
+ _SortParticles(cam.ViewDir(), vecSortPos, SKY_CLOUD_SORT_TOWARD);
+
+ //_vecLastSortViewDir = GLVU::GetCurrent()->GetCurrentCam()->ViewDir();
+ //_vecLastSortCamPos = GLVU::GetCurrent()->GetCurrentCam()->Orig;
+ _vecLastSortViewDir = cam.ViewDir();
+ _vecLastSortCamPos = cam.Orig;
+ }
+
+ // set the material state / properties that clouds use for rendering:
+ // Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
+ // Enables alpha test to discard completely transparent fragments.
+ // Disables depth test.
+ // Enables texturing, with modulation, and the texture set to the shared splat texture.
+ s_pMaterial->Activate();
+
+ Vec4f color;
+ Vec3f eyeDir;
+
+ // Draw the particles using immediate mode.
+ glBegin(GL_QUADS);
+
+ int i = 0;
+ for (ParticleIterator iter = _particles.begin(); iter != _particles.end(); iter++)
+ {
+ i++;
+ SkyCloudParticle *p = *iter;
+
+ // Start with ambient light
+ color = p->GetBaseColor();
+
+ if (_bUsePhaseFunction) // use the phase function for anisotropic scattering.
+ {\r
+ eyeDir = cam.Orig;
+ eyeDir -= p->GetPosition();
+ eyeDir.Normalize();
+ float pf;
+
+ // add the color contribution to this particle from each light source, modulated by
+ // the phase function. See _PhaseFunction() documentation for details.
+ for (int i = 0; i < p->GetNumLitColors(); i++)
+ {
+ pf = _PhaseFunction(_lightDirections[i], eyeDir);
+ // expand this to avoid temporary vector creation in the inner loop
+ color.x += p->GetLitColor(i).x * pf;
+ color.y += p->GetLitColor(i).y * pf;
+ color.z += p->GetLitColor(i).z * pf;
+ }
+ }
+ else // just use isotropic scattering instead.
+ {
+ for (int i = 0; i < (*iter)->GetNumLitColors(); ++i)
+ {
+ color += p->GetLitColor(i);
+ }
+ }
+
+ // Set the transparency independently of the colors
+ color.w = 1 - s_rTransparency;
+
+ // draw the particle as a textured billboard.
+ DrawQuad((*iter)->GetPosition(), cam.X * p->GetRadius(), cam.Y * p->GetRadius(), color);
+ }
+ glEnd();
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::DisplaySplit
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::DisplaySplit(const Camera &camera, const Vec3f &vecSplitPoint, bool bBackHalf, SkyRenderableInstance *pInstance)
+ * @brief The same as Display(), except it displays only the particles in front of or behind the split point.
+ *
+ * This is used to render clouds into two impostor images for displaying clouds that contain objects.
+ *
+ * @see SkyRenderableInstanceCloud
+ */
+SKYRESULT SkyCloud::DisplaySplit(const Camera &camera,
+ const Vec3f &vecSplitPoint,
+ bool bBackHalf,
+ SkyRenderableInstance *pInstance /* = NULL */)
+{
+ // copy the current camera
+ Camera cam(camera);
+
+ Vec3f vecCloudSpaceSplit = vecSplitPoint;
+
+ if (bBackHalf) // only sort when rendering the back half. Reuse sort for front half.
+ {
+ // compute the sort position for particles.
+ // don't just use the camera position -- if it is too far away from the cloud, then
+ // precision limitations may cause the STL sort to hang. Instead, put the sort position
+ // just outside the bounding sphere of the cloud in the direction of the camera.
+ _vecSortPos = -cam.ViewDir();
+ _vecSortPos *= (1.1 * _boundingBox.GetRadius());
+
+ // sort the particles from back to front wrt the camera position.
+ _SortParticles(cam.ViewDir(), _vecSortPos, SKY_CLOUD_SORT_TOWARD);
+
+ // we can't use the view direction optimization when the cloud is split, or we get a lot
+ // of popping of objects in and out of cloud cover. For consistency, though, we need to update
+ // the cached sort direction, since we just sorted the particles.
+ ///_vecLastSortViewDir = GLVU::GetCurrent()->GetCurrentCam()->ViewDir();
+
+ // compute the split distance.
+ vecCloudSpaceSplit -= _vecSortPos;
+ _rSplitDistance = vecCloudSpaceSplit * cam.ViewDir();
+ }
+
+ // set the material state / properties that clouds use for rendering:
+ // Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
+ // Enables alpha test to discard completely transparent fragments.
+ // Disables depth test.
+ // Enables texturing, with modulation, and the texture set to the shared splat texture.
+ s_pMaterial->Activate();
+
+ Vec4f color;
+ Vec3f eyeDir;
+
+ // Draw the particles using immediate mode.
+ glBegin(GL_QUADS);
+
+ // if bBackHalf is false, then we just continue where we left off. If it is true, we
+ // reset the iterator to the beginning of the sorted list.
+ static ParticleIterator iter;
+ if (bBackHalf)
+ iter = _particles.begin();
+
+ // iterate over the particles and render them.
+ for (; iter != _particles.end(); ++iter)
+ {
+ SkyCloudParticle *p = *iter;
+
+ if (bBackHalf && (p->GetSquareSortDistance() < _rSplitDistance))
+ break;
+
+ // Start with ambient light
+ color = p->GetBaseColor();
+
+ if (_bUsePhaseFunction) // use the phase function for anisotropic scattering.
+ {
+ eyeDir = cam.Orig;
+ eyeDir -= p->GetPosition();
+ eyeDir.Normalize();
+ float pf;
+
+ // add the color contribution to this particle from each light source, modulated by
+ // the phase function. See _PhaseFunction() documentation for details.
+ for (int i = 0; i < p->GetNumLitColors(); i++)
+ {
+ pf = _PhaseFunction(_lightDirections[i], eyeDir);
+ // expand this to avoid temporary vector creation in the inner loop
+ color.x += p->GetLitColor(i).x * pf;
+ color.y += p->GetLitColor(i).y * pf;
+ color.z += p->GetLitColor(i).z * pf;
+ }
+ }
+ else // just use isotropic scattering instead.
+ {
+ for (int i = 0; i < p->GetNumLitColors(); ++i)
+ {
+ color += p->GetLitColor(i);
+ }
+ }
+
+ // set the transparency independently of the colors.
+ color.w = 1 - s_rTransparency;
+
+ // draw the particle as a textured billboard.
+ DrawQuad((*iter)->GetPosition(), cam.X * p->GetRadius(), cam.Y * p->GetRadius(), color);
+ }
+ glEnd();
+
+ return SKYRESULT_OK;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Illuminate
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::Illuminate(SkyLight *pLight, SkyRenderableInstance* pInstance, bool bReset)
+ * @brief Compute the illumination of the cloud by the lightsource @a pLight
+ *
+ * This method uses graphics hardware to compute multiple forward scattering at each cloud
+ * in the cloud of light from the directional light source @a pLight. The algorithm works
+ * by successively subtracting "light" from an initially white (fully lit) frame buffer by
+ * using hardware blending and read back. The method stores the illumination from each light
+ * source passed to it separately at each particle, unless @a bReset is true, in which case
+ * the lists of illumination in the particles are reset before the lighting is computed.
+ *
+ */
+SKYRESULT SkyCloud::Illuminate(SkyLight *pLight, SkyRenderableInstance* pInstance, bool bReset)
+{
+ int iOldVP[4];
+
+ glGetIntegerv(GL_VIEWPORT, iOldVP);
+ glViewport(0, 0, s_iShadeResolution, s_iShadeResolution);
+
+ Vec3f vecDir(pLight->GetDirection());
+
+ // if this is the first pass through the lights, reset will be true, and the cached light
+ // directions should be updated. Light directions are cached in cloud space to accelerate
+ // computation of the phase function, which depends on light direction and view direction.
+ if (bReset)
+ _lightDirections.clear();
+ _lightDirections.push_back(vecDir); // cache the (unit-length) light direction
+
+ // compute the light/sort position for particles from the light direction.
+ // don't just use the camera position -- if it is too far away from the cloud, then
+ // precision limitations may cause the STL sort to hang. Instead, put the sort position
+ // just outside the bounding sphere of the cloud in the direction of the camera.
+ Vec3f vecLightPos(vecDir);
+ vecLightPos *= (1.1*_boundingBox.GetRadius());
+ vecLightPos += _boundingBox.GetCenter();
+
+ // Set up a camera to look at the cloud from the light position. Since the sun is an infinite
+ // light source, this camera will use an orthographic projection tightly fit to the bounding
+ // sphere of the cloud.
+ Camera cam;
+
+ // Avoid degenerate camera bases.
+ Vec3f vecUp(0, 1, 0);
+ if (fabs(vecDir * vecUp) - 1 < 1e-6) // check that the view and up directions are not parallel.
+ vecUp.Set(1, 0, 0);
+
+ cam.LookAt(vecLightPos, _boundingBox.GetCenter(), vecUp);
+
+ // sort the particles away from the light source.
+ _SortParticles(cam.ViewDir(), vecLightPos, SKY_CLOUD_SORT_AWAY);
+
+ // projected dist to cntr along viewdir
+ float DistToCntr = (_boundingBox.GetCenter() - vecLightPos) * cam.ViewDir();
+
+ // calc tight-fitting near and far distances for the orthographic frustum
+ float rNearDist = DistToCntr - _boundingBox.GetRadius();
+ float rFarDist = DistToCntr + _boundingBox.GetRadius();
+
+ // set the modelview matrix from this camera.
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ float M[16];
+
+
+ cam.GetModelviewMatrix(M);
+ glLoadMatrixf(M);
+
+ // switch to parallel projection
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(-_boundingBox.GetRadius(), _boundingBox.GetRadius(),
+ -_boundingBox.GetRadius(), _boundingBox.GetRadius(),
+ rNearDist, rFarDist);
+
+ // set the material state / properties that clouds use for shading:
+ // Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
+ // Enables alpha test to discard completely transparent fragments.
+ // Disables depth test.
+ // Enables texturing, with modulation, and the texture set to the shared splat texture.
+ s_pShadeMaterial->Activate();
+
+ // these are used for projecting the particle position to determine where to read pixels.
+ double MM[16], PM[16];
+ int VP[4] = { 0, 0, s_iShadeResolution, s_iShadeResolution };
+ glGetDoublev(GL_MODELVIEW_MATRIX, MM);
+ glGetDoublev(GL_PROJECTION_MATRIX, PM);
+
+ // initialize back buffer to all white -- modulation darkens areas where cloud particles
+ // absorb light, and lightens it where they scatter light in the forward direction.
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ float rPixelsPerLength = s_iShadeResolution / (2 * _boundingBox.GetRadius());
+
+ // the solid angle over which we will sample forward-scattered light.
+ float rSolidAngle = 0.09;
+ int i = 0;
+ int iNumFailed = 0;
+ for (ParticleIterator iter = _particles.begin(); iter != _particles.end(); ++iter, ++i)
+ {
+ Vec3f vecParticlePos = (*iter)->GetPosition();
+
+ Vec3f vecOffset(vecLightPos);
+ vecOffset -= vecParticlePos;
+
+ // compute the pixel area to read back in order to integrate the illumination of the particle
+ // over a constant solid angle.
+ float rDistance = fabs(cam.ViewDir() * vecOffset) - rNearDist;
+
+ float rArea = rSolidAngle * rDistance * rDistance;
+ int iPixelDim = sqrt(rArea) * rPixelsPerLength;
+ int iNumPixels = iPixelDim * iPixelDim;
+ if (iNumPixels < 1)
+ {
+ iNumPixels = 1;
+ iPixelDim = 1;
+ }
+
+ // the scale factor to convert the read back pixel colors to an average illumination of the area.
+ float rColorScaleFactor = rSolidAngle / (iNumPixels * 255.0f);
+
+ unsigned char *c = new unsigned char[4 * iNumPixels];
+
+ Vec3d vecWinPos;
+
+ // find the position in the buffer to which the particle position projects.
+ if (!gluProject(vecParticlePos.x, vecParticlePos.y, vecParticlePos.z,
+ MM, PM, VP,
+ &(vecWinPos.x), &(vecWinPos.y), &(vecWinPos.z)))
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "Error: SkyCloud::Illuminate(): failed to project particle position.");
+ }
+
+ // offset the projected window position by half the size of the readback region.
+ vecWinPos.x -= 0.5 * iPixelDim;
+ if (vecWinPos.x < 0) vecWinPos.x = 0;
+ vecWinPos.y -= 0.5 * iPixelDim;
+ if (vecWinPos.y < 0) vecWinPos.y = 0;
+
+ // read back illumination of this particle from the buffer.
+ glReadBuffer(GL_BACK);
+ glReadPixels(vecWinPos.x, vecWinPos.y, iPixelDim, iPixelDim, GL_RGBA, GL_UNSIGNED_BYTE, c);
+
+ // scattering coefficient vector.
+ Vec4f vecScatter(s_rScatterFactor, s_rScatterFactor, s_rScatterFactor, 1);
+
+ // add up the read back pixels (only need one component -- its grayscale)
+ int iSum = 0;
+ for (int k = 0; k < 4 * iNumPixels; k+=4)
+ iSum += c[k];
+ delete [] c;
+
+ // compute the amount of light scattered to this particle by particles closer to the light.
+ // this is the illumination over the solid angle that we measured (using glReadPixels) times
+ // the scattering coefficient (vecScatter);
+ Vec4f vecScatteredAmount(iSum * rColorScaleFactor,
+ iSum * rColorScaleFactor,
+ iSum * rColorScaleFactor,
+ 1 - s_rTransparency);
+ vecScatteredAmount &= vecScatter;
+
+ // the color of th particle (iter) contributed by this light source (pLight) is the
+ // scattered light from the part of the cloud closer to the light, times the diffuse color
+ // of the light source. The alpha is 1 - the uniform transparency of all particles (modulated
+ // by the splat texture).
+ Vec4f vecColor = vecScatteredAmount;
+ vecColor &= pLight->GetDiffuse();
+ vecColor.w = 1 - s_rTransparency;
+
+ // add this color to the list of lit colors for the particle. The contribution from each light
+ // is kept separate because the phase function we apply at runtime depends on the light vector
+ // for each light source separately. This view-dependent effect is impossible without knowing
+ // the amount of light contributed for each light. This, of course, assumes the clouds will
+ // be lit by a reasonably small number of lights (The sun plus some simulation of light reflected
+ // from the sky and / or ground.) This technique works very well for simulating anisotropic
+ // illumination by skylight.
+ if (bReset)
+ {
+ (*iter)->SetBaseColor(s_pMaterial->GetAmbient());
+ (*iter)->ClearLitColors();
+ (*iter)->AddLitColor(vecColor);
+ }
+ else
+ {
+ (*iter)->AddLitColor(vecColor);
+ }
+
+ // the following computation (scaling of the scattered amount by the phase function) is done
+ // after the lit color is stored so we don't add the scattering to this particle twice.
+ vecScatteredAmount *= 1.5; // rayleigh scattering phase function for angle of zero or 180 = 1.5!
+
+ // clamp the color
+ if (vecScatteredAmount.x > 1) vecScatteredAmount.x = 1;
+ if (vecScatteredAmount.y > 1) vecScatteredAmount.y = 1;
+ if (vecScatteredAmount.z > 1) vecScatteredAmount.z = 1;
+ vecScatteredAmount.w = 1 - s_rTransparency;
+
+ vecScatteredAmount.x = 0.50; vecScatteredAmount.y = 0.60; vecScatteredAmount.z = 0.70;
+
+ // Draw the particle as a texture billboard. Use the scattered light amount as the color to
+ // simulate forward scattering of light by this particle.
+ glBegin(GL_QUADS);
+ DrawQuad(vecParticlePos, cam.X * (*iter)->GetRadius(), cam.Y * (*iter)->GetRadius(), vecScatteredAmount);
+ glEnd();
+
+ //glutSwapBuffers(); // Uncomment this swap buffers to visualize cloud illumination computation.
+ }
+
+ // Note: here we could optionally store the current back buffer as a shadow image
+ // to be projected from the light position onto the scene. This way we can have clouds shadow
+ // the environment.
+
+ // restore matrix stack and viewport.
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glViewport(iOldVP[0], iOldVP[1], iOldVP[2], iOldVP[3]);
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::CopyBoundingVolume
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::CopyBoundingVolume() const
+ * @brief Returns a new copy of the SkyMinMaxBox for this cloud.
+ */
+SkyMinMaxBox* SkyCloud::CopyBoundingVolume() const
+{
+ SkyMinMaxBox *pBox = new SkyMinMaxBox();
+ pBox->SetMax(_boundingBox.GetMax());
+ pBox->SetMin(_boundingBox.GetMin());
+ return pBox;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Load
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::Load(const SkyArchive &archive, float rScale, bool bLocal)
+ * @brief Loads the cloud data from @a archive.
+ *
+ * If @a rScale does not equal 1.0, then the cloud is scaled by an amount rScale.
+ */
+SKYRESULT SkyCloud::Load(const SkyArchive &archive,
+ float rScale /* = 1.0f */,
+ bool bLocal /* = false */)
+{
+ unsigned int iNumParticles;
+ Vec3f vecCenter = Vec3f::ZERO;
+ //Vec3f vecCenter;
+ //float rRadius;
+ //archive.FindVec3f("CldCenter", &vecCenter);
+ //archive.FindFloat32("CldRadius", &rRadius);
+
+ //_boundingBox.SetMin(vecCenter - Vec3f(rRadius, rRadius, rRadius));
+ //_boundingBox.SetMax(vecCenter + Vec3f(rRadius, rRadius, rRadius));
+
+ archive.FindUInt32("CldNumParticles", &iNumParticles);
+ if (!bLocal)
+ archive.FindVec3f("CldCenter", &vecCenter);
+
+ Vec3f *pParticlePositions = new Vec3f[iNumParticles];
+ float *pParticleRadii = new float[iNumParticles];
+ Vec4f *pParticleColors = new Vec4f[iNumParticles];
+
+ unsigned int iNumBytes;
+ archive.FindData("CldParticlePositions", ANY_TYPE, (void**const)&pParticlePositions, &iNumBytes);
+ archive.FindData("CldParticleRadii", ANY_TYPE, (void**const)&pParticleRadii, &iNumBytes);
+ archive.FindData("CldParticleColors", ANY_TYPE, (void**const)&pParticleColors, &iNumBytes);
+
+ for (unsigned int i = 0; i < iNumParticles; ++i)
+ {
+ SkyCloudParticle *pParticle = new SkyCloudParticle((pParticlePositions[i] + vecCenter) * rScale,
+ pParticleRadii[i] * rScale,
+ pParticleColors[i]);
+ _boundingBox.AddPoint(pParticle->GetPosition());
+
+ _particles.push_back(pParticle);
+ }
+ // this is just a bad hack to align cloud field from skyworks with local horizon at KSFO
+ // we need to develop out own scheme for loading and positioning clouds
+ Mat33f rot_mat;
+ Vec3f moveit;
+
+ //moveit.Set( -10000.0, 1500.0, 1500.0 );
+ moveit.Set( 0.0, 0.0, 1050.0 );
+
+ rot_mat.Set( 1, 0, 0,
+ 0, 0, -1,
+ 0, 1, 0);
+ // flip the y and z axis
+ Rotate( rot_mat );
+
+ // adjust for lon af KSFO -122.357
+ rot_mat.Set( -0.5352f, 0.8447f, 0.0f,
+ -0.8447f, -0.5352f, 0.0f,
+ -0.0f, 0.0f, 1.0f);
+
+ Rotate( rot_mat );
+
+ // and about x for latitude 37.6135
+ rot_mat.Set( 1.0f, 0.0, 0.0f,
+ 0.0f, 0.7921f, -0.6103f,
+ 0.0f, 0.6103f, 0.7921f);
+
+ Rotate( rot_mat );
+
+ Translate( moveit );
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Save
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyCloud::Save(SkyArchive &archive) const
+* @brief Saves the cloud data to @a archive.
+*
+* @todo <WRITE EXTENDED SkyCloud::Save FUNCTION DOCUMENTATION>
+*/
+SKYRESULT SkyCloud::Save(SkyArchive &archive) const
+{
+ SkyArchive myArchive("Cloud");
+ //myArchive.AddVec3f("CldCenter", _center);
+ //myArchive.AddFloat32("CldRadius", _boundingBox.GetRadius());
+ myArchive.AddUInt32("CldNumParticles", _particles.size());
+
+ // make temp arrays
+ Vec3f *pParticlePositions = new Vec3f[_particles.size()];
+ float *pParticleRadii = new float[_particles.size()];
+ Vec4f *pParticleColors = new Vec4f[_particles.size()];
+
+ unsigned int i = 0;
+
+ for (ParticleConstIterator iter = _particles.begin(); iter != _particles.end(); ++iter, ++i)
+ {
+ pParticlePositions[i] = (*iter)->GetPosition(); // position around origin
+ pParticleRadii[i] = (*iter)->GetRadius();
+ pParticleColors[i] = (*iter)->GetBaseColor();
+ }
+
+ myArchive.AddData("CldParticlePositions",
+ ANY_TYPE,
+ pParticlePositions,
+ sizeof(Vec3f),
+ _particles.size());
+
+ myArchive.AddData("CldParticleRadii",
+ ANY_TYPE,
+ pParticleRadii,
+ sizeof(float),
+ _particles.size());
+
+ myArchive.AddData("CldParticleColors",
+ ANY_TYPE,
+ pParticleColors,
+ sizeof(Vec3f),
+ _particles.size());
+
+ archive.AddArchive(myArchive);
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Rotate
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::Rotate(const Mat33f& rot)
+ * @brief @todo <WRITE BRIEF SkyCloud::Rotate DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyCloud::Rotate FUNCTION DOCUMENTATION>
+ */
+void SkyCloud::Rotate(const Mat33f& rot)
+{
+ _boundingBox.Clear();
+ for (int i = 0; i < _particles.size(); ++i)
+ {
+ _particles[i]->SetPosition(rot * _particles[i]->GetPosition());
+ _boundingBox.AddPoint(_particles[i]->GetPosition());
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Translate
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::Translate(const Vec3f& trans)
+ * @brief @todo <WRITE BRIEF SkyCloud::Translate DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyCloud::Translate FUNCTION DOCUMENTATION>
+ */
+void SkyCloud::Translate(const Vec3f& trans)
+{
+ for (int i = 0; i < _particles.size(); ++i)
+ {
+ _particles[i]->SetPosition(_particles[i]->GetPosition() + trans);
+ }
+ _boundingBox.SetMax(_boundingBox.GetMax() + trans);
+ _boundingBox.SetMin(_boundingBox.GetMin() + trans);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::Scale
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::Scale(const float scale)
+ * @brief @todo <WRITE BRIEF SkyCloud::Scale DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyCloud::Scale FUNCTION DOCUMENTATION>
+ */
+void SkyCloud::Scale(const float scale)
+{
+ _boundingBox.Clear();
+ for (int i = 0; i < _particles.size(); ++i)
+ {
+ _particles[i]->SetPosition(_particles[i]->GetPosition() * scale);
+ _boundingBox.AddPoint(_particles[i]->GetPosition());
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::_SortParticles
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::_SortParticles(const Vec3f& vecViewDir, const Vec3f& sortPoint, SortDirection dir)
+ * @brief Sorts the cloud particles in the direction specified by @a dir.
+ *
+ * @vecSortPoint is assumed to already be transformed into the basis space of the cloud.
+ */
+void SkyCloud::_SortParticles(const Vec3f& vecViewDir,
+ const Vec3f& vecSortPoint,
+ SortDirection dir)
+{
+ Vec3f partPos;
+ for (int i = 0; i < _particles.size(); ++i)
+ {
+ partPos = _particles[i]->GetPosition();
+ partPos -= vecSortPoint;
+ _particles[i]->SetSquareSortDistance(partPos * vecViewDir);//partPos.LengthSqr());
+ }
+
+ switch (dir)
+ {
+ case SKY_CLOUD_SORT_TOWARD:
+ std::sort(_particles.begin(), _particles.end(), _towardComparator);
+ break;
+ case SKY_CLOUD_SORT_AWAY:
+ std::sort(_particles.begin(), _particles.end(), _awayComparator);
+ break;
+ default:
+ break;
+ }
+}
+
+
+
+//------------------------------------------------------------------------------
+// Function : EvalHermite
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * EvalHermite(float pA, float pB, float vA, float vB, float u)
+ * @brief Evaluates Hermite basis functions for the specified coefficients.
+ */
+inline float EvalHermite(float pA, float pB, float vA, float vB, float u)
+{
+ float u2=(u*u), u3=u2*u;
+ float B0 = 2*u3 - 3*u2 + 1;
+ float B1 = -2*u3 + 3*u2;
+ float B2 = u3 - 2*u2 + u;
+ float B3 = u3 - u;
+ return( B0*pA + B1*pB + B2*vA + B3*vB );
+}
+
+// NORMALIZED GAUSSIAN INTENSITY MAP (N must be a power of 2)
+
+//------------------------------------------------------------------------------
+// Function : CreateGaussianMap
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * CreateGaussianMap(int N)
+ *
+ * Creates a 2D gaussian image using a hermite surface.
+ */
+unsigned char* CreateGaussianMap(int N)
+{
+ float *M = new float[2*N*N];
+ unsigned char *B = new unsigned char[4*N*N];
+ float X,Y,Y2,Dist;
+ float Incr = 2.0f/N;
+ int i=0;
+ int j = 0;
+ Y = -1.0f;
+ for (int y=0; y<N; y++, Y+=Incr)
+ {
+ Y2=Y*Y;
+ X = -1.0f;
+ for (int x=0; x<N; x++, X+=Incr, i+=2, j+=4)
+ {
+ Dist = (float)sqrt(X*X+Y2);
+ if (Dist>1) Dist=1;
+ M[i+1] = M[i] = EvalHermite(0.4f,0,0,0,Dist);// * (1 - noise);
+ B[j+3] = B[j+2] = B[j+1] = B[j] = (unsigned char)(M[i] * 255);
+ }
+ }
+ SAFE_DELETE_ARRAY(M);
+ return(B);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::_CreateSplatTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::_CreateSplatTexture(unsigned int iResolution)
+ * @brief Creates the texture map used for cloud particles.
+ */
+void SkyCloud::_CreateSplatTexture(unsigned int iResolution)
+{
+ unsigned char *splatTexture = CreateGaussianMap(iResolution);
+ SkyTexture texture;
+ TextureManager::InstancePtr()->Create2DTextureObject(texture, iResolution, iResolution,
+ GL_RGBA, splatTexture);
+
+ s_pMaterial->SetTexture(0, GL_TEXTURE_2D, texture);
+ s_pShadeMaterial->SetTexture(0, GL_TEXTURE_2D, texture);
+ s_pMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ s_pMaterial->EnableTexture(0, true);
+ s_pShadeMaterial->EnableTexture(0, true);
+
+ SAFE_DELETE_ARRAY(splatTexture);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloud::_PhaseFunction
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloud::_PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir)
+ * @brief Computes the phase (scattering) function of the given light and view directions.
+ *
+ * A phase function is a transfer function that determines, for any angle between incident
+ * and outgoing directions, how much of the incident light intensity will be
+ * scattered in the outgoing direction. For example, scattering by very small
+ * particles such as those found in clear air, can be approximated using <i>Rayleigh
+ * scattering</i>. The phase function for Rayleigh scattering is
+ * p(q) = 0.75*(1 + cos<sup>2</sup>(q)), where q is the angle between incident
+ * and scattered directions. Scattering by larger particles is more complicated.
+ * It is described by Mie scattering theory. Cloud particles are more in the regime
+ * of Mie scattering than Rayleigh scattering. However, we obtain good visual
+ * results by using the simpler Rayleigh scattering phase function as an approximation.
+ */
+float SkyCloud::_PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir)
+{
+ float rCosAlpha = vecLightDir * vecViewDir;
+ return .75f * (1 + rCosAlpha * rCosAlpha); // rayleigh scattering = (3/4) * (1+cos^2(alpha))
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyCloud.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyCloud.hpp
+ *
+ * Interface definition for class SkyCloud.
+ */
+#ifndef __SKYCLOUD_HPP__
+#define __SKYCLOUD_HPP__
+
+// warning for truncation of template name for browse info
+#pragma warning( disable : 4786)
+
+#include "SkyCloudParticle.hpp"
+#include "SkyRenderable.hpp"
+#include "SkyMinMaxBox.hpp"
+#include "camera.hpp"
+#include "SkyArchive.hpp"
+#include "mat33.hpp"
+
+class SkyMaterial;
+class SkyLight;
+class SkyRenderableInstance;
+
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyCloud
+ * @brief A renderable that represents a volumetric cloud.
+ *
+ * A SkyCloud is made up of particles, and is rendered using particle splatting.
+ * SkyCloud is intended to represent realisticly illuminated volumetric clouds
+ * through which the viewer and / or other objects can realistically pass.
+ *
+ * Realistic illumination is performed by the Illuminate() method, which uses a
+ * graphics hardware algorithm to precompute and store multiple forward scattering
+ * of light by each particle in the cloud. Clouds may be illuminated by multiple
+ * light sources. The light from each source is precomputed and stored at each
+ * particle. Each light's contribution is stored separately so that we can
+ * compute view-dependent (anisotropic) scattering at run-time. This gives realistic
+ * effects such as the "silver lining" that you see on a thick cloud when it crosses
+ * in front of the sun.
+ *
+ * At run-time, the cloud is rendered by drawing each particle as a view-oriented
+ * textured billboard (splat), with lighting computed from the precomputed illumination
+ * as follows: for each light source <i>l</i>, compute the scattering function (See _PhaseFunction())
+ * based on the view direction and the direction from the particle to the viewer. This
+ * scattering function modulates the lighting contribution of <i>l</i>. The modulated
+ * contributions are then added and used to modulate the color of the particle. The result
+ * is view-dependent scattering.
+ *
+ * If the phase (scattering) function is not enabled (see IsPhaseFunctionEnabled()), then the
+ * contributions of the light sources are simply added.
+ *
+ * @see SkyRenderableInstanceCloud, SkyCloudParticle, SkySceneManager
+ */
+class SkyCloud : public SkyRenderable
+{
+public:
+ SkyCloud();
+ virtual ~SkyCloud();
+
+ virtual SKYRESULT Update(const Camera &cam, SkyRenderableInstance* pInstance = NULL);
+
+ virtual SKYRESULT Display(const Camera &camera, SkyRenderableInstance *pInstance = NULL);
+
+ SKYRESULT DisplaySplit(const Camera &camera,
+ const Vec3f &vecSplitPoint,
+ bool bBackHalf,
+ SkyRenderableInstance *pInstance = NULL);
+
+ SKYRESULT Illuminate( SkyLight *pLight,
+ SkyRenderableInstance* pInstance,
+ bool bReset = false);
+
+ virtual SkyMinMaxBox* CopyBoundingVolume() const;
+
+ //! Enables the use of a scattering function for anisotropic light scattering.
+ void EnablePhaseFunction(bool bEnable) { _bUsePhaseFunction = bEnable; }
+ //! Returns true if the use of a scattering function is enabled.
+ bool IsPhaseFunctionEnabled() const { return _bUsePhaseFunction; }
+
+ SKYRESULT Save(SkyArchive &archive) const;
+ SKYRESULT Load(const SkyArchive &archive, float rScale = 1.0f, bool bLocal = false);
+
+ void Rotate(const Mat33f& rot);
+ void Translate(const Vec3f& trans);
+ void Scale(const float scale);
+
+protected: // methods
+ enum SortDirection
+ {
+ SKY_CLOUD_SORT_TOWARD,
+ SKY_CLOUD_SORT_AWAY
+ };
+
+ void _SortParticles( const Vec3f& vecViewDir,
+ const Vec3f& vecSortPoint,
+ SortDirection dir);
+
+ void _CreateSplatTexture( unsigned int iResolution);
+
+ float _PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir);
+
+protected: // datatypes
+ typedef std::vector<SkyCloudParticle*> ParticleArray;
+ typedef ParticleArray::iterator ParticleIterator;
+ typedef ParticleArray::const_iterator ParticleConstIterator;
+
+ typedef std::vector<Vec3f> DirectionArray;
+ typedef DirectionArray::iterator DirectionIterator;
+
+ class ParticleAwayComparator
+ {
+ public:
+ bool operator()(SkyCloudParticle* pA, SkyCloudParticle *pB)
+ {
+ return ((*pA) < (*pB));
+ }
+ };
+
+ class ParticleTowardComparator
+ {
+ public:
+ bool operator()(SkyCloudParticle* pA, SkyCloudParticle *pB)
+ {
+ return ((*pA) > (*pB));
+ }
+ };
+
+protected: // data
+ ParticleArray _particles; // cloud particles
+ // particle sorting functors for STL sort.
+ ParticleTowardComparator _towardComparator;
+ ParticleAwayComparator _awayComparator;
+
+ DirectionArray _lightDirections; // light directions in cloud space (cached)
+
+ SkyMinMaxBox _boundingBox; // bounds
+
+ bool _bUsePhaseFunction;
+
+ Vec3f _vecLastSortViewDir;
+ Vec3f _vecLastSortCamPos;
+ Vec3f _vecSortPos;
+
+ float _rSplitDistance;
+
+ static SkyMaterial *s_pMaterial; // shared material for clouds.
+ static SkyMaterial *s_pShadeMaterial;// shared material for illumination pass.
+ static unsigned int s_iShadeResolution; // the resolution of the viewport used for shading
+ static float s_rAlbedo; // the cloud albedo
+ static float s_rExtinction; // the extinction of the clouds
+ static float s_rTransparency; // the transparency of the clouds
+ static float s_rScatterFactor; // How much the clouds scatter
+ static float s_rSortAngleErrorTolerance; // how far the view must turn to cause a resort.
+ static float s_rSortSquareDistanceTolerance; // how far the view must move to cause a resort.
+};
+
+#endif //__SKYCLOUD_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyCloudParticle.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyCloudParticle.hpp
+ *
+ * Definition of a simple cloud particle class.
+ */
+#ifndef __SKYCLOUDPARTICLE_HPP__
+#define __SKYCLOUDPARTICLE_HPP__
+
+#include "vec3f.hpp"
+#include "vec4f.hpp"
+#include <vector>
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyCloudParticle
+ * @brief A class for particles that make up a cloud.
+ *
+ * @todo <WRITE EXTENDED CLASS DESCRIPTION>
+ */
+class SkyCloudParticle
+{
+public:
+ inline SkyCloudParticle();
+ inline SkyCloudParticle(const Vec3f& pos,
+ float rRadius,
+ const Vec4f& baseColor,
+ float rTransparency = 0);
+ inline ~SkyCloudParticle();
+
+ //! Returns the radius of the particle.
+ float GetRadius() const { return _rRadius; }
+ //! Returns the transparency of the particle.
+ float GetTransparency() const { return _rTransparency; }
+ //! Returns the position of the particle.
+ const Vec3f& GetPosition() const { return _vecPosition; }
+ //! Returns the base color of the particle. This is often used for ambient color.
+ const Vec4f& GetBaseColor() const { return _vecBaseColor; }
+ //! Returns the number of light contributions to this particle's color.
+ unsigned int GetNumLitColors() const { return _vecLitColors.size(); }
+ //! Returns the light contribution to the color of this particle from light @a index.
+ inline const Vec4f& GetLitColor(unsigned int index) const;
+ //! Returns the square distance from the sort position used for the operator< in sorts / splits.
+ float GetSquareSortDistance() const { return _rSquareSortDistance; }
+
+ //! Sets the radius of the particle.
+ void SetRadius(float rad) { _rRadius = rad; }
+ //! Returns the transparency of the particle.
+ void SetTransparency(float trans) { _rTransparency = trans; }
+ //! Sets the position of the particle.
+ void SetPosition(const Vec3f& pos) { _vecPosition = pos; }
+ //! Sets the base color of the particle. This is often used for ambient color.
+ void SetBaseColor(const Vec4f& col) { _vecBaseColor = col; }
+ //! Sets the light contribution to the color of this particle from light @a index.
+ void AddLitColor(const Vec4f& col) { _vecLitColors.push_back(col); }
+ //! Clears the list of light contributions.
+ void ClearLitColors() { _vecLitColors.clear(); }
+ //! Sets the square distance from the sort position used for the operator< in sorts.
+ void SetSquareSortDistance(float rSquareDistance) { _rSquareSortDistance = rSquareDistance; }
+
+ //! This operator is used to sort particle arrays from nearest to farthes.
+ bool operator<(const SkyCloudParticle& p) const
+ {
+ return (_rSquareSortDistance < p._rSquareSortDistance);
+ }
+
+ //! This operator is used to sort particle arrays from farthest to nearest.
+ bool operator>(const SkyCloudParticle& p) const
+ {
+ return (_rSquareSortDistance > p._rSquareSortDistance);
+ }
+
+protected:
+ float _rRadius;
+ float _rTransparency;
+ Vec3f _vecPosition;
+ Vec4f _vecBaseColor;
+ std::vector<Vec4f> _vecLitColors;
+ Vec3f _vecEye;
+
+ // for sorting particles during shading
+ float _rSquareSortDistance;
+};
+
+//------------------------------------------------------------------------------
+// Function : SkyCloudParticle::SkyCloudParticle
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloudParticle::SkyCloudParticle()
+ * @brief Default constructor.
+ */
+inline SkyCloudParticle::SkyCloudParticle()
+: _rRadius(0),
+ _rTransparency(0),
+ _vecPosition(0, 0, 0),
+ _vecBaseColor(0, 0, 0, 1),
+ _vecEye(0, 0, 0),
+ _rSquareSortDistance(0)
+{
+ _vecLitColors.clear();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloudParticle::SkyCloudParticle
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloudParticle::SkyCloudParticle(const Vec3f& pos, float rRadius, const Vec4f& baseColor, float rTransparency)
+ * @brief Constructor.
+ */
+inline SkyCloudParticle::SkyCloudParticle(const Vec3f& pos,
+ float rRadius,
+ const Vec4f& baseColor,
+ float rTransparency /* = 0 */)
+: _rRadius(rRadius),
+ _rTransparency(rTransparency),
+ _vecPosition(pos),
+ _vecBaseColor(baseColor),
+ _vecEye(0, 0, 0),
+ _rSquareSortDistance(0)
+{
+ _vecLitColors.clear();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyCloudParticle::~SkyCloudParticle
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyCloudParticle::~SkyCloudParticle()
+ * @brief Destructor.
+ */
+inline SkyCloudParticle::~SkyCloudParticle()
+{
+ _vecLitColors.clear();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : Vec4f& SkyCloudParticle::GetLitColor
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn Vec4f& SkyCloudParticle::GetLitColor(unsigned int index) const
+ * @brief Returns the lit color specified by index.
+ *
+ * If the index is out of range, returns a zero vector.
+ */
+inline const Vec4f& SkyCloudParticle::GetLitColor(unsigned int index) const
+{
+ if (index <= _vecLitColors.size())
+ return _vecLitColors[index];
+ else
+ return Vec4f::ZERO;
+}
+
+#endif //__SKYCLOUDPARTICLE_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyContext.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyContext.cpp
+ *
+ * Graphics Context Interface. Initializes GL extensions, etc.
+ */
+#include <GL/glut.h>
+#include <GL/glx.h>
+
+//#include "extgl.h"
+
+#include "SkyContext.hpp"
+#include "SkyUtil.hpp"
+#include "SkyMaterial.hpp"
+#include "SkyTextureState.hpp"
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::SkyContext
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyContext::SkyContext()
+ * @brief Constructor.
+ *
+ */
+SkyContext::SkyContext()
+{
+ _iWidth = glutGet(GLUT_WINDOW_WIDTH);
+ _iHeight = glutGet(GLUT_WINDOW_HEIGHT);
+
+ // materials and structure classes
+ AddCurrentGLContext();
+ // Initialize all the extensions and load the functions - JW (file is extgl.c)
+ #ifdef _WIN32
+ glInitialize();
+ InitializeExtension("GL_ARB_multitexture");
+ #endif
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::~SkyContext
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyContext::~SkyContext()
+ * @brief Destructor.
+ */
+SkyContext::~SkyContext()
+{
+ // delete map of materials
+ for (ContextMaterialIterator cmi = _currentMaterials.begin(); cmi != _currentMaterials.end(); ++cmi)
+ {
+ SAFE_DELETE(cmi->second);
+ }
+ _currentMaterials.clear();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::ProcessReshapeEvent
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyContext::ProcessReshapeEvent(int iWidth, int iHeight)
+ * @brief Handles window resize events, and notifies all context listeners of the event.
+ */
+SKYRESULT SkyContext::ProcessReshapeEvent(int iWidth, int iHeight)
+{
+ _iWidth = iWidth;
+ _iHeight = iHeight;
+ return _SendMessage(SKYCONTEXT_MESSAGE_RESHAPE);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::InitializeExtensions
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyContext::InitializeExtensions(const char *pExtensionNames)
+* @brief Initializes GL extension specified by @a pExtensionNames.
+*/
+SKYRESULT SkyContext::InitializeExtension(const char *pExtensionName)
+{ /***
+ if (!QueryExtension(pExtensionName)) // see query search function defined in extgl.c
+ {
+ SkyTrace(
+ "ERROR: SkyContext::InitializeExtenstions: The following extensions are unsupported: %s\n",
+ pExtensionName);
+ return SKYRESULT_FAIL;
+ } **/
+ //set this false to catch all the extensions until we come up with a linux version
+ return SKYRESULT_FAIL;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::GetCurrentMaterial
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyContext::GetCurrentMaterial()
+* @brief Returns the current cached material state that is active in this OpenGL context.
+*
+* @todo <WRITE EXTENDED SkyContext::GetCurrentMaterial FUNCTION DOCUMENTATION>
+*/
+SkyMaterial* SkyContext::GetCurrentMaterial()
+{
+ ContextMaterialIterator cmi = _currentMaterials.find(glXGetCurrentContext());
+ if (_currentMaterials.end() != cmi)
+ return cmi->second;
+ else
+ {
+ SkyTrace("SkyContext::GetCurrentMaterial(): Invalid context.");
+ return NULL;
+ }
+
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::GetCurrentTextureState
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyContext::GetCurrentTextureState()
+ * @brief Returns the current cached texture state that is active in this OpenGL context.
+ *
+ * @todo <WRITE EXTENDED SkyContext::GetCurrentTextureState FUNCTION DOCUMENTATION>
+ */
+SkyTextureState* SkyContext::GetCurrentTextureState()
+{
+ ContextTextureStateIterator ctsi = _currentTextureState.find(glXGetCurrentContext());
+ if (_currentTextureState.end() != ctsi)
+ return ctsi->second;
+ else
+ {
+ SkyTrace("SkyContext::GetCurrentTextureState(): Invalid context.");
+ return NULL;
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::AddCurrentGLContext
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyContext::AddCurrentGLContext()
+ * @brief @todo <WRITE BRIEF SkyContext::AddCurrentGLContext DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyContext::AddCurrentGLContext FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyContext::AddCurrentGLContext()
+{
+ SkyMaterial *pCurrentMaterial = new SkyMaterial;
+ _currentMaterials.insert(std::make_pair(glXGetCurrentContext(), pCurrentMaterial));
+
+ SkyTextureState *pCurrentTS = new SkyTextureState;
+ _currentTextureState.insert(std::make_pair(glXGetCurrentContext() , pCurrentTS));
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::Register
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyContext::Register(Listener* pListener, int priority)
+ * @brief Register with the messaging system to handle notification of mode changes
+ */
+SKYRESULT SkyContext::Register(Listener* pListener, int priority)
+{
+ std::list<ListenerPair>::iterator iter =
+ std::find_if(_listeners.begin(), _listeners.end(), _ListenerPred(pListener));
+ if (iter == _listeners.end())
+ {
+ // insert the listener, sorted by priority
+ for (iter=_listeners.begin(); iter != _listeners.end(); ++iter)
+ {
+ if (priority <= iter->first)
+ {
+ _listeners.insert(iter, ListenerPair(priority, pListener));
+ break;
+ }
+ }
+ if (iter == _listeners.end())
+ {
+ _listeners.push_back(ListenerPair(priority, pListener));
+ }
+ // Send a message to the pListener if we are already active so it
+ // can intialize itself
+ //FAIL_RETURN(pListener->GraphicsReshapeEvent());
+ }
+ else
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyContext: Listener is already registered");
+ }
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyContext::UnRegister
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyContext::UnRegister(Listener *pListener)
+ * @brief UnRegister with the messaging system.
+ */
+SKYRESULT SkyContext::UnRegister(Listener *pListener)
+{
+ std::list<ListenerPair>::iterator iter =
+ std::find_if(_listeners.begin(), _listeners.end(), _ListenerPred(pListener));
+ if (iter == _listeners.end())
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyContext: Listener is not registered");
+ }
+ else
+ {
+ _listeners.erase(iter);
+ }
+ return SKYRESULT_OK;
+}
+
+
+/**
+ * @fn SkyContext::_SendMessage(SkyMessageType msg)
+ * @brief Messaging system to handle notification of mode changes
+ */
+SKYRESULT SkyContext::_SendMessage(SkyMessageType msg)
+{
+ if (_listeners.size() == 0) return SKYRESULT_OK;
+
+ bool failure = false;
+ SKYRESULT res, failureCode = SKYRESULT_OK;
+ std::list<ListenerPair>::iterator iter;
+ SKYRESULT (Listener::*fnPtr)() = NULL;
+
+ // Make a pointer to the appropriate method
+ switch (msg)
+ {
+ case SKYCONTEXT_MESSAGE_RESHAPE: fnPtr = &Listener::GraphicsReshapeEvent; break;
+ }
+
+ // Notify all listeners of the messag. catch failures, but still call everyone else.
+ // !!! WRH HORRIBLE HACK must cache the current "end" because these functions could register new listeners
+ std::list<ListenerPair>::iterator endIter = _listeners.end();
+ endIter--;
+
+ iter = _listeners.begin();
+ do
+ {
+ if ( SKYFAILED( res = (iter->second->*fnPtr)() ) )
+ {
+ failureCode = res;
+ SkyTrace("SkyContext: SendMessage failed");
+ }
+ if (iter == endIter) break;
+ iter++;
+ } while (true);
+
+ FAIL_RETURN(failureCode);
+
+ return SKYRESULT_OK;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyContext.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyContext.hpp
+ *
+ * Graphics Context Interface. Initializes GL extensions, etc.
+ */
+#ifndef __SKYCONTEXT_HPP__
+#define __SKYCONTEXT_HPP__
+
+// warning for truncation of template name for browse info
+#pragma warning( disable : 4786)
+
+#include "SkySingleton.hpp"
+
+
+#ifdef _WIN32
+#include "extgl.h"
+#endif
+
+#include <list>
+#include <map>
+#include <algorithm>
+
+// ifdef to replace windows stuff for handles-JW
+typedef void *HANDLE;
+typedef HANDLE *PHANDLE;
+#define DECLARE_HANDLE(n) typedef HANDLE n
+
+DECLARE_HANDLE(HGLRC);
+// end of ifdef
+
+class SkyContext;
+class SkyMaterial;
+class SkyTextureState;
+
+//! Graphics Context Singleton declaration.
+/*! The Context must be created by calling GraphicsContext::Instantiate(). */
+typedef SkySingleton<SkyContext> GraphicsContext;
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyContext
+ * @brief A manager / proxy for the state of OpenGL contexts.
+ *
+ * @todo <WRITE EXTENDED CLASS DESCRIPTION>
+ */
+class SkyContext
+{
+public: // datatypes
+
+ //------------------------------------------------------------------------------
+ /**
+ * @class Listener
+ * @brief Inherit this class and overide its methods to be notified of context events.
+ */
+ class Listener
+ {
+ public:
+
+ //! Handle a change in the dimensions of the graphics window.
+ virtual SKYRESULT GraphicsReshapeEvent() { return SKYRESULT_OK; }
+ };
+
+ /**
+ * @enum SkyMessageType messages that the context can generate for it's listeners.
+ */
+ enum SkyMessageType
+ {
+ SKYCONTEXT_MESSAGE_RESHAPE,
+ SKYCONTEXT_MESSAGE_COUNT
+ };
+
+public: // methods
+
+ SKYRESULT ProcessReshapeEvent(int iWidth, int iHeight);
+ SKYRESULT InitializeExtension(const char *pExtensionName);
+
+ //! Returns the current dimensions of the window.
+ void GetWindowSize(int &iWidth, int &iHeight) { iWidth = _iWidth; iHeight = _iHeight; }
+
+ SkyMaterial* GetCurrentMaterial();
+ SkyTextureState* GetCurrentTextureState();
+
+ SKYRESULT AddCurrentGLContext();
+
+ //------------------------------------------------------------------------------
+ // Register with the messaging system to handle notification of mode changes
+ //------------------------------------------------------------------------------
+ SKYRESULT Register(Listener *pListener, int priority = 0);
+ SKYRESULT UnRegister(Listener *pLlistener);
+
+protected: // methods
+ SkyContext();
+ ~SkyContext();
+
+protected: // data
+ int _iWidth;
+ int _iHeight;
+
+ typedef std::map<HGLRC, SkyMaterial*> ContextMaterialMap;
+ typedef ContextMaterialMap::iterator ContextMaterialIterator;
+ typedef std::map<HGLRC, SkyTextureState*> ContextTextureStateMap;
+ typedef ContextTextureStateMap::iterator ContextTextureStateIterator;
+
+ ContextMaterialMap _currentMaterials;
+ ContextTextureStateMap _currentTextureState;
+
+ //------------------------------------------------------------------------------
+ // Messaging system to handle notification of mode changes
+ //------------------------------------------------------------------------------
+ typedef std::pair<int, Listener*> ListenerPair;
+ class _ListenerPred
+ {
+ public:
+ _ListenerPred(const Listener* l) { _l = l; }
+ bool operator()(const ListenerPair& pair) { return pair.second == _l; }
+ protected:
+ const Listener *_l;
+ };
+
+ SKYRESULT _SendMessage(SkyMessageType msg);
+ std::list<ListenerPair> _listeners;
+
+};
+
+#endif //__SKYCONTEXT_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyControlled.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyControlled.hpp
+ *
+ * Interface definition for controlled objects.
+ */
+#ifndef __SKYCONTROLLED_HPP__
+#define __SKYCONTROLLED_HPP__
+
+//#include "BHXController.hpp"
+
+template<typename ControlStateType> class SkyController;
+
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyControlled
+ * @brief A base class defining an interface for controlled objects.
+ *
+ * This class abstracts the control of objects into a simple interface that a
+ * class may inherit that allows it to be controlled by SkyController objects.
+ * A class simply inherits from SkyControlled, which forces the class to implement
+ * the method UpdateStateFromControls(). This method usually uses the SkyController
+ * object passed to SetController() to query the input state via
+ * SkyController::GetControlState().
+ *
+ * @see SkyController
+ */
+template<typename ControlStateType>
+class SkyControlled
+{
+public:
+ //! Constructor.
+ SkyControlled() { _pController = NULL; }
+ //! Destructor
+ virtual ~SkyControlled() { _pController = NULL; }
+
+ //! Sets the controller which will control this controlled object.
+ void SetController(SkyController<ControlStateType> *pController) { _pController = pController; }
+
+ //! Updates the state of the controlled object based on the controls (received from the controller).
+ virtual SKYRESULT UpdateStateFromControls(SKYTIME timeStep) = 0;
+
+protected:
+ SkyController<ControlStateType> *_pController;
+ ControlStateType _controlState;
+};
+
+#endif //__SKYCONTROLLED_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyController.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyController.hpp
+ *
+ * Abstract base class for game object controllers.
+ */
+#ifndef __SKYCONTROLLER_HPP__
+#define __SKYCONTROLLER_HPP__
+
+#include "SkyUtil.hpp"
+
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyController
+ * @brief A class that defines an interface for translating general control input into game object control.
+ *
+ * This class abstracts game object control from specific control input, such
+ * as via user interface devices or via artificial intelligence. Subclasses of
+ * this class implement the method GetControlState() so that objects controlled
+ * by an instance of a SkyController can query the control state that determines
+ * their actions. The object need not know whether it is controlled by a human
+ * or the computer since either controller provides it the same interface.
+ *
+ * @see SkyControlled
+ */
+template <typename ControlStateType>
+class SkyController
+{
+public:
+ //! Constructor.
+ SkyController() {}
+ //! Destructor.
+ virtual ~SkyController() {}
+
+ //! Fills out the control state structure passed in with the current state of controls.
+ virtual SKYRESULT GetControlState(ControlStateType &controlState) = 0;
+};
+
+#endif //__SKYCONTROLLER_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyDynamicTextureManager.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyDynamicTextureManager.cpp
+ *
+ * Implementation of a repository for check out and check in of dynamic textures.
+ */
+
+#pragma warning( disable : 4786 )
+
+#include "SkyDynamicTextureManager.hpp"
+#include "SkyTexture.hpp"
+#include "SkyContext.hpp"
+
+#pragma warning( disable : 4786 )
+
+//! Set this to 1 to print lots of dynamic texture usage messages.
+#define SKYDYNTEXTURE_VERBOSE 0
+//! The maximum number of textures of each resolution to allow in the checked in pool.
+#define SKYDYNTEXTURE_TEXCACHE_LIMIT 32
+
+//------------------------------------------------------------------------------
+// Function : SkyDynamicTextureManager::SkyDynamicTextureManager
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyDynamicTextureManager::SkyDynamicTextureManager()
+ * @brief Constructor.
+ */
+SkyDynamicTextureManager::SkyDynamicTextureManager()
+#ifdef SKYDYNTEXTURE_VERBOSE
+: _iNumTextureBytesUsed(0),
+ _iNumTextureBytesCheckedIn(0),
+ _iNumTextureBytesCheckedOut(0)
+#endif
+{
+ for (int i = 0; i < 11; ++i)
+ for (int j = 0; j < 11; ++j)
+ _iAvailableSizeCounts[i][j] = 0;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyDynamicTextureManager::~SkyDynamicTextureManager
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyDynamicTextureManager::~SkyDynamicTextureManager()
+ * @brief Destructor.
+ */
+SkyDynamicTextureManager::~SkyDynamicTextureManager()
+{
+ for ( TextureSet::iterator subset = _availableTexturePool.begin();
+ subset != _availableTexturePool.end();
+ ++subset )
+ { // iterate over texture subsets.
+ for ( TextureSubset::iterator texture = (*subset).second->begin();
+ texture != (*subset).second->end();
+ ++texture )
+ {
+ texture->second->Destroy();
+ delete texture->second;
+ }
+ subset->second->clear();
+ }
+ _availableTexturePool.clear();
+
+ for ( TextureSubset::iterator texture = _checkedOutTexturePool.begin();
+ texture != _checkedOutTexturePool.end();
+ ++texture )
+ {
+ texture->second->Destroy();
+ delete texture->second;
+ }
+ _checkedOutTexturePool.clear();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyDynamicTextureManager::CheckOutTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyDynamicTextureManager::CheckOutTexture(unsigned int iWidth, unsigned int iHeight)
+ * @brief Returns a texture from the available pool, creating a new one if necessary.
+ *
+ * Thi texture returned by this method is checked out: it will be maintained in a
+ * checked out pool until it is checked in with CheckInTexture(). The texture is owned
+ * by the SkyDynamicTextureManager -- it should not be deleted by another object. Checked out
+ * textures can be modified (copied, or rendered to, etc.), but should not be reallocated
+ * or resized. All checked out textures will be deleted when the SkyDynamicTextureManager
+ * is destroyed, so this manager should be destroyed only after rendering ceases.
+ */
+SkyTexture* SkyDynamicTextureManager::CheckOutTexture(unsigned int iWidth,
+ unsigned int iHeight)
+{
+ int iWidthLog, iHeightLog;
+ iWidthLog = SkyGetLogBaseTwo(iWidth);
+ iHeightLog = SkyGetLogBaseTwo(iHeight);
+
+ // first see if a texture of this resolution is available:
+ // find the subset of textures with width = iWidth, if it exists.
+ TextureSet::iterator subset = _availableTexturePool.find(iWidth);
+ if (subset != _availableTexturePool.end())
+ { // found the iWidth subset
+ // now find a texture with height = iHeight:
+ TextureSubset::iterator texture = (*subset).second->find(iHeight);
+ if (texture != (*subset).second->end())
+ { // found one!
+ // extract the texture
+ SkyTexture *pTexture = (*texture).second;
+ (*texture).second = NULL;
+ // first remove it from this set.
+ (*subset).second->erase(texture);
+ // now add it to the checked out texture set.
+ _checkedOutTexturePool.insert(TextureSubset::value_type(pTexture->GetID(), pTexture));
+
+ // update checked out/in amount.
+#if SKYDYNTEXTURE_VERBOSE
+ _iNumTextureBytesCheckedIn -= iWidth * iHeight * 4;
+ _iNumTextureBytesCheckedOut += iWidth * iHeight * 4;
+ printf("CHECKOUT: %d x %d\n", iWidth, iHeight);
+#endif
+ _iAvailableSizeCounts[iWidthLog][iHeightLog]--;
+ // we're now free to give this texture to the user
+ return pTexture;
+ }
+ else
+ { // we didn't find an iWidth x iHeight texture, although the iWidth subset exists
+ // create a new texture of the appropriate dimensions and return it.
+ SkyTexture *pNewTexture = CreateDynamicTexture(iWidth, iHeight);
+ _checkedOutTexturePool.insert(TextureSubset::value_type(pNewTexture->GetID(),
+ pNewTexture));
+#if SKYDYNTEXTURE_VERBOSE
+ _iNumTextureBytesCheckedOut += iWidth * iHeight * 4;
+#endif
+
+ return pNewTexture;
+ }
+ }
+ else
+ { // we don't yet have a subset for iWidth textures. Create one.
+ TextureSubset *pSubset = new TextureSubset;
+ _availableTexturePool.insert(TextureSet::value_type(iWidth, pSubset));
+ // now create a new texture of the appropriate dimensions and return it.
+ SkyTexture *pNewTexture = CreateDynamicTexture(iWidth, iHeight);
+ _checkedOutTexturePool.insert(TextureSubset::value_type(pNewTexture->GetID(), pNewTexture));
+
+#if SKYDYNTEXTURE_VERBOSE
+ _iNumTextureBytesCheckedOut += iWidth * iHeight * 4;
+#endif
+ return pNewTexture;
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyDynamicTextureManager::CheckInTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyDynamicTextureManager::CheckInTexture(SkyTexture *pTexture)
+ * @brief Returns a checked-out texture to the available pool.
+ *
+ * This method removes the checked out texture from the checked out pool if it is
+ * checked out, and then checks it in to the available pool.
+ */
+void SkyDynamicTextureManager::CheckInTexture(SkyTexture *pTexture)
+{
+ // first see if the texture is in the checked out pool.
+ TextureSubset::iterator coTexture = _checkedOutTexturePool.find(pTexture->GetID());
+ if (coTexture != _checkedOutTexturePool.end())
+ { // if it is there, remove it.
+ _checkedOutTexturePool.erase(coTexture);
+ _iNumTextureBytesCheckedOut -= pTexture->GetWidth() * pTexture->GetHeight() * 4;
+ }
+
+ // Don't cache too many unused textures.
+ int iWidthLog, iHeightLog;
+ iWidthLog = SkyGetLogBaseTwo(pTexture->GetWidth());
+ iHeightLog = SkyGetLogBaseTwo(pTexture->GetHeight());
+ if (_iAvailableSizeCounts[iWidthLog][iHeightLog] >= SKYDYNTEXTURE_TEXCACHE_LIMIT)
+ {
+#if SKYDYNTEXTURE_VERBOSE
+ _iNumTextureBytesUsed -= pTexture->GetWidth() * pTexture->GetHeight() * 4;
+ printf("%dx%d texture DESTROYED.\n\t Total memory used: %d bytes.\n",
+ pTexture->GetWidth(), pTexture->GetHeight(), _iNumTextureBytesUsed);
+#endif
+
+ pTexture->Destroy();
+ SAFE_DELETE(pTexture);
+ return;
+ }
+
+ // now check the texture into the available pool.
+ // find the width subset:
+ TextureSet::iterator subset = _availableTexturePool.find(pTexture->GetWidth());
+ if (subset != _availableTexturePool.end())
+ { // the subset exists. Add the texture to it
+ (*subset).second->insert(TextureSubset::value_type(pTexture->GetHeight(), pTexture));
+ _iNumTextureBytesCheckedIn += pTexture->GetWidth() * pTexture->GetHeight() * 4;
+
+ _iAvailableSizeCounts[iWidthLog][iHeightLog]++;
+ }
+ else
+ { // subset not found. Create it.
+ TextureSubset *pSubset = new TextureSubset;
+ // insert the texture.
+ pSubset->insert(TextureSubset::value_type(pTexture->GetHeight(), pTexture));
+ // insert the subset into the available pool
+ _availableTexturePool.insert(TextureSet::value_type(pTexture->GetWidth(), pSubset));
+
+#if SKYDYNTEXTURE_VERBOSE
+ _iNumTextureBytesCheckedIn += pTexture->GetWidth() * pTexture->GetHeight() * 4;
+ _iAvailableSizeCounts[iWidthLog][iHeightLog]++;
+#endif
+ }
+
+ pTexture = NULL;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyDynamicTextureManager::CreateDynamicTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyDynamicTextureManager::CreateDynamicTexture(unsigned int iWidth, unsigned int iHeight)
+ * @brief Allocate a new dynamic texture object of the given resolution.
+ *
+ * This method is used by CheckOutTexture() when it can't find an available texture of
+ * the requested resolution. It can also be called externally, but will result in an
+ * unmanaged texture unless the new texture is subsequently checked in using CheckInTexture().
+ */
+SkyTexture* SkyDynamicTextureManager::CreateDynamicTexture(unsigned int iWidth, unsigned int iHeight)
+{
+ unsigned int iID;
+ glGenTextures(1, &iID);
+ SkyTexture *pNewTexture = new SkyTexture(iWidth, iHeight, iID);
+ glBindTexture(GL_TEXTURE_2D, pNewTexture->GetID());
+ // set default filtering.
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ // create an empty buffer
+ unsigned char *pData = new unsigned char[iWidth * iHeight * 4];
+
+ // allocate the texture
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, iWidth, iHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pData );
+
+ delete [] pData;
+
+ // update the used texture bytes...
+ _iNumTextureBytesUsed += iWidth * iHeight * 4;
+#if SKYDYNTEXTURE_VERBOSE
+ printf("New %dx%d texture created.\n\t Total memory used: %d bytes\n", iWidth, iHeight, _iNumTextureBytesUsed);
+ printf("\tTotal memory checked in: %d\n", _iNumTextureBytesCheckedIn);
+ printf("\tTotal memory checked out: %d\n", _iNumTextureBytesCheckedOut);
+#endif
+
+ return pNewTexture;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyDynamicTextureManager.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyDynamicTextureManager.hpp
+ *
+ * Interface definition of a repository for check out and check in of dynamic textures.
+ */
+#ifndef __SKYDYNAMICTEXTUREMANAGER_HPP__
+#define __SKYDYNAMICTEXTUREMANAGER_HPP__
+
+// warning for truncation of template name for browse info
+#pragma warning( disable : 4786)
+
+#include <map>
+#include <GL/glut.h>
+#include "SkyUtil.hpp"
+#include "SkySingleton.hpp"
+
+using namespace std;
+
+class SkyTexture;
+class SkyDynamicTextureManager;
+
+//! Dynamic Texture Manager Singleton declaration.
+/*! The DynamicTextureManager must be created by calling DynamicTextureManager::Instantiate(). */
+typedef SkySingleton<SkyDynamicTextureManager> DynamicTextureManager;
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyDynamicTextureManager
+ * @brief A repository that allows check-out and check-in from a pool of dynamic textures.
+ *
+ * When an object needs a dynamic texture, it checks it out using CheckOutTexture(), passing
+ * the resolution of the texture it needs. When the object is done with the texture, it
+ * calls CheckInTexture(). New dynamic textures can be allocated by calling CreateDynamicTexture,
+ * but these textures will be unmanaged.
+ */
+class SkyDynamicTextureManager
+{
+public:
+ SkyTexture* CheckOutTexture(unsigned int iWidth, unsigned int iHeight);
+ void CheckInTexture(SkyTexture* pTexture);
+
+ SkyTexture* CreateDynamicTexture(unsigned int iWidth, unsigned int iHeight);
+
+protected: // methods
+ SkyDynamicTextureManager(); // these are protected because it is a singleton.
+ ~SkyDynamicTextureManager();
+
+protected: // datatypes
+ typedef multimap<unsigned int, SkyTexture*> TextureSubset;
+ typedef multimap<unsigned int, TextureSubset*> TextureSet;
+
+protected: // data
+ TextureSet _availableTexturePool;
+ TextureSubset _checkedOutTexturePool;
+
+ unsigned int _iAvailableSizeCounts[11][11];
+
+ unsigned int _iNumTextureBytesUsed;
+ unsigned int _iNumTextureBytesCheckedOut;
+ unsigned int _iNumTextureBytesCheckedIn;
+};
+
+#endif //__SKYDYNAMICTEXTUREMANAGER_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyLight.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyLight.cpp
+ *
+ * Implementation of a class that maintains the state and operation of a light.
+ */
+#pragma warning( disable : 4786)
+
+#include "SkyLight.hpp"
+#include "SkyMaterial.hpp"
+#include "mat44.hpp"
+#include <GL/glut.h>
+
+SkyMaterial* SkyLight::s_pMaterial = NULL;
+
+//------------------------------------------------------------------------------
+// Function : SkyLight::SkyLight
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyLight::SkyLight(SkyLightType eType)
+* @brief @todo <WRITE BRIEF SkyLight::SkyLight DOCUMENTATION>
+*
+* @todo <WRITE EXTENDED SkyLight::SkyLight FUNCTION DOCUMENTATION>
+*/
+SkyLight::SkyLight(SkyLightType eType)
+: _bEnabled(true),
+_bDirty(true),
+_iLastGLID(-1),
+_eType(eType),
+_vecPosition(0, 0, 1, 1),
+_vecDirection(0, 0, -1, 0),
+_vecDiffuse(1, 1, 1, 1),
+_vecAmbient(0, 0, 0, 0),
+_vecSpecular(1, 1, 1, 1),
+_vecAttenuation(1, 0, 0),
+_rSpotExponent(0),
+_rSpotCutoff(180)
+{
+ if (!s_pMaterial)
+ {
+ s_pMaterial = new SkyMaterial;
+ s_pMaterial->SetColorMaterialMode(GL_DIFFUSE);
+ s_pMaterial->EnableColorMaterial(true);
+ s_pMaterial->EnableLighting(false);
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyLight::~SkyLight
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyLight::~SkyLight()
+* @brief @todo <WRITE BRIEF SkyLight::~SkyLight DOCUMENTATION>
+*
+* @todo <WRITE EXTENDED SkyLight::~SkyLight FUNCTION DOCUMENTATION>
+*/
+SkyLight::~SkyLight()
+{
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyLight::Display
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyLight::Display() const
+* @brief Displays a wireframe representation of the light.
+*
+* This is useful for debugging.
+*/
+void SkyLight::Display() const
+{
+ s_pMaterial->Activate();
+ //if (_bEnabled)
+ //glColor3fv(&(_vecDiffuse.x));
+ //else
+ glColor3f(0, 0, 0);
+
+ switch(_eType)
+ {
+ case SKY_LIGHT_POINT:
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ {
+ glTranslatef(_vecPosition.x, _vecPosition.y, _vecPosition.z);
+ glutWireSphere(4, 8, 8);
+ }
+ glPopMatrix();
+ break;
+ case SKY_LIGHT_DIRECTIONAL:
+ {
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ {
+ Mat44f mat;
+ Vec3f vecPos(_vecPosition.x, _vecPosition.y, _vecPosition.z);
+ Vec3f vecDir(_vecDirection.x, _vecDirection.y, _vecDirection.z);
+ Vec3f vecUp(0, 1, 0);
+ if (fabs(vecDir * vecUp) - 1 < 1e-6) // check that the view and up directions are not parallel.
+ vecUp.Set(1, 0, 0);
+
+ mat.invLookAt(vecPos, vecPos + 10 * vecDir, vecUp);
+
+ glPushMatrix();
+ {
+ glTranslatef(-50 * vecDir.x, -50 * vecDir.y, -50 * vecDir.z);
+ glMultMatrixf(mat);
+ glutWireCone(10, 10, 4, 1);
+ }
+ glPopMatrix();
+
+ glMultMatrixf(mat);
+ GLUquadric *pQuadric = gluNewQuadric();
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ gluCylinder(pQuadric, 4, 4, 50, 4, 4);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+ glPopMatrix();
+ }
+ break;
+ case SKY_LIGHT_SPOT:
+ {
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ {
+ Mat44f mat;
+ Vec3f vecUp = Vec3f(0, 1, 0);
+ Vec3f vecPos(_vecPosition.x, _vecPosition.y, _vecPosition.z);
+ Vec3f vecDir(_vecDirection.x, _vecDirection.y, _vecDirection.z);
+ if (_vecDirection == vecUp)
+ vecUp.Set(1, 0, 0);
+ mat.invLookAt(vecPos + 50 * vecDir, vecPos + 51 * vecDir, vecUp);
+
+ glMultMatrixf(mat);
+ float rAlpha= acos(pow(10, (-12 / _rSpotExponent)));
+ //glutWireCone(50 * tan(SKYDEGREESTORADS * rAlpha), 50, 16, 8);
+ glutWireCone(50 * tan(SKYDEGREESTORADS * _rSpotCutoff), 50, 16, 8);
+ }
+ glPopMatrix();
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyLight::Activate
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyLight::Activate(int iLightID)
+ * @brief @todo <WRITE BRIEF SkyLight::Activate DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyLight::Activate FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyLight::Activate(int iLightID)
+{
+ glPushMatrix();
+ // set the position every frame
+ if (SKY_LIGHT_DIRECTIONAL != _eType)
+ glLightfv(GL_LIGHT0 + iLightID, GL_POSITION, &(_vecPosition.x));
+ else
+ glLightfv(GL_LIGHT0 + iLightID, GL_POSITION, &(_vecDirection.x));
+
+ if (SKY_LIGHT_SPOT == _eType)
+ glLightfv(GL_LIGHT0 + iLightID, GL_SPOT_DIRECTION, &(_vecDirection.x));
+
+ // set other light properties only when they change.
+ if (_bDirty || iLightID != _iLastGLID)
+ {
+ glLightfv(GL_LIGHT0 + iLightID, GL_DIFFUSE, &(_vecDiffuse.x));
+ glLightfv(GL_LIGHT0 + iLightID, GL_AMBIENT, &(_vecAmbient.x));
+ glLightfv(GL_LIGHT0 + iLightID, GL_SPECULAR, &(_vecSpecular.x));
+ glLightf(GL_LIGHT0 + iLightID, GL_CONSTANT_ATTENUATION, _vecAttenuation.x);
+ glLightf(GL_LIGHT0 + iLightID, GL_LINEAR_ATTENUATION, _vecAttenuation.y);
+ glLightf(GL_LIGHT0 + iLightID, GL_QUADRATIC_ATTENUATION, _vecAttenuation.z);
+
+ if (SKY_LIGHT_SPOT == _eType)
+ {
+ glLightf(GL_LIGHT0 + iLightID, GL_SPOT_CUTOFF, _rSpotCutoff);
+ glLightf(GL_LIGHT0 + iLightID, GL_SPOT_EXPONENT, _rSpotExponent);
+ }
+ else
+ {
+ glLightf(GL_LIGHT0 + iLightID, GL_SPOT_CUTOFF, 180);
+ glLightf(GL_LIGHT0 + iLightID, GL_SPOT_EXPONENT, 0);
+ }
+
+ if (_bEnabled)
+ glEnable(GL_LIGHT0 + iLightID);
+ else
+ {
+ glDisable(GL_LIGHT0 + iLightID);
+ }
+
+ _iLastGLID = iLightID;
+ _bDirty = false;
+ }
+ glPopMatrix();
+
+ return SKYRESULT_OK;
+}
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyLight.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyLight.hpp
+ *
+ * Definition of a class that maintains the state and operation of a light.
+ */
+#ifndef __SKYLIGHT_HPP__
+#define __SKYLIGHT_HPP__
+
+#include "vec3f.hpp"
+#include "vec4f.hpp"
+#include "SkyUtil.hpp"
+
+class SkyMaterial;
+
+class SkyLight
+{
+public: // types
+ enum SkyLightType
+ {
+ SKY_LIGHT_POINT,
+ SKY_LIGHT_DIRECTIONAL,
+ SKY_LIGHT_SPOT,
+ SKY_LIGHT_NUM_TYPES
+ };
+
+public: // methods
+ SkyLight(SkyLightType eType);
+ virtual ~SkyLight();
+
+ // for visualization of light positions / directions.
+ void Display() const;
+
+ bool GetEnabled() const { return _bEnabled; }
+ SkyLightType GetType() const { return _eType; }
+ const float* GetPosition() const { return _vecPosition; }
+ const float* GetDirection() const { return _vecDirection; }
+ const float* GetDiffuse() const { return _vecDiffuse; }
+ const float* GetAmbient() const { return _vecAmbient; }
+ const float* GetSpecular() const { return _vecSpecular; }
+ const float* GetAttenuation() const { return _vecAttenuation; }
+ float GetSpotExponent() const { return _rSpotExponent; }
+ float GetSpotCutoff() const { return _rSpotCutoff; }
+
+ void Enable(bool bEnable) { _bEnabled = bEnable; _bDirty = true; }
+ void SetType(const SkyLightType& t) { _eType = t; _bDirty = true; }
+ void SetPosition(const float pos[3])
+ { _vecPosition.Set(pos[0], pos[1], pos[2], (_eType != SKY_LIGHT_DIRECTIONAL)); _bDirty = true; }
+
+ void SetDirection(const float dir[3]) { _vecDirection.Set(dir[0], dir[1], dir[2], 0); _bDirty = true; }
+ void SetDiffuse(const float color[4]) { _vecDiffuse.Set(color); _bDirty = true; }
+ void SetAmbient(const float color[4]) { _vecAmbient.Set(color); _bDirty = true; }
+ void SetSpecular(const float color[4]){ _vecSpecular.Set(color); _bDirty = true; }
+ void SetAttenuation(float rConstant, float rLinear, float rQuadratic)
+ { _vecAttenuation.Set(rConstant, rLinear, rQuadratic); _bDirty = true; }
+
+ void SetSpotExponent(float rExp) { _rSpotExponent = rExp; _bDirty = true; }
+ void SetSpotCutoff(float rCutoff) { _rSpotCutoff = rCutoff; _bDirty = true; }
+
+ SKYRESULT Activate(int iLightID);
+
+protected: // data
+ bool _bEnabled;
+ bool _bDirty;
+
+ int _iLastGLID;
+
+ SkyLightType _eType;
+
+ Vec4f _vecPosition;
+ Vec4f _vecDirection;
+ Vec4f _vecDiffuse;
+ Vec4f _vecAmbient;
+ Vec4f _vecSpecular;
+ Vec3f _vecAttenuation; // constant, linear, and quadratic attenuation factors.
+ float _rSpotExponent;
+ float _rSpotCutoff;
+
+ static SkyMaterial *s_pMaterial; // used for rendering the lights during debugging
+};
+
+#endif //__SKYLIGHT_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyMaterial.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyMaterial.cpp
+ *
+ * Implementation of class SkyMaterial, a meterial property object.
+ */
+#include "SkyMaterial.hpp"
+#include "SkyContext.hpp"
+
+//------------------------------------------------------------------------------
+// Function : SkyMaterial::SkyMaterial
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMaterial::SkyMaterial()
+ * @brief Constructor.
+ */
+SkyMaterial::SkyMaterial()
+: _iMaterialID(-1),
+ _vecDiffuse(Vec4f::ZERO),
+ _vecSpecular(Vec4f::ZERO),
+ _vecAmbient(Vec4f::ZERO),
+ _vecEmissive(Vec4f::ZERO),
+ _rSpecularPower(0),
+ _bLighting(true),
+ _eColorMaterialFace(GL_FRONT_AND_BACK),
+ _eColorMaterialMode(GL_AMBIENT_AND_DIFFUSE),
+ _bColorMaterial(false),
+ _vecFogColor(Vec4f::ZERO),
+ _eFogMode(GL_EXP),
+ _bFog(false),
+ _eDepthFunc(GL_LESS),
+ _bDepthMask(true),
+ _bDepthTest(true),
+ _eAlphaFunc(GL_ALWAYS),
+ _rAlphaRef(0),
+ _bAlphaTest(false),
+ _eBlendSrcFactor(GL_ONE),
+ _eBlendDstFactor(GL_ZERO),
+ _bBlending(false),
+ _bFaceCulling(false),
+ _eFaceCullingMode(GL_BACK),
+ _eTextureEnvMode(GL_MODULATE)
+{
+ _rFogParams[SKY_FOG_DENSITY] = 1;
+ _rFogParams[SKY_FOG_START] = 0;
+ _rFogParams[SKY_FOG_END] = 1;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMaterial::~SkyMaterial
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMaterial::~SkyMaterial()
+ * @brief Destructor.
+ */
+SkyMaterial::~SkyMaterial()
+{
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMaterial::SetFogParameter
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMaterial::SetFogParameter(GLenum eParameter, float rValue)
+ */
+SKYRESULT SkyMaterial::SetFogParameter(GLenum eParameter, float rValue)
+{
+ switch (eParameter)
+ {
+ case GL_FOG_DENSITY:
+ _rFogParams[SKY_FOG_DENSITY] = rValue;
+ break;
+ case GL_FOG_START:
+ _rFogParams[SKY_FOG_START] = rValue;
+ break;
+ case GL_FOG_END:
+ _rFogParams[SKY_FOG_END] = rValue;
+ break;
+ default:
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyMaterial::SetFogParameter(): Invalid parameter.");
+ break;
+ }
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMaterial::GetFogParameter
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMaterial::GetFogParameter(GLenum eParameter) const
+ */
+float SkyMaterial::GetFogParameter(GLenum eParameter) const
+{
+ switch (eParameter)
+ {
+ case GL_FOG_DENSITY:
+ return _rFogParams[SKY_FOG_DENSITY];
+ break;
+ case GL_FOG_START:
+ return _rFogParams[SKY_FOG_START];
+ break;
+ case GL_FOG_END:
+ return _rFogParams[SKY_FOG_END];
+ break;
+ default:
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyMaterial::GetFogParameter(): Invalid parameter.");
+ break;
+ }
+
+ return -1;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMaterial::Activate
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMaterial::Activate()
+ * @brief @todo <WRITE BRIEF SkyMaterial::SetMaterialPropertiesForDisplay DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyMaterial::SetMaterialPropertiesForDisplay FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyMaterial::Activate()
+{
+ // Update the cached current material, and only pass values that have changed to the GL.
+
+ SkyMaterial *pCurrentMaterial = GraphicsContext::InstancePtr()->GetCurrentMaterial();
+ assert(NULL != pCurrentMaterial);
+
+ // basic material properties
+ if (pCurrentMaterial->GetDiffuse() != GetDiffuse())
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, &(GetDiffuse().x));
+ pCurrentMaterial->SetDiffuse(GetDiffuse());
+ }
+ if (pCurrentMaterial->GetSpecular() != GetSpecular())
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &(GetSpecular().x));
+ pCurrentMaterial->SetSpecular(GetSpecular());
+ }
+ if (pCurrentMaterial->GetAmbient() != GetAmbient())
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, &(GetAmbient().x));
+ pCurrentMaterial->SetAmbient(GetAmbient());
+ }
+ if (pCurrentMaterial->GetEmissive() != GetEmissive())
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, &(GetEmissive().x));
+ pCurrentMaterial->SetEmissive(GetEmissive());
+ }
+ if (pCurrentMaterial->GetSpecularPower() != GetSpecularPower())
+ {
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, GetSpecularPower());
+ pCurrentMaterial->SetSpecularPower(GetSpecularPower());
+ }
+
+ // lighting
+ if (pCurrentMaterial->IsLightingEnabled() != IsLightingEnabled())
+ {
+ if (IsLightingEnabled())
+ glEnable(GL_LIGHTING);
+ else
+ glDisable(GL_LIGHTING);
+ pCurrentMaterial->EnableLighting(IsLightingEnabled());
+ }
+
+ // color material (which material property tracks color calls)
+ if (pCurrentMaterial->GetColorMaterialFace() != GetColorMaterialFace() ||
+ pCurrentMaterial->GetColorMaterialMode() != GetColorMaterialMode())
+ {
+ glColorMaterial(GetColorMaterialFace(), GetColorMaterialMode());
+ pCurrentMaterial->SetColorMaterialFace(GetColorMaterialFace());
+ pCurrentMaterial->SetColorMaterialMode(GetColorMaterialMode());
+ }
+ if (pCurrentMaterial->IsColorMaterialEnabled() != IsColorMaterialEnabled())
+ {
+ if (IsColorMaterialEnabled())
+ glEnable(GL_COLOR_MATERIAL);
+ else
+ glDisable(GL_COLOR_MATERIAL);
+ pCurrentMaterial->EnableColorMaterial(IsColorMaterialEnabled());
+ }
+
+ // fog
+ if (pCurrentMaterial->GetFogMode() != GetFogMode())
+ {
+ glFogf(GL_FOG_MODE, GetFogMode());
+ pCurrentMaterial->SetFogMode(GetFogMode());
+ }
+ if (pCurrentMaterial->GetFogColor() != GetFogColor())
+ {
+ glFogfv(GL_FOG_COLOR, GetFogColor());
+ pCurrentMaterial->SetFogColor(GetFogColor());
+ }
+ if (pCurrentMaterial->GetFogParameter(GL_FOG_DENSITY) != GetFogParameter(GL_FOG_DENSITY))
+ {
+ glFogf(GL_FOG_DENSITY, GetFogParameter(GL_FOG_DENSITY));
+ pCurrentMaterial->SetFogParameter(GL_FOG_DENSITY, GetFogParameter(GL_FOG_DENSITY));
+ }
+ if (pCurrentMaterial->GetFogParameter(GL_FOG_START) != GetFogParameter(GL_FOG_START))
+ {
+ glFogf(GL_FOG_START, GetFogParameter(GL_FOG_START));
+ pCurrentMaterial->SetFogParameter(GL_FOG_START, GetFogParameter(GL_FOG_START));
+ }
+ if (pCurrentMaterial->GetFogParameter(GL_FOG_END) != GetFogParameter(GL_FOG_END))
+ {
+ glFogf(GL_FOG_END, GetFogParameter(GL_FOG_END));
+ pCurrentMaterial->SetFogParameter(GL_FOG_END, GetFogParameter(GL_FOG_END));
+ }
+ if (pCurrentMaterial->IsFogEnabled() != IsFogEnabled())
+ {
+ if (IsFogEnabled())
+ glEnable(GL_FOG);
+ else
+ glDisable(GL_FOG);
+ pCurrentMaterial->EnableFog(IsFogEnabled());
+ }
+
+ // depth test
+ if (pCurrentMaterial->GetDepthFunc() != GetDepthFunc())
+ {
+ glDepthFunc(GetDepthFunc());
+ pCurrentMaterial->SetDepthFunc(GetDepthFunc());
+ }
+ if (pCurrentMaterial->GetDepthMask() != GetDepthMask())
+ {
+ glDepthMask(GetDepthMask());
+ pCurrentMaterial->SetDepthMask(GetDepthMask());
+ }
+ if (pCurrentMaterial->IsDepthTestEnabled() != IsDepthTestEnabled())
+ {
+ if (IsDepthTestEnabled())
+ glEnable(GL_DEPTH_TEST);
+ else
+ glDisable(GL_DEPTH_TEST);
+ pCurrentMaterial->EnableDepthTest(IsDepthTestEnabled());
+ }
+
+ // alpha test
+ if (pCurrentMaterial->GetAlphaFunc() != GetAlphaFunc() ||
+ pCurrentMaterial->GetAlphaRef() != GetAlphaRef())
+ {
+ glAlphaFunc(GetAlphaFunc(), GetAlphaRef());
+ pCurrentMaterial->SetAlphaFunc(GetAlphaFunc());
+ pCurrentMaterial->SetAlphaRef(GetAlphaRef());
+ }
+ if (pCurrentMaterial->IsAlphaTestEnabled() != IsAlphaTestEnabled())
+ {
+ if (IsAlphaTestEnabled())
+ glEnable(GL_ALPHA_TEST);
+ else
+ glDisable(GL_ALPHA_TEST);
+ pCurrentMaterial->EnableAlphaTest(IsAlphaTestEnabled());
+ }
+
+ // blending
+ if (pCurrentMaterial->GetBlendingSourceFactor() != GetBlendingSourceFactor() ||
+ pCurrentMaterial->GetBlendingDestFactor() != GetBlendingDestFactor())
+ {
+ glBlendFunc(GetBlendingSourceFactor(), GetBlendingDestFactor());
+ pCurrentMaterial->SetBlendFunc(GetBlendingSourceFactor(), GetBlendingDestFactor());
+ }
+ if (pCurrentMaterial->IsBlendingEnabled() != IsBlendingEnabled())
+ {
+ if (IsBlendingEnabled())
+ glEnable(GL_BLEND);
+ else
+ glDisable(GL_BLEND);
+ pCurrentMaterial->EnableBlending(IsBlendingEnabled());
+ }
+
+ if (pCurrentMaterial->GetFaceCullingMode() != GetFaceCullingMode())
+ {
+ glCullFace(GetFaceCullingMode());
+ pCurrentMaterial->SetFaceCullingMode(GetFaceCullingMode());
+ }
+ if (pCurrentMaterial->IsFaceCullingEnabled() != IsFaceCullingEnabled())
+ {
+ if (IsFaceCullingEnabled())
+ glEnable(GL_CULL_FACE);
+ else
+ glDisable(GL_CULL_FACE);
+ pCurrentMaterial->EnableFaceCulling(IsFaceCullingEnabled());
+ }
+
+ // texturing
+ FAIL_RETURN(_textureState.Activate());
+ if (pCurrentMaterial->GetTextureApplicationMode() != GetTextureApplicationMode())
+ {
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GetTextureApplicationMode());
+ pCurrentMaterial->SetTextureApplicationMode(GetTextureApplicationMode());
+ }
+
+ return SKYRESULT_OK;
+}
+
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyMaterial.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyMaterial.hpp
+ *
+ * Interface definition for class SkyMaterial, a meterial property object.
+ */
+#ifndef __SKYMATERIAL_HPP__
+#define __SKYMATERIAL_HPP__
+
+#pragma warning( disable : 4786)
+
+#include "vec4f.hpp"
+#include "SkyUtil.hpp"
+#include "SkyTextureManager.hpp"
+#include "SkyTextureState.hpp"
+#include <GL/glut.h>
+
+// forward
+class SkyRenderable;
+
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyMaterial
+ * @brief A class for organizing and caching material state.
+ *
+ * This class handles setting and querying material state. By calling the Activate()
+ * method, the material's state can be made current in OpenGL. The material will not
+ * set states that are currently active in the current OpenGL context.
+ */
+class SkyMaterial
+{
+public:
+ SkyMaterial();
+ ~SkyMaterial();
+
+ SKYRESULT Activate();
+
+ // Getters for basic material properties
+
+ //! Returns the material identifier.
+ int GetMaterialID() const { return _iMaterialID; }
+ //! Returns the material diffuse color.
+ const Vec4f& GetDiffuse() const { return _vecDiffuse; }
+ //! Returns the material specular color.
+ const Vec4f& GetSpecular() const { return _vecSpecular; }
+ //! Returns the material ambient color.
+ const Vec4f& GetAmbient() const { return _vecAmbient; }
+ //! Returns the material emissive color.
+ const Vec4f& GetEmissive() const { return _vecEmissive; }
+ //! Returns the material specular power (shininess).
+ const float GetSpecularPower() const { return _rSpecularPower; }
+
+ // lighting
+ //! Returns true if lighting is enabled for this material.
+ bool IsLightingEnabled() const { return _bLighting; }
+
+ // color material (which material property tracks color calls)
+ //! Returns the face for which color material tracking is enabled.
+ GLenum GetColorMaterialFace() const { return _eColorMaterialFace; }
+ //! Returns the color material tracking mode.
+ GLenum GetColorMaterialMode() const { return _eColorMaterialMode; }
+ //! Returns true if color material tracking is enabled.
+ bool IsColorMaterialEnabled() const { return _bColorMaterial; }
+
+ //! Returns the fog density or start / end distance.
+ float GetFogParameter(GLenum eParameter) const;
+ //! Returns the fog mode (exponential, linear, etc.)
+ GLenum GetFogMode() const { return _eFogMode; }
+ //! Returns the fog color.
+ const Vec4f& GetFogColor() const { return _vecFogColor; }
+ //! Returns true if fog is enabled for this material.
+ bool IsFogEnabled() const { return _bFog; }
+
+ // texturing
+ //! Returns the active texture target for texture unit @a iTextureUnit.
+ GLenum GetActiveTarget(unsigned int iTextureUnit) const
+ { return _textureState.GetActiveTarget(iTextureUnit); }
+ //! Returns the bound texture ID for texture unit @a iTextureUnit.
+ unsigned int GetTextureID(unsigned int iTextureUnit) const
+ { return _textureState.GetTextureID(iTextureUnit); }
+ //! Returns true if texturing is enabled for texture unit @a iTextureUnit.
+ bool IsTextureEnabled(unsigned int iTextureUnit) const
+ { return _textureState.IsTextureEnabled(iTextureUnit); }
+ //! Returns the value of the texture parameter @a eParameter for texture unit @a iTextureUnit.
+ GLenum GetTextureParameter(unsigned int iTextureUnit, GLenum eParameter) const
+ { return _textureState.GetTextureParameter(iTextureUnit, eParameter); }
+ //! Returns the texture application mode of the texture environment.
+ GLenum GetTextureApplicationMode() const { return _eTextureEnvMode; }
+
+ //! Returns a reference to the texture state object owned by this materal.
+ SkyTextureState& GetTextureState() { return _textureState; }
+
+ // depth test
+ //! Returns true if depth testing is enabled for this material.
+ bool IsDepthTestEnabled() const { return _bDepthTest; }
+ //! Returns the depth test function for this material.
+ GLenum GetDepthFunc() const { return _eDepthFunc; }
+ //! Returns true if depth writes are enabled for this material, false if not.
+ bool GetDepthMask() const { return _bDepthMask; }
+
+ // alpha test
+ //! Returns true if alpha testing is enabled for this material.
+ bool IsAlphaTestEnabled() const { return _bAlphaTest; }
+ //! Returns the alpha test function for this material.
+ GLenum GetAlphaFunc() const { return _eAlphaFunc; }
+ //! Returns the reference value for alpha comparison.
+ float GetAlphaRef() const { return _rAlphaRef; }
+
+ // blending
+ //! Returns true if blending is enabled for this material.
+ bool IsBlendingEnabled() const { return _bBlending; }
+ //! Returns the source blending factor for this material.
+ GLenum GetBlendingSourceFactor() const { return _eBlendSrcFactor; }
+ //! Returns the destination blending factor for this material.
+ GLenum GetBlendingDestFactor() const { return _eBlendDstFactor; }
+
+ //! Returns true if face culling enabled for this material.
+ bool IsFaceCullingEnabled() const { return _bFaceCulling; }
+ //! Returns which faces are culled -- front-facing or back-facing.
+ GLenum GetFaceCullingMode() const { return _eFaceCullingMode; }
+
+ // Setters for basic material properties
+
+ //! Sets the material identifier.
+ void SetMaterialID(int ID) { _iMaterialID = ID; }
+ //! Sets the diffuse material color.
+ void SetDiffuse( const Vec4f& d) { _vecDiffuse = d; }
+ //! Sets the specular material color.
+ void SetSpecular(const Vec4f& d) { _vecSpecular = d; }
+ //! Sets the ambient material color.
+ void SetAmbient( const Vec4f& d) { _vecAmbient = d; }
+ //! Sets the emissive material color.
+ void SetEmissive(const Vec4f& d) { _vecEmissive = d; }
+ //! Sets the material specular power (shininess).
+ void SetSpecularPower(float power) { _rSpecularPower = power; }
+
+ // lighting
+ //! Enables / Disables lighting for this material.
+ void EnableLighting(bool bEnable) { _bLighting = bEnable; }
+
+ // color material (which material property tracks color calls)
+ //! Sets which faces (front or back) track color calls.
+ void SetColorMaterialFace(GLenum eFace) { _eColorMaterialFace = eFace; }
+ //! Sets which material property tracks color calls.
+ void SetColorMaterialMode(GLenum eMode) { _eColorMaterialMode = eMode; }
+ //! Enables / Disables material color tracking for this material.
+ void EnableColorMaterial(bool bEnable) { _bColorMaterial = bEnable; }
+
+ //! Sets the fog density or start / end distance.
+ SKYRESULT SetFogParameter(GLenum eParameter, float rValue);
+ //! Sets the fog mode (exponential, linear, etc.)
+ void SetFogMode(GLenum eMode) { _eFogMode = eMode; }
+ //! Sets the fog color.
+ void SetFogColor(const Vec4f& color) { _vecFogColor = color; }
+ //! Enables / Disables fog for this material.
+ void EnableFog(bool bEnable) { _bFog = bEnable; }
+
+ // texturing
+ //! Sets the bound texture and texture target for texture unit @a iTextureUnit.
+ SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, SkyTexture& texture)
+ { return _textureState.SetTexture(iTextureUnit, eTarget, texture); }
+ //! Sets the bound texture and texture target for texture unit @a iTextureUnit.
+ SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, unsigned int iTextureID)
+ { return _textureState.SetTexture(iTextureUnit, eTarget, iTextureID); }
+ //! Enables / Disables texture unit @a iTextureUnit for this material.
+ SKYRESULT EnableTexture(unsigned int iTextureUnit, bool bEnable)
+ { return _textureState.EnableTexture(iTextureUnit, bEnable); }
+ //! Sets the value of the texture parameter @a eParameter for texture unit @a iTextureUnit.
+ SKYRESULT SetTextureParameter(unsigned int iTextureUnit, GLenum eParameter, GLenum eMode)
+ { return _textureState.SetTextureParameter(iTextureUnit, eParameter, eMode); }
+
+ //! Sets the texture application mode of the texture environment.
+ void SetTextureApplicationMode(GLenum eMode){ _eTextureEnvMode = eMode;}
+
+ // depth test
+ //! Enables / Disables depth test for this material.
+ void EnableDepthTest(bool bEnable) { _bDepthTest = bEnable; }
+ //! Sets the depth test function (greater, less than, equal, etc.).
+ void SetDepthFunc(GLenum eDepthFunc) { _eDepthFunc = eDepthFunc;}
+ //! If @a bDepthMask is true, then depth writes are enabled, otherwise they are not.
+ void SetDepthMask(bool bDepthMask) { _bDepthMask = bDepthMask;}
+
+ // alpha test
+ //! Enables / Disables alpha test for this material.
+ void EnableAlphaTest(bool bEnable) { _bAlphaTest = bEnable; }
+ //! Sets the alpha test function (greater, less than, equal, etc.).
+ void SetAlphaFunc(GLenum eAlphaFunc) { _eAlphaFunc = eAlphaFunc;}
+ //! Sets the reference value against which fragment alpha values are compared.
+ void SetAlphaRef(float rAlphaRef) { _rAlphaRef = rAlphaRef; }
+
+ // blending
+ //! Enables / Disables blending for this material.
+ void EnableBlending(bool bEnable) { _bBlending = bEnable; }
+ //! Sets the source and destination blending factors for this material.
+ void SetBlendFunc(GLenum eSrcFactor, GLenum eDstFactor)
+ { _eBlendSrcFactor = eSrcFactor; _eBlendDstFactor = eDstFactor; }
+
+ //! Enables / Disables face culling for this material.
+ void EnableFaceCulling(bool bEnable) { _bFaceCulling = bEnable; }
+ //! Sets which faces will be culled -- front facing or back facing.
+ void SetFaceCullingMode(GLenum eMode) { _eFaceCullingMode = eMode; }
+
+protected:
+ int _iMaterialID;
+
+ Vec4f _vecDiffuse;
+ Vec4f _vecSpecular;
+ Vec4f _vecAmbient;
+ Vec4f _vecEmissive;
+
+ float _rSpecularPower;
+
+ bool _bLighting;
+
+ GLenum _eColorMaterialFace;
+ GLenum _eColorMaterialMode;
+ bool _bColorMaterial;
+
+ enum SkyFogParams
+ {
+ SKY_FOG_DENSITY,
+ SKY_FOG_START,
+ SKY_FOG_END,
+ SKY_FOG_NUM_PARAMS
+ };
+
+ Vec4f _vecFogColor;
+ GLenum _eFogMode;
+ float _rFogParams[SKY_FOG_NUM_PARAMS];
+ bool _bFog;
+
+ GLenum _eDepthFunc;
+ bool _bDepthMask;
+ bool _bDepthTest;
+
+ GLenum _eAlphaFunc;
+ float _rAlphaRef;
+ bool _bAlphaTest;
+
+ GLenum _eBlendSrcFactor;
+ GLenum _eBlendDstFactor;
+ bool _bBlending;
+
+ bool _bFaceCulling;
+ GLenum _eFaceCullingMode;
+
+ SkyTextureState _textureState;
+ GLenum _eTextureEnvMode;
+};
+
+#endif //__SKYMATERIAL_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyMinMaxBox.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyMinMaxBox.cpp
+ *
+ * Implementation of a bounding box class. Modified from Wes Hunt's BoundingBox.
+ */
+#include "SkyMinMaxBox.hpp"
+#include "camutils.hpp"
+#include <GL/glut.h>
+#include <float.h>
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::SkyMinMaxBox
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::SkyMinMaxBox()
+ * @brief Constructor
+ */
+SkyMinMaxBox::SkyMinMaxBox()
+{
+ Clear();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::Clear
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::Clear()
+ * @brief Reset the min and max to floating point extremes.
+ *
+ */
+void SkyMinMaxBox::Clear()
+{
+ _min.x = FLT_MAX;
+ _min.y = FLT_MAX;
+ _min.z = FLT_MAX;
+ _max.x = -FLT_MAX;
+ _max.y = -FLT_MAX;
+ _max.z = -FLT_MAX;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::PointInBBox
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::PointInBBox( const Vec3f &pt ) const
+ * @brief Queries pt to see if it is inside the SkyMinMaxBox.
+ *
+ */
+bool SkyMinMaxBox::PointInBBox( const Vec3f &pt ) const
+{
+ if( (pt.x >= _min.x) && ( pt.x <= _max.x ) )
+ {
+ if( (pt.y >= _min.y) && ( pt.y <= _max.y ) )
+ {
+ if( (pt.z >= _min.z) && ( pt.z <= _max.z ) )
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::AddPoint
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::AddPoint( float x , float y , float z )
+ * @brief Adds a point and adjusts bounds if necessary.
+ */
+void SkyMinMaxBox::AddPoint( float x , float y , float z )
+{
+ if( x > _max.x )
+ _max.x = x;
+ if( x < _min.x )
+ _min.x = x;
+
+ if( y > _max.y )
+ _max.y = y;
+ if( y < _min.y )
+ _min.y = y;
+
+ if( z > _max.z )
+ _max.z = z;
+ if( z < _min.z )
+ _min.z = z;
+
+ // update the center and radius
+ _UpdateSphere();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::AddPoint
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::AddPoint( const Vec3f &pt )
+ * @brief Adds a point and adjusts bounds if necessary.
+ */
+void SkyMinMaxBox::AddPoint( const Vec3f &pt )
+{
+ if( pt.x > _max.x )
+ _max.x = pt.x;
+ if( pt.x < _min.x )
+ _min.x = pt.x;
+
+ if( pt.y > _max.y )
+ _max.y = pt.y;
+ if( pt.y < _min.y )
+ _min.y = pt.y;
+
+ if( pt.z > _max.z )
+ _max.z = pt.z;
+ if( pt.z < _min.z )
+ _min.z = pt.z;
+
+ // update the center and radius
+ _UpdateSphere();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::ViewFrustumCull
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::ViewFrustumCull( const Camera &cam, const Mat44f &mat )
+ * @brief Returns true if bounding volume culled against cam.
+ *
+ * This function must transform the object space min and max then adjust the new
+ * min and max box by expanding it. Each of the 8 points must be tested. This
+ * is faster then doing an xform of all the geometry points and finding a tight
+ * fitting min max box, however this will be enlarged.
+ */
+bool SkyMinMaxBox::ViewFrustumCull( const Camera &cam, const Mat44f &mat )
+{
+ SkyMinMaxBox xBV; // Xformed Bounding Volume
+ Vec3f xMin = mat * _min; // Xformed _min
+ Vec3f xMax = mat * _max; // Xformed _max
+ Vec3f offset = _max - _min; // Offset for sides of MinMaxBox
+ Vec3f tmp;
+
+ xBV.Clear(); // Clear the values first
+
+ // First find the new minimum x,y,z
+ // Find min + x
+ tmp.Set(mat.M[0], mat.M[4], mat.M[8]);
+ tmp *= offset.x;
+ tmp += xMin;
+ xBV.AddPoint(tmp);
+
+ // Find min + y
+ tmp.Set(mat.M[1], mat.M[5], mat.M[9]);
+ tmp *= offset.y;
+ tmp += xMin;
+ xBV.AddPoint(tmp);
+
+ // Find min + z
+ tmp.Set(mat.M[3], mat.M[6], mat.M[10]);
+ tmp *= offset.z;
+ tmp += xMin;
+ xBV.AddPoint(tmp);
+
+ // Second find the new maximum x,y,z
+ // Find max - x
+ tmp.Set(mat.M[0], mat.M[4], mat.M[8]);
+ tmp *= -offset.x;
+ tmp += xMax;
+ xBV.AddPoint(tmp);
+
+ // Find max - y
+ tmp.Set(mat.M[1], mat.M[5], mat.M[9]);
+ tmp *= -offset.y;
+ tmp += xMax;
+ xBV.AddPoint(tmp);
+
+ // Find max - z
+ tmp.Set(mat.M[3], mat.M[6], mat.M[10]);
+ tmp *= -offset.z;
+ tmp += xMax;
+ xBV.AddPoint(tmp);
+
+ // Use the camera utility function that already exists for minmax boxes
+ return VFC(&cam, xBV.GetMin(), xBV.GetMax());
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::Transform
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::Transform(const Mat44f& mat)
+ * @brief @todo <WRITE BRIEF SkyMinMaxBox::Transform DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyMinMaxBox::Transform FUNCTION DOCUMENTATION>
+ */
+void SkyMinMaxBox::Transform(const Mat44f& mat)
+{
+ Vec3f verts[8];
+ _CalcVerts(verts);
+ Clear();
+ for (int i = 0; i < 8; ++i)
+ {
+ AddPoint(mat * verts[i]);
+ }
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::_UpdateSphere
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyMinMaxBox::_UpdateSphere()
+* @brief Updates the bounding sphere based on min and max.
+*/
+void SkyMinMaxBox::_UpdateSphere()
+{
+ _vecCenter = _min;
+ _vecCenter += _max;
+ _vecCenter *= 0.5f;
+
+ Vec3f rad = _max;
+ rad -= _vecCenter;
+ _rRadius = rad.Length();
+}
+
+
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::Display
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::Display() const
+ * @brief @todo <WRITE BRIEF SkyMinMaxBox::Display DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyMinMaxBox::Display FUNCTION DOCUMENTATION>
+ */
+void SkyMinMaxBox::Display() const
+{
+ Vec3f V[8];
+ _CalcVerts(V);
+
+ glPushAttrib(GL_LINE_BIT);
+ glLineWidth(1.0);
+
+ glBegin(GL_LINE_LOOP); // TOP FACE
+ glVertex3fv(V[4]); glVertex3fv(V[5]); glVertex3fv(V[1]); glVertex3fv(V[0]);
+ glEnd();
+ glBegin(GL_LINE_LOOP); // BOTTOM FACE
+ glVertex3fv(V[3]); glVertex3fv(V[2]); glVertex3fv(V[6]); glVertex3fv(V[7]);
+ glEnd();
+ glBegin(GL_LINE_LOOP); // LEFT FACE
+ glVertex3fv(V[1]); glVertex3fv(V[5]); glVertex3fv(V[6]); glVertex3fv(V[2]);
+ glEnd();
+ glBegin(GL_LINE_LOOP); // RIGHT FACE
+ glVertex3fv(V[0]); glVertex3fv(V[3]); glVertex3fv(V[7]); glVertex3fv(V[4]);
+ glEnd();
+ glBegin(GL_LINE_LOOP); // NEAR FACE
+ glVertex3fv(V[1]); glVertex3fv(V[2]); glVertex3fv(V[3]); glVertex3fv(V[0]);
+ glEnd();
+ glBegin(GL_LINE_LOOP); // FAR FACE
+ glVertex3fv(V[4]); glVertex3fv(V[7]); glVertex3fv(V[6]); glVertex3fv(V[5]);
+ glEnd();
+
+ glPopAttrib();
+}
+
+//-----------------------------------------------------------------------------
+// Calculates the eight corner vertices of the MinMaxBox.
+// V must be prealloced.
+// 5---4
+// / /|
+// 1---0 | VERTS : 0=RTN,1=LTN,2=LBN,3=RBN,4=RTF,5=LTF,6=LBF,7=RBF
+// | | 7 (L,R, B,T, N,F) = (Left,Right, Bottom,Top, Near,Far)
+// | |/
+// 2---3
+//-----------------------------------------------------------------------------
+
+//------------------------------------------------------------------------------
+// Function : SkyMinMaxBox::_CalcVerts
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyMinMaxBox::_CalcVerts(Vec3f pVerts[8]) const
+ * @brief @todo <WRITE BRIEF SkyMinMaxBox::_CalcVerts DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyMinMaxBox::_CalcVerts FUNCTION DOCUMENTATION>
+ */
+void SkyMinMaxBox::_CalcVerts(Vec3f pVerts[8]) const
+{
+ pVerts[0].Set(_max); pVerts[4].Set(_max.x, _max.y, _min.z);
+ pVerts[1].Set(_min.x, _max.y, _max.z); pVerts[5].Set(_min.x, _max.y, _min.z);
+ pVerts[2].Set(_min.x, _min.y, _max.z); pVerts[6].Set(_min);
+ pVerts[3].Set(_max.x, _min.y, _max.z); pVerts[7].Set(_max.x, _min.y, _min.z);
+}
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyMinMaxBox.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+* @file SkyMinMaxBox.hpp
+*
+* Interface definition for a min-max bounding box class for bounding volume hierarchies.
+*/
+#ifndef __SKYMINMAXBOX_HPP__
+#define __SKYMINMAXBOX_HPP__
+
+#include "SkyBoundingVolume.hpp"
+
+//------------------------------------------------------------------------------
+/**
+* @class SkyMinMaxBox
+* @brief An AABB class that can be used in bounding volume hierarchies.
+*
+* @todo <WRITE EXTENDED CLASS DESCRIPTION>
+*/
+class SkyMinMaxBox : public SkyBoundingVolume
+{
+public:
+ SkyMinMaxBox();
+ //! Destructor
+ virtual ~SkyMinMaxBox() {}
+
+ void AddPoint( const Vec3f &pt );
+ void AddPoint( float x , float y , float z );
+
+ //! Expand this box to contain @a box.
+ void Union(const SkyMinMaxBox& box) { AddPoint(box.GetMin()); AddPoint(box.GetMax()); }
+
+ //! Returns the minimum corner of the bounding box.
+ const Vec3f &GetMin() const { return _min; }
+ //! Returns the maximum corner of the bounding box.
+ const Vec3f &GetMax() const { return _max; }
+
+ //! Sets the minimum corner of the bounding box.
+ void SetMin(const Vec3f &min) { _min = min; _UpdateSphere(); }
+ //! Sets the maximum corner of the bounding box.
+ void SetMax(const Vec3f &max) { _max = max; _UpdateSphere(); }
+
+ //! Returns the X width of the bounding box.
+ float GetWidthInX() const { return _max.x - _min.x;}
+ //! Returns the Y width of the bounding box.
+ float GetWidthInY() const { return _max.y - _min.y;}
+ //! Returns the Z width of the bounding box.
+ float GetWidthInZ() const { return _max.z - _min.z;}
+
+ bool PointInBBox( const Vec3f &pt ) const;
+
+ bool ViewFrustumCull( const Camera &cam, const Mat44f &mat );
+
+ void Transform(const Mat44f& mat);
+
+ // Reset the bounding box
+ void Clear();
+
+ void Display() const;
+
+protected:
+ void _UpdateSphere();
+ void _CalcVerts(Vec3f pVerts[8]) const;
+
+private:
+ Vec3f _min; // Original object space BV
+ Vec3f _max;
+};
+
+#endif //__SKYMINMAXBOX_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderable.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+//------------------------------------------------------------------------------
+// File : SkyRenderable.hpp
+//------------------------------------------------------------------------------
+// Sky : Copyright 2002 Mark J. Harris and Andrew Zaferakis
+//------------------------------------------------------------------------------
+/**
+ * @file SkyRenderable.hpp
+ *
+ * Abstract base class definition for SkyRenderable, a renderable object class.
+ */
+#ifndef __SKYRENDERABLE_HPP__
+#define __SKYRENDERABLE_HPP__
+
+#pragma warning( disable : 4786)
+
+#include <string>
+
+#include "SkyUtil.hpp"
+
+// forward to reduce unnecessary dependencies
+class SkyMinMaxBox;
+class SkyRenderableInstance;
+class Camera;
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyRenderable
+ * @brief An base class for renderable objects.
+ *
+ * Each SkyRenderable object should know how to Display itself, however some
+ * objects may not have a bounding volume that is useful (skybox, etc.)
+ */
+class SkyRenderable
+{
+public:
+ //! Constructor
+ SkyRenderable() {}
+ //! Destructor
+ virtual ~SkyRenderable() { }
+
+ //------------------------------------------------------------------------------
+ // Function : SetName
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn SetName(const std::string &name)
+ * @brief Set a name for this renderable.
+ */
+ void SetName(const std::string &name) { _name = name; }
+
+ //------------------------------------------------------------------------------
+ // Function : GetName
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn GetName() const
+ * @brief Get the name of this renderable.
+ */
+ const std::string& GetName() const { return _name; }
+
+ //------------------------------------------------------------------------------
+ // Function : Update
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Update(const Camera &cam, SkyRenderableInstance *pInstance)
+ * @brief Update the state of the renderable.
+ *
+ * This method is optional, as some renderables will need periodic updates
+ * (i.e. for animation) and others will not.
+ */
+ virtual SKYRESULT Update(const Camera &cam, SkyRenderableInstance *pInstance = NULL)
+ { return SKYRESULT_OK; }
+
+ //------------------------------------------------------------------------------
+ // Function : Display
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Display(const Camera &cam, SkyRenderableInstance *pInstance)
+ * @brief Display the object.
+ */
+ virtual SKYRESULT Display(const Camera &cam, SkyRenderableInstance *pInstance = NULL) = 0;
+
+ //------------------------------------------------------------------------------
+ // Function : CopyBoundingVolume
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn CopyBoundingVolume() const
+ * @brief Create a copy of the object's bounding volume, useful for collision, VFC, etc.
+ */
+ virtual SkyMinMaxBox* CopyBoundingVolume() const = 0;// { return 0; }
+
+protected:
+ std::string _name; // the name of this renderable.
+};
+
+#endif //__SKYRENDERABLE_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderableInstance.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyRenderableInstance.hpp
+ *
+ * Interface definition for SkyRenderableInstance, an instance of a renderable object.
+ */
+#ifndef __SKYRENDERABLEINSTANCE_HPP__
+#define __SKYRENDERABLEINSTANCE_HPP__
+
+#include <vector>
+#include <mat33.hpp>
+#include <mat44.hpp>
+#include "SkyUtil.hpp"
+
+// forward to reduce unnecessary dependencies
+class Camera;
+class SkyMinMaxBox;
+
+// forward so we can make the following typedefs easily visible in the header.
+// rather than buried under the class definition.
+class SkyRenderableInstance;
+
+//! A dynamic array of SkyRenderableInstance pointers.
+typedef std::vector<SkyRenderableInstance*> InstanceArray;
+//! An instance array iterator.
+typedef InstanceArray::iterator InstanceIterator;
+
+//------------------------------------------------------------------------------
+/**
+* @class SkyRenderableInstance
+* @brief An instance of a SkyRenderable object.
+*
+* An instance contains a pointer to a SkyRenderable object. The
+* instance contains attributes such as position, orientation,
+* scale, etc. that vary between instances.
+*/
+class SkyRenderableInstance
+{
+public:
+ //! Constructor.
+ SkyRenderableInstance()
+ : _bCulled(false), _bAlive(true), _vecPosition(0, 0, 0), _rScale(1), _rSquareSortDistance(0)
+ {
+ _matRotation.Identity(); _matInvRotation.Identity();
+ }
+
+ //! Constructor.
+ SkyRenderableInstance(const Vec3f &position,
+ const Mat33f &rotation,
+ const float scale)
+ : _bCulled(false), _bAlive(true), _vecPosition(position),
+ _matRotation(rotation), _rScale(scale), _rSquareSortDistance(0)
+ {
+ _matInvRotation = _matRotation;
+ _matInvRotation.Transpose();
+ }
+
+ //! Destructor
+ virtual ~SkyRenderableInstance() {}
+
+ // Setters / Getters
+ //! Set the world space position of the instance.
+ virtual void SetPosition(const Vec3f &position) { _vecPosition = position; }
+ //! Set the world space rotation of the instance.
+ virtual void SetRotation(const Mat33f &rotation) { _matRotation = rotation;
+ _matInvRotation = rotation;
+ _matInvRotation.Transpose(); }
+ //! Set the world space scale of the instance.
+ virtual void SetScale( const float &scale) { _rScale = scale; }
+
+ //! Returns the world space position of the instance.
+ virtual const Vec3f& GetPosition() const { return _vecPosition; }
+ //! Returns the world space rotation matrix of the instance.
+ virtual const Mat33f& GetRotation() const { return _matRotation; }
+ //! Returns the inverse of the world space rotation matrix of the instance.
+ virtual const Mat33f& GetInverseRotation() const { return _matInvRotation; }
+ //! Returns the world space scale of the instance.
+ virtual float GetScale() const { return _rScale; }
+
+ //! Update the instance based on the given camera, @a cam.
+ virtual SKYRESULT Update(const Camera &cam) { return SKYRESULT_OK; }
+ //! Render the instance.
+ virtual SKYRESULT Display() { return SKYRESULT_OK; }
+
+ //! Returns the transform matrix from model space to world space.
+ inline virtual void GetModelToWorldTransform(Mat44f &mat) const;
+
+ //! Returns the transform matrix from world space to model space.
+
+ inline virtual void GetWorldToModelTransform(Mat44f &mat) const;
+
+ //! Returns the object-space bounding volume for this instance, or NULL if none is available.
+ virtual SkyMinMaxBox* GetBoundingVolume() const { return NULL; }
+
+ //! Returns true if and only if the bounding volume of this instance lies entirely outside @a cam.
+ virtual bool ViewFrustumCull(const Camera &cam) { return false; }
+ //! Returns true if the instance was culled.
+ virtual bool IsCulled() { return _bCulled; }
+ //! Sets the culled state of the instance.
+ virtual void SetCulled(bool bCulled) { _bCulled = bCulled; }
+
+ //! Returns true if the instance is currently active.
+ virtual bool IsAlive() { return _bAlive; }
+ //! Activates or deactivates the instance.
+ virtual void SetIsAlive(bool bAlive) { _bAlive = bAlive; }
+
+ //! Sets the distance of this object from the sort position. Used to sort instances.
+ virtual void SetSquareSortDistance(float rSqrDist) { _rSquareSortDistance = rSqrDist; }
+ //! Returns the distance of this object from the sort position. (Set with SetSquareSortDistance())
+ virtual float GetSquareSortDistace() const { return _rSquareSortDistance; }
+
+ //! This operator is used to sort instance arrays.
+ bool operator<(const SkyRenderableInstance& instance) const
+ {
+ return (_rSquareSortDistance > instance._rSquareSortDistance);
+ }
+
+protected:
+ bool _bCulled; // Culled flag
+ bool _bAlive; // Alive object flag
+
+ Vec3f _vecPosition; // Position
+ Mat33f _matRotation; // Rotation
+ Mat33f _matInvRotation; // inverse rotation
+ float _rScale; // Scale
+
+ // for sorting particles during shading
+ float _rSquareSortDistance;
+};
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstance::GetModelToWorldTransform
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstance::GetModelToWorldTransform(Mat44f &mat) const
+ * @brief Returns the 4x4 transformation matrix from world to model space.
+ */
+inline void SkyRenderableInstance::GetModelToWorldTransform(Mat44f &mat) const
+{
+ mat[0] = _matRotation.M[0]; mat[4] = _matRotation.M[3];
+ mat[8] = _matRotation.M[6]; mat[12] = 0;
+ mat[1] = _matRotation.M[1]; mat[5] = _matRotation.M[4];
+ mat[9] = _matRotation.M[7]; mat[13] = 0;
+ mat[2] = _matRotation.M[2]; mat[6] = _matRotation.M[5];
+ mat[10] = _matRotation.M[8]; mat[14] = 0;
+ mat[3] = 0; mat[7] = 0; mat[11] = 0; mat[15] = 0;
+
+ // Scale the matrix (we don't want to scale translation or mat[15] which is 1)
+ if (_rScale != 1)
+ mat *= _rScale;
+
+ // Set the translation and w coordinate after the potential scaling
+ mat[12] = _vecPosition.x; mat[13] = _vecPosition.y; mat[14] = _vecPosition.z;
+ mat[15] = 1;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : Mat44f& SkyRenderableInstance::GetWorldToModelTransform
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstance::GetWorldToModelTransform(Mat44f &mat) const
+ * @brief Returns the 4x4 transformation matrix from world to model space.
+ */
+inline void SkyRenderableInstance::GetWorldToModelTransform(Mat44f &mat) const
+{
+ mat[0] = _matRotation.M[0]; mat[4] = _matRotation.M[1];
+ mat[8] = _matRotation.M[2]; mat[12] = 0;
+ mat[1] = _matRotation.M[3]; mat[5] = _matRotation.M[4];
+ mat[9] = _matRotation.M[5]; mat[13] = 0;
+ mat[2] = _matRotation.M[6]; mat[6] = _matRotation.M[7];
+ mat[10] = _matRotation.M[8]; mat[14] = 0;
+ mat[3] = 0; mat[7] = 0; mat[11] = 0; mat[15] = 0;
+
+ // Scale the matrix (we don't want to scale translation or mat[15] which is 1)
+ if (_rScale != 1)
+ mat *= (1 / _rScale);
+
+ // Set the translation and w coordinate after the potential scaling
+ mat[12] = -_vecPosition.x; mat[13] = -_vecPosition.y; mat[14] = -_vecPosition.z;
+ mat[15] = 1;
+}
+
+#endif //__SKYRENDERABLEINSTANCE_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderableInstanceCloud.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyRenderableInstanceCloud.cpp
+ *
+ * Implementation of class SkyRenderableInstanceCloud.
+ */
+#include "SkyUtil.hpp"
+#include "SkyCloud.hpp"
+#include "SkyMaterial.hpp"
+#include "SkyBoundingVolume.hpp"
+#include "SkyRenderableInstanceCloud.hpp"
+#include "SkyDynamicTextureManager.hpp"
+
+//! Set this to 1 to see verbose messages about impostor updates.
+#define SKYCLOUD_VERBOSE 0
+
+//! Set this to control the number of frames a cloud has to be culled before its textures are released.
+#define SKYCLOUD_CULL_RELEASE_COUNT 100
+
+//------------------------------------------------------------------------------
+// Static declarations.
+//------------------------------------------------------------------------------
+unsigned int SkyRenderableInstanceCloud::s_iCount = 0;
+float SkyRenderableInstanceCloud::s_rErrorToleranceAngle = SKYDEGREESTORADS * 0.125f;
+SkyMaterial* SkyRenderableInstanceCloud::s_pMaterial = NULL;
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::SkyRenderableInstanceCloud
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud, bool bUseOffScreenBuffer)
+ * @brief Constructor.
+ */
+SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud,
+ bool bUseOffScreenBuffer /* = true */)
+: SkyRenderableInstance(),
+ _iCloudID(-1),
+ _pCloud(pCloud),
+ _pWorldSpaceBV(NULL),
+ _rRadius(0),
+ _bScreenImpostor(false),
+ _bImageExists(false),
+ _bEnabled(true),
+ _bUseOffScreenBuffer(bUseOffScreenBuffer),
+ _bSplit(false),
+ _vecSplit(0, 0, 0),
+ _vecNearPoint(0, 0, 0),
+ _vecFarPoint(0, 0, 0),
+ _iLogResolution(0),
+ _pBackTexture(NULL),
+ _pFrontTexture(NULL),
+ _iCulledCount(0)
+{
+ _Initialize();
+ cout << "Cloud Instance created" << endl;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::SkyRenderableInstanceCloud
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud, const Vec3f &position, const Mat33f &rotation, const float scale, bool bUseOffScreenBuffer)
+ * @brief Constructor.
+ */
+SkyRenderableInstanceCloud::SkyRenderableInstanceCloud(SkyCloud *pCloud,
+ const Vec3f &position,
+ const Mat33f &rotation,
+ const float scale,
+ bool bUseOffScreenBuffer /* = true */)
+: SkyRenderableInstance(position, rotation, scale),
+ _iCloudID(-1),
+ _pCloud(pCloud),
+ _pWorldSpaceBV(NULL),
+ _rRadius(0),
+ _bScreenImpostor(false),
+ _bImageExists(false),
+ _bEnabled(true),
+ _bUseOffScreenBuffer(false),
+ _bSplit(false),
+ _vecSplit(0, 0, 0),
+ _vecNearPoint(0, 0, 0),
+ _vecFarPoint(0, 0, 0),
+ _iLogResolution(0),
+ _pBackTexture(NULL),
+ _pFrontTexture(NULL)
+{
+ _Initialize();
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::~SkyRenderableInstanceCloud
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::~SkyRenderableInstanceCloud()
+ * @brief Destructor
+ */
+SkyRenderableInstanceCloud::~SkyRenderableInstanceCloud()
+{
+ _pCloud = NULL;
+ SAFE_DELETE(_pWorldSpaceBV);
+
+ s_iCount--;
+ // delete the offscreen buffer when no one else is using it.
+ if (0 == s_iCount)
+ {
+//JW?? SAFE_DELETE(s_pRenderBuffer);
+ SAFE_DELETE(s_pMaterial);
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::SetPosition
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::SetPosition(const Vec3f &position)
+ * @brief Set the world space position of the instance.
+ *
+ * @todo <WRITE EXTENDED SkyRenderableInstanceCloud::SetPosition FUNCTION DOCUMENTATION>
+ */
+void SkyRenderableInstanceCloud::SetPosition(const Vec3f &position)
+{
+ if (_pCloud)
+ {
+ _pCloud->Translate(position - _vecPosition);
+ }
+ _vecPosition = position;
+
+ _UpdateWorldSpaceBounds();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::SetRotation
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::SetRotation(const Mat33f &rotation)
+ * @brief Set the world space rotation of the instance.
+ *
+ * @todo <WRITE EXTENDED SkyRenderableInstanceCloud::SetRotation FUNCTION DOCUMENTATION>
+ */
+void SkyRenderableInstanceCloud::SetRotation(const Mat33f &rotation)
+{
+ if (_pCloud)
+ {
+ _pCloud->Translate(-_vecPosition);
+ _pCloud->Rotate(_matInvRotation * rotation);
+ _pCloud->Translate(_vecPosition);
+ }
+ _matRotation = rotation;
+ _matInvRotation = rotation;
+ _matInvRotation.Transpose();
+ _UpdateWorldSpaceBounds();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::SetScale
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::SetScale(const float &scale)
+ * @brief Set the world space scale of the instance.
+ */
+void SkyRenderableInstanceCloud::SetScale(const float &scale)
+{
+ if (_pCloud)
+ {
+ _pCloud->Translate(-_vecPosition);
+ _pCloud->Scale(scale);
+ _pCloud->Translate(_vecPosition);
+ }
+ _rScale = scale;
+ _UpdateWorldSpaceBounds();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : DrawQuad
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
+ * @brief Simply draws an OpenGL quad at @a pos.
+ *
+ * The quad's size and orientation are determined by the (non-unit) vectors @a x
+ * and @a y. Its color is given by @a color.
+ */
+inline void DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
+{
+ glColor4fv(&(color.x));
+ Vec3f left = pos; left -= y;
+ Vec3f right = left; right += x;
+ left -= x;
+ glTexCoord2f(0, 0); glVertex3fv(&(left.x));
+ glTexCoord2f(1, 0); glVertex3fv(&(right.x));
+ left += y; left += y;
+ right += y; right += y;
+ glTexCoord2f(1, 1); glVertex3fv(&(right.x));
+ glTexCoord2f(0, 1); glVertex3fv(&(left.x));
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::Display
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::Display(bool bDisplayFrontOfSplit)
+ * @brief Display the instance of the cloud using the impostor image.
+ */
+SKYRESULT SkyRenderableInstanceCloud::Display(bool bDisplayFrontOfSplit /* = false */)
+{
+
+ if (!_bImageExists || !_bEnabled)
+ {
+ //FAIL_RETURN(DisplayWithoutImpostor(*(GLVU::GetCurrent()->GetCurrentCam())));
+ FAIL_RETURN(DisplayWithoutImpostor(Camera::Camera()));
+ }
+ else
+ {\r//cout << "Using impostor image\n";
+ if (!_pBackTexture || (bDisplayFrontOfSplit && !_pFrontTexture))
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyRenderableInstanceCloud::Display(): missing texture!");
+
+ s_pMaterial->SetTexture(0, GL_TEXTURE_2D, bDisplayFrontOfSplit ? *_pFrontTexture : *_pBackTexture);
+ if (_bScreenImpostor)
+ {
+ s_pMaterial->EnableDepthTest(false);
+ }
+ else if (_bSplit)
+ {
+ if (!bDisplayFrontOfSplit)
+ {
+ s_pMaterial->EnableDepthTest(true);
+ s_pMaterial->SetDepthMask(false);
+ }
+ else
+ s_pMaterial->EnableDepthTest(false);
+ }
+ else
+ {
+ s_pMaterial->EnableDepthTest(true);
+ s_pMaterial->SetDepthMask(true);
+ }
+
+ s_pMaterial->Activate();
+
+ Vec3f x, y, z;
+
+ if (!_bScreenImpostor)
+ {\r//cout << "Outside the cloud\n";
+ z = _vecPosition;
+ z -= _impostorCam.Orig;
+ z.Normalize();
+ x = (z ^ _impostorCam.Y);
+ x.Normalize();
+ x *= _rRadius;
+ y = (x ^ z);
+ y.Normalize();
+ y *= _rRadius;
+
+ glBegin(GL_QUADS);
+ DrawQuad(_vecPosition, x, y, Vec4f(1, 1, 1, 1));
+ glEnd();
+ }
+ else
+ { //cout << "Drawing a polygon - must be inside a cloud\n";
+ x = _impostorCam.X;
+ x *= 0.5f * (_impostorCam.wR - _impostorCam.wL);
+ y = _impostorCam.Y;
+ y *= 0.5f * (_impostorCam.wT - _impostorCam.wB);
+ z = -_impostorCam.Z;
+ z *= _impostorCam.Near;
+
+ // draw a polygon with this texture...
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluOrtho2D(-1, 1, -1, 1);
+
+ glColor4f(1, 1, 1, 1);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(-1, -1);
+ glTexCoord2f(1, 0); glVertex2f(1, -1);
+ glTexCoord2f(1, 1); glVertex2f(1, 1);
+ glTexCoord2f(0, 1); glVertex2f(-1, 1);
+ glEnd();
+
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ }
+ }
+ return SKYRESULT_OK;
+}
+
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::DisplayWithoutImpostor
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::DisplayWithoutImpostor(const Camera &cam)
+ * @brief Displays the cloud directly -- without an impotor.
+ *
+ * This is used both when the impostor is disabled and to create the impostor image
+ * when it needs to be updated.
+ */
+SKYRESULT SkyRenderableInstanceCloud::DisplayWithoutImpostor(const Camera &cam)
+{
+ // Get and set the world space transformation
+ /*Mat44f mat;
+ GetModelToWorldTransform(mat);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glMultMatrixf(mat.M);*/
+
+ FAIL_RETURN_MSG(_pCloud->Display(cam, this), "SkyRenderableInstanceCloud:Display(): Cloud's display failed.");
+
+ //glMatrixMode(GL_MODELVIEW);
+ //glPopMatrix();
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::ViewFrustumCull
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::ViewFrustumCull(const Camera &cam)
+ * @brief View frustum cull the object given its world position
+ */
+bool SkyRenderableInstanceCloud::ViewFrustumCull(const Camera &cam)
+{
+ Mat44f xform;
+ //GetModelToWorldTransform(xform);
+ xform.Identity();
+ _bCulled = (_pWorldSpaceBV == NULL) ? false : _pWorldSpaceBV->ViewFrustumCull(cam, xform);
+ return _bCulled;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::ReleaseImpostorTextures
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::ReleaseImpostorTextures()
+ * @brief Causes the instance to release its impostor textures for use by other impostors.
+ *
+ * This method is called when the cloud is view frustum culled.
+ */
+void SkyRenderableInstanceCloud::ReleaseImpostorTextures()
+{
+ _iCulledCount++;
+
+ if (_iCulledCount > SKYCLOUD_CULL_RELEASE_COUNT)
+ {
+ _iCulledCount = 0;
+
+ if (_pBackTexture)
+ {
+ DynamicTextureManager::InstancePtr()->CheckInTexture(_pBackTexture);
+ _pBackTexture = NULL;
+ }
+
+ if (_pFrontTexture)
+ {
+ DynamicTextureManager::InstancePtr()->CheckInTexture(_pFrontTexture);
+ _pFrontTexture = NULL;
+ }
+ _bImageExists = false;
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::Update
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::Update(const Camera &cam)
+ * @brief Updates the impostor image to be valid for the current viewpoint.
+ *
+ * If the image is already valid, exits early.
+ *
+ * @see SetErrorToleranceAngle, IsValid
+ */
+SKYRESULT SkyRenderableInstanceCloud::Update(const Camera &cam)
+{
+ if (!_bEnabled || IsImpostorValid(cam))
+ return SKYRESULT_OK;
+
+ // since we are going to update it anyway, let's make sure we don't try to use it if something
+ // goes wrong. This will be set to true on the successful completion of this Update() method.
+ _bImageExists = false;
+//cout << "updating impostor\n";
+ Mat44f M;
+
+ _impostorCam = cam;
+ float rDistance = (_vecPosition - cam.Orig).Length();
+
+ float rRadius = _pWorldSpaceBV->GetRadius();
+ float rCamRadius = sqrt(cam.wR*cam.wR + cam.Near*cam.Near);
+
+ float rWidth = cam.wR - cam.wL;
+ float rHeight = cam.wT - cam.wB;
+ float rMaxdim = (rWidth > rHeight) ? rWidth : rHeight;
+
+ if (rRadius * cam.Near / rDistance < 0.5 * rMaxdim && (rDistance - rRadius > rCamRadius))
+ { // outside cloud
+ _impostorCam.TightlyFitToSphere(cam.Orig, cam.Y, _vecPosition, rRadius);
+ _rRadius = 0.5f * (_impostorCam.wR - _impostorCam.wL) * rDistance / _impostorCam.Near;
+ _rRadius *= GetScale();
+ _bScreenImpostor = false;
+ // store points used in later error estimation
+ _vecNearPoint = -_impostorCam.Z;
+ _vecNearPoint *= _impostorCam.Near;
+ _vecNearPoint += _impostorCam.Orig;
+ _vecFarPoint = -_impostorCam.Z;
+ _vecFarPoint *= _impostorCam.Far;
+ _vecFarPoint += _impostorCam.Orig;
+ }
+ else // inside cloud
+ {
+ _impostorCam.Far = _impostorCam.Near + 3 * rRadius;
+ _bScreenImpostor = true;
+ }
+
+ // resolution based on screensize, distance, and object size.
+ // Cam radius is used to heuristically reduce resolution for clouds very close to the camera.
+ _iLogResolution = _GetRequiredLogResolution(rDistance, rRadius, rCamRadius);
+
+ int iRes = 1 << _iLogResolution;
+
+ int iOldVP[4];
+
+ glGetIntegerv(GL_VIEWPORT, iOldVP);
+
+ _impostorCam.GetProjectionMatrix(M);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadMatrixf(M);
+
+ _impostorCam.GetModelviewMatrix(M);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadMatrixf(M);
+
+ glViewport(0, 0, iRes, iRes);
+
+ s_pMaterial->SetDepthMask(true); // so that the depth buffer gets cleared!
+ s_pMaterial->Activate();
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ if (!_bSplit)
+ {
+ FAIL_RETURN(DisplayWithoutImpostor(_impostorCam));
+
+ if (_pBackTexture && _pBackTexture->GetWidth() != iRes)
+ {
+ DynamicTextureManager::InstancePtr()->CheckInTexture(_pBackTexture);
+ _pBackTexture = NULL;
+ }
+
+ if (!_pBackTexture)
+ {
+ _pBackTexture = DynamicTextureManager::InstancePtr()->CheckOutTexture(iRes, iRes);
+ }
+
+ s_pMaterial->SetTexture(0, GL_TEXTURE_2D, *_pBackTexture); // shared material for clouds.
+ s_pMaterial->Activate();
+
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, iRes, iRes);
+ }
+ else
+ {
+ FAIL_RETURN_MSG(_pCloud->DisplaySplit(cam, _vecSplit, true, this),
+ "SkyRenderableInstanceCloud:Display(): Cloud's display failed.");
+
+ if (_pBackTexture && _pBackTexture->GetWidth() != iRes)
+ {
+ DynamicTextureManager::InstancePtr()->CheckInTexture(_pBackTexture);
+ _pBackTexture = NULL;
+ }
+ if (_pFrontTexture && _pFrontTexture->GetWidth() != iRes)
+ {
+ DynamicTextureManager::InstancePtr()->CheckInTexture(_pFrontTexture);
+ _pFrontTexture = NULL;
+ }
+
+ if (!_pBackTexture)
+ {
+ _pBackTexture = DynamicTextureManager::InstancePtr()->CheckOutTexture(iRes, iRes);
+ }
+
+ s_pMaterial->SetTexture(0, GL_TEXTURE_2D, *_pBackTexture); // shared material for clouds.
+ FAIL_RETURN(s_pMaterial->Activate());
+
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, iRes, iRes);
+
+ // now clear and draw the front.
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ FAIL_RETURN_MSG(_pCloud->DisplaySplit(cam, _vecSplit, false, this),
+ "SkyRenderableInstanceCloud:Display(): Cloud's display failed.");
+
+ if (!_pFrontTexture)
+ {
+ _pFrontTexture = DynamicTextureManager::InstancePtr()->CheckOutTexture(iRes, iRes);
+ }
+
+ s_pMaterial->GetTextureState().SetTexture(0, GL_TEXTURE_2D, *_pFrontTexture);
+ FAIL_RETURN(s_pMaterial->GetTextureState().Activate());
+
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, iRes, iRes);
+ }
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+
+ //GLVU::CheckForGLError("Cloud Impostor Update");
+
+ glViewport(iOldVP[0], iOldVP[1], iOldVP[2], iOldVP[3]);
+
+ _bImageExists = true;
+
+ // the textures should now exist.
+ assert(_pBackTexture);
+ assert(!_bSplit || (_bSplit && _pFrontTexture));
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::IsImpostorValid
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::IsImpostorValid(const Camera& cam)
+ * @brief Returns true if the impostor image is valid for the given camera.
+ *
+ * Will return false if this is a screen impostor, or if there is error in either
+ * the translation of the camera from the capture point or the impostor image resolution.
+ *
+ * @see SetErrorToleranceAngle
+ */
+bool SkyRenderableInstanceCloud::IsImpostorValid(const Camera& cam)
+{
+ // first make sure there is a current image.
+ if (!_bImageExists)
+ return false;
+
+ // screen impostors should always be updated
+ if (_bScreenImpostor)
+ {
+ _vecFarPoint = Vec3f::ZERO;
+ _vecNearPoint = Vec3f::ZERO;
+#if SKYCLOUD_VERBOSE
+ SkyTrace("Screen Impostor Update");
+#endif
+ return false;
+ }
+ // impostors are valid from the viewpoint from which they were captured
+ if (cam.Orig == _impostorCam.Orig)
+ return true;
+
+ if (_bSplit)
+ {
+ #if SKYCLOUD_VERBOSE
+ SkyTrace("Split Impostor Update");
+ #endif
+ return false;
+ }
+
+ Vec3f vecX = _vecNearPoint - cam.Orig;
+ Vec3f vecY = _vecFarPoint - cam.Orig;
+ float rXLength = vecX.Length();
+ float rYLength = vecY.Length();
+ if (rXLength > rYLength)
+ {
+#if SKYCLOUD_VERBOSE
+ SkyTrace("Backwards Impostor Update");
+#endif
+ return false;
+ }
+
+ vecX /= rXLength;
+ vecY /= rYLength;
+ float rCosAlpha = vecX * vecY; // dot product of normalized vectors = cosine
+
+ if (fabs(rCosAlpha) < 1.0)
+ {
+ float rAlpha = acos(rCosAlpha);
+ if (rAlpha >= s_rErrorToleranceAngle)
+ {
+#if SKYCLOUD_VERBOSE
+ SkyTrace("Angle Error Update %f", SKYRADSTODEGREES * rAlpha);
+#endif
+ return false;
+ }
+ }
+
+ float rDistance = (_vecPosition - cam.Orig).Length();
+ float rCamRadius = sqrt(cam.wR*cam.wR + cam.Near*cam.Near);
+
+ int iRes = _GetRequiredLogResolution(rDistance, _pWorldSpaceBV->GetRadius(), rCamRadius);
+
+ if (iRes > _iLogResolution)
+ {
+#if SKYCLOUD_VERBOSE
+ SkyTrace("Resolution Error Update: Required: %d Actual: %d", iRes, _iLogResolution);
+#endif
+ return false;
+ }
+
+ return true;
+}
+
+
+//------------------------------------------------------------------------------
+ // Function : SetErrorToleranceAngle
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn SkyRenderableInstanceCloud::SetErrorToleranceAngle(float rDegrees)
+ * @brief Set the global error tolerance angle for all impostors.
+ */
+void SkyRenderableInstanceCloud::SetErrorToleranceAngle(float rDegrees)
+{
+ s_rErrorToleranceAngle = SKYDEGREESTORADS * rDegrees;
+}
+
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::_Initialize
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::_Initialize()
+ * @brief Initializer used by the constructors.
+ */
+void SkyRenderableInstanceCloud::_Initialize()
+{
+ _UpdateWorldSpaceBounds();
+
+// if (!s_pRenderBuffer && _bUseOffScreenBuffer)
+// {
+//JW?? s_pRenderBuffer = new SkyOffScreenBuffer(GLUT_SINGLE | GLUT_DEPTH | GLUT_STENCIL);
+//JW?? s_pRenderBuffer->Initialize(true);
+
+//JW?? s_pRenderBuffer->MakeCurrent();
+ // set some GL state:
+// glClearColor(0, 0, 0, 0);
+//JW?? GLVU::GetCurrent()->MakeCurrent();
+// }
+ if (!s_pMaterial)
+ {
+ s_pMaterial = new SkyMaterial;
+ s_pMaterial->EnableBlending(true);
+ s_pMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ s_pMaterial->SetAlphaFunc(GL_GREATER);
+ s_pMaterial->EnableDepthTest(false);
+ s_pMaterial->SetDepthMask(true);
+ s_pMaterial->EnableAlphaTest(true);
+ s_pMaterial->EnableLighting(false);
+ s_pMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ s_pMaterial->EnableTexture(0, true);
+ }
+ s_iCount++;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderableInstanceCloud.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyRenderableInstanceCloud.hpp
+ *
+ * Interface for class SkyRenderableInstanceCloud, an instance of a SkyCloud object.
+ */
+#ifndef __SKYRENDERABLEINSTANCECLOUD_HPP__
+#define __SKYRENDERABLEINSTANCECLOUD_HPP__
+
+class SkyCloud;
+class SkyTexture;
+//class SkyOffScreenBuffer;
+
+#include <vector>
+#include "camera.hpp"
+#include "SkyContext.hpp"
+#include "SkyRenderableInstance.hpp"
+#include "SkyRenderableInstanceGeneric.hpp"
+#include "SkyCloud.hpp"
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyRenderableInstanceCloud
+ * @brief An instance of a cloud. Renders using an impostor.
+ *
+ * @todo <WRITE EXTENDED CLASS DESCRIPTION>
+ */
+class SkyRenderableInstanceCloud : public SkyRenderableInstance
+{
+public:
+ SkyRenderableInstanceCloud( SkyCloud *pCloud, bool bUseOffScreenBuffer = false);
+ SkyRenderableInstanceCloud( SkyCloud *pCloud,
+ const Vec3f &position,
+ const Mat33f &rotation,
+ const float scale,
+ bool bUseOffScreenBuffer = false);
+ virtual ~SkyRenderableInstanceCloud();
+
+ // Setters / Getters
+ //! Sets the identifier for this cloud (used by SkySceneManager.)
+ void SetID(int id) { _iCloudID = id; }
+
+ virtual void SetPosition(const Vec3f &position);
+
+ virtual void SetRotation(const Mat33f &rotation);
+
+ virtual void SetScale(const float &scale);
+
+ //! Returns SkySceneManager's id for this cloud.
+ int GetID() const { return _iCloudID; }
+ //! Returns a pointer to the renderable that this instance represents.
+ virtual SkyCloud* GetCloud() const { return _pCloud; }
+
+ //! Returns the world space bounding box of the cloud instance.
+ const SkyMinMaxBox& GetWorldSpaceBounds() { return *_pWorldSpaceBV; }
+
+ //! Make this into a split impostor. Will be rendered as two halves, around the split point.
+ void SetSplit(bool bSplit) { _bSplit = bSplit; }
+
+ //! Set the distance at which the cloud will be split (from the camera position).
+ void SetSplitPoint(const Vec3f& vecSplit) { _vecSplit = vecSplit; }
+
+ //! Returns true if this is a split impostor (cloud contains objects)
+ bool IsSplit() const { return _bSplit; }
+
+ //! Returns true if the camera is inside this clouds bounding volume.
+ bool IsScreenImpostor() const { return _bScreenImpostor; }
+
+ virtual SKYRESULT Update(const Camera& cam);
+ virtual SKYRESULT Display(bool bDisplayFrontOfSplit = false);
+ SKYRESULT DisplayWithoutImpostor(const Camera& cam);
+
+ virtual bool ViewFrustumCull( const Camera &cam );
+
+ void ReleaseImpostorTextures();
+
+
+ virtual SkyMinMaxBox* GetBoundingVolume() const { return _pWorldSpaceBV; }
+
+ //----------------------------------------------------------------------------
+ // Determine if the current impostor image is valid for the given viewpoint
+ //----------------------------------------------------------------------------
+ bool IsImpostorValid(const Camera &cam);
+
+ //------------------------------------------------------------------------------
+ // Function : Enable
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Enable(bool bEnable)
+ * @brief Enable / Disable the use of impostor images (if disabled, displays geometry).
+ */
+ void Enable(bool bEnable) { _bEnabled = bEnable; }
+
+ static void SetErrorToleranceAngle(float rDegrees);
+
+protected: // methods
+ void _Initialize();
+ inline int _GetRequiredLogResolution(float rObjectDistance, float rObjectRadius, float rCamRadius);
+
+ inline void _UpdateWorldSpaceBounds();
+
+protected: // data
+ int _iCloudID; // used by the scene manager to identify clouds.
+
+ SkyCloud *_pCloud; // Pointer to the cloud object
+ SkyMinMaxBox *_pWorldSpaceBV; // Pointer to bounding volume in object space
+
+ float _rRadius; // Radius of the impostor.
+ bool _bScreenImpostor; // Is this a screen space or world space impostor?
+ bool _bImageExists; // The impostor image exists and is ready to use.
+ bool _bEnabled; // if disabled, draw geometry -- otherwise, draw impostor.
+ bool _bUseOffScreenBuffer; // if enabled, uses off-screen rendering to create impostor images.
+
+ bool _bSplit; // true if the cloud contains other object instances.
+ Vec3f _vecSplit; // the point about which this cloud is split.
+
+ Vec3f _vecNearPoint; // Nearest point on bounding sphere to viewpoint.
+ Vec3f _vecFarPoint; // Farthest point on bounding sphere from viewpoint.
+
+ Camera _impostorCam; // camera used to generate this impostor
+
+ unsigned int _iLogResolution; // Log base 2 of current impostor image resolution.
+
+ SkyTexture *_pBackTexture; // Back texture for split clouds or main texture for unsplit.
+ SkyTexture *_pFrontTexture; // Front texture for split clouds.
+
+ unsigned int _iCulledCount; // used to determine when to release textures
+
+ static unsigned int s_iCount; // keep track of number of impostors using the render buffer.
+//JW?? static SkyOffScreenBuffer* s_pRenderBuffer;
+ static float s_rErrorToleranceAngle;
+ static SkyMaterial *s_pMaterial; // shared material for cloud impostors.
+};
+
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyContainerCloud
+ * @brief A class used to organize the rendering order of cloud impostors and the objects in the clouds
+ *
+ * @todo <WRITE EXTENDED CLASS DESCRIPTION>
+ */
+class SkyContainerCloud : public SkyRenderableInstance
+{
+public: // methods
+ //! Constructor.
+ SkyContainerCloud(SkyRenderableInstanceCloud *cloud) : SkyRenderableInstance(), pCloud(cloud) {}
+ //! Destructor.
+ ~SkyContainerCloud()
+ { pCloud = NULL; containedOpaqueInstances.clear(); containedTransparentInstances.clear(); }
+
+ virtual SKYRESULT Display()
+ {
+ // display the back half of the split impostor.
+ FAIL_RETURN_MSG(pCloud->Display(false),
+ "SkySceneManager::Display(): cloud instance display failed.");
+
+ if (pCloud->IsSplit())
+ {
+ // display contained instances -- first opaque, then transparent.
+ InstanceIterator ii;
+ for (ii = containedOpaqueInstances.begin(); ii != containedOpaqueInstances.end(); ++ii)
+ FAIL_RETURN((*ii)->Display());
+ for (ii = containedTransparentInstances.begin(); ii != containedTransparentInstances.end(); ++ii)
+ FAIL_RETURN((*ii)->Display());
+
+ // now display the front half of the split impostor.
+ FAIL_RETURN_MSG(pCloud->Display(true),
+ "SkySceneManager::Display(): cloud instance display failed.");
+ }
+
+ return SKYRESULT_OK;
+ }
+
+ virtual const Vec3f& GetPosition() const { return pCloud->GetPosition(); }
+
+public: //data -- here the data are public because the interface is minimal.
+ SkyRenderableInstanceCloud *pCloud;
+
+ InstanceArray containedOpaqueInstances;
+ InstanceArray containedTransparentInstances;
+
+ // This operator is used to sort ContainerCloud arrays.
+ bool operator<(const SkyContainerCloud& container) const
+ {
+ return (*((SkyRenderableInstance*)pCloud) < *((SkyRenderableInstance*)container.pCloud));
+ }
+};
+
+
+//------------------------------------------------------------------------------
+// Function : _GetRequiredLogResolution
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::_GetRequiredLogResolution(float rObjectDistance, float rObjectRadius, float rCamRadius)
+ * @brief Returns the integer logarithm base two of the expected impostor resolution.
+ *
+ * Impostor resolution is based on object size, distance, and the FOV of the camera (stored as the
+ * radius of a sphere centered at the camera position and passing through the corners of the
+ * projection plane.
+ */
+inline int SkyRenderableInstanceCloud::_GetRequiredLogResolution(float rObjectDistance,
+ float rObjectRadius,
+ float rCamRadius)
+{
+ int iScreenWidth, iScreenHeight;
+ GraphicsContext::InstancePtr()->GetWindowSize(iScreenWidth, iScreenHeight);
+ //cout << "SkyRes: w=" << iScreenWidth << "h=" << iScreenHeight << endl; char ff; cin >> ff;
+ int iScreenResolution = (iScreenWidth > iScreenHeight) ? iScreenWidth : iScreenHeight;
+ int iLogMinScreenResolution = (iScreenWidth > iScreenHeight) ? iScreenHeight : iScreenWidth;
+ iLogMinScreenResolution = SkyGetLogBaseTwo(iLogMinScreenResolution) - 1;
+
+ int iRes = 2 * iScreenResolution * _pWorldSpaceBV->GetRadius() / rObjectDistance;
+ int iLogResolution;
+
+ if (rObjectDistance - (0.5f * rObjectRadius) < rCamRadius)
+ {
+ iLogResolution = SkyGetLogBaseTwo(iScreenResolution / 8);
+ }
+ else if (rObjectDistance - rObjectRadius < rCamRadius)
+ {
+ iLogResolution = SkyGetLogBaseTwo(iScreenResolution / 4);
+ }
+ else if (iRes > iScreenResolution)
+ {
+ iLogResolution = SkyGetLogBaseTwo(iScreenResolution / 2);
+ }
+ else
+ {
+ iLogResolution = SkyGetLogBaseTwo(iRes);
+ }
+
+ // if not rendering to an off screen buffer, make sure the resolution fits in the window!
+ if (!_bUseOffScreenBuffer && (iLogMinScreenResolution < iLogResolution))
+ iLogResolution = iLogMinScreenResolution;
+
+ return iLogResolution;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceCloud::_UpdateWorldSpaceBounds
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceCloud::_UpdateWorldSpaceBounds()
+ * @brief Updates the world space bounding box of the cloud.
+ */
+inline void SkyRenderableInstanceCloud::_UpdateWorldSpaceBounds()
+{
+ SAFE_DELETE(_pWorldSpaceBV);
+ _pWorldSpaceBV = _pCloud->CopyBoundingVolume();
+ _vecPosition = _pCloud->CopyBoundingVolume()->GetCenter();
+}
+
+#endif //__SKYRENDERABLEINSTANCECLOUD_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderableInstanceGeneric.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyRenderableInstanceGeneric.cpp
+ *
+ * A basic implementation of SkyRenderableInstance
+ */
+
+#include "glvu.hpp"
+#include "SkyUtil.hpp"
+#include "SkyRenderable.hpp"
+#include "SkyMinMaxBox.hpp"
+#include "SkyRenderableInstanceGeneric.hpp"
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGeneric::SkyRenderableInstanceGeneric
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGeneric::SkyRenderableInstanceGeneric(SkyRenderable *object)
+ * @brief Constructor, store the renderable and set the position to identity
+ */
+SkyRenderableInstanceGeneric::SkyRenderableInstanceGeneric(SkyRenderable *pObject)
+: SkyRenderableInstance(),
+ _pObj(pObject)
+{
+ _pBV = pObject->CopyBoundingVolume();
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGeneric::SkyRenderableInstanceGeneric
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGeneric::SkyRenderableInstanceGeneric(SkyRenderable *object, const Vec3f &position, const Mat33f &rotation, const float scale)
+ * @brief Constructor, stores the instance information given
+ */
+SkyRenderableInstanceGeneric::SkyRenderableInstanceGeneric(SkyRenderable *pObject,
+ const Vec3f &position,
+ const Mat33f &rotation,
+ const float scale)
+: SkyRenderableInstance(position, rotation, scale),
+ _pObj(pObject)
+{
+ _pBV = pObject->CopyBoundingVolume();
+}
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGeneric::~SkyRenderableInstanceGeneric
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGeneric::~SkyRenderableInstanceGeneric()
+ * @brief Destructor
+ */
+SkyRenderableInstanceGeneric::~SkyRenderableInstanceGeneric()
+{
+ _pObj = NULL;
+ SAFE_DELETE(_pBV);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGeneric::SetRenderable
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGeneric::SetRenderable(SkyRenderable *pRenderable)
+ * @brief Set the renderable for this instance.
+ */
+void SkyRenderableInstanceGeneric::SetRenderable(SkyRenderable *pRenderable)
+{
+ _pObj = pRenderable;
+ SAFE_DELETE(_pBV);
+ _pBV = pRenderable->CopyBoundingVolume();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGeneric::Display
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGeneric::Display()
+ * @brief Displays the instance by calling the renderable's display function
+ */
+SKYRESULT SkyRenderableInstanceGeneric::Display()
+{
+ // Get and set the world space transformation
+ Mat44f mat;
+ GetModelToWorldTransform(mat);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glMultMatrixf(mat.M);
+
+ //FAIL_RETURN_MSG(_pObj->Display(*(GLVU::GetCurrent()->GetCurrentCam()), this),
+ // "SkyRenderableInstanceGeneric:Display(), error returned from object's display");
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGeneric::ViewFrustumCull
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGeneric::ViewFrustumCull(const Camera &cam)
+ * @brief View frustum cull the object given its world position
+ */
+bool SkyRenderableInstanceGeneric::ViewFrustumCull(const Camera &cam)
+{
+ Mat44f xform;
+ GetModelToWorldTransform(xform);
+ _bCulled = (_pBV == NULL) ? false : _pBV->ViewFrustumCull(cam, xform);
+ return _bCulled;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderableInstanceGeneric.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyRenderableInstanceGeneric.hpp
+ *
+ * Interface for a basic implementation of SkyRenderableInstance
+ */
+#ifndef __SKYRENDERABLEINSTANCEGENERIC_HPP__
+#define __SKYRENDERABLEINSTANCEGENERIC_HPP__
+
+#include "SkyRenderableInstance.hpp"
+
+// forward to reduce unnecessary dependencies
+class SkyRenderable;
+class SkyMinMaxBox;
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyRenderableInstanceGeneric
+ * @brief A generic renderable instance
+ *
+ * The SkyRenderableInstanceGeneric is a basic implementation of the base class.
+ * For view frustum culling, the function ViewFrustumCull should be called once
+ * per frame, at which point a flag is set if the object is culled or not. It
+ * is possible that the object is then queried multiple times if it is culled or
+ * not by various other objects before being displayed, that is why the flag is
+ * stored.
+ */
+class SkyRenderableInstanceGeneric : public SkyRenderableInstance
+{
+public:
+ SkyRenderableInstanceGeneric(SkyRenderable *pObject);
+ SkyRenderableInstanceGeneric(SkyRenderable *pObject,
+ const Vec3f &position,
+ const Mat33f &rotation,
+ const float scale);
+ virtual ~SkyRenderableInstanceGeneric();
+
+ // Setters / Getters
+
+ virtual void SetRenderable(SkyRenderable *pRenderable );
+
+ //! Returns a pointer to the renderable that this instance represents.
+ virtual SkyRenderable* GetRenderable() const { return _pObj; }
+
+ virtual SKYRESULT Display();
+
+ // Test / Set / Get
+ virtual bool ViewFrustumCull( const Camera &cam );
+
+
+ virtual SkyMinMaxBox* GetBoundingVolume() const { return _pBV; }
+
+protected:
+
+protected:
+ SkyRenderable *_pObj; // Pointer to the renderable object
+ SkyMinMaxBox *_pBV; // Pointer to bounding volume
+};
+
+#endif //__SKYRENDERABLEINSTANCEGENERIC_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderableInstanceGroup.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyRenderableInstanceGroup.cpp
+ *
+ * Implementation of class SkyRenderableInstanceGroup, an instance that groups
+ * other instances.
+ */
+
+#include <GL/glut.h>
+#include "SkyRenderableInstanceGroup.hpp"
+#include "SkySceneManager.hpp"
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGroup::SkyRenderableInstanceGroup
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGroup::SkyRenderableInstanceGroup()
+ * @brief Constructor.
+ */
+SkyRenderableInstanceGroup::SkyRenderableInstanceGroup()
+: SkyRenderableInstance(),
+ _pObjectSpaceBV(NULL)
+{
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGroup::~SkyRenderableInstanceGroup
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGroup::~SkyRenderableInstanceGroup()
+ * @brief Destructor.
+ */
+SkyRenderableInstanceGroup::~SkyRenderableInstanceGroup()
+{
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGroup::Update
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGroup::Update(const Camera &cam)
+ * @brief Processes any per frame updates the instance requires.
+ *
+ * This method simply calls the SkyRenderableInstance::Update() method of each of
+ * its sub-instances.
+ */
+SKYRESULT SkyRenderableInstanceGroup::Update(const Camera &cam)
+{
+ InstanceIterator ii;
+ for (ii = _opaqueSubInstances.begin(); ii != _opaqueSubInstances.end(); ++ii)
+ {
+ FAIL_RETURN((*ii)->Update(cam));
+ }
+ for (ii = _transparentSubInstances.begin(); ii != _transparentSubInstances.end(); ++ii)
+ {
+ FAIL_RETURN((*ii)->Update(cam));
+ }
+
+ SkySceneManager::SortInstances(_transparentSubInstances, cam.Orig);
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGroup::Display
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGroup::Display()
+ * @brief Displays all sub-instances of this instance.
+ *
+ * The object-to-world transform of this instance group will be applied to all sub-instances before
+ * their own object-to-world transforms are applied.
+ */
+SKYRESULT SkyRenderableInstanceGroup::Display()
+{
+ // Get and set the world space transformation
+ Mat44f mat;
+ GetModelToWorldTransform(mat);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glMultMatrixf(mat.M);
+
+ InstanceIterator ii;
+ /***
+ for (ii = _opaqueSubInstances.begin(); ii != _opaqueSubInstances.end(); ++ii)
+ {
+ FAIL_RETURN((*ii)->Display());
+ }
+
+ for (ii = _transparentSubInstances.begin(); ii != _transparentSubInstances.end(); ++ii)
+ {
+ FAIL_RETURN((*ii)->Display());
+ }
+\r***/
+ _pObjectSpaceBV->Display();
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGroup::ViewFrustumCull
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGroup::ViewFrustumCull(const Camera& cam)
+ * @brief @todo <WRITE BRIEF SkyRenderableInstanceGroup::ViewFrustumCull DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyRenderableInstanceGroup::ViewFrustumCull FUNCTION DOCUMENTATION>
+ */
+bool SkyRenderableInstanceGroup::ViewFrustumCull(const Camera& cam)
+{
+ Mat44f xform;
+ GetModelToWorldTransform(xform);
+ _bCulled = (_pObjectSpaceBV == NULL) ? false : _pObjectSpaceBV->ViewFrustumCull(cam, xform);
+ return _bCulled;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyRenderableInstanceGroup::AddSubInstance
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyRenderableInstanceGroup::AddSubInstance(SkyRenderableInstance *pInstance, bool bTransparent)
+ * @brief Adds a sub-instance to the group.
+ */
+void SkyRenderableInstanceGroup::AddSubInstance(SkyRenderableInstance *pInstance, bool bTransparent)
+{
+ if (!bTransparent)
+ _opaqueSubInstances.push_back(pInstance);
+ else
+ _transparentSubInstances.push_back(pInstance);
+
+ // update the bounds...
+ Mat44f xform;
+ pInstance->GetModelToWorldTransform(xform);
+
+ SkyMinMaxBox *pBV = pInstance->GetBoundingVolume();
+ if (pBV)
+ {
+ Vec3f min = pInstance->GetBoundingVolume()->GetMin();
+ Vec3f max = pInstance->GetBoundingVolume()->GetMax();
+
+ if (!_pObjectSpaceBV)
+ _pObjectSpaceBV = new SkyMinMaxBox;
+
+ _pObjectSpaceBV->AddPoint(xform * min);
+ _pObjectSpaceBV->AddPoint(xform * max);
+ }
+}
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyRenderableInstanceGroup.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyRenderableInstanceGroup.hpp
+ *
+ * Interface definition for class SkyRenderableInstanceGroup, an instance that groups
+ * other instances.
+ */
+#ifndef __SKYRENDERABLEINSTANCEGROUP_HPP__
+#define __SKYRENDERABLEINSTANCEGROUP_HPP__
+
+#include "SkyRenderableInstance.hpp"
+#include "SkyMinMaxBox.hpp"
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyRenderableInstanceGroup
+ * @brief A renderable instance that groups other instances.
+ *
+ * This class provides a very basic way to implement static hierarchies of objects.
+ * It is not meant to be a full scene graph --
+ */
+class SkyRenderableInstanceGroup : public SkyRenderableInstance
+{
+public:
+ SkyRenderableInstanceGroup();
+ virtual ~SkyRenderableInstanceGroup();
+
+ //! Update all sub-instances.
+ virtual SKYRESULT Update(const Camera &cam);
+ //! Render all sub-instances.
+ virtual SKYRESULT Display();
+
+ //! Returns true if and only if the bounding volume of this instance lies entirely outside @a cam.
+ virtual bool ViewFrustumCull(const Camera &cam);
+
+ //! Adds an instance to the group that this instance represents.
+ void AddSubInstance(SkyRenderableInstance *pInstance, bool bTransparent);
+
+protected:
+ InstanceArray _opaqueSubInstances;
+ InstanceArray _transparentSubInstances;
+
+ SkyMinMaxBox *_pObjectSpaceBV; // Pointer to bounding volume in object space
+};
+
+
+#endif //__SKYRENDERABLEINSTANCEGROUP_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkySceneLoader.cpp
+//------------------------------------------------------------------------------
+// Adapted from SkyWorks for FlightGear by J. Wojnaroski -- castle@mminternet.com
+// Copywrite July 2002
+//
+// This program is free software; you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation; either version 2 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+/**
+ * @file SkySceneLoader.cpp
+ *
+ * Implementation of class SkySceneLoader.
+ */
+
+#include <plib/ssg.h>
+#include <simgear/math/point3d.hxx>
+
+#include "SkySceneLoader.hpp"
+#include "SkySceneManager.hpp"
+#include "SkyTextureManager.hpp"
+#include "SkySceneManager.hpp"
+#include "SkyDynamicTextureManager.hpp"
+#include "SkyContext.hpp"
+//#include "SkyViewManager.hpp"
+//#include "SkyRenderableInstanceGroup.hpp"
+#include "SkyLight.hpp"
+#include "camera.hpp"
+
+ssgLight _sky_ssgLights [ 8 ] ;
+static Point3D origin;
+Point3D offset;
+//int _ssgFrameCounter = 0 ;
+Camera *pCam = new Camera();
+// Need to add a light here until we figure out how to use the sun position and color
+SkyLight::SkyLightType eType = SkyLight::SKY_LIGHT_DIRECTIONAL;
+SkyLight *pLight = new SkyLight(eType);
+
+//------------------------------------------------------------------------------
+// Function : SkySceneLoader::SkySceneLoader
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneLoader::SkySceneLoader()
+ * @brief Constructor.
+ */
+SkySceneLoader::SkySceneLoader()
+{
+
+}
+
+//------------------------------------------------------------------------------
+// Function : SkySceneLoader::~SkySceneLoader
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneLoader::~SkySceneLoader()
+ * @brief Destructor.
+ */
+SkySceneLoader::~SkySceneLoader()
+{
+ SceneManager::Destroy();
+ DynamicTextureManager::Destroy();
+ TextureManager::Destroy();
+ GraphicsContext::Destroy();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneLoader::Load
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneLoader::Load(std::string filename)
+ * @brief Loads a SkyWorks scene.
+ *
+ * This is a temporary fix, as it loads only limited scenes
+ * It can however, load any number of Cloud
+ +
+ */
+bool SkySceneLoader::Load(std::string filename)
+{
+ SkyArchive archive;
+ if (SKYFAILED(archive.Load(filename.c_str()))) {
+ cout << "Archive file not found\n";
+ return false; }
+ char *pFilename;
+
+ // Need to create the managers
+ GraphicsContext::Instantiate();
+ TextureManager::Instantiate();
+ DynamicTextureManager::Instantiate();
+ SceneManager::Instantiate();
+
+ unsigned int iNumFiles;
+ if (!SKYFAILED(archive.GetInfo("CloudFile", STRING_TYPE, &iNumFiles)))
+ {
+ for (unsigned int i = 0; i < iNumFiles; ++i)
+ {
+ FAIL_RETURN(archive.FindString("CloudFile", &pFilename, i));\r
+ float rScale = 1.0;
+ FAIL_RETURN(archive.FindFloat32("CloudScale", &rScale, i));
+ rScale = 5.0;
+ SkyArchive cloudArchive;
+ FAIL_RETURN(cloudArchive.Load(pFilename));
+ FAIL_RETURN(SceneManager::InstancePtr()->LoadClouds(cloudArchive, rScale));
+ }
+ }
+
+ Vec3f dir(0, 0, 1);
+ pLight->SetPosition(Vec3f(0, 0, 7000));
+ pLight->SetDirection(dir);
+ pLight->SetAmbient(Vec4f( 0.0f, 0.0f, 0.0f, 0.0f));
+ pLight->SetDiffuse(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
+ //pLight->SetDiffuse(Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
+ //pLight->SetSpecular(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
+
+ // No attenuation
+ pLight->SetAttenuation(1.0f, 0.0f, 0.0f);
+ SceneManager::InstancePtr()->AddLight(pLight);
+
+ SceneManager::InstancePtr()->ShadeClouds();
+
+ return true;
+}
+
+void SkySceneLoader::Set_Cloud_Orig( Point3D *posit )
+{ // use this to adjust camera position for a new tile center
+
+ origin = *posit; // set origin to current tile center
+ printf("Cloud marker %f %f %f\n", origin.x(), origin.y(), origin.z() );
+
+}
+
+void SkySceneLoader::Update( sgMat4 viewmat, Point3D *posit )
+//void SkySceneLoader::Update()
+{
+ offset = *posit - origin;
+ cout << "X: " << offset.x() << "Y: " << offset.y() << "Z: " << offset.z() << endl;
+
+ SceneManager::InstancePtr()->Update(*pCam);
+
+ // need some scheme to reshade selected clouds a few at a time to save frame rate cycles
+ ///SceneManager::InstancePtr()->ShadeClouds();
+
+}
+
+void SkySceneLoader::Resize( double w, double h )
+{
+
+ pCam->Perspective( (float) h, (float) (w / h), 0.5, 120000.0 );
+
+}
+
+void SkySceneLoader::Draw()
+{ // this is a clone of the plib ssgCullAndDraw except there is no scene graph
+ if ( _ssgCurrentContext == NULL )
+ {
+ cout<< "ssg: No Current Context: Did you forgot to call ssgInit()?" ; char x; cin >> x;
+ }
+
+ //ssgForceBasicState () ;
+
+ sgMat4 test;
+
+ //glMatrixMode ( GL_PROJECTION );
+ //glLoadIdentity();
+ //_ssgCurrentContext->loadProjectionMatrix ();
+ // test/debug section
+
+ //_ssgCurrentContext->getProjectionMatrix( test );
+ /*
+ printf( "\nFG Projection matrix\n" );
+ cout << test[0][0] << " " << test[1][0] << " " << test[2][0] << " " << test[3][0] << endl;
+ cout << test[0][1] << " " << test[1][1] << " " << test[2][1] << " " << test[3][1] << endl;
+ cout << test[0][2] << " " << test[1][2] << " " << test[2][2] << " " << test[3][2] << endl;
+ cout << test[0][3] << " " << test[1][3] << " " << test[2][3] << " " << test[3][3] << endl;
+ */
+ sgMat4 m, *pm;
+ sgVec3 temp;
+ pm = &m;
+
+ // this is the cameraview matrix used by flightgear to render scene
+ // need to play with this to build a new matrix that accounts for tile crossings
+ // for now it resets the clouds when a boundary is crossed
+ _ssgCurrentContext->getModelviewMatrix( m );
+
+ ///pCam->GetProjectionMatrix( (float *) pm );
+ //sgCopyMat4( test, m );
+ /*printf( "\nSkyworks Projection matrix\n" );
+ cout << test[0][0] << " " << test[1][0] << " " << test[2][0] << " " << test[3][0] << endl;
+ cout << test[0][1] << " " << test[1][1] << " " << test[2][1] << " " << test[3][1] << endl;
+ cout << test[0][2] << " " << test[1][2] << " " << test[2][2] << " " << test[3][2] << endl;
+ cout << test[0][3] << " " << test[1][3] << " " << test[2][3] << " " << test[3][3] << endl;
+ */
+ glMatrixMode ( GL_MODELVIEW ) ;
+ glLoadIdentity () ;
+ glLoadMatrixf( (float *) pm );
+
+ //sgCopyMat4( test, m );
+
+ pCam->SetModelviewMatrix( (float *) pm );
+
+ //printf( "\nFG modelview matrix\n" );
+ //cout << test[0][0] << " " << test[1][0] << " " << test[2][0] << " " << test[3][0] << endl;
+ //cout << test[0][1] << " " << test[1][1] << " " << test[2][1] << " " << test[3][1] << endl;
+ //cout << test[0][2] << " " << test[1][2] << " " << test[2][2] << " " << test[3][2] << endl;
+ //cout << test[0][3] << " " << test[1][3] << " " << test[2][3] << " " << test[3][3] << endl;
+
+ //pCam->Print();
+
+ //_ssgCurrentContext->cull(r) ;
+ //_ssgDrawDList () ;
+
+ SceneManager::InstancePtr()->Display(*pCam);
+
+ //pLight->Display(); // draw the light position to debug with sun position
+
+ glMatrixMode ( GL_MODELVIEW ) ;
+ glLoadIdentity () ;
+
+}
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkySceneLoader.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkySceneLoader.hpp
+ *
+ * Definition of a simple class for loading scenes into SkyWorks.
+ */
+#ifndef __SKYSCENELOADER_HPP__
+#define __SKYSCENELOADER_HPP__
+
+#include <string>
+#include "SkyUtil.hpp"
+
+#include <simgear/math/point3d.hxx>
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkySceneLoader
+ * @brief A simple scene loader for SkyWorks scenes.
+ *
+ * Loads a scene using the Load() method, which is passed the filename of a
+ * file containing a SkyArchive describing the scene.
+ */
+class SkySceneLoader
+{
+public:
+ SkySceneLoader();
+ ~SkySceneLoader();
+
+ bool Load(std::string filename);
+
+ void Set_Cloud_Orig( Point3D *posit );
+
+ //void Update();
+ void Update( sgMat4 viewmat, Point3D *posit );
+
+ void Resize( double w, double h);
+
+ void Draw();
+
+};
+
+#endif //__SKYSCENELOADER_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkySceneManager.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+
+/**
+ * @file SkySceneManager.cpp
+ *
+ * Implementation of the singleton class SkySceneManager, which manages objects,
+ * instances, scene update, visibility, culling, and rendering.
+ */
+
+// warning for truncation of template name for browse info
+#pragma warning( disable : 4786)
+
+#include "SkySceneManager.hpp"
+#include "SkyMaterial.hpp"
+#include "SkyLight.hpp"
+#include "SkyCloud.hpp"
+#include "SkyRenderable.hpp"
+#include "SkyRenderableInstance.hpp"
+#include "SkyRenderableInstanceCloud.hpp"
+//#include "SkyHeavens.hpp"
+//#include "SkyHeightField.hpp"
+
+#include "camutils.hpp"
+#include <algorithm>
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::SkySceneManager
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::SkySceneManager()
+ * @brief Constructor
+ */
+SkySceneManager::SkySceneManager()
+: /*_pSkyBox(NULL),
+ _pTerrain(NULL),\r*/
+ _bDrawLights(false),
+ _bDrawTree(false),
+ _bReshadeClouds(true)
+{
+ _wireframeMaterial.SetColorMaterialMode(GL_DIFFUSE);
+ _wireframeMaterial.EnableColorMaterial(true);
+ _wireframeMaterial.EnableLighting(false);
+
+ // add the default material with ID -1
+ // this should avoid errors caused by models without materials exported from MAX
+ // (because flexporter gives them the ID -1).
+ SkyMaterial *pDefaultMaterial = new SkyMaterial;
+ pDefaultMaterial->SetMaterialID(-1);
+ AddMaterial(pDefaultMaterial);
+}
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::~SkySceneManager
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::~SkySceneManager()
+ * @brief Destructor.
+ *
+ * This destructor deletes all renderables, instances (renderable instances, cloud instances,
+ * and otherwise), materials, and lights that were added to the scene using the Add*() functions.
+ * In other words, the scene manager owns all entities added to the scene. This eases cleanup
+ * and shutdown.
+ */
+SkySceneManager::~SkySceneManager()
+{
+ ObjectIterator oi;
+ for (oi = _objects.begin(); oi != _objects.end(); ++oi)
+ SAFE_DELETE(*oi);
+ _objects.clear();
+
+ CloudIterator ci;
+ for (ci = _clouds.begin(); ci != _clouds.end(); ++ci)
+ SAFE_DELETE(*ci);
+ _clouds.clear();
+
+ InstanceIterator ii;
+ for (ii = _instances.begin(); ii != _instances.end(); ++ii)
+ SAFE_DELETE(*ii);
+ _instances.clear();
+
+ CloudInstanceIterator cii;
+ for (cii = _cloudInstances.begin(); cii != _cloudInstances.end(); ++cii)
+ SAFE_DELETE(*cii);
+ _cloudInstances.clear();
+
+ ContainerSetIterator cni;
+ for (cni = _containerClouds.begin(); cni != _containerClouds.end(); ++cni)
+ SAFE_DELETE(cni->second);
+ _containerClouds.clear();
+
+ MaterialIterator mi;
+ for (mi = _materials.begin(); mi != _materials.end(); ++mi)
+ SAFE_DELETE(mi->second);
+ _materials.clear();
+
+ LightIterator li;
+ for (li = _lights.begin(); li!= _lights.end(); ++li)
+ SAFE_DELETE(li->second);
+ _lights.clear();
+
+ //SAFE_DELETE(_pSkyBox);
+ //SAFE_DELETE(_pTerrain);
+}
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::AddObject
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::AddObject(SkyRenderable *pObject)
+ * @brief Add a new SkyRenderable object to the manager.
+ */
+SKYRESULT SkySceneManager::AddObject(SkyRenderable *pObject)
+{
+ // Check for null object
+ if (NULL == pObject)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkySceneManager::AddObject(): Attempting to add NULL Renderable Object.");
+ }
+
+ _objects.push_back(pObject);
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::AddInstance
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkySceneManager::AddInstance(SkyRenderableInstance *pInstance, bool bTransparent)
+* @brief Add a new SkyRenderableInstance to the manager.
+*/
+SKYRESULT SkySceneManager::AddInstance(SkyRenderableInstance *pInstance, bool bTransparent /* = false */)
+{
+ // Check for null instance
+ if (NULL == pInstance)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkySceneManager::AddObject(): Attempting to add NULL Renderable Instance.");
+ }
+
+ if (!bTransparent)
+ _instances.push_back(pInstance);
+ else
+ _transparentInstances.push_back(pInstance);
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::AddCloud
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::AddCloud(SkyCloud *pCloud)
+ * @brief Add a new cloud object to the manager.
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::AddCloud FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkySceneManager::AddCloud(SkyCloud *pCloud)
+{
+ if (NULL == pCloud)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkySceneManager::AddObject(): Attempting to add NULL SkyCloud Object.");
+ }
+
+ _clouds.push_back(pCloud);
+
+ return SKYRESULT_OK;
+}
+
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::AddCloudInstance
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::AddCloudInstance(SkyRenderableInstanceCloud *pInstance)
+ * @brief Add a new instance of a cloud to the manager.
+ *
+ * @todo Note that since cloud instances share shading information, if two instances
+ * of a cloud have different orientations, one of the instances will have incorrect
+ * lighting for the scene. For this reason, I recommend that the number of clouds and
+ * cloud instances is equal.
+ */
+SKYRESULT SkySceneManager::AddCloudInstance(SkyRenderableInstanceCloud *pInstance)
+{
+ // Check for null instance
+ if (NULL == pInstance)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkySceneManager::AddObject(): Attempting to add NULL SkyCloud Instance.");
+ }
+
+ pInstance->SetID(_cloudInstances.size());
+
+ _cloudInstances.push_back(pInstance);
+
+ SkyContainerCloud *pContainer = new SkyContainerCloud(pInstance);
+ _containerClouds.insert(std::make_pair(pInstance->GetID(), pContainer));
+
+ RebuildCloudBVTree();
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::AddMaterial
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkySceneManager::AddMaterial(SkyMaterial *pMaterial)
+* @brief Adds a material to the scene.
+*
+* Materials are kept in a map with their ID as key. A material can be retrieved
+* from the scene manager by passing its ID to GetMaterial.
+*
+* @see GetMaterial, SkyMaterial
+*/
+SKYRESULT SkySceneManager::AddMaterial(SkyMaterial *pMaterial)
+{
+ // Check for null instance
+ if (NULL == pMaterial)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkySceneMananger::AddMaterial(): Attempting to add NULL Material to Scene Manager");
+ }
+
+ _materials.insert(std::make_pair(pMaterial->GetMaterialID(), pMaterial));
+ return SKYRESULT_OK;
+}
+
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::GetMaterial
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::GetMaterial(int iMaterialID)
+ * @brief Returns the material with ID @a iMaterialID.
+ *
+ * If the material is not found, returns NULL.
+ *
+ * @see AddMaterial, SkyMaterial
+ */
+SkyMaterial* SkySceneManager::GetMaterial(int iMaterialID)
+{
+ MaterialIterator mi = _materials.find(iMaterialID);
+ if (_materials.end() == mi)
+ {
+ SkyTrace("SkySceneManager::GetMaterial: Error: invalid material ID");
+ return NULL;
+ }
+ else
+ return mi->second;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::ActivateMaterial
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::ActivateMaterial(int iMaterialID)
+ * @brief Makes the specified material active, setting the appropriate rendering state.
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::ActivateMaterial FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkySceneManager::ActivateMaterial(int iMaterialID)
+{\rcout << "Activating material\n"; char mm; cin >> mm;
+ MaterialIterator mi = _materials.find(iMaterialID);
+ if (_materials.end() == mi)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkySceneManager::ActivateMaterial: Error: invalid material ID.");
+ }
+ else
+ {
+ FAIL_RETURN_MSG(mi->second->Activate(),
+ "SkySceneManager::ActivateMaterial: Error: failed to activate.");
+ }
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::AddLight
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::AddLight(SkyLight *pLight)
+ * @brief @todo <WRITE BRIEF SkySceneManager::AddLight DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::AddLight FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkySceneManager::AddLight(SkyLight *pLight)
+{
+ // Check for null instance
+ if (NULL == pLight)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkySceneMananger::AddLight(): Attempting to add NULL Light to Scene Manager");
+ }
+
+ _lights.insert(std::make_pair(_lights.size(), pLight));
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::GetLight
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::GetLight(int iLightID)
+ * @brief @todo <WRITE BRIEF SkySceneManager::GetLight DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::GetLight FUNCTION DOCUMENTATION>
+ */
+SkyLight* SkySceneManager::GetLight(int iLightID)
+{
+ LightIterator li = _lights.find(iLightID);
+ if (_lights.end() == li)
+ {
+ SkyTrace("SkySceneManager::GetLight: Error: Invalid light ID");
+ return NULL;
+ }
+ else
+ return li->second;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : Alive
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn Alive(SkyRenderableInstance* pInstance)
+ * @brief A predicate to determine if an object is dead or not.
+ */
+bool Alive(SkyRenderableInstance* pInstance)
+{
+ return (pInstance->IsAlive());
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::Update
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkySceneManager::Update(const Camera &cam)
+* @brief Iterate through all SkyRenderableInstances and update them.
+*/
+SKYRESULT SkySceneManager::Update(const Camera &cam)
+{
+ _ResolveVisibility(cam);
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::Display
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkySceneManager::Display(const Camera &cam)
+* @brief Iterate through all SkyRenderableInstances and display them.
+*/
+SKYRESULT SkySceneManager::Display( const Camera &cam )
+
+{
+ _clearMaterial.Activate();
+ //glClear(GL_DEPTH_BUFFER_BIT);
+
+ // set lights (only lights that have changed will be passed to GL).
+ for (LightIterator li = _lights.begin(); li != _lights.end(); ++li)
+ {
+ li->second->Activate(li->first);
+ //if (_bDrawLights)
+ //li->second->Display();
+ }
+
+ //if (_bDrawTree)\r// force the issue and draw
+ _VisualizeCloudBVTree(cam, _cloudBVTree.GetRoot());
+
+ glLineWidth(2.0);
+ glBegin(GL_LINES);
+ // red is Cartesian y-axis
+ glColor3ub( 255, 0, 0 );
+ glVertex3f( 0.0,0.0,0.0 );
+ glVertex3f( 0.0, -104000.0, 0.0);
+ // yellow is Cartesian z-axis
+ glColor3ub( 255, 255, 0 );
+ glVertex3f( 0.0, 0.0, 0.0);
+ glVertex3f( 0.0, 0.0, 104000.0);
+ // blue is Cartesian x-axis
+ glColor3ub( 0, 0, 255 );
+ glVertex3f( 0.0, 0.0, 0.0);
+ glVertex3f( -104000.0, 0.0, 0.0);
+ glEnd();
+
+ // draw all container clouds and "free" objects not in clouds.
+ int i = 0;
+ for (InstanceIterator iter = _visibleInstances.begin(); iter != _visibleInstances.end(); ++iter)
+ {
+ FAIL_RETURN_MSG((*iter)->Display(),
+ "SkySceneManager::Display(): instance display failed.");
+ i++;
+ }
+ //cout << "There are " << i << " visible clouds\n";
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::RebuildCloudBVTree
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::RebuildCloudBVTree()
+ * @brief Builds an AABB tree of the cloud bounding volumes.
+ */
+SKYRESULT SkySceneManager::RebuildCloudBVTree()
+{
+ CloudInstanceIterator cii;
+ SkyMinMaxBox bbox;
+
+ _cloudBVTree.BeginTree();
+ for (cii = _cloudInstances.begin(); cii != _cloudInstances.end(); ++cii)
+ {
+ bbox = (*cii)->GetWorldSpaceBounds();
+ _cloudBVTree.AddObject(*cii, bbox);
+ }
+ _cloudBVTree.EndTree();
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::ShadeClouds
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::ShadeClouds()
+ * @brief @todo <WRITE BRIEF SkySceneManager::ShadeClouds DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::ShadeClouds FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkySceneManager::ShadeClouds()
+{\rcout << "SkySceneManager::ShadeClouds()\n";
+ int i=0;
+
+ for (CloudInstanceIterator cii = _cloudInstances.begin(); cii != _cloudInstances.end(); ++cii)
+ {
+ for (LightIterator li = _lights.begin(); li != _lights.end(); ++li)
+ {
+
+ if (SkyLight::SKY_LIGHT_DIRECTIONAL == li->second->GetType())
+ {
+ (*cii)->GetCloud()->Illuminate(li->second, *cii, li == _lights.begin());
+ printf("Shading Cloud %d of %d with light %d \n", i++, _cloudInstances.size(), *li );
+ }
+ }
+ }
+ _bReshadeClouds = false;
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::LoadClouds
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::LoadClouds(SkyArchive& cloudArchive, float rScale)
+ * @brief @todo <WRITE BRIEF SkySceneManager::LoadClouds DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::LoadClouds FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkySceneManager::LoadClouds(SkyArchive& cloudArchive, float rScale /* = 1.0f */)
+{
+ unsigned int iNumClouds = 0;
+ cloudArchive.FindUInt32("CldNumClouds", &iNumClouds);
+
+ SkyArchive subArchive;
+ //iNumClouds = 5; //set this value to reduce cloud field for debugging
+ for (int i = 0; i < iNumClouds; ++i)
+ {\rprintf("Loading # %d of %d clouds\n", i, iNumClouds);
+ cloudArchive.FindArchive("Cloud", &subArchive, i);
+ SkyCloud *pCloud = new SkyCloud();
+ pCloud->Load(subArchive, rScale);
+ SkyRenderableInstanceCloud *pInstance = new SkyRenderableInstanceCloud(pCloud, false);
+ AddCloud(pCloud);
+ AddCloudInstance(pInstance);
+ }
+ RebuildCloudBVTree();
+ return SKYRESULT_OK;
+}
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::_SortClouds
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::_SortClouds(CloudInstanceArray& clouds, const Vec3f& vecSortPoint)
+ * @brief @todo <WRITE BRIEF SkySceneManager::_SortClouds DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::_SortClouds FUNCTION DOCUMENTATION>
+ */
+void SkySceneManager::_SortClouds(CloudInstanceArray& clouds, const Vec3f& vecSortPoint)
+{
+ static InstanceComparator comparator;
+
+ for (CloudInstanceIterator cii = clouds.begin(); cii != clouds.end(); ++cii)
+ {
+ Vec3f vecPos = (*cii)->GetPosition();
+ vecPos -= vecSortPoint;
+ (*cii)->SetSquareSortDistance(vecPos.LengthSqr());
+ }
+
+ std::sort(clouds.begin(), clouds.end(), comparator);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::_SortInstances
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::SortInstances(InstanceArray& instances, const Vec3f& vecSortPoint)
+ * @brief @todo <WRITE BRIEF SkySceneManager::_SortInstances DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::_SortInstances FUNCTION DOCUMENTATION>
+ */
+void SkySceneManager::SortInstances(InstanceArray& instances, const Vec3f& vecSortPoint)
+{
+ static InstanceComparator comparator;
+
+ for (InstanceIterator ii = instances.begin(); ii != instances.end(); ++ii)
+ {
+ Vec3f vecPos = (*ii)->GetPosition();
+ vecPos -= vecSortPoint;
+ (*ii)->SetSquareSortDistance(vecPos.LengthSqr());
+ }
+
+ std::sort(instances.begin(), instances.end(), comparator);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::_ViewFrustumCullClouds
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::_ViewFrustumCullClouds(const Camera& cam, const CloudBVTree::Node *pNode)
+ * @brief @todo <WRITE BRIEF SkySceneManager::_ViewFrustumCullClouds DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::_ViewFrustumCullClouds FUNCTION DOCUMENTATION>
+ */
+void SkySceneManager::_ViewFrustumCullClouds(const Camera& cam, const CloudBVTree::Node *pNode)
+{
+ if (!pNode)
+ return;
+
+ int i;
+ int iResult = CamMinMaxBoxOverlap(&cam, pNode->GetNodeBV().GetMin(), pNode->GetNodeBV().GetMax());
+
+\r //iResult = COMPLETEIN; // just a hack to force the issue
+ if (COMPLETEIN == iResult)
+ {
+ // trivially add all instances
+ for (i = 0; i < pNode->GetNumObjs(); ++i)
+ {
+ SkyRenderableInstanceCloud* pInstance =
+ const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
+ _visibleCloudInstances.push_back(pInstance);
+ }
+ }
+ else if ((PARTIAL == iResult) && pNode->IsLeaf())
+ {
+ SkyMinMaxBox bbox;
+
+ // check each instance in this node against camera
+ for (i = 0; i < pNode->GetNumObjs(); ++i)
+ {
+ SkyRenderableInstanceCloud* pInstance =
+ const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
+ bbox = pInstance->GetWorldSpaceBounds();
+ iResult = CamMinMaxBoxOverlap(&cam, bbox.GetMin(), bbox.GetMax());
+ if (COMPLETEOUT != iResult)
+ _visibleCloudInstances.push_back(pInstance);
+ else
+ pInstance->ReleaseImpostorTextures();
+ }
+ }
+ else if (PARTIAL == iResult)
+ {
+ _ViewFrustumCullClouds(cam, pNode->GetLeftChild());
+ _ViewFrustumCullClouds(cam, pNode->GetRightChild());
+ }
+ else // the node is completely out. All of its child clouds should release their textures.
+ {
+ for (i = 0; i < pNode->GetNumObjs(); ++i)
+ {
+ SkyRenderableInstanceCloud* pInstance =
+ const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
+ pInstance->ReleaseImpostorTextures();
+ }
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::_VisualizeCloudBVTree
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::_VisualizeCloudBVTree(const Camera& cam, const CloudBVTree::Node *pNode)
+ * @brief @todo <WRITE BRIEF SkySceneManager::_VisualizeCloudBVTree DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::_VisualizeCloudBVTree FUNCTION DOCUMENTATION>
+ */
+void SkySceneManager::_VisualizeCloudBVTree(const Camera& cam, const CloudBVTree::Node *pNode)
+{
+ // set display state.
+ _wireframeMaterial.Activate();
+
+ int iResult = CamMinMaxBoxOverlap(&cam, pNode->GetNodeBV().GetMin(), pNode->GetNodeBV().GetMax());
+
+ if (COMPLETEIN == iResult)
+ {
+ // draw this node's bounding box in green.
+ glColor3f(0, 1, 0);
+ pNode->GetNodeBV().Display();
+ }
+ else if (PARTIAL == iResult)
+ {
+ SkyMinMaxBox bbox;
+
+ if (pNode->IsLeaf())
+ {
+ // draw this node's bounding box and the boxes of all of its objects that are visible.
+ // draw this node's bbox in orange.
+ glColor3f(1, 0.5, 0);
+ pNode->GetNodeBV().Display();
+
+ int i;
+ for (i = 0; i < pNode->GetNumObjs(); ++i)
+ {
+ SkyRenderableInstanceCloud* pInstance =
+ const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
+ bbox = pInstance->GetWorldSpaceBounds();
+ iResult = CamMinMaxBoxOverlap(&cam, bbox.GetMin(), bbox.GetMax());
+
+ if (COMPLETEIN == iResult)
+ {
+ // draw the box in green
+ glColor3f(0, 1, 0);
+ bbox.Display();
+ }
+ else if (PARTIAL == iResult)
+ {
+ // draw the box in yellow
+ glColor3f(1, 1, 0);
+ bbox.Display();
+ }
+ }
+ }
+ else
+ {
+ _VisualizeCloudBVTree(cam, pNode->GetLeftChild());
+ _VisualizeCloudBVTree(cam, pNode->GetRightChild());
+ }
+ }
+ else
+ {
+ // draw the node's bbox in red.
+ // This should NEVER be visible from the camera from which it was culled!
+ glColor3f(1, 0, 0);
+ pNode->GetNodeBV().Display();
+ }
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::_ResolveVisibility
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::_ResolveVisibility(const Camera &cam)
+ * @brief @todo <WRITE BRIEF SkySceneManager::_ResolveRenderingOrder DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::_ResolveRenderingOrder FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkySceneManager::_ResolveVisibility(const Camera &cam)
+{
+ InstanceIterator ii;
+
+ // clear the free instance array
+ _visibleInstances.clear();
+
+ // clear the contained instance arrays
+ ContainerSetIterator csi;
+ for (csi = _containerClouds.begin(); csi != _containerClouds.end(); ++csi)
+ {
+ csi->second->containedOpaqueInstances.clear();
+ csi->second->containedTransparentInstances.clear();
+ }
+
+ // clear the visible cloud array.
+ _visibleCloudInstances.clear();
+
+ // Test each instance for containment inside a cloud's bounding volume.
+ // If the instance is inside a cloud, it is considered a "contained" instance, and will be
+ // rendered with the cloud in which it is contained for correct visibility. If the instance is
+ // not inside any cloud, then it is a "free" instance, and will be rendered after all contained
+ // instances. Transparent instances of each type are rendered after opaque instances of each
+ // type.
+
+ // opaque instances
+ for (ii = _instances.begin(); ii != _instances.end(); ++ii)
+ {\rcout << "Opague instance\n"; char zz; cin >> zz;
+ (*ii)->ViewFrustumCull(cam); // First VFC then check if culled, some instances may
+ // manually set the culled flag, instead of using VFC
+ if (!(*ii)->IsCulled())
+ {
+ // first update this instance.
+ FAIL_RETURN_MSG((*ii)->Update(cam), "SkySceneManager::_ResolveVisibility(): instance update failed.");
+
+ if (!_TestInsertInstanceIntoClouds(cam, _cloudBVTree.GetRoot(), *ii, false))
+ _visibleInstances.push_back(*ii);
+ }
+ }
+
+ // transparent instances
+ for (ii = _transparentInstances.begin(); ii != _transparentInstances.end(); ++ii)
+ {\rcout << "Transparent instance\n"; char tt; cin >> tt;
+ (*ii)->ViewFrustumCull(cam); // First VFC then check if culled, some instances may
+ // manually set the culled flag, instead of using VFC
+ if (!(*ii)->IsCulled())
+ {
+ // first update this instance.
+ FAIL_RETURN_MSG((*ii)->Update(cam), "SkySceneManager::Update(): instance update failed.");
+
+ if (!_TestInsertInstanceIntoClouds(cam, _cloudBVTree.GetRoot(), *ii, true))
+ _visibleInstances.push_back(*ii);
+ }
+ }
+
+ // view frustum cull the clouds
+ _ViewFrustumCullClouds(cam, _cloudBVTree.GetRoot());
+
+ // Clouds must be rendered in sorted order.
+ //_SortClouds(_visibleCloudInstances, cam.Orig);
+
+ // reshade the clouds if necessary.
+ if (_bReshadeClouds)
+ {
+ printf("ReShading clouds\n");
+ FAIL_RETURN(ShadeClouds());
+ }
+
+ // Now process the visible clouds. First, go through the container clouds corresponding to the
+ // clouds, calculate their split points, and update their impostors.
+ for (CloudInstanceIterator cii = _visibleCloudInstances.begin();
+ cii != _visibleCloudInstances.end();
+ ++cii)
+ {
+ // get the container corresponding to this cloud
+ ContainerSetIterator csi = _containerClouds.find((*cii)->GetID());
+
+ if (csi == _containerClouds.end())
+ {
+ SkyTrace("Error: SkySceneManager::_ResolveVisibility(): Invalid cloud instance %d.",
+ (*cii)->GetID());
+ return SKYRESULT_FAIL;
+ }
+
+ if (csi->second->containedOpaqueInstances.size() > 0 ||
+ csi->second->containedTransparentInstances.size() > 0)
+ {
+ SortInstances(csi->second->containedOpaqueInstances, cam.Orig);
+ SortInstances(csi->second->containedTransparentInstances, cam.Orig);
+
+
+ SkyRenderableInstance *pOpaque = (csi->second->containedOpaqueInstances.size() > 0) ?
+ csi->second->containedOpaqueInstances.back() : NULL;
+ SkyRenderableInstance *pTransparent = (csi->second->containedTransparentInstances.size() > 0) ?
+ csi->second->containedTransparentInstances.back() : NULL;
+
+ // find the closest contained instance to the camera
+ if (pOpaque && pTransparent)
+ {
+ if (*pOpaque < *pTransparent)
+ (*cii)->SetSplitPoint(pOpaque->GetPosition());
+ else
+ (*cii)->SetSplitPoint(pTransparent->GetPosition());
+ }
+ else if (pOpaque)
+ (*cii)->SetSplitPoint(pOpaque->GetPosition());
+ else if (pTransparent)
+ (*cii)->SetSplitPoint(pTransparent->GetPosition());
+ else
+ (*cii)->SetSplit(false);
+ }
+ else
+ (*cii)->SetSplit(false);
+
+ // add the container to the list of visiblie clouds to be rendered this frame.
+ _visibleInstances.push_back(csi->second);
+
+ // now update the impostors
+ FAIL_RETURN_MSG((*cii)->Update(cam),
+ "SkySceneManager::_ResolveVisibility(): cloud instance update failed.");
+ }
+
+ SortInstances(_visibleInstances, cam.Orig);
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkySceneManager::_TestInsertInstanceIntoClouds
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneManager::_TestInsertInstanceIntoClouds(const Camera &cam, const CloudBVTree::Node *pNode, SkyRenderableInstance *pInstanceToInsert, bool bTransparent)
+ * @brief @todo <WRITE BRIEF SkySceneManager::_TestInsertInstanceIntoClouds DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkySceneManager::_TestInsertInstanceIntoClouds FUNCTION DOCUMENTATION>
+ */
+bool SkySceneManager::_TestInsertInstanceIntoClouds(const Camera &cam,
+ const CloudBVTree::Node *pNode,
+ SkyRenderableInstance *pInstanceToInsert,
+ bool bTransparent)
+{
+ if (_clouds.size() <= 0)
+ return false;
+
+ if (pNode->GetNodeBV().PointInBBox(pInstanceToInsert->GetPosition()))
+ {
+ if (pNode->IsLeaf())
+ {
+ SkyMinMaxBox bbox;
+ int i;
+
+ // check the instance against each cloud in this leaf node.
+ for (i = 0; i < pNode->GetNumObjs(); ++i)
+ {
+ SkyRenderableInstanceCloud* pCloud =
+ const_cast<SkyRenderableInstanceCloud*>(pNode->GetObj(i));
+ bbox = pCloud->GetWorldSpaceBounds();
+ if (bbox.PointInBBox(pInstanceToInsert->GetPosition()))
+ {
+ // get the container cloud struct for this cloud instance, and add this instance.
+ ContainerSetIterator csi = _containerClouds.find(pCloud->GetID());
+ if (csi == _containerClouds.end())
+ {
+ SkyTrace(
+ "Error: SkySceneManager::_TestInsertInstanceIntoClouds(): Invalid cloud instance %d.",
+ pCloud->GetID());
+ return false;
+ }
+ else // this instance is inside a cloud. Set up for split cloud rendering.
+ {
+ if (!bTransparent)
+ csi->second->containedOpaqueInstances.push_back(pInstanceToInsert);
+ else
+ csi->second->containedTransparentInstances.push_back(pInstanceToInsert);
+ csi->second->pCloud->SetSplit(true);
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+ else
+ {
+ if (!_TestInsertInstanceIntoClouds(cam, pNode->GetLeftChild(), pInstanceToInsert, bTransparent))
+ return _TestInsertInstanceIntoClouds(cam, pNode->GetRightChild(), pInstanceToInsert, bTransparent);
+ else
+ return true;
+ }
+ }
+ else
+ return false;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkySceneManager.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkySceneManager.hpp
+ *
+ * The SkySceneManager class manages all of the renderable objects and
+ * instances. This class maintains lists of each object and instance.
+ * The scene manager decides what to display, it can make use of various
+ * techniques such as view frustum culling, material grouping, etc.
+ */
+#ifndef __SKYSCENEMANAGER_HPP__
+#define __SKYSCENEMANAGER_HPP__
+
+// warning for truncation of template name for browse info
+#pragma warning( disable : 4786)
+
+#include "vec3f.hpp"
+#include <vector>
+#include <map>
+
+#include "SkyUtil.hpp"
+#include "SkySingleton.hpp"
+#include "SkyRenderableInstance.hpp"
+#include "SkyMaterial.hpp"
+#include "SkyAABBTree.hpp"
+#include "SkyRenderableInstanceCloud.hpp"
+
+// forward to reduce unnecessary dependencies
+class Camera;
+class SkyRenderable;
+class SkyRenderableInstance;
+class SkyMaterial;
+class SkyLight;
+class SkyCloud;
+//class SkyHeavens;
+//class SkyHeightField;
+
+//------------------------------------------------------------------------------
+/**
+* @class SkySceneManager
+* @brief Manages all of the renderable objects and instances.
+*/
+class SkySceneManager; // Forward declaration
+
+//! A singleton of the SkySceneManager. Can only create the SceneManager with SceneManager::Instantiate();
+typedef SkySingleton<SkySceneManager> SceneManager;
+
+class SkySceneManager
+{
+public:
+ SKYRESULT AddObject( SkyRenderable *pObject);
+ SKYRESULT AddInstance( SkyRenderableInstance *pInstance, bool bTransparent = false);
+
+ SKYRESULT AddCloud( SkyCloud *pCloud);
+ SKYRESULT AddCloudInstance(SkyRenderableInstanceCloud *pInstance);
+
+ SKYRESULT AddMaterial( SkyMaterial *pMaterial);
+ SkyMaterial* GetMaterial( int iMaterialID);
+ SKYRESULT ActivateMaterial(int iMaterialID);
+
+ SKYRESULT AddLight( SkyLight *pLight);
+ SkyLight* GetLight( int iLightID);
+
+ //! Set the sky box for this scene.
+ // void SetSkyBox( SkyHeavens *pSkyBox) { _pSkyBox = pSkyBox; }
+ //! Set the terrain for this scene.
+ //void SetTerrain( SkyHeightField *pTerrain) { _pTerrain = pTerrain; }
+
+ //! Enable wireframe display of lights (for debugging).
+ void EnableDrawLights(bool bEnable) { _bDrawLights = bEnable; }
+ //! Enable wireframe display of bounding volume tree of clouds.
+ void EnableDrawBVTree(bool bEnable) { _bDrawTree = bEnable; }
+
+ //! Returns true if wireframe display of lights is enabled.
+ bool IsDrawLightsEnabled() const { return _bDrawLights; }
+ //! Returns true if wireframe display of the cloud bounding volume tree is enabled.
+ bool IsDrawBVTreeEnabled() const { return _bDrawTree; }
+
+ SKYRESULT Update( const Camera &cam);
+ SKYRESULT Display( const Camera &cam);
+
+ SKYRESULT RebuildCloudBVTree();
+ SKYRESULT ShadeClouds();
+
+ //! Force the illumination of all clouds to be recomputed in the next update.
+ void ForceReshadeClouds() { _bReshadeClouds = true; }
+
+ // sort instances in @a instances from back to front.
+ static void SortInstances(InstanceArray& instances, const Vec3f& vecSortPoint);
+
+ // load a set of clouds from an archive file.
+ SKYRESULT LoadClouds(SkyArchive& cloudArchive, float rScale = 1.0f);
+
+protected: // datatypes
+ // Typedef the vectors into cleaner names
+ typedef std::vector<SkyRenderable*> ObjectArray;
+
+ typedef std::map<int, SkyMaterial*> MaterialSet;
+ typedef std::map<int, SkyLight*> LightSet;
+
+ typedef std::vector<SkyRenderableInstanceCloud*> CloudInstanceArray;
+ typedef std::vector<SkyCloud*> CloudArray;
+ typedef std::map<int, SkyContainerCloud*> ContainerCloudSet;
+
+ typedef SkyAABBTree<SkyRenderableInstanceCloud*> CloudBVTree;
+
+ typedef ObjectArray::iterator ObjectIterator;
+ typedef CloudArray::iterator CloudIterator;
+ typedef CloudInstanceArray::iterator CloudInstanceIterator;
+ typedef MaterialSet::iterator MaterialIterator;
+ typedef LightSet::iterator LightIterator;
+ typedef ContainerCloudSet::iterator ContainerSetIterator;
+
+ class InstanceComparator
+ {
+ public:
+ bool operator()(SkyRenderableInstance* pA, SkyRenderableInstance *pB)
+ {
+ return ((*pA) < (*pB));
+ }
+ };
+
+ class ContainerComparator
+ {
+ public:
+ bool operator()(SkyContainerCloud* pA, SkyContainerCloud *pB)
+ {
+ return ((*pA) < (*pB));
+ }
+ };
+
+
+protected: // methods
+ SkySceneManager();
+ ~SkySceneManager();
+
+ void _SortClouds(CloudInstanceArray& clouds, const Vec3f& vecSortPoint);
+
+ void _ViewFrustumCullClouds(const Camera& cam, const CloudBVTree::Node *pNode);
+ void _VisualizeCloudBVTree(const Camera& cam, const CloudBVTree::Node *pNode);
+
+ SKYRESULT _ResolveVisibility(const Camera &cam);
+ bool _TestInsertInstanceIntoClouds(const Camera &cam,
+ const CloudBVTree::Node *pNode,
+ SkyRenderableInstance *pInstanceToInsert,
+ bool bTransparent);
+
+private: // data
+ ObjectArray _objects;
+ CloudArray _clouds;
+ InstanceArray _instances;
+ InstanceArray _transparentInstances;
+ InstanceArray _visibleInstances; //! @TODO: change this to "_freeInstances"
+ CloudInstanceArray _cloudInstances;
+ CloudInstanceArray _visibleCloudInstances;
+ ContainerCloudSet _containerClouds;
+
+ MaterialSet _materials;
+ LightSet _lights;
+
+ SkyMaterial _wireframeMaterial; // used for rendering the wireframes for debugging
+ SkyMaterial _clearMaterial; // used to maintain state consistency when clearing.
+ CloudBVTree _cloudBVTree;
+
+ //SkyHeavens *_pSkyBox;
+ //SkyHeightField *_pTerrain;
+
+ bool _bDrawLights;
+ bool _bDrawTree;
+ bool _bReshadeClouds;
+};
+
+#endif //__SKYSCENEMANAGER_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkySingleton.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkySingleton.hpp
+ *
+ * A generic singleton template wrapper to make classes into singletons
+ */
+#ifndef __SKYSINGLETON_HPP__
+#define __SKYSINGLETON_HPP__
+
+#include "SkyUtil.hpp"
+#include <assert.h>
+#include <stdlib.h>
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkySingleton
+ * @brief A singleton template class.
+ *
+ * Usage : Use this template container class to make any class into a
+ * singleton. I usually do this:
+ *
+ * @code
+ * class MyClass
+ * {
+ * public:
+ * // normal class stuff, but don't put ctor/dtor here.
+ * int GetData() { return _someData; }
+ * protected:
+ * // Make the ctor(s)/dtor protected, so this can only be
+ * // instantiated as a singleton. Note: singleton will still
+ * // work on classes that do not follow this (public ctors)
+ * // but violation of the singleton is possible then, since non-
+ * // singleton versions of the class can be instantiated.
+ * MyClass() : _someData(5) {}
+ * MyClass(int arg) : _someData(arg) {} // etc...
+ * // don't implement the copy constructor, because singletons
+ * // shouldn't be copied!
+ * MyClass(const MyClass& mc) {}
+ * ~MyClass() {}
+ * private:
+ * int _someData;
+ * };
+ *
+ * // now create a singleton of MyClass
+ * typedef SkySingleton<MyClass> MyClassSingleton;
+ *
+ * @endcode
+ * Later, in your program code, you can instantiate the singleton and access
+ * its members like so:
+ *
+ * @code
+ * void somefunc()
+ * {
+ * // instantiate the MyClassSingleton
+ * MyClassSingleton::Instantiate();
+ * // could also call MyClassSingleton::Instantiate(10);
+ * // since we have a constructor of that form in MyClass.
+ *
+ * // access the methods in MyClass:
+ * int data1 = MyClassSingleton::InstancePtr()->GetData();
+ * // or...
+ * int data2 = MyClassSingleton::InstanceRef().GetData();
+ *
+ * // now destroy the singleton
+ * MyClassSingleton::Destroy();
+ * }
+ * @endcode
+ */
+template <class T>
+class SkySingleton : protected T
+{
+public:
+
+ //------------------------------------------------------------------------------
+ // Function : Instantiate
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Instantiate()
+ * @brief Creates the singleton instance for class T.
+ *
+ * Assures (by assertion) that the instance will only be created once.
+ * This works for default constructors.
+ */
+ static void Instantiate()
+ {
+ assert(!s_pInstance);
+ s_pInstance = new SkySingleton();
+ }
+
+ //------------------------------------------------------------------------------
+ // Function : Destroy
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Destroy() { SAFE_DELETE(s_pInstance); }
+ * @brief Destructor, deletes the instance
+ */
+ static void Destroy() { SAFE_DELETE(s_pInstance); }
+
+ //------------------------------------------------------------------------------
+ // Function : InstancePtr
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn InstancePtr() { assert(s_pInstance); return s_pInstance; }
+ * @brief Returns a pointer to the instance
+ */
+ static T* InstancePtr() { assert(s_pInstance); return s_pInstance; }
+
+ //------------------------------------------------------------------------------
+ // Function : InstanceRef
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn InstanceRef() { assert(s_pInstance); return *s_pInstance; }
+ * @brief Returns a reference to the instance
+ */
+ static T& InstanceRef() { assert(s_pInstance); return *s_pInstance; }
+
+ //------------------------------------------------------------------------------
+ // Function : static void Instantiate
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn static void Instantiate(const A& a)
+ * @brief Instantiates class of type T that have constructors with an argument
+ *
+ * This might be a source of confusion. These templatized
+ * functions are used to instantiate classes of type T that
+ * have constructors with arguments. For n arguments, you
+ * to add a function below with n arguments. Note, these will
+ * only be created if they are used, since they are templates.
+ * I've added 4 below, for 1-4 arguments. If you get a
+ * compilation error, add one for the number of arguments you
+ * need. Also need a SkySingleton protected constructor with
+ * the same number of arguments.
+ */
+ template<class A>
+ static void Instantiate(const A& a)
+ {
+ assert(!s_pInstance);
+ s_pInstance = new SkySingleton(a);
+ }
+
+ //------------------------------------------------------------------------------
+ // Function : Instantiate
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Instantiate(const A& a, const B& b)
+ * @brief Instantiates class of type T that have constructors with 2 args
+ */
+ template<class A, class B>
+ static void Instantiate(const A& a, const B& b)
+ {
+ assert(!s_pInstance);
+ s_pInstance = new SkySingleton(a, b);
+ }
+
+ //------------------------------------------------------------------------------
+ // Function : Instantiate
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Instantiate(const A& a, const B& b, const C& c)
+ * @brief Instantiates class of type T that have constructors with 3 args
+ */
+ template<class A, class B, class C>
+ static void Instantiate(const A& a, const B& b, const C& c)
+ {
+ assert(!s_pInstance);
+ s_pInstance = new SkySingleton(a, b, c);
+ }
+
+ //------------------------------------------------------------------------------
+ // Function : Instantiate
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Instantiate(const A& a, const B& b, const C& c, const D& d)
+ * @brief Instantiates class of type T that have constructors with 4 args
+ */
+ template<class A, class B, class C, class D>
+ static void Instantiate(const A& a, const B& b, const C& c, const D& d)
+ {
+ assert(!s_pInstance);
+ s_pInstance = new SkySingleton(a, b, c, d);
+ }
+
+protected:
+ // although the instance is of type SkySingleton<T>, the Instance***() funcs
+ // above implicitly cast it to type T.
+ static SkySingleton* s_pInstance;
+
+private:
+
+ //------------------------------------------------------------------------------
+ // Function : SkySingleton
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn SkySingleton()
+ * @brief Hidden so that the singleton can only be instantiated via public static Instantiate function.
+ */
+ SkySingleton() : T() {}
+
+ //------------------------------------------------------------------------------
+ // Function : Singleton
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Singleton(const A& a)
+ * @brief Used by the templatized public Instantiate() functions.
+ */
+ template<class A>
+ SkySingleton(const A& a) : T(a) {}
+
+ //------------------------------------------------------------------------------
+ // Function : Singleton
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Singleton(const A& a, const B& b)
+ * @brief Used by the templatized public Instantiate() functions.
+ */
+ template<class A, class B>
+ SkySingleton(const A& a, const B& b) : T(a, b) {}
+
+ //------------------------------------------------------------------------------
+ // Function : Singleton
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Singleton(const A& a, const B& b, const C& c)
+ * @brief Used by the templatized public Instantiate() functions.
+ */
+ template<class A, class B, class C>
+ SkySingleton(const A& a, const B& b, const C& c) : T(a, b, c) {}
+
+ //------------------------------------------------------------------------------
+ // Function : Singleton
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn Singleton(const A& a, const B& b, const C &c, const D& d)
+ * @brief Used by the templatized public Instantiate() functions.
+ */
+ template<class A, class B, class C, class D>
+ SkySingleton(const A& a, const B& b, const C &c, const D& d) : T(a, b, c, d) {}
+
+ //------------------------------------------------------------------------------
+ // Function : SkySingleton
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn SkySingleton(const SkySingleton&)
+ * @brief Hidden because you can't copy a singleton!
+ */
+ SkySingleton(const SkySingleton&) {} // hide the copy ctor: singletons can'
+
+ //------------------------------------------------------------------------------
+ // Function : ~SkySingleton
+ // Description :
+ //------------------------------------------------------------------------------
+ /**
+ * @fn ~SkySingleton()
+ * @brief Destructor, hidden, destroy via the public static Destroy() method.
+ */
+ ~SkySingleton() {} // hide the dtor:
+};
+
+// declare the static instance pointer
+template<class T> SkySingleton<T>* SkySingleton<T>::s_pInstance = NULL;
+
+#endif //__SKYSINGLETON_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyTexture.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyTexture.hpp
+ *
+ * Interface definition for class SkyTexture, a texture class.
+ */
+#ifndef __SKYTEXTURE_HPP__
+#define __SKYTEXTURE_HPP__
+
+#pragma warning( disable : 4786 )
+
+#include <GL/glut.h>
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyTexture
+ * @brief A basic texture class.
+ *
+ * @todo <WRITE EXTENDED CLASS DESCRIPTION>
+ */
+class SkyTexture
+{
+public:
+ //! Default Constructor.
+ SkyTexture() : _iID(0), _iWidth(0), _iHeight(0) {}
+ //! Constructor.
+ SkyTexture(unsigned int iWidth, unsigned int iHeight, unsigned int iTextureID)
+ : _iID(iTextureID), _iWidth(iWidth), _iHeight(iHeight) {}
+ //! Destructor.
+ ~SkyTexture() {}
+
+ //! Sets the texture width in texels.
+ void SetWidth(unsigned int iWidth) { _iWidth = iWidth; }
+ //! Sets the texture height in texels.
+ void SetHeight(unsigned int iHeight) { _iHeight = iHeight; }
+ //! Sets the texture ID as created by OpenGL.
+ void SetID(unsigned int iTextureID) { _iID = iTextureID; }
+
+ //! Returns the texture width in texels.
+ unsigned int GetWidth() const { return _iWidth; }
+ //! Returns the texture height in texels.
+ unsigned int GetHeight() const { return _iHeight; }
+ //! Returns the texture ID as created by OpenGL.
+ unsigned int GetID() const { return _iID; }
+
+ inline SKYRESULT Destroy();
+
+protected:
+ unsigned int _iID;
+ unsigned int _iWidth;
+ unsigned int _iHeight;
+};
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTexture::Destroy
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTexture::Destroy()
+ * @brief Destroys the OpenGL texture object represented by this SkyTexture object.
+ *
+ * Fails if the GL texture has not been created (i.e. its ID is zero).
+ */
+inline SKYRESULT SkyTexture::Destroy()
+{
+ if (0 == _iID)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL,
+ "SkyTexture::Destroy(): Error: attempt to destroy unallocated texture.");
+ }
+ else
+ {
+ glDeleteTextures(1, &_iID);
+ _iID = 0;
+ }
+ return SKYRESULT_OK;
+}
+
+#endif //__SKYTEXTURE_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyTextureManager.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyTextureManager.cpp
+ *
+ * Implementation of a manager that keeps track of texture resource locations and sharing.
+ */
+
+#pragma warning( disable : 4786)
+
+#include "SkyTextureManager.hpp"
+#include "SkyContext.hpp"
+//#include "glvu.hpp"
+//#include "ppm.hpp"
+//#include "tga.hpp"
+//#include "fileutils.hpp"
+
+bool SkyTextureManager::s_bSlice3DTextures = false;
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::SkyTextureManager
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::SkyTextureManager(bool bSlice3DTextures)
+ * @brief Constructor.
+ *
+ */
+SkyTextureManager::SkyTextureManager(bool bSlice3DTextures /* = false */)
+{
+ s_bSlice3DTextures = bSlice3DTextures;
+
+ // this should be put somewhere more safe -- like done once in the functions that actually
+ // use these extensions.
+ /*GraphicsContext::InstancePtr()->InitializeExtensions("GL_ARB_texture_cube_map "
+ "GL_VERSION_1_2");*/
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::~SkyTextureManager
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::~SkyTextureManager()
+ * @brief destructor.
+ *
+ * @todo <WRITE EXTENDED SkyTextureManager::~SkyTextureManager FUNCTION DOCUMENTATION>
+ */
+SkyTextureManager::~SkyTextureManager()
+{
+ _texturePaths.clear();
+ for ( TextureIterator iter = _textures.begin();
+ iter != _textures.end();
+ ++iter)
+ {
+ DestroyTextureObject(iter->second);
+ }
+ _textures.clear();
+
+ for ( TextureList::iterator uncachedIter = _uncachedTextures.begin();
+ uncachedIter != _uncachedTextures.end();
+ ++uncachedIter)
+ {
+ DestroyTextureObject(*uncachedIter);
+ }
+ _uncachedTextures.clear();
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::AddPath
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::AddPath(const string &path)
+ * @brief Adds a texture path to the list of active search paths.
+ *
+ */
+void SkyTextureManager::AddPath(const string &path)
+{
+ _texturePaths.push_back(path);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::Get2DTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::Get2DTexture(const string& filename, SkyTexture& texture, bool bMipmap)
+ * @brief Returns a 2D texture object from the texture set.
+ *
+ * If the texture is already loaded, it is returned. If it is not, the texture is loaded from
+ * file, added to the texture set, and returned.
+ *
+ * If the image cannot be loaded, returns an error. Otherwise returns success.
+ */
+SKYRESULT SkyTextureManager::Get2DTexture(const string& filename,
+ SkyTexture& texture,
+ bool bMipmap /* = false */)
+{
+ TextureIterator iter = _textures.find(filename);
+
+ if (iter != _textures.end())
+ { // the texture is already loaded, just return it.
+ texture = iter->second;
+ }
+ else
+ { // the texture is being requested for the first time, load and return it
+ FAIL_RETURN(Clone2DTexture(filename, texture, bMipmap));
+
+ _textures.insert(make_pair(filename, texture));
+ }
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::Get3DTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::Get3DTexture(const string& filename, SkyTexture& texture, unsigned int iDepth, bool bMipmap, bool bLoadFromSliceFiles)
+ * @brief Returns a 3D texture object from the texture set.
+ *
+ * If the texture is already loaded, it is returned. If it is not, the texture is loaded from
+ * file, added to the texture set, and returned. If the image cannot be loaded, returns an error.
+ * Otherwise returns success.
+ *
+ * For 3D textures, this simply loads a 2D image file, and duplicates it across each slice. The
+ * parameter iDepth must be set in order to use a 2D texture image for a 3D texture.
+ */
+SKYRESULT SkyTextureManager::Get3DTexture(const string& filename,
+ SkyTexture& texture,
+ unsigned int iDepth,
+ bool bMipmap /* = false */,
+ bool bLoadFromSliceFiles /* = false */)
+{
+ TextureIterator iter = _textures.find(filename);
+
+ if (iter != _textures.end())
+ { // the texture is already loaded, just return it.
+ texture = iter->second;
+ }
+ else
+ { // the texture is being requested for the first time, load and return it
+ FAIL_RETURN(Clone3DTexture(filename, texture, iDepth, bMipmap, bLoadFromSliceFiles));
+
+ _textures.insert(make_pair(filename, texture));
+ }
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : roundPowerOf2
+// Description :
+//------------------------------------------------------------------------------
+static int roundPowerOf2(int n)
+{
+ int m;
+ for (m = 1; m < n; m *= 2);
+
+ // m >= n
+ if (m - n <= n - m/2)
+ return m;
+ else
+ return m/2;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::Clone2DTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::Clone2DTexture( const string &filename, SkyTexture& texture, bool bMipmap)
+ * @brief Returns a 2D texture object.
+ *
+ * Ignores texture set. This always loads the file, if it exists, and creates and returns the texture.
+ *
+ * If the image cannot be loaded, returns an error. Otherwise returns success.
+ */
+SKYRESULT SkyTextureManager::Clone2DTexture(const string &filename,
+ SkyTexture& texture,
+ bool bMipmap /* = false */)
+{
+ string pathFilename;
+ unsigned char *pImageData = NULL;
+ int iWidth = 0;
+ int iHeight = 0;
+ int iChannels = 0;
+
+ enum ImageType
+ {
+ IMAGE_PPM,
+ IMAGE_TGA
+ };
+ ImageType eType;
+\r/****
+ // first get the image type from its extension.
+ if (filename.find(".tga") != string.npos || filename.find(".TGA") != string.npos)
+ eType = IMAGE_TGA;
+ else if (filename.find(".ppm") != string.npos || filename.find(".PPM") != string.npos)
+ eType = IMAGE_PPM;
+ else
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureManager error: invalid image format");
+ \r****/
+ // first try the filename sent in in case it includes a path.
+ //if (FileUtils::FileExists(filename.c_str()))
+ //{
+ // printf("Filename is %s\n", filename.c_str() );
+ //eType = IMAGE_TGA;
+ /* switch (eType)
+ {
+ case IMAGE_PPM:
+ LoadPPM(filename.c_str(), pImageData, iWidth, iHeight);
+ iChannels = 3;
+ break;
+ case IMAGE_TGA:
+ LoadTGA(filename.c_str(), pImageData, iWidth, iHeight, iChannels);
+ break;
+ default:
+ break;
+ }\r*/
+
+ //}
+
+ if (!pImageData) // image not found in current directory. Check the paths...
+ {
+
+ for ( StringList::iterator iter = _texturePaths.begin();
+ iter != _texturePaths.end();
+ ++iter)
+
+ { // loop over all texture paths, looking for the filename
+ // get just the filename without path.
+ int iPos = filename.find_last_of("/");
+ if (iPos == filename.npos)
+ iPos = filename.find_last_of("/");
+
+ // tack on the paths from the texture path list.
+ if (iPos != filename.npos)
+ pathFilename = (*iter) + "/" + filename.substr(iPos+1);
+ else
+ pathFilename = (*iter) + "/" + filename;
+
+ //if (FileUtils::FileExists(pathFilename.c_str()))
+ //{
+ /* switch (eType)
+ {
+ case IMAGE_PPM:
+ LoadPPM(pathFilename.c_str(), pImageData, iWidth, iHeight);
+ break;
+ case IMAGE_TGA:
+ LoadTGA(pathFilename.c_str(), pImageData, iWidth, iHeight, iChannels);
+ break;
+ default:
+ break;
+ }\r*/
+
+ //if (pImageData)
+ //break;
+ //}
+ }
+ }
+
+ if (!pImageData)
+ {
+ char buffer[256];
+ sprintf(buffer, "SkyTextureManager::Clone2DTexture(): Could not load image. %s.\n", filename);
+ FAIL_RETURN_MSG(SKYRESULT_OK, buffer);
+ }
+
+ // make sure it is power of 2 resolution.
+ int iNewWidth = roundPowerOf2(iWidth);
+ int iNewHeight = roundPowerOf2(iHeight);
+ int iMaxsize;
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &iMaxsize );
+ if (iNewWidth > iMaxsize)
+ {
+ iNewWidth = iMaxsize;
+ }
+ if (iNewHeight> iMaxsize)
+ {
+ iNewHeight = iMaxsize;
+ }
+
+ GLenum eFormat = (4 == iChannels) ? GL_RGBA : GL_RGB;
+
+ if (iNewWidth != iWidth || iNewHeight != iHeight)
+ {
+ unsigned char *pScaledImageData = new unsigned char[iChannels * iNewWidth * iNewHeight];
+ gluScaleImage(eFormat, iWidth, iHeight, GL_UNSIGNED_BYTE, pImageData,
+ iNewWidth, iNewHeight, GL_UNSIGNED_BYTE, pScaledImageData);
+ SAFE_DELETE_ARRAY(pImageData);
+ pImageData = pScaledImageData;
+ }
+
+ _Create2DTextureObject( texture, iNewWidth, iNewHeight, eFormat, pImageData);
+
+ SAFE_DELETE_ARRAY(pImageData);
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::Clone3DTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::Clone3DTexture( const string &filename, SkyTexture& texture, unsigned int iDepth, bool bMipmap, bool bLoadFromSliceFiles)
+ * @brief Returns a 3D texture object.
+ *
+ * Ignores texture set. This always loads the file, if it exists, and creates and returns the texture.
+ * If the image cannot be loaded, returns an error. Otherwise returns success.
+ */
+SKYRESULT SkyTextureManager::Clone3DTexture(const string &filename,
+ SkyTexture& texture,
+ unsigned int iDepth,
+ bool bMipmap /* = false */,
+ bool bLoadFromSliceFiles /* = false */)
+{
+ string pathFilename;
+ /*QImage image;
+ QDir dir;
+ unsigned char *pBits = NULL;
+
+ if (!bLoadFromSliceFiles)
+ {
+ // first try the filename sent in in case it includes a path.
+ if (image.load(filename))
+ {
+ image = QGLWidget::convertToGLFormat(image);
+ }
+ else
+ {
+ image.reset();
+
+ for ( QStringList::Iterator iter = _texturePaths.begin();
+ iter != _texturePaths.end();
+ iter++)
+ { // loop over all texture paths, looking for the filename
+ pathFilename = (*iter) + "\\" + filename;
+
+ if (image.load(pathFilename))
+ {
+ image = QGLWidget::convertToGLFormat(image);
+ break;
+ }
+ else
+ image.reset();
+ }
+ }
+
+ if (image.isNull())
+ {
+ qWarning("SkyTextureManager::GetTexture(): Could not load image "
+ "%s.\n", filename);
+ return false;
+ }
+
+ // make sure it is power of 2 resolutions.
+ int iWidth = roundPowerOf2(image.width());
+ int iHeight = roundPowerOf2(image.height());
+ int iMaxsize;
+ if (s_bSlice3DTextures)
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &iMaxsize );
+ else
+ glGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &iMaxsize );
+ if (iWidth > iMaxsize)
+ {
+ iWidth = iMaxsize;
+ }
+ if (iHeight> iMaxsize)
+ {
+ iHeight = iMaxsize;
+ }
+
+ if (iWidth != image.width() || iHeight != image.height())
+ image = image.smoothScale(iWidth, iHeight);
+
+ // first build an array of repeated 2D textures...
+ QImage inverted(image.mirror());
+ pBits = new unsigned char[image.numBytes() * iDepth];
+ unsigned int iSliceSize = image.numBytes();
+ int bInverted = false;
+ int iInvertedCount = 8;
+ for (unsigned int iSlice = 0; iSlice < iDepth; ++iSlice)
+ {
+ memcpy(&(pBits[iSlice * iSliceSize]),
+ (bInverted) ? inverted.bits() : image.bits(),
+ image.numBytes());
+ if (--iInvertedCount <= 0)
+ {
+ iInvertedCount = 8;
+ bInverted = !bInverted;
+ }
+ }
+ }
+ else /// Load from a set of files matching the file pattern
+ {
+ QFileInfo fi(filename);
+ fi.refresh();
+
+ QString baseFilename = fi.baseName();
+ int truncPos = baseFilename.find(QRegExp("[0-9]"));
+ if (truncPos >= 0)
+ baseFilename.truncate(truncPos);
+
+ dir.setFilter(QDir::Files);
+ dir.setNameFilter(baseFilename + "*." + fi.extension());
+ dir.setSorting(QDir::Name);
+ QStringList files = dir.entryList();
+
+ bool bFound = true;
+ if (files.count() < iDepth)
+ {
+ bFound = false;
+ for ( QStringList::Iterator iter = _texturePaths.begin();
+ iter != _texturePaths.end();
+ iter++)
+ {
+ dir.setCurrent(*iter);
+ files = dir.entryList();
+ if (files.count() >= iDepth)
+ {
+ bFound = true;
+ break;
+ }
+ }
+ }
+ if (!bFound)
+ {
+ qWarning("SkyTextureManager::Clone3DTexture: ERROR: could not find %d files matching "
+ "%s", iDepth, filename.latin1());
+ return false;
+ }
+ else
+ {
+ unsigned int iSlice = 0;
+ unsigned int iSliceSize = 0;
+ for ( QStringList::Iterator iter = files.begin();
+ iter != files.end() && iSlice < iDepth;
+ iter++)
+ {
+ if (image.load(*iter))
+ {
+ image = QGLWidget::convertToGLFormat(image);
+ // make sure it is power of 2 resolution.
+ int iWidth = roundPowerOf2(image.width());
+ int iHeight = roundPowerOf2(image.height());
+ int iMaxsize;
+ if (s_bSlice3DTextures)
+ glGetIntegerv( GL_MAX_TEXTURE_SIZE, &iMaxsize );
+ else
+ glGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &iMaxsize );
+ if (iWidth > iMaxsize)
+ {
+ iWidth = iMaxsize;
+ }
+ if (iHeight> iMaxsize)
+ {
+ iHeight = iMaxsize;
+ }
+
+ if (iWidth != image.width() || iHeight != image.height())
+ image = image.smoothScale(iWidth, iHeight);
+ if (0 == iSlice)
+ {
+ pBits = new unsigned char[image.numBytes() * iDepth];
+ iSliceSize = image.numBytes();
+ }
+ memcpy(&(pBits[iSlice * iSliceSize]), image.bits(), image.numBytes());
+ ++iSlice;
+ }
+ else
+ {
+ qWarning("SkyTextureManager::Clone3DTexture: ERROR: could not find %d files matching "
+ "%s", iDepth, filename);
+ return false;
+ }
+ }
+
+ }
+ }
+
+ _Create3DTextureObject(texture,
+ image.width(),
+ image.height(),
+ iDepth,
+ GL_RGBA,
+ pBits);
+*/
+ return SKYRESULT_FAIL;
+}
+
+
+
+//!
+/*! */
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::GetCubeMapTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::GetCubeMapTexture(const string& filename, SkyTexture& texture, bool bMipmap)
+ * @brief Returns a cube map texture object from the texture set
+ *
+ * If the texture is already loaded, it is returned. If it is not, the texture is loaded from file,
+ * added to the texture set, and returned. If any of the 6 images cannot be loaded, returns an error.
+ * Otherwise returns success.
+ */
+SKYRESULT SkyTextureManager::GetCubeMapTexture( const string& filename,
+ SkyTexture& texture,
+ bool bMipmap)
+{
+ TextureIterator iter = _textures.find(filename);
+
+ if (iter != _textures.end())
+ { // the texture is already loaded, just return it.
+ texture = iter->second;
+ }
+ else
+ { // the texture is being requested for the first time, load and return it
+ if (!CloneCubeMapTexture(filename, texture, bMipmap))
+ return false;
+
+ _textures.insert(make_pair(filename, texture));
+ }
+
+ return true;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::CloneCubeMapTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::CloneCubeMapTexture(const string& filename, SkyTexture& texture, bool bMipmap)
+ * @brief Returns a cube map texture object.
+ *
+ * Ignores the texture set. This always loads the cube map texture, if all 6 face images exist,
+ * creates the texture, and returns it. If any of the 6 images cannot be loaded, returns an error.
+ * Otherwise returns success.
+ */
+SKYRESULT SkyTextureManager::CloneCubeMapTexture( const string& filename,
+ SkyTexture& texture,
+ bool bMipmap)
+{
+ string pathFilename;
+ /*QImage images[6];
+
+ GLenum faces [] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB };
+ char* faceNames[] = {"posx", "negx", "posy", "negy", "posz", "negz" };
+
+ for ( QStringList::Iterator iter = _texturePaths.begin();
+ iter != _texturePaths.end();
+ iter++)
+ { // loop over all texture paths, looking for the filename
+ for (int i = 0; i < 6; i++)
+ {
+ char buffer[FILENAME_MAX];
+ sprintf(buffer, filename.ascii(), faceNames[i]);
+ pathFilename = (*iter) + "\\" + buffer;
+
+ if (images[i].load(pathFilename))
+ {
+ images[i] = QGLWidget::convertToGLFormat(images[i]);
+ }
+ else
+ images[i].reset();
+ }
+ }
+
+ for (int i = 0; i < 6; i++)
+ {
+ if (images[i].isNull())
+ {
+ char buffer[FILENAME_MAX];
+ sprintf(buffer, filename.ascii(), faceNames[i]);
+ qWarning("SkyTextureManager::GetTexture(): Could not load image "
+ "%s.\n", buffer);
+ return false;
+ }
+ }
+
+ glGenTextures(1, &(texture.iTextureID));
+ texture.iWidth = images[0].width();
+ texture.iHeight = images[0].height();
+
+ // create and bind a cubemap texture object
+ glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texture.iTextureID);
+
+ // enable automipmap generation if needed.
+ glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_GENERATE_MIPMAP_SGIS, bMipmap);
+ if (bMipmap)
+ glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ else
+ glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ for (i = 0; i < 6; i++)
+ {
+ glTexImage2D(faces[i],
+ 0,
+ GL_RGBA8,
+ images[i].width(),
+ images[i].height(),
+ 0,
+ GL_RGBA,
+ GL_UNSIGNED_BYTE,
+ images[i].bits());
+ }*/
+
+ return true;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::_Create2DTextureObject
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::_Create2DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iFormat, unsigned char *pData)
+ * @brief Creates a 2D texture.
+ *
+ * Creates an OpenGL texture object and returns its ID and dimensions in a SkyTexture structure.
+ */
+SKYRESULT SkyTextureManager::_Create2DTextureObject(SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iFormat,
+ unsigned char *pData)
+{
+ bool bNew = false;
+ unsigned int iTextureID;
+ if (!texture.GetID())
+ {
+ glGenTextures(1, &iTextureID);
+ texture.SetID(iTextureID);
+ bNew = true;
+ }
+ texture.SetWidth(iWidth);
+ texture.SetHeight(iHeight);
+
+ glBindTexture(GL_TEXTURE_2D, texture.GetID());
+
+ if (bNew)
+ {
+ unsigned int iInternalFormat;
+ switch (iFormat)
+ {
+ case GL_LUMINANCE:
+ iInternalFormat = GL_LUMINANCE;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ iInternalFormat = GL_LUMINANCE_ALPHA;
+ break;
+ default:
+ iInternalFormat = GL_RGBA8;
+ break;
+ }
+
+ glTexImage2D( GL_TEXTURE_2D,
+ 0,
+ iInternalFormat,
+ iWidth, iHeight,
+ 0,
+ iFormat,
+ GL_UNSIGNED_BYTE,
+ pData);
+ }
+ else
+ {
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0,
+ iWidth, iHeight,
+ iFormat,
+ GL_UNSIGNED_BYTE,
+ pData);
+ }
+ // set default filtering.
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::_Create3DTextureObject
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::_Create3DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iDepth, unsigned int iFormat, unsigned char *pData)
+ * @brief Creates a 3D texture
+ *
+ * Creates an OpenGL 3D texture object (or a set of 2D slices) and returns its ID and dimensions
+ * in a SkyTexture structure.
+ */
+SKYRESULT SkyTextureManager::_Create3DTextureObject(SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iDepth,
+ unsigned int iFormat,
+ unsigned char *pData)
+{
+/* bool bNew = false;
+ if (s_bSlice3DTextures) // create one 2D texture per slice!
+ {
+ if (!texture.pSliceIDs)
+ {
+ texture.pSliceIDs = new unsigned int[iDepth];
+ glGenTextures(iDepth, texture.pSliceIDs);
+ bNew = true;
+ }
+ }
+ else if (!texture.iTextureID)
+ {
+ glGenTextures(1, &(texture.iTextureID));
+ bNew = true;
+ }
+
+ texture.iWidth = iWidth;
+ texture.iHeight = iHeight;
+ texture.iDepth = iDepth;
+ texture.bSliced3D = s_bSlice3DTextures;
+
+ if (!s_bSlice3DTextures)
+ {
+ glBindTexture(GL_TEXTURE_3D, texture.iTextureID);
+
+ if (bNew)
+ {
+ unsigned int iInternalFormat;
+ switch (iFormat)
+ {
+ case GL_LUMINANCE:
+ iInternalFormat = GL_LUMINANCE;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ iInternalFormat = GL_LUMINANCE_ALPHA;
+ break;
+ default:
+ iInternalFormat = GL_RGBA;
+ break;
+ }
+
+ glTexImage3D( GL_TEXTURE_3D,
+ 0,
+ iInternalFormat,
+ iWidth, iHeight, iDepth,
+ 0,
+ iFormat,
+ GL_UNSIGNED_BYTE,
+ pData);
+ }
+ else
+ {
+ glTexSubImage3D(GL_TEXTURE_3D,
+ 0, 0, 0, 0,
+ iWidth, iHeight, iDepth,
+ iFormat,
+ GL_UNSIGNED_BYTE,
+ pData);
+ }
+ // set default filtering.
+ glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ else
+ {
+ unsigned int iInternalFormat = 0;
+ unsigned int iBytesPerPixel = 0;
+ switch (iFormat)
+ {
+ case GL_LUMINANCE:
+ iInternalFormat = GL_LUMINANCE;
+ iBytesPerPixel = 1;
+ break;
+ case GL_LUMINANCE_ALPHA:
+ iInternalFormat = GL_LUMINANCE_ALPHA;
+ iBytesPerPixel = 2;
+ break;
+ case GL_RGBA:
+ default:
+ iInternalFormat = GL_RGBA;
+ iBytesPerPixel = 4;
+ break;
+ }
+
+ unsigned int iSliceSize = iWidth * iHeight * iBytesPerPixel;
+
+ // create iDepth 2D texture slices...
+ for (unsigned int iSlice = 0; iSlice < iDepth; ++iSlice)
+ {
+ glBindTexture(GL_TEXTURE_2D, texture.pSliceIDs[iSlice]);
+
+ if (bNew)
+ {
+ glTexImage2D( GL_TEXTURE_2D,
+ 0,
+ iInternalFormat,
+ iWidth, iHeight,
+ 0,
+ iFormat,
+ GL_UNSIGNED_BYTE,
+ (pData + iSlice * iSliceSize));
+ }
+ else
+ {
+ glTexSubImage2D(GL_TEXTURE_2D,
+ 0, 0, 0,
+ iWidth, iHeight,
+ iFormat,
+ GL_UNSIGNED_BYTE,
+ (pData + iSlice * iSliceSize));
+ }
+ // set default filtering.
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ }
+ GLVU::CheckForGLError("SkyTextureManager::_Create3DTextureObject()");
+
+ return SKYRESULT_OK;*/
+ return SKYRESULT_FAIL;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::DestroyTextureObject
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::DestroyTextureObject(SkyTexture &texture)
+ * @brief destroys a SkyTexture object.
+ *
+ * Deletes the data as well as the OpenGL texture ID(s).
+ */
+void SkyTextureManager::DestroyTextureObject(SkyTexture &texture)
+{
+ /*if (texture.GetID)
+ glDeleteTextures(1, &(texture.iTextureID));
+ if (texture.bSliced3D && texture.pSliceIDs)
+ {
+ glDeleteTextures(texture.iDepth, texture.pSliceIDs);
+ delete [] texture.pSliceIDs;
+ }*/
+}
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyTextureManager.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or implied warranty.
+/**
+ * @file SkyTextureManager.hpp
+ *
+ * Definition of a manager that keeps track of texture locations and sharing of texture files. |
+ */
+#ifndef SKYTEXTUREMANAGER_HPP
+#define SKYTEXTUREMANAGER_HPP
+
+#pragma warning( disable : 4786)
+
+#include "SkySingleton.hpp"
+#include "SkyTexture.hpp"
+#include <string>
+#include <list>
+#include <map>
+
+using namespace std;
+
+// forward declaration for singleton
+class SkyTextureManager;
+
+//! A singleton of the SkyTextureManager. Can only create the TextureManager with TextureManager::Instantiate();
+typedef SkySingleton<SkyTextureManager> TextureManager;
+
+//------------------------------------------------------------------------------
+/**
+ * @class SkyTextureManager
+ * @brief A resource manager for textures.
+ *
+ * This manager allows textures to be shared. It keeps a mapping of
+ * filenames to texture objects, and makes it easy to use the same texture
+ * for multiple objects without the objects having to be aware of the
+ * sharing. Supports cube map textures, and 2D textures. Can also be used
+ * to "clone textures", which creates unmanaged texture objects from files
+ * that are not kept in the mapping, and thus are not shared.
+ */
+class SkyTextureManager
+{
+public: // types
+ typedef list<string> StringList;
+
+public: // methods
+ //.-------------------------------------------------------------------------.
+ //| Paths to texture directories
+ //.-------------------------------------------------------------------------.
+ void AddPath(const string& path);
+ //! Return the list of texture paths that will be searched by Get2DTexture() and Get3DTexture().
+ const StringList& GetPaths() const { return _texturePaths; }
+ //! Clear the list of texture paths that will be searched by Get2DTexture() and Get3DTexture().
+ void ClearPaths() { _texturePaths.clear(); }
+
+ //.-------------------------------------------------------------------------.
+ //| Texture loading
+ //.-------------------------------------------------------------------------.
+ SKYRESULT Get2DTexture( const string &filename,
+ SkyTexture& texture,
+ bool bMipmap = false);
+ SKYRESULT Get3DTexture( const string &filename,
+ SkyTexture& texture,
+ unsigned int iDepth,
+ bool bMipmap = false,
+ bool bLoadFromSliceFiles = false);
+ SKYRESULT GetCubeMapTexture( const string &filename,
+ SkyTexture& texture,
+ bool bMipmap = false);
+
+ //.-------------------------------------------------------------------------.
+ //| Texture cloning: create a duplicate texture object: not added to set!
+ //.-------------------------------------------------------------------------.
+ SKYRESULT Clone2DTexture( const string &filename,
+ SkyTexture& texture,
+ bool bMipmap = false);
+ SKYRESULT Clone3DTexture( const string &filename,
+ SkyTexture& texture,
+ unsigned int iDepth,
+ bool bMipmap = false,
+ bool bLoadFromSliceFiles = false );
+ SKYRESULT CloneCubeMapTexture( const string &filename,
+ SkyTexture& texture,
+ bool bMipmap = false);
+
+ //.-------------------------------------------------------------------------.
+ //| Texture Object Creation: not added to the texture set (no filename!)
+ //.-------------------------------------------------------------------------.
+ inline SKYRESULT Create2DTextureObject(SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iFormat,
+ unsigned char *pData);
+ inline SKYRESULT Create3DTextureObject(SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iDepth,
+ unsigned int iFormat,
+ unsigned char *pData);
+
+ //.-------------------------------------------------------------------------.
+ //| Texture Object Destruction: use this because texture objects are structs
+ //| that use shallow copies!
+ //.-------------------------------------------------------------------------.
+ static void DestroyTextureObject( SkyTexture &texture);
+
+
+protected:
+ SkyTextureManager(bool bSlice3DTextures = false);
+ ~SkyTextureManager();
+
+ SKYRESULT _Create2DTextureObject( SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iFormat,
+ unsigned char *pData);
+ SKYRESULT _Create3DTextureObject( SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iDepth,
+ unsigned int iFormat,
+ unsigned char *pData);
+private:
+ typedef list<SkyTexture> TextureList;
+ typedef map<string, SkyTexture> TextureSet;
+ typedef TextureSet::iterator TextureIterator;
+
+ //.-------------------------------------------------------------------------.
+ //| Data
+ //.-------------------------------------------------------------------------.
+
+ // paths searched for textures specified by filename.
+ StringList _texturePaths;
+
+ // cached textures
+ TextureSet _textures; // loaded textures
+ // textures created directly, not loaded from file and cached.
+ TextureList _uncachedTextures;
+
+ // if this is true, then 3D textures will be represented as a set of 2D slices.
+ static bool s_bSlice3DTextures;
+};
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::Create2DTextureObject
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::Create2DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iFormat, unsigned char *pData)
+ * @brief Creates a 2D texture.
+ *
+ * Creates an OpenGL texture object and returns its ID and dimensions in a SkyTexture structure.
+ * This texture will be deleted by the texture manager at shutdown.
+ *
+ */
+inline SKYRESULT SkyTextureManager::Create2DTextureObject(SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iFormat,
+ unsigned char *pData)
+{
+ SKYRESULT retval = _Create2DTextureObject(texture, iWidth, iHeight, iFormat, pData);
+ if SKYSUCCEEDED(retval)
+ _uncachedTextures.push_back(texture);
+ return retval;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureManager::Create3DTextureObject
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureManager::Create3DTextureObject(SkyTexture &texture, unsigned int iWidth, unsigned int iHeight, unsigned int iDepth, unsigned int iFormat, unsigned char *pData)
+ * @brief Creates a 3D texture.
+ *
+ * Creates an OpenGL texture object and returns its ID and dimensions in a SkyTexture structure.
+ * This texture will be deleted by the texture manager at shutdown, and should not be destroyed
+ * by the user.
+ *
+ */
+inline SKYRESULT SkyTextureManager::Create3DTextureObject(SkyTexture &texture,
+ unsigned int iWidth,
+ unsigned int iHeight,
+ unsigned int iDepth,
+ unsigned int iFormat,
+ unsigned char *pData)
+{
+ SKYRESULT retval = _Create3DTextureObject(texture, iWidth, iHeight, iDepth, iFormat, pData);
+ if SKYSUCCEEDED(retval)
+ _uncachedTextures.push_back(texture);
+ return retval;
+}
+
+#endif //QGLVUTEXTUREMANAGER_HPP
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyTextureState.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyTextureState.cpp
+ *
+ * Implementation of class SkyTextureState, which encapsulates OpenGL texture state.
+ */
+#include "SkyTextureState.hpp"
+//#include "glvu.hpp"
+
+//------------------------------------------------------------------------------
+// Static initializations.
+//------------------------------------------------------------------------------
+unsigned int SkyTextureState::s_iNumTextureUnits = 0;
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::SkyTextureState
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyTextureState::SkyTextureState()
+* @brief Constructor.
+*/
+SkyTextureState::SkyTextureState()
+{
+ if (0 == s_iNumTextureUnits)
+ {
+ int iNumTextureUnits = 0;
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &iNumTextureUnits);
+ if (iNumTextureUnits > 0)
+ s_iNumTextureUnits = iNumTextureUnits;
+ else
+ s_iNumTextureUnits = 1;
+ }
+
+ _pTextureUnitState = new TexState[s_iNumTextureUnits];
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::~SkyTextureState
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyTextureState::~SkyTextureState()
+* @brief Destructor.
+*/
+SkyTextureState::~SkyTextureState()
+{
+ SAFE_DELETE(_pTextureUnitState);
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::Activate
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureState::Activate()
+ * @brief @todo <WRITE BRIEF SkyTextureState::Activate DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyTextureState::Activate FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyTextureState::Activate()
+{
+ SkyTextureState *pCurrent = GraphicsContext::InstancePtr()->GetCurrentTextureState();
+ assert(NULL != pCurrent);
+ //GLVU::CheckForGLError("SkyTextureState::Activate(8)");
+ for (unsigned int i = 0; i < s_iNumTextureUnits; ++i)
+ {
+ if (s_iNumTextureUnits > 1)
+ glActiveTextureARB(GL_TEXTURE0_ARB + i);
+ bool bEnabled = IsTextureEnabled(i);
+ if (pCurrent->IsTextureEnabled(i) != bEnabled)
+ {
+ FAIL_RETURN(pCurrent->EnableTexture(i, bEnabled));
+ //GLVU::CheckForGLError("SkyTextureState::Activate(7)");
+ if (bEnabled)
+ glEnable(GetActiveTarget(i));
+ else
+ glDisable(GetActiveTarget(i));
+ }
+ //GLVU::CheckForGLError("SkyTextureState::Activate(6)");
+ if (bEnabled)
+ {
+ GLenum eTarget = GetActiveTarget(i);
+ unsigned int iID = GetTextureID(i);
+ if ((pCurrent->GetActiveTarget(i) != eTarget) ||
+ (pCurrent->GetTextureID(i) != iID))
+ {
+ FAIL_RETURN(pCurrent->SetTexture(i, eTarget, iID));
+ glBindTexture(eTarget, iID);
+ }
+ //GLVU::CheckForGLError("SkyTextureState::Activate(5)");
+ GLenum paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_S);
+ if (pCurrent->GetTextureParameter(i, GL_TEXTURE_WRAP_S) != paramValue)
+ {
+ FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_S, paramValue));
+ glTexParameteri(eTarget, GL_TEXTURE_WRAP_S, paramValue);
+ }
+ //GLVU::CheckForGLError("SkyTextureState::Activate(4)");
+ paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_T);
+ if (pCurrent->GetTextureParameter(i, GL_TEXTURE_WRAP_T) != paramValue)
+ {
+ FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_T, paramValue));
+ glTexParameteri(eTarget, GL_TEXTURE_WRAP_T, paramValue);
+ }
+ //GLVU::CheckForGLError("SkyTextureState::Activate(3)");
+ paramValue = GetTextureParameter(i, GL_TEXTURE_WRAP_R);
+ if (pCurrent->GetTextureParameter(i, GL_TEXTURE_WRAP_R) != paramValue)
+ {
+ FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_WRAP_R, paramValue));
+ //glTexParameteri(eTarget, GL_TEXTURE_WRAP_R, paramValue);
+ }
+ //GLVU::CheckForGLError("SkyTextureState::Activate(2)");
+ paramValue = GetTextureParameter(i, GL_TEXTURE_MIN_FILTER);
+ if (pCurrent->GetTextureParameter(i, GL_TEXTURE_MIN_FILTER) != paramValue)
+ {
+ FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_MIN_FILTER, paramValue));
+ glTexParameteri(eTarget, GL_TEXTURE_MIN_FILTER, paramValue);
+ }
+ //GLVU::CheckForGLError("SkyTextureState::Activate(1)");
+ paramValue = GetTextureParameter(i, GL_TEXTURE_MAG_FILTER);
+ if (pCurrent->GetTextureParameter(i, GL_TEXTURE_MAG_FILTER) != paramValue)
+ {
+ FAIL_RETURN(pCurrent->SetTextureParameter(i, GL_TEXTURE_MAG_FILTER, paramValue));
+ glTexParameteri(eTarget, GL_TEXTURE_MIN_FILTER, paramValue);
+ }
+ //GLVU::CheckForGLError("SkyTextureState::Activate()");
+ }
+ if (s_iNumTextureUnits > 1)
+ glActiveTextureARB(GL_TEXTURE0_ARB);
+ }
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::SetTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureState::SetTexture(unsigned int iTextureUnit, GLenum eTarget, SkyTexture& texture)
+ * @brief @todo <WRITE BRIEF SkyTextureState::BindTexture DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyTextureState::BindTexture FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyTextureState::SetTexture(unsigned int iTextureUnit,
+ GLenum eTarget,
+ SkyTexture& texture)
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::BindTexture(): Invalid texture unit.");
+ }
+
+ _pTextureUnitState[iTextureUnit].eActiveTarget = eTarget;
+ _pTextureUnitState[iTextureUnit].iBoundTexture = texture.GetID();
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::SetTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureState::SetTexture(unsigned int iTextureUnit, GLenum eTarget, unsigned int iTextureID)
+ * @brief @todo <WRITE BRIEF SkyTextureState::SetTexture DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyTextureState::SetTexture FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyTextureState::SetTexture(unsigned int iTextureUnit,
+ GLenum eTarget,
+ unsigned int iTextureID)
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::BindTexture(): Invalid texture unit.");
+ }
+
+ _pTextureUnitState[iTextureUnit].eActiveTarget = eTarget;
+ _pTextureUnitState[iTextureUnit].iBoundTexture = iTextureID;
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::EnableTexture
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureState::EnableTexture(unsigned int iTextureUnit, bool bEnable)
+ * @brief @todo <WRITE BRIEF SkyTextureState::EnableTexture DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyTextureState::EnableTexture FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyTextureState::EnableTexture(unsigned int iTextureUnit, bool bEnable)
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::EnableTexture(): Invalid texture unit.");
+ }
+
+ _pTextureUnitState[iTextureUnit].bEnabled = bEnable;
+
+ return SKYRESULT_OK;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::SetTextureParameter
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureState::SetTextureParameter(unsigned int iTextureUnit, GLenum eParameter, GLenum eMode)
+ * @brief @todo <WRITE BRIEF SkyTextureState::SetTextureParameter DOCUMENTATION>
+ *
+ * @todo <WRITE EXTENDED SkyTextureState::SetTextureParameter FUNCTION DOCUMENTATION>
+ */
+SKYRESULT SkyTextureState::SetTextureParameter(unsigned int iTextureUnit,
+ GLenum eParameter,
+ GLenum eMode)
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTextureState::SetTextureParameter(): Invalid texture unit.");
+ }
+
+ switch (eParameter)
+ {
+ case GL_TEXTURE_WRAP_S:
+ _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_S] = eMode;
+ break;
+ case GL_TEXTURE_WRAP_T:
+ _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_T] = eMode;
+ break;
+ case GL_TEXTURE_WRAP_R:
+ _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_R] = eMode;
+ break;
+ case GL_TEXTURE_MIN_FILTER:
+ _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MIN] = eMode;
+ break;
+ case GL_TEXTURE_MAG_FILTER:
+ _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MAG] = eMode;
+ break;
+ default:
+ FAIL_RETURN_MSG(SKYRESULT_FAIL, "SkyTExtureState::SetTextureParameter(): Invalid parameter.");
+ break;
+ }
+
+ return SKYRESULT_OK;
+}
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyTextureState.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+* @file SkyTextureState.hpp
+*
+* Interface Definition for class SkyTextureState, which encapsulates OpenGL texture state.
+*/
+#ifndef __SKYTEXTURESTATE_HPP__
+#define __SKYTEXTURESTATE_HPP__
+
+#include "SkyUtil.hpp"
+#include "SkyTexture.hpp"
+#include "SkyContext.hpp"
+#include <map>
+
+//------------------------------------------------------------------------------
+/**
+* @class SkyTextureState
+* @brief A wrapper for texture unit state.
+*
+* @todo <WRITE EXTENDED CLASS DESCRIPTION>
+*/
+class SkyTextureState
+{
+public: // methods
+ SkyTextureState();
+ ~SkyTextureState();
+
+ SKYRESULT Activate();
+
+ SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, SkyTexture& texture);
+ SKYRESULT SetTexture(unsigned int iTextureUnit, GLenum eTarget, unsigned int iTextureID);
+ SKYRESULT EnableTexture(unsigned int iTextureUnit, bool bEnable);
+ SKYRESULT SetTextureParameter(unsigned int iTextureUnit,
+ GLenum eParameter,
+ GLenum eMode);
+
+ inline GLenum GetActiveTarget(unsigned int iTextureUnit) const;
+ inline unsigned int GetTextureID(unsigned int iTextureUnit) const;
+ inline bool IsTextureEnabled(unsigned int iTextureUnit) const;
+ inline GLenum GetTextureParameter(unsigned int iTextureUnit, GLenum eParameter) const;
+
+protected: // datatypes
+ struct TexState
+ {
+ TexState() : eActiveTarget(GL_TEXTURE_2D), iBoundTexture(0), bEnabled(false)
+ {
+ // set state to GL defaults.
+ int i;
+ for (i = 0; i < SKY_TEXCOORD_COUNT; ++i) { eWrapMode[i] = GL_REPEAT; }
+ eFilterMode[SKY_FILTER_MIN] = GL_NEAREST_MIPMAP_LINEAR;
+ eFilterMode[SKY_FILTER_MAG] = GL_LINEAR;
+ }
+
+ enum TexCoord
+ {
+ SKY_TEXCOORD_S,
+ SKY_TEXCOORD_T,
+ SKY_TEXCOORD_R,
+ SKY_TEXCOORD_COUNT
+ };
+
+ enum TexFilter
+ {
+ SKY_FILTER_MIN,
+ SKY_FILTER_MAG,
+ SKY_FILTER_COUNT
+ };
+
+ GLenum eActiveTarget;
+ unsigned int iBoundTexture;
+ bool bEnabled;
+ GLenum eWrapMode[SKY_TEXCOORD_COUNT];
+ GLenum eFilterMode[SKY_FILTER_COUNT];
+ };
+
+protected: // data
+
+ TexState *_pTextureUnitState; // one per texture unit
+
+ static unsigned int s_iNumTextureUnits;
+};
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::GetActiveTarget
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureState::GetActiveTarget(unsigned int iTextureUnit) const
+ * @brief Returns the active texture target for the specified texture unit.
+ *
+ * If an invalid texture unit is specifed, returns GL_NONE.
+ */
+inline GLenum SkyTextureState::GetActiveTarget(unsigned int iTextureUnit) const
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ SkyTrace("SkyTextureState::GetActiveTexture(): Invalid texture unit.");
+ return GL_NONE;
+ }
+ return _pTextureUnitState[iTextureUnit].eActiveTarget;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : int SkyTextureState::GetTextureID
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn int SkyTextureState::GetTextureID(unsigned int iTextureUnit) const
+* @brief Returns the texture ID associated with the specified texture unit.
+*
+* If an invalid texture unit is specifed, returns GL_NONE.
+*/
+inline unsigned int SkyTextureState::GetTextureID(unsigned int iTextureUnit) const
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ SkyTrace("SkyTextureState::GetTextureID(): Invalid texture unit.");
+ return GL_NONE;
+ }
+ return _pTextureUnitState[iTextureUnit].iBoundTexture;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::IsTextureEnabled
+// Description :
+//------------------------------------------------------------------------------
+/**
+* @fn SkyTextureState::IsTextureEnabled(unsigned int iTextureUnit) const
+* @brief Returns the status (enabled or disabled) of the specified texture unit.
+*
+* If an invalid texture unit is specifed, returns false.
+*/
+inline bool SkyTextureState::IsTextureEnabled(unsigned int iTextureUnit) const
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ SkyTrace("SkyTextureState::IsTextureEnabled(): Invalid texture unit.");
+ return false;
+ }
+ return _pTextureUnitState[iTextureUnit].bEnabled;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTextureState::GetTextureParameter
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyTextureState::GetTextureParameter(unsigned int iTextureUnit, GLenum eParamter) const
+ * @brief Returns the current value of @eParameter on the specified texture unit.
+ *
+ * If an invalid texture unit or parameter is specified, returns GL_NONE.
+ */
+inline GLenum SkyTextureState::GetTextureParameter(unsigned int iTextureUnit, GLenum eParameter) const
+{
+ if (iTextureUnit >= s_iNumTextureUnits)
+ {
+ SkyTrace("SkyTextureState::GetTextureParamter(): Invalid texture unit.");
+ return GL_NONE;
+ }
+
+ switch (eParameter)
+ {
+ case GL_TEXTURE_WRAP_S:
+ return _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_S];
+ break;
+ case GL_TEXTURE_WRAP_T:
+ return _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_T];
+ break;
+ case GL_TEXTURE_WRAP_R:
+ return _pTextureUnitState[iTextureUnit].eWrapMode[TexState::SKY_TEXCOORD_R];
+ break;
+ case GL_TEXTURE_MIN_FILTER:
+ return _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MIN];
+ break;
+ case GL_TEXTURE_MAG_FILTER:
+ return _pTextureUnitState[iTextureUnit].eFilterMode[TexState::SKY_FILTER_MAG];
+ break;
+ default:
+ SkyTrace("SkyTExtureState::SetTextureParameter(): Invalid parameter.");
+ break;
+ }
+ return GL_NONE;
+}
+
+#endif //__SKYTEXTURESTATE_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyUtil.cpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyUtil.cpp
+ *
+ * Implemtation of global utility functions.
+ */
+#include "SkyUtil.hpp"
+
+//------------------------------------------------------------------------------
+// Function : SkyTrace
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * SkyTrace( char* strMsg, ... )
+ * @brief Prints formatted output, debug only.
+ *
+ * Includes file and line number information automatically.
+ */
+void SkyTrace( char* strMsg, ... )
+{
+#if defined(DEBUG) | defined(_DEBUG)
+
+ char strBuffer[512];
+
+ va_list args;
+ va_start(args, strMsg);
+ _vsnprintf( strBuffer, 512, strMsg, args );
+ va_end(args);
+
+ fprintf(stderr, "[SkyTrace] %s(%d): %s\n",__FILE__, __LINE__, strBuffer);
+#endif
+}
+
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : SkyUtil.hpp
+//------------------------------------------------------------------------------
+// SkyWorks : Copyright 2002 Mark J. Harris and
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The author(s) and The University of North Carolina at Chapel Hill make no
+// representations about the suitability of this software for any purpose.
+// It is provided "as is" without express or
+// implied warranty.
+/**
+ * @file SkyUtil.hpp
+ * @brief Safe deallocation functions, result codes, trace functions, and macros.
+ */
+#ifndef __SKYUTIL_HPP__
+#define __SKYUTIL_HPP__
+
+#include <stdio.h>
+#include <stdarg.h>
+#include <math.h>
+
+//-----------------------------------------------------------------------------
+// Useful constants
+//-----------------------------------------------------------------------------
+//! Pi.
+const float SKY_PI = 4.0f * (float) atan(1.0f);
+//! 1.0 / Pi
+const float SKY_INV_PI = 1.0f / SKY_PI;
+//! 1.0 / (4.0 * Pi)
+const float SKY_INV_4PI = 1.0f / (4.0f * SKY_PI);
+
+//-----------------------------------------------------------------------------
+// Safe deallocation
+//-----------------------------------------------------------------------------
+//! Delete and set pointer to NULL.
+#define SAFE_DELETE(p) { delete (p); (p)=NULL; }
+//! Delete an array and set pointer to NULL.
+#define SAFE_DELETE_ARRAY(p) { delete[] (p); (p)=NULL; }
+//#define SAFE_RELEASE(p) { (p) = NULL; }
+//{ if(p) { (p)->Release(); (p)=NULL; } }
+
+//------------------------------------------------------------------------------
+// Useful Macros
+//------------------------------------------------------------------------------
+//! Convert Degrees to Radians
+#define SKYDEGREESTORADS 0.01745329252f
+//! Convert Radians to Degrees
+#define SKYRADSTODEGREES 57.2957795131f
+
+//------------------------------------------------------------------------------
+// Function : SkyGetLogBaseTwo
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkyGetLogBaseTwo(int iNum)
+ * @brief Returns the integer base two logarithm of the integer input.
+ */
+inline int SkyGetLogBaseTwo(int iNum)
+{
+ int i, n;
+ for(i = iNum-1, n = 0; i > 0; i >>= 1, n++ );
+ return n;
+}
+
+
+//------------------------------------------------------------------------------
+// Function : SkyTrace
+// Description :
+//------------------------------------------------------------------------------
+void SkyTrace( char* strMsg, ... );
+
+
+//.----------------------------------------------------------------------------.
+//| Result Codes |
+//.----------------------------------------------------------------------------.
+//! SKYRESULTs are used for returning error information that can be used to trace bugs.
+typedef int SKYRESULT;
+
+//! Returns true if the SKYRESULT is a success result.
+#define SKYSUCCEEDED(Status) ((SKYRESULT)(Status) >= 0)
+//! Returns true if the SKYRESULT is a failure result.
+#define SKYFAILED(Status) ((SKYRESULT)(Status) < 0)
+
+//! SKYRESULTs are used for returning error information that can be used to trace bugs.
+enum SKYRESULT_CODES
+{
+ // SUCCESS CODES: non-negative
+ SKYRESULT_OK = 1,
+ // FAILURE CODES: negative
+ SKYRESULT_FAIL = -1
+};
+
+
+//-----------------------------------------------------------------------------
+// FAIL_RETURN
+//-----------------------------------------------------------------------------
+// Print debug messages to the WIN32 debug window
+//-----------------------------------------------------------------------------
+
+//------------------------------------------------------------------------------
+// Function : FAIL_RETURN
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn FAIL_RETURN(p)
+ * @brief Prints a trace message if @a p failed, and returns the failure code.
+ *
+ * Outputs in a format that can be double-clicked in DevStudio to open the
+ * appropriate file and location.
+ */
+#if defined(DEBUG) | defined(_DEBUG)
+ #define FAIL_RETURN(p) \
+ { \
+ SKYRESULT __SKYUTIL__result__; \
+ if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
+ fprintf(stderr, "!!!! FAIL_RETURN TRAP !!!! %s: %d: %d\n",__FILE__, __LINE__, __SKYUTIL__result__); \
+ return __SKYUTIL__result__; \
+ } \
+ }
+#else
+ #define FAIL_RETURN(p) p
+#endif
+
+
+//------------------------------------------------------------------------------
+// Function : FAIL_RETURN_MSG
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn FAIL_RETURN_MSG(p,str)
+ * @brief Similar to FAIL_RETURN, but also appends a user-supplied message.
+ *
+ * @see FAIL_RETURN, FAIL_RETURN_MSG
+ */
+#if defined(DEBUG) | defined(_DEBUG)
+ #define FAIL_RETURN_MSG(p,str) \
+ { \
+ SKYRESULT __SKYUTIL__result__; \
+ if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
+ fprintf(stderr, "!!!! FAIL_RETURN_MSG TRAP !!!! %s: %d: %d: %s\n",__FILE__,__LINE__,__SKYUTIL__result__,str); \
+ return __SKYUTIL__result__; \
+ } \
+ }
+#else
+ #define FAIL_RETURN_MSG(p,str) p
+#endif
+
+
+//------------------------------------------------------------------------------
+// Function : FAIL_RETURN_MSGBOX
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn FAIL_RETURN_MSGBOX(p,str)
+ * @brief Similar to FAIL_RETURN_MSG, but also displays the error in a message box (in Windows).
+ *
+ * @see FAIL_RETURN_MSG, FAIL_RETURN
+ */
+#if defined(DEBUG) | defined(_DEBUG)
+#ifdef USEWINDOWSOUTPUT
+ #define FAIL_RETURN_MSGBOX(p,str) \
+ { \
+ SKYRESULT __SKYUTIL__result__; \
+ if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
+ char msg[512]; \
+ sprintf(msg, "%s: %d: %d: %s\n",__FILE__,__LINE__,__SKYUTIL__result__,str); \
+ MessageBox(NULL, msg, "!!!! FAIL_RETURN_MSG TRAP !!!!", MB_OK); \
+ return __SKYUTIL__result__; \
+ } \
+ }
+#else
+ #define FAIL_RETURN_MSGBOX(p,str) \
+ { \
+ SKYRESULT __SKYUTIL__result__; \
+ if ( SKYFAILED( __SKYUTIL__result__ = (p) ) ) { \
+ fprintf(stderr, "!!!! FAIL_RETURN_MSG TRAP !!!! %s: %d: %d: %s\n",__FILE__,__LINE__,__D3DUTIL__hres__,str); \
+ return __SKYUTIL__result__; \
+ } \
+ }
+#endif
+#else
+ #define FAIL_RETURN_MSGBOX(p,str) p
+#endif
+
+#endif //__SKYUTIL_HPP__
\ No newline at end of file
--- /dev/null
+//------------------------------------------------------------------------------
+// File : camdisplay.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// camdisplay.cpp
+//============================================================================
+
+#include <GL/glut.h>
+#include "camera.hpp"
+
+//----------------------------------------------------------------------------
+// OPENGL CAMERA FRUSTUM DRAWING ROUTINES
+//----------------------------------------------------------------------------
+void Camera::Display() const
+{
+ // CALC EIGHT CORNERS OF FRUSTUM (NEAR PTS AND FAR PTS)
+ Vec3f V[8];
+ CalcVerts(V);
+
+
+ // DRAW THE FRUSTUM IN WIREFRAME
+ glBegin(GL_LINE_LOOP); // TOP FACE
+ glVertex3fv(&(V[4].x)); glVertex3fv(&(V[5].x));
+ glVertex3fv(&(V[1].x)); glVertex3fv(&(V[0].x));
+ glEnd();
+ glBegin(GL_LINE_LOOP); // BOTTOM FACE
+ glVertex3fv(&(V[3].x)); glVertex3fv(&(V[2].x));
+ glVertex3fv(&(V[6].x)); glVertex3fv(&(V[7].x));
+ glEnd();
+ glBegin(GL_LINE_LOOP); // LEFT FACE
+ glVertex3fv(&(V[1].x)); glVertex3fv(&(V[5].x));
+ glVertex3fv(&(V[6].x)); glVertex3fv(&(V[2].x));
+ glEnd();
+ glBegin(GL_LINE_LOOP); // RIGHT FACE
+ glVertex3fv(&(V[0].x)); glVertex3fv(&(V[3].x));
+ glVertex3fv(&(V[7].x)); glVertex3fv(&(V[4].x));
+ glEnd();
+ glBegin(GL_LINE_LOOP); // NEAR FACE
+ glVertex3fv(&(V[1].x)); glVertex3fv(&(V[2].x));
+ glVertex3fv(&(V[3].x)); glVertex3fv(&(V[0].x));
+ glEnd();
+ glBegin(GL_LINE_LOOP); // FAR FACE
+ glVertex3fv(&(V[4].x)); glVertex3fv(&(V[7].x));
+ glVertex3fv(&(V[6].x)); glVertex3fv(&(V[5].x));
+ glEnd();
+
+ // DRAW PROJECTOR LINES FROM EYE TO CORNERS OF VIEWPLANE WINDOW
+ glBegin(GL_LINES);
+ glVertex3fv(&(Orig.x)); glVertex3fv(&(V[1].x));
+ glVertex3fv(&(Orig.x)); glVertex3fv(&(V[2].x));
+ glVertex3fv(&(Orig.x)); glVertex3fv(&(V[3].x));
+ glVertex3fv(&(Orig.x)); glVertex3fv(&(V[0].x));
+ glEnd();
+
+}
+void Camera::DisplayInGreen() const
+{
+ //draws the camera in unlit green lines, then restores the GL state
+ glPushAttrib(GL_LIGHTING_BIT);
+ glDisable(GL_LIGHTING);
+ glPushAttrib(GL_LINE_BIT);
+ glLineWidth(1.0);
+ glColor3f(0,1,0);
+
+ Display();
+
+ glPopAttrib();
+ glPopAttrib();
+
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : camera.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// camera.cpp : camera class implementation
+//----------------------------------------------------------------------------
+// $Id$
+//============================================================================
+#include "camera.hpp"
+#include <iostream.h>
+
+//----------------------------------------------------------------------------
+// CONSTRUCTOR: defines a default camera system defined as (45 DEG FOV)
+//----------------------------------------------------------------------------
+Camera::Camera()
+{
+ X.Set(1,0,0); Y.Set(0,1,0); Z.Set(0,0,1);
+ Orig.Set(0,0,0);
+ Near=0.5f; Far=140.0f; wL=-1; wR=1; wT=1; wB=-1;
+
+}
+
+Camera::Camera(const Camera &Cam)
+{
+ Copy(Cam);
+}
+
+void Camera::Copy(const Camera &Cam)
+{
+ X=Cam.X; Y=Cam.Y; Z=Cam.Z; Orig=Cam.Orig;
+ Near=Cam.Near; Far=Cam.Far;
+ wL=Cam.wL; wR=Cam.wR; wT=Cam.wT; wB=Cam.wB;
+}
+
+//----------------------------------------------------------------------------
+// OpenGL CAMERA ORIENTATION ROUTINE (glLookAt)
+//----------------------------------------------------------------------------
+void Camera::LookAt(
+ const Vec3f& Eye, const Vec3f& ViewRefPt, const Vec3f& ViewUp)
+{
+ Z = Eye-ViewRefPt; Z.Normalize(); // CALC CAM AXES ("/" IS CROSS-PROD)
+ X = ViewUp/Z; X.Normalize();
+ Y = Z/X; Y.Normalize();
+ Orig = Eye;
+}
+
+//----------------------------------------------------------------------------
+// OpenGL PERSPECTIVE FRUSTUM DEFINITION ROUTINE (gluPerspective)
+// Aspect = Width/Height; Yfov in degrees
+//----------------------------------------------------------------------------
+void Camera::Perspective(float Yfov, float Aspect, float Ndist, float Fdist)
+{
+ Yfov *= 0.0174532f; // CONVERT TO RADIANS
+ Near=Ndist; Far=Fdist;
+ wT=(float)tan(Yfov*0.5f)*Near; wB=-wT;
+ wR=wT*Aspect; wL=-wR;
+}
+
+//----------------------------------------------------------------------------
+// OpenGL PERSPECTIVE FRUSTUM DEFINITION ROUTINE (glFrustum). Window extents
+// are defined on the viewplane at z=-Ndist.
+//----------------------------------------------------------------------------
+void Camera::Frustum(float l, float r, float b, float t, float Ndist, float Fdist)
+{
+ Near=Ndist; Far=Fdist;
+ wR=r; wL=l; wB=b; wT=t;
+}
+
+//----------------------------------------------------------------------------
+// Completely defines a camera as a tight fitting frustum surrounding the
+// given bounding sphere. This is useful when most precision
+// is required in pixel and depth resolution (for example, shadow-maps).
+// The resulting camera is not skewed!
+//----------------------------------------------------------------------------
+void Camera::TightlyFitToSphere(
+ const Vec3f& Eye, const Vec3f& ViewUp, const Vec3f& Cntr, float Rad)
+{
+ // FIRST DEFINE COORDINATE FRAME
+ LookAt(Eye,Cntr,ViewUp);
+
+ // PROJECTED DIST TO CNTR ALONG VIEWDIR
+ float DistToCntr = (Cntr-Orig) * ViewDir();
+
+ // CALC TIGHT-FITTING NEAR AND FAR PLANES
+ Near = DistToCntr-Rad;
+ Far = DistToCntr+Rad;
+
+ //x = n*R / sqrt(d2 - r2)
+
+ if (Near<=0 || Far<=0)
+ printf("ERROR (Camera::TightlyFitToSphere) Eye is inside the sphere!\n");
+
+ // CALC TIGHT-FITTING SIDES
+ wT = (Near * Rad) / (float)sqrt(DistToCntr*DistToCntr - Rad*Rad);//(Near * Rad) / DistToCntr;
+ wB = -wT;
+ wL = wB;
+ wR = wT;
+}
+
+//----------------------------------------------------------------------------
+// Routines to return the Lookat, Perspective, and Frustum params.
+// NOTE: Perspective is designed for non-skewed cameras: the viewing
+// direction must be centered on the viewplane window. Use frustum
+// for off-axis cameras.
+//----------------------------------------------------------------------------
+void Camera::GetLookAtParams(Vec3f *Eye, Vec3f *ViewRefPt, Vec3f *ViewUp) const
+{
+ *Eye = Orig;
+ *ViewRefPt = Orig - Z;
+ *ViewUp = Y;
+}
+
+void Camera::GetPerspectiveParams(float *Yfov, float *Aspect,
+ float *Ndist, float *Fdist) const
+{
+ *Yfov = (float)atan(wT/Near) * 57.29578f * 2.0f; // CONVERT TO DEGREES
+ *Aspect = wR/wT;
+ *Ndist = Near;
+ *Fdist = Far;
+}
+
+void Camera::GetFrustumParams(float *l, float *r, float *b, float *t,
+ float *Ndist, float *Fdist) const
+{
+ *l = wL;
+ *r = wR;
+ *b = wB;
+ *t = wT;
+ *Ndist = Near;
+ *Fdist = Far;
+}
+
+//----------------------------------------------------------------------------
+// RETURNS THE COP OR EYE IN WORLD COORDS (ORIG OF CAMERA SYSTEM)
+//----------------------------------------------------------------------------
+const Vec3f& Camera::wCOP() const
+{
+ return( Orig );
+}
+
+//----------------------------------------------------------------------------
+// RETURNS THE VIEWING DIRECTION
+//----------------------------------------------------------------------------
+Vec3f Camera::ViewDir() const
+{
+ return( -Z );
+}
+
+Vec3f Camera::ViewDirOffAxis() const
+{
+ float x=(wL+wR)*0.5f, y=(wT+wB)*0.5f; // MIDPOINT ON VIEWPLANE WINDOW
+ Vec3f ViewDir = X*x + Y*y - Z*Near;
+ ViewDir.Normalize();
+ return( ViewDir );
+}
+
+//----------------------------------------------------------------------------
+// Vec3f WORLD-TO-CAM AND CAM-TO-WORLD ROUTINES
+//----------------------------------------------------------------------------
+Vec3f Camera::WorldToCam(const Vec3f& wP) const
+{
+ Vec3f sP(wP-Orig);
+ Vec3f cP(X*sP,Y*sP,Z*sP); return(cP);
+}
+
+// Return the z-value of the world point in camera space
+float Camera::WorldToCamZ(const Vec3f& wP) const
+{
+ Vec3f sP(wP-Orig);
+ float zdist = Z*sP;
+ return(zdist);
+}
+
+
+Vec3f Camera::CamToWorld(const Vec3f& cP) const
+{
+ Vec3f wP(X*cP.x + Y*cP.y + Z*cP.z + Orig); return(wP);
+}
+
+//----------------------------------------------------------------------------
+// Makes the camera pose be the identity. World and camera space will be the
+// same. Window extents and near/far planes are unaffected.
+//----------------------------------------------------------------------------
+void Camera::LoadIdentityXform()
+{
+ X.Set(1,0,0);
+ Y.Set(0,1,0);
+ Z.Set(0,0,1);
+ Orig.Set(0,0,0);
+}
+
+//----------------------------------------------------------------------------
+// Applies an OpenGL style premult/col vector xform to the coordinate frame.
+// Only rotates, translates, and uniform scales are allowed.
+// Window extents and near/far planes are affected by scaling.
+//----------------------------------------------------------------------------
+void Camera::Xform(const float M[16])
+{
+ X.Set( X.x*M[0] + X.y*M[4] + X.z*M[8],
+ X.x*M[1] + X.y*M[5] + X.z*M[9],
+ X.x*M[2] + X.y*M[6] + X.z*M[10] );
+ Y.Set( Y.x*M[0] + Y.y*M[4] + Y.z*M[8],
+ Y.x*M[1] + Y.y*M[5] + Y.z*M[9],
+ Y.x*M[2] + Y.y*M[6] + Y.z*M[10] );
+ Z.Set( Z.x*M[0] + Z.y*M[4] + Z.z*M[8],
+ Z.x*M[1] + Z.y*M[5] + Z.z*M[9],
+ Z.x*M[2] + Z.y*M[6] + Z.z*M[10] );
+ Orig.Set( Orig.x*M[0] + Orig.y*M[4] + Orig.z*M[8] + M[12],
+ Orig.x*M[1] + Orig.y*M[5] + Orig.z*M[9] + M[13],
+ Orig.x*M[2] + Orig.y*M[6] + Orig.z*M[10] + M[14] );
+
+ // MUST RENORMALIZE AXES TO FIND THE UNIFORM SCALE
+ float Scale = X.Length();
+ X /= Scale;
+ Y /= Scale;
+ Z /= Scale;
+
+ // SCALE THE WINDOW EXTENTS AND THE NEAR/FAR PLANES
+ wL*=Scale;
+ wR*=Scale;
+ wB*=Scale;
+ wT*=Scale;
+ Near*=Scale;
+ Far*=Scale;
+};
+
+
+//----------------------------------------------------------------------------
+// Translates the camera by the vector amount trans.
+//----------------------------------------------------------------------------
+void Camera::Translate(const Vec3f& trans)
+{
+ Orig += trans;
+}
+
+
+//----------------------------------------------------------------------------
+// Translates the camera about its origin by the rotation matrix M.
+//----------------------------------------------------------------------------
+void Camera::Rotate(const float M[9])
+{
+ X.Set( X.x*M[0] + X.y*M[3] + X.z*M[6],
+ X.x*M[1] + X.y*M[4] + X.z*M[7],
+ X.x*M[2] + X.y*M[5] + X.z*M[8] );
+ Y.Set( Y.x*M[0] + Y.y*M[3] + Y.z*M[6],
+ Y.x*M[1] + Y.y*M[4] + Y.z*M[7],
+ Y.x*M[2] + Y.y*M[5] + Y.z*M[8] );
+ Z.Set( Z.x*M[0] + Z.y*M[3] + Z.z*M[6],
+ Z.x*M[1] + Z.y*M[4] + Z.z*M[7],
+ Z.x*M[2] + Z.y*M[5] + Z.z*M[8] );
+}
+
+
+//----------------------------------------------------------------------------
+// Returns the COMPOSITE xform matrix that takes a point in the object space
+// to a screen space (pixel) point. The inverse is also provided.
+// You have to give the pixel dimensions of the viewport window.
+//----------------------------------------------------------------------------
+float* Camera::GetXform_Screen2Obj(float* M, int WW, int WH) const
+{
+ Screen2WorldXform16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x),
+ wL,wR,wB,wT,Near,Far,WW,WH);
+ return(M);
+}
+
+float* Camera::GetXform_Obj2Screen(float* M, int WW, int WH) const
+{
+ World2ScreenXform16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x),
+ wL,wR,wB,wT,Near,Far,WW,WH);
+ return(M);
+}
+
+//----------------------------------------------------------------------------
+// OPENGL STYLE CAMERA VIEWING MATRIX ROUTINES (PREMULT/COL VECT, 4x4 MATRIX)
+// A POINT IN THE WORLD SPACE CAN BE TRANSFORMED TO A PIXEL ON THE CAMERA
+// VIEWPLANE BY TRANSFORMING WITH THE COMPOSITE MATRIX: C = V*P*M
+// WHERE V IS THE Viewport XFORM, P IS THE Projection XFORM, AND M IS THE
+// Modelview XFORM. The associated inverse matrices are also provided.
+//----------------------------------------------------------------------------
+float* Camera::GetModelviewMatrix(float* M) const
+{
+ Viewing16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x));
+ return(M);
+}
+
+float* Camera::GetInvModelviewMatrix(float* M) const
+{
+ invViewing16fv(M,&(X.x),&(Y.x),&(Z.x),&(Orig.x));
+ return(M);
+}
+
+float* Camera::GetProjectionMatrix(float* M) const
+{
+ Frustum16fv(M,wL,wR,wB,wT,Near,Far);
+ return(M);
+}
+
+void Camera::SetModelviewMatrix(const float* M)
+{
+ Viewing2CoordFrame16fv(M, &(X.x), &(Y.x), &(Z.x), &(Orig.x));
+}
+
+float* Camera::GetInvProjectionMatrix(float* M) const
+{
+ invFrustum16fv(M,wL,wR,wB,wT,Near,Far);
+ return(M);
+}
+
+float* Camera::GetViewportMatrix(float* M, int WW, int WH) const
+{
+ Viewport16fv(M,WW,WH);
+ return(M);
+}
+
+float* Camera::GetInvViewportMatrix(float* M, int WW, int WH) const
+{
+ invViewport16fv(M,WW,WH);
+ return(M);
+}
+
+//----------------------------------------------------------------------------
+// Given a screen pixel location (sx,sy) w/ (0,0) at the lower-left and the
+// screen dimensions, return the ray (start,dir) of the ray in world coords.
+//----------------------------------------------------------------------------
+void Camera::GetPixelRay(float sx, float sy, int ww, int wh,
+ Vec3f *Start, Vec3f *Dir) const
+{
+ Vec3f wTL = Orig + (X*wL) + (Y*wT) - (Z*Near); // FIND LOWER-LEFT
+ Vec3f dX = (X*(wR-wL))/(float)ww; // WORLD WIDTH OF PIXEL
+ Vec3f dY = (Y*(wT-wB))/(float)wh; // WORLD HEIGHT OF PIXEL
+ wTL += (dX*sx - dY*sy); // INCR TO WORLD PIXEL
+ wTL += (dX*0.5 - dY*0.5); // INCR TO PIXEL CNTR
+ *Start = Orig;
+ *Dir = wTL-Orig;
+}
+
+//----------------------------------------------------------------------------
+// READ AND WRITE CAMERA AXES AND ORIGIN TO AND FROM A FILE GIVEN A FILE PTR.
+//----------------------------------------------------------------------------
+void Camera::WriteToFile(FILE *fp) const
+{
+ if (fp==NULL) { printf("ERROR WRITING CAM TO FILE!\n"); return; }
+ fprintf(fp,"%f %f %f %f %f %f %f %f %f %f %f %f\n",
+ X.x,X.y,X.z, Y.x,Y.y,Y.z, Z.x,Z.y,Z.z, Orig.x,Orig.y,Orig.z);
+}
+
+int Camera::ReadFromFile(FILE *fp) // RETURNS "1" IF SUCCESSFUL, "0" IF EOF
+{
+ int Cond = fscanf(fp,"%f %f %f %f %f %f %f %f %f %f %f %f",
+ &X.x,&X.y,&X.z, &Y.x,&Y.y,&Y.z,
+ &Z.x,&Z.y,&Z.z, &Orig.x,&Orig.y,&Orig.z);
+ return(Cond!=EOF);
+}
+
+//----------------------------------------------------------------------------
+// 0=RTN,1=LTN,2=LBN,3=RBN,4=RTF,5=LTF,6=LBF,7=RBF
+// (Left,Right, Bottom,Top, Near,Far)
+// In order, near pts counter-clockwise starting with right-top-near (RTN) pt
+// and then far pts ccw starting with right-top-far (RTF) pt
+//----------------------------------------------------------------------------
+void Camera::CalcVerts(Vec3f *V) const // MUST BE PREALLOCED : "Vec3f V[8]"
+{
+ // WINDOW EXTENTS ARE DEFINED ON THE NEAR PLANE, CALC NEAR PTS (IN CAM COORDS)
+ float NearZ = -Near;
+ V[0].Set(wR,wT,NearZ);
+ V[1].Set(wL,wT,NearZ);
+ V[2].Set(wL,wB,NearZ);
+ V[3].Set(wR,wB,NearZ);
+
+ // CALC FAR PTS (IN CAM COORDS)
+ float FarZ=-Far, FN=Far/Near;
+ float fwL=wL*FN, fwR=wR*FN, fwB=wB*FN, fwT=wT*FN;
+ V[4].Set(fwR,fwT,FarZ);
+ V[5].Set(fwL,fwT,FarZ);
+ V[6].Set(fwL,fwB,FarZ);
+ V[7].Set(fwR,fwB,FarZ);
+
+ // XFORM FRUSTUM IN CAM COORDS TO WORLD SPACE
+ for (int i=0; i<8; i++)
+ V[i] = CamToWorld(V[i]);
+}
+
+//----------------------------------------------------------------------------
+// PRINT ROUTINE
+//----------------------------------------------------------------------------
+void Camera::Print() const
+{
+ printf("Camera System Parameters:\n");
+ printf(" X: (%.3f, %.3f, %.3f)\n", X.x, X.y, X.z);
+ printf(" Y: (%.3f, %.3f, %.3f)\n", Y.x, Y.y, Y.z);
+ printf(" Z: (%.3f, %.3f, %.3f)\n", Z.x, Z.y, Z.z);
+ printf(" Origin: (%.3f, %.3f, %.3f)\n", Orig.x, Orig.y, Orig.z);
+ printf(" NFLRBT: (%.3f, %.3f, %.3f, %.3f, %.3f, %.3f)\n",
+ Near,Far,wL,wR,wB,wT);
+};
--- /dev/null
+//------------------------------------------------------------------------------
+// File : camera.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// camera.hpp : OPENGL-style camera class definition
+// Defines and stores a "camera" composed of 3 coord axes, an origin for
+// these axes (center-of-projection or eye location), a near and far plane
+// as distances from the origin projected along the viewing direction,
+// the viewplane window extents (projection window defined in cam coords
+// on the viewplane - near plane). ViewPlane is defined as the near plane.
+// Viewing direction is always defined along the -Z axis with eye at origin.
+//----------------------------------------------------------------------------
+// $Id$
+//============================================================================
+
+#ifndef CAMERA
+#define CAMERA
+
+#include <stdio.h>
+#include <vec3f.hpp>
+#include <mat16fv.hpp>
+
+class Camera
+{
+ public:
+
+ Vec3f X, Y, Z; // NORMALIZED CAMERA COORDINATE-AXIS VECTORS
+ Vec3f Orig; // LOCATION OF ORIGIN OF CAMERA SYSTEM IN WORLD COORDS
+ float wL,wR,wB,wT; // WINDOW EXTENTS DEFINED AS A RECT ON NearPlane
+ float Near,Far; // DISTANCES TO NEAR AND FAR PLANES (IN VIEWING DIR)
+
+ Camera();
+ Camera(const Camera &Cam);
+ void Copy(const Camera &Cam);
+
+ void LookAt(const Vec3f& Eye, const Vec3f& ViewRefPt, const Vec3f& ViewUp);
+ void Perspective(float Yfov, float Aspect, float Ndist, float Fdist);
+ void Frustum(float l, float r, float b, float t, float Ndist, float Fdist);
+
+ void TightlyFitToSphere(
+ const Vec3f& Eye, const Vec3f& ViewUp, const Vec3f& Cntr, float Rad);
+
+ void GetLookAtParams(Vec3f *Eye, Vec3f *ViewRefPt, Vec3f *ViewUp) const;
+ void GetPerspectiveParams(float *Yfov, float *Aspect,
+ float *Ndist, float *Fdist) const;
+ void GetFrustumParams(float *l, float *r, float *b, float *t,
+ float *Ndist, float *Fdist) const;
+ const Vec3f& wCOP() const; // WORLD COORDINATE CENTER-OF-PROJECTION (EYE)
+ Vec3f ViewDir() const; // VIEWING DIRECTION
+ Vec3f ViewDirOffAxis() const;
+
+ float* GetXform_Screen2Obj(float* M, int WW, int WH) const;
+ float* GetXform_Obj2Screen(float* M, int WW, int WH) const;
+
+ float* GetModelviewMatrix(float* M) const;
+ float* GetProjectionMatrix(float* M) const;
+ float* GetViewportMatrix(float* M, int WW, int WH) const;
+
+ void SetModelviewMatrix(const float* M);
+
+ float* GetInvModelviewMatrix(float* M) const;
+ float* GetInvProjectionMatrix(float* M) const;
+ float* GetInvViewportMatrix(float* M, int WW, int WH) const;
+
+ Vec3f WorldToCam(const Vec3f &wP) const;
+ float WorldToCamZ(const Vec3f &wP) const;
+ Vec3f CamToWorld(const Vec3f &cP) const;
+
+ void LoadIdentityXform();
+ void Xform(const float M[16]);
+
+ void Translate(const Vec3f& trans);
+ void Rotate(const float M[9]);
+
+ void GetPixelRay(float sx, float sy, int ww, int wh,
+ Vec3f *Start, Vec3f *Dir) const;
+
+ void WriteToFile(FILE *fp) const;
+ int ReadFromFile(FILE *fp); // RETURNS "1" IF SUCCESSFUL, "0" IF EOF
+
+ void CalcVerts(Vec3f *V) const; // CALCS EIGHT CORNERS OF VIEW-FRUSTUM
+ void Print() const;
+ void Display() const;
+ void DisplaySolid() const;
+ void DisplayInGreen() const;
+};
+
+#endif
--- /dev/null
+//------------------------------------------------------------------------------
+// File : camutils.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// camutils.cpp : a set of camera utility functions
+//============================================================================
+
+#include "camutils.hpp"
+#include <plane.hpp>
+#include <tri.hpp>
+#include <minmaxbox.hpp>
+
+//----------------------------------------------------------------------------
+// Given a camera's 8 corner vertices and its 6 side planes and a triangle ABC,
+// return whether or not the tri overlaps the camera's frustum.
+//----------------------------------------------------------------------------
+int CamTriOverlap(const Vec3f V[8], const float P[][4],
+ const Vec3f& A, const Vec3f& B, const Vec3f& C)
+{
+ // TEST TRIANGLE AGAINST ALL PLANES OF CAMERA, FOR EACH VERTEX CLASSIFY
+ // AS INSIDE OR OUTSIDE OF PLANE (BY SETTING APPROPRIATE BIT IN BITMASK)
+ // FOR EACH VERTEX, WE HAVE A BITMASK INDICATING WHETHER THE VERTEX
+ // IS IN OR OUT OF EACH PLANE (LS 6-BITS, SET MEANS "OUT")
+ unsigned int BitMaskA=0, BitMaskB=0, BitMaskC=0;
+ unsigned int PlaneBitMask=1; // CURRENT PLANE BEING CHECKED
+ int i;
+ for (i=0; i<6; i++)
+ {
+ if ( PlanePtOutTest(P[i], &(A.x)) ) BitMaskA |= PlaneBitMask;
+ if ( PlanePtOutTest(P[i], &(B.x)) ) BitMaskB |= PlaneBitMask;
+ if ( PlanePtOutTest(P[i], &(C.x)) ) BitMaskC |= PlaneBitMask;
+ PlaneBitMask<<=1;
+ }
+
+ // TRIVIAL ACCEPTANCE: IF ANY VERTEX IS COMPLETELY INSIDE ALL PLANES (=0)
+ if (BitMaskA==0 || BitMaskB==0 || BitMaskC==0) return(1);
+
+ // TRIVIAL REJECTION: IF ALL VERTICES ARE OUTSIDE OF ANY PLANE
+ PlaneBitMask=1;
+ for (i=0; i<6; i++)
+ {
+ if ((BitMaskA & BitMaskB & BitMaskC & PlaneBitMask) > 0) return(0);
+ PlaneBitMask<<=1;
+ }
+
+ // TEST EDGES OF TRIANGLE AGAINST PLANES OF CAMERA
+ float InT, OutT;
+ if ( PlanesEdgeIsect(P,6,&(A.x),&(B.x),&InT,&OutT) ) return(1);
+ if ( PlanesEdgeIsect(P,6,&(B.x),&(C.x),&InT,&OutT) ) return(1);
+ if ( PlanesEdgeIsect(P,6,&(C.x),&(A.x),&InT,&OutT) ) return(1);
+
+ // TEST EDGES OF CAMERA AGAINST TRIANGLE
+ float IsectPt[3];
+ if ( EdgeTriIsect(&(V[0].x),&(V[4].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[1].x),&(V[5].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[2].x),&(V[6].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[3].x),&(V[7].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[1].x),&(V[0].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[5].x),&(V[4].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[6].x),&(V[7].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[2].x),&(V[3].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[4].x),&(V[7].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[5].x),&(V[6].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[1].x),&(V[2].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+ if ( EdgeTriIsect(&(V[0].x),&(V[3].x),&(A.x),&(B.x),&(C.x),IsectPt) ) return(1);
+
+ return(0);
+}
+
+int CamTriOverlap(const Camera *Cam,
+ const Vec3f& A, const Vec3f& B, const Vec3f& C)
+{
+ // GET CAMERA VERTICES
+ Vec3f V[8];
+ Cam->CalcVerts(V);
+
+ // CALCULATE SIX CAMERA PLANES FROM CAMERA VERTICES
+ float P[6][4];
+ CalcCamPlanes(V,P);
+
+ return( CamTriOverlap(V,P,A,B,C) );
+}
+
+//----------------------------------------------------------------------------
+// Temporary implementation of CamQuadOverlap (uses CamTriOverlap).
+//----------------------------------------------------------------------------
+int CamQuadOverlap(
+ const Camera *Cam,
+ const Vec3f& A, const Vec3f& B, const Vec3f& C, const Vec3f& D)
+{
+ if ( CamTriOverlap(Cam,A,B,C) ) return(1);
+ if ( CamTriOverlap(Cam,C,D,A) ) return(1);
+ return(0);
+}
+
+int CamQuadOverlap(
+ const Camera *Cam,
+ const float A[3], const float B[3], const float C[3], const float D[3])
+{
+ Vec3f a(A),b(B),c(C),d(D);
+ return( CamQuadOverlap(Cam,a,b,c,d) );
+}
+
+//----------------------------------------------------------------------------
+// Calculate the six planes for a camera. User must have prealloced an array
+// of 24 floats (6 planes * 4 coeffs each). Two version: 1 that calculates
+// the camera vertices, requires the cam verts to be precomputed
+//----------------------------------------------------------------------------
+void CalcCamPlanes(const Vec3f *V, float P[][4])
+{
+ PlaneEquation(P[0], &(V[2].x),&(V[5].x),&(V[6].x)); // LEFT
+ PlaneEquation(P[1], &(V[0].x),&(V[7].x),&(V[4].x)); // RIGHT
+ PlaneEquation(P[2], &(V[3].x),&(V[6].x),&(V[7].x)); // BOTTOM
+ PlaneEquation(P[3], &(V[1].x),&(V[4].x),&(V[5].x)); // TOP
+ PlaneEquation(P[4], &(V[1].x),&(V[2].x),&(V[0].x)); // NEAR
+ PlaneEquation(P[5], &(V[4].x),&(V[6].x),&(V[5].x)); // FAR
+}
+
+void CalcCamPlanes(const Camera *Cam, float P[][4])
+{
+ Vec3f V[8];
+ Cam->CalcVerts(V);
+ CalcCamPlanes(V,P);
+}
+
+//--------------------------------------------------------------------------
+// Camera view-frustum/MinMaxBox (AABB) overlap test: given the extents of the
+// AABB returns the type of overlap determined (complete out(1), partial (0),
+// complete in (-1)) m and M are the min and max extents of the AABB respectively.
+// Version is provided that takes in a precomputed set of camera vertices
+// and planes
+//--------------------------------------------------------------------------
+int CamMinMaxBoxOverlap(
+ const Camera *Cam, const Vec3f V1[8], const float cP[][4],
+ const Vec3f& m, const Vec3f& M)
+{
+ // GO FOR TRIVIAL REJECTION OR ACCEPTANCE USING "FASTER OVERLAP TEST"
+ int CompletelyIn=1; // ASSUME COMPLETELY IN UNTIL ONE COUNTEREXAMPLE
+ int R; // TEST RETURN VALUE
+ for (int i=0; i<6; i++)
+ {
+ R=PlaneMinMaxBoxOverlap(cP[i],&(m.x),&(M.x));
+ if(R==COMPLETEOUT) return(COMPLETEOUT);
+ else if(R==PARTIAL) CompletelyIn=0;
+ }
+
+ if (CompletelyIn) return(COMPLETEIN); // CHECK IF STILL COMPLETELY "IN"
+
+ // TEST IF VIEW-FRUSTUM EDGES PROTRUDE THROUGH AABB
+ float InT, OutT;
+ if ( EdgeMinMaxBoxIsect(&(V1[0].x),&(V1[4].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[1].x),&(V1[5].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[2].x),&(V1[6].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[3].x),&(V1[7].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[0].x),&(V1[1].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[1].x),&(V1[2].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[2].x),&(V1[3].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[3].x),&(V1[0].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[4].x),&(V1[5].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[5].x),&(V1[6].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[6].x),&(V1[7].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+ if ( EdgeMinMaxBoxIsect(&(V1[7].x),&(V1[0].x),&(m.x),&(M.x),&InT,&OutT) ) return(PARTIAL);
+
+ // COMPUTE VERTICES OF AABB
+ float bV[8][3];
+ GetMinMaxBoxVerts(&(m.x),&(M.x),bV);
+
+ // TEST FOR PROTRUSION OF AABB EDGES THROUGH VIEW-FRUSTUM
+ if ( PlanesEdgeIsect(cP,6,bV[0],bV[4],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[1],bV[5],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[2],bV[6],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[3],bV[7],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[0],bV[1],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[1],bV[2],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[2],bV[3],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[3],bV[0],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[4],bV[5],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[5],bV[6],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[6],bV[7],&InT,&OutT) ) return(PARTIAL);
+ if ( PlanesEdgeIsect(cP,6,bV[7],bV[0],&InT,&OutT) ) return(PARTIAL);
+
+ // VF MUST BE COMPLETELY ENCLOSED SINCE PT IS NOT "OUT "OF ANY AABB PLANE.
+ //return(COMPLETEOUT);
+ return (PARTIAL);
+};
+
+int CamMinMaxBoxOverlap(
+ const Camera *Cam, const float m[3], const float M[3])
+{
+ // GET CAMERA VERTICES
+ Vec3f V1[8];
+ Cam->CalcVerts(V1);
+
+ // CALCULATE SIX CAMERA PLANES FROM CAMERA VERTICES
+ float cP[6][4];
+ CalcCamPlanes(V1,cP);
+
+ return( CamMinMaxBoxOverlap(Cam,V1,cP,m,M) );
+};
+
+// ----------------------------------------------------------------------
+// Returns 1 if and only if the specified box is completely culled away.
+bool VFC(const Camera *Cam, const float m[3], const float M[3])
+{
+ return (CamMinMaxBoxOverlap(Cam, m, M) == COMPLETEOUT);
+}
+
+//----------------------------------------------------------------------------
+// Given the 8 corner vertices and the 6 side planes for two cameras,
+// returns the type of overlap (complete out(1), partial (0), complete in (-1))
+// with respect to the first camera.
+//----------------------------------------------------------------------------
+int CamCamOverlap(
+ const Vec3f V1[8], const float P1[][4],
+ const Vec3f V2[8], const float P2[][4])
+{
+ int i, NumVertsOutAllPlanes, NumVertsOutOnePlane;
+ float InT, OutT;
+
+ // TEST ALL CAM1 VERTICES AGAINST PLANES OF CAM2
+ NumVertsOutAllPlanes=0;
+ for (i=0; i<6; i++)
+ {
+ NumVertsOutOnePlane=0;
+ for (int j=0; j<8; j++)
+ NumVertsOutOnePlane += PlanePtOutTest(P2[i],&(V1[i].x));
+ if (NumVertsOutOnePlane==8) return(1); // TRIVIAL REJECT, COMPLETELY OUT!
+ NumVertsOutAllPlanes+=NumVertsOutOnePlane;
+ }
+ if (NumVertsOutAllPlanes==0) return(0); // TRIVIAL ACCEPT, PARTIAL!
+
+ // TEST ALL CAM2 VERTICES AGAINST PLANES OF CAM1
+ NumVertsOutAllPlanes=0;
+ for (i=0; i<6; i++)
+ {
+ NumVertsOutOnePlane=0;
+ for (int j=0; j<8; j++)
+ NumVertsOutOnePlane += PlanePtOutTest(P1[i],&(V2[i].x));
+ if (NumVertsOutOnePlane==8) return(1); // TRIVIAL REJECT, COMPLETELY OUT!
+ NumVertsOutAllPlanes+=NumVertsOutOnePlane;
+ }
+ if (NumVertsOutAllPlanes==0) return(-1); // TRIVIAL ACCEPT, COMPLETELY IN!
+
+ // TEST ALL CAM1 EDGES AGAINST SET OF CAM2 PLANES
+ if ( PlanesEdgeIsect(P2,6,&(V1[0].x),&(V1[4].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[1].x),&(V1[5].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[2].x),&(V1[6].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[3].x),&(V1[7].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[0].x),&(V1[1].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[1].x),&(V1[2].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[2].x),&(V1[3].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[3].x),&(V1[0].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[4].x),&(V1[5].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[5].x),&(V1[6].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[6].x),&(V1[7].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P2,6,&(V1[7].x),&(V1[0].x),&InT,&OutT) ) return(0);
+
+ // TEST ALL CAM2 EDGES AGAINST SET OF CAM1 PLANES
+ if ( PlanesEdgeIsect(P1,6,&(V2[0].x),&(V2[4].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[1].x),&(V2[5].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[2].x),&(V2[6].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[3].x),&(V2[7].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[0].x),&(V2[1].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[1].x),&(V2[2].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[2].x),&(V2[3].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[3].x),&(V2[0].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[4].x),&(V2[5].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[5].x),&(V2[6].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[6].x),&(V2[7].x),&InT,&OutT) ) return(0);
+ if ( PlanesEdgeIsect(P1,6,&(V2[7].x),&(V2[0].x),&InT,&OutT) ) return(0);
+
+ return(1);
+}
+
+int CamCamOverlap(const Camera *Cam1, const Camera *Cam2)
+{
+ // GET CAMERA VERTICES
+ Vec3f V1[8], V2[8];
+ Cam1->CalcVerts(V1);
+ Cam2->CalcVerts(V2);
+
+ // CALCULATE SIX CAMERA PLANES FROM CAMERA VERTICES
+ float P1[6][4], P2[6][4];
+ CalcCamPlanes(V1,P1);
+ CalcCamPlanes(V2,P2);
+
+ return( CamCamOverlap(V1,P1,V2,P2) );
+}
+
+//--------------------------------------------------------------------------
+// Given a camera and a plane (defined by four coefficient of implicit
+// form: Ax+By+Cz+D=0), reflect the camera about the plane and invert
+// back into right-handed system (reflection inverts the space, so we
+// have to invert the X-axis and flip the window boundaries).
+//--------------------------------------------------------------------------
+void CamReflectAboutPlane(Camera *Cam, const float Plane[4])
+{
+ // CREATE PLANAR REFLECTION MATRIX
+ float M[16];
+ PlanarReflection16fv(M,Plane);
+
+ // XFORM CAMERA
+ Cam->Xform(M);
+
+ // RESULTING CAM IS LEFT-HANDED, FLIP THE X-AXIS, FLIP X WINDOW BOUNDS
+ Cam->X = -(Cam->X);
+ float t = -(Cam->wL);
+ Cam->wL = -(Cam->wR);
+ Cam->wR = t;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : camutils.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// camutils.hpp : a set of camera utility functions
+//============================================================================
+
+#include "camera.hpp"
+
+#define COMPLETEOUT 1
+#define PARTIAL 0
+#define COMPLETEIN -1
+
+int CamTriOverlap(const Vec3f V[8], const float P[][4],
+ const Vec3f& A, const Vec3f& B, const Vec3f& C);
+int CamTriOverlap(const Camera *Cam,
+ const Vec3f& A, const Vec3f& B, const Vec3f& C);
+
+int CamQuadOverlap(
+ const Camera *Cam,
+ const Vec3f& A, const Vec3f& B, const Vec3f& C, const Vec3f& D);
+
+int CamQuadOverlap(
+ const Camera *Cam,
+ const float A[3], const float B[3], const float C[3], const float D[3]);
+
+void CalcCamPlanes(const Vec3f V[8], float P[][4]);
+
+void CalcCamPlanes(const Camera *Cam, float P[][4]);
+
+int CamMinMaxBoxOverlap(const Camera *Cam,
+ const Vec3f cV[8], const float cP[][4],
+ const Vec3f& m, const Vec3f& M);
+
+int CamMinMaxBoxOverlap(const Camera *Cam,
+ const float m[3], const float M[3]);
+
+bool VFC(const Camera *Cam, const float m[3], const float M[3]);
+
+int CamCamOverlap(const Vec3f V1[8], const float P1[][4],
+ const Vec3f V2[8], const float P2[][4]);
+int CamCamOverlap(const Camera *Cam1, const Camera *Cam2);
+
+void CamReflectAboutPlane(Camera *Cam, const float Plane[4]);
--- /dev/null
+//------------------------------------------------------------------------------
+// File : mat16fv.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// $Id$
+//----------------------------------------------------------------------------
+// mat16fv.cpp : opengl-style float[16] matrix routines.
+//
+// OPENGL STYLE CAMERA VIEWING MATRIX ROUTINES (PREMULT/ROW VECT, 4x4 MATRIX)
+// A POINT IN THE WORLD SPACE CAN BE TRANSFORMED TO A PIXEL ON THE CAMERA
+// VIEWPLANE BY TRANSFORMING WITH THE COMPOSITE MATRIX: C = V*P*M
+// WHERE V IS THE Viewport XFORM, P IS THE Projection XFORM, AND M IS THE
+// Modelview XFORM. The associated inverse matrices are also provided.
+// Matrices are of the following form:
+// M[16] : 0 4 8 12
+// 1 5 9 13
+// 2 6 10 14
+// 3 7 11 15
+//============================================================================
+
+#include <stdio.h>
+#include <math.h>
+#include "vec3fv.hpp"
+
+
+float* Copy16fv(float* A, const float* B) // A=B
+{
+ A[0]=B[0]; A[1]=B[1]; A[2]=B[2]; A[3]=B[3];
+ A[4]=B[4]; A[5]=B[5]; A[6]=B[6]; A[7]=B[7];
+ A[8]=B[8]; A[9]=B[9]; A[10]=B[10]; A[11]=B[11];
+ A[12]=B[12]; A[13]=B[13]; A[14]=B[14]; A[15]=B[15];
+ return A;
+}
+
+float* Mult16fv(float* C, const float* A, const float* B) // C=A*B
+{
+ float tC[16];
+
+ tC[0] = A[0]*B[0] + A[4]*B[1] + A[8]*B[2] + A[12]*B[3];
+ tC[1] = A[1]*B[0] + A[5]*B[1] + A[9]*B[2] + A[13]*B[3];
+ tC[2] = A[2]*B[0] + A[6]*B[1] + A[10]*B[2] + A[14]*B[3];
+ tC[3] = A[3]*B[0] + A[7]*B[1] + A[11]*B[2] + A[15]*B[3];
+
+ tC[4] = A[0]*B[4] + A[4]*B[5] + A[8]*B[6] + A[12]*B[7];
+ tC[5] = A[1]*B[4] + A[5]*B[5] + A[9]*B[6] + A[13]*B[7];
+ tC[6] = A[2]*B[4] + A[6]*B[5] + A[10]*B[6] + A[14]*B[7];
+ tC[7] = A[3]*B[4] + A[7]*B[5] + A[11]*B[6] + A[15]*B[7];
+
+ tC[8] = A[0]*B[8] + A[4]*B[9] + A[8]*B[10] + A[12]*B[11];
+ tC[9] = A[1]*B[8] + A[5]*B[9] + A[9]*B[10] + A[13]*B[11];
+ tC[10] = A[2]*B[8] + A[6]*B[9] + A[10]*B[10] + A[14]*B[11];
+ tC[11] = A[3]*B[8] + A[7]*B[9] + A[11]*B[10] + A[15]*B[11];
+
+ tC[12] = A[0]*B[12] + A[4]*B[13] + A[8]*B[14] + A[12]*B[15];
+ tC[13] = A[1]*B[12] + A[5]*B[13] + A[9]*B[14] + A[13]*B[15];
+ tC[14] = A[2]*B[12] + A[6]*B[13] + A[10]*B[14] + A[14]*B[15];
+ tC[15] = A[3]*B[12] + A[7]*B[13] + A[11]*B[14] + A[15]*B[15];
+
+ Copy16fv(C,tC);
+
+ return(C);
+}
+
+float* Mult16fv3fv(float *NewV, const float* M, const float *V)
+{
+ NewV[0] = M[0]*V[0] + M[4]*V[1] + M[8]*V[2];
+ NewV[1] = M[1]*V[0] + M[5]*V[1] + M[9]*V[2];
+ NewV[2] = M[2]*V[0] + M[6]*V[1] + M[10]*V[2];
+ return(NewV);
+}
+
+float* Mult16fv3fvPerspDiv(float *NewV, const float* M, const float *V)
+{
+ float W = M[3]*V[0] + M[7]*V[1] + M[11]*V[2] + M[15];
+ NewV[0] = (M[0]*V[0] + M[4]*V[1] + M[8]*V[2] + M[12]) / W;
+ NewV[1] = (M[1]*V[0] + M[5]*V[1] + M[9]*V[2] + M[13]) / W;
+ NewV[2] = (M[2]*V[0] + M[6]*V[1] + M[10]*V[2] + M[14]) / W;
+ return(NewV);
+}
+
+float* Mult16fv4fv(float *NewV, const float* M, const float *V)
+{
+ NewV[0] = M[0]*V[0] + M[4]*V[1] + M[8]*V[2] + M[12]*V[3];
+ NewV[1] = M[1]*V[0] + M[5]*V[1] + M[9]*V[2] + M[13]*V[3];
+ NewV[2] = M[2]*V[0] + M[6]*V[1] + M[10]*V[2] + M[14]*V[3];
+ NewV[3] = M[3]*V[0] + M[7]*V[1] + M[11]*V[2] + M[15]*V[3];
+ return(NewV);
+}
+
+float* Identity16fv(float* M)
+{
+ M[0]=M[5]=M[10]=M[15]=1;
+ M[1]=M[2]=M[3]=M[4]=M[6]=M[7]=M[8]=M[9]=M[11]=M[12]=M[13]=M[14]=0;
+ return(M);
+}
+
+float* Transpose16fv(float* M)
+{
+ #define SWAP(a,b,t) (t)=(a);(a)=(b);(b)=(t);
+ float t;
+ SWAP(M[1],M[4],t);
+ SWAP(M[2],M[8],t);
+ SWAP(M[6],M[9],t);
+ SWAP(M[3],M[12],t);
+ SWAP(M[7],M[13],t);
+ SWAP(M[11],M[14],t);
+ return(M);
+}
+
+float* Rotate16fv(float *M, float DegAng, const float Axis[3])
+{
+ float RadAng = DegAng * 0.0174532f;
+ float ca=(float)cos(RadAng),
+ sa=(float)sin(RadAng);
+ if (Axis[0]==1 && Axis[1]==0 && Axis[2]==0) // ABOUT X-AXIS
+ {
+ M[0]=1; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=ca; M[9]=-sa; M[13]=0;
+ M[2]=0; M[6]=sa; M[10]=ca; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ }
+ if (Axis[0]==0 && Axis[1]==1 && Axis[2]==0) // ABOUT Y-AXIS
+ {
+ M[0]=ca; M[4]=0; M[8]=sa; M[12]=0;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=0;
+ M[2]=-sa; M[6]=0; M[10]=ca; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ }
+ if (Axis[0]==0 && Axis[1]==0 && Axis[2]==1) // ABOUT Z-AXIS
+ {
+ M[0]=ca; M[4]=-sa; M[8]=0; M[12]=0;
+ M[1]=sa; M[5]=ca; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ }
+ else // ARBITRARY AXIS
+ {
+ float l = Axis[0]*Axis[0]+Axis[1]*Axis[1]+Axis[2]*Axis[2];
+ float x, y, z;
+ x=Axis[0],y=Axis[1],z=Axis[2];
+ if (l > 1.0001f || l < 0.9999f && l!=0)
+ {
+ // needs normalization
+ l=1.0f/(float)sqrt(l);
+ x*=l; y*=l; z*=l;
+ }
+ float x2=x*x, y2=y*y, z2=z*z;
+ M[0]=x2+ca*(1-x2); M[4]=(x*y)+ca*(-x*y)+sa*(-z); M[8]=(x*z)+ca*(-x*z)+sa*y;
+ M[1]=(x*y)+ca*(-x*y)+sa*z; M[5]=y2+ca*(1-y2); M[9]=(y*z)+ca*(-y*z)+sa*(-x);
+ M[2]=(x*z)+ca*(-x*z)+sa*(-y); M[6]=(y*z)+ca*(-y*z)+sa*x; M[10]=z2+ca*(1-z2);
+ M[12]=M[13]=M[14]=M[3]=M[7]=M[11]=0;
+ M[15]=1;
+ }
+ return(M);
+}
+
+float* invRotate16fv(float *M, float DegAng, const float Axis[3])
+{
+ Rotate16fv(M,DegAng,Axis);
+ Transpose16fv(M);
+ return(M);
+}
+
+float* Scale16fv(float* M, float sx, float sy, float sz)
+{
+ M[0]=sx; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=sy; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=sz; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* invScale16fv(float* M, float sx, float sy, float sz)
+{
+ M[0]=1/sx; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=1/sy; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=1/sz; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* Translate16fv(float* M, float tx, float ty, float tz)
+{
+ M[0]=1; M[4]=0; M[8]=0; M[12]=tx;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=ty;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=tz;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* invTranslate16fv(float* M, float tx, float ty, float tz)
+{
+ M[0]=1; M[4]=0; M[8]=0; M[12]=-tx;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=-ty;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=-tz;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* LookAt(float* M,
+ const float Eye[3],
+ const float LookAtPt[3],
+ const float ViewUp[3])
+{
+ float X[3], Y[3], Z[3];
+ Subtract3fv(Z,Eye,LookAtPt); Normalize3fv(Z);
+ CrossProd3fv(X,ViewUp,Z); Normalize3fv(X);
+ CrossProd3fv(Y,Z,X); Normalize3fv(Y);
+ M[0]=X[0]; M[4]=X[1]; M[8]=X[2]; M[12]=-DotProd3fv(X,Eye); // TRANS->ROT
+ M[1]=Y[0]; M[5]=Y[1]; M[9]=Y[2]; M[13]=-DotProd3fv(Y,Eye);
+ M[2]=Z[0]; M[6]=Z[1]; M[10]=Z[2]; M[14]=-DotProd3fv(Z,Eye);
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* invLookAt(float* M,
+ const float Eye[3],
+ const float LookAtPt[3],
+ const float ViewUp[3])
+{
+ float X[3], Y[3], Z[3];
+ Subtract3fv(Z,Eye,LookAtPt); Normalize3fv(Z);
+ CrossProd3fv(X,ViewUp,Z); Normalize3fv(X);
+ CrossProd3fv(Y,Z,X); Normalize3fv(Y);
+ M[0]=X[0]; M[4]=Y[0]; M[8]=Z[0]; M[12]=Eye[0]; // ROT->TRANS
+ M[1]=X[1]; M[5]=Y[1]; M[9]=Z[1]; M[13]=Eye[1];
+ M[2]=X[2]; M[6]=Y[2]; M[10]=Z[2]; M[14]=Eye[2];
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* Frustum16fv(float* M, float l, float r, float b, float t,
+ float n, float f)
+{
+ M[0]=(2*n)/(r-l); M[4]=0; M[8]=(r+l)/(r-l); M[12]=0;
+ M[1]=0; M[5]=(2*n)/(t-b); M[9]=(t+b)/(t-b); M[13]=0;
+ M[2]=0; M[6]=0; M[10]=-(f+n)/(f-n); M[14]=(-2*f*n)/(f-n);
+ M[3]=0; M[7]=0; M[11]=-1; M[15]=0;
+ return(M);
+}
+
+float* invFrustum16fv(float* M, float l, float r, float b, float t,
+ float n, float f)
+{
+ M[0]=(r-l)/(2*n); M[4]=0; M[8]=0; M[12]=(r+l)/(2*n);
+ M[1]=0; M[5]=(t-b)/(2*n); M[9]=0; M[13]=(t+b)/(2*n);
+ M[2]=0; M[6]=0; M[10]=0; M[14]=-1;
+ M[3]=0; M[7]=0; M[11]=-(f-n)/(2*f*n); M[15]=(f+n)/(2*f*n);
+ return(M);
+}
+
+float* Perspective(float* M, float Yfov, float Aspect,
+ float Ndist, float Fdist)
+{
+ Yfov *= 0.0174532f; // CONVERT TO RADIANS
+ float wT=(float)tan(Yfov*0.5f)*Ndist, wB=-wT;
+ float wR=wT*Aspect, wL=-wR;
+ Frustum16fv(M,wL,wR,wB,wT,Ndist,Fdist);
+ return(M);
+}
+
+float* invPerspective(float* M, float Yfov, float Aspect,
+ float Ndist, float Fdist)
+{
+ Yfov *= 0.0174532f; // CONVERT TO RADIANS
+ float wT=(float)tan(Yfov*0.5f)*Ndist, wB=-wT;
+ float wR=wT*Aspect, wL=-wR;
+ invFrustum16fv(M,wL,wR,wB,wT,Ndist,Fdist);
+ return(M);
+}
+
+float* Viewing16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3], const float O[3])
+{
+ M[0]=X[0]; M[4]=X[1]; M[8]=X[2]; M[12]=-DotProd3fv(X,O);
+ M[1]=Y[0]; M[5]=Y[1]; M[9]=Y[2]; M[13]=-DotProd3fv(Y,O);
+ M[2]=Z[0]; M[6]=Z[1]; M[10]=Z[2]; M[14]=-DotProd3fv(Z,O);
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+// THE INVERSE OF Viewing16fv,
+// THIS TAKES A VIEW MATRIX AND RETURNS VIEWING AXES.
+// MATRIX ASSUMED TO BE ORTHONORMAL
+void Viewing2CoordFrame16fv(
+ const float *M, float X[3], float Y[3], float Z[3], float O[3])
+{
+ X[0]=M[0]; X[1]=M[4]; X[2]=M[8]; O[0]=-DotProd3fv(M,M+12);
+ Y[0]=M[1]; Y[1]=M[5]; Y[2]=M[9]; O[1]=-DotProd3fv(M+4,M+12);
+ Z[0]=M[2]; Z[1]=M[6]; Z[2]=M[10]; O[2]=-DotProd3fv(M+8,M+12);
+};
+
+float* invViewing16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3], const float O[3])
+{
+ M[0]=X[0]; M[4]=Y[0]; M[8]=Z[0]; M[12]=O[0];
+ M[1]=X[1]; M[5]=Y[1]; M[9]=Z[1]; M[13]=O[1];
+ M[2]=X[2]; M[6]=Y[2]; M[10]=Z[2]; M[14]=O[2];
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* Viewport16fv(float* M, int WW, int WH)
+{
+ float WW2=(float)WW*0.5f, WH2=(float)WH*0.5f;
+ M[0]=WW2; M[4]=0; M[8]=0; M[12]=WW2;
+ M[1]=0; M[5]=WH2; M[9]=0; M[13]=WH2;
+ M[2]=0; M[6]=0; M[10]=0.5f; M[14]=0.5f;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* invViewport16fv(float* M, int WW, int WH)
+{
+ float WW2=2.0f/(float)WW, WH2=2.0f/(float)WH;
+ M[0]=WW2; M[4]=0; M[8]=0; M[12]=-1.0;
+ M[1]=0; M[5]=WH2; M[9]=0; M[13]=-1.0;
+ M[2]=0; M[6]=0; M[10]=2.0; M[14]=-1.0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+//--------------------------------------------------------------------------
+// Given the coefficient [A B C D] of a plane in the implicit form
+// Ax+By+Cz+D=0 (see plane.hpp), this routine generates a reflection matrix
+// that will "reflect" all points/vectors about the given plane.
+// NOTE: the plane is assumed to be normalized: normal vector (A,B,C) is
+// normalized (unit-length), and D is the negative distance from the origin
+// to the plane along the normal.
+//--------------------------------------------------------------------------
+float* PlanarReflection16fv(float M[16], const float P[4])
+{
+ float AA=P[0]*P[0], AB=P[0]*P[1], AC=P[0]*P[2], AD=P[0]*P[3],
+ BB=P[1]*P[1], BC=P[1]*P[2], BD=P[1]*P[3],
+ CC=P[2]*P[2], CD=P[2]*P[3];
+ M[0]=1-2*AA; M[4]=-2*AB; M[8]=-2*AC; M[12]=-2*AD;
+ M[1]=-2*AB; M[5]=1-2*BB; M[9]=-2*BC; M[13]=-2*BD;
+ M[2]=-2*AC; M[6]=-2*BC; M[10]=1-2*CC; M[14]=-2*CD;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+//--------------------------------------------------------------------------
+// Returns a matrix that will xform a point from the given object-space
+// coordinate frame to world space
+// A composite matrix is formed as follows:
+// C = Translation * Rotation * Scaling (using column vectors/pre-multiplication)
+// WorldPt = C * ModelPt
+// The corresponding inverse Xform is also provided (GetWorld2ObjXform)
+//--------------------------------------------------------------------------
+float* Obj2WorldXform16fv(
+ float *M,
+ const float X[3], const float Y[3], const float Z[3],
+ const float O[3], float Scale)
+{
+ float sX[3], sY[3], sZ[3]; // CREATE SCALED VERSION OF ROT AXES
+ ScalarMult3fv(sX,X,Scale);
+ ScalarMult3fv(sY,Y,Scale);
+ ScalarMult3fv(sZ,Z,Scale);
+ M[0]=sX[0]; M[4]=sY[0]; M[8]=sZ[0]; M[12]=O[0];
+ M[1]=sX[1]; M[5]=sY[1]; M[9]=sZ[1]; M[13]=O[1];
+ M[2]=sX[2]; M[6]=sY[2]; M[10]=sZ[2]; M[14]=O[2];
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+float* World2ObjXform16fv(
+ float *M,
+ const float X[3], const float Y[3], const float Z[3],
+ const float O[3], float Scale)
+{
+ if (Scale<=0) { printf("Too small scale!\n"); Scale=1; }
+ float invScale = 1/Scale;
+ float sX[3], sY[3], sZ[3];
+ ScalarMult3fv(sX,X,invScale);
+ ScalarMult3fv(sY,Y,invScale);
+ ScalarMult3fv(sZ,Z,invScale);
+ M[0]=sX[0]; M[4]=sX[1]; M[8]=sX[2]; M[12]=-DotProd3fv(O,sX);
+ M[1]=sY[0]; M[5]=sY[1]; M[9]=sY[2]; M[13]=-DotProd3fv(O,sY);
+ M[2]=sZ[0]; M[6]=sZ[1]; M[10]=sZ[2]; M[14]=-DotProd3fv(O,sZ);
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ return(M);
+}
+
+// ONLY TRANSLATES, ROTATES, AND SCALES ARE ALLOWED
+float XformCoordFrame16fv(
+ const float *M, float X[3], float Y[3], float Z[3], float O[3])
+{
+ Set3fv(X, X[0]*M[0] + X[1]*M[4] + X[2]*M[8],
+ X[0]*M[1] + X[1]*M[5] + X[2]*M[9],
+ X[0]*M[2] + X[1]*M[6] + X[2]*M[10] );
+ Set3fv(Y, Y[0]*M[0] + Y[1]*M[4] + Y[2]*M[8],
+ Y[0]*M[1] + Y[1]*M[5] + Y[2]*M[9],
+ Y[0]*M[2] + Y[1]*M[6] + Y[2]*M[10] );
+ Set3fv(Z, Z[0]*M[0] + Z[1]*M[4] + Z[2]*M[8],
+ Z[0]*M[1] + Z[1]*M[5] + Z[2]*M[9],
+ Z[0]*M[2] + Z[1]*M[6] + Z[2]*M[10] );
+ Set3fv(O, O[0]*M[0] + O[1]*M[4] + O[2]*M[8] + M[12],
+ O[0]*M[1] + O[1]*M[5] + O[2]*M[9] + M[13],
+ O[0]*M[2] + O[1]*M[6] + O[2]*M[10] + M[14] );
+
+ // MUST RENORMALIZE AXES TO FIND THE UNIFORM SCALE
+ float Scale = Length3fv(X);
+ ScalarDiv3fv(X,Scale);
+ ScalarDiv3fv(Y,Scale);
+ ScalarDiv3fv(Z,Scale);
+
+ // RETURN UNIFORM SCALING OF AXES (how much coordinate frame was scaled)
+ return(Scale);
+};
+
+
+//----------------------------------------------------------------------------
+// Given a complete definition for a particular view (viewing, projection,
+// and viewport), returns the COMPOSITE xform matrix that takes a point in the
+// world space to a screen space (pixel) point. The inverse is also provided.
+//----------------------------------------------------------------------------
+float* Screen2WorldXform16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3], // VIEWING AXES
+ const float O[3], // VIEWING ORIGIN
+ float l, float r, float b, float t, float n, float f, // PROJECTION
+ int WW, int WH) // VIEWPORT
+{
+ // C = InverseModelview * InverseProjection * InverseViewport
+ float N[16];
+ invViewing16fv(M,X,Y,Z,O);
+ invFrustum16fv(N,l,r,b,t,n,f);
+ Mult16fv(M,M,N); // M=M*N;
+ invViewport16fv(N,WW,WH);
+ Mult16fv(M,M,N); // M=M*N;
+ return(M);
+}
+
+float* World2ScreenXform16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3], // VIEWING AXES
+ const float O[3], // VIEWING ORIGIN
+ float l, float r, float b, float t, float n, float f, // PROJECTION
+ int WW, int WH) // VIEWPORT
+{
+ // C = Viewport * Projection * Modelview
+ float N[16];
+ Viewport16fv(M,WW,WH);
+ Frustum16fv(N,l,r,b,t,n,f);
+ Mult16fv(M,M,N); // M=M*N;
+ Viewing16fv(N,X,Y,Z,O);
+ Mult16fv(M,M,N); // M=M*N;
+ return(M);
+}
+
+void Print16fv(const float* M)
+{
+ printf("\n%f %f %f %f\n",M[0],M[4],M[8],M[12]);
+ printf("%f %f %f %f\n",M[1],M[5],M[9],M[13]);
+ printf("%f %f %f %f\n",M[2],M[6],M[10],M[14]);
+ printf("%f %f %f %f\n\n",M[3],M[7],M[11],M[15]);
+}
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : mat16fv.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// mat16fv.hpp : opengl-style float[16] matrix routines.
+//----------------------------------------------------------------------------
+// $Id$
+//============================================================================
+
+float* Copy16fv(float* A, const float* B); // A=B
+
+float* Mult16fv(float* C, const float* A, const float* B); // C=A*B
+
+float* Mult16fv3fv(
+ float *NewV, const float* M, const float *V); // NewV = M * [Vx,Vy,Vz,0]
+
+float* Mult16fv3fvPerspDiv(
+ float *NewV, const float* M, const float *V); // NewV = M * [Vx,Vy,Vz,1]
+
+float* Mult16fv4fv(
+ float *NewV, const float* M, const float *V); // NewV = M * [Vx,Vy,Vz,Vw]
+
+float* Identity16fv(float* M);
+float* Transpose16fv(float* M);
+
+float* Rotate16fv(float *M, float DegAng, const float Axis[3]);
+float* invRotate16fv(float *M, float DegAng, const float Axis[3]);
+
+float* Scale16fv(float* M, float sx, float sy, float sz);
+float* invScale16fv(float* M, float sx, float sy, float sz);
+
+float* Translate16fv(float* M, float tx, float ty, float tz);
+float* invTranslate16fv(float* M, float tx, float ty, float tz);
+
+float* LookAt(
+ float* M,
+ const float Eye[3],
+ const float LookAtPt[3],
+ const float ViewUp[3]);
+
+float* invLookAt(
+ float* M,
+ const float Eye[3],
+ const float LookAtPt[3],
+ const float ViewUp[3]);
+
+float* Frustum16fv(
+ float* M, float l, float r, float b, float t, float n, float f);
+
+float* invFrustum16fv(
+ float* M, float l, float r, float b, float t, float n, float f);
+
+float* Perspective(
+ float* M, float Yfov, float Aspect, float Ndist, float Fdist);
+
+float* invPerspective(
+ float* M, float Yfov, float Aspect, float Ndist, float Fdist);
+
+float* Viewing16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3],
+ const float O[3]);
+
+float* invViewing16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3],
+ const float O[3]);
+
+void Viewing2CoordFrame16fv(
+ const float *M, float X[3], float Y[3], float Z[3], float O[3]);
+
+
+float* Viewport16fv(float* M, int WW, int WH);
+
+float* invViewport16fv(float* M, int WW, int WH);
+
+float* PlanarReflection16fv(float M[16], const float P[4]);
+
+float XformCoordFrame16fv(
+ const float *M, float X[3], float Y[3], float Z[3], float O[3]);
+
+float* Obj2WorldXform16fv(
+ float *M, float X[3], float Y[3], float Z[3], float O[3], float Scale);
+
+float* World2ObjXform16fv(
+ float *M,
+ const float X[3],
+ const float Y[3],
+ const float Z[3],
+ const float O[3],
+ float Scale);
+
+float* Screen2WorldXform16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3], const float O[3],
+ float l, float r, float b, float t, float n, float f,
+ int WW, int WH);
+
+float* World2ScreenXform16fv(
+ float* M,
+ const float X[3], const float Y[3], const float Z[3], const float O[3],
+ float l, float r, float b, float t, float n, float f,
+ int WW, int WH);
+
+void Print16fv(const float* M);
--- /dev/null
+//------------------------------------------------------------------------------
+// File : mat33.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// mat33.hpp : 3x3 matrix template.
+//============================================================================
+
+#ifndef _MAT33_
+#define _MAT33_
+
+#include "vec3f.hpp"
+#include "mat44.hpp"
+
+static const float Mat33TORADS = 0.0174532f;
+static const float Mat33VIEWPORT_TOL = 0.001f;
+
+//----------------------------------------------------------------------------
+// M[9] = [ 0 3 6 ]
+// [ 1 4 7 ]
+// [ 2 5 8 ]
+//
+//
+//
+// [ x' y' z' ] = [ 0 3 6 ] [ x ]
+// [ 1 4 7 ] * [ y ]
+// [ 2 5 8 ] [ z ]
+//----------------------------------------------------------------------------
+template<class Type>
+class Mat33
+{
+public:
+ Type M[9]; // 0,1,2 = 1st col; 3,4,5 = 2nd col; etc.
+
+ Mat33();
+ Mat33(const Type *N);
+ Mat33(Type M0, Type M3, Type M6,
+ Type M1, Type M4, Type M7,
+ Type M2, Type M5, Type M8);
+ Mat33<Type>& operator = (const Mat33& A); // ASSIGNMENT (=)
+ // ASSIGNMENT (=) FROM AN ARRAY OF Type
+ Mat33<Type>& operator = (const Type* a);
+ Mat33<Type> operator * (const Mat33& A) const; // MULTIPLICATION (*)
+ // MAT-VECTOR MULTIPLICATION (*)
+ Vec3<Type> operator * (const Vec3<Type>& V) const;
+ // MAT-VECTOR PRE-MULTIPLICATON (*)
+ friend Vec3<Type> operator * (const Vec3<Type>& V, const Mat33<Type>& M);
+ // SCALAR POST-MULTIPLICATION
+ Mat33<Type> operator * (Type a) const;
+ // SCALAR PRE-MULTIPLICATION
+ friend Mat33<Type> operator * (Type a, const Mat44<Type>& M);
+
+ Mat33<Type> operator / (Type a) const; // SCALAR DIVISION
+ Mat33<Type> operator + (Mat33& M) const; // ADDITION (+)
+ Mat33<Type>& operator += (Mat33& M); // ACCUMULATE ADD (+=)
+ Mat33<Type>& operator -= (Mat33& M); // ACCUMULATE SUB (-=)
+ Mat33<Type>& operator *= (Type a); // ACCUMULATE MULTIPLY (*=)
+ Mat33<Type>& operator /= (Type a); // ACCUMULATE DIVIDE (/=)
+
+ bool Inverse(Mat33<Type> &inv, Type tolerance) const;// MATRIX INVERSE
+
+ operator const Type*() const; // CAST TO A Type ARRAY
+ operator Type*(); // CAST TO A Type ARRAY
+
+ void RowMajor(Type m[9]); // return array in row-major order
+
+ Type& operator()(int col, int row); // 2D ARRAY ACCESSOR
+ const Type& operator()(int col, int row) const; // 2D ARRAY ACCESSOR
+ void Set(const Type* a); // SAME AS ASSIGNMENT (=) FROM AN ARRAY OF TypeS
+ void Set(Type M0, Type M3, Type M6,
+ Type M1, Type M4, Type M7,
+ Type M2, Type M5, Type M8);
+
+ void Identity();
+ void Zero();
+ void Transpose();
+ void Scale(Type Sx, Type Sy, Type Sz);
+ void Scale(const Vec3<Type>& S);
+ void invScale(Type Sx, Type Sy, Type Sz);
+ void invScale(const Vec3<Type>& S);
+ void Rotate(Type DegAng, const Vec3<Type>& Axis);
+ void invRotate(Type DegAng, const Vec3<Type>& Axis);
+ void Star(const Vec3<Type>& v); // SKEW-SYMM MATRIX EQUIV TO CROSS PROD WITH V
+ void OuterProduct(const Vec3<Type>& u, const Vec3<Type>& v); // SET TO u * v^t
+ Type Trace() const;
+ void Print() const;
+ void CopyInto(Type *Mat) const;
+ static void SWAP(Type& a, Type& b) {Type t; t=a;a=b;b=t;}
+};
+
+#include "mat33impl.hpp"
+
+typedef Mat33<float> Mat33f;
+typedef Mat33<double> Mat33d;
+
+#endif
+
+
+
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : mat33impl.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// mat33impl.hpp : 3x3 matrix template.
+// This is the template implementation file. It is included by mat33.hpp.
+//============================================================================
+
+//---------------------------------------------------------------------------
+// CONSTRUCTORS
+//---------------------------------------------------------------------------
+template<class Type>
+Mat33<Type>::Mat33()
+{
+ Identity();
+}
+
+template<class Type>
+Mat33<Type>::Mat33(const Type *N)
+{
+ M[0]=N[0]; M[3]=N[3]; M[6]=N[6];
+ M[1]=N[1]; M[4]=N[4]; M[7]=N[7];
+ M[2]=N[2]; M[5]=N[5]; M[8]=N[8];
+}
+
+template<class Type>
+Mat33<Type>::Mat33(Type M0, Type M3, Type M6,
+ Type M1, Type M4, Type M7,
+ Type M2, Type M5, Type M8)
+
+{
+ M[0]=M0; M[3]=M3; M[6]=M6;
+ M[1]=M1; M[4]=M4; M[7]=M7;
+ M[2]=M2; M[5]=M5; M[8]=M8;
+}
+
+//---------------------------------------------------------------------------
+// MATRIX/MATRIX AND MATRIX/VECTOR OPERATORS
+//---------------------------------------------------------------------------
+template<class Type>
+Mat33<Type>& Mat33<Type>::operator = (const Mat33& A) // ASSIGNMENT (=)
+{
+ M[0]=A.M[0]; M[3]=A.M[3]; M[6]=A.M[6];
+ M[1]=A.M[1]; M[4]=A.M[4]; M[7]=A.M[7];
+ M[2]=A.M[2]; M[5]=A.M[5]; M[8]=A.M[8];
+ return(*this);
+}
+
+template<class Type>
+Mat33<Type>& Mat33<Type>::operator = (const Type* a) {
+ for (int i=0;i<9;i++) {
+ M[i] = a[i];
+ }
+ return *this;
+}
+
+template<class Type>
+Mat33<Type> Mat33<Type>::operator * (const Mat33& A) const // MULTIPLICATION (*)
+{
+ Mat33<Type> NewM(
+ M[0]*A.M[0] + M[3]*A.M[1] + M[6]*A.M[2], // ROW 1
+ M[0]*A.M[3] + M[3]*A.M[4] + M[6]*A.M[5],
+ M[0]*A.M[6] + M[3]*A.M[7] + M[6]*A.M[8],
+
+ M[1]*A.M[0] + M[4]*A.M[1] + M[7]*A.M[2], // ROW 2
+ M[1]*A.M[3] + M[4]*A.M[4] + M[7]*A.M[5],
+ M[1]*A.M[6] + M[4]*A.M[7] + M[7]*A.M[8],
+
+ M[2]*A.M[0] + M[5]*A.M[1] + M[8]*A.M[2], // ROW 3
+ M[2]*A.M[3] + M[5]*A.M[4] + M[8]*A.M[5],
+ M[2]*A.M[6] + M[5]*A.M[7] + M[8]*A.M[8]);
+ return(NewM);
+}
+
+// MAT-VECTOR MULTIPLICATION (*)
+template<class Type>
+Vec3<Type> Mat33<Type>::operator * (const Vec3<Type>& V) const
+{
+ Vec3<Type> NewV;
+ NewV.x = M[0]*V.x + M[3]*V.y + M[6]*V.z;
+ NewV.y = M[1]*V.x + M[4]*V.y + M[7]*V.z;
+ NewV.z = M[2]*V.x + M[5]*V.y + M[8]*V.z;
+ return(NewV);
+}
+
+// MAT-VECTOR PRE-MULTIPLICATON (*) (non-member)
+// interpreted as V^t M
+template<class Type>
+Vec3<Type> operator *(const Vec3<Type>& V, const Mat33<Type>& A)
+{
+ Vec3<Type> NewV;
+ NewV.x = A[0]*V.x + A[1]*V.y + A[2]*V.z;
+ NewV.y = A[3]*V.x + A[4]*V.y + A[5]*V.z;
+ NewV.z = A[6]*V.x + A[7]*V.y + A[8]*V.z;
+ return(NewV);
+}
+
+// SCALAR POST-MULTIPLICATION
+template<class Type>
+Mat33<Type> Mat33<Type>::operator * (Type a) const
+{
+ Mat33<Type> NewM;
+ for (int i = 0; i < 9; i++)
+ NewM[i] = M[i]*a;
+ return(NewM);
+}
+
+// SCALAR PRE-MULTIPLICATION (non-member)
+template <class Type>
+Mat33<Type> operator * (Type a, const Mat44<Type>& M)
+{
+ Mat33<Type> NewM;
+ for (int i = 0; i < 9; i++)
+ NewM[i] = a*M[i];
+ return(NewM);
+}
+
+template <class Type>
+Mat33<Type> Mat33<Type>::operator / (Type a) const // SCALAR DIVISION
+{
+ Mat33<Type> NewM;
+ Type ainv = Type(1.0)/a;
+ for (int i = 0; i < 9; i++)
+ NewM[i] = M[i]*ainv;
+ return(NewM);
+}
+
+template <class Type>
+Mat33<Type> Mat33<Type>::operator + (Mat33& N) const // ADDITION (+)
+{
+ Mat33<Type> NewM;
+ for (int i = 0; i < 9; i++)
+ NewM[i] = M[i]+N.M[i];
+ return(NewM);
+}
+template <class Type>
+Mat33<Type>& Mat33<Type>::operator += (Mat33& N) // ACCUMULATE ADD (+=)
+{
+ for (int i = 0; i < 9; i++)
+ M[i] += N.M[i];
+ return(*this);
+}
+
+template <class Type>
+Mat33<Type>& Mat33<Type>::operator -= (Mat33& N) // ACCUMULATE SUB (-=)
+{
+ for (int i = 0; i < 9; i++)
+ M[i] -= N.M[i];
+ return(*this);
+}
+
+template <class Type>
+Mat33<Type>& Mat33<Type>::operator *= (Type a) // ACCUMULATE MULTIPLY (*=)
+{
+ for (int i = 0; i < 9; i++)
+ M[i] *= a;
+ return(*this);
+}
+template <class Type>
+Mat33<Type>& Mat33<Type>::operator /= (Type a) // ACCUMULATE DIVIDE (/=)
+{
+ Type ainv = Type(1.0)/a;
+ for (int i = 0; i < 9; i++)
+ M[i] *= ainv;
+ return(*this);
+}
+
+template<class Type>
+bool Mat33<Type>::Inverse(Mat33<Type> &inv, Type tolerance) const // MATRIX INVERSE
+{
+ // Invert using cofactors.
+
+ inv[0] = M[4]*M[8] - M[7]*M[5];
+ inv[3] = M[6]*M[5] - M[3]*M[8];
+ inv[6] = M[3]*M[7] - M[6]*M[4];
+ inv[1] = M[7]*M[2] - M[1]*M[8];
+ inv[4] = M[0]*M[8] - M[6]*M[2];
+ inv[7] = M[6]*M[1] - M[0]*M[7];
+ inv[2] = M[1]*M[5] - M[4]*M[2];
+ inv[5] = M[3]*M[2] - M[0]*M[5];
+ inv[8] = M[0]*M[4] - M[3]*M[1];
+
+ Type det = M[0]*inv[0] + M[3]*inv[1] + M[6]*inv[2];
+
+ if (fabs(det) <= tolerance) // singular
+ return false;
+
+ Type invDet = 1.0f / det;
+ for (int i = 0; i < 9; i++) {
+ inv[i] *= invDet;
+ }
+
+ return true;
+}
+
+template<class Type>
+Mat33<Type>::operator const Type*() const
+{
+ return M;
+}
+
+template<class Type>
+Mat33<Type>::operator Type*()
+{
+ return M;
+}
+
+template<class Type>
+void Mat33<Type>::RowMajor(Type m[9])
+{
+ m[0] = M[0]; m[1] = M[3]; m[2] = M[6];
+ m[3] = M[1]; m[4] = M[4]; m[5] = M[7];
+ m[6] = M[2]; m[7] = M[5]; m[8] = M[8];
+}
+
+template<class Type>
+Type& Mat33<Type>::operator()(int col, int row)
+{
+ return M[3*col+row];
+}
+
+template<class Type>
+const Type& Mat33<Type>::operator()(int col, int row) const
+{
+ return M[3*col+row];
+}
+
+template<class Type>
+void Mat33<Type>::Set(const Type* a)
+{
+ for (int i=0;i<9;i++) {
+ M[i] = a[i];
+ }
+}
+
+template<class Type>
+void Mat33<Type>::Set(Type M0, Type M3, Type M6,
+ Type M1, Type M4, Type M7,
+ Type M2, Type M5, Type M8)
+{
+ M[0]=M0; M[3]=M3; M[6]=M6;
+ M[1]=M1; M[4]=M4; M[7]=M7;
+ M[2]=M2; M[5]=M5; M[8]=M8;
+}
+
+
+//---------------------------------------------------------------------------
+// Standard Matrix Operations
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat33<Type>::Identity()
+{
+ M[0]=M[4]=M[8]=1;
+ M[1]=M[2]=M[3]=M[5]=M[6]=M[7]=0;
+}
+template<class Type>
+void Mat33<Type>::Zero()
+{
+ M[0]=M[1]=M[2]=M[3]=M[4]=M[5]=M[6]=M[7]=M[8]=0;
+}
+
+template<class Type>
+void Mat33<Type>::Transpose()
+{
+ SWAP(M[1],M[3]);
+ SWAP(M[2],M[6]);
+ SWAP(M[5],M[7]);
+}
+
+//---------------------------------------------------------------------------
+// Standard Matrix Affine Transformations
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat33<Type>::Scale(Type Sx, Type Sy, Type Sz)
+{
+ M[0]=Sx; M[3]=0; M[6]=0;
+ M[1]=0; M[4]=Sy; M[7]=0;
+ M[2]=0; M[5]=0; M[8]=Sz;
+}
+
+template<class Type>
+void Mat33<Type>::Scale(const Vec3<Type>& S)
+{
+ M[0]=S.x; M[3]=0; M[6]=0;
+ M[1]=0; M[4]=S.y; M[7]=0;
+ M[2]=0; M[5]=0; M[8]=S.z;
+}
+
+template<class Type>
+void Mat33<Type>::invScale(Type Sx, Type Sy, Type Sz)
+{
+ M[0]=1/Sx; M[3]=0; M[6]=0;
+ M[1]=0; M[4]=1/Sy; M[7]=0;
+ M[2]=0; M[5]=0; M[8]=1/Sz;
+}
+
+template<class Type>
+void Mat33<Type>::invScale(const Vec3<Type>& S)
+{
+ M[0]=1/S.x; M[3]=0; M[6]=0;
+ M[1]=0; M[4]=1/S.y; M[7]=0;
+ M[2]=0; M[5]=0; M[8]=1/S.z;
+}
+
+template<class Type>
+void Mat33<Type>::Rotate(Type DegAng, const Vec3<Type>& Axis)
+{
+ Type RadAng = DegAng*Mat33TORADS;
+ Type ca=(Type)cos(RadAng),
+ sa=(Type)sin(RadAng);
+ if (Axis.x==1 && Axis.y==0 && Axis.z==0) // ABOUT X-AXIS
+ {
+ M[0]=1; M[3]=0; M[6]=0;
+ M[1]=0; M[4]=ca; M[7]=-sa;
+ M[2]=0; M[5]=sa; M[8]=ca;
+
+ }
+ else if (Axis.x==0 && Axis.y==1 && Axis.z==0) // ABOUT Y-AXIS
+ {
+ M[0]=ca; M[3]=0; M[6]=sa;
+ M[1]=0; M[4]=1; M[7]=0;
+ M[2]=-sa; M[5]=0; M[8]=ca;
+ }
+ else if (Axis.x==0 && Axis.y==0 && Axis.z==1) // ABOUT Z-AXIS
+ {
+ M[0]=ca; M[3]=-sa; M[6]=0;
+ M[1]=sa; M[4]=ca; M[7]=0;
+ M[2]=0; M[5]=0; M[8]=1;
+ }
+ else // ARBITRARY AXIS
+ {
+ Type l = Axis.LengthSqr();
+ Type x, y, z;
+ x=Axis.x, y=Axis.y, z=Axis.z;
+ if (l > Type(1.0001) || l < Type(0.9999) && l!=0)
+ {
+ // needs normalization
+ l=Type(1.0)/sqrt(l);
+ x*=l; y*=l; z*=l;
+ }
+ Type x2=x*x, y2=y*y, z2=z*z;
+ M[0]=x2+ca*(1-x2); M[3]=(x*y)+ca*(-x*y)+sa*(-z); M[6]=(x*z)+ca*(-x*z)+sa*y;
+ M[1]=(x*y)+ca*(-x*y)+sa*z; M[4]=y2+ca*(1-y2); M[7]=(y*z)+ca*(-y*z)+sa*(-x);
+ M[2]=(x*z)+ca*(-x*z)+sa*(-y); M[5]=(y*z)+ca*(-y*z)+sa*x; M[8]=z2+ca*(1-z2);
+ }
+}
+
+template<class Type>
+void Mat33<Type>::invRotate(Type DegAng, const Vec3<Type>& Axis)
+{
+ Rotate(DegAng,Axis);
+ Transpose();
+}
+
+template <class Type>
+inline void Mat33<Type>::Star(const Vec3<Type>& v)
+{
+ M[0]= 0; M[3]=-v.z; M[6]= v.y;
+ M[1]= v.z; M[4]= 0; M[7]=-v.x;
+ M[2]=-v.y; M[5]= v.x; M[8]= 0;
+}
+
+template <class Type>
+inline void Mat33<Type>::OuterProduct(const Vec3<Type>& u, const Vec3<Type>& v)
+{
+ M[0]=u.x*v.x; M[3]=u.x*v.y; M[6]=u.x*v.z;
+ M[1]=u.y*v.x; M[4]=u.y*v.y; M[7]=u.y*v.z;
+ M[2]=u.z*v.x; M[5]=u.z*v.y; M[8]=u.z*v.z;
+}
+
+template<class Type>
+inline Type Mat33<Type>::Trace() const
+{
+ return M[0] + M[4] + M[8];
+}
+
+//---------------------------------------------------------------------------
+// Handy matrix printing routine.
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat33<Type>::Print() const
+{
+ printf("\n%f %f %f\n",M[0],M[3],M[6]);
+ printf("%f %f %f\n",M[1],M[4],M[7]);
+ printf("%f %f %f\n",M[2],M[5],M[8]);
+}
+
+//---------------------------------------------------------------------------
+// Copy contents of matrix into matrix array.
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat33<Type>::CopyInto(Type *Mat) const
+{
+ Mat[0]=M[0]; Mat[3]=M[3]; Mat[6]=M[6];
+ Mat[1]=M[1]; Mat[4]=M[4]; Mat[7]=M[7];
+ Mat[2]=M[2]; Mat[5]=M[5]; Mat[8]=M[8];
+}
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : mat44.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// mat44.hpp : 4x4 OpenGL-style matrix template.
+//============================================================================
+
+#ifndef _MAT44_
+#define _MAT44_
+
+#include "vec3f.hpp"
+#include "vec4f.hpp"
+
+static const float Mat44TORADS = 0.0174532f;
+static const float Mat44VIEWPORT_TOL = 0.001f;
+
+//----------------------------------------------------------------------------
+// M[16] = [ 0 4 8 12 ] | 16 floats were used instead of the normal [4][4]
+// [ 1 5 9 13 ] | to be compliant with OpenGL. OpenGL uses
+// [ 2 6 10 14 ] | premultiplication with column vectors. These
+// [ 3 7 11 15 ] | matrices can be fed directly into the OpenGL
+// | matrix stack with glLoadMatrix or glMultMatrix.
+//
+// [ x' y' z' w' ] = [ 0 4 8 12 ] [ x ]
+// [ 1 5 9 13 ] * [ y ]
+// [ 2 6 10 14 ] [ z ]
+// [ 3 7 11 15 ] [ w ]
+//
+// Loading a [4][4] format matrix directly into the matrix stack (assuming
+// premult/col vecs) results in a transpose matrix. M[0]=M[0][0], but
+// M[1]!=M[1][0] since M[0][1] would cast to M[1].
+//
+// However, if we assumed postmult/row vectors we could use [4][4] format,
+// but all transformations in this module would be transposed.
+//----------------------------------------------------------------------------
+template<class Type>
+class Mat44
+{
+ public:
+ Type M[16]; // 0,1,2,3 = 1st col; 4,5,6,7 = 2nd col; etc.
+
+ Mat44();
+ Mat44(const Type *N);
+ Mat44(Type M0, Type M4, Type M8, Type M12,
+ Type M1, Type M5, Type M9, Type M13,
+ Type M2, Type M6, Type M10, Type M14,
+ Type M3, Type M7, Type M11, Type M15);
+ Mat44<Type>& operator = (const Mat44& A); // ASSIGNMENT (=)
+ Mat44<Type>& operator = (const Type* a); // ASSIGNMENT (=) FROM AN ARRAY OF TypeS
+ Mat44<Type> operator * (const Mat44& A) const; // MULTIPLICATION (*)
+ Vec3<Type> operator * (const Vec3<Type>& V) const; // MAT-VECTOR MULTIPLICATION (*) W/ PERSP DIV
+ Vec3<Type> multNormal(const Vec3<Type>& V) const; // MAT-VECTOR MULTIPLICATION _WITHOUT_ PERSP DIV
+ Vec3<Type> multPoint(const Vec3<Type>& V) const; // MAT-POINT MULTIPLICATION _WITHOUT_ PERSP DIV
+ Vec4<Type> operator * (const Vec4<Type>& V) const; // MAT-VECTOR MULTIPLICATION (*)
+ Mat44<Type> operator * (Type a) const; // SCALAR POST-MULTIPLICATION
+ Mat44<Type>& operator *= (Type a); // ACCUMULATE MULTIPLY (*=)
+////////////// NOT IMPLEMENTED YET. ANY TAKERS?
+// friend Vec3<Type> operator * (const Vec3<Type>& V, const Mat44& M); // MAT-VECTOR PRE-MULTIPLICATON (*) W/ PERP DIV
+// friend Vec4<Type> operator * (const Vec4<Type>& V, const Mat44& M); // MAT-VECTOR PRE-MULTIPLICATON (*)
+// friend Mat44<Type> operator * (Type a, const Mat44& M) const; // SCALAR PRE-MULTIPLICATION
+// Mat44<Type> operator / (Type a) const; // SCALAR DIVISION
+// Mat44<Type> operator + (Mat44& M) const; // ADDITION (+)
+// Mat44<Type>& operator += (Mat44& M); // ACCUMULATE ADD (+=)
+// Mat44<Type>& operator /= (Type a); // ACCUMULATE DIVIDE (/=)
+// bool Invserse(); // MATRIX INVERSE
+////////////// NOT IMPLEMENTED YET. ANY TAKERS?
+
+ operator const Type*() const; // CAST TO A Type ARRAY
+ operator Type*(); // CAST TO A Type ARRAY
+ Type& operator()(int col, int row); // 2D ARRAY ACCESSOR
+ const Type& operator()(int col, int row) const; // 2D ARRAY ACCESSOR
+ void Set(const Type* a); // SAME AS ASSIGNMENT (=) FROM AN ARRAY OF TypeS
+ void Set(Type M0, Type M4, Type M8, Type M12,
+ Type M1, Type M5, Type M9, Type M13,
+ Type M2, Type M6, Type M10, Type M14,
+ Type M3, Type M7, Type M11, Type M15);
+
+
+ void Identity();
+ void Transpose();
+ void Translate(Type Tx, Type Ty, Type Tz);
+ void Translate(const Vec3<Type>& T);
+ void invTranslate(Type Tx, Type Ty, Type Tz);
+ void invTranslate(const Vec3<Type>& T);
+ void Scale(Type Sx, Type Sy, Type Sz);
+ void Scale(const Vec3<Type>& S);
+ void invScale(Type Sx, Type Sy, Type Sz);
+ void invScale(const Vec3<Type>& S);
+ void Rotate(Type DegAng, const Vec3<Type>& Axis);
+ void invRotate(Type DegAng, const Vec3<Type>& Axis);
+ Type Trace(void) const;
+ void Frustum(Type l, Type r, Type b, Type t, Type n, Type f);
+ void invFrustum(Type l, Type r, Type b, Type t, Type n, Type f);
+ void Perspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist);
+ void invPerspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist);
+ void Viewport(int WW, int WH);
+ void invViewport(int WW, int WH);
+ void LookAt(const Vec3<Type>& Eye,
+ const Vec3<Type>& LookAtPt,
+ const Vec3<Type>& ViewUp);
+ void invLookAt(const Vec3<Type>& Eye,
+ const Vec3<Type>& LookAtPt,
+ const Vec3<Type>& ViewUp);
+ void Viewport2(int WW, int WH);
+ void invViewport2(int WW, int WH);
+ void Print() const;
+ void CopyInto(Type *Mat) const;
+
+ static void SWAP(Type& a, Type& b) {Type t; t=a;a=b;b=t;}
+};
+
+#include "mat44impl.hpp"
+
+typedef Mat44<float> Mat44f;
+typedef Mat44<double> Mat44d;
+
+#endif
+
+
+
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : mat44impl.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// mat44.hpp : 4x4 OpenGL-style matrix template.
+// This is the template implementation file. It is included by mat44.hpp.
+//============================================================================
+
+//---------------------------------------------------------------------------
+// CONSTRUCTORS
+//---------------------------------------------------------------------------
+template<class Type>
+Mat44<Type>::Mat44()
+{
+ Identity();
+}
+
+template<class Type>
+Mat44<Type>::Mat44(const Type *N)
+{
+ M[0]=N[0]; M[4]=N[4]; M[8]=N[8]; M[12]=N[12];
+ M[1]=N[1]; M[5]=N[5]; M[9]=N[9]; M[13]=N[13];
+ M[2]=N[2]; M[6]=N[6]; M[10]=N[10]; M[14]=N[14];
+ M[3]=N[3]; M[7]=N[7]; M[11]=N[11]; M[15]=N[15];
+}
+
+template<class Type>
+Mat44<Type>::Mat44(Type M0, Type M4, Type M8, Type M12,
+ Type M1, Type M5, Type M9, Type M13,
+ Type M2, Type M6, Type M10, Type M14,
+ Type M3, Type M7, Type M11, Type M15)
+{
+ M[0]=M0; M[4]=M4; M[8]=M8; M[12]=M12;
+ M[1]=M1; M[5]=M5; M[9]=M9; M[13]=M13;
+ M[2]=M2; M[6]=M6; M[10]=M10; M[14]=M14;
+ M[3]=M3; M[7]=M7; M[11]=M11; M[15]=M15;
+}
+
+//---------------------------------------------------------------------------
+// MATRIX/MATRIX AND MATRIX/VECTOR OPERATORS
+//---------------------------------------------------------------------------
+template<class Type>
+Mat44<Type>& Mat44<Type>::operator = (const Mat44& A) // ASSIGNMENT (=)
+{
+ M[0]=A.M[0]; M[4]=A.M[4]; M[8]=A.M[8]; M[12]=A.M[12];
+ M[1]=A.M[1]; M[5]=A.M[5]; M[9]=A.M[9]; M[13]=A.M[13];
+ M[2]=A.M[2]; M[6]=A.M[6]; M[10]=A.M[10]; M[14]=A.M[14];
+ M[3]=A.M[3]; M[7]=A.M[7]; M[11]=A.M[11]; M[15]=A.M[15];
+ return(*this);
+}
+
+template<class Type>
+Mat44<Type>& Mat44<Type>::operator = (const Type* a) {
+ for (int i=0;i<16;i++) {
+ M[i] = a[i];
+ }
+ return *this;
+}
+
+template<class Type>
+Mat44<Type> Mat44<Type>::operator * (const Mat44& A) const // MULTIPLICATION (*)
+{
+ Mat44<Type> NewM( M[0]*A.M[0] + M[4]*A.M[1] + M[8]*A.M[2] + M[12]*A.M[3], // ROW 1
+ M[0]*A.M[4] + M[4]*A.M[5] + M[8]*A.M[6] + M[12]*A.M[7],
+ M[0]*A.M[8] + M[4]*A.M[9] + M[8]*A.M[10] + M[12]*A.M[11],
+ M[0]*A.M[12] + M[4]*A.M[13] + M[8]*A.M[14] + M[12]*A.M[15],
+
+ M[1]*A.M[0] + M[5]*A.M[1] + M[9]*A.M[2] + M[13]*A.M[3], // ROW 2
+ M[1]*A.M[4] + M[5]*A.M[5] + M[9]*A.M[6] + M[13]*A.M[7],
+ M[1]*A.M[8] + M[5]*A.M[9] + M[9]*A.M[10] + M[13]*A.M[11],
+ M[1]*A.M[12] + M[5]*A.M[13] + M[9]*A.M[14] + M[13]*A.M[15],
+
+ M[2]*A.M[0] + M[6]*A.M[1] + M[10]*A.M[2] + M[14]*A.M[3], // ROW 3
+ M[2]*A.M[4] + M[6]*A.M[5] + M[10]*A.M[6] + M[14]*A.M[7],
+ M[2]*A.M[8] + M[6]*A.M[9] + M[10]*A.M[10] + M[14]*A.M[11],
+ M[2]*A.M[12] + M[6]*A.M[13] + M[10]*A.M[14] + M[14]*A.M[15],
+
+ M[3]*A.M[0] + M[7]*A.M[1] + M[11]*A.M[2] + M[15]*A.M[3], // ROW 4
+ M[3]*A.M[4] + M[7]*A.M[5] + M[11]*A.M[6] + M[15]*A.M[7],
+ M[3]*A.M[8] + M[7]*A.M[9] + M[11]*A.M[10] + M[15]*A.M[11],
+ M[3]*A.M[12] + M[7]*A.M[13] + M[11]*A.M[14] + M[15]*A.M[15] );
+ return(NewM);
+}
+
+template<class Type>
+Vec3<Type> Mat44<Type>::operator * (const Vec3<Type>& V) const // MAT-VECTOR MULTIPLICATION (*) W/ PERSP DIV
+{
+ Type W = M[3]*V.x + M[7]*V.y + M[11]*V.z + M[15];
+ Vec3<Type> NewV( (M[0]*V.x + M[4]*V.y + M[8]*V.z + M[12]) / W,
+ (M[1]*V.x + M[5]*V.y + M[9]*V.z + M[13]) / W,
+ (M[2]*V.x + M[6]*V.y + M[10]*V.z + M[14]) / W );
+ return(NewV);
+}
+
+
+// MAT-VECTOR MULTIPLICATION _WITHOUT_ PERSP DIV
+// For transforming normals or other pure vectors.
+// Assumes matrix is affine, i.e. bottom row is 0,0,0,1
+template<class Type>
+Vec3<Type> Mat44<Type>::multNormal(const Vec3<Type>& N) const
+{
+ Vec3<Type> NewN( (M[0]*N.x + M[4]*N.y + M[8]*N.z ),
+ (M[1]*N.x + M[5]*N.y + M[9]*N.z ),
+ (M[2]*N.x + M[6]*N.y + M[10]*N.z) );
+ return (NewN);
+}
+
+// MAT-POINT MULTIPLICATION _WITHOUT_ PERSP DIV
+// (for transforming points in space)
+// Assumes matrix is affine, i.e. bottom row is 0,0,0,1
+template<class Type>
+Vec3<Type> Mat44<Type>::multPoint(const Vec3<Type>& P) const
+{
+ Vec3<Type> NewP( (M[0]*P.x + M[4]*P.y + M[8]*P.z + M[12]),
+ (M[1]*P.x + M[5]*P.y + M[9]*P.z + M[13]),
+ (M[2]*P.x + M[6]*P.y + M[10]*P.z + M[14]) );
+ return (NewP);
+}
+
+
+template<class Type>
+Vec4<Type> Mat44<Type>::operator * (const Vec4<Type>& V) const // MAT-VECTOR MULTIPLICATION (*)
+{
+ Vec4<Type> NewV;
+ NewV.x = M[0]*V.x + M[4]*V.y + M[8]*V.z + M[12]*V.w;
+ NewV.y = M[1]*V.x + M[5]*V.y + M[9]*V.z + M[13]*V.w;
+ NewV.z = M[2]*V.x + M[6]*V.y + M[10]*V.z + M[14]*V.w;
+ NewV.w = M[3]*V.x + M[7]*V.y + M[11]*V.z + M[15]*V.w;
+ return(NewV);
+}
+
+
+template<class Type>
+Mat44<Type> Mat44<Type>::operator * (Type a) const // SCALAR POST-MULTIPLICATION
+{
+ Mat44<Type> NewM( M[0] * a, M[1] * a, M[2] * a, M[3] * a,
+ M[4] * a, M[5] * a, M[6] * a, M[7] * a,
+ M[8] * a, M[9] * a, M[10] * a, M[11] * a,
+ M[12] * a, M[13] * a, M[14] * a, M[15] * a);
+ return NewM;
+}
+
+template<class Type>
+Mat44<Type>& Mat44<Type>::operator *= (Type a) // SCALAR ACCUMULATE POST-MULTIPLICATION
+{
+ for (int i = 0; i < 16; i++)
+ {
+ M[i] *= a;
+ }
+
+ return *this;
+}
+
+template<class Type>
+Mat44<Type>::operator const Type*() const
+{
+ return M;
+}
+
+template<class Type>
+Mat44<Type>::operator Type*()
+{
+ return M;
+}
+
+template<class Type>
+Type& Mat44<Type>::operator()(int col, int row)
+{
+ return M[4*col+row];
+}
+
+template<class Type>
+const Type& Mat44<Type>::operator()(int col, int row) const
+{
+ return M[4*col+row];
+}
+
+template<class Type>
+void Mat44<Type>::Set(const Type* a)
+{
+ for (int i=0;i<16;i++) {
+ M[i] = a[i];
+ }
+
+}
+
+template<class Type>
+void Mat44<Type>::Set(Type M0, Type M4, Type M8, Type M12,
+ Type M1, Type M5, Type M9, Type M13,
+ Type M2, Type M6, Type M10, Type M14,
+ Type M3, Type M7, Type M11, Type M15)
+{
+ M[0]=M0; M[4]=M4; M[8]=M8; M[12]=M12;
+ M[1]=M1; M[5]=M5; M[9]=M9; M[13]=M13;
+ M[2]=M2; M[6]=M6; M[10]=M10; M[14]=M14;
+ M[3]=M3; M[7]=M7; M[11]=M11; M[15]=M15;
+}
+
+
+//---------------------------------------------------------------------------
+// Standard Matrix Operations
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::Identity()
+{
+ M[0]=M[5]=M[10]=M[15]=1;
+ M[1]=M[2]=M[3]=M[4]=M[6]=M[7]=M[8]=M[9]=M[11]=M[12]=M[13]=M[14]=0;
+}
+
+template<class Type>
+void Mat44<Type>::Transpose()
+{
+ SWAP(M[1],M[4]);
+ SWAP(M[2],M[8]);
+ SWAP(M[6],M[9]);
+ SWAP(M[3],M[12]);
+ SWAP(M[7],M[13]);
+ SWAP(M[11],M[14]);
+}
+
+//---------------------------------------------------------------------------
+// Standard Matrix Affine Transformations
+//---------------------------------------------------------------------------
+template <class Type>
+void Mat44<Type>::Translate(Type Tx, Type Ty, Type Tz)
+{
+ M[0]=1; M[4]=0; M[8]=0; M[12]=Tx;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=Ty;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=Tz;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::Translate(const Vec3<Type>& T)
+{
+ M[0]=1; M[4]=0; M[8]=0; M[12]=T.x;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=T.y;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=T.z;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::invTranslate(Type Tx, Type Ty, Type Tz)
+{
+ M[0]=1; M[4]=0; M[8]=0; M[12]=-Tx;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=-Ty;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=-Tz;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::invTranslate(const Vec3<Type>& T)
+{
+ M[0]=1; M[4]=0; M[8]=0; M[12]=-T.x;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=-T.y;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=-T.z;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::Scale(Type Sx, Type Sy, Type Sz)
+{
+ M[0]=Sx; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=Sy; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=Sz; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::Scale(const Vec3<Type>& S)
+{
+ M[0]=S.x; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=S.y; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=S.z; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::invScale(Type Sx, Type Sy, Type Sz)
+{
+ M[0]=1/Sx; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=1/Sy; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=1/Sz; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::invScale(const Vec3<Type>& S)
+{
+ M[0]=1/S.x; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=1/S.y; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=1/S.z; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::Rotate(Type DegAng, const Vec3<Type>& Axis)
+{
+ Type RadAng = DegAng*Mat44TORADS;
+ Type ca=(Type)cos(RadAng),
+ sa=(Type)sin(RadAng);
+ if (Axis.x==1 && Axis.y==0 && Axis.z==0) // ABOUT X-AXIS
+ {
+ M[0]=1; M[4]=0; M[8]=0; M[12]=0;
+ M[1]=0; M[5]=ca; M[9]=-sa; M[13]=0;
+ M[2]=0; M[6]=sa; M[10]=ca; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ }
+ else if (Axis.x==0 && Axis.y==1 && Axis.z==0) // ABOUT Y-AXIS
+ {
+ M[0]=ca; M[4]=0; M[8]=sa; M[12]=0;
+ M[1]=0; M[5]=1; M[9]=0; M[13]=0;
+ M[2]=-sa; M[6]=0; M[10]=ca; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ }
+ else if (Axis.x==0 && Axis.y==0 && Axis.z==1) // ABOUT Z-AXIS
+ {
+ M[0]=ca; M[4]=-sa; M[8]=0; M[12]=0;
+ M[1]=sa; M[5]=ca; M[9]=0; M[13]=0;
+ M[2]=0; M[6]=0; M[10]=1; M[14]=0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+ }
+ else // ARBITRARY AXIS
+ {
+ Type l = Axis.LengthSqr();
+ Type x, y, z;
+ x=Axis.x, y=Axis.y, z=Axis.z;
+ if (l > Type(1.0001) || l < Type(0.9999) && l!=0)
+ {
+ // needs normalization
+ l=Type(1.0)/sqrt(l);
+ x*=l; y*=l; z*=l;
+ }
+ Type x2=x*x, y2=y*y, z2=z*z;
+ M[0]=x2+ca*(1-x2); M[4]=(x*y)+ca*(-x*y)+sa*(-z); M[8]=(x*z)+ca*(-x*z)+sa*y;
+ M[1]=(x*y)+ca*(-x*y)+sa*z; M[5]=y2+ca*(1-y2); M[9]=(y*z)+ca*(-y*z)+sa*(-x);
+ M[2]=(x*z)+ca*(-x*z)+sa*(-y); M[6]=(y*z)+ca*(-y*z)+sa*x; M[10]=z2+ca*(1-z2);
+ M[12]=M[13]=M[14]=M[3]=M[7]=M[11]=0;
+ M[15]=1;
+ }
+}
+
+template<class Type>
+void Mat44<Type>::invRotate(Type DegAng, const Vec3<Type>& Axis)
+{
+ Rotate(DegAng,Axis);
+ Transpose();
+}
+
+template<class Type>
+inline Type Mat44<Type>::Trace() const
+{
+ return M[0] + M[5] + M[10] + M[15];
+}
+
+//---------------------------------------------------------------------------
+// Same as glFrustum() : Perspective transformation matrix defined by a
+// truncated pyramid viewing frustum that starts at the origin (eye)
+// going in the -Z axis direction (viewer looks down -Z)
+// with the four pyramid sides passing through the sides of a window
+// defined through x=l, x=r, y=b, y=t on the viewplane at z=-n.
+// The top and bottom of the pyramid are truncated by the near and far
+// planes at z=-n and z=-f. A 4-vector (x,y,z,w) inside this frustum
+// transformed by this matrix will have x,y,z values in the range
+// [-w,w]. Homogeneous clipping is applied to restrict (x,y,z) to
+// this range. Later, a perspective divide by w will result in an NDC
+// coordinate 3-vector of the form (x/w,y/w,z/w,w/w)=(x',y',z',1) where
+// x', y', and z' all are in the range [-1,1]. Perspectively divided z'
+// will be in [-1,1] with -1 being the near plane and +1 being the far.
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::Frustum(Type l, Type r, Type b, Type t, Type n, Type f)
+{
+ M[0]=(2*n)/(r-l); M[4]=0; M[8]=(r+l)/(r-l); M[12]=0;
+ M[1]=0; M[5]=(2*n)/(t-b); M[9]=(t+b)/(t-b); M[13]=0;
+ M[2]=0; M[6]=0; M[10]=-(f+n)/(f-n); M[14]=(-2*f*n)/(f-n);
+ M[3]=0; M[7]=0; M[11]=-1; M[15]=0;
+}
+
+template<class Type>
+void Mat44<Type>::invFrustum(Type l, Type r, Type b, Type t, Type n, Type f)
+{
+ M[0]=(r-l)/(2*n); M[4]=0; M[8]=0; M[12]=(r+l)/(2*n);
+ M[1]=0; M[5]=(t-b)/(2*n); M[9]=0; M[13]=(t+b)/(2*n);
+ M[2]=0; M[6]=0; M[10]=0; M[14]=-1;
+ M[3]=0; M[7]=0; M[11]=-(f-n)/(2*f*n); M[15]=(f+n)/(2*f*n);
+}
+
+//---------------------------------------------------------------------------
+// Same as gluPerspective : calls Frustum()
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::Perspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist)
+{
+ Yfov *= 0.0174532f; // CONVERT TO RADIANS
+ Type wT=tanf(Yfov*0.5f)*Ndist, wB=-wT;
+ Type wR=wT*Aspect, wL=-wR;
+ Frustum(wL,wR,wB,wT,Ndist,Fdist);
+}
+
+template<class Type>
+void Mat44<Type>::invPerspective(Type Yfov, Type Aspect, Type Ndist, Type Fdist)
+{
+ Yfov *= 0.0174532f; // CONVERT TO RADIANS
+ Type wT=tanf(Yfov*0.5f)*Ndist, wB=-wT;
+ Type wR=wT*Aspect, wL=-wR;
+ invFrustum(wL,wR,wB,wT,Ndist,Fdist);
+}
+
+//---------------------------------------------------------------------------
+// OpenGL VIEWPORT XFORM MATRIX : given Window width and height in pixels
+// Transforms the x,y,z NDC values in [-1,1] to (x',y') pixel values and
+// normalized z' in [0,1] (near and far respectively).
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::Viewport(int WW, int WH)
+{
+ Type WW2=(Type)WW*0.5f, WH2=(Type)WH*0.5f;
+ M[0]=WW2; M[4]=0; M[8]=0; M[12]=WW2;
+ M[1]=0; M[5]=WH2; M[9]=0; M[13]=WH2;
+ M[2]=0; M[6]=0; M[10]=0.5; M[14]=0.5;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::invViewport(int WW, int WH)
+{
+ Type WW2=2.0f/(Type)WW, WH2=2.0f/(Type)WH;
+ M[0]=WW2; M[4]=0; M[8]=0; M[12]=-1.0;
+ M[1]=0; M[5]=WH2; M[9]=0; M[13]=-1.0;
+ M[2]=0; M[6]=0; M[10]=2.0; M[14]=-1.0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+//---------------------------------------------------------------------------
+// Same as gluLookAt()
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::LookAt(const Vec3<Type>& Eye,
+ const Vec3<Type>& LookAtPt,
+ const Vec3<Type>& ViewUp)
+{
+ Vec3<Type> Z = Eye-LookAtPt; Z.Normalize(); // CALC CAM AXES ("/" IS CROSS-PROD)
+ Vec3<Type> X = ViewUp/Z; X.Normalize();
+ Vec3<Type> Y = Z/X; Y.Normalize();
+ Vec3<Type> Tr = -Eye;
+ M[0]=X.x; M[4]=X.y; M[8]=X.z; M[12]=X*Tr; // TRANS->ROT
+ M[1]=Y.x; M[5]=Y.y; M[9]=Y.z; M[13]=Y*Tr;
+ M[2]=Z.x; M[6]=Z.y; M[10]=Z.z; M[14]=Z*Tr;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::invLookAt(const Vec3<Type>& Eye,
+ const Vec3<Type>& LookAtPt,
+ const Vec3<Type>& ViewUp)
+{
+ Vec3<Type> Z = Eye-LookAtPt; Z.Normalize(); // CALC CAM AXES ("/" IS CROSS-PROD)
+ Vec3<Type> X = ViewUp/Z; X.Normalize();
+ Vec3<Type> Y = Z/X; Y.Normalize();
+ M[0]=X.x; M[4]=Y.x; M[8]=Z.x; M[12]=Eye.x; // ROT->TRANS
+ M[1]=X.y; M[5]=Y.y; M[9]=Z.y; M[13]=Eye.y;
+ M[2]=X.z; M[6]=Y.z; M[10]=Z.z; M[14]=Eye.z;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+//---------------------------------------------------------------------------
+// VIEWPORT TRANFORMATION MATRIX : given Window width and height in pixels
+// FROM "JIM BLINN'S CORNER" JULY '91. This function transforms an
+// 4-vector in homogeneous space of the form (x,y,z,w) where
+// -w<=x,y,z<=w into (x',y',z',1) where (x',y') is the vectors
+// projected pixel location in ([0,WW-1],[0,WH-1]) and z' is the
+// normalized depth value mapped into [0,1]; 0 is the near plane
+// and 1 is the far plane. Mat44VIEWPORT_TOL is introduced to have correct
+// mappings. (-1,-1,?,?) in NDC refers to the bottom-left of the
+// viewplane window and (0,0,?,?) in screen space refers to the
+// bottom-left pixel.
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::Viewport2(int WW, int WH)
+{
+ Type WW2=(WW-Mat44VIEWPORT_TOL)*0.5f, WH2=(WH-Mat44VIEWPORT_TOL)*0.5f;
+ M[0]=WW2; M[4]=0; M[8]=0; M[12]=WW2;
+ M[1]=0; M[5]=WH2; M[9]=0; M[13]=WH2;
+ M[2]=0; M[6]=0; M[10]=0.5; M[14]=0.5;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+template<class Type>
+void Mat44<Type>::invViewport2(int WW, int WH)
+{
+ Type WW2=2.0f/(WW-Mat44VIEWPORT_TOL), WH2=2.0f/(WH-Mat44VIEWPORT_TOL);
+ M[0]=WW2; M[4]=0; M[8]=0; M[12]=-1.0;
+ M[1]=0; M[5]=WH2; M[9]=0; M[13]=-1.0;
+ M[2]=0; M[6]=0; M[10]=2.0; M[14]=-1.0;
+ M[3]=0; M[7]=0; M[11]=0; M[15]=1;
+}
+
+//---------------------------------------------------------------------------
+// Handy matrix printing routine.
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::Print() const
+{
+ printf("\n%f %f %f %f\n",M[0],M[4],M[8],M[12]);
+ printf("%f %f %f %f\n",M[1],M[5],M[9],M[13]);
+ printf("%f %f %f %f\n",M[2],M[6],M[10],M[14]);
+ printf("%f %f %f %f\n\n",M[3],M[7],M[11],M[15]);
+}
+
+//---------------------------------------------------------------------------
+// Copy contents of matrix into matrix array.
+//---------------------------------------------------------------------------
+template<class Type>
+void Mat44<Type>::CopyInto(Type *Mat) const
+{
+ Mat[0]=M[0]; Mat[4]=M[4]; Mat[8]=M[8]; Mat[12]=M[12];
+ Mat[1]=M[1]; Mat[5]=M[5]; Mat[9]=M[9]; Mat[13]=M[13];
+ Mat[2]=M[2]; Mat[6]=M[6]; Mat[10]=M[10]; Mat[14]=M[14];
+ Mat[3]=M[3]; Mat[7]=M[7]; Mat[11]=M[11]; Mat[15]=M[15];
+}
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : mat44test.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//----------------------------------------------------------------------------
+// mat44test -- test compilation of all the functions in mat44 library
+//----------------------------------------------------------------------------
+// $Id$
+//----------------------------------------------------------------------------
+#include <iostream.h>
+#include <vec3f.hpp>
+#include <mat44.hpp>
+
+int main(int argc, char *argv[])
+{
+ cout << "This is not a comprehensive correctness test. " << endl
+ << "It merely tests whether all the functions in mat44 will compile." <<endl;
+
+ Mat44f m;
+ float m2[16];
+ Vec3f v(1.0, 1.0, 1.0);
+ Vec3f up(0.0, 1.0, 0.0);
+
+ m.Identity();
+ m.Transpose();
+ m.Translate(1.0, 1.0, 1.0);
+ m.Translate(v);
+ m.invTranslate(v);
+ m.Scale(1.0, 1.0, 1.0);
+ m.Scale(v);
+ m.invScale(1.0, 1.0, 1.0);
+ m.invScale(v);
+ m.Rotate(90, v);
+ m.invRotate(90, v);
+ m.Frustum(-1.0, 1.0, -1.0, 1.0, 0.01, 20);
+ m.invFrustum(-1.0, 1.0, -1.0, 1.0, 0.01, 20);
+ m.Perspective(60, 1.4, 0.01, 20);
+ m.invPerspective(60, 1.4, 0.01, 20);
+ m.Viewport(200, 200);
+ m.invViewport(200, 200);
+ m.LookAt(Vec3f::ZERO, v, up);
+ m.invLookAt(Vec3f::ZERO, v, up);
+ m.Viewport2(200, 200);
+ m.invViewport2(200, 200);
+ m.Print();
+ m.Transpose();
+ m.Print();
+ // These two should be transpose of one another
+ m.CopyInto(m2);
+
+ cout << "Ok there is this one test to make sure Transpose() is correct.\n"
+ "The above two matricies should be the transpose of one another.\n" << endl;
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : minmaxbox.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//=========================================================================
+// minmaxbox.cpp : min-max box routines
+//=========================================================================
+
+//-----------------------------------------------------------------------------
+// Calculates the eight corner vertices of the MinMaxBox.
+// V must be prealloced.
+// 5---4
+// / /|
+// 1---0 | VERTS : 0=RTN,1=LTN,2=LBN,3=RBN,4=RTF,5=LTF,6=LBF,7=RBF
+// | | 7 (L,R, B,T, N,F) = (Left,Right, Bottom,Top, Near,Far)
+// | |/
+// 2---3
+//-----------------------------------------------------------------------------
+void GetMinMaxBoxVerts(const float Min[3], const float Max[3], float V[8][3])
+{
+ #define SET(v,x,y,z) v[0]=x; v[1]=y; v[2]=z;
+ SET(V[0],Max[0],Max[1],Max[2]); SET(V[4],Max[0],Max[1],Min[2]);
+ SET(V[1],Min[0],Max[1],Max[2]); SET(V[5],Min[0],Max[1],Min[2]);
+ SET(V[2],Min[0],Min[1],Max[2]); SET(V[6],Min[0],Min[1],Min[2]);
+ SET(V[3],Max[0],Min[1],Max[2]); SET(V[7],Max[0],Min[1],Min[2]);
+}
+
+//--------------------------------------------------------------------------
+// Ray-MinMaxBox intersection test. Returns 0 or 1, calcs In-Out "HitTimes"
+// IsectPts can be calculated as:
+// InIsectPt = Start + Dir * InT (if InT>0)
+// OutIsectPt = Start + Dir * OutT (if OutT>0)
+//--------------------------------------------------------------------------
+int RayMinMaxBoxIsect(const float Start[3], const float Dir[3],
+ const float Min[3], const float Max[3],
+ float *InT, float *OutT)
+{
+ *InT=-99999, *OutT=99999; // INIT INTERVAL T-VAL ENDPTS TO -/+ "INFINITY"
+ float NewInT, NewOutT; // STORAGE FOR NEW T VALUES
+
+ // X-SLAB (PARALLEL PLANES PERPENDICULAR TO X-AXIS) INTERSECTION (Xaxis is Normal)
+ if (Dir[0] == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
+ { if ((Start[0] < Min[0]) || (Start[0] > Max[0])) return(0); }
+ else
+ {
+ NewInT = (Min[0]-Start[0])/Dir[0]; // CALC Tval ENTERING MIN PLANE
+ NewOutT = (Max[0]-Start[0])/Dir[0]; // CALC Tval ENTERING MAX PLANE
+ if (NewOutT>NewInT) { if (NewInT>*InT) *InT=NewInT; if (NewOutT<*OutT) *OutT=NewOutT; }
+ else { if (NewOutT>*InT) *InT=NewOutT; if (NewInT<*OutT) *OutT=NewInT; }
+ if (*InT>*OutT) return(0);
+ }
+
+ // Y-SLAB (PARALLEL PLANES PERPENDICULAR TO Y-AXIS) INTERSECTION (Yaxis is Normal)
+ if (Dir[1] == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
+ { if ((Start[1] < Min[1]) || (Start[1] > Max[1])) return(0); }
+ else
+ {
+ NewInT = (Min[1]-Start[1])/Dir[1]; // CALC Tval ENTERING MIN PLANE
+ NewOutT = (Max[1] - Start[1])/Dir[1]; // CALC Tval ENTERING MAX PLANE
+ if (NewOutT>NewInT) { if (NewInT>*InT) *InT=NewInT; if (NewOutT<*OutT) *OutT=NewOutT; }
+ else { if (NewOutT>*InT) *InT=NewOutT; if (NewInT<*OutT) *OutT=NewInT; }
+ if (*InT>*OutT) return(0);
+ }
+
+ // Z-SLAB (PARALLEL PLANES PERPENDICULAR TO Z-AXIS) INTERSECTION (Zaxis is Normal)
+ if (Dir[2] == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
+ { if ((Start[2] < Min[2]) || (Start[2] > Max[2])) return(0); }
+ else
+ {
+ NewInT = (Min[2]-Start[2])/Dir[2]; // CALC Tval ENTERING MIN PLANE
+ NewOutT = (Max[2]-Start[2])/Dir[2]; // CALC Tval ENTERING MAX PLANE
+ if (NewOutT>NewInT) { if (NewInT>*InT) *InT=NewInT; if (NewOutT<*OutT) *OutT=NewOutT; }
+ else { if (NewOutT>*InT) *InT=NewOutT; if (NewInT<*OutT) *OutT=NewInT; }
+ if (*InT>*OutT) return(0);
+ }
+
+ // CHECK IF INTERSECTIONS ARE "AT OR BEYOND" THE START OF THE RAY
+ if (*InT>=0 || *OutT>=0) return(1);
+ return(0);
+}
+
+//--------------------------------------------------------------------------
+// returns whether or not an edge intersects a MinMaxBox. The hit times
+// are returned just as in the ray isect test.
+//--------------------------------------------------------------------------
+int EdgeMinMaxBoxIsect(const float A[3], const float B[3],
+ const float Min[3], const float Max[3],
+ float *InT, float *OutT)
+{
+ float Dir[3] = {B[0]-A[0],B[1]-A[1],B[2]-A[2]};
+ if ( RayMinMaxBoxIsect(A,Dir,Min,Max,InT,OutT) )
+ if (*InT>=0 && *InT<=1) return(1);
+ else if (*OutT>=0 && *OutT<=1) return(1);
+ return(0);
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : minmaxbox.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//=========================================================================
+// minmaxbox.hpp : min-max box routines
+//=========================================================================
+
+void GetMinMaxBoxVerts(const float Min[3], const float Max[3], float V[8][3]);
+
+int RayMinMaxBoxIsect(const float Start[3], const float Dir[3],
+ const float Min[3], const float Max[3],
+ float *InT, float *OutT);
+int EdgeMinMaxBoxIsect(const float A[3], const float B[3],
+ const float Min[3], const float Max[3],
+ float *InT, float *OutT);
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : plane.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//=========================================================================
+// plane.cpp
+//=========================================================================
+
+#include <math.h>
+
+//--------------------------------------------------------------------------
+// Calculates the plane equation coeffients P = [ A B C D ] for the plane
+// equation: Ax+By+Cz+D=0 given three vertices defining the plane. The
+// normalized plane normal (A,B,C) is defined using the right-hand rule.
+//--------------------------------------------------------------------------
+float* PlaneEquation(float P[4],
+ const float p0[3], const float p1[3], const float p2[3])
+{
+ // CALCULATE PLANE NORMAL - FIRST THREE COEFFICIENTS (A,B,C)
+ float u[3], v[3];
+ u[0]=p1[0]-p0[0]; u[1]=p1[1]-p0[1]; u[2]=p1[2]-p0[2];
+ v[0]=p2[0]-p0[0]; v[1]=p2[1]-p0[1]; v[2]=p2[2]-p0[2];
+
+ P[0] = u[1]*v[2] - u[2]*v[1]; // CROSS-PROD BETWEEN u AND v
+ P[1] = u[2]*v[0] - u[0]*v[2]; // DEFINES UNNORMALIZED NORMAL
+ P[2] = u[0]*v[1] - u[1]*v[0];
+
+ float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]); // NORMALIZE NORMAL
+ P[0]/=l; P[1]/=l; P[2]/=l;
+
+ // CALCULATE D COEFFICIENT (USING FIRST PT ON PLANE - p0)
+ P[3] = -(P[0]*p0[0] + P[1]*p0[1] + P[2]*p0[2]);
+
+ return(P);
+}
+
+
+//--------------------------------------------------------------------------
+// Calculates the plane equation coeffients P = [ A B C D ] for the plane
+// equation: Ax+By+Cz+D=0 given an unnormalized normal N to the plane and
+// the distance along the normal to the plane Dist. The dot product between
+// the normalized normal and a point on the plane should equal the distance
+// along the normal to the plane (Dist): Ax+By+Cz=Dist, so D=-Dist.
+//--------------------------------------------------------------------------
+float* PlaneEquation(float P[4], const float N[3], float Dist)
+{
+ // COPY AND NORMALIZE NORMAL
+ P[0]=N[0]; P[1]=N[1]; P[2]=N[2];
+ float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]);
+ P[0]/=l; P[1]/=l; P[2]/=l;
+
+ // CALCULATE D COEFFICIENT
+ P[3]=-Dist;
+
+ return(P);
+}
+
+
+//--------------------------------------------------------------------------
+// Calculates the plane equation coeffients P = [ A B C D ] for the plane
+// equation: Ax+By+Cz+D=0 given an unnormalized normal N to the plane and
+// a point pt on the plane. The dot product between the normalized normal
+// and the point should equal the distance along the normal to the plane,
+// thus equalling negative D.
+//--------------------------------------------------------------------------
+float* PlaneEquation(float P[4], const float N[3], const float pt[3])
+{
+ // COPY AND NORMALIZE NORMAL
+ P[0]=N[0]; P[1]=N[1]; P[2]=N[2];
+ float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]);
+ P[0]/=l; P[1]/=l; P[2]/=l;
+
+ // CALCULATE D COEFFICIENT (USING PT ON PLANE)
+ P[3] = -(P[0]*pt[0] + P[1]*pt[1] + P[2]*pt[2]);
+
+ return(P);
+}
+
+//--------------------------------------------------------------------------
+// Transforms a plane by a 4x4 matrix (col-major order, assumes premult/col vect).
+// The given plane coefficients are altered. The normal (A,B,C) is normalized.
+// see HOFF tech report: "4x4 matrix transformation of the implicit form of the plane"
+//--------------------------------------------------------------------------
+void XformPlane(const float M[16], float P[4])
+{
+ float NewP[4], L2, L;
+ NewP[0] = M[0]*P[0] + M[4]*P[1] + M[8]*P[2];
+ NewP[1] = M[1]*P[0] + M[5]*P[1] + M[9]*P[2];
+ NewP[2] = M[2]*P[0] + M[6]*P[1] + M[10]*P[2];
+ L2 = NewP[0]*NewP[0] + NewP[1]*NewP[1] + NewP[2]*NewP[2];
+ L = (float)sqrt(L2);
+ P[0] = NewP[0] / L;
+ P[1] = NewP[1] / L;
+ P[2] = NewP[2] / L;
+ P[3] = P[3]*L2 - (NewP[0]*M[12] + NewP[1]*M[13] + NewP[2]*M[14]);
+}
+
+//--------------------------------------------------------------------------
+// return 1 if point is "outside" (normal side) of plane, 0 if "inside" or on
+//--------------------------------------------------------------------------
+int PlanePtOutTest(const float P[4], const float Pt[3])
+{
+ return( (P[0]*Pt[0] + P[1]*Pt[1] + P[2]*Pt[2]) > -P[3] );
+}
+
+//--------------------------------------------------------------------------
+// returns -1 inside, 0 on, 1 outside (normal side)
+//--------------------------------------------------------------------------
+int PlanePtInOutTest(const float P[4], const float Pt[3])
+{
+ float DotProd = P[0]*Pt[0] + P[1]*Pt[1] + P[2]*Pt[2];
+ if (DotProd < -P[3]) return(-1);
+ if (DotProd > -P[3]) return(1);
+ return(0);
+}
+
+//--------------------------------------------------------------------------
+// Calculates the "signed" distance of a point from a plane (in units of
+// the normal length, if not normalized). +Dist is on normal dir side of plane.
+//--------------------------------------------------------------------------
+float PlaneDistToPt(const float P[4], const float Pt[3])
+{
+ return( P[0]*Pt[0] + P[1]*Pt[1] + P[2]*Pt[2] + P[3] );
+}
+
+//--------------------------------------------------------------------------
+// returns 1 if ray (Start,Dir) intersects plane, 0 if not
+//--------------------------------------------------------------------------
+int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3])
+{
+ float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
+ float NdotStart = P[0]*Start[0] + P[1]*Start[1] + P[2]*Start[2];
+ if (NdotDir==(float)0) return(0);
+ float t = (-P[3] - NdotStart) / NdotDir;
+ if (t>=0) return(1);
+ return(0);
+}
+
+//--------------------------------------------------------------------------
+// Also computes intersection point, if possible
+//--------------------------------------------------------------------------
+int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3],
+ float IsectPt[3])
+{
+ float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
+ float NdotStart = P[0]*Start[0] + P[1]*Start[1] + P[2]*Start[2];
+ if (NdotDir==(float)0) return(0);
+ float t = (-P[3] - NdotStart) / NdotDir;
+ if (t>=0)
+ {
+ IsectPt[0] = Start[0] + Dir[0]*t;
+ IsectPt[1] = Start[1] + Dir[1]*t;
+ IsectPt[2] = Start[2] + Dir[2]*t;
+ return(1);
+ }
+ return(0);
+}
+
+//--------------------------------------------------------------------------
+// Intersects a line with a plane with normal (0,0,-1) with distance d
+// from the origin. The line is given by position Start and direction Dir.
+//--------------------------------------------------------------------------
+int ZPlaneLineIsect(float d, const float Start[3], const float Dir[3],
+ float IsectPt[3])
+{
+ float NdotDir = -Dir[2];
+ if (NdotDir==(float)0) return(0);
+ float t = (d + Start[2]) / NdotDir;
+ IsectPt[0] = Start[0] + Dir[0]*t;
+ IsectPt[1] = Start[1] + Dir[1]*t;
+ IsectPt[2] = Start[2] + Dir[2]*t;
+ return(1);
+}
+
+//--------------------------------------------------------------------------
+// returns 1 if edge AB intersects plane, 0 if not
+//--------------------------------------------------------------------------
+int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3])
+{
+ float Dir[3] = { B[0]-A[0], B[1]-A[1], B[2]-A[2] };
+ float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
+ float NdotA = P[0]*A[0] + P[1]*A[1] + P[2]*A[2];
+ if (NdotDir==(float)0) return(0);
+ float t = (-P[3] - NdotA) / NdotDir;
+ if (t>=0 && t<=1) return(1);
+ return(0);
+}
+
+//--------------------------------------------------------------------------
+// Also computes intersection point, if possible
+//--------------------------------------------------------------------------
+int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3],
+ float IsectPt[3])
+{
+ float Dir[3] = { B[0]-A[0], B[1]-A[1], B[2]-A[2] };
+ float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
+ float NdotA = P[0]*A[0] + P[1]*A[1] + P[2]*A[2];
+ if (NdotDir==(float)0) return(0);
+ float t = (-P[3] - NdotA) / NdotDir;
+ if (t>=0 && t<=1)
+ {
+ IsectPt[0] = A[0] + Dir[0]*t;
+ IsectPt[1] = A[1] + Dir[1]*t;
+ IsectPt[2] = A[2] + Dir[2]*t;
+ return(1);
+ }
+ return(0);
+}
+
+//---------------------------------------------------------------------------
+// Box (m,M)/ Plane P overlap test.
+// returns type of overlap: 1=OUT (side of normal dir), -1=IN, 0=Overlapping
+// Finds the "closest" and "farthest" points from the plane with respect
+// to the plane normal dir (the "extremes" of the aabb) and tests for overlap.
+// m and M are the Min and Max extents of the AABB.
+//---------------------------------------------------------------------------
+int PlaneMinMaxBoxOverlap(const float P[4], const float m[3], const float M[3])
+{
+ #define SET(v,x,y,z) v[0]=x; v[1]=y; v[2]=z;
+
+ // CALC EXTREME PTS (Neg,Pos) ALONG NORMAL AXIS (Pos in dir of norm, etc.)
+ float Neg[3], Pos[3];
+ if(P[0]>0)
+ if(P[1]>0) { if(P[2]>0) { SET(Pos,M[0],M[1],M[2]); SET(Neg,m[0],m[1],m[2]); }
+ else { SET(Pos,M[0],M[1],m[2]); SET(Neg,m[0],m[1],M[2]); } }
+ else { if(P[2]>0) { SET(Pos,M[0],m[1],M[2]); SET(Neg,m[0],M[1],m[2]); }
+ else { SET(Pos,M[0],m[1],m[2]); SET(Neg,m[0],M[1],M[2]); } }
+ else
+ if(P[1]>0) { if(P[2]>0) { SET(Pos,m[0],M[1],M[2]); SET(Neg,M[0],m[1],m[2]); }
+ else { SET(Pos,m[0],M[1],m[2]); SET(Neg,M[0],m[1],M[2]); } }
+ else { if(P[2]>0) { SET(Pos,m[0],m[1],M[2]); SET(Neg,M[0],M[1],m[2]); }
+ else { SET(Pos,m[0],m[1],m[2]); SET(Neg,M[0],M[1],M[2]); } }
+
+ // CHECK DISTANCE TO PLANE FROM EXTREMAL POINTS TO DETERMINE OVERLAP
+ if (PlaneDistToPt(P,Neg) > 0) return(1);
+ else if (PlaneDistToPt(P,Pos) <= 0) return(-1);
+ return(0);
+}
+
+//---------------------------------------------------------------------------
+// Edge/Planes intersection test. Returns 0 or 1, calcs In-Out "HitTimes"
+// IsectPts can be calculated as:
+// InIsectPt = Start + Dir * InT (if InT>0)
+// OutIsectPt = Start + Dir * OutT (if OutT>0)
+// Planes is defined as: float Planes[n][4] for n planes.
+//---------------------------------------------------------------------------
+int PlanesRayIsect(const float Planes[][4], int NumPlanes,
+ const float Start[3], const float Dir[3],
+ float *InT, float *OutT)
+{
+ *InT=-99999, *OutT=99999; // INIT INTERVAL T-VAL ENDPTS TO -/+ INFINITY
+ float NdotDir, NdotStart; // STORAGE FOR REPEATED CALCS NEEDED FOR NewT CALC
+ float NewT;
+ for (int i=0; i<NumPlanes; i++) // CHECK INTERSECTION AGAINST EACH VF PLANE
+ {
+ NdotDir = Planes[i][0]*Dir[0] + Planes[i][1]*Dir[1] + Planes[i][2]*Dir[2];
+ NdotStart = Planes[i][0]*Start[0] + Planes[i][1]*Start[1] + Planes[i][2]*Start[2];
+ if (NdotDir == 0) // CHECK IF RAY IS PARALLEL TO THE SLAB PLANES
+ {
+ if (NdotStart > -Planes[i][3]) return(0); // IF STARTS "OUTSIDE", NO INTERSECTION
+ }
+ else
+ {
+ NewT = (-Planes[i][3] - NdotStart) / NdotDir; // FIND HIT "TIME" (DISTANCE)
+ if (NdotDir < 0) { if (NewT > *InT) *InT=NewT; } // IF "FRONTFACING", MUST BE NEW IN "TIME"
+ else { if (NewT < *OutT) *OutT=NewT; } // IF "BACKFACING", MUST BE NEW OUT "TIME"
+ }
+ if (*InT > *OutT) return(0); // CHECK FOR EARLY EXITS (INTERSECTION INTERVAL "OUTSIDE")
+ }
+
+ // IF AT LEAST ONE THE Tvals ARE IN THE INTERVAL [0,1] WE HAVE INTERSECTION
+ if (*InT>=0 || *OutT>=0) return(1);
+ return(0);
+}
+
+//--------------------------------------------------------------------------
+// returns whether or not an edge AB intersects a set of planes. The hit
+// times are returned just as in the ray isect test.
+//--------------------------------------------------------------------------
+int PlanesEdgeIsect(const float Planes[][4], int NumPlanes,
+ const float A[3], const float B[3],
+ float *InT, float *OutT)
+{
+ float Dir[3] = {B[0]-A[0],B[1]-A[1],B[2]-A[2]};
+ if ( PlanesRayIsect(Planes,NumPlanes,A,Dir,InT,OutT) )
+ if (*InT>=0 && *InT<=1) return(1);
+ else if (*OutT>=0 && *OutT<=1) return(1);
+ return(0);
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : plane.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//=========================================================================
+// plane.hpp
+//=========================================================================
+
+// PLANE EQUATION COEFFICIENT GENERATION FUNCTIONS
+float* PlaneEquation(float P[4],
+ const float p0[3], const float p1[3], const float p2[3]);
+float* PlaneEquation(float P[4], const float N[3], float Dist);
+float* PlaneEquation(float P[4], const float N[3], const float pt[3]);
+
+int PlanePtOutTest(const float P[4], const float Pt[3]);
+int PlanePtInOutTest(const float P[4], const float Pt[3]);
+float PlaneDistToPt(const float P[4], const float Pt[3]);
+
+int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3]);
+int PlaneRayIsect(const float P[4], const float Start[3], const float Dir[3],
+ float IsectPt[3]);
+int ZPlaneLineIsect(float d, const float Start[3], const float Dir[3],
+ float IsectPt[3]);
+int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3]);
+int PlaneEdgeIsect(const float P[4], const float A[3], const float B[3],
+ float IsectPt[3]);
+
+void XformPlane(const float M[16], float P[4]);
+
+int PlaneMinMaxBoxOverlap(const float P[4], const float m[3],
+ const float M[3]);
+
+int PlanesRayIsect(const float Planes[][4], int NumPlanes,
+ const float Start[3], const float Dir[3],
+ float *InT, float *OutT);
+int PlanesEdgeIsect(const float Planes[][4], int NumPlanes,
+ const float A[3], const float B[3],
+ float *InT, float *OutT);
--- /dev/null
+//------------------------------------------------------------------------------
+// File : quat.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+/**************************************************************************
+
+ quat.hpp
+
+ A quaternion template class
+
+ ---------------------------------------------------------------------
+
+ Feb 1998, Paul Rademacher (rademach@cs.unc.edu)
+
+ Modification History:
+ - Oct 2000, Bill Baxter. Adapted to GLVU coding conventions and
+ templetized. Also implemented many methods that were declared but
+ not defined. Added some methods from quatlib and other sources.
+
+**************************************************************************/
+
+#ifndef _QUAT_H_
+#define _QUAT_H_
+
+#include "vec3f.hpp"
+#include "mat44.hpp"
+#include "mat33.hpp"
+
+/****************************************************************
+* Quaternion *
+****************************************************************/
+
+template <class Type>
+class Quat
+{
+public:
+ typedef Vec3<Type> qvec;
+
+ Type s; /* scalar component */
+ qvec v; /* quat vector component */
+
+ /* Constructors */
+
+ Quat(void);
+ Quat(Type s, Type x, Type y, Type z);
+ Quat(Type x, Type y, Type z); // s=0
+ Quat(Type s, const qvec& v);
+ Quat(const qvec& v, Type s = 0.0);
+ Quat(const Type *d); /* copy from four-element Type array s,x,y,z */
+ Quat(const Quat &q); /* copy from other Quat */
+
+ /* Setters */
+
+ void Set( Type x, Type y, Type z );
+ void Set( Type s, Type x, Type y, Type z );
+ void Set( Type s, const qvec& v );
+ void Set( const qvec& v, Type s=0 );
+
+ /* Operators */
+
+ Quat &operator = ( const Quat &v ); /* assignment of a Quat */
+ Quat &operator += ( const Quat &v ); /* incrementation by a Quat */
+ Quat &operator -= ( const Quat &v ); /* decrementation by a Quat */
+ Quat &operator *= ( const Type d ); /* multiplication by a scalar */
+ Quat &operator *= ( const Quat &v ); /* quat product (this*v) */
+ Quat &operator /= ( const Type d ); /* division by a scalar */
+ Type &operator [] ( int i); /* indexing s=0,x=1,y=2,z=3 */
+
+ /* special functions */
+
+ Type Length(void) const; /* length of a Quat */
+ Type LengthSqr(void) const; /* squared length of a Quat */
+ Type Norm(void) const; /* also squared length of a Quat */
+ Quat &Normalize(void); /* normalize a Quat */
+ Quat &Invert(void); /* q = q^-1 */
+ Quat &Conjugate(void); /* q = q* */
+ qvec Xform( const qvec &v ) const; /* q*v*q-1 */
+ Quat &Log(void); /* log(q) */
+ Quat &Exp(void); /* exp(q) */
+ qvec GetAxis( void ) const; /* Get rot axis */
+ Type GetAngle( void ) const; /* Get rot angle (radians) */
+ void SetAngle( Type rad_ang ); /* set rot angle (radians) */
+ void ScaleAngle( Type f ); /* scale rot angle */
+ void Print( ) const; /* print Quat */
+
+ /* Conversions */
+ Mat44<Type>& ToMat( Mat44<Type> &dest ) const; /* to 4x4 matrix */
+ Mat33<Type>& ToMat( Mat33<Type> &dest ) const; /* to 3x3 matrix */
+ Quat& FromMat( const Mat44<Type>& src ); /* from 4x4 rot matrix */
+ Quat& FromMat( const Mat33<Type>& src ); /* from 3x3 rot matrix */
+
+ void ToAngleAxis( Type &ang, qvec &ax ) const; /* to rot angle AND axis */
+ Quat& FromAngleAxis( Type ang, const qvec &ax );/*from rot angle AND axis */
+ Quat& FromTwoVecs(const qvec &a, const qvec& b); /* quat from a to b */
+ // to/from Euler Angles (XYZ-Fixed/ZYX-Relative, angles in radians)
+ // See quatimpl.hpp for more detailed comments.
+ Quat& FromEuler( Type yaw_Z, Type pitch_Y, Type roll_X);
+ void ToEuler(Type &yaw_Z, Type &pitch_Y, Type &roll_X) const;
+
+
+ // HELPERS
+ static Type DEG2RAD(Type d);
+ static Type RAD2DEG(Type d);
+ static Type Sin(double d);
+ static Type Cos(double d);
+ static Type ACos(double d);
+ static Type ASin(double d);
+ static Type ATan(double d);
+ static Type ATan2(double n, double d);
+
+ // CONSTANTS
+ static Type FUDGE();
+ static Quat ZERO();
+ static Quat IDENTITY();
+};
+
+/* Utility functions */
+template <class Type>
+Quat<Type>& QuatSlerp(
+ Quat<Type> &dest, const Quat<Type>& from, const Quat<Type>& to, Type t );
+template <class Type>
+Quat<Type> QuatSlerp(const Quat<Type>& from, const Quat<Type>& to, Type t );
+
+/* "Friends" */
+template <class Type>
+Quat<Type> operator -(const Quat<Type> &v); // -q1
+template <class Type>
+Quat<Type> operator +(const Quat<Type> &a, const Quat<Type> &b); // q1 + q2
+template <class Type>
+Quat<Type> operator -(const Quat<Type> &a, const Quat<Type> &b); // q1 - q2
+template <class Type>
+Quat<Type> operator *(const Quat<Type> &a, const Type d); // q1 * 3.0
+template <class Type>
+Quat<Type> operator *(const Type d, const Quat<Type> &a); // 3.0 * q1
+template <class Type>
+Quat<Type> operator *(const Quat<Type> &a, const Quat<Type> &b); // q1 * q2
+template <class Type>
+Quat<Type> operator /(const Quat<Type> &a, const Type d); // q1 / 3.0
+template <class Type>
+bool operator ==(const Quat<Type> &a, const Quat<Type> &b); // q1 == q2 ?
+template <class Type>
+bool operator !=(const Quat<Type> &a, const Quat<Type> &b); // q1 != q2 ?
+
+
+
+#include "quatimpl.hpp"
+
+
+
+typedef Quat<float> Quatf;
+typedef Quat<double> Quatd;
+
+#endif
--- /dev/null
+//------------------------------------------------------------------------------
+// File : quatimpl.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+/***********************************************************************
+
+ quatimpl.hpp
+
+ A quaternion template class
+
+ -------------------------------------------------------------------
+
+ Feb 1998, Paul Rademacher (rademach@cs.unc.edu)
+ Oct 2000, Bill Baxter
+
+ Modification History:
+ - See main header file, quat.hpp
+
+************************************************************************/
+
+#include "quat.hpp"
+#include <math.h>
+#include <assert.h>
+
+
+//============================================================================
+// CONSTRUCTORS
+//============================================================================
+
+template <class Type>
+Quat<Type>::Quat( void )
+{
+ // do nothing so default construction is fast
+}
+
+template <class Type>
+Quat<Type>::Quat( Type _s, Type x, Type y, Type z )
+{
+ s = _s;
+ v.Set( x, y, z );
+}
+template <class Type>
+Quat<Type>::Quat( Type x, Type y, Type z )
+{
+ s = 0.0;
+ v.Set( x, y, z );
+}
+
+template <class Type>
+Quat<Type>::Quat( const qvec& _v, Type _s )
+{
+ Set( _v, _s );
+}
+
+template <class Type>
+Quat<Type>::Quat( Type _s, const qvec& _v )
+{
+ Set( _v, _s );
+}
+
+
+template <class Type>
+Quat<Type>::Quat( const Type *d )
+{
+ s = *d++;
+ v.Set(d);
+}
+
+template <class Type>
+Quat<Type>::Quat( const Quat &q )
+{
+ s = q.s;
+ v = q.v;
+}
+
+//============================================================================
+// SETTERS
+//============================================================================
+
+template <class Type>
+void Quat<Type>::Set( Type _s, Type x, Type y, Type z )
+{
+ s = _s;
+ v.Set(x,y,z);
+}
+template <class Type>
+void Quat<Type>::Set( Type x, Type y, Type z )
+{
+ s = 0.0;
+ v.Set(x,y,z);
+}
+
+template <class Type>
+void Quat<Type>::Set( const qvec& _v, Type _s )
+{
+ s = _s;
+ v = _v;
+}
+template <class Type>
+void Quat<Type>::Set( Type _s, const qvec& _v )
+{
+ s = _s;
+ v = _v;
+}
+
+
+//============================================================================
+// OPERATORS
+//============================================================================
+
+template <class Type>
+Quat<Type>& Quat<Type>::operator = (const Quat& q)
+{
+ v = q.v; s = q.s; return *this;
+}
+
+template <class Type>
+Quat<Type>& Quat<Type>::operator += ( const Quat &q )
+{
+ v += q.v; s += q.s; return *this;
+}
+
+template <class Type>
+Quat<Type>& Quat<Type>::operator -= ( const Quat &q )
+{
+ v -= q.v; s -= q.s; return *this;
+}
+
+template <class Type>
+Quat<Type> &Quat<Type>::operator *= ( const Type d )
+{
+ v *= d; s *= d; return *this;
+}
+
+template <class Type>
+Quat<Type> &Quat<Type>::operator *= ( const Quat& q )
+{
+#if 0
+ // Quaternion multiplication with
+ // temporary object construction minimized (hopefully)
+ Type ns = s*q.s - v*q.v;
+ qvec nv(v^q.v);
+ v *= q.s;
+ v += nv;
+ nv.Set(s*q.v);
+ v += nv;
+ s = ns;
+ return *this;
+#else
+ // optimized (12 mults, and no compiler-generated temp objects)
+ Type A, B, C, D, E, F, G, H;
+
+ A = (s + v.x)*(q.s + q.v.x);
+ B = (v.z - v.y)*(q.v.y - q.v.z);
+ C = (s - v.x)*(q.v.y + q.v.z);
+ D = (v.y + v.z)*(q.s - q.v.x);
+ E = (v.x + v.z)*(q.v.x + q.v.y);
+ F = (v.x - v.z)*(q.v.x - q.v.y);
+ G = (s + v.y)*(q.s - q.v.z);
+ H = (s - v.y)*(q.s + q.v.z);
+
+ v.x = A - (E + F + G + H) * Type(0.5);
+ v.y = C + (E - F + G - H) * Type(0.5);
+ v.z = D + (E - F - G + H) * Type(0.5);
+ s = B + (-E - F + G + H) * Type(0.5);
+
+ return *this;
+#endif
+}
+
+template <class Type>
+Quat<Type> &Quat<Type>::operator /= ( const Type d )
+{
+ Type r = Type(1.0)/d;
+ v *= r;
+ s *= r;
+ return *this;
+}
+
+template <class Type>
+Type &Quat<Type>::operator [] ( int i)
+{
+ switch (i) {
+ case 0: return s;
+ case 1: return v.x;
+ case 2: return v.y;
+ case 3: return v.z;
+ }
+ assert(false);
+ return s;
+}
+
+//============================================================================
+// SPECIAL FUNCTIONS
+//============================================================================
+template <class Type>
+inline Type Quat<Type>::Length( void ) const
+{
+ return Type( sqrt( v*v + s*s ) );
+}
+
+template <class Type>
+inline Type Quat<Type>::LengthSqr( void ) const
+{
+ return Norm();
+}
+
+template <class Type>
+inline Type Quat<Type>::Norm( void ) const
+{
+ return v*v + s*s;
+}
+
+template <class Type>
+inline Quat<Type>& Quat<Type>::Normalize( void )
+{
+ *this *= Type(1.0) / Type(sqrt(v*v + s*s));
+ return *this;
+}
+
+template <class Type>
+inline Quat<Type>& Quat<Type>::Invert( void )
+{
+ Type scale = Type(1.0)/Norm();
+ v *= -scale;
+ s *= scale;
+ return *this;
+}
+
+template <class Type>
+inline Quat<Type>& Quat<Type>::Conjugate( void )
+{
+ v.x = -v.x;
+ v.y = -v.y;
+ v.z = -v.z;
+ return *this;
+}
+
+
+//----------------------------------------------------------------------------
+// Xform
+//----------------------------------------------------------------------------
+// Transform a vector by this quaternion using q * v * q^-1
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type>::qvec Quat<Type>::Xform( const qvec &vec ) const
+{
+ /* copy vector into temp quaternion for multiply */
+ Quat vecQuat(vec);
+ /* invert multiplier */
+ Quat inverse(*this);
+ inverse.Invert();
+
+ /* do q * vec * q(inv) */
+ Quat tempVecQuat(*this * vecQuat);
+ tempVecQuat *= inverse;
+
+ /* return vector part */
+ return tempVecQuat.v;
+}
+
+//----------------------------------------------------------------------------
+// Log
+//----------------------------------------------------------------------------
+// Natural log of quat
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type> &Quat<Type>::Log(void)
+{
+ Type theta, scale;
+
+ scale = v.Length();
+ theta = ATan2(scale, s);
+
+ if (scale > 0.0)
+ scale = theta/scale;
+
+ v *= scale;
+ s = 0.0;
+ return *this;
+}
+
+//----------------------------------------------------------------------------
+// Exp
+//----------------------------------------------------------------------------
+// e to the quat: e^quat
+// -- assuming scalar part 0
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type> &Quat<Type>::Exp(void)
+{
+ Type scale;
+ Type theta = v.Length();
+
+ if (theta > FUDGE()) {
+ scale = Sin(theta)/theta ;
+ v *= scale;
+ }
+
+ s = Cos(theta) ;
+ return *this;
+}
+
+
+//----------------------------------------------------------------------------
+// SetAngle (radians)
+//----------------------------------------------------------------------------
+template <class Type>
+void Quat<Type>::SetAngle( Type f )
+{
+ qvec axis(GetAxis());
+ f *= Type(0.5);
+ s = Cos( f );
+ v = axis * Sin( f );
+}
+
+//----------------------------------------------------------------------------
+// ScaleAngle
+//----------------------------------------------------------------------------
+template <class Type>
+inline void Quat<Type>::ScaleAngle( Type f )
+{
+ SetAngle( f * GetAngle() );
+}
+
+//----------------------------------------------------------------------------
+// GetAngle (radians)
+//----------------------------------------------------------------------------
+// get rot angle in radians. Assumes s is between -1 and 1, which will always
+// be the case for unit quaternions.
+//----------------------------------------------------------------------------
+template <class Type>
+inline Type Quat<Type>::GetAngle( void ) const
+{
+ return ( Type(2.0) * ACos( s ) );
+}
+
+//----------------------------------------------------------------------------
+// GetAxis
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type>::qvec Quat<Type>::GetAxis( void ) const
+{
+ Type scale;
+
+ scale = Sin( acos( s ) ) ;
+ if ( scale < FUDGE() && scale > -FUDGE() )
+ return qvec( 0.0, 0.0, 0.0 );
+ else
+ return v / scale;
+}
+
+//----------------------------------------------------------------------------
+// Print
+//----------------------------------------------------------------------------
+template <class Type>
+inline void Quat<Type>::Print( ) const
+{
+ printf( "(%3.2f, <%3.2f %3.2f %3.2f>)\n", s, v.x, v.y, v.z );
+}
+
+
+//============================================================================
+// CONVERSIONS
+//============================================================================
+
+template <class Type>
+Mat44<Type>& Quat<Type>::ToMat( Mat44<Type>& dest ) const
+{
+ Type t, xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
+ qvec a, c, b, d;
+
+ t = Type(2.0) / (v*v + s*s);
+ const Type ONE(1.0);
+
+ xs = v.x*t; ys = v.y*t; zs = v.z*t;
+ wx = s*xs; wy = s*ys; wz = s*zs;
+ xx = v.x*xs; xy = v.x*ys; xz = v.x*zs;
+ yy = v.y*ys; yz = v.y*zs; zz = v.z*zs;
+
+ dest.Set( ONE-(yy+zz), xy-wz, xz+wy, 0.0,
+ xy+wz, ONE-(xx+zz), yz-wx, 0.0,
+ xz-wy, yz+wx, ONE-(xx+yy), 0.0,
+ 0.0, 0.0, 0.0, ONE );
+
+ return dest;
+}
+
+template <class Type>
+Mat33<Type>& Quat<Type>::ToMat( Mat33<Type>& dest ) const
+{
+ Type t, xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
+ qvec a, c, b, d;
+
+ t = Type(2.0) / Norm();
+ const Type ONE(1.0);
+
+ xs = v.x*t; ys = v.y*t; zs = v.z*t;
+ wx = s*xs; wy = s*ys; wz = s*zs;
+ xx = v.x*xs; xy = v.x*ys; xz = v.x*zs;
+ yy = v.y*ys; yz = v.y*zs; zz = v.z*zs;
+
+ dest.Set( ONE-(yy+zz), xy-wz, xz+wy,
+ xy+wz, ONE-(xx+zz), yz-wx,
+ xz-wy, yz+wx, ONE-(xx+yy) );
+
+ return dest;
+}
+
+//----------------------------------------------------------------------------
+// FromMat
+//----------------------------------------------------------------------------
+// Convert rotation matrix to quaternion
+// Results will be bad if matrix is not (very close to) orthonormal
+// Modified from gamasutra.com article:
+// http://www.gamasutra.com/features/programming/19980703/quaternions_07.htm
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type>& Quat<Type>::FromMat( const Mat44<Type>& m )
+{
+ Type tr = m.Trace();
+
+ // check the diagonal
+ if (tr > 0.0) {
+ Type scale = Type( sqrt (tr) );
+ s = scale * Type(0.5);
+ scale = Type(0.5) / scale;
+ v.x = (m(1,2) - m(2,1)) * scale;
+ v.y = (m(2,0) - m(0,2)) * scale;
+ v.z = (m(0,1) - m(1,0)) * scale;
+ } else {
+ // diagonal is negative or zero
+ int i, j, k;
+ i = 0;
+ if (m(1,1) > m(0,0)) i = 1;
+ if (m(2,2) > m(i,i)) i = 2;
+ int nxt[3] = {1, 2, 0};
+ j = nxt[i];
+ k = nxt[j];
+
+ Type scale = Type( sqrt (Type(1.0) + m(i,i) - (m(j,j) + m(k,k)) ) );
+
+ v[i] = scale * Type(0.5);
+
+ if (scale != 0.0) scale = Type(0.5) / scale;
+
+ s = (m(j,k) - m(k,j)) * scale;
+ v[j] = (m(i,j) + m(j,i)) * scale;
+ v[k] = (m(i,k) + m(k,i)) * scale;
+ }
+ return *this;
+}
+
+template <class Type>
+Quat<Type>& Quat<Type>::FromMat( const Mat33<Type>& m )
+{
+ Type tr = m.Trace();
+
+ // check the diagonal
+ if (tr > 0.0) {
+ Type scale = Type( sqrt (tr + Type(1.0)) );
+ s = scale * Type(0.5);
+ scale = Type(0.5) / scale;
+ v.x = (m(1,2) - m(2,1)) * scale;
+ v.y = (m(2,0) - m(0,2)) * scale;
+ v.z = (m(0,1) - m(1,0)) * scale;
+ } else {
+ // diagonal is negative or zero
+ int i, j, k;
+ i = 0;
+ if (m(1,1) > m(0,0)) i = 1;
+ if (m(2,2) > m(i,i)) i = 2;
+ int nxt[3] = {1, 2, 0};
+ j = nxt[i];
+ k = nxt[j];
+
+ Type scale = Type( sqrt (Type(1.0) + m(i,i) - (m(j,j) + m(k,k)) ) );
+
+ v[i] = scale * Type(0.5);
+
+ if (scale != 0.0) scale = Type(0.5) / scale;
+
+ s = (m(j,k) - m(k,j)) * scale;
+ v[j] = (m(i,j) + m(j,i)) * scale;
+ v[k] = (m(i,k) + m(k,i)) * scale;
+ }
+ return *this;
+}
+
+//----------------------------------------------------------------------------
+// ToAngleAxis (radians)
+//----------------------------------------------------------------------------
+// Convert to angle & axis representation
+//----------------------------------------------------------------------------
+template <class Type>
+void Quat<Type>::ToAngleAxis( Type &angle, qvec &axis ) const
+{
+ Type cinv = ACos( s );
+ angle = Type(2.0) * cinv;
+
+ Type scale;
+
+ scale = Sin( cinv );
+ if ( scale < FUDGE() && scale > -FUDGE() )
+ axis = qvec::ZERO;
+ else {
+ axis = v;
+ axis /= scale;
+ }
+}
+
+//----------------------------------------------------------------------------
+// FromAngleAxis (radians)
+//----------------------------------------------------------------------------
+// Convert to quat from angle & axis representation
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type>& Quat<Type>::FromAngleAxis( Type angle, const qvec &axis )
+{
+ /* normalize vector */
+ Type length = axis.Length();
+
+ /* if zero vector passed in, just set to identity quaternion */
+ if ( length < FUDGE() )
+ {
+ *this = IDENTITY();
+ return *this;
+ }
+ length = Type(1.0)/length;
+ angle *= 0.5;
+ v = axis;
+ v *= length;
+ v *= Sin(angle);
+
+ s = Cos(angle);
+ return *this;
+}
+
+//----------------------------------------------------------------------------
+// FromTwoVecs
+//----------------------------------------------------------------------------
+// Return the quat that rotates vector a into vector b
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type>& Quat<Type>::FromTwoVecs(const qvec &a, const qvec& b)
+{
+ qvec u1(a);
+ qvec u2(b);
+ double theta ; /* angle of rotation about axis */
+ double theta_complement ;
+ double crossProductMagnitude ;
+
+
+ // Normalize both vectors and take cross product to get rotation axis.
+ u1.Normalize();
+ u2.Normalize();
+ qvec axis( u1 ^ u2 );
+
+
+ // | u1 X u2 | = |u1||u2|sin(theta)
+ //
+ // Since u1 and u2 are normalized,
+ //
+ // theta = arcsin(|axis|)
+ crossProductMagnitude = axis.Length();
+
+ // Occasionally, even though the vectors are normalized, the
+ // magnitude will be calculated to be slightly greater than one. If
+ // this happens, just set it to 1 or asin() will barf.
+ if( crossProductMagnitude > Type(1.0) )
+ crossProductMagnitude = Type(1.0) ;
+
+ // Take arcsin of magnitude of rotation axis to compute rotation
+ // angle. Since crossProductMagnitude=[0,1], we will have
+ // theta=[0,pi/2].
+ theta = ASin( crossProductMagnitude ) ;
+ theta_complement = Type(3.14159265358979323846) - theta ;
+
+ // If cos(theta) < 0, use complement of theta as rotation angle.
+ if( u1 * u2 < 0.0 )
+ {
+ double tmp = theta;
+ theta = theta_complement ;
+ theta_complement = tmp;
+ }
+
+ // if angle is 0, just return identity quaternion
+ if( theta < FUDGE() )
+ {
+ *this = IDENTITY();
+ }
+ else
+ {
+ if( theta_complement < FUDGE() )
+ {
+ // The two vectors are opposed. Find some arbitrary axis vector.
+ // First try cross product with x-axis if u1 not parallel to x-axis.
+ if( (u1.y*u1.y + u1.z*u1.z) >= FUDGE() )
+ {
+ axis.Set( 0.0, u1.z, -u1.y ) ;
+ }
+ else
+ {
+ // u1 is parallel to to x-axis. Use z-axis as axis of rotation.
+ axis.Set(0.0, 0.0, 1.0);
+ }
+ }
+
+ axis.Normalize();
+ FromAngleAxis(Type(theta), axis);
+ Normalize();
+ }
+ return *this;
+}
+
+//----------------------------------------------------------------------------
+// FromEuler
+//----------------------------------------------------------------------------
+// converts 3 euler angles (in radians) to a quaternion
+//
+// angles are in radians; Assumes roll is rotation about X, pitch is
+// rotation about Y, yaw is about Z. (So thinking of
+// Z as up) Assumes order of yaw, pitch, roll applied as follows:
+//
+// p' = roll( pitch( yaw(p) ) )
+//
+// Where yaw, pitch, and roll are defined in the BODY coordinate sys.
+// In other words these are ZYX-relative (or XYZ-fixed) Euler Angles.
+//
+// For a complete Euler angle implementation that handles all 24 angle
+// sets, see "Euler Angle Conversion" by Ken Shoemake, in "Graphics
+// Gems IV", Academic Press, 1994
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type>& Quat<Type>::FromEuler(Type yaw, Type pitch, Type roll)
+{
+ Type cosYaw, sinYaw, cosPitch, sinPitch, cosRoll, sinRoll;
+ Type half_roll, half_pitch, half_yaw;
+
+ /* put angles into radians and divide by two, since all angles in formula
+ * are (angle/2)
+ */
+ const Type HALF(0.5);
+ half_yaw = yaw * HALF;
+ half_pitch = pitch * HALF;
+ half_roll = roll * HALF;
+
+ cosYaw = Cos(half_yaw);
+ sinYaw = Sin(half_yaw);
+
+ cosPitch = Cos(half_pitch);
+ sinPitch = Sin(half_pitch);
+
+ cosRoll = Cos(half_roll);
+ sinRoll = Sin(half_roll);
+
+ Type cpcy = cosPitch * cosYaw;
+ Type spsy = sinPitch * sinYaw;
+
+ v.x = sinRoll * cpcy - cosRoll * spsy;
+ v.y = cosRoll * sinPitch * cosYaw + sinRoll * cosPitch * sinYaw;
+ v.z = cosRoll * cosPitch * sinYaw - sinRoll * sinPitch * cosYaw;
+ s = cosRoll * cpcy + sinRoll * spsy;
+
+ return *this;
+}
+
+//----------------------------------------------------------------------------
+// ToEuler
+//----------------------------------------------------------------------------
+// converts a quaternion to 3 euler angles (in radians)
+//
+// See FromEuler for details of which set of Euler Angles are returned
+//----------------------------------------------------------------------------
+template <class Type>
+void Quat<Type>::ToEuler(Type& yaw, Type& pitch, Type& roll) const
+{
+ // This is probably wrong
+ Mat33<Type> M;
+ ToMat(M);
+ const int i = 0, j = 1, k = 2;
+ double cy = sqrt(M(i,i)*M(i,i) + M(i,j)*M(i,j));
+ if (cy > FUDGE()) {
+ roll = ATan2(M(j,k), M(k,k));
+ pitch = ATan2(-M(i,k), cy);
+ yaw = ATan2(M(i,j), M(i,i));
+ } else {
+ roll = ATan2(-M(k,j), M(j,j));
+ pitch = ATan2(-M(i,k), cy);
+ yaw = 0;
+ }
+}
+
+//============================================================================
+// QUAT FRIENDS
+//============================================================================
+
+
+template <class Type>
+Quat<Type> operator + (const Quat<Type> &a, const Quat<Type> &b)
+{
+ return Quat<Type>( a.s+b.s, a.v+b.v );
+}
+
+template <class Type>
+Quat<Type> operator - (const Quat<Type> &a, const Quat<Type> &b)
+{
+ return Quat<Type>( a.s-b.s, a.v-b.v );
+}
+
+template <class Type>
+Quat<Type> operator - (const Quat<Type> &a )
+{
+ return Quat<Type>( -a.s, -a.v );
+}
+
+template <class Type>
+Quat<Type> operator * ( const Quat<Type> &a, const Quat<Type> &b)
+{
+#if 0
+ // 16 mults
+ return Quat<Type>( a.s*b.s - a.v*b.v, a.s*b.v + b.s*a.v + a.v^b.v );
+#else
+ // optimized (12 mults, and no compiler-generated temp objects)
+ Type A, B, C, D, E, F, G, H;
+
+ A = (a.s + a.v.x)*(b.s + b.v.x);
+ B = (a.v.z - a.v.y)*(b.v.y - b.v.z);
+ C = (a.s - a.v.x)*(b.v.y + b.v.z);
+ D = (a.v.y + a.v.z)*(b.s - b.v.x);
+ E = (a.v.x + a.v.z)*(b.v.x + b.v.y);
+ F = (a.v.x - a.v.z)*(b.v.x - b.v.y);
+ G = (a.s + a.v.y)*(b.s - b.v.z);
+ H = (a.s - a.v.y)*(b.s + b.v.z);
+
+ return Quat<Type>(
+ B + (-E - F + G + H) * Type(0.5),
+ A - (E + F + G + H) * Type(0.5),
+ C + (E - F + G - H) * Type(0.5),
+ D + (E - F - G + H) * Type(0.5));
+#endif
+}
+
+template <class Type>
+Quat<Type> operator * ( const Quat<Type> &a, const Type t)
+{
+ return Quat<Type>( a.v * t, a.s * t );
+}
+
+template <class Type>
+Quat<Type> operator * ( const Type t, const Quat<Type> &a )
+{
+ return Quat<Type>( a.v * t, a.s * t );
+}
+template <class Type>
+Quat<Type> operator / ( const Quat<Type> &a, const Type t )
+{
+ return Quat<Type>( a.v / t, a.s / t );
+}
+
+template <class Type>
+bool operator == (const Quat<Type> &a, const Quat<Type> &b)
+{
+ return (a.s == b.s && a.v == b.v);
+}
+template <class Type>
+bool operator != (const Quat<Type> &a, const Quat<Type> &b)
+{
+ return (a.s != b.s || a.v != b.v);
+}
+
+
+//============================================================================
+// UTILS
+//============================================================================
+template <class Type>
+inline Type Quat<Type>::DEG2RAD(Type d)
+{
+ return d * Type(0.0174532925199432957692369076848861);
+}
+template <class Type>
+inline Type Quat<Type>::RAD2DEG(Type d)
+{
+ return d * Type(57.2957795130823208767981548141052);
+}
+
+template <class Type>
+inline Type Quat<Type>::Sin(double d) { return Type(sin(d)); }
+template <class Type>
+inline Type Quat<Type>::Cos(double d) { return Type(cos(d)); }
+template <class Type>
+inline Type Quat<Type>::ACos(double d) { return Type(acos(d)); }
+template <class Type>
+inline Type Quat<Type>::ASin(double d) { return Type(asin(d)); }
+template <class Type>
+inline Type Quat<Type>::ATan(double d) { return Type(atan(d)); }
+template <class Type>
+inline Type Quat<Type>::ATan2(double n, double d) {return Type(atan2(n,d));}
+
+template <class Type>
+inline Quat<Type> Quat<Type>::ZERO() {return Quat(0,0,0,0); }
+template <class Type>
+inline Quat<Type> Quat<Type>::IDENTITY() {return Quat(1,0,0,0); }
+
+template<class Type>
+inline Type Quat<Type>::FUDGE() { return 1e-6; }
+template<>
+inline double Quat<double>::FUDGE() { return 1e-10; }
+
+//----------------------------------------------------------------------------
+// QuatSlerp
+//----------------------------------------------------------------------------
+template <class Type>
+Quat<Type>& QuatSlerp(
+ Quat<Type> &dest,
+ const Quat<Type> &from, const Quat<Type> &to, Type t )
+{
+#if 0
+ // compact mathematical version
+ // exp(t*log(to*from^-1))*from
+ Quat<Type> fminv(from);
+ Quat<Type> tofrom(to*fminv.Invert());
+ Quat<Type> slerp = t*tofrom.Log();
+ slerp.Exp();
+ slerp *= from;
+ return slerp;
+#endif
+ Quat<Type> to1;
+ double omega, cosom, sinom, scale0, scale1;
+
+ /* calculate cosine */
+ cosom = from.v * to.v + from.s + to.s;
+
+ /* Adjust signs (if necessary) so we take shorter path */
+ if ( cosom < 0.0 ) {
+ cosom = -cosom;
+ to1 = -to;
+ }
+ else
+ {
+ to1 = to;
+ }
+
+ /* Calculate coefficients */
+ if ((1.0 - cosom) > Quat<Type>::FUDGE ) {
+ /* standard case (slerp) */
+ omega = acos( cosom );
+ sinom = sin( omega );
+ scale0 = sin((1.0 - t) * omega) / sinom;
+ scale1 = sin(t * omega) / sinom;
+ }
+ else {
+ /* 'from' and 'to' are very close - just do linear interpolation */
+ scale0 = 1.0 - t;
+ scale1 = t;
+ }
+
+ dest = from;
+ dest *= Type(scale0);
+ dest += Type(scale1) * to1;
+ return dest;
+}
+
+// This version creates more temporary objects
+template <class Type>
+inline Quat<Type> QuatSlerp(
+ const Quat<Type>& from, const Quat<Type>& to, Type t )
+{
+ Quat<Type> q;
+ return QuatSlerp(q, from, to, t);
+}
+
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : quattest.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//----------------------------------------------------------------------------
+// Quattest.cpp
+// Quaternion coverage (and maybe functionality) test.
+// The main objective is to just make sure every API gets called
+// to flush out lurking template bugs that might not otherwise get tickled.
+// A few checks to make sure things are functioning properly are also
+// included.
+//
+// For the API coverage, if the thing simply compiles then it was a success.
+//----------------------------------------------------------------------------
+
+
+#include "quat.hpp"
+
+void coverage_test()
+{
+ float x = 0.5f, y = 1.1f, z = -0.1f, s = 0.2f;
+ // TEST CONSTRUCTORS
+ Quatf q1;
+ Quatf q2 = Quatf(x, y, z, s);
+ Quatf q3(x, y, z);
+ Quatf q4(Vec3f(1,2,3));
+ Quatf q5(Vec3f(2,3,4), 2.0);
+ Quatf q6(1.0, Vec3f(-1,-2,-3));
+ float floatarray[4] = { 1, 2, 3, 4 };
+ Quatf q7(floatarray);
+ Quatf q8(q7);
+
+ // TEST SETTERS
+ q1.Set(1,2,3);
+ q2.Set(1,2,3,4);
+ q3.Set(Vec3f(1.0,1.0,1.0));
+ q3.Set(Vec3f(1.0,1.0,1.0),-0.5);
+
+ // TEST OPERATORS
+ // Quat &operator = ( const Quat &v ); /* assignment of a Quat */
+ q4 = q6;
+ // Quat &operator += ( const Quat &v ); /* incrementation by a Quat */
+ q3 += q2;
+ // Quat &operator -= ( const Quat &v ); /* decrementation by a Quat */
+ q3 -= q2;
+ // Quat &operator *= ( const Type d ); /* multiplication by a scalar */
+ q4 *= 0.5f;
+ // Quat &operator *= ( const Quat &v ); /* quat product (this*v) */
+ q2 *= q1;
+ // Quat &operator /= ( const Type d ); /* division by a scalar */
+ q5 /= 2.0f;
+ // Type &operator [] ( int i); /* indexing x=0, s=3 */
+ float c0 = q1[0];
+ float c1 = q1[1];
+ float c2 = q1[2];
+ float c3 = q1[3];
+
+ // TEST SPECIAL FUNCTIONS
+
+ // Type Length(void) const; /* length of a Quat */
+ float l = q4.Length();
+ // Type LengthSqr(void) const; /* squared length of a Quat */
+ l = q4.LengthSqr();
+ // Type LengthSqr(void) const; /* squared length of a Quat */
+ l = q4.Norm();
+ // Quat &Normalize(void); /* normalize a Quat */
+ Quatf q9 = q4.Normalize();
+ // Quat &Invert(void); /* q = q^-1 */
+ q9 = q4.Invert();
+ // Quat &Conjugate(void); /* q = q* */
+ q9 = q4.Conjugate();
+ // qvec Xform( const qvec &v ); /* q*v*q-1 */
+ Vec3f v1 = q4.Xform(Vec3f(1.0,1.0,1.0));
+ // Quat &Log(void); /* log(q) */
+ q9 = q4.Log();
+ // Quat &Exp(void); /* exp(q) */
+ q9 = q4.Exp();
+ // qvec GetAxis( void ) const; /* Get rot axis */
+ v1 = q5.GetAxis();
+ // Type GetAngle( void ) const; /* Get rot angle (radians) */
+ float a = q5.GetAngle();
+ // void SetAngle( Type rad_ang ); /* set rot angle (radians) */
+ q2.SetAngle(a);
+ // void ScaleAngle( Type f ); /* scale rot angle */
+ q2.ScaleAngle(1.5);
+ // void Print( ) const; /* print Quat */
+ q3.Print();
+
+ /* TEST CONVERSIONS */
+ Mat44f m44;
+ Mat33f m33;
+ //Mat44& ToMat( Mat44 &dest ) const;
+ //Mat33& ToMat( Mat33 &dest ) const;
+ // Quat& FromMat( const Mat44<Type>& src ) const;
+ // Quat& FromMat( const Mat33<Type>& src ) const;
+ q3.Normalize();
+ m44 = q3.ToMat(m44);
+ m33 = q3.ToMat(m33);
+ q5 = q3.FromMat(m44);
+ q5 = q3.FromMat(m33);
+ //void ToAngleAxis( Type &ang, qvec &ax ) const;
+ q3.ToAngleAxis( a, v1 );
+ //Quat& FromAngleAxis( Type ang, const qvec &ax );
+ q4 = q3.FromAngleAxis( a, v1 );
+ //Quat& FromTwoVecs(const qvec &a, const qvec& b);
+ Vec3f v2(-1,-2,-3);
+ q4 = q3.FromTwoVecs( v2, v1 );
+ //Quat& FromEuler( Type yaw, Type pitch, Type roll);
+ q4 = q3.FromEuler( 2.2f, 1.2f, -0.4f );
+ //void ToEuler(Type &yaw, Type &pitch, Type &roll) const;
+ float p=0.3f,r=-1.57f; y= 0.1f;
+ q3.ToEuler( y,p,r );
+
+ /* TEST FRIENDS */
+
+ //friend Quat operator - (const Quat &v); /* -q1 */
+ q1 = -q2;
+ //friend Quat operator + (const Quat &a, const Quat &b); /* q1 + q2 */
+ q1 = q2 + q3;
+ //friend Quat operator - (const Quat &a, const Quat &b); /* q1 - q2 */
+ q1 = q2 - q3;
+ //friend Quat operator * (const Quat &a, const Type d); /* q1 * 3.0 */
+ q1 = q2 * 0.2f;
+ //friend Quat operator * (const Type d, const Quat &a); /* 3.0 * q1 */
+ q1 = 0.2f * q2;
+ //friend Quat operator * (const Quat &a, const Quat &b); /* q1 * q2 */
+ q1 = q2 * q3;
+ //friend Quat operator / (const Quat &a, const Type d); /* q1 / 3.0 */
+ q1 = q2 / 1.2f;
+ //friend bool operator == (const Quat &a, const Quat &b); /* q1 == q2 ? */
+ bool eq = (q1 == q2);
+ //friend bool operator != (const Quat &a, const Quat &b); /* q1 != q2 ? */
+ bool neq = (q1 != q2);
+
+ // HELPERS
+ // static Type DEG2RAD(Type d);
+ // static Type RAD2DEG(Type d);
+ a = Quatf::RAD2DEG(a);
+ a = Quatf::DEG2RAD(a);
+ a = Quatf::Sin(a);
+ a = Quatf::Cos(a);
+ a = Quatf::ACos(a);
+ a = Quatf::ASin(a);
+ a = Quatf::ATan(a);
+ a = Quatf::ATan2(a, p);
+
+ // CONSTANTS
+ // static const Type FUDGE;
+ // static const Quat ZERO;
+ // static const Quat IDENTITY;
+ a = Quatf::FUDGE;
+ q3 = Quatf::ZERO();
+ q4 = Quatf::IDENTITY();
+
+ q1 = QuatSlerp(q1, q3, q4, 0.5f );
+ q1 = QuatSlerp(q3, q4, 0.5f );
+
+}
+
+Quatf StatQuat(Quatf::IDENTITY());
+Quatf StatQuat2 = Quatf::IDENTITY();
+
+void functional_test()
+{
+ printf("The ZERO quat: ");
+ Quatf::ZERO().Print();
+ printf("The IDENTITY quat: ");
+ Quatf::IDENTITY().Print();
+ printf("Statically constructed copy of IDENTITY quat: ");
+ StatQuat.Print();
+ printf("A different static copy of IDENTITY quat: ");
+ StatQuat2.Print();
+
+
+}
+
+int main(int argc, char *argv[])
+{
+ coverage_test();
+ functional_test();
+
+ return (0);
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : tri.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// tri.cpp : triangle defs and intersection routines.
+//============================================================================
+
+#include <math.h>
+
+//----------------------------------------------------------------------------
+// CHECKS IF 2D POINT P IS IN A 2D TRI ABC.
+//----------------------------------------------------------------------------
+int PtInTri2D(float Px, float Py,
+ float Ax, float Ay, float Bx, float By, float Cx, float Cy)
+{
+ float dABx=Bx-Ax, dABy=By-Ay, dBCx=Cx-Bx, dBCy=Cy-By; // "REPEATS"
+ if (dABx*dBCy < dABy*dBCx) // CW
+ {
+ if (dABx*(Py-Ay) >= dABy*(Px-Ax)) return(0); // ABxAP
+ if (dBCx*(Py-By) >= dBCy*(Px-Bx)) return(0); // BCxBP
+ if ((Ax-Cx)*(Py-Cy) >= (Ay-Cy)*(Px-Cx)) return(0); // CAxCP
+ }
+ else // CCW
+ {
+ if (dABx*(Py-Ay) < dABy*(Px-Ax)) return(0); // ABxAP
+ if (dBCx*(Py-By) < dBCy*(Px-Bx)) return(0); // BCxBP
+ if ((Ax-Cx)*(Py-Cy) < (Ay-Cy)*(Px-Cx)) return(0); // CAxCP
+ }
+ return(1); // "INSIDE" EACH EDGE'S IN-HALF-SPACE (PT P IS INSIDE TRIANGLE)
+};
+
+//----------------------------------------------------------------------------
+// CHECKS IF 3D POINT P (ON ABC'S PLANE) IS IN 3D TRI ABC.
+// P=PtOnTriPlane, N=PlaneNormal (does not have to be normalized)
+//----------------------------------------------------------------------------
+int PtInTri3D(const float P[3], float N[3],
+ const float A[3], const float B[3], const float C[3])
+{
+ #define ABS(x) (((x)<0)?(-(x)):x) // HANDY UNIVERSAL ABSOLUTE VALUE FUNC
+
+ // DETERMINE LARGEST COMPONENT OF NORMAL (magnitude, since we want the largest projection)
+ N[0]=ABS(N[0]); N[1]=ABS(N[1]); N[2]=ABS(N[2]);
+
+ // PROJECT ONTO PLANE WHERE PERPENDICULAR TO LARGEST NORMAL COMPONENT AXIS
+ if (N[0]>N[1] && N[0]>N[2]) // X IS LARGEST SO PROJECT ONTO YZ-PLANE
+ return( PtInTri2D(P[1],P[2], A[1],A[2], B[1],B[2], C[1],C[2]) );
+ else if (N[1]>N[0] && N[1]>N[2]) // Y IS LARGEST SO PROJECT ONTO XZ-PLANE
+ return( PtInTri2D(P[0],P[2], A[0],A[2], B[0],B[2], C[0],C[2]) );
+ else // Z IS LARGEST SO PROJECT ONTO XY-PLANE
+ return( PtInTri2D(P[0],P[1], A[0],A[1], B[0],B[1], C[0],C[1]) );
+}
+
+//--------------------------------------------------------------------------
+// Checks if an edge UV intersects a triangle ABC. Returns whether or
+// not the edge intersects the plane (0 or 1) and the IsectPt.
+//--------------------------------------------------------------------------
+int EdgeTriIsect(const float U[3], const float V[3],
+ const float A[3], const float B[3], const float C[3],
+ float IsectPt[3])
+{
+ // CALCULATE PLANE EQUATION COEFFICIENTS P FOR TRI ABC
+ float P[4];
+ float u[3] = {B[0]-A[0],B[1]-A[1],B[2]-A[2]};
+ float v[3] = {C[0]-A[0],C[1]-A[1],C[2]-A[2]};
+ P[0] = u[1]*v[2] - u[2]*v[1]; // CROSS-PROD BETWEEN u AND v
+ P[1] = u[2]*v[0] - u[0]*v[2]; // DEFINES UNNORMALIZED NORMAL
+ P[2] = u[0]*v[1] - u[1]*v[0];
+ float l = (float)sqrt(P[0]*P[0] + P[1]*P[1] + P[2]*P[2]); // NORMALIZE NORMAL
+ P[0]/=l; P[1]/=l; P[2]/=l;
+ P[3] = -(P[0]*A[0] + P[1]*A[1] + P[2]*A[2]);
+
+ // FIND INTERSECTION OF EDGE UV WITH PLANE P
+ int EdgeIsectsPlane=0;
+ float Dir[3] = { V[0]-U[0], V[1]-U[1], V[2]-U[2] };
+ float NdotDir = P[0]*Dir[0] + P[1]*Dir[1] + P[2]*Dir[2];
+ float NdotU = P[0]*U[0] + P[1]*U[1] + P[2]*U[2];
+ if (NdotDir==(float)0) return(0);
+ float t = (-P[3] - NdotU) / NdotDir;
+ if (t>=0 && t<=1)
+ {
+ IsectPt[0] = U[0] + Dir[0]*t;
+ IsectPt[1] = U[1] + Dir[1]*t;
+ IsectPt[2] = U[2] + Dir[2]*t;
+ EdgeIsectsPlane=1;
+ }
+
+ // FIRST, DOES THE EDGE INTERSECT THE PLANE?
+ if (!EdgeIsectsPlane) return(0);
+
+ // SEE IF ISECT PT IS IN THE TRI
+ return( PtInTri3D(IsectPt,P,A,B,C) );
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : tri.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// tri.hpp : triangle defs and intersection routines.
+//============================================================================
+
+int PtInTri2D(float Px, float Py,
+ float Ax, float Ay, float Bx, float By, float Cx, float Cy);
+
+int PtInTri3D(const float P[3], float N[3],
+ const float A[3], const float B[3], const float C[3]);
+
+int EdgeTriIsect(const float U[3], const float V[3],
+ const float A[3], const float B[3], const float C[3],
+ float IsectPt[3]);
--- /dev/null
+//-----------------------------------------------------------------------------
+// File : vec2f.hpp
+//-----------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//-----------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software
+// and its documentation for any purpose is hereby granted without
+// fee, provided that the above copyright notice appear in all copies
+// and that both that copyright notice and this permission notice
+// appear in supporting documentation. Binaries may be compiled with
+// this software without any royalties or restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//==========================================================================
+// vec2.hpp : 2d vector class template. Works for any integer or real type.
+//==========================================================================
+
+#ifndef VEC2_H
+#define VEC2_H
+
+#include <stdio.h>
+#include <math.h>
+
+template<class Type>
+class Vec2
+{
+ public:
+ Type x, y;
+
+ Vec2 (void) {};
+ Vec2 (const Type X, const Type Y) { x=X; y=Y; };
+ Vec2 (const Vec2& v) { x=v.x; y=v.y; };
+ Vec2 (const Type v[2]) { x=v[0]; y=v[1]; };
+ void Set (const Type X, const Type Y) { x=X; y=Y; }
+ void Set (const Type v[2]) { x=v[0]; y=v[1]; };
+
+ operator Type*() // Type * CONVERSION
+ { return (Type *)&x; }
+ operator const Type*() const // CONST Type * CONVERSION
+ { return &x; }
+
+ Vec2& operator = (const Vec2& A) // ASSIGNMENT (=)
+ { x=A.x; y=A.y;
+ return(*this); };
+
+ bool operator == (const Vec2& A) const // COMPARISON (==)
+ { return (x==A.x && y==A.y); }
+ bool operator != (const Vec2& A) const // COMPARISON (!=)
+ { return (x!=A.x || y!=A.y); }
+
+ Vec2 operator + (const Vec2& A) const // ADDITION (+)
+ { Vec2 Sum(x+A.x, y+A.y);
+ return(Sum); }
+ Vec2 operator - (const Vec2& A) const // SUBTRACTION (-)
+ { Vec2 Diff(x-A.x, y-A.y);
+ return(Diff); }
+ Type operator * (const Vec2& A) const // DOT-PRODUCT (*)
+ { Type DotProd = x*A.x+y*A.y;
+ return(DotProd); }
+ Type operator / (const Vec2& A) const // CROSS-PRODUCT (/)
+ { Type CrossProd = x*A.y-y*A.x;
+ return(CrossProd); }
+ Type operator ^ (const Vec2& A) const // ALSO CROSS-PRODUCT (^)
+ { Type CrossProd = x*A.y-y*A.x;
+ return(CrossProd); }
+ Vec2 operator * (const Type s) const // MULTIPLY BY SCALAR (*)
+ { Vec2 Scaled(x*s, y*s);
+ return(Scaled); }
+ Vec2 operator / (const Type s) const // DIVIDE BY SCALAR (/)
+ { Vec2 Scaled(x/s, y/s);
+ return(Scaled); }
+ Vec2 operator & (const Vec2& A) const // COMPONENT MULTIPLY (&)
+ { Vec2 CompMult(x*A.x, y*A.y);
+ return(CompMult); }
+
+ friend inline Vec2 operator *(Type s, const Vec2& v) // SCALAR MULT s*V
+ { return Vec2(v.x*s, v.y*s); }
+
+ Vec2& operator += (const Vec2& A) // ACCUMULATED VECTOR ADDITION (+=)
+ { x+=A.x; y+=A.y; return *this; }
+ Vec2& operator -= (const Vec2& A) // ACCUMULATED VECTOR SUBTRACTION (-=)
+ { x-=A.x; y-=A.y; return *this; }
+ Vec2& operator *= (const Type s) // ACCUMULATED SCALAR MULT (*=)
+ { x*=s; y*=s; return *this; }
+ Vec2& operator /= (const Type s) // ACCUMULATED SCALAR DIV (/=)
+ { x/=s; y/=s; return *this; }
+ Vec2& operator &= (const Vec2& A) // ACCUMULATED COMPONENT MULTIPLY (&=)
+ { x*=A.x; y*=A.y; return *this; }
+ Vec2 operator - (void) const // NEGATION (-)
+ { Vec2 Negated(-x, -y);
+ return(Negated); };
+
+/*
+ const Type& operator [] (const int i) const // ALLOWS VECTOR ACCESS AS AN ARRAY.
+ { return( (i==0)?x:y ); };
+ Type & operator [] (const int i)
+ { return( (i==0)?x:y ); };
+*/
+
+ Type Length (void) const // LENGTH OF VECTOR
+ { return ((Type)sqrt(x*x+y*y)); };
+ Type LengthSqr (void) const // LENGTH OF VECTOR (SQUARED)
+ { return (x*x+y*y); };
+ Vec2& Normalize (void) // NORMALIZE VECTOR
+ { Type L = Length(); // CALCULATE LENGTH
+ if (L>0) { x/=L; y/=L; }
+ return *this;
+ }; // DIV COMPONENTS BY LENGTH
+
+ Vec2 Perpendicular() const // RETURNS A PERPENDICULAR
+ { Vec2 Perp(-y,x);
+ return(Perp); }
+
+ void UpdateMinMax(Vec2 &Min, Vec2 &Max)
+ {
+ if (x<Min.x) Min.x=x; else if (x>Max.x) Max.x=x;
+ if (y<Min.y) Min.y=y; else if (y>Max.y) Max.y=y;
+ }
+
+ void Print() const
+ { printf("(%.3f, %.3f)\n",x, y); }
+
+ static Vec2 ZERO;
+};
+
+typedef Vec2<float> Vec2f;
+typedef Vec2<double> Vec2d;
+
+template<class Type> Vec2<Type> Vec2<Type>::ZERO = Vec2<Type>(0,0);
+
+#endif
+
+
--- /dev/null
+//-----------------------------------------------------------------------------
+// File : vec3f.hpp
+//-----------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//-----------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software
+// and its documentation for any purpose is hereby granted without
+// fee, provided that the above copyright notice appear in all copies
+// and that both that copyright notice and this permission notice
+// appear in supporting documentation. Binaries may be compiled with
+// this software without any royalties or restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//==========================================================================
+// Vec3.hpp : 3d vector class template. Works for any integer or real type.
+//==========================================================================
+
+#ifndef VEC3_H
+#define VEC3_H
+
+#include <stdio.h>
+#include <math.h>
+
+/**
+ * @class Vec3
+ * @brief A templated 3-vector class
+ *
+ * Everybody in graphics has to write their own basic 3-vector class.
+ * And we're no exception. This one uses templates, so that with one
+ * definition of the class you can have a 3-vector of floats or doubles
+ * depending on how precise you are, or you can make 3-vectors of ints
+ * or unsigned char, handy for representing colors.
+ *
+ * A couple of typedefs for common instatiations are provided by
+ * default: Vec3f, and Vec3d, the float and double versions,
+ * respectively.
+ *
+ */
+template<class Type>
+class Vec3
+{
+ public:
+ Type x, y, z; ///< The storage for the three components of the vector
+
+ /// Default constructor.
+ /// Note: does \em not initialize x, y, and z!
+ Vec3 (void)
+ {};
+ /// Three component constructor
+ Vec3 (const Type X, const Type Y, const Type Z)
+ { x=X; y=Y; z=Z; };
+ /// Copy constructor
+ Vec3 (const Vec3& v)
+ { x=v.x; y=v.y; z=v.z; };
+ /// Construct from array
+ Vec3 (const Type v[3])
+ { x=v[0]; y=v[1]; z=v[2]; };
+ /// Set from components
+ void Set (const Type X, const Type Y, const Type Z)
+ { x=X; y=Y; z=Z; }
+ /// Set from array
+ void Set (const Type v[3])
+ { x=v[0]; y=v[1]; z=v[2]; };
+
+ operator Type*() /// Type * CONVERSION
+ { return (Type *)&x; }
+ operator const Type*() const /// CONST Type * CONVERSION
+ { return &x; }
+
+ bool operator == (const Vec3& A) const /// COMPARISON (==)
+ { return (x==A.x && y==A.y && z==A.z); }
+ bool operator != (const Vec3& A) const /// COMPARISON (!=)
+ { return (x!=A.x || y!=A.y || z!=A.z); }
+
+ Vec3& operator = (const Vec3& A) /// ASSIGNMENT (=)
+ { x=A.x; y=A.y; z=A.z;
+ return(*this); };
+ Vec3 operator + (const Vec3& A) const /// ADDITION (+)
+ { Vec3 Sum(x+A.x, y+A.y, z+A.z);
+ return(Sum); };
+ Vec3 operator - (const Vec3& A) const /// SUBTRACTION (-)
+ { Vec3 Diff(x-A.x, y-A.y, z-A.z);
+ return(Diff); };
+ Type operator * (const Vec3& A) const /// DOT-PRODUCT (*)
+ { Type DotProd = x*A.x+y*A.y+z*A.z;
+ return(DotProd); };
+ Vec3 operator / (const Vec3& A) const /// CROSS-PRODUCT (/)
+ { Vec3 CrossProd(y*A.z-z*A.y, z*A.x-x*A.z, x*A.y-y*A.x);
+ return(CrossProd); };
+ Vec3 operator ^ (const Vec3& A) const /// ALSO CROSS-PRODUCT (^)
+ { Vec3 CrossProd(y*A.z-z*A.y, z*A.x-x*A.z, x*A.y-y*A.x);
+ return(CrossProd); };
+ Vec3 operator * (const Type s) const /// MULTIPLY BY SCALAR V*s (*)
+ { Vec3 Scaled(x*s, y*s, z*s);
+ return(Scaled); };
+ Vec3 operator / (const Type s) const /// DIVIDE BY SCALAR (/)
+ { Vec3 Scaled(x/s, y/s, z/s);
+ return(Scaled); };
+ Vec3 operator & (const Vec3& A) const /// COMPONENT MULTIPLY (&)
+ { Vec3 CompMult(x*A.x, y*A.y, z*A.z);
+ return(CompMult); }
+
+ friend inline Vec3 operator *(Type s, const Vec3& v) /// SCALAR MULT s*V
+ { return Vec3(v.x*s, v.y*s, v.z*s); }
+
+ Vec3& operator += (const Vec3& A) /// ACCUMULATED VECTOR ADDITION (+=)
+ { x+=A.x; y+=A.y; z+=A.z;
+ return *this;}
+ Vec3& operator -= (const Vec3& A) /// ACCUMULATED VECTOR SUBTRACTION (-=)
+ { x-=A.x; y-=A.y; z-=A.z;
+ return *this; }
+ Vec3& operator *= (const Type s) /// ACCUMULATED SCALAR MULT (*=)
+ { x*=s; y*=s; z*=s;
+ return *this; }
+ Vec3& operator /= (const Type s) /// ACCUMULATED SCALAR DIV (/=)
+ { x/=s; y/=s; z/=s;
+ return *this; }
+ Vec3& operator &= (const Vec3& A) /// ACCUMULATED COMPONENT MULTIPLY (&=)
+ { x*=A.x; y*=A.y; z*=A.z; return *this; }
+ Vec3 operator - (void) const /// NEGATION (-)
+ { Vec3 Negated(-x, -y, -z);
+ return(Negated); };
+
+/*
+ const Type& operator [] (const int i) const // ALLOWS VECTOR ACCESS AS AN ARRAY.
+ { return( (i==0)?x:((i==1)?y:z) ); };
+ Type & operator [] (const int i)
+ { return( (i==0)?x:((i==1)?y:z) ); };
+*/
+
+ Type Length (void) const /// LENGTH OF VECTOR
+ { return ((Type)sqrt(x*x+y*y+z*z)); };
+ Type LengthSqr (void) const /// LENGTH OF VECTOR (SQUARED)
+ { return (x*x+y*y+z*z); };
+ Vec3& Normalize (void) /// NORMALIZE VECTOR
+ { Type L = Length(); // CALCULATE LENGTH
+ if (L>0) { x/=L; y/=L; z/=L; } // DIV COMPONENTS BY LENGTH
+ return *this;
+ };
+
+ /// Returns the 'star' matrix for a vector
+ /** This is the skew-symmetric matrix \b A such that
+ * \b A \b v == \p this x \b v
+ * (the cross-product of \p this and \b v), for any vector \b v.
+ * The matrix looks like this given vector (x,y,z):
+ * @verbatim
+ | 0 -z y|
+ | z 0 -x|
+ |-y x 0|
+ @endverbatim
+ *
+ * Return format is just an array in row-major (OpenGL/Fortran) order.
+ * That is [0, -z, y, z, 0, -x, -y, x, 0].
+ */
+ Type* Star() const {
+ Type s[] = ( 0, -z, y,
+ z, 0, -x,
+ -y, x, 0);
+ return s;
+ }
+
+ /// Update \p Min and \p Max to enclose \p this
+ /** A very handy routine for working with min-max or axis aligned
+ * bounding boxes.
+ */
+ void UpdateMinMax(Vec3 &Min, Vec3 &Max) const
+ {
+ if (x<Min.x) Min.x=x; else if (x>Max.x) Max.x=x;
+ if (y<Min.y) Min.y=y; else if (y>Max.y) Max.y=y;
+ if (z<Min.z) Min.z=z; else if (z>Max.z) Max.z=z;
+ }
+
+ /// Construct an orthonormal basis from \p this
+ /** Compute two unit vectors \p U and \p V that are orthogonal
+ * to this vector and to each other. Note that \p *this need
+ * not be a unit vector.
+ *
+ * The algorithm works as follows:
+ * Find smallest component of L (this), zero it,
+ * negate one of the other two and swap them. Then normalize.
+ * Ex. if x1 is the smallest, assign (x2,y2,z2):=(0,z1,-y1)
+ * Clearly now v1 dot v2 = x1*0 + y1*z1 + z1*-y1 = 0;
+ * Zeroing out the smallest means that the magnitude of
+ * the remaining vector will be as big as possible so that
+ * when we normalize, we are safe from dividing by anything
+ * close to zero (unless *this was near 0 magnitude to
+ * begin with, in which case lack of precision can't be avoided)
+ */
+ void CompleteOrthonormalBasis(Vec3 &U, Vec3 &V) const
+ {
+ U = *this;
+ unsigned char s[3] = {0, 1, 2};
+ unsigned char tmpa;
+ U.x = U.x < 0 ? -U.x : -U.x;
+ U.y = U.y < 0 ? -U.y : -U.y;
+ U.z = U.z < 0 ? -U.z : -U.z;
+ if ( U[0] > U[1] )
+ {
+ tmpa = s[0];
+ s[0] = s[1];
+ s[1] = tmpa;
+ }
+ // xy min in s[0] now.
+ if ( U[s[0]] > U[2] ) {
+ tmpa = s[2];
+ s[2] = s[0];
+ s[0] = tmpa;
+ }
+ // xyz min in s[0] now
+ U = *this;
+ U[s[0]] = 0;
+
+ // Voila U is now perpendicular to *this
+ U.Normalize();
+
+ // And so it's easy to find a v that is too, with cross product.
+ V = *this ^ U;
+ // Or by removing components projected onto other two...
+ // I think the cross product may be cheaper
+ // V = something - V * (*this.Normalize() + U);
+
+ V.Normalize(); // wouldn't be necessary if we knew *this were normalized
+ }
+
+ /// Dump the vector to \c stdout in a pretty way
+ void Print() const
+ { printf("(%.3f, %.3f, %.3f)\n",x, y, z); }
+
+ /// This is a handy way to get the zero vector just use Vec3<Type>::ZERO
+ static Vec3 ZERO;
+};
+
+typedef Vec3<float> Vec3f;
+typedef Vec3<double> Vec3d;
+
+template<class Type> Vec3<Type> Vec3<Type>::ZERO = Vec3<Type>(0,0,0);
+
+#endif
+
+
--- /dev/null
+//------------------------------------------------------------------------------
+// File : vec3fv.cpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// vec3fv.cpp
+//============================================================================
+
+#include <stdio.h>
+#include <math.h>
+
+void Set3fv(float v[3], float x, float y, float z)
+{
+ v[0]=x;
+ v[1]=y;
+ v[2]=z;
+}
+
+void Copy3fv(float A[3], const float B[3]) // A=B
+{
+ A[0]=B[0];
+ A[1]=B[1];
+ A[2]=B[2];
+}
+
+void ScalarMult3fv(float c[3], const float a[3], float s) // c=a*s
+{
+ c[0] = a[0] * s;
+ c[1] = a[1] * s;
+ c[2] = a[2] * s;
+}
+
+void ScalarDiv3fv(float v[3], float s)
+{
+ v[0] /= s;
+ v[1] /= s;
+ v[2] /= s;
+}
+
+void Add3fv(float c[3], const float a[3], const float b[3]) // c = a + b
+{
+ c[0] = a[0] + b[0];
+ c[1] = a[1] + b[1];
+ c[2] = a[2] + b[2];
+}
+
+void Subtract3fv(float c[3], const float a[3], const float b[3]) // c = a - b
+{
+ c[0] = a[0] - b[0];
+ c[1] = a[1] - b[1];
+ c[2] = a[2] - b[2];
+}
+
+void Negate3fv(float a[3], const float b[3]) // a = -b
+{
+ a[0] = -b[0];
+ a[1] = -b[1];
+ a[2] = -b[2];
+}
+
+float Length3fv(const float v[3])
+{
+ return( (float)sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]) );
+}
+
+void Normalize3fv(float v[3])
+{
+ float l = Length3fv(v);
+ v[0] /= l;
+ v[1] /= l;
+ v[2] /= l;
+}
+
+float DotProd3fv(const float a[3], const float b[3])
+{
+ return( a[0]*b[0] + a[1]*b[1] + a[2]*b[2] );
+}
+
+void CrossProd3fv(float* C, const float* A, const float* B) // C = A X B
+{
+ Set3fv(C, A[1]*B[2]-A[2]*B[1], A[2]*B[0]-A[0]*B[2], A[0]*B[1]-A[1]*B[0]);
+}
--- /dev/null
+//------------------------------------------------------------------------------
+// File : vec3fv.hpp
+//------------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//------------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software and its
+// documentation for any purpose is hereby granted without fee, provided that
+// the above copyright notice appear in all copies and that both that copyright
+// notice and this permission notice appear in supporting documentation.
+// Binaries may be compiled with this software without any royalties or
+// restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//============================================================================
+// vec3fv.hpp
+//============================================================================
+
+void Set3fv(float v[3], float x, float y, float z);
+void Copy3fv(float A[3], const float B[3]); // A=B
+
+void ScalarMult3fv(float c[3], const float a[3], float s);
+void ScalarDiv3fv(float v[3], float s);
+void Add3fv(float c[3], const float a[3], const float b[3]); // c = a + b
+void Subtract3fv(float c[3], const float a[3], const float b[3]); // c = a - b
+void Negate3fv(float a[3], const float b[3]); // a = -b
+
+float Length3fv(const float v[3]);
+void Normalize3fv(float v[3]);
+float DotProd3fv(const float a[3], const float b[3]);
+void CrossProd3fv(float* C, const float* A, const float* B); // C = A X B
--- /dev/null
+//-----------------------------------------------------------------------------
+// File : vec4f.hpp
+//-----------------------------------------------------------------------------
+// GLVU : Copyright 1997 - 2002
+// The University of North Carolina at Chapel Hill
+//-----------------------------------------------------------------------------
+// Permission to use, copy, modify, distribute and sell this software
+// and its documentation for any purpose is hereby granted without
+// fee, provided that the above copyright notice appear in all copies
+// and that both that copyright notice and this permission notice
+// appear in supporting documentation. Binaries may be compiled with
+// this software without any royalties or restrictions.
+//
+// The University of North Carolina at Chapel Hill makes no representations
+// about the suitability of this software for any purpose. It is provided
+// "as is" without express or implied warranty.
+
+//==========================================================================
+// vec4.hpp : 4d vector class template. Works for any integer or real type.
+//==========================================================================
+
+#ifndef VEC4_H
+#define VEC4_H
+
+#include <stdio.h>
+#include <math.h>
+
+template <class Type>
+class Vec4
+{
+ public:
+ Type x, y, z, w;
+
+ Vec4 (void)
+ {};
+ Vec4 (const Type X, const Type Y, const Type Z, const Type W)
+ { x=X; y=Y; z=Z; w=W; };
+ Vec4 (const Vec4& v)
+ { x=v.x; y=v.y; z=v.z; w=v.w; };
+ Vec4 (const Type v[4])
+ { x=v[0]; y=v[1]; z=v[2]; w=v[3]; };
+ void Set (const Type X, const Type Y, const Type Z, const Type W)
+ { x=X; y=Y; z=Z; w=W; }
+ void Set (const Type v[4])
+ { x=v[0]; y=v[1]; z=v[2]; w=v[3]; };
+
+ operator Type*() // Type * CONVERSION
+ { return (Type *)&x; }
+ operator const Type*() const // CONST Type * CONVERSION
+ { return &x; }
+
+ Vec4& operator = (const Vec4& A) // ASSIGNMENT (=)
+ { x=A.x; y=A.y; z=A.z; w=A.w;
+ return(*this); };
+
+ bool operator == (const Vec4& A) const // COMPARISON (==)
+ { return (x==A.x && y==A.y &&
+ z==A.z && w==A.w); }
+ bool operator != (const Vec4& A) const // COMPARISON (!=)
+ { return (x!=A.x || y!=A.y ||
+ z!=A.z || w!=A.w); }
+
+ Vec4 operator + (const Vec4& A) const // ADDITION (+)
+ { Vec4 Sum(x+A.x, y+A.y, z+A.z, w+A.w);
+ return(Sum); };
+ Vec4 operator - (const Vec4& A) const // SUBTRACTION (-)
+ { Vec4 Diff(x-A.x, y-A.y, z-A.z, w-A.w);
+ return(Diff); };
+ Type operator * (const Vec4& A) const // DOT-PRODUCT (*)
+ { Type DotProd = x*A.x+y*A.y+z*A.z+w*A.w;
+ return(DotProd); };
+ Vec4 operator * (const Type s) const // MULTIPLY BY SCALAR (*)
+ { Vec4 Scaled(x*s, y*s, z*s, w*s);
+ return(Scaled); };
+ Vec4 operator / (const Type s) const // DIVIDE BY SCALAR (/)
+ { Vec4 Scaled(x/s, y/s, z/s, w/s);
+ return(Scaled); };
+ Vec4 operator & (const Vec4& A) const // COMPONENT MULTIPLY (&)
+ { Vec4 CompMult(x*A.x, y*A.y, z*A.z, w*A.w);
+ return(CompMult); }
+
+ friend inline Vec4 operator *(Type s, const Vec4& v) // SCALAR MULT s*V
+ { return Vec4(v.x*s, v.y*s, v.z*s, v.w*s); }
+
+ Vec4& operator += (const Vec4& A) // ACCUMULATED VECTOR ADDITION (+=)
+ { x+=A.x; y+=A.y; z+=A.z; w+=A.w;
+ return *this; }
+ Vec4& operator -= (const Vec4& A) // ACCUMULATED VECTOR SUBTRCT (-=)
+ { x-=A.x; y-=A.y; z-=A.z; w-=A.w;
+ return *this; }
+ Vec4& operator *= (const Type s) // ACCUMULATED SCALAR MULT (*=)
+ { x*=s; y*=s; z*=s; w*=s;
+ return *this; }
+ Vec4& operator /= (const Type s) // ACCUMULATED SCALAR DIV (/=)
+ { x/=s; y/=s; z/=s; w/=s;
+ return *this; }
+ Vec4& operator &= (const Vec4& A) // ACCUMULATED COMPONENT MULTIPLY (&=)
+ { x*=A.x; y*=A.y; z*=A.z; w*=A.w; return *this; }
+ Vec4 operator - (void) const // NEGATION (-)
+ { Vec4 Negated(-x, -y, -z, -w);
+ return(Negated); };
+
+/*
+ const Type& operator [] (const int i) const // ALLOWS VECTOR ACCESS AS AN ARRAY.
+ { return( (i==0)?x:((i==1)?y:((i==2)?z:w)) ); };
+ Type & operator [] (const int i)
+ { return( (i==0)?x:((i==1)?y:((i==2)?z:w)) ); };
+*/
+
+ Type Length (void) const // LENGTH OF VECTOR
+ { return ((Type)sqrt(x*x+y*y+z*z+w*w)); };
+ Type LengthSqr (void) const // LENGTH OF VECTOR (SQUARED)
+ { return (x*x+y*y+z*z+w*w); };
+ Vec4& Normalize (void) // NORMALIZE VECTOR
+ { Type L = Length(); // CALCULATE LENGTH
+ if (L>0) { x/=L; y/=L; z/=L; w/=L; }
+ return *this;
+ }; // DIV COMPONENTS BY LENGTH
+
+ void Wdiv(void)
+ { x/=w; y/=w; z/=w; w=1; }
+
+ void Print() const
+ { printf("(%.3f, %.3f, %.3f, %.3f)\n",x, y, z, w); }
+
+ static Vec4 ZERO;
+};
+
+typedef Vec4<float> Vec4f;
+typedef Vec4<double> Vec4d;
+
+template<class Type> Vec4<Type> Vec4<Type>::ZERO = Vec4<Type>(0,0,0,0);
+
+#endif
+
+