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Diffstat (limited to 'opengl/tests/angeles/demo.c')
-rw-r--r-- | opengl/tests/angeles/demo.c | 792 |
1 files changed, 0 insertions, 792 deletions
diff --git a/opengl/tests/angeles/demo.c b/opengl/tests/angeles/demo.c deleted file mode 100644 index 802f398..0000000 --- a/opengl/tests/angeles/demo.c +++ /dev/null @@ -1,792 +0,0 @@ -/* 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(); -} |