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Diffstat (limited to 'src/demos/es1/angeles/AngelesGL.java')
-rwxr-xr-x | src/demos/es1/angeles/AngelesGL.java | 719 |
1 files changed, 719 insertions, 0 deletions
diff --git a/src/demos/es1/angeles/AngelesGL.java b/src/demos/es1/angeles/AngelesGL.java new file mode 100755 index 0000000..db2612f --- /dev/null +++ b/src/demos/es1/angeles/AngelesGL.java @@ -0,0 +1,719 @@ +/* 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 javax.media.opengl.*; +import javax.media.opengl.util.*; +import javax.media.opengl.glu.*; +import java.nio.*; + +public class AngelesGL implements GLEventListener { + + public AngelesGL() { + quadVertices = BufferUtil.newFloatBuffer(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=BufferUtil.newFloatBuffer(4); + light0Diffuse=BufferUtil.newFloatBuffer(4); + light1Position=BufferUtil.newFloatBuffer(4); + light1Diffuse=BufferUtil.newFloatBuffer(4); + light2Position=BufferUtil.newFloatBuffer(4); + light2Diffuse=BufferUtil.newFloatBuffer(4); + materialSpecular=BufferUtil.newFloatBuffer(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); + + this.gl = drawable.getGL(); + this.glu = GLU.createGLU(); + if(gl.isGLES2()) { + gl.getGLES2().enableFixedFunctionEmulationMode(GLES2.FIXED_EMULATION_VERTEXCOLORTEXTURE); + System.err.println("AngelesGL Fixed emu: FIXED_EMULATION_VERTEXCOLORTEXTURE"); + } + gl.glEnable(GL2ES1.GL_NORMALIZE); + gl.glEnable(gl.GL_DEPTH_TEST); + gl.glDisable(gl.GL_CULL_FACE); + 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; + } + + 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(); + + gl.glMatrixMode(gl.GL_MODELVIEW); + gl.glLoadIdentity(); + + gl.glClearColor(0.1f, 0.2f, 0.3f, 1.0f); + + gl.glCullFace(GL.GL_FRONT); + + 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 display(GLAutoDrawable drawable) { + long tick = System.currentTimeMillis(); + + if (gAppAlive==0) + return; + + this.gl = drawable.getGL(); + + // 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(); + + // Draw the reflection by drawing models with negated Z-axis. + gl.glPushMatrix(); + drawModels(-1); + gl.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(); + + frames++; + tick = System.currentTimeMillis(); + } + + public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { + } + + private GL gl; + 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)); +} + + +// Definition of one GL object in this demo. +public class GLObject { + /* 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 GLArrayDataServer vertexArray; + private GLArrayDataServer colorArray; + private GLArrayDataServer normalArray; + private int count; + + public GLObject(int vertices, int vertexComponents, + boolean useNormalArray) { + count = vertices; + vertexArray = GLArrayDataServer.createFixed(GL.GL_VERTEX_ARRAY, null, vertexComponents, + GL.GL_FLOAT, false, vertices, GL.GL_STATIC_DRAW); + colorArray = GLArrayDataServer.createFixed(GL.GL_COLOR_ARRAY, null, 4, + GL.GL_FLOAT, false, vertices, GL.GL_STATIC_DRAW); + if(useNormalArray) { + normalArray = GLArrayDataServer.createFixed(GL.GL_NORMAL_ARRAY, null, 3, + GL.GL_FLOAT, false, vertices, GL.GL_STATIC_DRAW); + } + } + + void setCount(int c) { count = c; } + + FloatBuffer vertexArray() { return (FloatBuffer)vertexArray.getBuffer(); } + FloatBuffer colorArray() { return (FloatBuffer) colorArray.getBuffer(); } + FloatBuffer normalArray() { return (normalArray!=null)?(FloatBuffer)normalArray.getBuffer():null; } + + void seal() + { + vertexArray().position( count * vertexArray.getComponentNumber() ); + vertexArray.seal(gl, true); + + colorArray().position( count * colorArray.getComponentNumber() ); + colorArray.seal(gl, true); + + if(null!=normalArray) { + normalArray().position( count * normalArray.getComponentNumber() ); + normalArray.seal(gl, true); + } else { + gl.glDisableClientState(gl.GL_NORMAL_ARRAY); + } + } + + void draw() + { + vertexArray.enableBuffer(gl, true); + colorArray.enableBuffer(gl, true); + if(null!=normalArray) { + normalArray.enableBuffer(gl, true); + } else { + gl.glDisableClientState(gl.GL_NORMAL_ARRAY); + } + + gl.glDrawArrays(gl.GL_TRIANGLES, 0, vertexArray.getElementNumber()); + + vertexArray.enableBuffer(gl, false); + colorArray.enableBuffer(gl, false); + if(null!=normalArray) { + normalArray.enableBuffer(gl, false); + } + } +} + +long sStartTick = 0; +long sTick = 0; + +int sCurrentCamTrack = 0; +long sCurrentCamTrackStartTick = 0; +long sNextCamTrackStartTick = 0x7fffffff; + +GLObject sSuperShapeObjects[] = new GLObject[SuperShape.COUNT]; +GLObject 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/ +GLObject 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; + GLObject result; + float baseColor[] = new float[3]; + int a, longitude, latitude; + int currentVertex, currentQuad; + + result = new GLObject(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 (gl.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 * 4; + i < (currentVertex + 6) * 4; + i += 4) + { + 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]); + 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; +} + + +GLObject 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; + GLObject result; + int x, y; + int currentVertex, currentQuad; + + result = new GLObject(vertices, 2, 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() & 0x5f) + 81))/255.0f; // 101 1111 + for (i = currentVertex * 4; i < (currentVertex + 6) * 4; i += 4) + { + result.colorArray().put(i, color); + result.colorArray().put(i + 1, color); + result.colorArray().put(i + 2, color); + 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 * 2, (xm * scale + m)); + result.vertexArray().put(currentVertex * 2 + 1, (ym * scale + m)); + ++currentVertex; + } + ++currentQuad; + } + } + result.seal(); + return result; +} + + +void drawGroundPlane() +{ + gl.glDisable(gl.GL_CULL_FACE); + 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); + + sGroundPlane.draw(); + + gl.glEnable(gl.GL_LIGHTING); + gl.glDisable(gl.GL_BLEND); + gl.glEnable(gl.GL_DEPTH_TEST); +} + +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.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; +} + |