/xbmc/visualizations/Goom/goom2k4-0/src/surf3d.c
http://github.com/xbmc/xbmc · C · 107 lines · 91 code · 16 blank · 0 comment · 17 complexity · 89f39ff10a180462243ce09be2eaf3d4 MD5 · raw file
- #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]);
- }
- }