mirror of https://github.com/buggins/dlangui.git
582 lines
19 KiB
D
582 lines
19 KiB
D
module openglexample;
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import dlangui;
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mixin APP_ENTRY_POINT;
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/// entry point for dlangui based application
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extern (C) int UIAppMain(string[] args) {
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// embed resources listed in views/resources.list into executable
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embeddedResourceList.addResources(embedResourcesFromList!("resources.list")());
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// create window
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Window window = Platform.instance.createWindow("DlangUI OpenGL Example", null, WindowFlag.Resizable, 800, 700);
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VerticalLayout contentLayout = new VerticalLayout();
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static if (ENABLE_OPENGL) {
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window.mainWidget = new MyOpenglWidget();
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} else {
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window.mainWidget = new TextWidget(null, "DlangUI is built with OpenGL support disabled"d);
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}
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window.windowIcon = drawableCache.getImage("dlangui-logo1");
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window.show();
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// run message loop
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return Platform.instance.enterMessageLoop();
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}
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static if (ENABLE_OPENGL):
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import derelict.opengl3.gl3;
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import derelict.opengl3.gl;
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import dlangui.graphics.glsupport;
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import dlangui.graphics.gldrawbuf;
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class MyOpenglWidget : VerticalLayout {
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this() {
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super("OpenGLView");
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layoutWidth = FILL_PARENT;
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layoutHeight = FILL_PARENT;
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alignment = Align.Center;
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// add some UI on top of OpenGL drawable
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Widget w = parseML(q{
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VerticalLayout {
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alignment: center
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layoutWidth: fill; layoutHeight: fill
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// background for window - tiled texture
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backgroundImageId: "tx_fabric.tiled"
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VerticalLayout {
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// child widget - will draw using OpenGL here
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id: glView
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margins: 20
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padding: 20
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layoutWidth: fill; layoutHeight: fill
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TextWidget { text: "DlangUI OpenGL custom drawable example"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
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TextWidget { text: "Choose OpenGL drawable:" }
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VerticalLayout {
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RadioButton { id: rbExample1; text: "Shaders based example - Cube"; checked: true }
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RadioButton { id: rbExample2; text: "Legacy OpenGL API example - glxGears" }
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}
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TextWidget { text: "Some controls to draw on top of OpenGL scene"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
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// arrange controls as form - table with two columns
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TableLayout {
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colCount: 2
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TextWidget { text: "param 1" }
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EditLine { id: edit1; text: "some text" }
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TextWidget { text: "param 2" }
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EditLine { id: edit2; text: "some text for param2" }
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TextWidget { text: "some radio buttons" }
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// arrange some radio buttons vertically
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VerticalLayout {
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RadioButton { id: rb1; text: "Item 1" }
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RadioButton { id: rb2; text: "Item 2" }
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RadioButton { id: rb3; text: "Item 3" }
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}
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TextWidget { text: "and checkboxes" }
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// arrange some checkboxes horizontally
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HorizontalLayout {
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CheckBox { id: cb1; text: "checkbox 1" }
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CheckBox { id: cb2; text: "checkbox 2" }
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}
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}
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VSpacer { layoutWeight: 10 }
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HorizontalLayout {
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Button { id: btnOk; text: "Ok" }
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Button { id: btnCancel; text: "Cancel" }
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}
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}
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}
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});
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// assign OpenGL drawable to child widget background
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w.childById("glView").backgroundDrawable = DrawableRef(new OpenGLDrawable(&doDraw));
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w.childById("rbExample1").click = delegate(Widget w) {
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_exampleIndex = 0; // new API
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return true;
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};
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w.childById("rbExample2").click = delegate(Widget w) {
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_exampleIndex = 1; // old API
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return true;
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};
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addChild(w);
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}
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int _exampleIndex = 0;
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/// returns true is widget is being animated - need to call animate() and redraw
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@property override bool animating() { return true; }
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/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
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override void animate(long interval) {
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if (_exampleIndex == 1) {
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// animate legacy API example
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// rotate gears
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angle += interval * 0.000002f;
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} else {
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// TODO: some other animation for new API example
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angle += interval * 0.000002f;
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}
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invalidate();
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}
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/// this is OpenGLDrawableDelegate implementation
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private void doDraw(Rect windowRect, Rect rc) {
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if (!openglEnabled) {
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Log.v("GlGears: OpenGL is disabled");
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return;
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}
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bool canUseOldApi = !!glLightfv;
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bool canUseNewApi = !glSupport.legacyMode;
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if (_exampleIndex == 0 || !canUseOldApi)
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drawUsingNewAPI(windowRect, rc);
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else if (_exampleIndex == 1 || !canUseNewApi)
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drawUsingOldAPI(windowRect, rc);
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}
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/// Legacy API example (glBegin/glEnd) - glxGears
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void drawUsingOldAPI(Rect windowRect, Rect rc) {
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static bool _initCalled;
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if (!_initCalled) {
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Log.d("GlGears: calling init()");
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_initCalled = true;
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glxgears_init();
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}
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Log.v("GlGears: calling reshape()");
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glxgears_reshape(rc);
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Log.v("GlGears: calling draw()");
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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glxgears_draw();
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glDisable(GL_DEPTH_TEST);
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}
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~this() {
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if (_program)
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destroy(_program);
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if (_tx)
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destroy(_tx);
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}
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MyGLProgram _program;
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GLTexture _tx;
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/// New API example (OpenGL3+, shaders)
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void drawUsingNewAPI(Rect windowRect, Rect rc) {
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if (!_program) {
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_program = new MyGLProgram();
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createMesh();
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}
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if (!_program.check())
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return;
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if (!_tx.isValid) {
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Log.e("Invalid texture");
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return;
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}
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checkgl!glEnable(GL_CULL_FACE);
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checkgl!glEnable(GL_DEPTH_TEST);
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checkgl!glCullFace(GL_BACK);
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// ======== Projection Matrix ==================
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mat4 projectionMatrix;
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float aspectRatio = cast(float)rc.width / cast(float)rc.height;
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projectionMatrix.setPerspective(45.0f, aspectRatio, 0.1f, 100.0f);
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// ======== View Matrix ==================
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mat4 viewMatrix;
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viewMatrix.translate(0, 0, -6);
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viewMatrix.rotatex(-15.0f);
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//viewMatrix.lookAt(vec3(-10, 0, 0), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
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// ======== Model Matrix ==================
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mat4 modelMatrix;
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modelMatrix.scale(1.5f);
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modelMatrix.rotatez(30.0f + angle * 0.3456778);
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modelMatrix.rotatey(angle);
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modelMatrix.rotatez(angle * 1.98765f);
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// ======= PMV matrix =====================
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mat4 projectionViewModelMatrix = projectionMatrix * viewMatrix * modelMatrix;
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_program.execute(vertices, colors, texcoords, _tx.texture, true, projectionViewModelMatrix.m);
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checkgl!glDisable(GL_CULL_FACE);
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checkgl!glDisable(GL_DEPTH_TEST);
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}
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// Cube mesh
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float[] vertices;
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float[] texcoords;
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float[4*6*6] colors;
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void createMesh() {
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if (!_tx)
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_tx = new GLTexture("crate");
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// define Cube mesh
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auto p000 = [-1.0f, -1.0f, -1.0f];
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auto p100 = [ 1.0f, -1.0f, -1.0f];
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auto p010 = [-1.0f, 1.0f, -1.0f];
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auto p110 = [ 1.0f, 1.0f, -1.0f];
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auto p001 = [-1.0f, -1.0f, 1.0f];
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auto p101 = [ 1.0f, -1.0f, 1.0f];
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auto p011 = [-1.0f, 1.0f, 1.0f];
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auto p111 = [ 1.0f, 1.0f, 1.0f];
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vertices = p000 ~ p010 ~ p110 ~ p110 ~ p100 ~ p000 // front face
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~ p101 ~ p111 ~ p011 ~ p011 ~ p001 ~ p101 // back face
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~ p100 ~ p110 ~ p111 ~ p111 ~ p101 ~ p100 // right face
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~ p001 ~ p011 ~ p010 ~ p010 ~ p000 ~ p001 // left face
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~ p010 ~ p011 ~ p111 ~ p111 ~ p110 ~ p010 // top face
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~ p001 ~ p000 ~ p100 ~ p100 ~ p101 ~ p001 // bottom face
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;
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// texture coordinates
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float[2] uv = _tx.uv;
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float tx0 = 0.0f;
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float tx1 = uv[0];
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float ty0 = 0.0f;
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float ty1 = uv[1];
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float[12] facetx = [tx1, ty1, // triangle 1
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tx0, ty0,
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tx0, ty1,
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tx0, ty1, // triangle 2
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tx1, ty0,
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tx1, ty1];
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texcoords = facetx ~ facetx ~ facetx ~ facetx ~ facetx ~ facetx;
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// init with white color (1, 1, 1, 1)
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foreach(ref cl; colors)
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cl = 1.0f;
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}
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}
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// ====================================================================================
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// Shaders based example
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// Simple texture + color shader
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class MyGLProgram : GLProgram {
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@property override string vertexSource() {
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return q{
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in vec4 vertex;
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in vec4 colAttr;
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in vec4 texCoord;
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out vec4 col;
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out vec4 texc;
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uniform mat4 matrix;
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void main(void)
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{
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gl_Position = matrix * vertex;
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col = colAttr;
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texc = texCoord;
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}
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};
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}
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@property override string fragmentSource() {
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return q{
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uniform sampler2D tex;
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in vec4 col;
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in vec4 texc;
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out vec4 outColor;
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void main(void)
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{
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outColor = texture(tex, texc.st) * col;
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}
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};
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}
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// attribute locations
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protected GLint matrixLocation;
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protected GLint vertexLocation;
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protected GLint colAttrLocation;
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protected GLint texCoordLocation;
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override bool initLocations() {
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matrixLocation = getUniformLocation("matrix");
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vertexLocation = getAttribLocation("vertex");
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colAttrLocation = getAttribLocation("colAttr");
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texCoordLocation = getAttribLocation("texCoord");
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return matrixLocation >= 0 && vertexLocation >= 0 && colAttrLocation >= 0 && texCoordLocation >= 0;
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}
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bool execute(float[] vertices, float[] colors, float[] texcoords, Tex2D texture, bool linear, float[16] matrix) {
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if(!check())
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return false;
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glEnable(GL_BLEND);
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checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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bind();
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checkgl!glUniformMatrix4fv(matrixLocation, 1, false, matrix.ptr);
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texture.setup();
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texture.setSamplerParams(linear);
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VAO vao = new VAO();
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VBO vbo = new VBO();
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vbo.fill([vertices, colors, texcoords]);
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glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, cast(void*) 0);
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glVertexAttribPointer(colAttrLocation, 4, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof));
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glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof));
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glEnableVertexAttribArray(vertexLocation);
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glEnableVertexAttribArray(colAttrLocation);
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glEnableVertexAttribArray(texCoordLocation);
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checkgl!glDrawArrays(GL_TRIANGLES, 0, cast(int)vertices.length / 3);
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glDisableVertexAttribArray(vertexLocation);
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glDisableVertexAttribArray(colAttrLocation);
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glDisableVertexAttribArray(texCoordLocation);
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unbind();
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destroy(vbo);
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destroy(vao);
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texture.unbind();
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return true;
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}
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}
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//=====================================================================================
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// Legacy OpenGL API example
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// GlxGears
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//=====================================================================================
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import std.math;
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static __gshared GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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static __gshared GLint gear1, gear2, gear3;
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static __gshared GLfloat angle = 0.0;
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alias M_PI = std.math.PI;
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/*
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*
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* Input: inner_radius - radius of hole at center
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* outer_radius - radius at center of teeth
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* width - width of gear
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* teeth - number of teeth
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* tooth_depth - depth of tooth
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*/
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static void
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gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth)
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel(GL_FLAT);
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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if (i < teeth) {
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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width * 0.5);
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}
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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width * 0.5);
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}
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glEnd();
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glNormal3f(0.0, 0.0, -1.0);
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/* draw back face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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if (i < teeth) {
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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-width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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}
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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-width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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-width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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len = sqrt(u * u + v * v);
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u /= len;
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v /= len;
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glNormal3f(v, -u, 0.0);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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-width * 0.5);
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u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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-width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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}
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glVertex3f(r1 * cos(0.0), r1 * sin(0.0), width * 0.5);
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glVertex3f(r1 * cos(0.0), r1 * sin(0.0), -width * 0.5);
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glEnd();
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glShadeModel(GL_SMOOTH);
|
|
|
|
/* draw inside radius cylinder */
|
|
glBegin(GL_QUAD_STRIP);
|
|
for (i = 0; i <= teeth; i++) {
|
|
angle = i * 2.0 * M_PI / teeth;
|
|
glNormal3f(-cos(angle), -sin(angle), 0.0);
|
|
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
|
|
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
|
|
static void glxgears_draw()
|
|
{
|
|
glPushMatrix();
|
|
glRotatef(view_rotx, 1.0, 0.0, 0.0);
|
|
glRotatef(view_roty, 0.0, 1.0, 0.0);
|
|
glRotatef(view_rotz, 0.0, 0.0, 1.0);
|
|
|
|
glPushMatrix();
|
|
glTranslatef(-3.0, -2.0, 0.0);
|
|
glRotatef(angle, 0.0, 0.0, 1.0);
|
|
glCallList(gear1);
|
|
glPopMatrix();
|
|
|
|
glPushMatrix();
|
|
glTranslatef(3.1, -2.0, 0.0);
|
|
glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
|
|
glCallList(gear2);
|
|
glPopMatrix();
|
|
|
|
glPushMatrix();
|
|
glTranslatef(-3.1, 4.2, 0.0);
|
|
glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
|
|
glCallList(gear3);
|
|
glPopMatrix();
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
/* new window size or exposure */
|
|
static void
|
|
glxgears_reshape(Rect rc)
|
|
{
|
|
GLfloat h = cast(GLfloat) rc.height / cast(GLfloat) rc.width;
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glTranslatef(0.0, 0.0, -40.0);
|
|
}
|
|
|
|
|
|
static void glxgears_init()
|
|
{
|
|
static GLfloat[4] pos = [ 5.0, 5.0, 10.0, 0.0 ];
|
|
static GLfloat[4] red = [ 0.8, 0.1, 0.0, 1.0 ];
|
|
static GLfloat[4] green = [ 0.0, 0.8, 0.2, 1.0 ];
|
|
static GLfloat[4] blue = [ 0.2, 0.2, 1.0, 1.0 ];
|
|
|
|
Log.d("GlGears: init - calling glLightfv");
|
|
glLightfv(GL_LIGHT0, GL_POSITION, pos.ptr);
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_LIGHT0);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
Log.d("GlGears: init - calling genlists");
|
|
/* make the gears */
|
|
gear1 = glGenLists(1);
|
|
glNewList(gear1, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red.ptr);
|
|
gear(1.0, 4.0, 1.0, 20, 0.7);
|
|
glEndList();
|
|
|
|
gear2 = glGenLists(1);
|
|
glNewList(gear2, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green.ptr);
|
|
gear(0.5, 2.0, 2.0, 10, 0.7);
|
|
glEndList();
|
|
|
|
gear3 = glGenLists(1);
|
|
glNewList(gear3, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue.ptr);
|
|
gear(1.3, 2.0, 0.5, 10, 0.7);
|
|
glEndList();
|
|
|
|
glEnable(GL_NORMALIZE);
|
|
}
|