/* 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.
*
* $Id$
* $Revision$
*/
package demos.es1.angeles;
import com.jogamp.opengl.*;
import com.jogamp.opengl.glu.*;
import com.jogamp.opengl.math.FixedPoint;
import com.jogamp.opengl.util.*;
import com.jogamp.opengl.util.glsl.fixedfunc.*;
import java.nio.*;
public class AngelesGL implements GLEventListener {
public AngelesGL() {
this(true);
}
public AngelesGL(boolean enableBlending) {
blendingEnabled = enableBlending;
quadVertices = GLBuffers.newDirectFloatBuffer(12);
quadVertices.put(new float[]{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
});
quadVertices.flip();
light0Position=GLBuffers.newDirectFloatBuffer(4);
light0Diffuse=GLBuffers.newDirectFloatBuffer(4);
light1Position=GLBuffers.newDirectFloatBuffer(4);
light1Diffuse=GLBuffers.newDirectFloatBuffer(4);
light2Position=GLBuffers.newDirectFloatBuffer(4);
light2Diffuse=GLBuffers.newDirectFloatBuffer(4);
materialSpecular=GLBuffers.newDirectFloatBuffer(4);
light0Position.put(new float[] { FixedPoint.toFloat(-0x40000), 1.0f, 1.0f, 0.0f });
light0Diffuse.put(new float[] { 1.0f, FixedPoint.toFloat(0x6666), 0.0f, 1.0f });
light1Position.put(new float[] { 1.0f, FixedPoint.toFloat(-0x20000), -1.0f, 0.0f });
light1Diffuse.put(new float[] { FixedPoint.toFloat(0x11eb), FixedPoint.toFloat(0x23d7), FixedPoint.toFloat(0x5999), 1.0f });
light2Position.put(new float[] { -1.0f, 0.0f, FixedPoint.toFloat(-0x40000), 0.0f });
light2Diffuse.put(new float[] { FixedPoint.toFloat(0x11eb), FixedPoint.toFloat(0x2b85), FixedPoint.toFloat(0x23d7), 1.0f });
materialSpecular.put(new float[] { 1.0f, 1.0f, 1.0f, 1.0f });
light0Position.flip();
light0Diffuse.flip();
light1Position.flip();
light1Diffuse.flip();
light2Position.flip();
light2Diffuse.flip();
materialSpecular.flip();
seedRandom(15);
width=0;
height=0;
x=0;
y=0;
}
public void init(GLAutoDrawable drawable) {
// FIXME: gl.setSwapInterval(1);
cComps = drawable.getGL().isGLES1() ? 4: 3;
this.gl = FixedFuncUtil.wrapFixedFuncEmul(drawable.getGL(), ShaderSelectionMode.AUTO, null);
System.err.println("AngelesGL: "+this.gl);
this.glu = GLU.createGLU();
gl.glEnable(GL2ES1.GL_NORMALIZE);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDisable(GL.GL_CULL_FACE);
gl.glCullFace(GL.GL_BACK);
gl.glShadeModel(gl.GL_FLAT);
gl.glEnable(gl.GL_LIGHTING);
gl.glEnable(gl.GL_LIGHT0);
gl.glEnable(gl.GL_LIGHT1);
gl.glEnable(gl.GL_LIGHT2);
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glEnableClientState(gl.GL_COLOR_ARRAY);
for (int a = 0; a < SuperShape.COUNT; ++a)
{
sSuperShapeObjects[a] = createSuperShape(SuperShape.sParams[a]);
}
sGroundPlane = createGroundPlane();
gAppAlive = 1;
sStartTick = System.currentTimeMillis();
frames=0;
/*
gl.glGetError(); // flush error ..
if(gl.isGLES2()) {
GLES2 gles2 = gl.getGLES2();
// Debug ..
//DebugGLES2 gldbg = new DebugGLES2(gles2);
//gles2.getContext().setGL(gldbg);
//gles2 = gldbg;
// Trace ..
TraceGLES2 gltrace = new TraceGLES2(gles2, System.err);
gles2.getContext().setGL(gltrace);
gles2 = gltrace;
} */
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
this.width = width;
this.height=height;
this.x = x;
this.y = y;
this.gl = drawable.getGL().getGL2ES1();
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
// JAU gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST);
//gl.glShadeModel(gl.GL_SMOOTH);
gl.glShadeModel(gl.GL_FLAT);
gl.glDisable(GL.GL_DITHER);
//gl.glMatrixMode(gl.GL_PROJECTION);
//gl.glLoadIdentity();
//glu.gluPerspective(45.0f, (float)width / (float)height, 0.5f, 150.0f);
//System.out.println("reshape ..");
}
public void dispose(GLAutoDrawable drawable) {
}
public void display(GLAutoDrawable drawable) {
long tick = System.currentTimeMillis();
if (gAppAlive==0)
return;
this.gl = drawable.getGL().getGL2ES1();
// 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;
}
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT);
gl.glMatrixMode(gl.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(45.0f, (float)width / (float)height, 0.5f, 150.0f);
// Update the camera position and set the lookat.
camTrack();
// Configure environment.
configureLightAndMaterial();
if(blendingEnabled) {
gl.glEnable(GL.GL_CULL_FACE);
// Draw the reflection by drawing models with negated Z-axis.
gl.glPushMatrix();
drawModels(-1);
gl.glPopMatrix();
}
// Draw the ground plane to the window. (opt. blending)
drawGroundPlane();
if(blendingEnabled) {
gl.glDisable(GL.GL_CULL_FACE);
}
// Draw all the models normally.
drawModels(1);
if(blendingEnabled) {
// Draw fade quad over whole window (when changing cameras).
drawFadeQuad();
}
frames++;
tick = System.currentTimeMillis();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
private boolean blendingEnabled = true;
private GL2ES1 gl; // temp cache
private GLU glu;
// Total run length is 20 * camera track base unit length (see cams.h).
private int RUN_LENGTH = (20 * CamTrack.CAMTRACK_LEN) ;
private int RANDOM_UINT_MAX = 65535 ;
private long sRandomSeed = 0;
void seedRandom(long seed)
{
sRandomSeed = seed;
}
int randomUInt()
{
sRandomSeed = sRandomSeed * 0x343fd + 0x269ec3;
return Math.abs((int) (sRandomSeed >> 16));
}
private int cComps;
// Definition of one GL object in this demo.
public class GLSpatial {
/* 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.GL_FLOAT datatype and stride 0
* (i.e. tightly packed array). Color array is supposed to have 4
* components per color with GL.GL_UNSIGNED_BYTE datatype and stride 0.
* Normal array is supposed to use GL.GL_FLOAT datatype and stride 0.
*/
private int vboName, count;
private int vComps, nComps;
private ByteBuffer pBuffer=null;
private FloatBuffer vertexArray=null;
private FloatBuffer colorArray=null;
private FloatBuffer normalArray=null;
protected GLArrayDataWrapper vArrayData, cArrayData, nArrayData=null;
public GLSpatial(int vertices, int vertexComponents,
boolean useNormalArray) {
count = vertices;
vComps= vertexComponents;
nComps = useNormalArray ? 3 : 0;
int bSize = GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * ( vComps + cComps + nComps) ;
pBuffer = GLBuffers.newDirectByteBuffer(bSize);
int pos = 0;
int size= GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * vComps ;
vertexArray = (FloatBuffer) GLBuffers.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT);
int vOffset = 0;
pos+=size;
size=GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * cComps ;
colorArray = (FloatBuffer) GLBuffers.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT);
int cOffset=pos;
pos+=size;
int nOffset=0;
if(useNormalArray) {
size=GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * nComps ;
normalArray = (FloatBuffer) GLBuffers.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT);
nOffset=pos;
pos+=size;
}
pBuffer.position(pos);
pBuffer.flip();
int[] tmp = new int[1];
gl.glGenBuffers(1, tmp, 0);
vboName = tmp[0];
vArrayData = GLArrayDataWrapper.createFixed(gl.GL_VERTEX_ARRAY, vComps, GL.GL_FLOAT, false,
0, pBuffer, vboName, vOffset, GL.GL_STATIC_DRAW, GL.GL_ARRAY_BUFFER);
cArrayData = GLArrayDataWrapper.createFixed(gl.GL_COLOR_ARRAY, cComps, GL.GL_FLOAT, false,
0, pBuffer, vboName, cOffset, GL.GL_STATIC_DRAW, GL.GL_ARRAY_BUFFER);
if(useNormalArray) {
nArrayData = GLArrayDataWrapper.createFixed(gl.GL_NORMAL_ARRAY, nComps, GL.GL_FLOAT, false,
0, pBuffer, vboName, nOffset, GL.GL_STATIC_DRAW, GL.GL_ARRAY_BUFFER);
}
}
void setCount(int c) {
if(count != c) {
throw new RuntimeException("diff count: "+count+" -> "+c);
}
count = c;
}
private boolean sealed = false;
void seal()
{
if(sealed) return;
sealed = true;
vertexArray.position(count);
vertexArray.flip();
colorArray.position(count);
colorArray.flip();
if(nComps>0) {
normalArray.position(count);
normalArray.flip();
}
if(nComps>0) {
gl.glEnableClientState(gl.GL_NORMAL_ARRAY);
}
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName);
gl.glBufferData(GL.GL_ARRAY_BUFFER, pBuffer.limit(), pBuffer, GL.GL_STATIC_DRAW);
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
if(nComps>0) {
gl.glDisableClientState(gl.GL_NORMAL_ARRAY);
}
}
void draw()
{
seal();
if(nComps>0) {
gl.glEnableClientState(gl.GL_NORMAL_ARRAY);
}
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName);
gl.glVertexPointer(vArrayData);
gl.glColorPointer(cArrayData);
if(nComps>0) {
gl.glNormalPointer(nArrayData);
}
gl.glDrawArrays(GL.GL_TRIANGLES, 0, count);
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
if(nComps>0) {
gl.glDisableClientState(gl.GL_NORMAL_ARRAY);
}
}
}
long sStartTick = 0;
long sTick = 0;
int sCurrentCamTrack = 0;
long sCurrentCamTrackStartTick = 0;
long sNextCamTrackStartTick = 0x7fffffff;
GLSpatial sSuperShapeObjects[] = new GLSpatial[SuperShape.COUNT];
GLSpatial sGroundPlane;
public class VECTOR3 {
float x, y, z;
public VECTOR3() {
x=0f; y=0f; z=0f;
}
public VECTOR3(float x, float y, float z) {
this.x=x;
this.y=y;
this.z=z;
}
}
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)(Math.cos(t) * Math.cos(p) / r1 / r2);
point.y = (float)(Math.sin(t) * Math.cos(p) / r1 / r2);
point.z = (float)(Math.sin(p) / r2);
}
float ssFunc(final float t, final float p[])
{
return ssFunc(t, p, 0);
}
float ssFunc(final float t, final float p[], int pOff)
{
return (float)(Math.pow(Math.pow(Math.abs(Math.cos(p[0+pOff] * t / 4)) / p[1+pOff], p[4+pOff]) +
Math.pow(Math.abs(Math.sin(p[0+pOff] * t / 4)) / p[2+pOff], p[5+pOff]), 1 / p[3+pOff]));
}
// Creates and returns a supershape object.
// Based on Paul Bourke's POV-Ray implementation.
// http://astronomy.swin.edu.au/~pbourke/povray/supershape/
GLSpatial createSuperShape(final float params[])
{
final int resol1 = (int)params[SuperShape.PARAMS - 3];
final 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)
final int latitudeBegin = resol2 / 4;
final int latitudeEnd = resol2 / 2; // non-inclusive
final int longitudeCount = resol1;
final int latitudeCount = latitudeEnd - latitudeBegin;
final int triangleCount = longitudeCount * latitudeCount * 2;
final int vertices = triangleCount * 3;
GLSpatial result;
float baseColor[] = new float[3];
int a, longitude, latitude;
int currentVertex, currentQuad;
result = new GLSpatial(vertices, 3, true);
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 = (float) ( -Math.PI + longitude * 2 * Math.PI / resol1 );
float t2 = (float) ( -Math.PI + (longitude + 1) * 2 * Math.PI / resol1 );
float p1 = (float) ( -Math.PI / 2 + latitude * 2 * Math.PI / resol2 );
float p2 = (float) ( -Math.PI / 2 + (latitude + 1) * 2 * Math.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=new VECTOR3(), pb=new VECTOR3(), pc=new VECTOR3(), pd=new VECTOR3();
VECTOR3 v1=new VECTOR3(), v2=new VECTOR3(), n=new VECTOR3();
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 (GL2ES1.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;
if(result.normalArray!=null) {
for (i = currentVertex * 3;
i < (currentVertex + 6) * 3;
i += 3)
{
result.normalArray.put(i , (n.x));
result.normalArray.put(i + 1, (n.y));
result.normalArray.put(i + 2, (n.z));
}
}
for (i = currentVertex * cComps;
i < (currentVertex + 6) * cComps;
i += cComps)
{
int j;
float color[] = new float[3];
for (j = 0; j < 3; ++j)
{
color[j] = ca * baseColor[j];
if (color[j] > 1.0f) color[j] = 1.0f;
}
result.colorArray.put(i , color[0]);
result.colorArray.put(i + 1, color[1]);
result.colorArray.put(i + 2, color[2]);
if(3<cComps) {
result.colorArray.put(i + 3, 0f);
}
}
result.vertexArray.put(currentVertex * 3, (pa.x));
result.vertexArray.put(currentVertex * 3 + 1, (pa.y));
result.vertexArray.put(currentVertex * 3 + 2, (pa.z));
++currentVertex;
result.vertexArray.put(currentVertex * 3, (pb.x));
result.vertexArray.put(currentVertex * 3 + 1, (pb.y));
result.vertexArray.put(currentVertex * 3 + 2, (pb.z));
++currentVertex;
result.vertexArray.put(currentVertex * 3, (pd.x));
result.vertexArray.put(currentVertex * 3 + 1, (pd.y));
result.vertexArray.put(currentVertex * 3 + 2, (pd.z));
++currentVertex;
result.vertexArray.put(currentVertex * 3, (pb.x));
result.vertexArray.put(currentVertex * 3 + 1, (pb.y));
result.vertexArray.put(currentVertex * 3 + 2, (pb.z));
++currentVertex;
result.vertexArray.put(currentVertex * 3, (pc.x));
result.vertexArray.put(currentVertex * 3 + 1, (pc.y));
result.vertexArray.put(currentVertex * 3 + 2, (pc.z));
++currentVertex;
result.vertexArray.put(currentVertex * 3, (pd.x));
result.vertexArray.put(currentVertex * 3 + 1, (pd.y));
result.vertexArray.put(currentVertex * 3 + 2, (pd.z));
++currentVertex;
} // r0 && r1 && r2 && r3
++currentQuad;
} // latitude
} // longitude
// Set number of vertices in object to the actual amount created.
result.setCount(currentVertex);
result.seal();
return result;
}
GLSpatial createGroundPlane()
{
final int scale = 4;
final int yBegin = -15, yEnd = 15; // ends are non-inclusive
final int xBegin = -15, xEnd = 15;
final int triangleCount = (yEnd - yBegin) * (xEnd - xBegin) * 2;
final int vertices = triangleCount * 3;
GLSpatial result;
int x, y;
int currentVertex, currentQuad;
final int vcomps = 2;
result = new GLSpatial(vertices, vcomps, false);
if (result == null)
return null;
currentQuad = 0;
currentVertex = 0;
for (y = yBegin; y < yEnd; ++y)
{
for (x = xBegin; x < xEnd; ++x)
{
float color;
int i, a;
color = ((float)(randomUInt() % 255))/255.0f;
for (i = currentVertex * cComps; i < (currentVertex + 6) * cComps; i += cComps)
{
result.colorArray.put(i, color);
result.colorArray.put(i + 1, color);
result.colorArray.put(i + 2, color);
if(3<cComps) {
result.colorArray.put(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)
{
final int xm = x + ((0x1c >> a) & 1);
final int ym = y + ((0x31 >> a) & 1);
final float m = (float)(Math.cos(xm * 2) * Math.sin(ym * 4) * 0.75f);
result.vertexArray.put(currentVertex * vcomps, (xm * scale + m));
result.vertexArray.put(currentVertex * vcomps + 1, (ym * scale + m));
if(2<vcomps) {
result.vertexArray.put(currentVertex * vcomps + 2, 0f);
}
++currentVertex;
}
++currentQuad;
}
}
result.seal();
return result;
}
void drawGroundPlane()
{
gl.glDisable(gl.GL_LIGHTING);
gl.glDisable(GL.GL_DEPTH_TEST);
if(blendingEnabled) {
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_ZERO, GL.GL_SRC_COLOR);
}
sGroundPlane.draw();
if(blendingEnabled) {
gl.glDisable(GL.GL_BLEND);
}
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable(gl.GL_LIGHTING);
}
void drawFadeQuad()
{
final int beginFade = (int) (sTick - sCurrentCamTrackStartTick);
final int endFade = (int) (sNextCamTrackStartTick - sTick);
final int minFade = beginFade < endFade ? beginFade : endFade;
if (minFade < 1024)
{
final float fadeColor = FixedPoint.toFloat(minFade << 7);
gl.glColor4f(fadeColor, fadeColor, fadeColor, 0f);
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_ZERO, GL.GL_SRC_COLOR);
gl.glDisable(gl.GL_LIGHTING);
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glMatrixMode(gl.GL_PROJECTION);
gl.glLoadIdentity();
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
gl.glDisableClientState(gl.GL_COLOR_ARRAY);
gl.glDisableClientState(gl.GL_NORMAL_ARRAY);
gl.glEnableClientState(gl.GL_VERTEX_ARRAY);
gl.glVertexPointer(2, GL.GL_FLOAT, 0, quadVertices);
gl.glDrawArrays(GL.GL_TRIANGLES, 0, 6);
gl.glEnableClientState(gl.GL_COLOR_ARRAY);
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glEnable(gl.GL_LIGHTING);
gl.glDisable(GL.GL_BLEND);
gl.glEnable(GL.GL_DEPTH_TEST);
}
}
FloatBuffer quadVertices;
FloatBuffer light0Position;
FloatBuffer light0Diffuse;
FloatBuffer light1Position;
FloatBuffer light1Diffuse;
FloatBuffer light2Position;
FloatBuffer light2Diffuse;
FloatBuffer materialSpecular;
void configureLightAndMaterial()
{
gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, light0Position);
gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, light0Diffuse);
gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, light1Position);
gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, light1Diffuse);
gl.glLightfv(gl.GL_LIGHT2, gl.GL_POSITION, light2Position);
gl.glLightfv(gl.GL_LIGHT2, gl.GL_DIFFUSE, light2Diffuse);
gl.glMaterialfv(GL.GL_FRONT_AND_BACK, gl.GL_SPECULAR, materialSpecular);
gl.glMaterialf(GL.GL_FRONT_AND_BACK, gl.GL_SHININESS, 60.0f);
gl.glEnable(gl.GL_COLOR_MATERIAL);
}
void drawModels(float zScale)
{
final int translationScale = 9;
int x, y;
seedRandom(9);
gl.glScalef(1.0f, 1.0f, zScale);
for (y = -5; y <= 5; ++y)
{
for (x = -5; x <= 5; ++x)
{
int curShape = randomUInt() % SuperShape.COUNT;
float buildingScale = SuperShape.sParams[curShape][SuperShape.PARAMS - 1];
gl.glPushMatrix();
gl.glTranslatef((float)(x * translationScale),
(float)(y * translationScale),
0f);
gl.glRotatef((float)(randomUInt() % 360), 0f, 0f, 1f);
gl.glScalef(buildingScale, buildingScale, buildingScale);
sSuperShapeObjects[curShape].draw();
gl.glPopMatrix();
}
}
for (x = -2; x <= 2; ++x)
{
final int shipScale100 = translationScale * 500;
final int offs100 = x * shipScale100 + (int)(sTick % shipScale100);
float offs = offs100 * 0.01f;
gl.glPushMatrix();
gl.glTranslatef(offs, -4.0f, 2.0f);
sSuperShapeObjects[SuperShape.COUNT - 1].draw();
gl.glPopMatrix();
gl.glPushMatrix();
gl.glTranslatef(-4.0f, offs, 4.0f);
gl.glRotatef(90.0f, 0.0f, 0.0f, 1.0f);
sSuperShapeObjects[SuperShape.COUNT - 1].draw();
gl.glPopMatrix();
}
}
void camTrack()
{
float lerp[]= new float[5];
float eX, eY, eZ, cX, cY, cZ;
float trackPos;
CamTrack cam;
long currentCamTick;
int a;
if (sNextCamTrackStartTick <= sTick)
{
++sCurrentCamTrack;
sCurrentCamTrackStartTick = sNextCamTrackStartTick;
}
sNextCamTrackStartTick = sCurrentCamTrackStartTick +
CamTrack.sCamTracks[sCurrentCamTrack].len * CamTrack.CAMTRACK_LEN;
cam = CamTrack.sCamTracks[sCurrentCamTrack];
currentCamTick = sTick - sCurrentCamTrackStartTick;
trackPos = (float)currentCamTick / (CamTrack.CAMTRACK_LEN * cam.len);
for (a = 0; a < 5; ++a)
lerp[a] = (cam.src[a] + cam.dest[a] * trackPos) * 0.01f;
if (cam.dist>0)
{
float dist = cam.dist * 0.1f;
cX = lerp[0];
cY = lerp[1];
cZ = lerp[2];
eX = cX - (float)Math.cos(lerp[3]) * dist;
eY = cY - (float)Math.sin(lerp[3]) * dist;
eZ = cZ - lerp[4];
}
else
{
eX = lerp[0];
eY = lerp[1];
eZ = lerp[2];
cX = eX + (float)Math.cos(lerp[3]);
cY = eY + (float)Math.sin(lerp[3]);
cZ = eZ + lerp[4];
}
glu.gluLookAt(eX, eY, eZ, cX, cY, cZ, 0, 0, 1);
}
private int gAppAlive = 0;
private int width, height, x, y, frames;
}