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-rw-r--r--opengl/tests/angeles/demo.c792
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diff --git a/opengl/tests/angeles/demo.c b/opengl/tests/angeles/demo.c
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+/* San Angeles Observation OpenGL ES version example
+ * Copyright 2004-2005 Jetro Lauha
+ * All rights reserved.
+ * Web: http://iki.fi/jetro/
+ *
+ * This source is free software; you can redistribute it and/or
+ * modify it under the terms of EITHER:
+ * (1) The GNU Lesser General Public License as published by the Free
+ * Software Foundation; either version 2.1 of the License, or (at
+ * your option) any later version. The text of the GNU Lesser
+ * General Public License is included with this source in the
+ * file LICENSE-LGPL.txt.
+ * (2) The BSD-style license that is included with this source in
+ * the file LICENSE-BSD.txt.
+ *
+ * This source is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files
+ * LICENSE-LGPL.txt and LICENSE-BSD.txt for more details.
+ *
+ * $Id: demo.c,v 1.10 2005/02/08 20:54:39 tonic Exp $
+ * $Revision: 1.10 $
+ */
+
+#include <stdlib.h>
+#include <math.h>
+#include <float.h>
+#include <assert.h>
+
+#include <GLES/gl.h>
+
+#include "app.h"
+#include "shapes.h"
+#include "cams.h"
+
+
+// Total run length is 20 * camera track base unit length (see cams.h).
+#define RUN_LENGTH (20 * CAMTRACK_LEN)
+#undef PI
+#define PI 3.1415926535897932f
+#define RANDOM_UINT_MAX 65535
+
+
+static unsigned long sRandomSeed = 0;
+
+static void seedRandom(unsigned long seed)
+{
+ sRandomSeed = seed;
+}
+
+static unsigned long randomUInt()
+{
+ sRandomSeed = sRandomSeed * 0x343fd + 0x269ec3;
+ return sRandomSeed >> 16;
+}
+
+
+// Capped conversion from float to fixed.
+static long floatToFixed(float value)
+{
+ if (value < -32768) value = -32768;
+ if (value > 32767) value = 32767;
+ return (long)(value * 65536);
+}
+
+#define FIXED(value) floatToFixed(value)
+
+
+// Definition of one GL object in this demo.
+typedef struct {
+ /* Vertex array and color array are enabled for all objects, so their
+ * pointers must always be valid and non-NULL. Normal array is not
+ * used by the ground plane, so when its pointer is NULL then normal
+ * array usage is disabled.
+ *
+ * Vertex array is supposed to use GL_FIXED datatype and stride 0
+ * (i.e. tightly packed array). Color array is supposed to have 4
+ * components per color with GL_UNSIGNED_BYTE datatype and stride 0.
+ * Normal array is supposed to use GL_FIXED datatype and stride 0.
+ */
+ GLfixed *vertexArray;
+ GLubyte *colorArray;
+ GLfixed *normalArray;
+ GLint vertexComponents;
+ GLsizei count;
+} GLOBJECT;
+
+
+static long sStartTick = 0;
+static long sTick = 0;
+
+static int sCurrentCamTrack = 0;
+static long sCurrentCamTrackStartTick = 0;
+static long sNextCamTrackStartTick = 0x7fffffff;
+
+static GLOBJECT *sSuperShapeObjects[SUPERSHAPE_COUNT] = { NULL };
+static GLOBJECT *sGroundPlane = NULL;
+
+
+typedef struct {
+ float x, y, z;
+} VECTOR3;
+
+
+static void freeGLObject(GLOBJECT *object)
+{
+ if (object == NULL)
+ return;
+ free(object->normalArray);
+ free(object->colorArray);
+ free(object->vertexArray);
+ free(object);
+}
+
+
+static GLOBJECT * newGLObject(long vertices, int vertexComponents,
+ int useNormalArray)
+{
+ GLOBJECT *result;
+ result = (GLOBJECT *)malloc(sizeof(GLOBJECT));
+ if (result == NULL)
+ return NULL;
+ result->count = vertices;
+ result->vertexComponents = vertexComponents;
+ result->vertexArray = (GLfixed *)malloc(vertices * vertexComponents *
+ sizeof(GLfixed));
+ result->colorArray = (GLubyte *)malloc(vertices * 4 * sizeof(GLubyte));
+ if (useNormalArray)
+ {
+ result->normalArray = (GLfixed *)malloc(vertices * 3 *
+ sizeof(GLfixed));
+ }
+ else
+ result->normalArray = NULL;
+ if (result->vertexArray == NULL ||
+ result->colorArray == NULL ||
+ (useNormalArray && result->normalArray == NULL))
+ {
+ freeGLObject(result);
+ return NULL;
+ }
+ return result;
+}
+
+
+static void drawGLObject(GLOBJECT *object)
+{
+ assert(object != NULL);
+
+ glVertexPointer(object->vertexComponents, GL_FIXED,
+ 0, object->vertexArray);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, object->colorArray);
+
+ // Already done in initialization:
+ //glEnableClientState(GL_VERTEX_ARRAY);
+ //glEnableClientState(GL_COLOR_ARRAY);
+
+ if (object->normalArray)
+ {
+ glNormalPointer(GL_FIXED, 0, object->normalArray);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ }
+ else
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDrawArrays(GL_TRIANGLES, 0, object->count);
+}
+
+
+static void vector3Sub(VECTOR3 *dest, VECTOR3 *v1, VECTOR3 *v2)
+{
+ dest->x = v1->x - v2->x;
+ dest->y = v1->y - v2->y;
+ dest->z = v1->z - v2->z;
+}
+
+
+static void superShapeMap(VECTOR3 *point, float r1, float r2, float t, float p)
+{
+ // sphere-mapping of supershape parameters
+ point->x = (float)(cos(t) * cos(p) / r1 / r2);
+ point->y = (float)(sin(t) * cos(p) / r1 / r2);
+ point->z = (float)(sin(p) / r2);
+}
+
+
+static float ssFunc(const float t, const float *p)
+{
+ return (float)(pow(pow(fabs(cos(p[0] * t / 4)) / p[1], p[4]) +
+ pow(fabs(sin(p[0] * t / 4)) / p[2], p[5]), 1 / p[3]));
+}
+
+
+// Creates and returns a supershape object.
+// Based on Paul Bourke's POV-Ray implementation.
+// http://astronomy.swin.edu.au/~pbourke/povray/supershape/
+static GLOBJECT * createSuperShape(const float *params)
+{
+ const int resol1 = (int)params[SUPERSHAPE_PARAMS - 3];
+ const int resol2 = (int)params[SUPERSHAPE_PARAMS - 2];
+ // latitude 0 to pi/2 for no mirrored bottom
+ // (latitudeBegin==0 for -pi/2 to pi/2 originally)
+ const int latitudeBegin = resol2 / 4;
+ const int latitudeEnd = resol2 / 2; // non-inclusive
+ const int longitudeCount = resol1;
+ const int latitudeCount = latitudeEnd - latitudeBegin;
+ const long triangleCount = longitudeCount * latitudeCount * 2;
+ const long vertices = triangleCount * 3;
+ GLOBJECT *result;
+ float baseColor[3];
+ int a, longitude, latitude;
+ long currentVertex, currentQuad;
+
+ result = newGLObject(vertices, 3, 1);
+ if (result == NULL)
+ return NULL;
+
+ for (a = 0; a < 3; ++a)
+ baseColor[a] = ((randomUInt() % 155) + 100) / 255.f;
+
+ currentQuad = 0;
+ currentVertex = 0;
+
+ // longitude -pi to pi
+ for (longitude = 0; longitude < longitudeCount; ++longitude)
+ {
+
+ // latitude 0 to pi/2
+ for (latitude = latitudeBegin; latitude < latitudeEnd; ++latitude)
+ {
+ float t1 = -PI + longitude * 2 * PI / resol1;
+ float t2 = -PI + (longitude + 1) * 2 * PI / resol1;
+ float p1 = -PI / 2 + latitude * 2 * PI / resol2;
+ float p2 = -PI / 2 + (latitude + 1) * 2 * PI / resol2;
+ float r0, r1, r2, r3;
+
+ r0 = ssFunc(t1, params);
+ r1 = ssFunc(p1, &params[6]);
+ r2 = ssFunc(t2, params);
+ r3 = ssFunc(p2, &params[6]);
+
+ if (r0 != 0 && r1 != 0 && r2 != 0 && r3 != 0)
+ {
+ VECTOR3 pa, pb, pc, pd;
+ VECTOR3 v1, v2, n;
+ float ca;
+ int i;
+ //float lenSq, invLenSq;
+
+ superShapeMap(&pa, r0, r1, t1, p1);
+ superShapeMap(&pb, r2, r1, t2, p1);
+ superShapeMap(&pc, r2, r3, t2, p2);
+ superShapeMap(&pd, r0, r3, t1, p2);
+
+ // kludge to set lower edge of the object to fixed level
+ if (latitude == latitudeBegin + 1)
+ pa.z = pb.z = 0;
+
+ vector3Sub(&v1, &pb, &pa);
+ vector3Sub(&v2, &pd, &pa);
+
+ // Calculate normal with cross product.
+ /* i j k i j
+ * v1.x v1.y v1.z | v1.x v1.y
+ * v2.x v2.y v2.z | v2.x v2.y
+ */
+
+ n.x = v1.y * v2.z - v1.z * v2.y;
+ n.y = v1.z * v2.x - v1.x * v2.z;
+ n.z = v1.x * v2.y - v1.y * v2.x;
+
+ /* Pre-normalization of the normals is disabled here because
+ * they will be normalized anyway later due to automatic
+ * normalization (GL_NORMALIZE). It is enabled because the
+ * objects are scaled with glScale.
+ */
+ /*
+ lenSq = n.x * n.x + n.y * n.y + n.z * n.z;
+ invLenSq = (float)(1 / sqrt(lenSq));
+ n.x *= invLenSq;
+ n.y *= invLenSq;
+ n.z *= invLenSq;
+ */
+
+ ca = pa.z + 0.5f;
+
+ for (i = currentVertex * 3;
+ i < (currentVertex + 6) * 3;
+ i += 3)
+ {
+ result->normalArray[i] = FIXED(n.x);
+ result->normalArray[i + 1] = FIXED(n.y);
+ result->normalArray[i + 2] = FIXED(n.z);
+ }
+ for (i = currentVertex * 4;
+ i < (currentVertex + 6) * 4;
+ i += 4)
+ {
+ int a, color[3];
+ for (a = 0; a < 3; ++a)
+ {
+ color[a] = (int)(ca * baseColor[a] * 255);
+ if (color[a] > 255) color[a] = 255;
+ }
+ result->colorArray[i] = (GLubyte)color[0];
+ result->colorArray[i + 1] = (GLubyte)color[1];
+ result->colorArray[i + 2] = (GLubyte)color[2];
+ result->colorArray[i + 3] = 0;
+ }
+ result->vertexArray[currentVertex * 3] = FIXED(pa.x);
+ result->vertexArray[currentVertex * 3 + 1] = FIXED(pa.y);
+ result->vertexArray[currentVertex * 3 + 2] = FIXED(pa.z);
+ ++currentVertex;
+ result->vertexArray[currentVertex * 3] = FIXED(pb.x);
+ result->vertexArray[currentVertex * 3 + 1] = FIXED(pb.y);
+ result->vertexArray[currentVertex * 3 + 2] = FIXED(pb.z);
+ ++currentVertex;
+ result->vertexArray[currentVertex * 3] = FIXED(pd.x);
+ result->vertexArray[currentVertex * 3 + 1] = FIXED(pd.y);
+ result->vertexArray[currentVertex * 3 + 2] = FIXED(pd.z);
+ ++currentVertex;
+ result->vertexArray[currentVertex * 3] = FIXED(pb.x);
+ result->vertexArray[currentVertex * 3 + 1] = FIXED(pb.y);
+ result->vertexArray[currentVertex * 3 + 2] = FIXED(pb.z);
+ ++currentVertex;
+ result->vertexArray[currentVertex * 3] = FIXED(pc.x);
+ result->vertexArray[currentVertex * 3 + 1] = FIXED(pc.y);
+ result->vertexArray[currentVertex * 3 + 2] = FIXED(pc.z);
+ ++currentVertex;
+ result->vertexArray[currentVertex * 3] = FIXED(pd.x);
+ result->vertexArray[currentVertex * 3 + 1] = FIXED(pd.y);
+ result->vertexArray[currentVertex * 3 + 2] = FIXED(pd.z);
+ ++currentVertex;
+ } // r0 && r1 && r2 && r3
+ ++currentQuad;
+ } // latitude
+ } // longitude
+
+ // Set number of vertices in object to the actual amount created.
+ result->count = currentVertex;
+
+ return result;
+}
+
+
+static GLOBJECT * createGroundPlane()
+{
+ const int scale = 4;
+ const int yBegin = -15, yEnd = 15; // ends are non-inclusive
+ const int xBegin = -15, xEnd = 15;
+ const long triangleCount = (yEnd - yBegin) * (xEnd - xBegin) * 2;
+ const long vertices = triangleCount * 3;
+ GLOBJECT *result;
+ int x, y;
+ long currentVertex, currentQuad;
+
+ result = newGLObject(vertices, 2, 0);
+ if (result == NULL)
+ return NULL;
+
+ currentQuad = 0;
+ currentVertex = 0;
+
+ for (y = yBegin; y < yEnd; ++y)
+ {
+ for (x = xBegin; x < xEnd; ++x)
+ {
+ GLubyte color;
+ int i, a;
+ color = (GLubyte)((randomUInt() & 0x5f) + 81); // 101 1111
+ for (i = currentVertex * 4; i < (currentVertex + 6) * 4; i += 4)
+ {
+ result->colorArray[i] = color;
+ result->colorArray[i + 1] = color;
+ result->colorArray[i + 2] = color;
+ result->colorArray[i + 3] = 0;
+ }
+
+ // Axis bits for quad triangles:
+ // x: 011100 (0x1c), y: 110001 (0x31) (clockwise)
+ // x: 001110 (0x0e), y: 100011 (0x23) (counter-clockwise)
+ for (a = 0; a < 6; ++a)
+ {
+ const int xm = x + ((0x1c >> a) & 1);
+ const int ym = y + ((0x31 >> a) & 1);
+ const float m = (float)(cos(xm * 2) * sin(ym * 4) * 0.75f);
+ result->vertexArray[currentVertex * 2] =
+ FIXED(xm * scale + m);
+ result->vertexArray[currentVertex * 2 + 1] =
+ FIXED(ym * scale + m);
+ ++currentVertex;
+ }
+ ++currentQuad;
+ }
+ }
+ return result;
+}
+
+
+static void drawGroundPlane()
+{
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ glDisable(GL_LIGHTING);
+
+ drawGLObject(sGroundPlane);
+
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+}
+
+
+static void drawFadeQuad()
+{
+ static const GLfixed quadVertices[] = {
+ -0x10000, -0x10000,
+ 0x10000, -0x10000,
+ -0x10000, 0x10000,
+ 0x10000, -0x10000,
+ 0x10000, 0x10000,
+ -0x10000, 0x10000
+ };
+
+ const int beginFade = sTick - sCurrentCamTrackStartTick;
+ const int endFade = sNextCamTrackStartTick - sTick;
+ const int minFade = beginFade < endFade ? beginFade : endFade;
+
+ if (minFade < 1024)
+ {
+ const GLfixed fadeColor = minFade << 6;
+ glColor4x(fadeColor, fadeColor, fadeColor, 0);
+
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ glDisable(GL_LIGHTING);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glVertexPointer(2, GL_FIXED, 0, quadVertices);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ glMatrixMode(GL_MODELVIEW);
+
+ glEnable(GL_LIGHTING);
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ }
+}
+
+
+// Called from the app framework.
+void appInit()
+{
+ int a;
+
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glShadeModel(GL_FLAT);
+
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_LIGHT2);
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ seedRandom(15);
+
+ for (a = 0; a < SUPERSHAPE_COUNT; ++a)
+ {
+ sSuperShapeObjects[a] = createSuperShape(sSuperShapeParams[a]);
+ assert(sSuperShapeObjects[a] != NULL);
+ }
+ sGroundPlane = createGroundPlane();
+ assert(sGroundPlane != NULL);
+}
+
+
+// Called from the app framework.
+void appDeinit()
+{
+ int a;
+ for (a = 0; a < SUPERSHAPE_COUNT; ++a)
+ freeGLObject(sSuperShapeObjects[a]);
+ freeGLObject(sGroundPlane);
+}
+
+
+static void gluPerspective(GLfloat fovy, GLfloat aspect,
+ GLfloat zNear, GLfloat zFar)
+{
+ GLfloat xmin, xmax, ymin, ymax;
+
+ ymax = zNear * (GLfloat)tan(fovy * PI / 360);
+ ymin = -ymax;
+ xmin = ymin * aspect;
+ xmax = ymax * aspect;
+
+ glFrustumx((GLfixed)(xmin * 65536), (GLfixed)(xmax * 65536),
+ (GLfixed)(ymin * 65536), (GLfixed)(ymax * 65536),
+ (GLfixed)(zNear * 65536), (GLfixed)(zFar * 65536));
+}
+
+
+static void prepareFrame(int width, int height)
+{
+ glViewport(0, 0, width, height);
+
+ glClearColorx((GLfixed)(0.1f * 65536),
+ (GLfixed)(0.2f * 65536),
+ (GLfixed)(0.3f * 65536), 0x10000);
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45, (float)width / height, 0.5f, 150);
+
+ glMatrixMode(GL_MODELVIEW);
+
+ glLoadIdentity();
+}
+
+
+static void configureLightAndMaterial()
+{
+ static GLfixed light0Position[] = { -0x40000, 0x10000, 0x10000, 0 };
+ static GLfixed light0Diffuse[] = { 0x10000, 0x6666, 0, 0x10000 };
+ static GLfixed light1Position[] = { 0x10000, -0x20000, -0x10000, 0 };
+ static GLfixed light1Diffuse[] = { 0x11eb, 0x23d7, 0x5999, 0x10000 };
+ static GLfixed light2Position[] = { -0x10000, 0, -0x40000, 0 };
+ static GLfixed light2Diffuse[] = { 0x11eb, 0x2b85, 0x23d7, 0x10000 };
+ static GLfixed materialSpecular[] = { 0x10000, 0x10000, 0x10000, 0x10000 };
+
+ glLightxv(GL_LIGHT0, GL_POSITION, light0Position);
+ glLightxv(GL_LIGHT0, GL_DIFFUSE, light0Diffuse);
+ glLightxv(GL_LIGHT1, GL_POSITION, light1Position);
+ glLightxv(GL_LIGHT1, GL_DIFFUSE, light1Diffuse);
+ glLightxv(GL_LIGHT2, GL_POSITION, light2Position);
+ glLightxv(GL_LIGHT2, GL_DIFFUSE, light2Diffuse);
+ glMaterialxv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
+
+ glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, 60 << 16);
+ glEnable(GL_COLOR_MATERIAL);
+}
+
+
+static void drawModels(float zScale)
+{
+ const int translationScale = 9;
+ int x, y;
+
+ seedRandom(9);
+
+ glScalex(1 << 16, 1 << 16, (GLfixed)(zScale * 65536));
+
+ for (y = -5; y <= 5; ++y)
+ {
+ for (x = -5; x <= 5; ++x)
+ {
+ float buildingScale;
+ GLfixed fixedScale;
+
+ int curShape = randomUInt() % SUPERSHAPE_COUNT;
+ buildingScale = sSuperShapeParams[curShape][SUPERSHAPE_PARAMS - 1];
+ fixedScale = (GLfixed)(buildingScale * 65536);
+
+ glPushMatrix();
+ glTranslatex((x * translationScale) * 65536,
+ (y * translationScale) * 65536,
+ 0);
+ glRotatex((GLfixed)((randomUInt() % 360) << 16), 0, 0, 1 << 16);
+ glScalex(fixedScale, fixedScale, fixedScale);
+
+ drawGLObject(sSuperShapeObjects[curShape]);
+ glPopMatrix();
+ }
+ }
+
+ for (x = -2; x <= 2; ++x)
+ {
+ const int shipScale100 = translationScale * 500;
+ const int offs100 = x * shipScale100 + (sTick % shipScale100);
+ float offs = offs100 * 0.01f;
+ GLfixed fixedOffs = (GLfixed)(offs * 65536);
+ glPushMatrix();
+ glTranslatex(fixedOffs, -4 * 65536, 2 << 16);
+ drawGLObject(sSuperShapeObjects[SUPERSHAPE_COUNT - 1]);
+ glPopMatrix();
+ glPushMatrix();
+ glTranslatex(-4 * 65536, fixedOffs, 4 << 16);
+ glRotatex(90 << 16, 0, 0, 1 << 16);
+ drawGLObject(sSuperShapeObjects[SUPERSHAPE_COUNT - 1]);
+ glPopMatrix();
+ }
+}
+
+
+/* Following gluLookAt implementation is adapted from the
+ * Mesa 3D Graphics library. http://www.mesa3d.org
+ */
+static void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
+ GLfloat centerx, GLfloat centery, GLfloat centerz,
+ GLfloat upx, GLfloat upy, GLfloat upz)
+{
+ GLfloat m[16];
+ GLfloat x[3], y[3], z[3];
+ GLfloat mag;
+
+ /* Make rotation matrix */
+
+ /* Z vector */
+ z[0] = eyex - centerx;
+ z[1] = eyey - centery;
+ z[2] = eyez - centerz;
+ mag = (float)sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
+ if (mag) { /* mpichler, 19950515 */
+ z[0] /= mag;
+ z[1] /= mag;
+ z[2] /= mag;
+ }
+
+ /* Y vector */
+ y[0] = upx;
+ y[1] = upy;
+ y[2] = upz;
+
+ /* X vector = Y cross Z */
+ x[0] = y[1] * z[2] - y[2] * z[1];
+ x[1] = -y[0] * z[2] + y[2] * z[0];
+ x[2] = y[0] * z[1] - y[1] * z[0];
+
+ /* Recompute Y = Z cross X */
+ y[0] = z[1] * x[2] - z[2] * x[1];
+ y[1] = -z[0] * x[2] + z[2] * x[0];
+ y[2] = z[0] * x[1] - z[1] * x[0];
+
+ /* mpichler, 19950515 */
+ /* cross product gives area of parallelogram, which is < 1.0 for
+ * non-perpendicular unit-length vectors; so normalize x, y here
+ */
+
+ mag = (float)sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
+ if (mag) {
+ x[0] /= mag;
+ x[1] /= mag;
+ x[2] /= mag;
+ }
+
+ mag = (float)sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
+ if (mag) {
+ y[0] /= mag;
+ y[1] /= mag;
+ y[2] /= mag;
+ }
+
+#define M(row,col) m[col*4+row]
+ M(0, 0) = x[0];
+ M(0, 1) = x[1];
+ M(0, 2) = x[2];
+ M(0, 3) = 0.0;
+ M(1, 0) = y[0];
+ M(1, 1) = y[1];
+ M(1, 2) = y[2];
+ M(1, 3) = 0.0;
+ M(2, 0) = z[0];
+ M(2, 1) = z[1];
+ M(2, 2) = z[2];
+ M(2, 3) = 0.0;
+ M(3, 0) = 0.0;
+ M(3, 1) = 0.0;
+ M(3, 2) = 0.0;
+ M(3, 3) = 1.0;
+#undef M
+ {
+ int a;
+ GLfixed fixedM[16];
+ for (a = 0; a < 16; ++a)
+ fixedM[a] = (GLfixed)(m[a] * 65536);
+ glMultMatrixx(fixedM);
+ }
+
+ /* Translate Eye to Origin */
+ glTranslatex((GLfixed)(-eyex * 65536),
+ (GLfixed)(-eyey * 65536),
+ (GLfixed)(-eyez * 65536));
+}
+
+
+static void camTrack()
+{
+ float lerp[5];
+ float eX, eY, eZ, cX, cY, cZ;
+ float trackPos;
+ CAMTRACK *cam;
+ long currentCamTick;
+ int a;
+
+ if (sNextCamTrackStartTick <= sTick)
+ {
+ ++sCurrentCamTrack;
+ sCurrentCamTrackStartTick = sNextCamTrackStartTick;
+ }
+ sNextCamTrackStartTick = sCurrentCamTrackStartTick +
+ sCamTracks[sCurrentCamTrack].len * CAMTRACK_LEN;
+
+ cam = &sCamTracks[sCurrentCamTrack];
+ currentCamTick = sTick - sCurrentCamTrackStartTick;
+ trackPos = (float)currentCamTick / (CAMTRACK_LEN * cam->len);
+
+ for (a = 0; a < 5; ++a)
+ lerp[a] = (cam->src[a] + cam->dest[a] * trackPos) * 0.01f;
+
+ if (cam->dist)
+ {
+ float dist = cam->dist * 0.1f;
+ cX = lerp[0];
+ cY = lerp[1];
+ cZ = lerp[2];
+ eX = cX - (float)cos(lerp[3]) * dist;
+ eY = cY - (float)sin(lerp[3]) * dist;
+ eZ = cZ - lerp[4];
+ }
+ else
+ {
+ eX = lerp[0];
+ eY = lerp[1];
+ eZ = lerp[2];
+ cX = eX + (float)cos(lerp[3]);
+ cY = eY + (float)sin(lerp[3]);
+ cZ = eZ + lerp[4];
+ }
+ gluLookAt(eX, eY, eZ, cX, cY, cZ, 0, 0, 1);
+}
+
+
+// Called from the app framework.
+/* The tick is current time in milliseconds, width and height
+ * are the image dimensions to be rendered.
+ */
+void appRender(long tick, int width, int height)
+{
+ if (sStartTick == 0)
+ sStartTick = tick;
+ if (!gAppAlive)
+ return;
+
+ // Actual tick value is "blurred" a little bit.
+ sTick = (sTick + tick - sStartTick) >> 1;
+
+ // Terminate application after running through the demonstration once.
+ if (sTick >= RUN_LENGTH)
+ {
+ gAppAlive = 0;
+ return;
+ }
+
+ // Prepare OpenGL ES for rendering of the frame.
+ prepareFrame(width, height);
+
+ // Update the camera position and set the lookat.
+ camTrack();
+
+ // Configure environment.
+ configureLightAndMaterial();
+
+ // Draw the reflection by drawing models with negated Z-axis.
+ glPushMatrix();
+ drawModels(-1);
+ glPopMatrix();
+
+ // Blend the ground plane to the window.
+ drawGroundPlane();
+
+ // Draw all the models normally.
+ drawModels(1);
+
+ // Draw fade quad over whole window (when changing cameras).
+ drawFadeQuad();
+}