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path: root/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_free (grid3d * g)
{
  surf3d *s = &(g->surf);

  free (s->vertex);
  free (s->svertex);

  free (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]);
  }
}