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// Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
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// All rights reserved.
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// This component and the accompanying materials are made available
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// under the terms of "Eclipse Public License v1.0"
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// which accompanies this distribution, and is available
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// at the URL "http://www.eclipse.org/legal/epl-v10.html".
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//
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// Initial Contributors:
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// Nokia Corporation - initial contribution.
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//
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// Contributors:
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//
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// Description:
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//
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#include "model.h"
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#include "geometrystructs.h"
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#include "egldefs.h"
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#include "eglerror.h"
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#include <e32math.h>
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const TInt KMoonPositionCount = 100;
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const TInt KSunPositionCount = 100;
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const TInt KSunOrbitRadius = 2000; //heliocentric
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const TInt KMoonOrbitRadius = 100;
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const TInt KModelDistanceFromCamera = 200;
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const TInt KMinResolution = 5;
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const TInt KMaxResolution = 50;
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const TInt KDefaultResolution = 50;
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const TInt KSunRadius=100;
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const TInt KPlanetRadius=50;
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const TInt KMoonRadius = 10;
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_LIT(KRed, "red");
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_LIT(KGreen, "green");
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_LIT(KBlue, "blue");
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_LIT(KBlack, "black");
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CModel* CModel::NewL(EGLDisplay aDisplay, EGLSurface aSurface)
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{
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TPtrC defaultColor(KBlack);
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return NewL(aDisplay, aSurface, defaultColor);
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}
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CModel* CModel::NewL(EGLDisplay aDisplay, EGLSurface aSurface, TPtrC aBackgroundColor)
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{
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CModel* self = new(ELeave) CModel(aDisplay, aSurface);
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CleanupStack::PushL(self);
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self->ConstructL(aBackgroundColor);
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CleanupStack::Pop(self);
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return self;
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}
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void CModel::PrecalculateOrbitL(TInt aOrbitingDistance, RArray<Vertex3F>& aVertices, TInt aPositionCount, TReal aAngle)
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{
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//fghCircleTable allocates for sin and cos tables,
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//so we must not fail to append vertices to the array,
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//so we must reserve all the space we need.
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aVertices.ReserveL(aPositionCount);
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//precalculate the positions of the sun
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TReal32 *sint1,*cost1;
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User::LeaveIfError(fghCircleTable(&sint1,&cost1, aPositionCount));
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TReal radians = aAngle*(KPi/180);
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TReal32 cosA = cos(radians);
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TReal32 sinA = sin(radians);
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TReal32 x,y = 0;
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TReal32 cosCalc = aOrbitingDistance * cosA;
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TReal32 sinCalc = aOrbitingDistance * sinA;
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for(TInt i = 0; i < aPositionCount; i++)
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{
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x = cost1[i] * cosCalc;
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y = cost1[i] * sinCalc;
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Vertex3F v(x,y, sint1[i]*aOrbitingDistance);
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User::LeaveIfError(aVertices.Append(v));
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}
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delete[] sint1;
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delete[] cost1;
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}
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void CModel::ConstructL(TPtrC aBackgroundColor)
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{
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iResolution=KDefaultResolution;
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CSolidSphere* newSun = CSolidSphere::NewLC(KSunRadius, iResolution, iResolution);
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CSolidSphere* newPlanet = CSolidSphere::NewLC(KPlanetRadius, iResolution, iResolution);
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CSolidSphere* newMoon = CSolidSphere::NewLC(KMoonRadius, iResolution, iResolution);
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SetShapes(newSun, newPlanet, newMoon);
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CleanupStack::Pop(3, newSun);
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PrecalculateOrbitL(KSunOrbitRadius, iSunPositions, KSunPositionCount, 135);
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PrecalculateOrbitL(KMoonOrbitRadius, iMoonPositions, KMoonPositionCount, 23.5);
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if(aBackgroundColor == KRed)
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{
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iBackgroundColor[ERed] = 0.5;
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}
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else if (aBackgroundColor == KGreen)
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{
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iBackgroundColor[EGreen] = 0.5;
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}
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else if (aBackgroundColor == KBlue)
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{
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iBackgroundColor[EBlue] = 0.5;
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}
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}
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CModel::CModel(EGLDisplay aDisplay, EGLSurface aSurface)
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:iDisplay(aDisplay), iSurface(aSurface)
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{
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}
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CModel::~CModel()
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{
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delete iSun;
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delete iPlanet;
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delete iMoon;
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iSunPositions.Close();
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iMoonPositions.Close();
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}
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void CModel::SetShapes(CSolidSphere* aSun, CSolidSphere* aPlanet, CSolidSphere* aMoon)
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{
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delete iSun;
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iSun = aSun;
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delete iPlanet;
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iPlanet = aPlanet;
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delete iMoon;
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iMoon = aMoon;
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}
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void CModel::DrawToBuffer(TInt aTime) const
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{
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InitialiseFrame();
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DrawModelData(aTime);
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}
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void CModel::InitialiseFrame() const
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{
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_COLOR_ARRAY);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glClearColor(iBackgroundColor[ERed], iBackgroundColor[EGreen], iBackgroundColor[EBlue], iBackgroundColor[EAlpha]);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glCullFace(GL_FRONT);
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glShadeModel (GL_SMOOTH);
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// Set the projection parameters
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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EGLint height;
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if(!eglQuerySurface(iDisplay, iSurface, EGL_HEIGHT, &height))
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{
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ProcessEglError();
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}
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EGLint width;
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if(!eglQuerySurface(iDisplay, iSurface, EGL_WIDTH, &width))
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{
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ProcessEglError();
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}
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GLfloat widthf = width;
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GLfloat heightf = height;
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GLfloat aspectRatio = widthf/heightf;
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glFrustumf( -(aspectRatio*KFrustumHeight), (aspectRatio*KFrustumHeight),
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-KFrustumHeight, KFrustumHeight,
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KFrustumNear, KFrustumFar);
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}
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void CModel::DrawModelData(TInt aTime) const
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{
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//draw a light source where the sun is
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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GLfloat sun_color[] = { 1.0, 1.0, 0.5333, 1 };
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Vertex3F vSun = iSunPositions[aTime%KSunPositionCount];
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vSun.iZ-=KModelDistanceFromCamera;
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GLfloat light0position[] = {vSun.iX, vSun.iY, vSun.iZ, 1.0 };
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glLightfv(GL_LIGHT0, GL_POSITION, light0position);
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glLightfv(GL_LIGHT0, GL_SPECULAR, sun_color);
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//draw the sun
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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//this is obviously wrong: I don't understand why the z-coord for the
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//sun needs to be the negation of the z-coord for the light source position,
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//in order for the light to appear to come from the sun!
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glTranslatef(vSun.iX, vSun.iY, -vSun.iZ);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, sun_color);
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iSun->Draw();
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//draw the planet
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0, 0, -KModelDistanceFromCamera);
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GLfloat mat_planet_color[] = { 0.459, 0.679, 0.8, 1 };
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GLfloat mat_planet_shininess[] = { 30.0 };
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GLfloat mat_no_emission[] = {0, 0, 0, 0};
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_planet_color);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_planet_color);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_planet_color);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_planet_shininess);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_no_emission);
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iPlanet->Draw();
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//draw the moon
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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Vertex3F vMoon = iMoonPositions[aTime%KMoonPositionCount];
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vMoon.iZ-=KModelDistanceFromCamera;
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glTranslatef(vMoon.iX, vMoon.iY, vMoon.iZ);
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GLfloat mat_moon_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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GLfloat mat_moon_shininess[] = { 500.0 };
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_moon_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_moon_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_moon_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_moon_shininess);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat_no_emission);
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iMoon->Draw();
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}
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void CModel::SetResolutionL(TInt aResolution)
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{
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aResolution *= 5;
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if(aResolution > KMaxResolution)
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{
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aResolution = KMaxResolution;
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}
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if(aResolution < KMinResolution)
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{
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aResolution = KMinResolution;
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}
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iResolution = aResolution;
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CSolidSphere* newSun = CSolidSphere::NewLC(KSunRadius, iResolution, iResolution);
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CSolidSphere* newPlanet = CSolidSphere::NewLC(KPlanetRadius, iResolution, iResolution);
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CSolidSphere* newMoon = CSolidSphere::NewLC(KMoonRadius, iResolution, iResolution);
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SetShapes(newSun, newPlanet, newMoon);
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CleanupStack::Pop(3, newSun);
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}
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