Mirrored rendering by libvitaboy Renderer

The next task is to add functionality to the far library to make it suitable for use directly by libvitaboy Renderer.# Please enter the commit message for your changes. Lines starting
This commit is contained in:
Fatbag 2012-10-27 23:45:56 -05:00
parent 6393955683
commit bb904c4698
14 changed files with 116 additions and 75 deletions

View file

@ -148,6 +148,7 @@ static int InitGL()
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glFrontFace(GL_CW);
return 1;
}
@ -160,6 +161,7 @@ static int ResizeScene(uint16_t width, uint16_t height)
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, 0.1f, 100.0f);
// glScalef(-1.0f, 1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@ -300,28 +302,17 @@ static void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float Tim
Rotation_t& Rotation = Animation.Motions[i].Rotations[Frame];
Rotation_t& NextRotation = Animation.Motions[i].Rotations[NextFrame];
//Use Slerp to interpolate
float w1, w2 = 1;
float cosTheta = DotProduct(&Rotation, &NextRotation);
if(cosTheta < 0){
cosTheta *= -1;
w2 *= -1;
}
float theta = (float) acos(cosTheta);
float sinTheta = (float) sin(theta);
if(sinTheta > 0.001f){
w1 = (float) sin((1.0f-FractionShown)*theta)/sinTheta;
w2 *= (float) sin(FractionShown *theta)/sinTheta;
} else {
w1 = 1.0f - FractionShown;
w2 = FractionShown;
}
//Use nlerp to interpolate
float w1 = 1.0f - FractionShown, w2 = FractionShown;
if(DotProduct(&Rotation, &NextRotation) < 0)
w1 *= -1;
Bone.Rotation.x = w1*Rotation.x + w2*NextRotation.x;
Bone.Rotation.y = w1*Rotation.y + w2*NextRotation.y;
Bone.Rotation.z = w1*Rotation.z + w2*NextRotation.z;
Bone.Rotation.w = w1*Rotation.w + w2*NextRotation.w;
Normalize(&Bone.Rotation);
}
}
}

View file

@ -80,7 +80,7 @@ void ReadMotion(Animation_t& Animation, Motion_t& Motion){
unsigned pos = VBFile.getpos();
VBFile.seekto(Animation.TranslationsOffset + 12*Motion.FirstTranslation);
for(unsigned i=0; i<Motion.FrameCount; i++){
Motion.Translations[i].x = VBFile.readfloat();
Motion.Translations[i].x = -VBFile.readfloat();
Motion.Translations[i].y = VBFile.readfloat();
Motion.Translations[i].z = VBFile.readfloat();
}
@ -94,8 +94,8 @@ void ReadMotion(Animation_t& Animation, Motion_t& Motion){
VBFile.seekto(Animation.RotationsOffset + 16*Motion.FirstRotation);
for(unsigned i=0; i<Motion.FrameCount; i++){
Motion.Rotations[i].x = VBFile.readfloat();
Motion.Rotations[i].y = VBFile.readfloat();
Motion.Rotations[i].z = VBFile.readfloat();
Motion.Rotations[i].y = -VBFile.readfloat();
Motion.Rotations[i].z = -VBFile.readfloat();
Motion.Rotations[i].w = VBFile.readfloat();
}
VBFile.seekto(pos);

View file

@ -16,6 +16,7 @@
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include <math.h>
#include "libvitaboy.hpp"
VBFile_t VBFile;
@ -51,6 +52,17 @@ float DotProduct(Rotation_t * q1, Rotation_t * q2){
return q1->x*q2->x + q1->y*q2->y + q1->z*q2->z + q1->w*q2->w;
}
void Normalize(Rotation_t * q){
float magnitude = q->x*q->x + q->y*q->y + q->z*q->z + q->w*q->w;
if(magnitude != 0){
magnitude = 1.0f/sqrt(magnitude);
q->x *= magnitude;
q->y *= magnitude;
q->z *= magnitude;
q->w *= magnitude;
}
}
void FindQuaternionMatrix(float * Matrix, Rotation_t * Quaternion){
float x2 = Quaternion->x * Quaternion->x;
float y2 = Quaternion->y * Quaternion->y;

View file

@ -25,6 +25,10 @@
#include <stdio.h>
#include <FileHandler.hpp>
/****
** Bytestream
*/
class VBFile_t {
private:
const uint8_t *Buffer, *Position;
@ -139,6 +143,7 @@ void ReadPropEntry(KeyValuePair_t& Entry);
void ReadPropEntries(Prop_t& Prop);
void ReadPropsList(PropsList_t& PropsList);
float DotProduct(Rotation_t * q1, Rotation_t * q2);
void Normalize(Rotation_t * q);
void CombineQuaternions(Rotation_t * Destination, Rotation_t * Source);
void FindQuaternionMatrix(float * Matrix, Rotation_t * Quaternion);
@ -214,6 +219,7 @@ struct Appearance_t {
void ReadAppearance(Appearance_t& Appearance);
/****
** Binding (*.bnd)
*/

View file

@ -72,10 +72,10 @@ void ReadMesh(Mesh_t& Mesh){
Mesh.VertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
Mesh.TransformedVertexData = (Vertex_t*) malloc(Mesh.TotalVertexCount * sizeof(Vertex_t));
for(unsigned i=0; i<Mesh.TotalVertexCount; i++){
Mesh.VertexData[i].Coord.x = VBFile.readfloat();
Mesh.VertexData[i].Coord.x = -VBFile.readfloat();
Mesh.VertexData[i].Coord.y = VBFile.readfloat();
Mesh.VertexData[i].Coord.z = VBFile.readfloat();
Mesh.TransformedVertexData[i].NormalCoord.x = VBFile.readfloat();
Mesh.TransformedVertexData[i].NormalCoord.x = -VBFile.readfloat();
Mesh.TransformedVertexData[i].NormalCoord.y = VBFile.readfloat();
Mesh.TransformedVertexData[i].NormalCoord.z = VBFile.readfloat();

View file

@ -49,7 +49,7 @@ void ReadBone(Skeleton_t& Skeleton, Bone_t& Bone, unsigned Index){
}
printf(" | Translation:\n");
Bone.Translation.x = VBFile.readfloat();
Bone.Translation.x = -VBFile.readfloat();
printf(" | | x: %g\n", Bone.Translation.x);
Bone.Translation.y = VBFile.readfloat();
printf(" | | y: %g\n", Bone.Translation.y);
@ -58,9 +58,9 @@ void ReadBone(Skeleton_t& Skeleton, Bone_t& Bone, unsigned Index){
printf(" | Rotation:\n");
Bone.Rotation.x = VBFile.readfloat();
printf(" | | x: %g\n", Bone.Rotation.x);
Bone.Rotation.y = VBFile.readfloat();
Bone.Rotation.y = -VBFile.readfloat();
printf(" | | y: %g\n", Bone.Rotation.y);
Bone.Rotation.z = VBFile.readfloat();
Bone.Rotation.z = -VBFile.readfloat();
printf(" | | z: %g\n", Bone.Rotation.z);
Bone.Rotation.w = VBFile.readfloat();
printf(" | | w: %g\n", Bone.Rotation.w);