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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 "importgl.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();
- }
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