1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670
|
#region License
/*
MIT License
Copyright 2003-2004 Randy Ridge
http://www.taoframework.com
All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#endregion License
#region Original Credits/License
/*
Copyright (c) 2002-2004 Marcus Geelnard
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
Marcus Geelnard
marcus.geelnard at home.se
*/
/*****************************************************************************
* Title: GLBoing
* Desc: Tribute to Amiga Boing.
* Author: Jim Brooks <gfx@jimbrooks.org>
* Original Amiga authors were R.J. Mical and Dale Luck.
* GLFW conversion by Marcus Geelnard
* Notes: - 360' = 2*PI [radian]
*
* - Distances between objects are created by doing a relative
* Z translations.
*
* - Although OpenGL enticingly supports alpha-blending,
* the shadow of the original Boing didn't affect the color
* of the grid.
*
* - [Marcus] Changed timing scheme from interval driven to frame-
* time based animation steps (which results in much smoother
* movement)
*
* History of Amiga Boing:
*
* Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in
* 1985. According to legend, it was written ad-hoc in one night by
* R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast
* and smooth, attendees did not believe the Amiga prototype was really doing
* the rendering. Suspecting a trick, they began looking around the booth for
* a hidden computer or VCR.
*****************************************************************************/
#endregion Original Credits/License
using System;
using Tao.Glfw;
using Tao.OpenGl;
namespace GlfwExamples {
#region Class Documentation
/// <summary>
/// This is a small test application for GLFW.
/// </summary>
/// <remarks>
/// Tribute to Amiga's Boing.
/// </remarks>
#endregion Class Documentation
public sealed class Boing {
// --- Fields ---
#region Private Constants
private const float PI = 3.1415926535897932384626433832795f;
private const int RAND_MAX = 4095;
private const float RADIUS = 70;
// 22.5 makes 8 bands like original Boing
private const float STEP_LONGITUDE = 22.5f;
private const float STEP_LATITUDE = 22.5f;
private const float DISTANCE_BALL = RADIUS * 2 + RADIUS * 0.1f;
// Distance from viewer to middle of buing area
private const float VIEW_SCENE_DISTANCE = DISTANCE_BALL * 3 + 200;
// Length (width) of grid
private const float GRID_SIZE = (RADIUS * 4.5f);
private const float BOUNCE_HEIGHT = (RADIUS * 2.1f);
private const float BOUNCE_WIDTH = (RADIUS * 2.1f);
// Maximum allowed delta time per physics iteration
private const float MAX_DELTA_TIME = 0.02f;
// Animation speed (50.0 mimics the original GLUT demo speed)
private const float ANIMATION_SPEED = 50;
private const float SHADOW_OFFSET_X = -20;
private const float SHADOW_OFFSET_Y = 10;
private const float SHADOW_OFFSET_Z = 0;
private const float WALL_LEFT_OFFSET = 0;
private const float WALL_RIGHT_OFFSET = 5f;
#endregion Private Constants
#region Private Enums
#region DrawType
/// <summary>
/// Draw type.
/// </summary>
private enum DrawType {
/// <summary>
/// Draw ball.
/// </summary>
DrawBall,
/// <summary>
/// Draw ball's shadow.
/// </summary>
DrawBallShadow
}
#endregion DrawType
#endregion Private Enums
#region Private Structs
#region Vertex
/// <summary>
/// Vertex structure.
/// </summary>
private struct Vertex {
/// <summary>
/// X coordinate.
/// </summary>
public float X;
/// <summary>
/// Y coordinate.
/// </summary>
public float Y;
/// <summary>
/// Z coordinate.
/// </summary>
public float Z;
}
#endregion Vertex
#endregion Private Structs
#region Private Static Fields
private static Random rand = new Random();
private static double currentTime, oldTime, timeDifference;
private static float yRotationDegree = 0;
private static float yRotationDegreeIncrement = 2;
private static float ballX = -RADIUS;
private static float ballY = -RADIUS;
private static float ballXIncrement = 1;
private static float ballYIncrement = 2;
private static DrawType drawType;
private static bool isColor;
#endregion Private Static Fields
// --- Application Entry Point ---
#region Run()
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
public static void Run() {
bool isRunning = true;
// Initialise GLFW
Glfw.glfwInit();
if(Glfw.glfwOpenWindow(400, 400, 0, 0, 0, 0, 16, 0, Glfw.GLFW_WINDOW) == Gl.GL_FALSE) {
Glfw.glfwTerminate();
return;
}
Glfw.glfwSetWindowTitle("Boing (classic Amiga demo)");
Glfw.glfwSetWindowSizeCallback(new Glfw.GLFWwindowsizefun(Reshape));
Glfw.glfwEnable(Glfw.GLFW_STICKY_KEYS);
Glfw.glfwSwapInterval(1);
// TODO: Glfw.glfwSetTime(0.0);
Init();
// Main loop
while(isRunning) {
// Timing
currentTime = Glfw.glfwGetTime();
timeDifference = currentTime - oldTime;
oldTime = currentTime;
// Draw one frame
Display();
// Swap buffers
Glfw.glfwSwapBuffers();
// Check if we are still running
isRunning = ((Glfw.glfwGetKey(Glfw.GLFW_KEY_ESC) == Glfw.GLFW_RELEASE) &&
Glfw.glfwGetWindowParam(Glfw.GLFW_OPENED) == Gl.GL_TRUE);
}
// Close OpenGL window and terminate GLFW
Glfw.glfwTerminate();
}
#endregion Run()
// --- Private Static Methods ---
#region BounceBall(double timeDifference)
/// <summary>
/// Bounces the ball.
/// </summary>
/// <param name="timeDifference">
/// The time difference.
/// </param>
private static void BounceBall(double timeDifference) {
float sign;
float degree;
// Bounce on walls
if(ballX > (BOUNCE_WIDTH / 2 + WALL_RIGHT_OFFSET)) {
ballXIncrement = -0.5f - 0.75f * (float) rand.NextDouble() / (float) RAND_MAX;
yRotationDegreeIncrement = -yRotationDegreeIncrement;
}
if(ballX < -(BOUNCE_HEIGHT / 2 + WALL_LEFT_OFFSET)) {
ballXIncrement = 0.5f + 0.75f * (float) rand.NextDouble() / (float) RAND_MAX;
yRotationDegreeIncrement = -yRotationDegreeIncrement;
}
// Bounce on floor / ceiling
if(ballY > BOUNCE_HEIGHT / 2) {
ballYIncrement = -0.75f - 1.0f * (float) rand.NextDouble() / (float) RAND_MAX;
}
if(ballY < -BOUNCE_HEIGHT / 2 * 0.85f) {
ballYIncrement = 0.75f + 1 * (float) rand.NextDouble() / (float) RAND_MAX;
}
// Update ball position
ballX += (float) (ballXIncrement * (timeDifference * ANIMATION_SPEED));
ballY += (float) (ballYIncrement * (timeDifference * ANIMATION_SPEED));
// Simulate the effects of gravity on Y movement
if(ballYIncrement < 0) {
sign = -1;
}
else {
sign = 1;
}
degree = (ballY + BOUNCE_HEIGHT / 2) * 90 / BOUNCE_HEIGHT;
if(degree > 80) {
degree = 80;
}
else if(degree < 10) {
degree = 10;
}
ballYIncrement = sign * 4 * (float) SinDegree(degree);
}
#endregion BounceBall(double timeDifference)
#region double CosDegree(double degree)
/// <summary>
/// 360' Cos().
/// </summary>
/// <param name="degree">
/// The degree.
/// </param>
/// <returns>
/// The Cos.
/// </returns>
private static double CosDegree(double degree) {
return Math.Cos(DegreeToRadian(degree));
}
#endregion double CosDegree(double degree)
#region CrossProduct(Vertex a, Vertex b, Vertex c, out Vertex normal)
/// <summary>
/// Computes a cross product for a vector normal.
/// </summary>
/// <param name="a">
/// First vector.
/// </param>
/// <param name="b">
/// Second vector.
/// </param>
/// <param name="c">
/// Third vector.
/// </param>
/// <param name="normal">
/// The normalized vector.
/// </param>
private static void CrossProduct(Vertex a, Vertex b, Vertex c, out Vertex normal) {
float u1, u2, u3;
float v1, v2, v3;
u1 = b.X - a.X;
u2 = b.Y - a.Y;
u3 = b.Y - a.Z;
v1 = c.X - a.X;
v2 = c.Y - a.Y;
v3 = c.Z - a.Z;
normal.X = u2 * v3 - v2 * v3;
normal.Y = u3 * v1 - v3 * u1;
normal.Z = u1 * v2 - v1 * u2;
}
#endregion CrossProduct(Vertex a, Vertex b, Vertex c, out Vertex normal)
#region double DegreeToRadian(double degree)
/// <summary>
/// Converts a degree to a radian.
/// </summary>
/// <param name="degree">
/// The degree.
/// </param>
/// <returns>
/// The radian.
/// </returns>
private static double DegreeToRadian(double degree) {
return degree / 360 * (2 * PI);
}
#endregion double DegreeToRadian(double degree)
#region Display()
/// <summary>
/// Draws a frame.
/// </summary>
private static void Display() {
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
Gl.glPushMatrix();
drawType = DrawType.DrawBallShadow;
DrawBoingBall();
DrawGrid();
drawType = DrawType.DrawBall;
DrawBoingBall();
Gl.glPopMatrix();
Gl.glFlush();
}
#endregion Display()
#region DrawBoingBall()
/// <summary>
/// Draws the Boing ball.
/// </summary>
/// <remarks>
/// The Boing ball is sphere in which each facet is a rectangle. Facet colors
/// alternate between red and white. The ball is built by stacking latitudinal
/// circles. Each circle is composed of a widely-separated set of points, so
/// that each facet is noticably large.
/// </remarks>
private static void DrawBoingBall() {
float degreeOfLongitude;
double timeDifferenceTotal, timeDifferenceTemp;
Gl.glPushMatrix();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
// Another relative Z translation to separate objects
Gl.glTranslatef(0, 0, (float) DISTANCE_BALL);
// Update ball position and rotation (iterate if necessary)
timeDifferenceTotal = timeDifference;
while(timeDifferenceTotal > 0.0) {
timeDifferenceTemp = timeDifferenceTotal > MAX_DELTA_TIME ? MAX_DELTA_TIME :
timeDifferenceTotal;
timeDifferenceTotal -= timeDifferenceTemp;
BounceBall(timeDifferenceTemp);
yRotationDegree = TruncateDegree((float) (yRotationDegree + yRotationDegreeIncrement *
(timeDifferenceTemp * ANIMATION_SPEED)));
}
// Set ball position
Gl.glTranslatef(ballX, ballY, 0);
// Offset the shadow
if(drawType == DrawType.DrawBallShadow) {
Gl.glTranslatef(SHADOW_OFFSET_X, SHADOW_OFFSET_Y, SHADOW_OFFSET_Z);
}
// Tilt the ball
Gl.glRotatef(-20, 0, 0, 1);
// Continually rotate ball around Y axis
Gl.glRotatef(yRotationDegree, 0, 1, 0);
// Set OpenGL state for Boing ball
Gl.glCullFace(Gl.GL_FRONT);
Gl.glEnable(Gl.GL_CULL_FACE);
Gl.glEnable(Gl.GL_NORMALIZE);
// Build a faceted latitude slice of the Boing ball, stepping same-sized vertical
// bands of the sphere
for(degreeOfLongitude = 0; degreeOfLongitude < 180;
degreeOfLongitude += STEP_LONGITUDE) {
// Draw a latitude circle at this longitude
DrawBoingBallBand(degreeOfLongitude, degreeOfLongitude + STEP_LONGITUDE);
}
Gl.glPopMatrix();
}
#endregion DrawBoingBall()
#region DrawBoingBallBand(float low, float high)
/// <summary>
/// Drawa a faceted latitude band of the Boing ball.
/// </summary>
/// <param name="low">
/// The low longitude of the slice.
/// </param>
/// <param name="high">
/// The high longitude of the slice.
/// </param>
private static void DrawBoingBallBand(float low, float high) {
// "ne" means north-east, so on
Vertex neVertex;
Vertex nwVertex;
Vertex seVertex;
Vertex swVertex;
Vertex normalVertex;
float degreeLatitude;
// Iterate thru the points of a latitude circle. A latitude circle is a 2D set of
// X, Z points
for(degreeLatitude = 0; degreeLatitude <= (360 - STEP_LATITUDE);
degreeLatitude += STEP_LATITUDE) {
// Color this polygon with red or white
if(isColor) {
Gl.glColor3f(0.8f, 0.1f, 0.1f);
}
else {
Gl.glColor3f(0.95f, 0.95f, 0.95f);
}
#if BOING_DEBUG
if(degreeLatitude >= 180) {
if(isColor) {
Gl.glColor3f(0.1f, 0.8f, 0.1f);
}
else {
Gl.glColor3f(0.5f, 0.5f, 0.95f);
}
}
#endif
isColor = !isColor;
// Change color if drawing shadow
if(drawType == DrawType.DrawBallShadow) {
Gl.glColor3f(0.35f, 0.35f, 0.35f);
}
// Assign each Y
neVertex.Y = nwVertex.Y = (float) CosDegree(high) * RADIUS;
swVertex.Y = seVertex.Y = (float) CosDegree(low) * RADIUS;
// Assign each X, Z with Sin, Cos values scaled by latitude radius indexed by
// longitude. E.G. longitude = 0 and longitude = 180 are at the poles, so zero
// scale is Sin(longitude), while longitude = 90 (Sin(90) = 1) is at equator
neVertex.X = (float) CosDegree(degreeLatitude) * (float) (RADIUS * SinDegree(low + STEP_LONGITUDE));
seVertex.X = (float) CosDegree(degreeLatitude) * (float) (RADIUS * SinDegree(low));
nwVertex.X = (float) CosDegree(degreeLatitude + STEP_LATITUDE) * (float) (RADIUS * SinDegree(low + STEP_LONGITUDE));
swVertex.X = (float) CosDegree(degreeLatitude + STEP_LATITUDE) * (float) (RADIUS * SinDegree(low));
neVertex.Z = (float) SinDegree(degreeLatitude) * (float) (RADIUS * SinDegree(low + STEP_LONGITUDE));
seVertex.Z = (float) SinDegree(degreeLatitude) * (float) (RADIUS * SinDegree(low));
nwVertex.Z = (float) SinDegree(degreeLatitude + STEP_LATITUDE) * (float) (RADIUS * SinDegree(low + STEP_LONGITUDE));
swVertex.Z = (float) SinDegree(degreeLatitude + STEP_LATITUDE) * (float) (RADIUS * SinDegree(low));
// Draw the facet
Gl.glBegin(Gl.GL_POLYGON);
CrossProduct(neVertex, nwVertex, swVertex, out normalVertex);
Gl.glNormal3f(normalVertex.X, normalVertex.Y, normalVertex.Z);
Gl.glVertex3f(neVertex.X, neVertex.Y, neVertex.Z);
Gl.glVertex3f(nwVertex.X, nwVertex.Y, nwVertex.Z);
Gl.glVertex3f(swVertex.X, swVertex.Y, swVertex.Z);
Gl.glVertex3f(seVertex.X, seVertex.Y, seVertex.Z);
Gl.glEnd();
#if BOING_DEBUG
Console.WriteLine("-----------------------------------------------------------");
Console.WriteLine("lat = {0} low = {1} high = {2}", degreeLatitude, low, high);
Console.WriteLine( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z );
Console.WriteLine( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z );
Console.WriteLine( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z );
Console.WriteLine( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z );
#endif
}
// Toggle color so that next band will opposite red/white colors than this one
isColor = !isColor;
}
#endregion DrawBoingBallBand(float low, float high)
#region DrawGrid()
/// <summary>
/// Draws the purple grid of lines behind the Boing ball.
/// </summary>
private static void DrawGrid() {
int row, column;
int rowTotal = 12; // must be divisible by 2
int columnTotal = rowTotal; // must be same as rowTotal
float widthLine = 2; // should be divisible by 2
float sizeCell = (float) GRID_SIZE / rowTotal;
float z_offset = -40;
float xl, xr;
float yt, yb;
Gl.glPushMatrix();
Gl.glDisable(Gl.GL_CULL_FACE);
// Another relative Z translation to separate objects
Gl.glTranslatef(0, 0, DISTANCE_BALL);
// Draw vertical lines (as skinny 3D rectangles)
for(column = 0; column <= columnTotal; column++) {
// Compute coordinatess of line
xl = (float) -GRID_SIZE / 2 + column * sizeCell;
xr = xl + widthLine;
yt = (float) GRID_SIZE / 2;
yb = (float) -GRID_SIZE / 2 - widthLine;
Gl.glBegin(Gl.GL_POLYGON);
Gl.glColor3f(0.6f, 0.1f, 0.6f); // purple
Gl.glVertex3f(xr, yt, z_offset); // NE
Gl.glVertex3f(xl, yt, z_offset); // NW
Gl.glVertex3f(xl, yb, z_offset); // SW
Gl.glVertex3f(xr, yb, z_offset); // SE
Gl.glEnd();
}
// Draw horizontal lines (as skinny 3D rectangles)
for(row = 0; row <= rowTotal; row++) {
// Compute coordinates of line
yt = (float) GRID_SIZE / 2 - row * sizeCell;
yb = yt - widthLine;
xl = (float) -GRID_SIZE / 2;
xr = (float) GRID_SIZE / 2 + widthLine;
Gl.glBegin(Gl.GL_POLYGON);
Gl.glColor3f(0.6f, 0.1f, 0.6f); // purple
Gl.glVertex3f(xr, yt, z_offset); // NE
Gl.glVertex3f(xl, yt, z_offset); // NW
Gl.glVertex3f(xl, yb, z_offset); // SW
Gl.glVertex3f(xr, yb, z_offset); // SE
Gl.glEnd();
}
Gl.glPopMatrix();
}
#endregion DrawGrid()
#region Init()
/// <summary>
/// Initializes some GL settings.
/// </summary>
private static void Init() {
// Clear background
Gl.glClearColor(0.55f, 0.55f, 0.55f, 0.0f);
// Flat shading
Gl.glShadeModel(Gl.GL_FLAT);
}
#endregion Init()
#region double PerspectiveAngle(double size, double distance)
/// <summary>
/// Calculates the angle to be passed to <see cref="Glu.gluPerspective" /> so that
/// a scene is visible.
/// </summary>
/// <param name="size">
/// The size of the segment when the angle is intersected at
/// <paramref name="distance" />.
/// </param>
/// <param name="distance">
/// The distance from viewpoint to the scene.
/// </param>
/// <returns></returns>
private static double PerspectiveAngle(double size, double distance) {
double radianTheta = 2 * Math.Atan2(size / 2, distance);
return (double) (180 * radianTheta) / PI;
}
#endregion double PerspectiveAngle(double size, double distance)
#region double SinDegree(double degree)
/// <summary>
/// 360' Sin().
/// </summary>
/// <param name="degree">
/// The degree.
/// </param>
/// <returns>
/// The Sin.
/// </returns>
private static double SinDegree(double degree) {
return Math.Sin(DegreeToRadian(degree));
}
#endregion double SinDegree(double degree)
#region float TruncateDegree(float degree)
/// <summary>
/// Truncates a degree.
/// </summary>
/// <param name="degree">
/// The degree to truncate.
/// </param>
/// <returns>
/// The truncated degree value.
/// </returns>
private static float TruncateDegree(float degree) {
if(degree >= 360.0f) {
return (degree - 360.0f);
}
else {
return degree;
}
}
#endregion float TruncateDegree(float degree)
// --- Private GLFW Callback Methods ---
#region Reshape(int width, int height)
/// <summary>
/// Handles GLFW's window reshape callback.
/// </summary>
/// <param name="width">
/// New window width.
/// </param>
/// <param name="height">
/// New window height.
/// </param>
private static void Reshape(int width, int height) {
Gl.glViewport(0, 0, width, height);
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glLoadIdentity();
Glu.gluPerspective(PerspectiveAngle(RADIUS * 2, 200),
(double) width / (double) height,
1,
VIEW_SCENE_DISTANCE);
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity();
Glu.gluLookAt(0, 0, VIEW_SCENE_DISTANCE, // eye
0, 0, 0, // center of vision
0, -1, 0); // up vector
}
#endregion Reshape(int width, int height)
}
}
|