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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.
+ *
+ * $Id$
+ * $Revision$
+ */
+
+package demos.es1.angeles;
+
+import javax.media.opengl.*;
+import com.sun.opengl.util.*;
+import java.nio.*;
+
+public class Angeles /* implements GLEventListener */ {
+
+ public Angeles() {
+ quadVertices = BufferUtil.newIntBuffer(12);
+ quadVertices.put(new int[]{
+ -0x10000, -0x10000,
+ 0x10000, -0x10000,
+ -0x10000, 0x10000,
+ 0x10000, -0x10000,
+ 0x10000, 0x10000,
+ -0x10000, 0x10000
+ });
+ quadVertices.rewind();
+
+ light0Position=BufferUtil.newIntBuffer(4);
+ light0Diffuse=BufferUtil.newIntBuffer(4);
+ light1Position=BufferUtil.newIntBuffer(4);
+ light1Diffuse=BufferUtil.newIntBuffer(4);
+ light2Position=BufferUtil.newIntBuffer(4);
+ light2Diffuse=BufferUtil.newIntBuffer(4);
+ materialSpecular=BufferUtil.newIntBuffer(4);
+
+ light0Position.put(new int[] { -0x40000, 0x10000, 0x10000, 0 });
+ light0Diffuse.put(new int[] { 0x10000, 0x6666, 0, 0x10000 });
+ light1Position.put(new int[] { 0x10000, -0x20000, -0x10000, 0 });
+ light1Diffuse.put(new int[] { 0x11eb, 0x23d7, 0x5999, 0x10000 });
+ light2Position.put(new int[] { -0x10000, 0, -0x40000, 0 });
+ light2Diffuse.put(new int[] { 0x11eb, 0x2b85, 0x23d7, 0x10000 });
+ materialSpecular.put(new int[] { 0x10000, 0x10000, 0x10000, 0x10000 });
+
+ light0Position.rewind();
+ light0Diffuse.rewind();
+ light1Position.rewind();
+ light1Diffuse.rewind();
+ light2Position.rewind();
+ light2Diffuse.rewind();
+ materialSpecular.rewind();
+
+ seedRandom(15);
+
+ width=0;
+ height=0;
+ x=0;
+ y=0;
+ }
+
+ public void init(GL gl) {
+ // FIXME: gl.setSwapInterval(1);
+
+ this.gl = gl;
+ gl.glEnable(gl.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(GL gl, int x, int y, int width, int height) {
+ this.width = width;
+ this.height=height;
+ this.x = x;
+ this.y = y;
+
+ this.gl = gl;
+
+ gl.glClearColorx((int)(0.1f * 65536),
+ (int)(0.2f * 65536),
+ (int)(0.3f * 65536), 0x10000);
+ gl.glClear(gl.GL_DEPTH_BUFFER_BIT | gl.GL_COLOR_BUFFER_BIT);
+
+ gl.glMatrixMode(gl.GL_PROJECTION);
+ gl.glLoadIdentity();
+ gluPerspective(45.0f, (float)width / (float)height, 0.5f, 150.0f);
+
+ gl.glMatrixMode(gl.GL_MODELVIEW);
+
+ gl.glLoadIdentity();
+ }
+
+ public void display(GL gl) {
+ long tick = System.currentTimeMillis();
+
+ if (gAppAlive==0)
+ return;
+
+ this.gl = gl;
+
+ // 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;
+ }
+
+ reshape(gl, 0, 0, width, height);
+
+ // 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();
+ long dT = tick - sStartTick;
+ // System.out.println(frames+"f, "+dT+"ms "+ (frames*1000)/dT +"fps");
+ }
+
+ public void displayChanged(GL gl, boolean modeChanged, boolean deviceChanged) {
+ }
+
+ private GL gl;
+
+ // 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));
+}
+
+
+// Capped conversion from float to fixed.
+int FIXED(float value)
+{
+ if (value < -32768) value = -32768;
+ if (value > 32767) value = 32767;
+ return (int)(value * 65536);
+}
+
+// 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_FIXED 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_FIXED datatype and stride 0.
+ */
+ IntBuffer vertexArray;
+ ByteBuffer colorArray;
+ IntBuffer normalArray;
+ int vertexComponents;
+ int count;
+ int vbo[];
+
+ public GLObject(int vertices, int vertexComponents,
+ boolean useNormalArray) {
+ this.count = vertices;
+ this.vertexComponents = vertexComponents;
+ this.vertexArray = BufferUtil.newIntBuffer( vertices * vertexComponents );
+ this.colorArray = BufferUtil.newByteBuffer (vertices * 4 );
+ if (useNormalArray)
+ {
+ this.normalArray = BufferUtil.newIntBuffer (vertices * 3 );
+ } else {
+ this.normalArray = null;
+ }
+ }
+
+ void seal()
+ {
+ rewind();
+ vbo = new int[3];
+ gl.glGenBuffers(3, vbo, 0);
+
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[0]);
+ gl.glBufferData(GL.GL_ARRAY_BUFFER, vertexArray.capacity() * BufferUtil.SIZEOF_INT, vertexArray, GL.GL_STATIC_DRAW);
+ gl.glVertexPointer(vertexComponents, gl.GL_FLOAT, 0, 0);
+
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[1]);
+ gl.glBufferData(GL.GL_ARRAY_BUFFER, colorArray.capacity() * BufferUtil.SIZEOF_BYTE, colorArray, GL.GL_STATIC_DRAW);
+ gl.glColorPointer(4, gl.GL_UNSIGNED_BYTE, 0, 0);
+
+ if (null!=normalArray)
+ {
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[2]);
+ gl.glBufferData(GL.GL_ARRAY_BUFFER, normalArray.capacity() * BufferUtil.SIZEOF_INT, normalArray, GL.GL_STATIC_DRAW);
+ gl.glNormalPointer(gl.GL_FLOAT, 0, 0);
+ gl.glEnableClientState(gl.GL_NORMAL_ARRAY);
+ } else {
+ gl.glDisableClientState(gl.GL_NORMAL_ARRAY);
+ }
+ }
+
+ void draw()
+ {
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[0]);
+ gl.glVertexPointer(vertexComponents, gl.GL_FIXED, 0, 0);
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[1]);
+ gl.glColorPointer(4, gl.GL_UNSIGNED_BYTE, 0, 0);
+
+ if (null!=normalArray)
+ {
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[2]);
+ gl.glNormalPointer(gl.GL_FIXED, 0, 0);
+ gl.glEnableClientState(gl.GL_NORMAL_ARRAY);
+ }
+ else
+ gl.glDisableClientState(gl.GL_NORMAL_ARRAY);
+ gl.glDrawArrays(gl.GL_TRIANGLES, 0, count);
+ }
+
+ void rewind() {
+ vertexArray.rewind();
+ colorArray.rewind();
+ if (normalArray != null) {
+ normalArray.rewind();
+ }
+ }
+}
+
+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;
+
+ for (i = currentVertex * 3;
+ i < (currentVertex + 6) * 3;
+ i += 3)
+ {
+ result.normalArray.put(i , FIXED(n.x));
+ result.normalArray.put(i + 1, FIXED(n.y));
+ result.normalArray.put(i + 2, FIXED(n.z));
+ }
+ for (i = currentVertex * 4;
+ i < (currentVertex + 6) * 4;
+ i += 4)
+ {
+ int j, color[] = new int[3];
+ for (j = 0; j < 3; ++j)
+ {
+ color[j] = (int)(ca * baseColor[j] * 255);
+ if (color[j] > 255) color[j] = 255;
+ }
+ result.colorArray.put(i , (byte)color[0]);
+ result.colorArray.put(i + 1, (byte)color[1]);
+ result.colorArray.put(i + 2, (byte)color[2]);
+ result.colorArray.put(i + 3, (byte)0);
+ }
+ result.vertexArray.put(currentVertex * 3, FIXED(pa.x));
+ result.vertexArray.put(currentVertex * 3 + 1, FIXED(pa.y));
+ result.vertexArray.put(currentVertex * 3 + 2, FIXED(pa.z));
+ ++currentVertex;
+ result.vertexArray.put(currentVertex * 3, FIXED(pb.x));
+ result.vertexArray.put(currentVertex * 3 + 1, FIXED(pb.y));
+ result.vertexArray.put(currentVertex * 3 + 2, FIXED(pb.z));
+ ++currentVertex;
+ result.vertexArray.put(currentVertex * 3, FIXED(pd.x));
+ result.vertexArray.put(currentVertex * 3 + 1, FIXED(pd.y));
+ result.vertexArray.put(currentVertex * 3 + 2, FIXED(pd.z));
+ ++currentVertex;
+ result.vertexArray.put(currentVertex * 3, FIXED(pb.x));
+ result.vertexArray.put(currentVertex * 3 + 1, FIXED(pb.y));
+ result.vertexArray.put(currentVertex * 3 + 2, FIXED(pb.z));
+ ++currentVertex;
+ result.vertexArray.put(currentVertex * 3, FIXED(pc.x));
+ result.vertexArray.put(currentVertex * 3 + 1, FIXED(pc.y));
+ result.vertexArray.put(currentVertex * 3 + 2, FIXED(pc.z));
+ ++currentVertex;
+ result.vertexArray.put(currentVertex * 3, FIXED(pd.x));
+ result.vertexArray.put(currentVertex * 3 + 1, FIXED(pd.y));
+ result.vertexArray.put(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;
+ 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)
+ {
+ byte color;
+ int i, a;
+ color = (byte)((randomUInt() & 0x5f) + 81); // 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, (byte)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, FIXED(xm * scale + m));
+ result.vertexArray.put(currentVertex * 2 + 1, FIXED(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 int fadeColor = minFade << 7;
+ gl.glColor4x(fadeColor, fadeColor, fadeColor, 0);
+
+ 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_FIXED, 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);
+ }
+}
+
+IntBuffer quadVertices;
+IntBuffer light0Position;
+IntBuffer light0Diffuse;
+IntBuffer light1Position;
+IntBuffer light1Diffuse;
+IntBuffer light2Position;
+IntBuffer light2Diffuse;
+IntBuffer materialSpecular;
+
+void configureLightAndMaterial()
+{
+ gl.glLightxv(gl.GL_LIGHT0, gl.GL_POSITION, light0Position);
+ gl.glLightxv(gl.GL_LIGHT0, gl.GL_DIFFUSE, light0Diffuse);
+ gl.glLightxv(gl.GL_LIGHT1, gl.GL_POSITION, light1Position);
+ gl.glLightxv(gl.GL_LIGHT1, gl.GL_DIFFUSE, light1Diffuse);
+ gl.glLightxv(gl.GL_LIGHT2, gl.GL_POSITION, light2Position);
+ gl.glLightxv(gl.GL_LIGHT2, gl.GL_DIFFUSE, light2Diffuse);
+ gl.glMaterialxv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, materialSpecular);
+
+ gl.glMaterialx(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 60 << 16);
+ gl.glEnable(gl.GL_COLOR_MATERIAL);
+}
+
+
+void drawModels(float zScale)
+{
+ final int translationScale = 9;
+ int x, y;
+
+ seedRandom(9);
+
+ gl.glScalex(1 << 16, 1 << 16, (int)(zScale * 65536));
+
+ for (y = -5; y <= 5; ++y)
+ {
+ for (x = -5; x <= 5; ++x)
+ {
+ float buildingScale;
+ int fixedScale;
+
+ int curShape = randomUInt() % SuperShape.COUNT;
+ buildingScale = SuperShape.sParams[curShape][SuperShape.PARAMS - 1];
+ fixedScale = (int)(buildingScale * 65536);
+
+ gl.glPushMatrix();
+ gl.glTranslatex((x * translationScale) * 65536,
+ (y * translationScale) * 65536,
+ 0);
+ gl.glRotatex((int)((randomUInt() % 360) << 16), 0, 0, 1 << 16);
+ gl.glScalex(fixedScale, fixedScale, fixedScale);
+
+ 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;
+ int fixedOffs = (int)(offs * 65536);
+ gl.glPushMatrix();
+ gl.glTranslatex(fixedOffs, -4 * 65536, 2 << 16);
+ sSuperShapeObjects[SuperShape.COUNT - 1].draw();
+ gl.glPopMatrix();
+ gl.glPushMatrix();
+ gl.glTranslatex(-4 * 65536, fixedOffs, 4 << 16);
+ gl.glRotatex(90 << 16, 0, 0, 1 << 16);
+ 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];
+ }
+ gluLookAt(eX, eY, eZ, cX, cY, cZ, 0, 0, 1);
+}
+
+private int gAppAlive = 0;
+private int width, height, x, y, frames;
+
+/* Following gluLookAt implementation is adapted from the
+ * Mesa 3D Graphics library. http://www.mesa3d.org
+ */
+void gluLookAt(float eyex, float eyey, float eyez,
+ float centerx, float centery, float centerz,
+ float upx, float upy, float upz)
+{
+ float m[] = new float[16];
+ float x[] = new float[3], y[] = new float[3], z[] = new float[3];
+ float mag;
+
+ /* Make rotation matrix */
+
+ /* Z vector */
+ z[0] = eyex - centerx;
+ z[1] = eyey - centery;
+ z[2] = eyez - centerz;
+ mag = (float)Math.sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
+ if (mag!=0.0) { /* 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)Math.sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
+ if (mag!=0.0) {
+ x[0] /= mag;
+ x[1] /= mag;
+ x[2] /= mag;
+ }
+
+ mag = (float)Math.sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
+ if (mag!=0.0) {
+ y[0] /= mag;
+ y[1] /= mag;
+ y[2] /= mag;
+ }
+
+ m[0 + 0*4] = x[0];
+ m[0 + 1*4] = x[1];
+ m[0 + 2*4] = x[2];
+ m[0 + 3*4] = 0.0f;
+ m[1 + 0*4] = y[0];
+ m[1 + 1*4] = y[1];
+ m[1 + 2*4] = y[2];
+ m[1 + 3*4] = 0.0f;
+ m[2 + 0*4] = z[0];
+ m[2 + 1*4] = z[1];
+ m[2 + 2*4] = z[2];
+ m[2 + 3*4] = 0.0f;
+ m[3 + 0*4] = 0.0f;
+ m[3 + 1*4] = 0.0f;
+ m[3 + 2*4] = 0.0f;
+ m[3 + 3*4] = 1.0f;
+ {
+ int a;
+ int fixedM[] = new int[16];
+ for (a = 0; a < 16; ++a)
+ fixedM[a] = (int)(m[a] * 65536);
+
+ IntBuffer nioM = BufferUtil.newIntBuffer(16);
+ nioM.put(fixedM);
+ nioM.rewind();
+ gl.glMultMatrixx(nioM);
+ }
+
+ /* Translate Eye to Origin */
+ gl.glTranslatex((int)(-eyex * 65536),
+ (int)(-eyey * 65536),
+ (int)(-eyez * 65536));
+}
+
+void gluPerspective(float fovy, float aspect,
+ float zNear, float zFar)
+{
+ float xmin, xmax, ymin, ymax;
+
+ ymax = zNear * (float)Math.tan(fovy * Math.PI / 360.0);
+ ymin = -ymax;
+ xmin = ymin * aspect;
+ xmax = ymax * aspect;
+
+ gl.glFrustumx((int)(xmin * 65536), (int)(xmax * 65536),
+ (int)(ymin * 65536), (int)(ymax * 65536),
+ (int)(zNear * 65536), (int)(zFar * 65536));
+}
+
+
+}
+