void templateAppDraw(void) { glClearColor(0.5f, 0.5f, 0.5f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); GFX_set_matrix_mode(MODELVIEW_MATRIX); GFX_load_identity(); if (view_delta.x || view_delta.y) { if (view_delta.y) next_rotz -= view_delta.y; if (view_delta.x) { next_rotx -= view_delta.x; next_rotx = CLAMP(next_rotx, 0.0f, 90.0f); } view_delta.x = view_delta.y = 0.0f; } rotx = rotx * 0.9f + next_rotx * 0.1f; rotz = rotz * 0.9f + next_rotz * 0.1f; eye.x = center.x + distance * cosf(rotx * DEG_TO_RAD) * sinf(rotz * DEG_TO_RAD); eye.y = center.y - distance * cosf(rotx * DEG_TO_RAD) * cosf(rotz * DEG_TO_RAD); eye.z = center.z + distance * sinf(rotx * DEG_TO_RAD); rotx = rotx * 0.9f + next_rotx * 0.1f; rotz = rotz * 0.9f + next_rotz * 0.1f; center.x = maze->location.x; center.y = maze->location.y; center.z = maze->location.z; GFX_look_at(&eye, ¢er, &up); PROGRAM_draw(program); glUniform1i(PROGRAM_get_uniform_location(program, (char *)"DIFFUSE"), 1); unsigned int i = 0; while (i != obj->n_objmesh) { OBJMESH *objmesh = &obj->objmesh[i]; GFX_push_matrix(); mat4 mat; objmesh->btrigidbody->getWorldTransform().getOpenGLMatrix((float *)&mat); memcpy(&objmesh->location, (vec3 *) & mat.m[3], sizeof(vec3)); GFX_multiply_matrix(&mat); glUniformMatrix4fv(PROGRAM_get_uniform_location(program, (char *)"MODELVIEWPROJECTIONMATRIX"), 1, GL_FALSE, (float *)GFX_get_modelview_projection_matrix()); OBJ_draw_mesh(obj, i); GFX_pop_matrix(); ++i; } NAVIGATION_draw(navigation); dynamicsworld->stepSimulation(1.0f / 60.0f); }
void templateAppDraw( void ) { glClearColor( 0.5f, 0.5f, 0.5f, 1.0f ); glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT ); GFX_set_matrix_mode( MODELVIEW_MATRIX ); GFX_load_identity(); if( view_delta.x || view_delta.y ) { if( view_delta.y ) next_rotz -= view_delta.y; if( view_delta.x ) { next_rotx -= view_delta.x; next_rotx = CLAMP( next_rotx, 0.0f, 90.0f ); } view_delta.x = view_delta.y = 0.0f; } rotx = rotx * 0.9f + next_rotx * 0.1f; rotz = rotz * 0.9f + next_rotz * 0.1f; eye.x = center.x + distance * cosf( rotx * DEG_TO_RAD ) * sinf( rotz * DEG_TO_RAD ); eye.y = center.y - distance * cosf( rotx * DEG_TO_RAD ) * cosf( rotz * DEG_TO_RAD ); eye.z = center.z + distance * sinf( rotx * DEG_TO_RAD ); rotx = rotx * 0.9f + next_rotx * 0.1f; rotz = rotz * 0.9f + next_rotz * 0.1f; center.x = maze->location.x; center.y = maze->location.y; center.z = maze->location.z; GFX_look_at( &eye, ¢er, &up ); if( double_tap ) { vec3 location; if( GFX_unproject( view_location.x, viewport_matrix[ 3 ] - view_location.y, 1.0f, GFX_get_modelview_matrix(), GFX_get_projection_matrix(), viewport_matrix, &location.x, &location.y, &location.z ) ) { btVector3 ray_from( eye.x, eye.y, eye.z ), ray_to( location.x + eye.x, location.y + eye.y, location.z + eye.z ); btCollisionWorld::ClosestRayResultCallback collision_ray( ray_from, ray_to ); dynamicsworld->rayTest( ray_from, ray_to, collision_ray ); if( collision_ray.hasHit() && collision_ray.m_collisionObject == maze->btrigidbody ) { collision_ray.m_hitNormalWorld.normalize(); if( collision_ray.m_hitNormalWorld.z() == 1.0f ) { navigationpath_player.start_location.x = player->location.x; navigationpath_player.start_location.y = player->location.y; navigationpath_player.start_location.z = player->location.z; navigationpath_player.end_location.x = collision_ray.m_hitPointWorld.x(); navigationpath_player.end_location.y = collision_ray.m_hitPointWorld.y(); navigationpath_player.end_location.z = collision_ray.m_hitPointWorld.z(); if( NAVIGATION_get_path( navigation, &navigationpath_player, &navigationpathdata_player ) ) { player_next_point = 1; unsigned int i = 0; while( i != navigationpathdata_player.path_point_count + 1 ) { console_print( "%d: %f %f %f\n", i, navigationpathdata_player.path_point_array[ i ].x, navigationpathdata_player.path_point_array[ i ].y, navigationpathdata_player.path_point_array[ i ].z ); ++i; } printf( "\n" ); } } } } double_tap = 0; } if( navigationpathdata_player.path_point_count ) { move_entity( player, &navigationpathdata_player, &player_next_point, 3.0f ); } PROGRAM_draw( program ); glUniform1i( PROGRAM_get_uniform_location( program, ( char * )"DIFFUSE" ), 1 ); unsigned int i = 0; while( i != obj->n_objmesh ) { OBJMESH *objmesh = &obj->objmesh[ i ]; GFX_push_matrix(); mat4 mat; objmesh->btrigidbody->getWorldTransform().getOpenGLMatrix( ( float * )&mat ); memcpy( &objmesh->location, ( vec3 * )&mat.m[ 3 ], sizeof( vec3 ) ); GFX_multiply_matrix( &mat ); glUniformMatrix4fv( PROGRAM_get_uniform_location( program, ( char * )"MODELVIEWPROJECTIONMATRIX" ), 1, GL_FALSE, ( float * )GFX_get_modelview_projection_matrix() ); OBJ_draw_mesh( obj, i ); GFX_pop_matrix(); ++i; } NAVIGATION_draw( navigation ); dynamicsworld->stepSimulation( 1.0f / 60.0f ); }