// Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
// All rights reserved.
// This component and the accompanying materials are made available
// under the terms of "Eclipse Public License v1.0"
// which accompanies this distribution, and is available
// at the URL "http://www.eclipse.org/legal/epl-v10.html".
//
// Initial Contributors:
// Nokia Corporation - initial contribution.
//
// Contributors:
//
// Description:
//
#include "model.h"
#include "geometrystructs.h"
#include "egldefs.h"
#include "eglerror.h"
#include <e32math.h>
const TInt KMoonPositionCount = 100;
const TInt KSunPositionCount = 100;
const TInt KSunOrbitRadius = 2000; //heliocentric
const TInt KMoonOrbitRadius = 100;
const TInt KModelDistanceFromCamera = 200;
const TInt KMinResolution = 5;
const TInt KMaxResolution = 50;
const TInt KDefaultResolution = 50;
const TInt KSunRadius=100;
const TInt KPlanetRadius=50;
const TInt KMoonRadius = 10;
_LIT(KRed, "red");
_LIT(KGreen, "green");
_LIT(KBlue, "blue");
_LIT(KBlack, "black");
CModel* CModel::NewL(EGLDisplay aDisplay, EGLSurface aSurface)
{
TPtrC defaultColor(KBlack);
return NewL(aDisplay, aSurface, defaultColor);
}
CModel* CModel::NewL(EGLDisplay aDisplay, EGLSurface aSurface, TPtrC aBackgroundColor)
{
CModel* self = new(ELeave) CModel(aDisplay, aSurface);
CleanupStack::PushL(self);
self->ConstructL(aBackgroundColor);
CleanupStack::Pop(self);
return self;
}
void CModel::PrecalculateOrbitL(TInt aOrbitingDistance, RArray<Vertex3F>& aVertices, TInt aPositionCount, TReal aAngle)
{
//fghCircleTable allocates for sin and cos tables,
//so we must not fail to append vertices to the array,
//so we must reserve all the space we need.
aVertices.ReserveL(aPositionCount);
//precalculate the positions of the sun
TReal32 *sint1,*cost1;
User::LeaveIfError(fghCircleTable(&sint1,&cost1, aPositionCount));
TReal radians = aAngle*(KPi/180);
TReal32 cosA = cos(radians);
TReal32 sinA = sin(radians);
TReal32 x,y = 0;
TReal32 cosCalc = aOrbitingDistance * cosA;
TReal32 sinCalc = aOrbitingDistance * sinA;
for(TInt i = 0; i < aPositionCount; i++)
{
x = cost1[i] * cosCalc;
y = cost1[i] * sinCalc;
Vertex3F v(x,y, sint1[i]*aOrbitingDistance);
User::LeaveIfError(aVertices.Append(v));
}
delete[] sint1;
delete[] cost1;
}
void CModel::ConstructL(TPtrC aBackgroundColor)
{
iResolution=KDefaultResolution;
CSolidSphere* newSun = CSolidSphere::NewLC(KSunRadius, iResolution, iResolution);
CSolidSphere* newPlanet = CSolidSphere::NewLC(KPlanetRadius, iResolution, iResolution);
CSolidSphere* newMoon = CSolidSphere::NewLC(KMoonRadius, iResolution, iResolution);
SetShapes(newSun, newPlanet, newMoon);
CleanupStack::Pop(3, newSun);
PrecalculateOrbitL(KSunOrbitRadius, iSunPositions, KSunPositionCount, 135);
PrecalculateOrbitL(KMoonOrbitRadius, iMoonPositions, KMoonPositionCount, 23.5);
if(aBackgroundColor == KRed)
{
iBackgroundColor[ERed] = 0.5;
}
else if (aBackgroundColor == KGreen)
{
iBackgroundColor[EGreen] = 0.5;
}
else if (aBackgroundColor == KBlue)
{
iBackgroundColor[EBlue] = 0.5;
}
}
CModel::CModel(EGLDisplay aDisplay, EGLSurface aSurface)
:iDisplay(aDisplay), iSurface(aSurface)
{
}
CModel::~CModel()
{
delete iSun;
delete iPlanet;
delete iMoon;
iSunPositions.Close();
iMoonPositions.Close();
}
void CModel::SetShapes(CSolidSphere* aSun, CSolidSphere* aPlanet, CSolidSphere* aMoon)
{
delete iSun;
iSun = aSun;
delete iPlanet;
iPlanet = aPlanet;
delete iMoon;
iMoon = aMoon;
}
void CModel::DrawToBuffer(TInt aTime) const
{
InitialiseFrame();
DrawModelData(aTime);
}
void CModel::InitialiseFrame() const
{
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_ARRAY);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glClearColor(iBackgroundColor[ERed], iBackgroundColor[EGreen], iBackgroundColor[EBlue], iBackgroundColor[EAlpha]);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_FRONT);
glShadeModel (GL_SMOOTH);
// Set the projection parameters
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
EGLint height;
if(!eglQuerySurface(iDisplay, iSurface, EGL_HEIGHT, &height))
{
ProcessEglError();
}
EGLint width;
if(!eglQuerySurface(iDisplay, iSurface, EGL_WIDTH, &width))
{
ProcessEglError();
}
GLfloat widthf = width;
GLfloat heightf = height;
GLfloat aspectRatio = widthf/heightf;
glFrustumf( -(aspectRatio*KFrustumHeight), (aspectRatio*KFrustumHeight),
-KFrustumHeight, KFrustumHeight,
KFrustumNear, KFrustumFar);
}
void CModel::DrawModelData(TInt aTime) const
{
//draw a light source where the sun is
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfloat sun_color[] = { 1.0, 1.0, 0.5333, 1 };
Vertex3F vSun = iSunPositions[aTime%KSunPositionCount];
vSun.iZ-=KModelDistanceFromCamera;
GLfloat light0position[] = {vSun.iX, vSun.iY, vSun.iZ, 1.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light0position);
glLightfv(GL_LIGHT0, GL_SPECULAR, sun_color);
//draw the sun
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//this is obviously wrong: I don't understand why the z-coord for the
//sun needs to be the negation of the z-coord for the light source position,
//in order for the light to appear to come from the sun!
glTranslatef(vSun.iX, vSun.iY, -vSun.iZ);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, sun_color);
iSun->Draw();
//draw the planet
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -KModelDistanceFromCamera);
GLfloat mat_planet_color[] = { 0.459, 0.679, 0.8, 1 };
GLfloat mat_planet_shininess[] = { 30.0 };
GLfloat mat_no_emission[] = {0, 0, 0, 0};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_planet_color);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_planet_color);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_planet_color);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_planet_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_no_emission);
iPlanet->Draw();
//draw the moon
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Vertex3F vMoon = iMoonPositions[aTime%KMoonPositionCount];
vMoon.iZ-=KModelDistanceFromCamera;
glTranslatef(vMoon.iX, vMoon.iY, vMoon.iZ);
GLfloat mat_moon_specular[] = { 0.5, 0.5, 0.5, 1.0 };
GLfloat mat_moon_shininess[] = { 500.0 };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_moon_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_moon_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_moon_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_moon_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_no_emission);
iMoon->Draw();
}
void CModel::SetResolutionL(TInt aResolution)
{
aResolution *= 5;
if(aResolution > KMaxResolution)
{
aResolution = KMaxResolution;
}
if(aResolution < KMinResolution)
{
aResolution = KMinResolution;
}
iResolution = aResolution;
CSolidSphere* newSun = CSolidSphere::NewLC(KSunRadius, iResolution, iResolution);
CSolidSphere* newPlanet = CSolidSphere::NewLC(KPlanetRadius, iResolution, iResolution);
CSolidSphere* newMoon = CSolidSphere::NewLC(KMoonRadius, iResolution, iResolution);
SetShapes(newSun, newPlanet, newMoon);
CleanupStack::Pop(3, newSun);
}