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authorJef <jef@targetspot.com>2024-09-24 08:54:57 -0400
committerJef <jef@targetspot.com>2024-09-24 08:54:57 -0400
commit20d28e80a5c861a9d5f449ea911ab75b4f37ad0d (patch)
tree12f17f78986871dd2cfb0a56e5e93b545c1ae0d0 /Src/Winamp/plush/MAKE.C
parent537bcbc86291b32fc04ae4133ce4d7cac8ebe9a7 (diff)
downloadwinamp-20d28e80a5c861a9d5f449ea911ab75b4f37ad0d.tar.gz
Initial community commit
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+/******************************************************************************
+Plush Version 1.2
+make.c
+Object Primitives
+Copyright (c) 1996-2000, Justin Frankel
+*******************************************************************************
+ Notes:
+ Most of these routines are highly unoptimized.
+ They could all use some work, such as more capable divisions (Box is
+ most notable), etc... The mapping coordinates are all set up nicely,
+ though.
+******************************************************************************/
+
+#include "plush.h"
+
+pl_Obj *plMakeTorus(pl_Float r1, pl_Float r2, pl_uInt divrot, pl_uInt divrad,
+ pl_Mat *m) {
+ pl_Obj *o;
+ pl_Vertex *v;
+ pl_Face *f;
+ pl_uInt x, y;
+ double ravg, rt, a, da, al, dal;
+ pl_sInt32 U,V,dU,dV;
+ if (divrot < 3) divrot = 3;
+ if (divrad < 3) divrad = 3;
+ ravg = (r1+r2)*0.5;
+ rt = (r2-r1)*0.5;
+ o = plObjCreate(divrad*divrot,divrad*divrot*2);
+ if (!o) return 0;
+ v = o->Vertices;
+ a = 0.0;
+ da = 2*PL_PI/divrot;
+ for (y = 0; y < divrot; y ++) {
+ al = 0.0;
+ dal = 2*PL_PI/divrad;
+ for (x = 0; x < divrad; x ++) {
+ v->x = (pl_Float) (cos((double) a)*(ravg + cos((double) al)*rt));
+ v->z = (pl_Float) (sin((double) a)*(ravg + cos((double) al)*rt));
+ v->y = (pl_Float) (sin((double) al)*rt);
+ v++;
+ al += dal;
+ }
+ a += da;
+ }
+ v = o->Vertices;
+ f = o->Faces;
+ dV = 65535/divrad;
+ dU = 65535/divrot;
+ U = 0;
+ for (y = 0; y < divrot; y ++) {
+ V = -32768;
+ for (x = 0; x < divrad; x ++) {
+ f->Vertices[0] = v+x+y*divrad;
+ f->MappingU[0] = U;
+ f->MappingV[0] = V;
+ f->Vertices[1] = v+(x+1==divrad?0:x+1)+y*divrad;
+ f->MappingU[1] = U;
+ f->MappingV[1] = V+dV;
+ f->Vertices[2] = v+x+(y+1==divrot?0:(y+1)*divrad);
+ f->MappingU[2] = U+dU;
+ f->MappingV[2] = V;
+ f->Material = m;
+ f++;
+ f->Vertices[0] = v+x+(y+1==divrot?0:(y+1)*divrad);
+ f->MappingU[0] = U+dU;
+ f->MappingV[0] = V;
+ f->Vertices[1] = v+(x+1==divrad?0:x+1)+y*divrad;
+ f->MappingU[1] = U;
+ f->MappingV[1] = V+dV;
+ f->Vertices[2] = v+(x+1==divrad?0:x+1)+(y+1==divrot?0:(y+1)*divrad);
+ f->MappingU[2] = U+dU;
+ f->MappingV[2] = V+dV;
+ f->Material = m;
+ f++;
+ V += dV;
+ }
+ U += dU;
+ }
+ plObjCalcNormals(o);
+ return (o);
+}
+
+pl_Obj *plMakeSphere(pl_Float r, pl_uInt divr, pl_uInt divh, pl_Mat *m) {
+ pl_Obj *o;
+ pl_Vertex *v;
+ pl_Face *f;
+ pl_uInt x, y;
+ double a, da, yp, ya, yda, yf;
+ pl_sInt32 U,V,dU,dV;
+ if (divh < 3) divh = 3;
+ if (divr < 3) divr = 3;
+ o = plObjCreate(2+(divh-2)*(divr),2*divr+(divh-3)*divr*2);
+ if (!o) return 0;
+ v = o->Vertices;
+ v->x = v->z = 0.0; v->y = r; v++;
+ v->x = v->z = 0.0; v->y = -r; v++;
+ ya = 0.0;
+ yda = PL_PI/(divh-1);
+ da = (PL_PI*2.0)/divr;
+ for (y = 0; y < divh - 2; y ++) {
+ ya += yda;
+ yp = cos((double) ya)*r;
+ yf = sin((double) ya)*r;
+ a = 0.0;
+ for (x = 0; x < divr; x ++) {
+ v->y = (pl_Float) yp;
+ v->x = (pl_Float) (cos((double) a)*yf);
+ v->z = (pl_Float) (sin((double) a)*yf);
+ v++;
+ a += da;
+ }
+ }
+ f = o->Faces;
+ v = o->Vertices + 2;
+ a = 0.0;
+ U = 0;
+ dU = 65535/divr;
+ dV = V = 65535/divh;
+ for (x = 0; x < divr; x ++) {
+ f->Vertices[0] = o->Vertices;
+ f->Vertices[1] = v + (x+1==divr ? 0 : x+1);
+ f->Vertices[2] = v + x;
+ f->MappingU[0] = U;
+ f->MappingV[0] = 0;
+ f->MappingU[1] = U+dU;
+ f->MappingV[1] = V;
+ f->MappingU[2] = U;
+ f->MappingV[2] = V;
+ f->Material = m;
+ f++;
+ U += dU;
+ }
+ da = 1.0/(divr+1);
+ v = o->Vertices + 2;
+ for (x = 0; x < (divh-3); x ++) {
+ U = 0;
+ for (y = 0; y < divr; y ++) {
+ f->Vertices[0] = v+y;
+ f->Vertices[1] = v+divr+(y+1==divr?0:y+1);
+ f->Vertices[2] = v+y+divr;
+ f->MappingU[0] = U;
+ f->MappingV[0] = V;
+ f->MappingU[1] = U+dU;
+ f->MappingV[1] = V+dV;
+ f->MappingU[2] = U;
+ f->MappingV[2] = V+dV;
+ f->Material = m; f++;
+ f->Vertices[0] = v+y;
+ f->Vertices[1] = v+(y+1==divr?0:y+1);
+ f->Vertices[2] = v+(y+1==divr?0:y+1)+divr;
+ f->MappingU[0] = U;
+ f->MappingV[0] = V;
+ f->MappingU[1] = U+dU;
+ f->MappingV[1] = V;
+ f->MappingU[2] = U+dU;
+ f->MappingV[2] = V+dV;
+ f->Material = m; f++;
+ U += dU;
+ }
+ V += dV;
+ v += divr;
+ }
+ v = o->Vertices + o->NumVertices - divr;
+ U = 0;
+ for (x = 0; x < divr; x ++) {
+ f->Vertices[0] = o->Vertices + 1;
+ f->Vertices[1] = v + x;
+ f->Vertices[2] = v + (x+1==divr ? 0 : x+1);
+ f->MappingU[0] = U;
+ f->MappingV[0] = 65535;
+ f->MappingU[1] = U;
+ f->MappingV[1] = V;
+ f->MappingU[2] = U+dU;
+ f->MappingV[2] = V;
+ f->Material = m;
+ f++;
+ U += dU;
+ }
+ plObjCalcNormals(o);
+ return (o);
+}
+
+pl_Obj *plMakeCylinder(pl_Float r, pl_Float h, pl_uInt divr, pl_Bool captop,
+ pl_Bool capbottom, pl_Mat *m) {
+ pl_Obj *o;
+ pl_Vertex *v, *topverts, *bottomverts, *topcapvert=0, *bottomcapvert=0;
+ pl_Face *f;
+ pl_uInt32 i;
+ double a, da;
+ if (divr < 3) divr = 3;
+ o = plObjCreate(divr*2+((divr==3)?0:(captop?1:0)+(capbottom?1:0)),
+ divr*2+(divr==3 ? (captop ? 1 : 0) + (capbottom ? 1 : 0) :
+ (captop ? divr : 0) + (capbottom ? divr : 0)));
+ if (!o) return 0;
+ a = 0.0;
+ da = (2.0*PL_PI)/divr;
+ v = o->Vertices;
+ topverts = v;
+ for (i = 0; i < divr; i ++) {
+ v->y = h/2.0f;
+ v->x = (pl_Float) (r*cos((double) a));
+ v->z = (pl_Float)(r*sin(a));
+ v->xformedx = (pl_Float) (32768.0 + (32768.0*cos((double) a))); // temp
+ v->xformedy = (pl_Float) (32768.0 + (32768.0*sin((double) a))); // use xf
+ v++;
+ a += da;
+ }
+ bottomverts = v;
+ a = 0.0;
+ for (i = 0; i < divr; i ++) {
+ v->y = -h/2.0f;
+ v->x = (pl_Float) (r*cos((double) a));
+ v->z = (pl_Float) (r*sin(a));
+ v->xformedx = (pl_Float) (32768.0 + (32768.0*cos((double) a)));
+ v->xformedy = (pl_Float) (32768.0 + (32768.0*sin((double) a)));
+ v++; a += da;
+ }
+ if (captop && divr != 3) {
+ topcapvert = v;
+ v->y = h / 2.0f;
+ v->x = v->z = 0.0f;
+ v++;
+ }
+ if (capbottom && divr != 3) {
+ bottomcapvert = v;
+ v->y = -h / 2.0f;
+ v->x = v->z = 0.0f;
+ v++;
+ }
+ f = o->Faces;
+ for (i = 0; i < divr; i ++) {
+ f->Vertices[0] = bottomverts + i;
+ f->Vertices[1] = topverts + i;
+ f->Vertices[2] = bottomverts + (i == divr-1 ? 0 : i+1);
+ f->MappingV[0] = f->MappingV[2] = 65535; f->MappingV[1] = 0;
+ f->MappingU[0] = f->MappingU[1] = (i<<16)/divr;
+ f->MappingU[2] = ((i+1)<<16)/divr;
+ f->Material = m; f++;
+ f->Vertices[0] = bottomverts + (i == divr-1 ? 0 : i+1);
+ f->Vertices[1] = topverts + i;
+ f->Vertices[2] = topverts + (i == divr-1 ? 0 : i+1);
+ f->MappingV[1] = f->MappingV[2] = 0; f->MappingV[0] = 65535;
+ f->MappingU[0] = f->MappingU[2] = ((i+1)<<16)/divr;
+ f->MappingU[1] = (i<<16)/divr;
+ f->Material = m; f++;
+ }
+ if (captop) {
+ if (divr == 3) {
+ f->Vertices[0] = topverts + 0;
+ f->Vertices[1] = topverts + 2;
+ f->Vertices[2] = topverts + 1;
+ f->MappingU[0] = (pl_sInt32) topverts[0].xformedx;
+ f->MappingV[0] = (pl_sInt32) topverts[0].xformedy;
+ f->MappingU[1] = (pl_sInt32) topverts[1].xformedx;
+ f->MappingV[1] = (pl_sInt32) topverts[1].xformedy;
+ f->MappingU[2] = (pl_sInt32) topverts[2].xformedx;
+ f->MappingV[2] = (pl_sInt32) topverts[2].xformedy;
+ f->Material = m; f++;
+ } else {
+ for (i = 0; i < divr; i ++) {
+ f->Vertices[0] = topverts + (i == divr-1 ? 0 : i + 1);
+ f->Vertices[1] = topverts + i;
+ f->Vertices[2] = topcapvert;
+ f->MappingU[0] = (pl_sInt32) topverts[(i==divr-1?0:i+1)].xformedx;
+ f->MappingV[0] = (pl_sInt32) topverts[(i==divr-1?0:i+1)].xformedy;
+ f->MappingU[1] = (pl_sInt32) topverts[i].xformedx;
+ f->MappingV[1] = (pl_sInt32) topverts[i].xformedy;
+ f->MappingU[2] = f->MappingV[2] = 32768;
+ f->Material = m; f++;
+ }
+ }
+ }
+ if (capbottom) {
+ if (divr == 3) {
+ f->Vertices[0] = bottomverts + 0;
+ f->Vertices[1] = bottomverts + 1;
+ f->Vertices[2] = bottomverts + 2;
+ f->MappingU[0] = (pl_sInt32) bottomverts[0].xformedx;
+ f->MappingV[0] = (pl_sInt32) bottomverts[0].xformedy;
+ f->MappingU[1] = (pl_sInt32) bottomverts[1].xformedx;
+ f->MappingV[1] = (pl_sInt32) bottomverts[1].xformedy;
+ f->MappingU[2] = (pl_sInt32) bottomverts[2].xformedx;
+ f->MappingV[2] = (pl_sInt32) bottomverts[2].xformedy;
+ f->Material = m; f++;
+ } else {
+ for (i = 0; i < divr; i ++) {
+ f->Vertices[0] = bottomverts + i;
+ f->Vertices[1] = bottomverts + (i == divr-1 ? 0 : i + 1);
+ f->Vertices[2] = bottomcapvert;
+ f->MappingU[0] = (pl_sInt32) bottomverts[i].xformedx;
+ f->MappingV[0] = (pl_sInt32) bottomverts[i].xformedy;
+ f->MappingU[1] = (pl_sInt32) bottomverts[(i==divr-1?0:i+1)].xformedx;
+ f->MappingV[1] = (pl_sInt32) bottomverts[(i==divr-1?0:i+1)].xformedy;
+ f->MappingU[2] = f->MappingV[2] = 32768;
+ f->Material = m; f++;
+ }
+ }
+ }
+ plObjCalcNormals(o);
+ return (o);
+}
+
+pl_Obj *plMakeCone(pl_Float r, pl_Float h, pl_uInt div,
+ pl_Bool cap, pl_Mat *m) {
+ pl_Obj *o;
+ pl_Vertex *v;
+ pl_Face *f;
+ pl_uInt32 i;
+ double a, da;
+ if (div < 3) div = 3;
+ o = plObjCreate(div + (div == 3 ? 1 : (cap ? 2 : 1)),
+ div + (div == 3 ? 1 : (cap ? div : 0)));
+ if (!o) return 0;
+ v = o->Vertices;
+ v->x = v->z = 0; v->y = h/2;
+ v->xformedx = 1<<15;
+ v->xformedy = 1<<15;
+ v++;
+ a = 0.0;
+ da = (2.0*PL_PI)/div;
+ for (i = 1; i <= div; i ++) {
+ v->y = h/-2.0f;
+ v->x = (pl_Float) (r*cos((double) a));
+ v->z = (pl_Float) (r*sin((double) a));
+ v->xformedx = (pl_Float) (32768.0 + (cos((double) a)*32768.0));
+ v->xformedy = (pl_Float) (32768.0 + (sin((double) a)*32768.0));
+ a += da;
+ v++;
+ }
+ if (cap && div != 3) {
+ v->y = h / -2.0f;
+ v->x = v->z = 0.0f;
+ v->xformedx = (pl_Float) (1<<15);
+ v->xformedy = (pl_Float) (1<<15);
+ v++;
+ }
+ f = o->Faces;
+ for (i = 1; i <= div; i ++) {
+ f->Vertices[0] = o->Vertices;
+ f->Vertices[1] = o->Vertices + (i == div ? 1 : i + 1);
+ f->Vertices[2] = o->Vertices + i;
+ f->MappingU[0] = (pl_sInt32) o->Vertices[0].xformedx;
+ f->MappingV[0] = (pl_sInt32) o->Vertices[0].xformedy;
+ f->MappingU[1] = (pl_sInt32) o->Vertices[(i==div?1:i+1)].xformedx;
+ f->MappingV[1] = (pl_sInt32) o->Vertices[(i==div?1:i+1)].xformedy;
+ f->MappingU[2] = (pl_sInt32) o->Vertices[i].xformedx;
+ f->MappingV[2] = (pl_sInt32) o->Vertices[i].xformedy;
+ f->Material = m;
+ f++;
+ }
+ if (cap) {
+ if (div == 3) {
+ f->Vertices[0] = o->Vertices + 1;
+ f->Vertices[1] = o->Vertices + 2;
+ f->Vertices[2] = o->Vertices + 3;
+ f->MappingU[0] = (pl_sInt32) o->Vertices[1].xformedx;
+ f->MappingV[0] = (pl_sInt32) o->Vertices[1].xformedy;
+ f->MappingU[1] = (pl_sInt32) o->Vertices[2].xformedx;
+ f->MappingV[1] = (pl_sInt32) o->Vertices[2].xformedy;
+ f->MappingU[2] = (pl_sInt32) o->Vertices[3].xformedx;
+ f->MappingV[2] = (pl_sInt32) o->Vertices[3].xformedy;
+ f->Material = m;
+ f++;
+ } else {
+ for (i = 1; i <= div; i ++) {
+ f->Vertices[0] = o->Vertices + div + 1;
+ f->Vertices[1] = o->Vertices + i;
+ f->Vertices[2] = o->Vertices + (i==div ? 1 : i+1);
+ f->MappingU[0] = (pl_sInt32) o->Vertices[div+1].xformedx;
+ f->MappingV[0] = (pl_sInt32) o->Vertices[div+1].xformedy;
+ f->MappingU[1] = (pl_sInt32) o->Vertices[i].xformedx;
+ f->MappingV[1] = (pl_sInt32) o->Vertices[i].xformedy;
+ f->MappingU[2] = (pl_sInt32) o->Vertices[i==div?1:i+1].xformedx;
+ f->MappingV[2] = (pl_sInt32) o->Vertices[i==div?1:i+1].xformedy;
+ f->Material = m;
+ f++;
+ }
+ }
+ }
+ plObjCalcNormals(o);
+ return (o);
+}
+
+static pl_uChar verts[6*6] = {
+ 0,4,1, 1,4,5, 0,1,2, 3,2,1, 2,3,6, 3,7,6,
+ 6,7,4, 4,7,5, 1,7,3, 7,1,5, 2,6,0, 4,0,6
+};
+static pl_uChar map[24*2*3] = {
+ 1,0, 1,1, 0,0, 0,0, 1,1, 0,1,
+ 0,0, 1,0, 0,1, 1,1, 0,1, 1,0,
+ 0,0, 1,0, 0,1, 1,0, 1,1, 0,1,
+ 0,0, 1,0, 0,1, 0,1, 1,0, 1,1,
+ 1,0, 0,1, 0,0, 0,1, 1,0, 1,1,
+ 1,0, 1,1, 0,0, 0,1, 0,0, 1,1
+};
+
+
+pl_Obj *plMakeBox(pl_Float w, pl_Float d, pl_Float h, pl_Mat *m) {
+ pl_uChar *mm = map;
+ pl_uChar *vv = verts;
+ pl_Obj *o;
+ pl_Vertex *v;
+ pl_Face *f;
+ pl_uInt x;
+ o = plObjCreate(8,12);
+ if (!o) return 0;
+ v = o->Vertices;
+ v->x = -w/2; v->y = h/2; v->z = d/2; v++;
+ v->x = w/2; v->y = h/2; v->z = d/2; v++;
+ v->x = -w/2; v->y = h/2; v->z = -d/2; v++;
+ v->x = w/2; v->y = h/2; v->z = -d/2; v++;
+ v->x = -w/2; v->y = -h/2; v->z = d/2; v++;
+ v->x = w/2; v->y = -h/2; v->z = d/2; v++;
+ v->x = -w/2; v->y = -h/2; v->z = -d/2; v++;
+ v->x = w/2; v->y = -h/2; v->z = -d/2; v++;
+ f = o->Faces;
+ for (x = 0; x < 12; x ++) {
+ f->Vertices[0] = o->Vertices + *vv++;
+ f->Vertices[1] = o->Vertices + *vv++;
+ f->Vertices[2] = o->Vertices + *vv++;
+ f->MappingU[0] = (pl_sInt32) ((double)*mm++ * 65535.0);
+ f->MappingV[0] = (pl_sInt32) ((double)*mm++ * 65535.0);
+ f->MappingU[1] = (pl_sInt32) ((double)*mm++ * 65535.0);
+ f->MappingV[1] = (pl_sInt32) ((double)*mm++ * 65535.0);
+ f->MappingU[2] = (pl_sInt32) ((double)*mm++ * 65535.0);
+ f->MappingV[2] = (pl_sInt32) ((double)*mm++ * 65535.0);
+ f->Material = m;
+ f++;
+ }
+
+ plObjCalcNormals(o);
+ return (o);
+}
+
+pl_Obj *plMakePlane(pl_Float w, pl_Float d, pl_uInt res, pl_Mat *m) {
+ pl_Obj *o;
+ pl_Vertex *v;
+ pl_Face *f;
+ pl_uInt x, y;
+ o = plObjCreate((res+1)*(res+1),res*res*2);
+ if (!o) return 0;
+ v = o->Vertices;
+ for (y = 0; y <= res; y ++) {
+ for (x = 0; x <= res; x ++) {
+ v->y = 0;
+ v->x = ((x*w)/res) - w/2;
+ v->z = ((y*d)/res) - d/2;
+ v++;
+ }
+ }
+ f = o->Faces;
+ for (y = 0; y < res; y ++) {
+ for (x = 0; x < res; x ++) {
+ f->Vertices[0] = o->Vertices + x+(y*(res+1));
+ f->MappingU[0] = (x<<16)/res;
+ f->MappingV[0] = (y<<16)/res;
+ f->Vertices[2] = o->Vertices + x+1+(y*(res+1));
+ f->MappingU[2] = ((x+1)<<16)/res;
+ f->MappingV[2] = (y<<16)/res;
+ f->Vertices[1] = o->Vertices + x+((y+1)*(res+1));
+ f->MappingU[1] = (x<<16)/res;
+ f->MappingV[1] = ((y+1)<<16)/res;
+ f->Material = m;
+ f++;
+ f->Vertices[0] = o->Vertices + x+((y+1)*(res+1));
+ f->MappingU[0] = (x<<16)/res;
+ f->MappingV[0] = ((y+1)<<16)/res;
+ f->Vertices[2] = o->Vertices + x+1+(y*(res+1));
+ f->MappingU[2] = ((x+1)<<16)/res;
+ f->MappingV[2] = (y<<16)/res;
+ f->Vertices[1] = o->Vertices + x+1+((y+1)*(res+1));
+ f->MappingU[1] = ((x+1)<<16)/res;
+ f->MappingV[1] = ((y+1)<<16)/res;
+ f->Material = m;
+ f++;
+ }
+ }
+ plObjCalcNormals(o);
+ return (o);
+}