Esempio n. 1
0
GLUSvoid GLUSAPIENTRY glusQuaternionRotateRzf(GLUSfloat quaternion[4], const GLUSfloat angle)
{
    GLUSfloat halfAngleRadian = glusMathDegToRadf(angle) * 0.5f;

    quaternion[0] = 0.0f;
    quaternion[1] = 0.0f;
    quaternion[2] = sinf(halfAngleRadian);
    quaternion[3] = cosf(halfAngleRadian);
}
Esempio n. 2
0
GLUSvoid GLUSAPIENTRY glusQuaternionRotatef(GLUSfloat quaternion[4], const GLUSfloat angle, const GLUSfloat x, const GLUSfloat y, const GLUSfloat z)
{
    GLUSfloat halfAngleRadian = glusMathDegToRadf(angle) * 0.5f;

    GLUSfloat s = sinf(halfAngleRadian);

    GLUSfloat normalized[3] = { x, y, z };

    glusVector3Normalizef(normalized);

    quaternion[0] = normalized[0] * s;
    quaternion[1] = normalized[1] * s;
    quaternion[2] = normalized[2] * s;
    quaternion[3] = cosf(halfAngleRadian);
}
Esempio n. 3
0
GLUSboolean update(GLUSfloat time)
{
    static GLfloat angle = 0.0f;

    GLfloat angleRadians;

    GLfloat viewProjectionMatrix[16];
    GLfloat viewMatrix[16];
    GLfloat modelMatrix[16];
    GLfloat normalMatrix[9];

    GLfloat camera[4] = {0.0, 0.0, 0.0, 1.0};

    angleRadians = glusMathDegToRadf(angle);

    camera[0] = g_circleRadius * -sinf(angleRadians);
    camera[2] = g_circleRadius * cosf(angleRadians);

    // Circle with the camera around the origin by looking at it.
    glusMatrix4x4LookAtf(viewMatrix, camera[0], 0.0f, camera[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

    glusMatrix4x4Multiplyf(viewProjectionMatrix, g_projectionMatrix, viewMatrix);

    glusMatrix4x4Identityf(modelMatrix);

    glusMatrix4x4Translatef(modelMatrix, 0.0f, -0.5f, 0.0f);
    glusMatrix4x4RotateRxf(modelMatrix, 45.0f);

    glusMatrix4x4ExtractMatrix3x3f(normalMatrix, modelMatrix);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //

    // First render the background.

    glUseProgram(g_programBackground.program);

    glUniformMatrix4fv(g_viewProjectionMatrixBackgroundLocation, 1, GL_FALSE, viewProjectionMatrix);

    glUniformMatrix4fv(g_modelMatrixBackgroundLocation, 1, GL_FALSE, modelMatrix);

    glBindVertexArray(g_vaoBackground);

    glFrontFace(GL_CW);

    glDrawElements(GL_TRIANGLES, g_numberIndicesBackground, GL_UNSIGNED_INT, 0);

    // Now render the sphere.

    glUseProgram(g_program.program);

    glUniformMatrix4fv(g_viewProjectionMatrixLocation, 1, GL_FALSE, viewProjectionMatrix);

    glUniformMatrix4fv(g_modelMatrixLocation, 1, GL_FALSE, modelMatrix);

    glUniformMatrix3fv(g_normalMatrixLocation, 1, GL_FALSE, normalMatrix);

    glUniform4fv(g_cameraLocation, 1, camera);

    glBindVertexArray(g_vao);

    glFrontFace(GL_CCW);

    glDrawElements(GL_TRIANGLES, g_numberIndicesSphere, GL_UNSIGNED_INT, 0);

    // Increase the angle 30 degree per second.
    angle += 30.0f * time;

    return GLUS_TRUE;
}