ref: b7ae731f2111e4766fce4a73bd262be69fbd4c40
dir: /include-demo/chade.h/
#include "3dMath.h" #include "chadphys.h" #include "../include/GL/gl.h" #include "../include/zbuffer.h" #include "api_audio.h" #include "tobjparse.h" static inline GLuint loadRGBTexture(unsigned char* buf, unsigned int w, unsigned int h) { GLuint t = 0; glGenTextures(1, &t); glBindTexture(GL_TEXTURE_2D, t); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, buf); return t; } static inline GLuint createModelDisplayList( vec3* points, GLuint npoints, vec3* colors, vec3* normals, vec3* texcoords) { GLuint i, ret = 0; if (!points) return 0; ret = glGenLists(1); glNewList(ret, GL_COMPILE); glBegin(GL_TRIANGLES); for (i = 0; i < npoints; i++) { if (colors) { glColor3f(colors[i].d[0], colors[i].d[1], colors[i].d[2]); } if (texcoords) glTexCoord2f(texcoords[i].d[0], texcoords[i].d[1]); if (normals) glNormal3f(normals[i].d[0], normals[i].d[1], normals[i].d[2]); glVertex3f(points[i].d[0], points[i].d[1], points[i].d[2]); } glEnd(); glEndList(); return ret; } static inline void drawModel( vec3* points, GLuint npoints, vec3* colors, vec3* normals, vec3* texcoords) { GLuint i; if (!points) return; glBegin(GL_TRIANGLES); for (i = 0; i < npoints; i++) { if (colors) { glColor3f(colors[i].d[0], colors[i].d[1], colors[i].d[2]); } if (texcoords) glTexCoord2f(texcoords[i].d[0], texcoords[i].d[1]); if (normals) glNormal3f(normals[i].d[0], normals[i].d[1], normals[i].d[2]); glVertex3f(points[i].d[0], points[i].d[1], points[i].d[2]); } glEnd(); return; } typedef struct { phys_body body; /*body*/ GLuint dl; /*Rendering details*/ } ChadEntity; typedef struct{ phys_world world; ChadEntity** ents; long n_ents; /*ents and ents_phys must contain the same number of elements.*/ long max_ents; } ChadWorld; static inline void initChadWorld(ChadWorld* w, long max_entities){ *w = (ChadWorld){0}; w->world.ms = 1000;/*plenty fast*/ w->world.g = (vec3){{0,-1,0}};/*plenty realistic*/ w->ents = calloc(1, sizeof(void*) * max_entities); if(w->ents == NULL)exit(1); w->max_ents = max_entities; w->n_ents = 0; } static inline void stepChadWorld(ChadWorld* world, long iter){ stepPhysWorld(&world->world, iter); } static inline long ChadWorld_AddEntity(ChadWorld* world, ChadEntity* ent){ /*safety check. for(long i = 0; i < world->max_ents; i++) if(world->ents[i] == ent) return i; */ for(long i = 0; i < world->max_ents; i++){ if(world->ents[i] == NULL){ world->ents[i] = ent; world->world.bodies[i] = &ent->body; if(world->n_ents <= i){ world->n_ents = i + 1; world->world.nbodies = i+1; } return i; } } return -1; } static inline void ChadWorld_RemoveEntityByPointer(ChadWorld* world, ChadEntity* ent){ for(long i = 0; i < world->max_ents; i++) if(world->ents[i] == ent) { world->ents[i] = NULL; world->world.bodies[i] = NULL; } //recalculate n_ents for(long i = 0; i < world->max_ents; i++) if(world->ents[i]) {world->n_ents = i + 1;world->world.nbodies = i+1;} } static inline void renderChadWorld(ChadWorld* world){ long i; /*The user will already have set up the viewport, the camera, and the lights.*/ for(i = 0; i < world->n_ents; i++) if(world->ents[i]){ glPushMatrix(); /*build the transformation matrix*/ glTranslatef( world->ents[i]->body.shape.c.d[0], world->ents[i]->body.shape.c.d[1], world->ents[i]->body.shape.c.d[2] ); glMultMatrixf(world->ents[i]->body.localt.d); /*Render that shizzle!*/ glCallList( world->ents[i]->dl ); glPopMatrix(); } }