more render improvements

This commit is contained in:
Mark Vejvoda
2013-06-12 06:14:55 +00:00
parent 836172f87c
commit 1e1676a34a
8 changed files with 129 additions and 109 deletions

View File

@@ -250,7 +250,7 @@ void ParticleRendererGl::renderModel(GameParticleSystem *ps, ModelRenderer *mr){
// float angleV= radToDeg(atan2(flatDirection.length(), direction.y)) - 90.f;
//#endif
float angleV= radToDeg(std::atan2(flatDirection.length(false), direction.y)) - 90.f;
float angleV= radToDeg(std::atan2(flatDirection.length(), direction.y)) - 90.f;
glRotatef(angleV, rotVector.x, rotVector.y, rotVector.z);
//#ifdef USE_STREFLOP

View File

@@ -1209,19 +1209,26 @@ void Pixmap2D::splat(const Pixmap2D *leftUp, const Pixmap2D *rightUp, const Pixm
float distRd= splatDist(Vec2i(i, j), Vec2i(w, h));
const float powFactor= 2.0f;
#ifdef USE_STREFLOP
distLu= streflop::pow(static_cast<streflop::Simple>(distLu), static_cast<streflop::Simple>(powFactor));
distRu= streflop::pow(static_cast<streflop::Simple>(distRu), static_cast<streflop::Simple>(powFactor));
distLd= streflop::pow(static_cast<streflop::Simple>(distLd), static_cast<streflop::Simple>(powFactor));
distRd= streflop::pow(static_cast<streflop::Simple>(distRd), static_cast<streflop::Simple>(powFactor));
avg= streflop::pow(static_cast<streflop::Simple>(avg), static_cast<streflop::Simple>(powFactor));
#else
distLu= pow(distLu, powFactor);
distRu= pow(distRu, powFactor);
distLd= pow(distLd, powFactor);
distRd= pow(distRd, powFactor);
avg= pow(avg, powFactor);
#endif
//#ifdef USE_STREFLOP
// distLu= streflop::pow(static_cast<streflop::Simple>(distLu), static_cast<streflop::Simple>(powFactor));
// distRu= streflop::pow(static_cast<streflop::Simple>(distRu), static_cast<streflop::Simple>(powFactor));
// distLd= streflop::pow(static_cast<streflop::Simple>(distLd), static_cast<streflop::Simple>(powFactor));
// distRd= streflop::pow(static_cast<streflop::Simple>(distRd), static_cast<streflop::Simple>(powFactor));
// avg= streflop::pow(static_cast<streflop::Simple>(avg), static_cast<streflop::Simple>(powFactor));
//#else
// distLu= pow(distLu, powFactor);
// distRu= pow(distRu, powFactor);
// distLd= pow(distLd, powFactor);
// distRd= pow(distRd, powFactor);
// avg= pow(avg, powFactor);
//#endif
distLu = std::pow(distLu, powFactor);
distRu = std::pow(distRu, powFactor);
distLd = std::pow(distLd, powFactor);
distRd = std::pow(distRd, powFactor);
avg = std::pow(avg, powFactor);
float lu= distLu>avg? 0: ((avg-distLu))*random.randRange(0.5f, 1.0f);
float ru= distRu>avg? 0: ((avg-distRu))*random.randRange(0.5f, 1.0f);
float ld= distLd>avg? 0: ((avg-distLd))*random.randRange(0.5f, 1.0f);

View File

@@ -52,9 +52,9 @@ Quaternion::Quaternion(const EulerAngles &eulerAngles){
setEuler(eulerAngles);
}
Quaternion::Quaternion(const AxisAngle &axisAngle){
setAxisAngle(axisAngle);
}
//Quaternion::Quaternion(const AxisAngle &axisAngle){
// setAxisAngle(axisAngle);
//}
void Quaternion::setMultIdentity(){
w= 1.0f;
@@ -66,42 +66,50 @@ void Quaternion::setAddIdentity(){
v= Vec3f(0.0f);
}
void Quaternion::setAxisAngle(const AxisAngle &axisAngle){
#ifdef USE_STREFLOP
w= streflop::cosf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
v.x= axisAngle.axis.x * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
v.y= axisAngle.axis.y * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
v.z= axisAngle.axis.z * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
#else
w= cosf(axisAngle.angle/2.0f);
v.x= axisAngle.axis.x * sinf(axisAngle.angle/2.0f);
v.y= axisAngle.axis.y * sinf(axisAngle.angle/2.0f);
v.z= axisAngle.axis.z * sinf(axisAngle.angle/2.0f);
#endif
}
//void Quaternion::setAxisAngle(const AxisAngle &axisAngle){
//#ifdef USE_STREFLOP
// w= streflop::cosf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
// v.x= axisAngle.axis.x * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
// v.y= axisAngle.axis.y * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
// v.z= axisAngle.axis.z * streflop::sinf(static_cast<streflop::Simple>(axisAngle.angle/2.0f));
//#else
// w= cosf(axisAngle.angle/2.0f);
// v.x= axisAngle.axis.x * sinf(axisAngle.angle/2.0f);
// v.y= axisAngle.axis.y * sinf(axisAngle.angle/2.0f);
// v.z= axisAngle.axis.z * sinf(axisAngle.angle/2.0f);
//#endif
//}
void Quaternion::setEuler(const EulerAngles &eulerAngles){
Quaternion qx, qy, qz, qr;
#ifdef USE_STREFLOP
qx.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.x/2.0f));
qx.v= Vec3f(streflop::sinf(static_cast<streflop::Simple>(eulerAngles.x/2.0f)), 0.0f, 0.0f);
//#ifdef USE_STREFLOP
// qx.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.x/2.0f));
// qx.v= Vec3f(streflop::sinf(static_cast<streflop::Simple>(eulerAngles.x/2.0f)), 0.0f, 0.0f);
//
// qy.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.y/2.0f));
// qy.v= Vec3f(0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.y/2.0f)), 0.0f);
//
// qz.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.z/2.0f));
// qz.v= Vec3f(0.0f, 0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.z/2.0f)));
//#else
// qx.w= cosf(eulerAngles.x/2.0f);
// qx.v= Vec3f(sinf(eulerAngles.x/2.0f), 0.0f, 0.0f);
//
// qy.w= cosf(eulerAngles.y/2.0f);
// qy.v= Vec3f(0.0f, sinf(eulerAngles.y/2.0f), 0.0f);
//
// qz.w= cosf(eulerAngles.z/2.0f);
// qz.v= Vec3f(0.0f, 0.0f, sinf(eulerAngles.z/2.0f));
//#endif
qx.w= std::cos(eulerAngles.x/2.0f);
qx.v= Vec3f(std::sin(eulerAngles.x/2.0f), 0.0f, 0.0f);
qy.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.y/2.0f));
qy.v= Vec3f(0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.y/2.0f)), 0.0f);
qy.w= std::cos(eulerAngles.y/2.0f);
qy.v= Vec3f(0.0f, std::sin(eulerAngles.y/2.0f), 0.0f);
qz.w= streflop::cosf(static_cast<streflop::Simple>(eulerAngles.z/2.0f));
qz.v= Vec3f(0.0f, 0.0f, streflop::sinf(static_cast<streflop::Simple>(eulerAngles.z/2.0f)));
#else
qx.w= cosf(eulerAngles.x/2.0f);
qx.v= Vec3f(sinf(eulerAngles.x/2.0f), 0.0f, 0.0f);
qy.w= cosf(eulerAngles.y/2.0f);
qy.v= Vec3f(0.0f, sinf(eulerAngles.y/2.0f), 0.0f);
qz.w= cosf(eulerAngles.z/2.0f);
qz.v= Vec3f(0.0f, 0.0f, sinf(eulerAngles.z/2.0f));
#endif
qz.w= std::cos(eulerAngles.z/2.0f);
qz.v= Vec3f(0.0f, 0.0f, std::sin(eulerAngles.z/2.0f));
qr= qx*qy*qz;
@@ -109,23 +117,23 @@ void Quaternion::setEuler(const EulerAngles &eulerAngles){
v= qr.v;
}
float Quaternion::length(){
#ifdef USE_STREFLOP
return streflop::sqrt(static_cast<streflop::Simple>(w*w+v.x*v.x+v.y*v.y+v.z*v.z));
#else
return sqrt(w*w+v.x*v.x+v.y*v.y+v.z*v.z);
#endif
}
//float Quaternion::length(){
//#ifdef USE_STREFLOP
// return streflop::sqrt(static_cast<streflop::Simple>(w*w+v.x*v.x+v.y*v.y+v.z*v.z));
//#else
// return sqrt(w*w+v.x*v.x+v.y*v.y+v.z*v.z);
//#endif
//}
Quaternion Quaternion::conjugate(){
return Quaternion(w, -v);
}
void Quaternion::normalize(){
float il= 1.f/length();
w*= il;
v= v*il;
}
//void Quaternion::normalize(){
// float il= 1.f/length();
// w*= il;
// v= v*il;
//}
Quaternion Quaternion::operator + (const Quaternion &q) const{
return Quaternion(w +q.w, v+q.v);
@@ -204,14 +212,14 @@ Matrix4f Quaternion::toMatrix4() const{
return rm;
}
AxisAngle Quaternion::toAxisAngle() const{
float scale= 1.0f/(v.x*v.x + v.y*v.y + v.z*v.z);
#ifdef USE_STREFLOP
return AxisAngle(v*scale, 2*streflop::acosf(static_cast<streflop::Simple>(w)));
#else
return AxisAngle(v*scale, 2*acosf(w));
#endif
}
//AxisAngle Quaternion::toAxisAngle() const{
// float scale= 1.0f/(v.x*v.x + v.y*v.y + v.z*v.z);
//#ifdef USE_STREFLOP
// return AxisAngle(v*scale, 2*streflop::acosf(static_cast<streflop::Simple>(w)));
//#else
// return AxisAngle(v*scale, 2*acosf(w));
//#endif
//}
Vec3f Quaternion::getLocalXAxis() const{
return Vec3f(