gstreamer/gst/goom/surf3d.c

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#include "surf3d.h"
#include "goom_plugin_info.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
grid3d *
grid3d_new (int sizex, int defx, int sizez, int defz, v3d center)
{
int x = defx;
int y = defz;
grid3d *g = malloc (sizeof (grid3d));
surf3d *s = &(g->surf);
s->nbvertex = x * y;
s->vertex = malloc (x * y * sizeof (v3d));
s->svertex = malloc (x * y * sizeof (v3d));
s->center = center;
g->defx = defx;
g->sizex = sizex;
g->defz = defz;
g->sizez = sizez;
g->mode = 0;
while (y) {
--y;
x = defx;
while (x) {
--x;
s->vertex[x + defx * y].x = (float) (x - defx / 2) * sizex / defx;
s->vertex[x + defx * y].y = 0;
s->vertex[x + defx * y].z = (float) (y - defz / 2) * sizez / defz;
}
}
return g;
}
void
grid3d_draw (PluginInfo * plug, grid3d * g, int color, int colorlow,
int dist, Pixel * buf, Pixel * back, int W, int H)
{
int x;
v2d v2, v2x;
v2d *v2_array = malloc (g->surf.nbvertex * sizeof (v2d));
v3d_to_v2d (g->surf.svertex, g->surf.nbvertex, W, H, dist, v2_array);
for (x = 0; x < g->defx; x++) {
int z;
v2x = v2_array[x];
for (z = 1; z < g->defz; z++) {
v2 = v2_array[z * g->defx + x];
if (((v2.x != -666) || (v2.y != -666))
&& ((v2x.x != -666) || (v2x.y != -666))) {
plug->methods.draw_line (buf, v2x.x, v2x.y, v2.x, v2.y, colorlow, W, H);
plug->methods.draw_line (back, v2x.x, v2x.y, v2.x, v2.y, color, W, H);
}
v2x = v2;
}
}
free (v2_array);
}
void
surf3d_rotate (surf3d * s, float angle)
{
int i;
float cosa;
float sina;
SINCOS (angle, sina, cosa);
for (i = 0; i < s->nbvertex; i++) {
Y_ROTATE_V3D (s->vertex[i], s->svertex[i], cosa, sina);
}
}
void
surf3d_translate (surf3d * s)
{
int i;
for (i = 0; i < s->nbvertex; i++) {
TRANSLATE_V3D (s->center, s->svertex[i]);
}
}
void
grid3d_update (grid3d * g, float angle, float *vals, float dist)
{
int i;
float cosa;
float sina;
surf3d *s = &(g->surf);
v3d cam = s->center;
cam.z += dist;
SINCOS ((angle / 4.3f), sina, cosa);
cam.y += sina * 2.0f;
SINCOS (angle, sina, cosa);
if (g->mode == 0) {
if (vals)
for (i = 0; i < g->defx; i++)
s->vertex[i].y = s->vertex[i].y * 0.2 + vals[i] * 0.8;
for (i = g->defx; i < s->nbvertex; i++) {
s->vertex[i].y *= 0.255f;
s->vertex[i].y += (s->vertex[i - g->defx].y * 0.777f);
}
}
for (i = 0; i < s->nbvertex; i++) {
Y_ROTATE_V3D (s->vertex[i], s->svertex[i], cosa, sina);
TRANSLATE_V3D (cam, s->svertex[i]);
}
}