/* 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 "exp004base.h" #include "../view/exp004state0.h" #include #include #include EXEC SQL INCLUDE sqlca; /* * A simple alias to make the code more readable. */ #define S exp004state0 void exp004base (void) { EXEC SQL CONNECT TO exp004; /* * 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/coordinates.h'; EXEC SQL END DECLARE SECTION; EXEC SQL DECLARE c2 CURSOR FOR SELECT * FROM coordinates; EXEC SQL OPEN c2; /* FILE* coords = fopen ("/home/don/exp004/test/run20090514/run20090514.coords", "r"); int i = 0; */ /* * 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; // for (i = 0; i < ROWS; i++) EXEC SQL FETCH c2 INTO :coordinates; while (sqlca.sqlcode != 100) { /* fscanf (coords, "%s %f %f\n", S.gi_data[i], &S.base_vertices_data[i][0], &S.base_vertices_data[i][1]); */ int i = coordinates.coord_id; strncpy(S.gi_data[i], coordinates.gi.data, sizeof (S.gi_data[i])); S.base_vertices_data[i][0] = coordinates.x; S.base_vertices_data[i][1] = coordinates.y; if (S.base_vertices_data[i][0] < S.bb.min_x) S.bb.min_x = S.base_vertices_data[i][0]; if (S.base_vertices_data[i][0] > S.bb.max_x) S.bb.max_x = S.base_vertices_data[i][0]; if (S.base_vertices_data[i][1] < S.bb.min_y) S.bb.min_y = S.base_vertices_data[i][1]; if (S.base_vertices_data[i][1] > S.bb.max_y) S.bb.max_y = S.base_vertices_data[i][1]; /* * Deselected by default. */ S.selection[i] = false; S.base_colors_data[i][0] = DEFAULT_COLOR_R; S.base_colors_data[i][1] = DEFAULT_COLOR_G; S.base_colors_data[i][2] = DEFAULT_COLOR_B; EXEC SQL FETCH c2 INTO :coordinates; } EXEC SQL CLOSE c2; /* fclose (coords); */ /* * 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. for (int i = 0; i < ROWS; i++) S.base_vertices_data[i][1] = S.ortho_max - S.base_vertices_data[i][1]; 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 (3, GL_FLOAT, 0, 0); glBufferData (GL_ARRAY_BUFFER, sizeof (S.base_colors_data), S.base_colors_data, GL_STATIC_DRAW); return; }