Scene.m
/* |
File: Scene.m |
Abstract: A delegate object used by MyOpenGLView and MainController to |
render a simple scene. |
Version: 1.1 |
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*/ |
#import "Scene.h" |
#import "Texture.h" |
#import <OpenGL/glu.h> |
static double dtor( double degrees ) |
{ |
return degrees * M_PI / 180.0; |
} |
@implementation Scene |
- (id) init |
{ |
self = [super init]; |
if (self) { |
textureName = 0; |
animationPhase = 0.0; |
rollAngle = 0.0; |
sunAngle = 135.0; |
wireframe = NO; |
} |
return self; |
} |
- (void)dealloc |
{ |
[texture release]; |
[super dealloc]; |
} |
- (float)rollAngle |
{ |
return rollAngle; |
} |
- (void)setRollAngle:(float)newRollAngle |
{ |
rollAngle = newRollAngle; |
} |
- (float)sunAngle |
{ |
return sunAngle; |
} |
- (void)setSunAngle:(float)newSunAngle |
{ |
sunAngle = newSunAngle; |
} |
- (void)advanceTimeBy:(float)seconds |
{ |
float phaseDelta = seconds - floor(seconds); |
float newAnimationPhase = animationPhase + 0.015625 * phaseDelta; |
newAnimationPhase = newAnimationPhase - floor(newAnimationPhase); |
[self setAnimationPhase:newAnimationPhase]; |
} |
- (void)setAnimationPhase:(float)newAnimationPhase |
{ |
animationPhase = newAnimationPhase; |
} |
- (void)toggleWireframe |
{ |
wireframe = !wireframe; |
} |
- (void)setViewportRect:(NSRect)bounds |
{ |
glViewport(0, 0, bounds.size.width, bounds.size.height); |
glMatrixMode(GL_PROJECTION); |
glLoadIdentity(); |
gluPerspective(30, bounds.size.width / bounds.size.height, 1.0, 1000.0); |
glMatrixMode(GL_MODELVIEW); |
} |
// This method renders our scene. |
// We could optimize it in any of several ways, including factoring out the repeated OpenGL initialization calls and |
// hanging onto the GLU quadric object, but the details of how it's implemented aren't important here. |
// The main thing to note is that we've factored the drawing code out of the NSView subclass so that |
// the full-screen and non-fullscreen views share the same states for rendering |
// (and MainController can use it when rendering in full-screen mode on pre-10.6 systems). |
- (void)render |
{ |
static GLfloat lightDirection[] = { -0.7071, 0.0, 0.7071, 0.0 }; |
static GLfloat radius = 0.25; |
static GLfloat materialAmbient[4] = { 0.0, 0.0, 0.0, 0.0 }; |
static GLfloat materialDiffuse[4] = { 1.0, 1.0, 1.0, 1.0 }; |
GLUquadric *quadric = NULL; |
glEnable(GL_DEPTH_TEST); |
glEnable(GL_CULL_FACE); |
glEnable(GL_LIGHTING); |
glEnable(GL_LIGHT0); |
glEnable(GL_TEXTURE_2D); |
glClearColor(0, 0, 0, 0); |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
// Upload the texture |
// Since we are sharing OpenGL objects between the full-screen and non-fullscreen contexts, we only need to do this once |
if (!textureName) { |
NSString *path = [[NSBundle mainBundle] pathForResource:@"Earth" ofType:@"jpg"]; |
texture = [[Texture alloc] initWithPath:path]; |
textureName = [texture textureName]; |
} |
// Set up texturing parameters |
glBindTexture(GL_TEXTURE_2D, textureName); |
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
// Set up our single directional light (the Sun!) |
lightDirection[0] = cos(dtor(sunAngle)); |
lightDirection[2] = sin(dtor(sunAngle)); |
glLightfv(GL_LIGHT0, GL_POSITION, lightDirection); |
glPushMatrix(); |
// Back the camera off a bit |
glTranslatef(0.0, 0.0, -1.5); |
// Draw the Earth! |
quadric = gluNewQuadric(); |
if (wireframe) |
gluQuadricDrawStyle(quadric, GLU_LINE); |
gluQuadricTexture(quadric, GL_TRUE); |
glMaterialfv(GL_FRONT, GL_AMBIENT, materialAmbient); |
glMaterialfv(GL_FRONT, GL_DIFFUSE, materialDiffuse); |
glRotatef(rollAngle, 1.0, 0.0, 0.0); |
glRotatef(-23.45, 0.0, 0.0, 1.0); // Earth's axial tilt is 23.45 degrees from the plane of the ecliptic |
glRotatef(animationPhase * 360.0, 0.0, 1.0, 0.0); |
glRotatef(-90.0, 1.0, 0.0, 0.0); |
gluSphere(quadric, radius, 48, 24); |
gluDeleteQuadric(quadric); |
quadric = NULL; |
glPopMatrix(); |
glBindTexture(GL_TEXTURE_2D, 0); |
} |
@end |
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