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<pre class="sourcecodebox">//
// Author: Jon Kennedy
// Copyright: 2002-2006 3Dlabs Inc. Ltd. All rights reserved.
// License: see 3Dlabs-license.txt
//
#define _USE_MATH_DEFINES
#include "BlobbyCloudSupport.h"
#include "os.h"
#include <algorithm>
#include <vector>
// sorting predicate
bool compareBlobs(const TBlobby& b1, const TBlobby& b2)
{
return b1.distSqr < b2.distSqr;
}
#define slices 16
TBlobbyCloud::TBlobbyCloud(double startTime):positions(blobCount), velocities(blobCount), nearestBlobs(blobCount), blobbyPos(maxNearestBlobs)
{
blobbyCutoff = 100.0;
limit = vec3(10.0f, 10.0f, 10.0f);
previousTime = startTime;
srand(30757);
// seed the positions
for(int ii = 0; ii < blobCount; ++ii) {
positions[ii].x = ((float) rand() / RAND_MAX) * 0.5f;
positions[ii].y = ((float) rand() / RAND_MAX) * 0.5f;
positions[ii].z = ((float) rand() / RAND_MAX) * 0.5f;
}
// seed the velocities
for(int ii = 0; ii < blobCount; ++ii) {
velocities[ii].x = (((float) rand() / RAND_MAX) - 0.5) * 2.0;
velocities[ii].y = (((float) rand() / RAND_MAX) - 0.5) * 2.0;
velocities[ii].z = (((float) rand() / RAND_MAX) - 0.5) * 2.0;
}
}
void TBlobbyCloud::Update(double elapsedTime)
{
float deltaTime;
deltaTime = float(elapsedTime - previousTime);
previousTime = elapsedTime;
//deltaTime *= 100.0f;
for(int ii = 0; ii < (blobCount); ii++) {
positions[ii] = positions[ii] + velocities[ii] * deltaTime;
if (positions[ii].x > limit.x) {
velocities[ii].x = 0 - velocities[ii].x;
positions[ii].x = limit.x;
} else if (positions[ii].x < -limit.x) {
velocities[ii].x = 0 - velocities[ii].x;
positions[ii].x = -limit.x;
}
if (positions[ii].y > limit.y) {
velocities[ii].y = 0 - velocities[ii].y;
positions[ii].y = limit.y;
} else if (positions[ii].y < -limit.y) {
velocities[ii].y = 0 - velocities[ii].y;
positions[ii].y = -limit.y;
}
if (positions[ii].z > limit.z) {
velocities[ii].z = 0 - velocities[ii].z;
positions[ii].z = limit.z;
} else if (positions[ii].z < -limit.z) {
velocities[ii].z = 0 - velocities[ii].z;
positions[ii].z = -limit.z;
}
}
}
void TBlobbyCloud::Load(GLhandleARB program_object)
{
// Set up some default values for the uniforms and send them to the card.
count = blobCount;
glUniform1iARB(glGetUniformLocationARB(program_object, "BlobbyCount"), count);
char name[] = "BlobbyPos[xx]";
for(int ii = 0; ii < maxNearestBlobs; ++ii) {
sprintf(name, "BlobbyPos[%2d]", ii);
blobbyPos[ii] = vec3(0, 0, 0);
glUniform3fARB(glGetUniformLocationARB(program_object, name), blobbyPos[ii].x, blobbyPos[ii].y, blobbyPos[ii].z);
}
}
void TBlobbyCloud::Draw(GLhandleARB program_object) const
{
for (int ii = 0; ii < blobCount; ++ii) {
//
// Find the closest neighbours
//
for(int jj = 0; jj < blobCount; ++jj) {
vec3 distSqr = positions[ii] - positions[jj];
nearestBlobs[jj].blob = jj;
nearestBlobs[jj].distSqr = distSqr.mag2();
}
std::sort(nearestBlobs.begin(), nearestBlobs.end(), compareBlobs);
//
// This is safe as we should always get 1 (ie. the actual blob itself)
//
int nearestCount = 0;
TBlobbies::iterator pBlobs = nearestBlobs.begin();
char name[] = "BlobbyPos[xx]";
do {
vec3 center = positions[pBlobs->blob];
sprintf(name, "BlobbyPos[%2d]", pBlobs->blob);
blobbyPos[nearestCount] = vec3(center.x, center.y + 2.5f, center.z);
glUniform3fARB(glGetUniformLocationARB(program_object, name), blobbyPos[nearestCount].x, blobbyPos[nearestCount].y, blobbyPos[nearestCount].z);
++nearestCount;
++pBlobs;
} while((pBlobs->distSqr < blobbyCutoff) && (nearestCount < maxNearestBlobs));
//
// Tell the shader how many blobs to test
//
count = nearestCount;
glUniform1iARB(glGetUniformLocationARB(program_object, "BlobbyCount"), count);
//
// Render it.
// The scale factor is to adjust each vertex so it is closer to the desirable radius of influence,
// hence ensures less travel is required for the verts as they migrate along the normal to find the isosurface.
// Ideally we would change the size of the original sphere, but this works just as well.
//
glPushMatrix();
glScalef(0.1f, 0.1f, 0.1f);
glTranslatef(blobbyPos[ii].x, blobbyPos[ii].y, blobbyPos[ii].z);
TSphere().Draw(slices);
glPopMatrix();
}
}
void* newCloud(GLhandleARB program_object, double time)
{
TBlobbyCloud* blobbyCloud = new TBlobbyCloud(time);
blobbyCloud->Load(program_object);
return blobbyCloud;
}
void updateDrawCloud(void* cloud, GLhandleARB program_object, double time)
{
TBlobbyCloud* blobbyCloud = (TBlobbyCloud*)cloud;
blobbyCloud->Update(time);
blobbyCloud->Draw(program_object);
}
void deleteCloud(void* cloud)
{
TBlobbyCloud* blobbyCloud = (TBlobbyCloud*)cloud;
delete blobbyCloud;
}
</pre>
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