graphicstest/uibench/s60/src/model.cpp
author Matt Plumtree <matt.plumtree@nokia.com>
Fri, 23 Apr 2010 17:57:02 +0100
branchNewGraphicsArchitecture
changeset 39 a4b63488e0b0
parent 0 5d03bc08d59c
permissions -rw-r--r--
Revise some of the compositor performance improvements to improve correctness. Implement pixel blending using a variation of Jim Blinn's no-division blending algorithm. Move transparency type simplification further up the composition code. Remove some unnecessary fields. Output to YUV implementation needs revision as it is actually converting from YUV (copy of source conversion code).
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// Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
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// All rights reserved.
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// This component and the accompanying materials are made available
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// under the terms of "Eclipse Public License v1.0"
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// which accompanies this distribution, and is available
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// at the URL "http://www.eclipse.org/legal/epl-v10.html".
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//
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// Initial Contributors:
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// Nokia Corporation - initial contribution.
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//
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// Contributors:
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//
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// Description:
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//
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#include "model.h"
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#include "geometrystructs.h"
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#include "egldefs.h"
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#include "eglerror.h"
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#include <e32math.h>
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const TInt KMoonPositionCount = 100;
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const TInt KSunPositionCount = 100;
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const TInt KSunOrbitRadius = 2000; //heliocentric
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const TInt KMoonOrbitRadius = 100;
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const TInt KModelDistanceFromCamera = 200;
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const TInt KMinResolution = 5;
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const TInt KMaxResolution = 50;
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const TInt KDefaultResolution = 50;
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const TInt KSunRadius=100;
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const TInt KPlanetRadius=50;
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const TInt KMoonRadius = 10;
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_LIT(KRed, "red");
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_LIT(KGreen, "green");
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_LIT(KBlue, "blue");
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_LIT(KBlack, "black");
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CModel* CModel::NewL(EGLDisplay aDisplay, EGLSurface aSurface)
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    {
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    TPtrC defaultColor(KBlack);
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    return NewL(aDisplay, aSurface, defaultColor);
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    }
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CModel* CModel::NewL(EGLDisplay aDisplay, EGLSurface aSurface, TPtrC aBackgroundColor)
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    {
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    CModel* self = new(ELeave) CModel(aDisplay, aSurface);
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    CleanupStack::PushL(self);
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    self->ConstructL(aBackgroundColor);
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    CleanupStack::Pop(self);
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    return self;
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    }
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void CModel::PrecalculateOrbitL(TInt aOrbitingDistance, RArray<Vertex3F>& aVertices, TInt aPositionCount, TReal aAngle)
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    {
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    //fghCircleTable allocates for sin and cos tables, 
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    //so we must not fail to append vertices to the array,
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    //so we must reserve all the space we need.
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    aVertices.ReserveL(aPositionCount);
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    //precalculate the positions of the sun
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    TReal32 *sint1,*cost1;
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    User::LeaveIfError(fghCircleTable(&sint1,&cost1, aPositionCount));
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    TReal radians = aAngle*(KPi/180);
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    TReal32 cosA = cos(radians);
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    TReal32 sinA = sin(radians);
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    TReal32 x,y = 0;
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    TReal32 cosCalc = aOrbitingDistance * cosA;
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    TReal32 sinCalc = aOrbitingDistance * sinA;
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    for(TInt i = 0; i < aPositionCount;  i++)
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        {
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        x = cost1[i] * cosCalc;
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        y = cost1[i] * sinCalc;
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        Vertex3F v(x,y, sint1[i]*aOrbitingDistance);
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        User::LeaveIfError(aVertices.Append(v));
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        }
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    delete[] sint1;
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    delete[] cost1;
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    }
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void CModel::ConstructL(TPtrC aBackgroundColor)
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    {
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    iResolution=KDefaultResolution;
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    CSolidSphere* newSun = CSolidSphere::NewLC(KSunRadius, iResolution, iResolution);
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    CSolidSphere* newPlanet = CSolidSphere::NewLC(KPlanetRadius, iResolution, iResolution);
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    CSolidSphere* newMoon = CSolidSphere::NewLC(KMoonRadius, iResolution, iResolution);
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    SetShapes(newSun, newPlanet, newMoon);
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    CleanupStack::Pop(3, newSun);
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    PrecalculateOrbitL(KSunOrbitRadius, iSunPositions, KSunPositionCount, 135);
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    PrecalculateOrbitL(KMoonOrbitRadius, iMoonPositions, KMoonPositionCount, 23.5);
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    if(aBackgroundColor == KRed)
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        {
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        iBackgroundColor[ERed] = 0.5;
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        }
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    else if (aBackgroundColor == KGreen)
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        {
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        iBackgroundColor[EGreen] = 0.5;
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        }
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   110
    else if (aBackgroundColor == KBlue)
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   111
        {
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   112
        iBackgroundColor[EBlue] = 0.5;
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   113
        }
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   114
    }
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   115
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   116
CModel::CModel(EGLDisplay aDisplay, EGLSurface aSurface)
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   117
    :iDisplay(aDisplay), iSurface(aSurface)
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   118
    {
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   119
    }
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   120
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   121
CModel::~CModel()
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   122
    {
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   123
    delete iSun;
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   124
    delete iPlanet;
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   125
    delete iMoon;
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   126
    iSunPositions.Close();
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   127
    iMoonPositions.Close();
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   128
    }
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   129
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   130
void CModel::SetShapes(CSolidSphere* aSun, CSolidSphere* aPlanet, CSolidSphere* aMoon)
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   131
    {
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   132
    delete iSun;
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   133
    iSun = aSun;
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   134
    
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   135
    delete iPlanet;
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   136
    iPlanet = aPlanet;
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   137
    
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   138
    delete iMoon;
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   139
    iMoon = aMoon;
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   140
    }
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   141
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   142
void CModel::DrawToBuffer(TInt aTime) const
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   143
    {
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   144
    InitialiseFrame();
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   145
    DrawModelData(aTime);
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   146
    }
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   147
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   148
void CModel::InitialiseFrame() const
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   149
    {
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   150
    glEnable(GL_CULL_FACE);
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   151
    glEnable(GL_DEPTH_TEST); 
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   152
    glEnable(GL_COLOR_ARRAY);
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   153
    glEnable(GL_LIGHTING);
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   154
    glEnable(GL_LIGHT0);
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   155
    glEnableClientState(GL_VERTEX_ARRAY);
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   156
    glEnableClientState(GL_NORMAL_ARRAY);
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   157
    
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   158
    glClearColor(iBackgroundColor[ERed], iBackgroundColor[EGreen], iBackgroundColor[EBlue], iBackgroundColor[EAlpha]); 
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   159
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 
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   160
    
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   161
    glCullFace(GL_FRONT);   
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   162
    glShadeModel (GL_SMOOTH);
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   163
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   164
    // Set the projection parameters
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   165
    glMatrixMode(GL_PROJECTION);
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   166
    glLoadIdentity();
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   167
    
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   168
    EGLint height;
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   169
    if(!eglQuerySurface(iDisplay, iSurface, EGL_HEIGHT, &height))
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   170
        {
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   171
        ProcessEglError();
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   172
        }
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   173
    EGLint width;
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   174
        if(!eglQuerySurface(iDisplay, iSurface, EGL_WIDTH, &width))
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   175
            {
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   176
            ProcessEglError();
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   177
            }
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   178
        
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   179
    GLfloat widthf = width;
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   180
    GLfloat heightf = height;
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   181
    GLfloat aspectRatio = widthf/heightf;
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   182
    glFrustumf( -(aspectRatio*KFrustumHeight), (aspectRatio*KFrustumHeight), 
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   183
                -KFrustumHeight, KFrustumHeight, 
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   184
                KFrustumNear, KFrustumFar);
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   185
    }
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   186
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   187
void CModel::DrawModelData(TInt aTime) const
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   188
    {
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   189
    //draw a light source where the sun is
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   190
    glMatrixMode(GL_MODELVIEW);
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   191
    glLoadIdentity();
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   192
    GLfloat sun_color[] = { 1.0, 1.0, 0.5333, 1 };
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parents:
diff changeset
   193
    Vertex3F vSun = iSunPositions[aTime%KSunPositionCount];
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parents:
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   194
    vSun.iZ-=KModelDistanceFromCamera;
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   195
    GLfloat light0position[] = {vSun.iX, vSun.iY, vSun.iZ, 1.0 };
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parents:
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   196
    glLightfv(GL_LIGHT0, GL_POSITION, light0position);
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   197
    glLightfv(GL_LIGHT0, GL_SPECULAR, sun_color);  
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   198
    
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   199
    //draw the sun
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   200
    glMatrixMode(GL_MODELVIEW);
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   201
    glLoadIdentity();
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   202
    //this is obviously wrong: I don't understand why the z-coord for the 
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Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
parents:
diff changeset
   203
    //sun needs to be the negation of the z-coord for the light source position,
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parents:
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   204
    //in order for the light to appear to come from the sun!
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parents:
diff changeset
   205
    glTranslatef(vSun.iX, vSun.iY, -vSun.iZ);
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parents:
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   206
        
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parents:
diff changeset
   207
    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, sun_color);
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   208
        
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diff changeset
   209
    iSun->Draw();
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   210
    //draw the planet
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parents:
diff changeset
   211
    glMatrixMode(GL_MODELVIEW);
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   212
    glLoadIdentity();
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parents:
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   213
    glTranslatef(0, 0, -KModelDistanceFromCamera);
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parents:
diff changeset
   214
    
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   215
    GLfloat mat_planet_color[] = { 0.459, 0.679, 0.8, 1 };
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parents:
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   216
    GLfloat mat_planet_shininess[] = { 30.0 };
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   217
    GLfloat mat_no_emission[] = {0, 0, 0, 0};
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parents:
diff changeset
   218
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Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
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   219
    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_planet_color);
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parents:
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   220
    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_planet_color);
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parents:
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   221
    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_planet_color);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_planet_shininess);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_no_emission);
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    iPlanet->Draw();
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    //draw the moon
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    glMatrixMode(GL_MODELVIEW);
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    glLoadIdentity();
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    Vertex3F vMoon = iMoonPositions[aTime%KMoonPositionCount];
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    vMoon.iZ-=KModelDistanceFromCamera;
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    glTranslatef(vMoon.iX, vMoon.iY, vMoon.iZ);
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    GLfloat mat_moon_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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    GLfloat mat_moon_shininess[] = { 500.0 };
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    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_moon_specular);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_moon_specular);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_moon_specular);
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    glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_moon_shininess);  
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    glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_no_emission);
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    iMoon->Draw();
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    }
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void CModel::SetResolutionL(TInt aResolution)
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    {
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    aResolution *= 5;
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    if(aResolution > KMaxResolution)
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        {
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        aResolution = KMaxResolution;
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        }
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    if(aResolution < KMinResolution)
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        {
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        aResolution = KMinResolution;
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        }
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    iResolution = aResolution;
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    CSolidSphere* newSun = CSolidSphere::NewLC(KSunRadius, iResolution, iResolution);
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    CSolidSphere* newPlanet = CSolidSphere::NewLC(KPlanetRadius, iResolution, iResolution);
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    CSolidSphere* newMoon = CSolidSphere::NewLC(KMoonRadius, iResolution, iResolution);
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    SetShapes(newSun, newPlanet, newMoon);  
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    CleanupStack::Pop(3, newSun);
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    }
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