carousel.rs revision 7cb0068e59dde61ef0e649735199e5ba31c9c6af
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 {
247cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rs_allocation texture; // basic card texture
257cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rs_allocation detailTexture; // screen-aligned detail texture
267cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    float2 detailTextureOffset; // offset to add, in screen coordinates
275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rs_mesh geometry;
287cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rs_matrix4x4 matrix; // custom transform for this card/geometry
297cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    int textureState;  // whether or not the primary card texture is loaded.
307cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    int detailTextureState; // whether or not the detail for the card is loaded.
315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int geometryState; // whether or not geometry is loaded
325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int visible; // not bool because of packing bug?
335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} Card_t;
345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millertypedef struct Ray_s {
365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 position;
375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 direction;
385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} Ray;
395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millertypedef struct PerspectiveCamera_s {
415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 from;
425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 at;
435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 up;
445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float  fov;
455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float  aspect;
465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float  near;
475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float  far;
485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller} PerspectiveCamera;
495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Request states. Used for loading 3D object properties from the Java client.
515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Typical properties: texture, geometry and matrices.
525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerenum {
535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    STATE_INVALID = 0, // item hasn't been loaded
545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    STATE_LOADING, // we've requested an item but are waiting for it to load
555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    STATE_LOADED // item was delivered
565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller};
575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Client messages *** THIS LIST MUST MATCH THOSE IN CarouselRS.java. ***
595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_CARD_SELECTED = 100;
605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_REQUEST_TEXTURE = 200;
615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_INVALIDATE_TEXTURE = 210;
625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_REQUEST_GEOMETRY = 300;
635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_INVALIDATE_GEOMETRY = 310;
645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_ANIMATION_STARTED = 400;
655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int CMD_ANIMATION_FINISHED = 500;
667cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerstatic const int CMD_REQUEST_DETAIL_TEXTURE = 600;
677cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerstatic const int CMD_INVALIDATE_DETAIL_TEXTURE = 610;
687cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerstatic const int CMD_REPORT_FIRST_CARD_POSITION = 700;
697cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerstatic const int CMD_PING = 1000;
705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Constants
725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const int ANIMATION_SCALE_TIME = 200; // Time it takes to animate selected card, in ms
735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float3 SELECTED_SCALE_FACTOR = { 0.2f, 0.2f, 0.2f }; // increase by this %
745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Debug flags
767cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerconst bool debugCamera = false; // dumps ray/camera coordinate stuff
777cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerconst bool debugPicking = false; // renders picking area on top of geometry
787cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerconst bool debugTextureLoading = false; // for debugging texture load/unload
797cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerconst bool debugGeometryLoading = false; // for debugging geometry load/unload
805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Exported variables. These will be reflected to Java set_* variables.
825ce730797a8a7278dfe19dac8a9460b25675fed0Jim MillerCard_t *cards; // array of cards to draw
835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerfloat startAngle; // position of initial card, in radians
845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint slotCount; // number of positions where a card can be
855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint cardCount; // number of cards in stack
865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint visibleSlotCount; // number of visible slots (for culling)
877cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerint visibleDetailCount; // number of visible detail textures to show
885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerfloat radius; // carousel radius. Cards will be centered on a circle with this radius
895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerfloat cardRotation; // rotation of card in XY plane relative to Z=1
90c0bb8af58ae15674178f2db240283719918c6f28Jim Shumafloat swaySensitivity; // how much to rotate cards in relation to the rotation velocity
91c0bb8af58ae15674178f2db240283719918c6f28Jim Shumafloat frictionCoeff; // how much to slow down the carousel over time
92c0bb8af58ae15674178f2db240283719918c6f28Jim Shumafloat dragFactor; // a scale factor for how sensitive the carousel is to user dragging
935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_store programStore;
945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_fragment fragmentProgram;
955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_vertex vertexProgram;
965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_program_raster rasterProgram;
975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_allocation defaultTexture; // shown when no other texture is assigned
985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_allocation loadingTexture; // progress texture (shown when app is fetching the texture)
999afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Millerrs_allocation backgroundTexture; // drawn behind everything, if set
1007cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerrs_allocation detailLineTexture; // used to draw detail line (as a quad, of course)
1015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_mesh defaultGeometry; // shown when no geometry is loaded
1025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_mesh loadingGeometry; // shown when geometry is loading
1035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_matrix4x4 projectionMatrix;
1045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerrs_matrix4x4 modelviewMatrix;
1055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs export_var(radius, cards, slotCount, visibleSlotCount, cardRotation)
107c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma#pragma rs export_var(swaySensitivity, frictionCoeff, dragFactor)
1087cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller#pragma rs export_var(programStore, fragmentProgram, vertexProgram, rasterProgram)
1097cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller#pragma rs export_var(detailLineTexture, backgroundTexture)
1105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller#pragma rs export_var(startAngle, defaultTexture, loadingTexture, defaultGeometry, loadingGeometry)
1117cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller#pragma rs export_func(createCards, lookAt, doStart, doStop, doMotion, doSelection)
1127cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller#pragma rs export_func(setTexture, setGeometry, setDetailTexture, debugCamera, debugPicking)
113198a060d650bc849ef0f25b597888fac9546803bJack Palevich#pragma rs export_func(requestFirstCardPosition)
1145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Local variables
1165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float bias; // rotation bias, in radians. Used for animation and dragging.
1175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool updateCamera;    // force a recompute of projection and lookat matrices
1185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool initialized;
1197cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerstatic float4 backgroundColor = { 0.0f, 0.0f, 0.0f, 0.5f };
1205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float FLT_MAX = 1.0e37;
1215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int currentSelection = -1;
122198a060d650bc849ef0f25b597888fac9546803bJack Palevichstatic int currentFirstCard = -1;
1235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int64_t touchTime = -1;  // time of first touch (see doStart())
1245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float touchBias = 0.0f; // bias on first touch
125c0bb8af58ae15674178f2db240283719918c6f28Jim Shumastatic float velocity = 0.0f;  // angular velocity in radians/s
1265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Default geometry when card.geometry is not set.
1285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float3 cardVertices[4] = {
1295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        { -1.0, -1.0, 0.0 },
1305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        { 1.0, -1.0, 0.0 },
1315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        { 1.0, 1.0, 0.0 },
1325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        {-1.0, 1.0, 0.0 }
1335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller};
1345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Default camera
1365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic PerspectiveCamera camera = {
1375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        {2,2,2}, // from
1385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        {0,0,0}, // at
1395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        {0,1,0}, // up
1405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        25.0f,   // field of view
1415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        1.0f,    // aspect
1425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        0.1f,    // near
1435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        100.0f   // far
1445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller};
1455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Forward references
1475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int intersectGeometry(Ray* ray, float *bestTime);
1485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool makeRayForPixelAt(Ray* ray, float x, float y);
1495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float deltaTimeInSeconds(int64_t current);
1505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid init() {
1525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // initializers currently have a problem when the variables are exported, so initialize
1535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // globals here.
1547cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    // rsDebug("Renderscript: init()", 0);
1555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    startAngle = 0.0f;
1565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    slotCount = 10;
1575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    visibleSlotCount = 1;
1587cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    visibleDetailCount = 3;
1595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    bias = 0.0f;
1605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    radius = 1.0f;
1615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    cardRotation = 0.0f;
1625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    updateCamera = true;
1635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    initialized = false;
1645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
1655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void updateAllocationVars()
1675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
1685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // Cards
1695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rs_allocation cardAlloc = rsGetAllocation(cards);
1705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // TODO: use new rsIsObject()
1715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    cardCount = cardAlloc.p != 0 ? rsAllocationGetDimX(cardAlloc) : 0;
1725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
1735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid createCards(int n)
1755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
1767cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    if (debugTextureLoading) rsDebug("CreateCards: ", n);
1775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    initialized = false;
1785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    updateAllocationVars();
1795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
1805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Return angle for position p. Typically p will be an integer position, but can be fractional.
1825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float cardPosition(float p)
1835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
1845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return startAngle + bias + 2.0f * M_PI * p / slotCount;
1855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
1865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Return slot for a card in position p. Typically p will be an integer slot, but can be fractional.
1885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float slotPosition(float p)
1895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
1905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return startAngle + 2.0f * M_PI * p / slotCount;
1915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
1925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Return the lowest slot number for a given angular position.
1945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int cardIndex(float angle)
1955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
1965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return floor(angle - startAngle - bias) * slotCount / (2.0f * M_PI);
1975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
1985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
1995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Set basic camera properties:
2005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//    from - position of the camera in x,y,z
2015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//    at - target we're looking at - used to compute view direction
2025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//    up - a normalized vector indicating up (typically { 0, 1, 0})
2035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller//
2045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// NOTE: the view direction and up vector cannot be parallel/antiparallel with each other
2055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid lookAt(float fromX, float fromY, float fromZ,
2065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float atX, float atY, float atZ,
2075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float upX, float upY, float upZ)
2085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
2095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.from.x = fromX;
2105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.from.y = fromY;
2115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.from.z = fromZ;
2125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.at.x = atX;
2135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.at.y = atY;
2145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.at.z = atZ;
2155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.up.x = upX;
2165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.up.y = upY;
2175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    camera.up.z = upZ;
2185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    updateCamera = true;
2195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
2205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
2215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Load a projection matrix for the given parameters.  This is equivalent to gluPerspective()
2225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void loadPerspectiveMatrix(rs_matrix4x4* matrix, float fovy, float aspect, float near, float far)
2235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
2245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsMatrixLoadIdentity(matrix);
2255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float top = near * tan((float) (fovy * M_PI / 360.0f));
2265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float bottom = -top;
2275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float left = bottom * aspect;
2285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float right = top * aspect;
2295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsMatrixLoadFrustum(matrix, left, right, bottom, top, near, far);
2305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
2315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
2325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Construct a matrix based on eye point, center and up direction. Based on the
2335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// man page for gluLookat(). Up must be normalized.
2345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void loadLookatMatrix(rs_matrix4x4* matrix, float3 eye, float3 center, float3 up)
2355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
2365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 f = normalize(center - eye);
2375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 s = normalize(cross(f, up));
2385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 u = cross(s, f);
2395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float m[16];
2405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[0] = s.x;
2415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[4] = s.y;
2425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[8] = s.z;
2435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[12] = 0.0f;
2445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[1] = u.x;
2455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[5] = u.y;
2465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[9] = u.z;
2475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[13] = 0.0f;
2485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[2] = -f.x;
2495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[6] = -f.y;
2505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[10] = -f.z;
2515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[14] = 0.0f;
2525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[3] = m[7] = m[11] = 0.0f;
2535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    m[15] = 1.0f;
2545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsMatrixLoad(matrix, m);
2555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsMatrixTranslate(matrix, -eye.x, -eye.y, -eye.z);
2565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
2575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
2585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid setTexture(int n, rs_allocation texture)
2595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
2605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    cards[n].texture = texture;
2617cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    cards[n].textureState = (texture.p != 0) ? STATE_LOADED : STATE_INVALID;
2627cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller}
2637cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
2647cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millervoid setDetailTexture(int n, float offx, float offy, rs_allocation texture)
2657cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller{
2667cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    cards[n].detailTexture = texture;
2677cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    cards[n].detailTextureOffset.x = offx;
2687cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    cards[n].detailTextureOffset.y = offy;
2697cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    cards[n].detailTextureState = (texture.p != 0) ? STATE_LOADED : STATE_INVALID;
2705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
2715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
2725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid setGeometry(int n, rs_mesh geometry)
2735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
2745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    cards[n].geometry = geometry;
2755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (cards[n].geometry.p != 0)
2765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        cards[n].geometryState = STATE_LOADED;
2775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    else
2785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        cards[n].geometryState = STATE_INVALID;
2795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
2805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
281198a060d650bc849ef0f25b597888fac9546803bJack Palevichvoid requestFirstCardPosition()
282198a060d650bc849ef0f25b597888fac9546803bJack Palevich{
283198a060d650bc849ef0f25b597888fac9546803bJack Palevich    int data[1];
284198a060d650bc849ef0f25b597888fac9546803bJack Palevich    data[0] = currentFirstCard;
285198a060d650bc849ef0f25b597888fac9546803bJack Palevich    bool enqueued = rsSendToClient(CMD_REPORT_FIRST_CARD_POSITION, data, sizeof(data));
286198a060d650bc849ef0f25b597888fac9546803bJack Palevich    if (!enqueued) {
287198a060d650bc849ef0f25b597888fac9546803bJack Palevich        rsDebug("Couldn't send CMD_REPORT_FIRST_CARD_POSITION", 0);
288198a060d650bc849ef0f25b597888fac9546803bJack Palevich    }
289198a060d650bc849ef0f25b597888fac9546803bJack Palevich}
290198a060d650bc849ef0f25b597888fac9546803bJack Palevich
2915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float3 getAnimatedScaleForSelected()
2925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
2935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int64_t dt = (rsUptimeMillis() - touchTime);
2945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float fraction = (dt < ANIMATION_SCALE_TIME) ? (float) dt / ANIMATION_SCALE_TIME : 1.0f;
2955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    const float3 one = { 1.0f, 1.0f, 1.0f };
2965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return one + fraction * SELECTED_SCALE_FACTOR;
2975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
2985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
299c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma// The Verhulst logistic function: http://en.wikipedia.org/wiki/Logistic_function
300c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma//    P(t) = 1 / (1 + e^(-t))
301c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma// Parameter t: Any real number
302c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma// Returns: A float in the range (0,1), with P(0.5)=0
303c0bb8af58ae15674178f2db240283719918c6f28Jim Shumastatic float logistic(float t) {
304c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    return 1. / (1. + exp(-t));
305c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma}
306c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma
307c0bb8af58ae15674178f2db240283719918c6f28Jim Shumastatic float getSwayAngleForVelocity(float v)
308c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma{
309c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    const float range = M_PI; // How far we can deviate from center, peak-to-peak
310c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    float sway = M_PI * (logistic(-v * swaySensitivity) - 0.5);
311c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma
312c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    return sway;
313c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma}
314c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma
3155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void getMatrixForCard(rs_matrix4x4* matrix, int i)
3165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
3175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float theta = cardPosition(i);
318c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    float swayAngle = getSwayAngleForVelocity(velocity);
3195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsMatrixRotate(matrix, degrees(theta), 0, 1, 0);
3205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsMatrixTranslate(matrix, radius, 0, 0);
321c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    rsMatrixRotate(matrix, degrees(-theta + cardRotation + swayAngle), 0, 1, 0);
3225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (i == currentSelection) {
3235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float3 scale = getAnimatedScaleForSelected();
3245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsMatrixScale(matrix, scale.x, scale.y, scale.z);
3255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
3265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // TODO: apply custom matrix for cards[i].geometry
3275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
3285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
3295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void drawCards()
3305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
3315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    for (int i = 0; i < cardCount; i++) {
3325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (cards[i].visible) {
3335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // Bind texture
3345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (cards[i].textureState == STATE_LOADED) {
3355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                rsgBindTexture(fragmentProgram, 0, cards[i].texture);
3365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            } else if (cards[i].textureState == STATE_LOADING) {
3375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                rsgBindTexture(fragmentProgram, 0, loadingTexture);
3385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            } else {
3395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                rsgBindTexture(fragmentProgram, 0, defaultTexture);
3405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
3415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
3425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // Draw geometry
3435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rs_matrix4x4 matrix = modelviewMatrix;
3445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            getMatrixForCard(&matrix, i);
3455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsgProgramVertexLoadModelMatrix(&matrix);
3465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (cards[i].geometryState == STATE_LOADED && cards[i].geometry.p != 0) {
3475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                rsgDrawMesh(cards[i].geometry);
3485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            } else if (cards[i].geometryState == STATE_LOADING && loadingGeometry.p != 0) {
3495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                rsgDrawMesh(loadingGeometry);
3505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            } else if (defaultGeometry.p != 0) {
3515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                rsgDrawMesh(defaultGeometry);
3525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            } else {
3535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                // Draw place-holder geometry
3545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                rsgDrawQuad(
3555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cardVertices[0].x, cardVertices[0].y, cardVertices[0].z,
3565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cardVertices[1].x, cardVertices[1].y, cardVertices[1].z,
3575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cardVertices[2].x, cardVertices[2].y, cardVertices[2].z,
3585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cardVertices[3].x, cardVertices[3].y, cardVertices[3].z);
3595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
3605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
3615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
3625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
3635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
3647cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller/*
3657cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller * Draws a screen-aligned card with the exact dimensions from the detail texture.
3667cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller * This is used to display information about the object being displayed above the geomertry.
3677cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller */
3687cb0068e59dde61ef0e649735199e5ba31c9c6afJim Millerstatic void drawDetails()
3697cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller{
3707cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    const float width = rsgGetWidth();
3717cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    const float height = rsgGetHeight();
3727cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
3737cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    // We'll be drawing in screen space, sampled on pixel centers
3747cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rs_matrix4x4 projection, model;
3757cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rsMatrixLoadOrtho(&projection, 0.0f, width, 0.0f, height, 0.0f, 1.0f);
3767cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rsgProgramVertexLoadProjectionMatrix(&projection);
3777cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rsMatrixLoadIdentity(&model);
3787cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    rsgProgramVertexLoadModelMatrix(&model);
3797cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    updateCamera = true; // we messed with the projection matrix. Reload on next pass...
3807cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
3817cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    const float yPadding = 5.0f; // draw line this far (in pixels) away from top and geometry
3827cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
3837cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    int drawn = 0; // number of details drawn
3847cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    for (int i = 0; i < cardCount && drawn < visibleDetailCount; i++) {
3857cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller        if (cards[i].visible) {
3867cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            if (cards[i].detailTextureState == STATE_LOADED && cards[i].detailTexture.p != 0) {
3877cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                const float lineWidth = rsAllocationGetDimX(detailLineTexture);
3887cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
3897cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                // Compute position in screen space of upper left corner of card
3907cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                rs_matrix4x4 model = modelviewMatrix;
3917cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                getMatrixForCard(&model, i);
3927cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                rs_matrix4x4 matrix;
3937cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                rsMatrixLoadMultiply(&matrix, &projectionMatrix, &model);
3947cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                float4 screenCoord = rsMatrixMultiply(&matrix, cardVertices[3]);
3957cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                if (screenCoord.w == 0.0f) {
3967cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    // this shouldn't happen
3977cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    rsDebug("Bad transform: ", screenCoord);
3987cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    continue;
3997cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                }
4007cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
4017cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                // Convert projection from normalized coordinates to pixel coordinates.
4027cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                // This is probably cheaper than pre-multiplying the above with another matrix.
4037cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                screenCoord *= 1.0f / screenCoord.w;
4047cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                screenCoord.x += 1.0f;
4057cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                screenCoord.y += 1.0f;
4067cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                screenCoord.z = 0.0f; // make sure it's in front
4077cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                screenCoord.x = round(screenCoord.x * 0.5f * width);
4087cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                screenCoord.y = round(screenCoord.y * 0.5f * height);
4097cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
4107cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                // Draw line from upper left card corner to the top of the screen
4117cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                rsgBindTexture(fragmentProgram, 0, detailLineTexture);
4127cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                const float halfWidth = lineWidth * 0.5f;
4137cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                rsgDrawQuad(
4147cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x - halfWidth, screenCoord.y + yPadding, 0,
4157cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x + halfWidth, screenCoord.y + yPadding, 0,
4167cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x + halfWidth, height - yPadding, 0,
4177cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x - halfWidth, height - yPadding, 0);
4187cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
4197cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                // Draw the detail texture next to it using the offsets provided.
4207cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                rsgBindTexture(fragmentProgram, 0, cards[i].detailTexture);
4217cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                const float textureWidth = rsAllocationGetDimX(cards[i].detailTexture);
4227cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                const float textureHeight = rsAllocationGetDimY(cards[i].detailTexture);
4237cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                const float offx = cards[i].detailTextureOffset.x;
4247cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                const float offy = -cards[i].detailTextureOffset.y;
4257cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                rsgDrawQuad(
4267cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x + offx, height + offy - textureHeight, 0,
4277cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x + offx + textureWidth, height + offy - textureHeight, 0,
4287cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x + offx + textureWidth, height + offy, 0,
4297cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                        screenCoord.x + offx, height + offy, 0);
4307cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
4317cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                drawn++;
4327cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            }
4337cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller        }
4347cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    }
4357cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller}
4367cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller
4379afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Millerstatic void drawBackground()
4389afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller{
4399afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller    if (backgroundTexture.p != 0) {
4409afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsgClearDepth(1.0f);
4419afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rs_matrix4x4 projection, model;
4429afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsMatrixLoadOrtho(&projection, -1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f);
4439afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsgProgramVertexLoadProjectionMatrix(&projection);
4449afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsMatrixLoadIdentity(&model);
4459afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsgProgramVertexLoadModelMatrix(&model);
4469afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsgBindTexture(fragmentProgram, 0, backgroundTexture);
4479afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        float z = -0.9999f;
4489afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsgDrawQuad(
4499afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            cardVertices[0].x, cardVertices[0].y, z,
4509afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            cardVertices[1].x, cardVertices[1].y, z,
4519afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            cardVertices[2].x, cardVertices[2].y, z,
4529afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            cardVertices[3].x, cardVertices[3].y, z);
4539afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        updateCamera = true; // we mucked with the matrix.
4549afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller    } else {
4559afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        rsgClearDepth(1.0f);
4569afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller        if (false) { // for debugging - flash the screen so we know we're still rendering
4579afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            static bool toggle;
4589afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            if (toggle)
4597cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller               rsgClearColor(backgroundColor.x, backgroundColor.y, backgroundColor.z,
4607cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                       backgroundColor.w);
4619afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            else
4629afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller               rsgClearColor(1.0f, 0.0f, 0.0f, 1.f);
4639afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller            toggle = !toggle;
4649afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller       } else {
4657cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller           rsgClearColor(backgroundColor.x, backgroundColor.y, backgroundColor.z,
4667cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                   backgroundColor.w);
4679afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller       }
4689afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller    }
4699afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller}
4709afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller
4715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void updateCameraMatrix(float width, float height)
4725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
4735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float aspect = width / height;
4745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (aspect != camera.aspect || updateCamera) {
4755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        camera.aspect = aspect;
4765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        loadPerspectiveMatrix(&projectionMatrix, camera.fov, camera.aspect, camera.near, camera.far);
4775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsgProgramVertexLoadProjectionMatrix(&projectionMatrix);
4785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
4795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        loadLookatMatrix(&modelviewMatrix, camera.from, camera.at, camera.up);
4805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsgProgramVertexLoadModelMatrix(&modelviewMatrix);
4815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        updateCamera = false;
4825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
4835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
4845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
4855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller////////////////////////////////////////////////////////////////////////////////////////////////////
4865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Behavior/Physics
4875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller////////////////////////////////////////////////////////////////////////////////////////////////////
4885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool isDragging;
4895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int64_t lastTime = 0L; // keep track of how much time has passed between frames
4905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float2 lastPosition;
4915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool animating = false;
4925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float velocityThreshold = 0.1f * M_PI / 180.0f;
4935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float velocityTracker;
4945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int velocityTrackerCount;
4955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float mass = 5.0f; // kg
4965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
4975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float G = 9.80f; // gravity constant, in m/s
4985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic const float springConstant = 0.0f;
4995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float dragFunction(float x, float y)
5015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
5025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return dragFactor * ((x - lastPosition.x) / rsgGetWidth()) * M_PI;
5035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
5045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic float deltaTimeInSeconds(int64_t current)
5065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
5075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return (lastTime > 0L) ? (float) (current - lastTime) / 1000.0f : 0.0f;
5085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
5095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint doSelection(float x, float y)
5115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
5125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    Ray ray;
5135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (makeRayForPixelAt(&ray, x, y)) {
5145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float bestTime = FLT_MAX;
5155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        return intersectGeometry(&ray, &bestTime);
5165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
5175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return -1;
5185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
5195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid doStart(float x, float y)
5215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
5225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    lastPosition.x = x;
5235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    lastPosition.y = y;
5245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    velocity = 0.0f;
5255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (animating) {
5265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsSendToClient(CMD_ANIMATION_FINISHED);
5275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        animating = false;
5285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
5295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    velocityTracker = 0.0f;
5305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    velocityTrackerCount = 0;
5315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    touchTime = rsUptimeMillis();
5325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    touchBias = bias;
5335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    currentSelection = doSelection(x, y);
5345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
5355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid doStop(float x, float y)
5385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
5395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int64_t currentTime = rsUptimeMillis();
5405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    updateAllocationVars();
5415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (currentSelection != -1 && (currentTime - touchTime) < ANIMATION_SCALE_TIME) {
5427cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller        // rsDebug("HIT!", currentSelection);
5435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        int data[1];
5445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        data[0] = currentSelection;
5455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsSendToClientBlocking(CMD_CARD_SELECTED, data, sizeof(data));
5465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    } else {
5475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        velocity = velocityTrackerCount > 0 ?
5485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    (velocityTracker / velocityTrackerCount) : 0.0f;  // avg velocity
5495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (fabs(velocity) > velocityThreshold) {
5505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            animating = true;
5515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsSendToClient(CMD_ANIMATION_STARTED);
5525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
5535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
5545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    currentSelection = -1;
5555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    lastTime = rsUptimeMillis();
5565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
5575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millervoid doMotion(float x, float y)
5595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
5605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int64_t currentTime = rsUptimeMillis();
5615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float deltaOmega = dragFunction(x, y);
5625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    bias += deltaOmega;
5635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    lastPosition.x = x;
5645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    lastPosition.y = y;
5655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float dt = deltaTimeInSeconds(currentTime);
5665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (dt > 0.0f) {
5675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float v = deltaOmega / dt;
5685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        //if ((velocityTracker > 0.0f) == (v > 0.0f)) {
5695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            velocityTracker += v;
5705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            velocityTrackerCount++;
5715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        //} else {
5725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        //    velocityTracker = v;
5735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        //    velocityTrackerCount = 1;
5745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        //}
5755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
576c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    velocity = velocityTrackerCount > 0 ?
577c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma                (velocityTracker / velocityTrackerCount) : 0.0f;  // avg velocity
5785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // Drop current selection if user drags position +- a partial slot
5805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (currentSelection != -1) {
5815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float slotMargin = 0.5f * (2.0f * M_PI / slotCount);
5825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (fabs(touchBias - bias) > slotMargin) {
5835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            currentSelection = -1;
5845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
5855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
5865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    lastTime = currentTime;
5875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
5885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller////////////////////////////////////////////////////////////////////////////////////////////////////
5905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Hit detection using ray casting.
5915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller////////////////////////////////////////////////////////////////////////////////////////////////////
5925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool
5945ce730797a8a7278dfe19dac8a9460b25675fed0Jim MillerrayTriangleIntersect(Ray* ray, float3 p0, float3 p1, float3 p2, float *tout)
5955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
5965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    static const float tmin = 0.0f;
5975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
5985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 e1 = p1 - p0;
5995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 e2 = p2 - p0;
6005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 s1 = cross(ray->direction, e2);
6015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float div = dot(s1, e1);
6035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (div == 0.0f) return false;  // ray is parallel to plane.
6045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 d = ray->position - p0;
6065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float invDiv = 1.0f / div;
6075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float u = dot(d, s1) * invDiv;
6095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (u < 0.0f || u > 1.0f) return false;
6105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float3 s2 = cross(d, e1);
6125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float v = dot(ray->direction, s2) * invDiv;
6135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if ( v < 0.0f || (u+v) > 1.0f) return false;
6145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    float t = dot(e2, s2) * invDiv;
6165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (t < tmin || t > *tout)
6175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        return false;
6185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    *tout = t;
6195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return true;
6205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
6215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Creates a ray for an Android pixel coordinate.
6235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Note that the Y coordinate is opposite of GL rendering coordinates.
6245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool makeRayForPixelAt(Ray* ray, float x, float y)
6255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
6265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (debugCamera) {
6275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsDebug("------ makeRay() -------", 0);
6285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsDebug("Camera.from:", camera.from);
6295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsDebug("Camera.at:", camera.at);
6305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsDebug("Camera.dir:", normalize(camera.at - camera.from));
6315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
6325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // Vector math.  This has the potential to be much faster.
6345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // TODO: pre-compute lowerLeftRay, du, dv to eliminate most of this math.
6355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (true) {
6365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float u = x / rsgGetWidth();
6375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float v = 1.0f - (y / rsgGetHeight());
6385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float aspect = (float) rsgGetWidth() / rsgGetHeight();
6395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float tanfov2 = 2.0f * tan(radians(camera.fov / 2.0f));
6405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float3 dir = normalize(camera.at - camera.from);
6415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float3 du = tanfov2 * normalize(cross(dir, camera.up));
6425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float3 dv = tanfov2 * normalize(cross(du, dir));
6435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        du *= aspect;
6445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float3 lowerLeftRay = dir - (0.5f * du) - (0.5f * dv);
6455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float3 rayPoint = camera.from;
6465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float3 rayDir = normalize(lowerLeftRay + u*du + v*dv);
6475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (debugCamera) {
6485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsDebug("Ray direction (vector math) = ", rayDir);
6495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
6505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        ray->position =  rayPoint;
6525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        ray->direction = rayDir;
6535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
6545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // Matrix math.  This is more generic if we allow setting model view and projection matrices
6565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    // directly
6575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    else {
6585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rs_matrix4x4 pm = modelviewMatrix;
6595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        rsMatrixLoadMultiply(&pm, &projectionMatrix, &modelviewMatrix);
6605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (!rsMatrixInverse(&pm)) {
6615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsDebug("ERROR: SINGULAR PM MATRIX", 0);
6625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            return false;
6635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
6645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float width = rsgGetWidth();
6655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float height = rsgGetHeight();
6665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float winx = 2.0f * x / width - 1.0f;
6675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float winy = 2.0f * y / height - 1.0f;
6685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float4 eye = { 0.0f, 0.0f, 0.0f, 1.0f };
6705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float4 at = { winx, winy, 1.0f, 1.0f };
6715ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6725ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        eye = rsMatrixMultiply(&pm, eye);
6735ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        eye *= 1.0f / eye.w;
6745ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6755ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        at = rsMatrixMultiply(&pm, at);
6765ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        at *= 1.0f / at.w;
6775ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6785ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float3 rayPoint = { eye.x, eye.y, eye.z };
6795ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float3 atPoint = { at.x, at.y, at.z };
6805ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float3 rayDir = normalize(atPoint - rayPoint);
6815ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (debugCamera) {
6825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsDebug("winx: ", winx);
6835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsDebug("winy: ", winy);
6845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsDebug("Ray position (transformed) = ", eye);
6855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsDebug("Ray direction (transformed) = ", rayDir);
6865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
6875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        ray->position =  rayPoint;
6885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        ray->direction = rayDir;
6895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
6905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return true;
6925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
6935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
6945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int intersectGeometry(Ray* ray, float *bestTime)
6955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
6965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int hit = -1;
6975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    for (int id = 0; id < cardCount; id++) {
6985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (cards[id].visible) {
6995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rs_matrix4x4 matrix;
7005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            float3 p[4];
7015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
7025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // Transform card vertices to world space
7035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsMatrixLoadIdentity(&matrix);
7045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            getMatrixForCard(&matrix, id);
7055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            for (int vertex = 0; vertex < 4; vertex++) {
7065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                float4 tmp = rsMatrixMultiply(&matrix, cardVertices[vertex]);
7075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                if (tmp.w != 0.0f) {
7085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    p[vertex].x = tmp.x;
7095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    p[vertex].y = tmp.y;
7105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    p[vertex].z = tmp.z;
7115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    p[vertex] *= 1.0f / tmp.w;
7125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                } else {
7135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    rsDebug("Bad w coord: ", tmp);
7145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                }
7155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
7165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
7175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // Intersect card geometry
7185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (rayTriangleIntersect(ray, p[0], p[1], p[2], bestTime)
7195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                || rayTriangleIntersect(ray, p[2], p[3], p[0], bestTime)) {
7205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                hit = id;
7215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
7225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
7235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
7245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return hit;
7255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
7265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
7275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// This method computes the position of all the cards by updating bias based on a
7285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// simple physics model.
7295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// If the cards are still in motion, returns true.
7305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic bool updateNextPosition(int64_t currentTime)
7315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
7325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (animating) {
7335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float dt = deltaTimeInSeconds(currentTime);
7345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (dt <= 0.0f)
7355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            return animating;
7365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const float minStepTime = 1.0f / 300.0f; // ~5 steps per frame
7375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        const int N = (dt > minStepTime) ? (1 + round(dt / minStepTime)) : 1;
7385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        dt /= N;
7395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        for (int i = 0; i < N; i++) {
7405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // Force friction - always opposes motion
7415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            const float Ff = -frictionCoeff * velocity;
7425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
7435ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // Restoring force to match cards with slots
7445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            const float theta = startAngle + bias;
7455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            const float dtheta = 2.0f * M_PI / slotCount;
7465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            const float position = theta / dtheta;
7475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            const float fraction = position - floor(position); // fractional position between slots
7485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            float x;
7495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (fraction > 0.5f) {
7505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                x = - (1.0f - fraction);
7515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            } else {
7525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                x = fraction;
7535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
7545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            const float Fr = - springConstant * x;
7555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
7565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // compute velocity
7575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            const float momentum = mass * velocity + (Ff + Fr)*dt;
7585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            velocity = momentum / mass;
7595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            bias += velocity * dt;
7605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
7615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
7625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        animating = fabs(velocity) > velocityThreshold;
7635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (!animating) {
7645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            rsSendToClient(CMD_ANIMATION_FINISHED);
7655ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
7665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
7675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    lastTime = currentTime;
7685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
769c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    // TODO: Add animation to smoothly move back to slots. Currently snaps to location.
770c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    if (cardCount <= visibleSlotCount) {
771c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        // TODO: this aligns the cards to the first slot (theta = startAngle) when there aren't
772c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        // enough visible cards. It should be generalized to allow alignment to front,
773c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        // middle or back of the stack.
774c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        if (cardPosition(0) != slotPosition(0)) {
775c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma            bias = 0.0f;
776c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        }
777c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    } else {
778c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        if (cardPosition(cardCount) < 0.0f) {
779c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma            bias = -slotPosition(cardCount);
780c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        } else if (cardPosition(0) > slotPosition(0)) {
781c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma            bias = 0.0f;
782c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma        }
783c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma    }
784c0bb8af58ae15674178f2db240283719918c6f28Jim Shuma
7855ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return animating;
7865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
7875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
7885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Cull cards based on visibility and visibleSlotCount.
7895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// If visibleSlotCount is > 0, then only show those slots and cull the rest.
7905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Otherwise, it should cull based on bounds of geometry.
7915ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic int cullCards()
7925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
7935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    const float thetaFirst = slotPosition(-1); // -1 keeps the card in front around a bit longer
794198a060d650bc849ef0f25b597888fac9546803bJack Palevich    const float thetaSelected = slotPosition(0);
795198a060d650bc849ef0f25b597888fac9546803bJack Palevich    const float thetaHalfAngle = (thetaSelected - thetaFirst) * 0.5f;
796198a060d650bc849ef0f25b597888fac9546803bJack Palevich    const float thetaSelectedLow = thetaSelected - thetaHalfAngle;
797198a060d650bc849ef0f25b597888fac9546803bJack Palevich    const float thetaSelectedHigh = thetaSelected + thetaHalfAngle;
7985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    const float thetaLast = slotPosition(visibleSlotCount);
7995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
8005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int count = 0;
801198a060d650bc849ef0f25b597888fac9546803bJack Palevich    int firstVisible = -1;
8025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    for (int i = 0; i < cardCount; i++) {
8035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (visibleSlotCount > 0) {
8045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // If visibleSlotCount is specified, then only show up to visibleSlotCount cards.
8055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            float p = cardPosition(i);
8065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (p >= thetaFirst && p < thetaLast) {
807198a060d650bc849ef0f25b597888fac9546803bJack Palevich                if (firstVisible == -1 && p >= thetaSelectedLow && p < thetaSelectedHigh) {
808198a060d650bc849ef0f25b597888fac9546803bJack Palevich                    firstVisible = i;
809198a060d650bc849ef0f25b597888fac9546803bJack Palevich                }
8105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                cards[i].visible = true;
8115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                count++;
8125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            } else {
8135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                cards[i].visible = false;
8145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
8155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        } else {
8165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // Cull the rest of the cards using bounding box of geometry.
8175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // TODO
8185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            cards[i].visible = true;
8195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            count++;
8205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
8215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
822198a060d650bc849ef0f25b597888fac9546803bJack Palevich    currentFirstCard = firstVisible;
8235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return count;
8245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
8255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
8265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Request texture/geometry for items that have come into view
8275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// or doesn't have a texture yet.
8285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void updateCardResources()
8295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
8305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    for (int i = 0; i < cardCount; i++) {
8315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        int data[1];
8325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        if (cards[i].visible) {
8335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // request texture from client if not loaded
8345ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (cards[i].textureState == STATE_INVALID) {
8355ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                data[0] = i;
8365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                bool enqueued = rsSendToClient(CMD_REQUEST_TEXTURE, data, sizeof(data));
8375ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                if (enqueued) {
8385ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cards[i].textureState = STATE_LOADING;
8395ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                } else {
8407cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    if (debugTextureLoading) rsDebug("Couldn't send CMD_REQUEST_TEXTURE", 0);
8417cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                }
8427cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            }
8437cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            // request detail texture from client if not loaded
8447cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            if (cards[i].detailTextureState == STATE_INVALID) {
8457cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                data[0] = i;
8467cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                bool enqueued = rsSendToClient(CMD_REQUEST_DETAIL_TEXTURE, data, sizeof(data));
8477cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                if (enqueued) {
8487cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    cards[i].detailTextureState = STATE_LOADING;
8497cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                } else {
8507cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    if (debugTextureLoading) rsDebug("Couldn't send CMD_REQUEST_DETAIL_TEXTURE", 0);
8515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                }
8525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
8535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // request geometry from client if not loaded
8545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (cards[i].geometryState == STATE_INVALID) {
8555ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                data[0] = i;
8565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                bool enqueued = rsSendToClient(CMD_REQUEST_GEOMETRY, data, sizeof(data));
8575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                if (enqueued) {
8585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cards[i].geometryState = STATE_LOADING;
8595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                } else {
8607cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    if (debugGeometryLoading) rsDebug("Couldn't send CMD_REQUEST_GEOMETRY", 0);
8615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                }
8625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
8635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        } else {
8645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // ask the host to remove the texture
865dce9af330efceae2b8d1d7c25e7e236b4e21719bJack Palevich            if (cards[i].textureState != STATE_INVALID) {
8665ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                data[0] = i;
8675ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                bool enqueued = rsSendToClient(CMD_INVALIDATE_TEXTURE, data, sizeof(data));
8685ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                if (enqueued) {
8695ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cards[i].textureState = STATE_INVALID;
8705ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                } else {
8717cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    if (debugTextureLoading) rsDebug("Couldn't send CMD_INVALIDATE_TEXTURE", 0);
8727cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                }
8737cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            }
8747cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            // ask the host to remove the detail texture
8757cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            if (cards[i].detailTextureState != STATE_INVALID) {
8767cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                data[0] = i;
8777cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                bool enqueued = rsSendToClient(CMD_INVALIDATE_DETAIL_TEXTURE, data, sizeof(data));
8787cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                if (enqueued) {
8797cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    cards[i].detailTextureState = STATE_INVALID;
8807cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                } else {
8817cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    if (debugTextureLoading) rsDebug("Can't send CMD_INVALIDATE_DETAIL_TEXTURE", 0);
8825ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                }
8835ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
8845ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            // ask the host to remove the geometry
885dce9af330efceae2b8d1d7c25e7e236b4e21719bJack Palevich            if (cards[i].geometryState != STATE_INVALID) {
8865ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                data[0] = i;
8875ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                bool enqueued = rsSendToClient(CMD_INVALIDATE_GEOMETRY, data, sizeof(data));
8885ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                if (enqueued) {
8895ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    cards[i].geometryState = STATE_INVALID;
8905ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                } else {
8917cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller                    if (debugGeometryLoading) rsDebug("Couldn't send CMD_INVALIDATE_GEOMETRY", 0);
8925ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                }
8935ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
8945ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
8955ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
8965ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
8975ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
8985ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
8995ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// Places dots on geometry to visually inspect that objects can be seen by rays.
9005ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// NOTE: the color of the dot is somewhat random, as it depends on texture of previously-rendered
9015ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller// card.
9025ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerstatic void renderWithRays()
9035ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller{
9045ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    const float w = rsgGetWidth();
9055ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    const float h = rsgGetHeight();
9065ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    const int skip = 8;
9075ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    color(1.0f, 0.0f, 0.0f, 1.0f);
9085ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    for (int j = 0; j < (int) h; j+=skip) {
9095ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        float posY = (float) j;
9105ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        for (int i = 0; i < (int) w; i+=skip) {
9115ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            float posX = (float) i;
9125ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            Ray ray;
9135ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            if (makeRayForPixelAt(&ray, posX, posY)) {
9145ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                float bestTime = FLT_MAX;
9155ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                if (intersectGeometry(&ray, &bestTime) != -1) {
9165ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                    rsgDrawSpriteScreenspace(posX, h - posY - 1, 0.0f, 2.0f, 2.0f);
9175ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller                }
9185ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            }
9195ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        }
9205ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
9215ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
9225ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9235ce730797a8a7278dfe19dac8a9460b25675fed0Jim Millerint root() {
9245ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    int64_t currentTime = rsUptimeMillis();
9255ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9265ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsgBindProgramVertex(vertexProgram);
9275ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsgBindProgramFragment(fragmentProgram);
9285ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsgBindProgramStore(programStore);
9295ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    rsgBindProgramRaster(rasterProgram);
9305ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9315ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    updateAllocationVars();
9325ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9335ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (!initialized) {
9347cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller        const float2 zero = {0.0f, 0.0f};
9357cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller        for (int i = 0; i < cardCount; i++) {
9365ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller            cards[i].textureState = STATE_INVALID;
9377cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            cards[i].detailTextureState = STATE_INVALID;
9387cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller            cards[i].detailTextureOffset = zero;
9397cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller        }
9405ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        initialized = true;
9415ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
9425ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9439afba8c61f6aff94c68acbfaae1cc58bd28c13eaJim Miller    drawBackground();
9445ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9455ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    updateCameraMatrix(rsgGetWidth(), rsgGetHeight());
9465ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9475ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    const bool timeExpired = (currentTime - touchTime) > ANIMATION_SCALE_TIME;
9485ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    bool stillAnimating = updateNextPosition(currentTime) || !timeExpired;
9495ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9505ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    cullCards();
9515ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9525ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    updateCardResources();
9535ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9545ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    drawCards();
9557cb0068e59dde61ef0e649735199e5ba31c9c6afJim Miller    drawDetails();
9565ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9575ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    if (debugPicking) {
9585ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller        renderWithRays();
9595ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    }
9605ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9615ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    //rsSendToClient(CMD_PING);
9625ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller
9635ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller    return stillAnimating ? 1 : 0;
9645ce730797a8a7278dfe19dac8a9460b25675fed0Jim Miller}
965