13.07.2015 Views

Mali GPU User Interface Engine Application Development Guide

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Tutorial on Drawing 3D Shapes4.4 Controlling lighting effectsThis tutorial combines:• using a geometry asset, in this example it is a teapot• selecting between per-vertex and per-pixel lighting• reacting to keyboard input to rotate the cube or move the camera.1. Locate the shader example 04 - Lighting and open the lighting.cpp file.2. Example 4-17 shows the standard initialization code. This example also has vectors forthe light sources:Example 4-17 Initialization for the teapot lighting application...#include using namespace MDE;static const float TIMEOUT = 0.3f;static const vec3 AMBIENT_LIGHT = vec3 (0.1f, 0.1f, 0.1f);static const vec3 DIFFUSE_LIGHT = vec3(0.5f, 0.5f, 0.5f);static const vec3 SPECULAR_LIGHT = vec3(0.5f, 0.5f, 0.5f);static const vec4 COLOR = vec4(1.0f, 0.0f, 0.0f, 1.0f);static const float PI = 3.14159265;/*** Function that calculates the camera position given an angle and a radius. This function* enables the camera to rotate around the scene object.*/inline vec3 calculateCamPos(float radius, float angle){float angleRad = angle / 180 * PI;return vec3(radius * cos(angleRad), radius * sin(angleRad), 0.0f);}int main(int argc, char * argv[]){try{// Initialize the demo engine classesManaged system = create_system_backend();Managed context = system->createContext(320, 240);#ifdef MDE_OS_PC_LINUXManaged keyboard = system->createKeyboard(context);#elseManaged keyboard = system->createKeyboard();#endifManaged filesystem = system->createFileSystem("./data");Managed timer = system->createTimer();Proxy proxy(filesystem, context);3. Example 4-18 on page 4-16 shows the code that loads the lighting programs:ARM DUI 0527A-02a Copyright © 2010 ARM. All rights reserved. 4-15ID070710Non-Confidential - Draft - Beta

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