ref: ebb784911c15f0a5b7ed1d61be7052a5b476f8e7
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; } typedef struct{ GLuint dlframedata[256]; GLuint tx; /*if this is zero, texture will be unbound.*/ } ChadAsset; typedef struct { phys_body body; /*body*/ void* pimpl; /*pointer to implementation*/ GLuint asset; /*Rendering details*/ unsigned char frame; /*the frame of animation to be used from the asset.*/ } ChadEntity; typedef struct{ phys_world world; ChadEntity* ents; ChadEntity* ents_phys; /*Where you place your objects.*/ ChadAsset* assets; unsigned long n_ents; /*ents and ents_phys must contain the same number of elements.*/ unsigned long n_assets; } ChadWorld; static inline void initChadWorld(ChadWorld* w){ *w = (ChadWorld){0}; w->world.ms = 9000;/*plenty fast*/ w->world.g = (vec3){{0,-10,0}};/*plenty realistic*/ } static inline void stepChadWorld(ChadWorld* world){ stepPhysWorld(&world->world, 1); } /*Called at the beginning of every frame before the split.*/ static inline void syncChadWorld(ChadWorld* world){ memcpy(world->ents, world->ents_phys, sizeof(ChadEntity) * world->n_ents); } /*invoked every single time that an object is added or removed*/ static inline void prepChadWorld(ChadWorld* world){ unsigned long i; if(world->world.bodies) free(world->world.bodies); world->world.bodies = calloc(1,sizeof(phys_body*) * world->n_ents); /*Bodies is an array of pointers.*/ for(i = 0; i < world->n_ents; i++){ world->world.bodies[i] = &world->ents_phys[i].body; } syncChadWorld(world); } static inline void ChadWorld_AddEntity(ChadWorld* world, ChadEntity ent){ world->ents_phys = realloc(world->ents_phys, sizeof(ChadEntity) * (world->n_ents++)); world->ents_phys[world->n_ents-1] = ent; prepChadWorld(world); } static inline void ChadWorld_RemoveEntity(ChadWorld* world, GLuint index){ ChadEntity* old_ents_phys = world->ents_phys; if(world->n_ents <= index) return; /*Bad index*/ world->ents_phys = calloc(1,(--world->n_ents) * sizeof(ChadEntity)); for(unsigned long i = 0; i < world->n_ents+1; i++) /**/ { if(i < index) world->ents_phys[i] = old_ents_phys[i]; else if(i==index) continue; /*Skip.*/ else if(i > index) /*Gets moved back a position.*/ world->ents_phys[i-1] = old_ents_phys[i]; } free(old_ents_phys); prepChadWorld(world); } static inline void renderChadWorld(ChadWorld* world){ unsigned long i; /*The user will already have set up the viewport, the camera, and the lights.*/ for(i = 0; i < world->n_ents; i++){ glPushMatrix(); /*build the transformation matrix*/ glTranslatef(world->ents[i].body.v.d[0], world->ents[i].body.v.d[1], world->ents[i].body.v.d[2]); glMultMatrixf(world->ents[i].body.localt.d); if(world->assets[world->ents[i].asset].tx){ glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, world->assets[world->ents[i].asset].tx); } else { glDisable(GL_TEXTURE_2D); } /*Render that shizzle!*/ glCallList( world->assets[world->ents[i].asset].dlframedata[world->ents[i].frame] ); glPopMatrix(); } }