#include "3dgfx.h"
#include "gfxutil.h"
#include "polyfill.h" /* just for struct pimage */
+#include "cfgopt.h"
struct mesh {
int prim;
draw
};
-static float theta, phi = 25;
+static float cam_theta, cam_phi = 25;
+static float cam_dist = 3;
static struct mesh cube, torus;
static struct pimage tex;
int dy = mouse_y - prev_my;
if(dx || dy) {
- theta += dx * 1.0;
- phi += dy * 1.0;
-
- if(phi < -90) phi = -90;
- if(phi > 90) phi = 90;
+ if(mouse_bmask & 1) {
+ cam_theta += dx * 1.0;
+ cam_phi += dy * 1.0;
+
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
+ }
+ if(mouse_bmask & 4) {
+ cam_dist += dy * 0.5;
+
+ if(cam_dist < 0) cam_dist = 0;
+ }
}
}
}
g3d_matrix_mode(G3D_MODELVIEW);
g3d_load_identity();
- g3d_translate(0, 0, -3);
- g3d_rotate(phi, 1, 0, 0);
- g3d_rotate(theta, 0, 1, 0);
+ g3d_translate(0, 0, -cam_dist);
+ if(opt.sball) {
+ g3d_mult_matrix(sball_matrix);
+ } else {
+ g3d_rotate(cam_phi, 1, 0, 0);
+ g3d_rotate(cam_theta, 0, 1, 0);
+ }
g3d_light_pos(0, -10, 10, 20);
g3d_matrix_mode(G3D_MODELVIEW);
g3d_load_identity();
- g3d_translate(0, 0, -3);
- g3d_rotate(phi, 1, 0, 0);
- g3d_rotate(theta, 0, 1, 0);
+ g3d_translate(0, 0, -cam_dist);
+ g3d_rotate(cam_phi, 1, 0, 0);
+ g3d_rotate(cam_theta, 0, 1, 0);
g3d_framebuffer(lowres_width, lowres_height, lowres_pixels);
/*zsort(&torus);*/