Mali GPU User Interface Engine Application Development Guide
Mali GPU User Interface Engine Application Development Guide
Mali GPU User Interface Engine Application Development Guide
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Tutorial on Drawing 3D Shapes...}// calculate new camera positioncamPos = calculateCamPos(75.0f, --cameraAngle);// create a view based on the new camera positionview = mat4::lookAt(camPos, camTarget, upVector);}if (keyboard->getSpecialKeyState(Keyboard::KEY_RIGHT)){camPos = calculateCamPos(75.0f, ++cameraAngle);view = mat4::lookAt(camPos, camTarget, upVector);}}else{if (keyboard->getSpecialKeyState(Keyboard::KEY_RIGHT)){// create a world matrix to rotate the teapotworld *= mat4::rotation(1.0f, vec3(0.0f, 0.0f, 1.0f));}if (keyboard->getSpecialKeyState(Keyboard::KEY_LEFT)){world *= mat4::rotation(-1.0f, vec3(0.0f, 0.0f, 1.0f));}7. Example 4-26 shows the part of the draw loop that sets the uniform values and draws theteapot:Example 4-26 Drawing the teapot with lighting...wvpMatrix = proj * view * world;// Have to set the uniforms each frame since the above call to setProgram// clears them.context->setUniformMatrix("WORLD_VIEW_PROJECTION", wvpMatrix);context->setUniformMatrix("WORLD", world.toMat3());context->setUniform("LIGHT_POSITION", lightPosition);context->setUniform("CAMERA_POSITION", camPos);context->setUniform("AMBIENT_LIGHT", AMBIENT_LIGHT);context->setUniform("DIFFUSE_LIGHT", DIFFUSE_LIGHT);context->setUniform("SPECULAR_LIGHT", SPECULAR_LIGHT);context->setUniform("COLOR", ::COLOR);// Clear the screen and draw teapot with lightingglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );}teapot->draw();}while ( context->update() );}catch (Exception &e){printf(e.getMessage().getCharString());}8. Rebuild the project and run it. Figure 4-5 on page 4-21 shows the shape:ARM DUI 0527A-02a Copyright © 2010 ARM. All rights reserved. 4-20ID070710Non-Confidential - Draft - Beta