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Diffstat (limited to 'opengl/tests/angeles/demo.c')
-rw-r--r-- | opengl/tests/angeles/demo.c | 792 |
1 files changed, 792 insertions, 0 deletions
diff --git a/opengl/tests/angeles/demo.c b/opengl/tests/angeles/demo.c new file mode 100644 index 0000000..802f398 --- /dev/null +++ b/opengl/tests/angeles/demo.c @@ -0,0 +1,792 @@ +/* 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, ¶ms[6]); + r2 = ssFunc(t2, params); + r3 = ssFunc(p2, ¶ms[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(); +} |