static void draw_scene();
static void toggle_flight();
static void calc_framerate();
-static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat);
+static Ray calc_pick_ray(int x, int y);
long time_msec;
int win_width, win_height;
static Renderer *rend;
+static Ray last_pick_ray;
+
bool app_init(int argc, char **argv)
{
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
if(!init_debug_gui()) {
}
}
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
-{
- unsigned int lt = GL_LIGHT0 + idx;
- float posv[] = { pos.x, pos.y, pos.z, 1 };
- float colv[] = { color.x, color.y, color.z, 1 };
-
- glEnable(lt);
- glLightfv(lt, GL_POSITION, posv);
- glLightfv(lt, GL_DIFFUSE, colv);
- glLightfv(lt, GL_SPECULAR, colv);
-}
-
void app_display()
{
float dt = (float)(time_msec - prev_msec) / 1000.0f;
static void draw_scene()
{
- static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
- set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
- set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
- set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
-
rend->draw();
exman->draw();
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
- glDisable(GL_LIGHTING);
glEnable(GL_POLYGON_OFFSET_FILL);
glUseProgram(0);
if(ex_sel.ex) {
ex_sel.ex = 0;
} else {
- Ray ray = calc_pick_ray(x, y, view_matrix, proj_matrix);
+ Ray ray = calc_pick_ray(x, y);
ex_sel = exman->select(ray);
}
}
static void calc_framerate()
{
- static int ncalc;
+ //static int ncalc;
static int nframes;
static long prev_upd;
}
}
-static Ray calc_pick_ray(int x, int y, const Mat4 &view_mat, const Mat4 &proj_mat)
+static Ray calc_pick_ray(int x, int y)
{
- return Ray(); // TODO
+ float nx = (float)x / (float)win_width;
+ float ny = (float)(win_height - y) / (float)win_height;
+
+ last_pick_ray = mouse_pick_ray(nx, ny, view_matrix, proj_matrix);
+ return last_pick_ray;
}