carousel.rs revision 5ce730797a8a7278dfe19dac8a9460b25675fed0
15ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller/* 25ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * Copyright (C) 2010 The Android Open Source Project 35ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * 45ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * Licensed under the Apache License, Version 2.0 (the "License"); 55ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * you may not use this file except in compliance with the License. 65ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * You may obtain a copy of the License at 75ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * 85ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * http://www.apache.org/licenses/LICENSE-2.0 95ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * 105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * Unless required by applicable law or agreed to in writing, software 115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * distributed under the License is distributed on an "AS IS" BASIS, 125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * See the License for the specific language governing permissions and 145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller * limitations under the License. 155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller */ 165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma version(1) 185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs java_package_name(com.android.ex.carousel); 195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs set_reflect_license() 205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#include "rs_graphics.rsh" 225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millertypedef struct __attribute__((aligned(4))) Card { 245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rs_allocation texture; 255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rs_mesh geometry; 265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller //rs_matrix4x4 matrix; // custom transform for this card/geometry 275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int textureState; // whether or not the texture is loaded. 285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int geometryState; // whether or not geometry is loaded 295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int visible; // not bool because of packing bug? 305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} Card_t; 315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millertypedef struct Ray_s { 335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 position; 345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 direction; 355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} Ray; 365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millertypedef struct PerspectiveCamera_s { 385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 from; 395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 at; 405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 up; 415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float fov; 425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float aspect; 435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float near; 445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float far; 455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} PerspectiveCamera; 465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Request states. Used for loading 3D object properties from the Java client. 485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Typical properties: texture, geometry and matrices. 495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerenum { 505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller STATE_INVALID = 0, // item hasn't been loaded 515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller STATE_LOADING, // we've requested an item but are waiting for it to load 525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller STATE_LOADED // item was delivered 535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}; 545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Client messages *** THIS LIST MUST MATCH THOSE IN CarouselRS.java. *** 565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_CARD_SELECTED = 100; 575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_REQUEST_TEXTURE = 200; 585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_INVALIDATE_TEXTURE = 210; 595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_REQUEST_GEOMETRY = 300; 605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_INVALIDATE_GEOMETRY = 310; 615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_ANIMATION_STARTED = 400; 625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_ANIMATION_FINISHED = 500; 635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_PING = 600; 645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Constants 665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int ANIMATION_SCALE_TIME = 200; // Time it takes to animate selected card, in ms 675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float3 SELECTED_SCALE_FACTOR = { 0.2f, 0.2f, 0.2f }; // increase by this % 685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Debug flags 705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerbool debugCamera = false; // dumps ray/camera coordinate stuff 715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerbool debugPicking = false; // renders picking area on top of geometry 725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Exported variables. These will be reflected to Java set_* variables. 745ce730797a8a7278dfe19dac8a9460b25675fed0Jim MillerCard_t *cards; // array of cards to draw 755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerfloat startAngle; // position of initial card, in radians 765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint slotCount; // number of positions where a card can be 775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint cardCount; // number of cards in stack 785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint visibleSlotCount; // number of visible slots (for culling) 795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerfloat radius; // carousel radius. Cards will be centered on a circle with this radius 805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerfloat cardRotation; // rotation of card in XY plane relative to Z=1 815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_store programStore; 825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_fragment fragmentProgram; 835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_vertex vertexProgram; 845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_raster rasterProgram; 855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_allocation defaultTexture; // shown when no other texture is assigned 865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_allocation loadingTexture; // progress texture (shown when app is fetching the texture) 875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_mesh defaultGeometry; // shown when no geometry is loaded 885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_mesh loadingGeometry; // shown when geometry is loading 895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_matrix4x4 projectionMatrix; 905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_matrix4x4 modelviewMatrix; 915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs export_var(radius, cards, slotCount, visibleSlotCount, cardRotation) 935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs export_var(programStore, fragmentProgram, vertexProgram, rasterProgram) 945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs export_var(startAngle, defaultTexture, loadingTexture, defaultGeometry, loadingGeometry) 955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs export_func(createCards, lookAt, doStart, doStop, doMotion, doSelection, setTexture) 965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs export_func(setGeometry, debugCamera, debugPicking) 975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Local variables 995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float bias; // rotation bias, in radians. Used for animation and dragging. 1005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool updateCamera; // force a recompute of projection and lookat matrices 1015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool initialized; 1025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float3 backgroundColor = { 0.0f, 0.0f, 0.0f }; 1035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float FLT_MAX = 1.0e37; 1045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int currentSelection = -1; 1055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int64_t touchTime = -1; // time of first touch (see doStart()) 1065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float touchBias = 0.0f; // bias on first touch 1075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Default geometry when card.geometry is not set. 1095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float3 cardVertices[4] = { 1105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller { -1.0, -1.0, 0.0 }, 1115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller { 1.0, -1.0, 0.0 }, 1125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller { 1.0, 1.0, 0.0 }, 1135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller {-1.0, 1.0, 0.0 } 1145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}; 1155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Default camera 1175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic PerspectiveCamera camera = { 1185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller {2,2,2}, // from 1195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller {0,0,0}, // at 1205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller {0,1,0}, // up 1215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 25.0f, // field of view 1225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1.0f, // aspect 1235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 0.1f, // near 1245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 100.0f // far 1255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}; 1265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Forward references 1285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int intersectGeometry(Ray* ray, float *bestTime); 1295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool makeRayForPixelAt(Ray* ray, float x, float y); 1305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float deltaTimeInSeconds(int64_t current); 1315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid init() { 1335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // initializers currently have a problem when the variables are exported, so initialize 1345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // globals here. 1355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Renderscript: init()", 0); 1365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller startAngle = 0.0f; 1375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller slotCount = 10; 1385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller visibleSlotCount = 1; 1395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bias = 0.0f; 1405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller radius = 1.0f; 1415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cardRotation = 0.0f; 1425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateCamera = true; 1435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller initialized = false; 1445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 1455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void updateAllocationVars() 1475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 1485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Cards 1495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rs_allocation cardAlloc = rsGetAllocation(cards); 1505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // TODO: use new rsIsObject() 1515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cardCount = cardAlloc.p != 0 ? rsAllocationGetDimX(cardAlloc) : 0; 1525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 1535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid createCards(int n) 1555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 1565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("CreateCards: ", n); 1575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller initialized = false; 1585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateAllocationVars(); 1595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 1605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Return angle for position p. Typically p will be an integer position, but can be fractional. 1625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float cardPosition(float p) 1635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 1645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return startAngle + bias + 2.0f * M_PI * p / slotCount; 1655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 1665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Return slot for a card in position p. Typically p will be an integer slot, but can be fractional. 1685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float slotPosition(float p) 1695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 1705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return startAngle + 2.0f * M_PI * p / slotCount; 1715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 1725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Return the lowest slot number for a given angular position. 1745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int cardIndex(float angle) 1755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 1765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return floor(angle - startAngle - bias) * slotCount / (2.0f * M_PI); 1775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 1785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 1795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Set basic camera properties: 1805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// from - position of the camera in x,y,z 1815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// at - target we're looking at - used to compute view direction 1825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// up - a normalized vector indicating up (typically { 0, 1, 0}) 1835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// 1845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// NOTE: the view direction and up vector cannot be parallel/antiparallel with each other 1855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid lookAt(float fromX, float fromY, float fromZ, 1865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float atX, float atY, float atZ, 1875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float upX, float upY, float upZ) 1885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 1895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.from.x = fromX; 1905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.from.y = fromY; 1915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.from.z = fromZ; 1925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.at.x = atX; 1935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.at.y = atY; 1945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.at.z = atZ; 1955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.up.x = upX; 1965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.up.y = upY; 1975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.up.z = upZ; 1985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateCamera = true; 1995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 2005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Load a projection matrix for the given parameters. This is equivalent to gluPerspective() 2025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void loadPerspectiveMatrix(rs_matrix4x4* matrix, float fovy, float aspect, float near, float far) 2035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 2045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixLoadIdentity(matrix); 2055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float top = near * tan((float) (fovy * M_PI / 360.0f)); 2065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float bottom = -top; 2075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float left = bottom * aspect; 2085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float right = top * aspect; 2095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixLoadFrustum(matrix, left, right, bottom, top, near, far); 2105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 2115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Construct a matrix based on eye point, center and up direction. Based on the 2135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// man page for gluLookat(). Up must be normalized. 2145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void loadLookatMatrix(rs_matrix4x4* matrix, float3 eye, float3 center, float3 up) 2155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 2165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 f = normalize(center - eye); 2175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 s = normalize(cross(f, up)); 2185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 u = cross(s, f); 2195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float m[16]; 2205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[0] = s.x; 2215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[4] = s.y; 2225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[8] = s.z; 2235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[12] = 0.0f; 2245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[1] = u.x; 2255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[5] = u.y; 2265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[9] = u.z; 2275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[13] = 0.0f; 2285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[2] = -f.x; 2295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[6] = -f.y; 2305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[10] = -f.z; 2315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[14] = 0.0f; 2325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[3] = m[7] = m[11] = 0.0f; 2335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller m[15] = 1.0f; 2345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixLoad(matrix, m); 2355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixTranslate(matrix, -eye.x, -eye.y, -eye.z); 2365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 2375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid setTexture(int n, rs_allocation texture) 2395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 2405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[n].texture = texture; 2415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[n].texture.p != 0) 2425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[n].textureState = STATE_LOADED; 2435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller else 2445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[n].textureState = STATE_INVALID; 2455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 2465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid setGeometry(int n, rs_mesh geometry) 2485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 2495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[n].geometry = geometry; 2505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[n].geometry.p != 0) 2515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[n].geometryState = STATE_LOADED; 2525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller else 2535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[n].geometryState = STATE_INVALID; 2545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 2555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float3 getAnimatedScaleForSelected() 2575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 2585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int64_t dt = (rsUptimeMillis() - touchTime); 2595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float fraction = (dt < ANIMATION_SCALE_TIME) ? (float) dt / ANIMATION_SCALE_TIME : 1.0f; 2605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float3 one = { 1.0f, 1.0f, 1.0f }; 2615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return one + fraction * SELECTED_SCALE_FACTOR; 2625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 2635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void getMatrixForCard(rs_matrix4x4* matrix, int i) 2655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 2665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float theta = cardPosition(i); 2675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixRotate(matrix, degrees(theta), 0, 1, 0); 2685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixTranslate(matrix, radius, 0, 0); 2695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixRotate(matrix, degrees(-theta + cardRotation), 0, 1, 0); 2705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (i == currentSelection) { 2715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 scale = getAnimatedScaleForSelected(); 2725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixScale(matrix, scale.x, scale.y, scale.z); 2735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 2745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // TODO: apply custom matrix for cards[i].geometry 2755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 2765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void drawCards() 2785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 2795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float depth = 1.0f; 2805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int i = 0; i < cardCount; i++) { 2815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].visible) { 2825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Bind texture 2835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].textureState == STATE_LOADED) { 2845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgBindTexture(fragmentProgram, 0, cards[i].texture); 2855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else if (cards[i].textureState == STATE_LOADING) { 2865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgBindTexture(fragmentProgram, 0, loadingTexture); 2875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 2885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgBindTexture(fragmentProgram, 0, defaultTexture); 2895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 2905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 2915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Draw geometry 2925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rs_matrix4x4 matrix = modelviewMatrix; 2935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller getMatrixForCard(&matrix, i); 2945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgProgramVertexLoadModelMatrix(&matrix); 2955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].geometryState == STATE_LOADED && cards[i].geometry.p != 0) { 2965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgDrawMesh(cards[i].geometry); 2975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else if (cards[i].geometryState == STATE_LOADING && loadingGeometry.p != 0) { 2985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgDrawMesh(loadingGeometry); 2995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else if (defaultGeometry.p != 0) { 3005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgDrawMesh(defaultGeometry); 3015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 3025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Draw place-holder geometry 3035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgDrawQuad( 3045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cardVertices[0].x, cardVertices[0].y, cardVertices[0].z, 3055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cardVertices[1].x, cardVertices[1].y, cardVertices[1].z, 3065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cardVertices[2].x, cardVertices[2].y, cardVertices[2].z, 3075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cardVertices[3].x, cardVertices[3].y, cardVertices[3].z); 3085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 3125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void updateCameraMatrix(float width, float height) 3145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 3155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float aspect = width / height; 3165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (aspect != camera.aspect || updateCamera) { 3175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller camera.aspect = aspect; 3185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller loadPerspectiveMatrix(&projectionMatrix, camera.fov, camera.aspect, camera.near, camera.far); 3195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgProgramVertexLoadProjectionMatrix(&projectionMatrix); 3205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller loadLookatMatrix(&modelviewMatrix, camera.from, camera.at, camera.up); 3225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgProgramVertexLoadModelMatrix(&modelviewMatrix); 3235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateCamera = false; 3245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 3265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//////////////////////////////////////////////////////////////////////////////////////////////////// 3285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Behavior/Physics 3295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//////////////////////////////////////////////////////////////////////////////////////////////////// 3305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float velocity = 0.0f; // angular velocity in radians/s 3315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool isDragging; 3325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int64_t lastTime = 0L; // keep track of how much time has passed between frames 3335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float2 lastPosition; 3345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool animating = false; 3355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float velocityThreshold = 0.1f * M_PI / 180.0f; 3365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float velocityTracker; 3375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int velocityTrackerCount; 3385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float mass = 5.0f; // kg 3395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float G = 9.80f; // gravity constant, in m/s 3415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float springConstant = 0.0f; 3425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float frictionCoeff = 10.0f; 3435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float dragFactor = 0.25f; 3445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float dragFunction(float x, float y) 3465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 3475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return dragFactor * ((x - lastPosition.x) / rsgGetWidth()) * M_PI; 3485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 3495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float deltaTimeInSeconds(int64_t current) 3515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 3525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return (lastTime > 0L) ? (float) (current - lastTime) / 1000.0f : 0.0f; 3535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 3545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint doSelection(float x, float y) 3565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 3575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller Ray ray; 3585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (makeRayForPixelAt(&ray, x, y)) { 3595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float bestTime = FLT_MAX; 3605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return intersectGeometry(&ray, &bestTime); 3615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return -1; 3635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 3645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid doStart(float x, float y) 3665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 3675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller lastPosition.x = x; 3685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller lastPosition.y = y; 3695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller velocity = 0.0f; 3705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (animating) { 3715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsSendToClient(CMD_ANIMATION_FINISHED); 3725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller animating = false; 3735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller velocityTracker = 0.0f; 3755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller velocityTrackerCount = 0; 3765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller touchTime = rsUptimeMillis(); 3775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller touchBias = bias; 3785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller currentSelection = doSelection(x, y); 3795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 3805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 3825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid doStop(float x, float y) 3835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 3845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int64_t currentTime = rsUptimeMillis(); 3855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateAllocationVars(); 3865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (currentSelection != -1 && (currentTime - touchTime) < ANIMATION_SCALE_TIME) { 3875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("HIT!", currentSelection); 3885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int data[1]; 3895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller data[0] = currentSelection; 3905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsSendToClientBlocking(CMD_CARD_SELECTED, data, sizeof(data)); 3915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 3925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller velocity = velocityTrackerCount > 0 ? 3935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller (velocityTracker / velocityTrackerCount) : 0.0f; // avg velocity 3945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (fabs(velocity) > velocityThreshold) { 3955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller animating = true; 3965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsSendToClient(CMD_ANIMATION_STARTED); 3975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 3995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller currentSelection = -1; 4005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller lastTime = rsUptimeMillis(); 4015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 4025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid doMotion(float x, float y) 4045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 4055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int64_t currentTime = rsUptimeMillis(); 4065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float deltaOmega = dragFunction(x, y); 4075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bias += deltaOmega; 4085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller lastPosition.x = x; 4095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller lastPosition.y = y; 4105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float dt = deltaTimeInSeconds(currentTime); 4115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (dt > 0.0f) { 4125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float v = deltaOmega / dt; 4135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller //if ((velocityTracker > 0.0f) == (v > 0.0f)) { 4145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller velocityTracker += v; 4155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller velocityTrackerCount++; 4165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller //} else { 4175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // velocityTracker = v; 4185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // velocityTrackerCount = 1; 4195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller //} 4205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 4215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Drop current selection if user drags position +- a partial slot 4235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (currentSelection != -1) { 4245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float slotMargin = 0.5f * (2.0f * M_PI / slotCount); 4255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (fabs(touchBias - bias) > slotMargin) { 4265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller currentSelection = -1; 4275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 4285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 4295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller lastTime = currentTime; 4305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 4315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//////////////////////////////////////////////////////////////////////////////////////////////////// 4335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Hit detection using ray casting. 4345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//////////////////////////////////////////////////////////////////////////////////////////////////// 4355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool 4375ce730797a8a7278dfe19dac8a9460b25675fed0Jim MillerrayTriangleIntersect(Ray* ray, float3 p0, float3 p1, float3 p2, float *tout) 4385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 4395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller static const float tmin = 0.0f; 4405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 e1 = p1 - p0; 4425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 e2 = p2 - p0; 4435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 s1 = cross(ray->direction, e2); 4445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float div = dot(s1, e1); 4465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (div == 0.0f) return false; // ray is parallel to plane. 4475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 d = ray->position - p0; 4495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float invDiv = 1.0f / div; 4505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float u = dot(d, s1) * invDiv; 4525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (u < 0.0f || u > 1.0f) return false; 4535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 s2 = cross(d, e1); 4555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float v = dot(ray->direction, s2) * invDiv; 4565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if ( v < 0.0f || (u+v) > 1.0f) return false; 4575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float t = dot(e2, s2) * invDiv; 4595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (t < tmin || t > *tout) 4605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return false; 4615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller *tout = t; 4625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return true; 4635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 4645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Creates a ray for an Android pixel coordinate. 4665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Note that the Y coordinate is opposite of GL rendering coordinates. 4675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool makeRayForPixelAt(Ray* ray, float x, float y) 4685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 4695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (debugCamera) { 4705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("------ makeRay() -------", 0); 4715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Camera.from:", camera.from); 4725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Camera.at:", camera.at); 4735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Camera.dir:", normalize(camera.at - camera.from)); 4745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 4755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Vector math. This has the potential to be much faster. 4775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // TODO: pre-compute lowerLeftRay, du, dv to eliminate most of this math. 4785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (true) { 4795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float u = x / rsgGetWidth(); 4805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float v = 1.0f - (y / rsgGetHeight()); 4815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float aspect = (float) rsgGetWidth() / rsgGetHeight(); 4825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float tanfov2 = 2.0f * tan(radians(camera.fov / 2.0f)); 4835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 dir = normalize(camera.at - camera.from); 4845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 du = tanfov2 * normalize(cross(dir, camera.up)); 4855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 dv = tanfov2 * normalize(cross(du, dir)); 4865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller du *= aspect; 4875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 lowerLeftRay = dir - (0.5f * du) - (0.5f * dv); 4885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float3 rayPoint = camera.from; 4895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float3 rayDir = normalize(lowerLeftRay + u*du + v*dv); 4905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (debugCamera) { 4915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Ray direction (vector math) = ", rayDir); 4925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 4935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller ray->position = rayPoint; 4955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller ray->direction = rayDir; 4965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 4975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 4985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Matrix math. This is more generic if we allow setting model view and projection matrices 4995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // directly 5005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller else { 5015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rs_matrix4x4 pm = modelviewMatrix; 5025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixLoadMultiply(&pm, &projectionMatrix, &modelviewMatrix); 5035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (!rsMatrixInverse(&pm)) { 5045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("ERROR: SINGULAR PM MATRIX", 0); 5055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return false; 5065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float width = rsgGetWidth(); 5085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float height = rsgGetHeight(); 5095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float winx = 2.0f * x / width - 1.0f; 5105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float winy = 2.0f * y / height - 1.0f; 5115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float4 eye = { 0.0f, 0.0f, 0.0f, 1.0f }; 5135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float4 at = { winx, winy, 1.0f, 1.0f }; 5145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller eye = rsMatrixMultiply(&pm, eye); 5165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller eye *= 1.0f / eye.w; 5175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller at = rsMatrixMultiply(&pm, at); 5195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller at *= 1.0f / at.w; 5205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float3 rayPoint = { eye.x, eye.y, eye.z }; 5225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float3 atPoint = { at.x, at.y, at.z }; 5235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float3 rayDir = normalize(atPoint - rayPoint); 5245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (debugCamera) { 5255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("winx: ", winx); 5265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("winy: ", winy); 5275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Ray position (transformed) = ", eye); 5285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Ray direction (transformed) = ", rayDir); 5295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller ray->position = rayPoint; 5315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller ray->direction = rayDir; 5325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return true; 5355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 5365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int intersectGeometry(Ray* ray, float *bestTime) 5385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 5395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int hit = -1; 5405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int id = 0; id < cardCount; id++) { 5415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[id].visible) { 5425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rs_matrix4x4 matrix; 5435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float3 p[4]; 5445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Transform card vertices to world space 5465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsMatrixLoadIdentity(&matrix); 5475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller getMatrixForCard(&matrix, id); 5485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int vertex = 0; vertex < 4; vertex++) { 5495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float4 tmp = rsMatrixMultiply(&matrix, cardVertices[vertex]); 5505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (tmp.w != 0.0f) { 5515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller p[vertex].x = tmp.x; 5525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller p[vertex].y = tmp.y; 5535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller p[vertex].z = tmp.z; 5545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller p[vertex] *= 1.0f / tmp.w; 5555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 5565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Bad w coord: ", tmp); 5575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Intersect card geometry 5615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (rayTriangleIntersect(ray, p[0], p[1], p[2], bestTime) 5625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller || rayTriangleIntersect(ray, p[2], p[3], p[0], bestTime)) { 5635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller hit = id; 5645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return hit; 5685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 5695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// This method computes the position of all the cards by updating bias based on a 5715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// simple physics model. 5725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// If the cards are still in motion, returns true. 5735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool updateNextPosition(int64_t currentTime) 5745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 5755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (animating) { 5765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float dt = deltaTimeInSeconds(currentTime); 5775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (dt <= 0.0f) 5785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return animating; 5795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float minStepTime = 1.0f / 300.0f; // ~5 steps per frame 5805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const int N = (dt > minStepTime) ? (1 + round(dt / minStepTime)) : 1; 5815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller dt /= N; 5825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int i = 0; i < N; i++) { 5835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Force friction - always opposes motion 5845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float Ff = -frictionCoeff * velocity; 5855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Restoring force to match cards with slots 5875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float theta = startAngle + bias; 5885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float dtheta = 2.0f * M_PI / slotCount; 5895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float position = theta / dtheta; 5905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float fraction = position - floor(position); // fractional position between slots 5915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float x; 5925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (fraction > 0.5f) { 5935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller x = - (1.0f - fraction); 5945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 5955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller x = fraction; 5965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 5975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float Fr = - springConstant * x; 5985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 5995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // compute velocity 6005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float momentum = mass * velocity + (Ff + Fr)*dt; 6015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller velocity = momentum / mass; 6025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bias += velocity * dt; 6035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 6055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // TODO: Add animation to smoothly move back to slots. Currently snaps to location. 6065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cardCount <= visibleSlotCount) { 6075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // TODO: this aligns the cards to the first slot (theta = startAngle) when there aren't 6085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // enough visible cards. It should be generalized to allow alignment to front, 6095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // middle or back of the stack. 6105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cardPosition(0) != slotPosition(0)) { 6115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bias = 0.0f; 6125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 6145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cardPosition(cardCount) < 0.0f) { 6155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bias = -slotPosition(cardCount); 6165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else if (cardPosition(0) > slotPosition(0)) { 6175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bias = 0.0f; 6185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 6215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller animating = fabs(velocity) > velocityThreshold; 6225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (!animating) { 6235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float dtheta = 2.0f * M_PI / slotCount; 6245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bias = round((startAngle + bias) / dtheta) * dtheta - startAngle; 6255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsSendToClient(CMD_ANIMATION_FINISHED); 6265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller lastTime = currentTime; 6295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 6305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return animating; 6315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 6325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 6335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Cull cards based on visibility and visibleSlotCount. 6345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// If visibleSlotCount is > 0, then only show those slots and cull the rest. 6355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Otherwise, it should cull based on bounds of geometry. 6365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int cullCards() 6375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 6385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float thetaFirst = slotPosition(-1); // -1 keeps the card in front around a bit longer 6395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float thetaLast = slotPosition(visibleSlotCount); 6405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 6415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int count = 0; 6425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int i = 0; i < cardCount; i++) { 6435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (visibleSlotCount > 0) { 6445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // If visibleSlotCount is specified, then only show up to visibleSlotCount cards. 6455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float p = cardPosition(i); 6465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (p >= thetaFirst && p < thetaLast) { 6475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].visible = true; 6485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller count++; 6495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 6505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].visible = false; 6515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 6535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // Cull the rest of the cards using bounding box of geometry. 6545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // TODO 6555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].visible = true; 6565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller count++; 6575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return count; 6605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 6615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 6625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Request texture/geometry for items that have come into view 6635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// or doesn't have a texture yet. 6645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void updateCardResources() 6655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 6665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int i = 0; i < cardCount; i++) { 6675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int data[1]; 6685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].visible) { 6695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // request texture from client if not loaded 6705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].textureState == STATE_INVALID) { 6715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller data[0] = i; 6725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bool enqueued = rsSendToClient(CMD_REQUEST_TEXTURE, data, sizeof(data)); 6735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (enqueued) { 6745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].textureState = STATE_LOADING; 6755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 6765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Couldn't send CMD_REQUEST_TEXTURE", 0); 6775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // request geometry from client if not loaded 6805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].geometryState == STATE_INVALID) { 6815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller data[0] = i; 6825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bool enqueued = rsSendToClient(CMD_REQUEST_GEOMETRY, data, sizeof(data)); 6835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (enqueued) { 6845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].geometryState = STATE_LOADING; 6855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 6865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Couldn't send CMD_REQUEST_GEOMETRY", 0); 6875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 6905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // ask the host to remove the texture 6915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].textureState == STATE_LOADED) { 6925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller data[0] = i; 6935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bool enqueued = rsSendToClient(CMD_INVALIDATE_TEXTURE, data, sizeof(data)); 6945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (enqueued) { 6955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].textureState = STATE_INVALID; 6965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 6975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Couldn't send CMD_INVALIDATE_TEXTURE", 0); 6985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 6995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller // ask the host to remove the geometry 7015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (cards[i].geometryState == STATE_LOADED) { 7025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller data[0] = i; 7035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bool enqueued = rsSendToClient(CMD_INVALIDATE_GEOMETRY, data, sizeof(data)); 7045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (enqueued) { 7055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].geometryState = STATE_INVALID; 7065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 7075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsDebug("Couldn't send CMD_INVALIDATE_GEOMETRY", 0); 7085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 7145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Places dots on geometry to visually inspect that objects can be seen by rays. 7165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// NOTE: the color of the dot is somewhat random, as it depends on texture of previously-rendered 7175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// card. 7185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void renderWithRays() 7195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{ 7205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float w = rsgGetWidth(); 7215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const float h = rsgGetHeight(); 7225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const int skip = 8; 7235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller color(1.0f, 0.0f, 0.0f, 1.0f); 7245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int j = 0; j < (int) h; j+=skip) { 7255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float posY = (float) j; 7265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int i = 0; i < (int) w; i+=skip) { 7275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float posX = (float) i; 7285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller Ray ray; 7295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (makeRayForPixelAt(&ray, posX, posY)) { 7305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller float bestTime = FLT_MAX; 7315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (intersectGeometry(&ray, &bestTime) != -1) { 7325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgDrawSpriteScreenspace(posX, h - posY - 1, 0.0f, 2.0f, 2.0f); 7335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 7385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint root() { 7405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller int64_t currentTime = rsUptimeMillis(); 7415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgClearDepth(1.0f); 7435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgBindProgramVertex(vertexProgram); 7445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgBindProgramFragment(fragmentProgram); 7455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgBindProgramStore(programStore); 7465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgBindProgramRaster(rasterProgram); 7475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateAllocationVars(); 7495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (!initialized) { 7515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller for (int i = 0; i < cardCount; i++) 7525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cards[i].textureState = STATE_INVALID; 7535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller initialized = true; 7545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (false) { // for debugging - flash the screen so we know we're still rendering 7575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller static bool toggle; 7585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (toggle) 7595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgClearColor(backgroundColor.x, backgroundColor.y, backgroundColor.z, 1.0); 7605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller else 7615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgClearColor(1.0f, 0.0f, 0.0f, 1.f); 7625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller toggle = !toggle; 7635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } else { 7645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller rsgClearColor(backgroundColor.x, backgroundColor.y, backgroundColor.z, 1.0); 7655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateCameraMatrix(rsgGetWidth(), rsgGetHeight()); 7685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller const bool timeExpired = (currentTime - touchTime) > ANIMATION_SCALE_TIME; 7705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (timeExpired) { 7715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller //currentSelection = -1; 7725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller bool stillAnimating = updateNextPosition(currentTime) || !timeExpired; 7745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller cullCards(); 7765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller updateCardResources(); 7785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller drawCards(); 7805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller if (debugPicking) { 7825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller renderWithRays(); 7835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller } 7845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller //rsSendToClient(CMD_PING); 7865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller 7875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller return stillAnimating ? 1 : 0; 7885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} 789