508 lines
15 KiB
C
508 lines
15 KiB
C
#define EFL_EO_API_SUPPORT
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#define EFL_BETA_API_SUPPORT
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#include "evas-3d-primitives.h"
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// TODO Use an external library of linear algebra.
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inline void
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_vec3_subtract(vec3 *out, const vec3 *a, const vec3 *b)
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{
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out->x = a->x - b->x;
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out->y = a->y - b->y;
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out->z = a->z - b->z;
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}
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inline void
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_vec3_copy(vec3 *dst, const vec3 *src)
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{
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dst->x = src->x;
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dst->y = src->y;
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dst->z = src->z;
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}
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inline void
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_vec3_cross_product(vec3 *out, const vec3 *a, const vec3 *b)
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{
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vec3 tmp;
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tmp.x = a->y * b->z - a->z * b->y;
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tmp.y = a->z * b->x - a->x * b->z;
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tmp.z = a->x * b->y - a->y * b->x;
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_vec3_copy(out, &tmp);
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}
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inline void
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_vec3_normalize(vec3 *out)
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{
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float size = out->x * out->x + out->y *out->y + out->z * out->z;
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size = sqrt(size);
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out->x /= size;
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out->y /= size;
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out->z /= size;
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}
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const float cube_vertices[] =
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{
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/* Front */
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-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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/* Back */
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1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0, 0.0,
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-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, -1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, -1.0, 0.0, 0.0,
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/* Left */
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-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0,
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-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
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-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0,
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/* Right */
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1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0,
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1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0,
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1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0,
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1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, -1.0,
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/* Top */
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-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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/* Bottom */
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1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, -1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, -1.0, 0.0, 0.0,
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};
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const unsigned short cube_indices[] =
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{
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0, 1, 2, 2, 1, 3,
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4, 5, 6, 6, 5, 7,
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8, 9, 10, 10, 9, 11,
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12, 13, 14, 14, 13, 15,
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16, 17, 18, 18, 17, 19,
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20, 21, 22, 22, 21, 23
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};
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const float square_vertices[] =
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{
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-1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0,
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};
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const unsigned short square_indices[] = {0, 1, 2, 2, 1, 3};
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#define ALLOCATE_VERTEX_DATA \
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vec3 *vertices = malloc(sizeof(vec3) * vcount); \
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vec3 *normals = malloc(sizeof(vec3) * vcount); \
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vec2 *tex_coord = malloc(sizeof(vec2) * vcount); \
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vec3 *tangents = malloc(sizeof(vec3) * vcount); \
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unsigned short *indices = malloc(sizeof(short) * icount);
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#define SET_VERTEX_DATA(frame) \
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eo_do(mesh, evas_3d_mesh_vertex_count_set(vcount), \
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evas_3d_mesh_frame_add(frame), \
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evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_POSITION, \
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sizeof(vec3), &vertices[0]), \
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evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_NORMAL, \
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sizeof(vec3), &normals[0]), \
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evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TEXCOORD, \
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sizeof(vec2), &tex_coord[0]), \
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evas_3d_mesh_frame_vertex_data_copy_set(frame, EVAS_3D_VERTEX_TANGENT, \
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sizeof(vec3), &tangents[0]), \
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evas_3d_mesh_index_data_copy_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \
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icount, &indices[0])); \
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free(vertices); \
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free(normals); \
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free(tangents); \
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free(tex_coord); \
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free(indices);
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#define SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, v_array, v_count, i_array, i_count) \
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eo_do(mesh, \
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evas_3d_mesh_vertex_count_set(v_count), \
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evas_3d_mesh_frame_add(frame), \
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evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_POSITION, \
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15 * sizeof(float), &v_array[0]), \
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evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_NORMAL, \
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15 * sizeof(float), &v_array[3]), \
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evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_COLOR, \
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15 * sizeof(float), &v_array[6]), \
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evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TEXCOORD, \
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15 * sizeof(float), &v_array[10]), \
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evas_3d_mesh_frame_vertex_data_set(frame, EVAS_3D_VERTEX_TANGENT, \
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15 * sizeof(float), &v_array[12]), \
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evas_3d_mesh_index_data_set(EVAS_3D_INDEX_FORMAT_UNSIGNED_SHORT, \
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i_count, &i_array[0]), \
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evas_3d_mesh_vertex_assembly_set(EVAS_3D_VERTEX_ASSEMBLY_TRIANGLES));
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vec3 _get_func_normal(Surface *func, float x, float y)
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{
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vec3 v00, v01, v10, d1, d2, normal;
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v00 = func(x, y);
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v01 = func(x, y + 0.01);
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v10 = func(x + 0.01, y);
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_vec3_subtract(&d1, &v00, &v01);
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_vec3_subtract(&d2, &v01, &v10);
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_vec3_cross_product(&normal, &d1, &d2);
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_vec3_normalize(&normal);
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return normal;
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}
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static float
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_random(int x, int y)
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{
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int k = x + y * 57;
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k = (k << 13) ^ k;
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return (1.0f - ((k * (k * k * 15731 + 789221) + 1376312589) & 0x7fffffff) /
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1073741824.0f);
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}
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static float
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_smooth(float x, float y)
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{
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float res;
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res = (_random(x - 1, y - 1) + _random(x + 1, y - 1) +
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_random(x - 1, y + 1) + _random(x + 1, y + 1) ) / 16;
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res += (_random(x - 1, y) + _random(x + 1, y) +
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_random(x, y - 1) + _random(x, y + 1)) / 8;
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res += _random(x, y) / 4;
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return res;
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}
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static float
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_interpolate(float a, float b, float x)
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{
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float ft = x * M_PI;
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float f = (1 - cosf(ft)) * 0.5;
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return a * (1 - f) + b * f;
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}
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static float _noise(float x, float y)
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{
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float ix = (int)(x);
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float fx = x - ix;
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float iy = (int)(y);
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float fy = y - iy;
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float v1 = _smooth(ix, iy);
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float v2 = _smooth(ix + 1, iy);
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float v3 = _smooth(ix, iy + 1);
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float v4 = _smooth(ix + 1, iy + 1);
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float i1 = _interpolate(v1, v2, fx);
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float i2 = _interpolate(v3, v4, fx);
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return _interpolate(i1, i2, fy);
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}
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static vec3
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_perlin_terrain(float x,float y)
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{
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vec3 out;
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float persistence = 0.5f;
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float frequency = 5;
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float amplitude = 1;
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int i = 0;
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int octaves = 5;
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out.x = x;
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x += 0.5;
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out.y = y;
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y += 0.5;
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out.z = 0;
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for(i = 0;i < octaves; i++)
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{
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out.z += _noise(x * frequency, y * frequency) * amplitude;
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amplitude *= persistence;
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frequency *= 2;
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}
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return out;
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}
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void
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_generate_grid_indices(unsigned short *indices, int count)
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{
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int i, j;
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unsigned short *index = &indices[0];
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int vccount = count + 1;
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for (j = 0; j < count; j++)
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for (i = 0; i < count; i++)
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{
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*index++ = (unsigned short)(i + vccount * j);
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*index++ = i + vccount * (j + 1);
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*index++ = i + 1 + vccount * (j + 1);
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*index++ = i + vccount * j;
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*index++ = i + 1 + vccount * j;
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*index++ = i + vccount * (j + 1) + 1;
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}
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}
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void
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_generate_tape_indices(unsigned short *indices, int count)
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{
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int i, vccount = count + 1;
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unsigned short *index = &indices[0];
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for (i = 0; i < count; i++)
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{
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*index++ = i;
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*index++ = i + 1;
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*index++ = i + 1 + vccount;
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*index++ = i;
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*index++ = i + vccount;
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*index++ = i + vccount + 1;
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}
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}
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void
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evas_3d_add_sphere_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
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{
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int vcount, icount, vccount, i, j;
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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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ALLOCATE_VERTEX_DATA
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double dtheta, dfi, sinth, costh, fi, theta, sinfi, cosfi;
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dtheta = M_PI / p;
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dfi = 2 * M_PI / p;
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for (j = 0; j < vccount; j++)
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{
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theta = j * dtheta;
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sinth = sin(theta);
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costh = cos(theta);
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for (i = 0; i < vccount; i++)
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{
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fi = i * dfi;
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sinfi = sin(fi);
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cosfi = cos(fi);
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vertices[i + j * vccount].x = sinth * sinfi;
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vertices[i + j * vccount].y = costh;
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vertices[i + j * vccount].z = sinth * cosfi;
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normals[i + j * vccount] = vertices[i + j * vccount];
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tangents[i + j * vccount].x = vertices[i + j * vccount].z;
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tangents[i + j * vccount].y = vertices[i + j * vccount].y;
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tangents[i + j * vccount].z = -vertices[i + j * vccount].x;
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tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x;
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tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y;
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}
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}
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_generate_grid_indices(indices, p);
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SET_VERTEX_DATA(frame)
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}
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void
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evas_3d_add_func_surface_frame(Eo *mesh, int frame, Surface func, int p, vec2 tex_scale)
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{
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int vcount, icount, vccount, i, j;
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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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ALLOCATE_VERTEX_DATA
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double v, u, d = 1.0 / p;
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for (j = 0; j < vccount; j++)
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{
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u = j * d - 0.5;
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for (i = 0; i < vccount; i++)
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{
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v = i * d - 0.5;
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vertices[i + j * vccount] = func(v, u);
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normals[i + j * vccount] = _get_func_normal(func, v, u);
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// TODO Add tangent calculation
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tangents[i + j * vccount].x = 0;
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tangents[i + j * vccount].y = 0;
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tangents[i + j * vccount].z = 0;
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tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x;
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tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y;
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}
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}
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_generate_grid_indices(indices, p);
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SET_VERTEX_DATA(frame)
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}
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void
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evas_3d_add_terrain_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
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{
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evas_3d_add_func_surface_frame(mesh, frame, _perlin_terrain, p, tex_scale);
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}
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void
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evas_3d_add_torus_frame(Eo *mesh, int frame, float rratio, int p, vec2 tex_scale)
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{
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int vcount, icount, vccount, i, j;
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icount = p * p * 6;
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vccount = p + 1;
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vcount = vccount * vccount;
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ALLOCATE_VERTEX_DATA
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double d, sinth, costh, fi, theta, sinfi, cosfi;
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d = 2 * M_PI / p;
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for (j = 0; j < vccount; j++)
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{
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theta = j * d;
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sinth = sin(theta);
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costh = cos(theta);
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for (i = 0; i < vccount; i++)
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{
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fi = i * d;
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sinfi = sin(fi);
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cosfi = cos(fi);
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vertices[i + j * vccount].x = (1 + rratio * cosfi) * costh;
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vertices[i + j * vccount].y = (1 + rratio * cosfi) * sinth;
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vertices[i + j * vccount].z = rratio * sinfi;
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normals[i + j * vccount].x = cosfi * costh;
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normals[i + j * vccount].y = cosfi * sinth;
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normals[i + j * vccount].z = sinfi;
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tangents[i + j * vccount].x = - sinfi * costh;
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tangents[i + j * vccount].y = - sinfi * sinth;
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tangents[i + j * vccount].z = cosfi;
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|
|
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_vec3_normalize(&normals[i + j * vccount]);
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|
|
|
tex_coord[i + j * vccount].x = i / (float)(vccount - 1) * tex_scale.x;
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|
tex_coord[i + j *vccount].y = tex_scale.y - j / (float)(vccount - 1) * tex_scale.y;
|
|
}
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|
}
|
|
|
|
_generate_grid_indices(indices, p);
|
|
|
|
SET_VERTEX_DATA(frame)
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|
}
|
|
|
|
void
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|
evas_3d_add_cylinder_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
|
|
{
|
|
int vcount, icount, vccount, i;
|
|
icount = p * 6;
|
|
vccount = p + 1;
|
|
vcount = 2 * vccount;
|
|
|
|
ALLOCATE_VERTEX_DATA
|
|
|
|
double dfi, fi, sinfi, cosfi;
|
|
dfi = 2 * M_PI / p;
|
|
|
|
for (i = 0; i < vccount; i++)
|
|
{
|
|
fi = i * dfi;
|
|
sinfi = sin(fi);
|
|
cosfi = cos(fi);
|
|
vertices[i + vccount].x = vertices[i].x = sinfi ;
|
|
vertices[i].y = -0.5;
|
|
vertices[i + vccount].z = vertices[i].z = cosfi;
|
|
vertices[i + vccount].y = 0.5;
|
|
|
|
normals[i + vccount].x = normals[i].x = sinfi;
|
|
normals[i + vccount].y = normals[i].y = 0;
|
|
normals[i + vccount].z = normals[i].z = cosfi;
|
|
|
|
tangents[i + vccount].x = tangents[i].x = cosfi;
|
|
tangents[i + vccount].y = tangents[i].y = 0;
|
|
tangents[i + vccount].z = tangents[i].z = -sinfi;
|
|
|
|
tex_coord[i].x = i / (float)(vccount - 1) * tex_scale.x;
|
|
tex_coord[i].y = 0;
|
|
tex_coord[i + vccount].x = i / (float)(vccount - 1) * tex_scale.x;
|
|
tex_coord[i + vccount].y = tex_scale.y;
|
|
}
|
|
|
|
_generate_tape_indices(indices, p);
|
|
|
|
SET_VERTEX_DATA(frame)
|
|
}
|
|
|
|
void
|
|
evas_3d_add_cone_frame(Eo *mesh, int frame, int p, vec2 tex_scale)
|
|
{
|
|
int vcount, icount, vccount, i;
|
|
double dfi, fi, sinfi, cosfi;
|
|
|
|
icount = p * 6;
|
|
vccount = p + 1;
|
|
vcount = 2 * vccount;
|
|
|
|
dfi = 2.0 * M_PI / p;
|
|
|
|
ALLOCATE_VERTEX_DATA
|
|
|
|
for (i = 0; i < vccount; i++)
|
|
{
|
|
fi = i * dfi;
|
|
sinfi = sin(fi);
|
|
cosfi = cos(fi);
|
|
vertices[i].x = sinfi;
|
|
vertices[i].y = 0;
|
|
vertices[i].z = cosfi;
|
|
vertices[i + vccount].x = 0;
|
|
vertices[i + vccount].y = 1;
|
|
vertices[i + vccount].z = 0;
|
|
|
|
normals[i + vccount].x = normals[i].x = sinfi * 0.71;
|
|
normals[i + vccount].y = normals[i].y = 0.71;
|
|
normals[i + vccount].z = normals[i].z = cosfi * 0.71;
|
|
|
|
tangents[i + vccount].x = tangents[i].x = cosfi;
|
|
tangents[i + vccount].y = tangents[i].y = 0;
|
|
tangents[i + vccount].z = tangents[i].z = -sinfi;
|
|
|
|
tex_coord[i].x = i / (float)(vccount - 1) * tex_scale.x;
|
|
tex_coord[i].y = 0;
|
|
tex_coord[i + vccount].x = tex_coord[i].x;
|
|
tex_coord[i + vccount].y = tex_scale.y;
|
|
}
|
|
|
|
_generate_tape_indices(indices, p);
|
|
|
|
SET_VERTEX_DATA(frame)
|
|
}
|
|
|
|
void
|
|
evas_3d_add_square_frame(Eo *mesh, int frame)
|
|
{
|
|
SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, square_vertices, 4, square_indices, 6)
|
|
}
|
|
|
|
void
|
|
evas_3d_add_cube_frame(Eo *mesh, int frame)
|
|
{
|
|
SET_VERTEX_DATA_FROM_ARRAY(mesh, frame, cube_vertices, 24, cube_indices, 36)
|
|
}
|