27 files changed, 179 insertions, 549 deletions
diff --git a/src/model/data/base.sqc b/src/model/data/base.sqc new file mode 100644 index 0000000..ad1c395 --- a/dev/null +++ b/src/model/data/base.sqc @@ -0,0 +1,185 @@ +/* I seem to need this for glGenBuffers as per + http://www.gamedev.net/community/forums/topic.asp?topic_id=422358 */ +#define GL_GLEXT_PROTOTYPES + +#include "base.h" +#include "../../view/state0.h" +#include "../../util/check_error.h" +#include <GL/glut.h> +#include <string.h> +#include <stdlib.h> +#include "sqlca.h" +extern struct sqlca sqlca; + +/* + * A simple alias to make the code more readable. + */ +#define S state0 + +void +base (void) +{ + /* + * This implementation can be improved by mapping the video memory + * directly rather than loading into system memory and then copying + * into video memory. + */ + + /* + * db2dclgn -d exp004 -t coordinates + */ + EXEC SQL BEGIN DECLARE SECTION; + EXEC SQL INCLUDE 'model/data/coordinates.h'; + sqlint32 rows; + EXEC SQL END DECLARE SECTION; + + /* Determine how many nodes have coordinates assigned to them. */ + EXEC SQL SELECT COUNT (*) INTO:rows FROM coordinates; + + /* Free any existing coordinates and allocate memory to store the + new values. */ + S.rows = rows; + + free (S.selection.set); + S.selection.set = calloc (rows, sizeof (bool)); + + free (S.gi_data); + S.gi_data = calloc (rows, sizeof (char) * 20); + + free (S.base_vertices_data); + S.base_vertices_data = calloc (rows, sizeof (float) * 2); + + free (S.base_colors_data); + S.base_colors_data = calloc (rows, sizeof (float) * 4); + + EXEC SQL DECLARE c2 CURSOR FOR SELECT *FROM coordinates; + + EXEC SQL OPEN c2; + + /* + * Initialize the bounding box of the points. + */ + S.bb.min_x = 0.0; + S.bb.max_x = 0.0; + S.bb.min_y = 0.0; + S.bb.max_y = 0.0; + + EXEC SQL FETCH c2 INTO:coordinates; + while (sqlca.sqlcode != 100) + { + int i = coordinates.coord_id - 1; + + strncpy (S.gi_data + i, coordinates.gi.data, sizeof (S.gi_data[i])); + + float *v = S.base_vertices_data + (i * 2); + *v = coordinates.x; + v++; + *v = coordinates.y; + + v = S.base_vertices_data + (i * 2); + if (*v < S.bb.min_x) + S.bb.min_x = *v; + if (*v > S.bb.max_x) + S.bb.max_x = *v; + + v++; + if (*v < S.bb.min_y) + S.bb.min_y = *v; + if (*v > S.bb.max_y) + S.bb.max_y = *v; + + /* + * Deselected by default. + */ + S.selection.set[i] = false; + + float *c = S.base_colors_data + (i * 4); + *c = DEFAULT_COLOR_R; + c++; + *c = DEFAULT_COLOR_G; + c++; + *c = DEFAULT_COLOR_B; + c++; + *c = DEFAULT_COLOR_A; + + EXEC SQL FETCH c2 INTO:coordinates; + } + + EXEC SQL CLOSE c2; + + EXEC SQL COMMIT; + + /* + * Find the largest axis and use it to setup the projection. This + * is done to preserve the aspect ratio. The aspect ratio should be + * preserved since relative distance is a meaningful indicator in + * the map. + */ + + // Min of min x or min y. + if (S.bb.min_x <= S.bb.min_y) + S.ortho_min = S.bb.min_x; + else + S.ortho_min = S.bb.min_y; + S.ortho_min--; + + // Max of max x or max y. + if (S.bb.max_x >= S.bb.max_y) + S.ortho_max = S.bb.max_x; + else + S.ortho_max = S.bb.max_y; + S.ortho_max++; + + // Invert the y coordinate to match up with the LGL Java viewer. + float *v = S.base_vertices_data; + for (int i = 0; i < S.rows; i++) + { + v++; + *v = S.ortho_max - *v; + v++; + } + + // Move the origin (0,0) to the center of the data. + S.ortho_min = 0.0; + S.ortho_max = 0.0; + + v = S.base_vertices_data; + for (int i = 0; i < S.rows; i++) + { + *v = *v - (0.5 * (S.bb.max_x - S.bb.min_x)); + + if (S.ortho_min > *v) + S.ortho_min = *v; + + if (S.ortho_max < *v) + S.ortho_max = *v; + + v++; + + *v = *v - (0.5 * (S.bb.max_y - S.bb.min_y)); + + if (S.ortho_min > *v) + S.ortho_min = *v; + + if (S.ortho_max < *v) + S.ortho_max = *v; + + v++; + } + + glGenBuffers (2, S.buffers); + + glBindBuffer (GL_ARRAY_BUFFER, S.buffers[BASE_VERTICES]); + glVertexPointer (2, GL_FLOAT, 0, 0); + glBufferData (GL_ARRAY_BUFFER, + sizeof (S.base_vertices_data), S.base_vertices_data, + GL_STATIC_DRAW); + + glBindBuffer (GL_ARRAY_BUFFER, S.buffers[BASE_COLORS]); + glColorPointer (4, GL_FLOAT, 0, 0); + glBufferData (GL_ARRAY_BUFFER, + sizeof (S.base_colors_data), S.base_colors_data, + GL_STATIC_DRAW); + + return; +} |