Chapter 20. Modeler. Round shapes

Our current rectangular model does not allow us to appreciate all the beauty of the Phong shader, in particular - the glares. For that we'll need something more round-shaped. Let's extend our Modeler accordingly.

Windows

1. Start VS. Open C:\CPP\a997modeler\p_windows\p_windows.sln.


First - we'll need to extend VirtualShape.h.

2. Open VirtualShape.h and replace code by:

#pragma once
#include "platform.h"

class VirtualShape
{
public:
	char shapeType[20] = "box";
	float whl[3] = { 0 }; //width/height/length (x,y,z sizes/dimensions)
	int sections[3] = { 1,1,1 }; //number of sections for each axis
	int sectionsR = 1; //number of radial sections
	//side extensions
	float extU = 0; //up
	float extD = 0; //down
	float extL = 0; //left
	float extR = 0; //right
	float extF = 0; //front
	float extB = 0; //back

public:
	void setShapeType(std::string needType) { setShapeType(this, needType); };
	static void setShapeType(VirtualShape* pVS, std::string needType) { myStrcpy_s(pVS->shapeType, 20, (char*)needType.c_str()); };
	void setExt(float v) { setExt(this, v); };
	void setExtX(float v) { setExtX(this, v); };
	void setExtY(float v) { setExtY(this, v); };
	void setExtZ(float v) { setExtZ(this, v); };
	static void setExt(VirtualShape* pVS, float v) { pVS->extU = v; pVS->extD = v; pVS->extL = v; pVS->extR = v; pVS->extF = v; pVS->extB = v; };
	static void setExtX(VirtualShape* pVS, float v) { pVS->extL = v; pVS->extR = v; };
	static void setExtY(VirtualShape* pVS, float v) { pVS->extU = v; pVS->extD = v; };
	static void setExtZ(VirtualShape* pVS, float v) { pVS->extF = v; pVS->extB = v; };
};

New concept here is - "extensions". They are needed for shapes with rounded corners and edges:

Another change here - char* shapeType instead of std::string.


Have new platform-specific function here - myStrcpy_s(), char array copy. Same situation as with myFopen_s(). Another platform-specific function we will need soon is myMkDir(), making a directory.

3. Open platform.h and replace code by

#pragma once
#include <glad/glad.h>
#include <stdio.h>

typedef unsigned _int64 myUint64;
typedef unsigned _int32 myUint32;
typedef unsigned _int16 myUint16;
typedef unsigned _int8  myUint8;

void mylog(const char* _Format, ...);
void mySwapBuffers();
void myPollEvents();
int myFopen_s(FILE** pFile, const char* filePath, const char* mode);
int myMkDir(const char* outPath);
void myStrcpy_s(char* dst, int maxSize, const char* src);


4. Open platform.cpp and replace code by

#include <stdarg.h>
#include <stdio.h>
#include <GLFW/glfw3.h>
#include "platform.h"
#include "TheGame.h"
#include <direct.h> //myMkDir: mkdir
#include <sys/stat.h> //myMkDir: if file esists

extern GLFWwindow* myMainWindow;
extern TheGame theGame;

void mylog(const char* _Format, ...) {
#ifdef _DEBUG
    va_list _ArgList;
    va_start(_ArgList, _Format);
    vprintf(_Format, _ArgList);
    va_end(_ArgList);
#endif
};
void mySwapBuffers() {
    glfwSwapBuffers(myMainWindow);
}
void myPollEvents() {
    glfwPollEvents();
    //check if closing the window
    theGame.bExitGame = glfwWindowShouldClose(myMainWindow);
    //check screen size
    int width, height;
    glfwGetFramebufferSize(myMainWindow, &width, &height);
    theGame.onScreenResize(width, height);
}
int myFopen_s(FILE** pFile, const char* filePath, const char* mode) {
    return fopen_s(pFile, filePath, mode);
}
int myMkDir(const char* outPath) {
    struct stat info;
    if (stat(outPath, &info) == 0)
        return 0; //exists already
    int status = _mkdir(outPath);
    if (status == 0)
        return 1; //Successfully created
    mylog("ERROR creating, status=%d\n", status);
    return -1;
}
void myStrcpy_s(char* dst, int maxSize, const char* src) {
    strcpy_s(dst, maxSize, src);
    //fill tail by zeros
    int strLen = strlen(dst);
    if (strLen < maxSize)
        for (int i = strLen; i < maxSize; i++)
            dst[i] = 0;
}


ModelBuilder class becomes dangerously big. We will split it in 2 layers. 1-st layer - basic functionality, we'll call it ModelBuilder1base.

Only 1 new function - moveGroupDg(…) - shifts and rotates vertex group (added to place extensions to their places)

5. Under modeler add new Header File (.h) ModelBuilder1base.h

Location: C:\CPP\engine\modeler\

Code:

#pragma once
#include <string>
#include <vector>
#include "Vertex01.h"
#include "Triangle01.h"
#include "VirtualShape.h"
#include "Group01.h"
#include "Material.h"
#include "GameSubj.h"

class ModelBuilder1base
{
public:
	std::vector<Vertex01*> vertices;
	std::vector<Triangle01*> triangles;
	std::vector<VirtualShape*> vShapesStack;
	std::vector<Group01*> groupsStack;
	std::vector<Material*> materialsList;
	std::vector<int> subjNumbersList;
	int usingSubjN = -1;
	int usingMaterialN = -1;
	Group01* pCurrentGroup = NULL;
public:
	virtual ~ModelBuilder1base();
	int useSubjN(int subjN) { return useSubjN(this, subjN); };
	static int useSubjN(ModelBuilder1base* pMB, int subjN);
	int useMaterial(Material* pMT) { return useMaterial(this, pMT); };
	static int useMaterial(ModelBuilder1base* pMB, Material* pMT);
	static void lockGroup(ModelBuilder1base* pMB);
	static void releaseGroup(ModelBuilder1base* pMB);
	static int addVertex(ModelBuilder1base* pMB, float kx, float ky, float kz, float nx, float ny, float nz);
	static int add2triangles(ModelBuilder1base* pMB, int nNW, int nNE, int nSW, int nSE, int n);
	static int addTriangle(ModelBuilder1base* pMB, int n0, int n1, int n2);
	int buildDrawJobs(std::vector<GameSubj*> gameSubjs) { return buildDrawJobs(this, gameSubjs); };
	static int buildDrawJobs(ModelBuilder1base* pMB, std::vector<GameSubj*> gameSubjs);
	static int rearrangeArraysForDrawJob(ModelBuilder1base* pMB, std::vector<Vertex01*> allVertices, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles);
	static int buildSingleDrawJob(Material* pMT, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles);
	static int moveGroupDg(ModelBuilder1base* pMB, float aX, float aY, float aZ, float kX, float kY, float kZ);
};


6. Under modeler add new C++ File (.cpp) ModelBuilder1base.cpp

Location: C:\CPP\engine\modeler\

Code:

#include "ModelBuilder1base.h"
#include "platform.h"
#include "utils.h"
#include "DrawJob.h"
#include "Shader.h"

extern float degrees2radians;

ModelBuilder1base::~ModelBuilder1base() {
	//clear all vectors
	int itemsN = vertices.size();
	for (int i = 0; i < itemsN; i++)
		delete vertices.at(i);
	vertices.clear();

	itemsN = triangles.size();
	for (int i = 0; i < itemsN; i++)
		delete triangles.at(i);
	triangles.clear();

	itemsN = vShapesStack.size();
	for (int i = 0; i < itemsN; i++)
		delete vShapesStack.at(i);
	vShapesStack.clear();

	itemsN = groupsStack.size();
	for (int i = 0; i < itemsN; i++)
		delete groupsStack.at(i);
	groupsStack.clear();

	itemsN = materialsList.size();
	for (int i = 0; i < itemsN; i++)
		delete materialsList.at(i);
	materialsList.clear();

	subjNumbersList.clear();
}
int ModelBuilder1base::useSubjN(ModelBuilder1base* pMB, int subjN) {
	pMB->usingSubjN = subjN;
	int itemsN = pMB->subjNumbersList.size();
	bool newN = true;
	if (itemsN > 0)
		for (int i = 0; i < itemsN; i++)
			if (pMB->subjNumbersList.at(i) == subjN) {
				newN = false;
				break;
			}
	if (newN)
		pMB->subjNumbersList.push_back(subjN);
	return subjN;
}
int ModelBuilder1base::useMaterial(ModelBuilder1base* pMB, Material* pMT) {
	int itemsN = pMB->materialsList.size();
	if (itemsN > 0)
		for (int i = 0; i < itemsN; i++)
			if (memcmp(pMB->materialsList.at(i), pMT, sizeof(Material)) == 0) {
				pMB->usingMaterialN = i;
				return i;
			}
	//if here - add new material to the list
	pMB->usingMaterialN = itemsN;
	//create a copy of new Material and add to the list
	Material* pMTnew = new Material(*pMT);
	pMB->materialsList.push_back(pMTnew);
	return itemsN;
}
int ModelBuilder1base::add2triangles(ModelBuilder1base* pMB, int nNW, int nNE, int nSW, int nSE, int n) {
	//indexes: NorthWest, NorthEast, SouthWest,SouthEast
	if (n % 2 == 0) { //even number
		addTriangle(pMB, nNW, nSW, nNE);
		addTriangle(pMB, nNE, nSW, nSE);
	}
	else { //odd number
		addTriangle(pMB, nNW, nSE, nNE);
		addTriangle(pMB, nNW, nSW, nSE);
	}
	return pMB->triangles.size() - 1;
}
int ModelBuilder1base::addTriangle(ModelBuilder1base* pMB, int i0, int i1, int i2) {
	Triangle01* pTR = new Triangle01();
	pMB->triangles.push_back(pTR);
	pTR->idx[0] = i0;
	pTR->idx[1] = i1;
	pTR->idx[2] = i2;
	pTR->subjN = pMB->usingSubjN;
	pTR->materialN = pMB->usingMaterialN;
	return pMB->triangles.size() - 1;
}
void ModelBuilder1base::lockGroup(ModelBuilder1base* pMB) {
	if (pMB->pCurrentGroup != NULL)
		pMB->groupsStack.push_back(pMB->pCurrentGroup);
	pMB->pCurrentGroup = new Group01();
	pMB->pCurrentGroup->fromVertexN = pMB->vertices.size();
	pMB->pCurrentGroup->fromTriangleN = pMB->triangles.size();
}
void ModelBuilder1base::releaseGroup(ModelBuilder1base* pMB) {
	delete pMB->pCurrentGroup;
	if (pMB->groupsStack.size() > 0) {
		pMB->pCurrentGroup = pMB->groupsStack.back();
		pMB->groupsStack.pop_back();
	}
	else
		pMB->pCurrentGroup = NULL;
}
int ModelBuilder1base::addVertex(ModelBuilder1base* pMB, float kx, float ky, float kz, float nx, float ny, float nz) {
	Vertex01* pVX = new Vertex01();
	pMB->vertices.push_back(pVX);
	pVX->aPos[0] = kx;
	pVX->aPos[1] = ky;
	pVX->aPos[2] = kz;
	//normal
	pVX->aNormal[0] = nx;
	pVX->aNormal[1] = ny;
	pVX->aNormal[2] = nz;
	pVX->subjN = pMB->usingSubjN;
	pVX->materialN = pMB->usingMaterialN;
	return pMB->vertices.size() - 1;
}
int ModelBuilder1base::buildDrawJobs(ModelBuilder1base* pMB, std::vector<GameSubj*> gameSubjs) {
	int totalSubjsN = pMB->subjNumbersList.size();
	if (totalSubjsN < 1) {
		pMB->subjNumbersList.push_back(-1);
		totalSubjsN = 1;
	}
	int totalMaterialsN = pMB->materialsList.size();
	if (totalSubjsN < 2 && totalMaterialsN < 2) {
		//simple single DrawJob
		Material* pMT = pMB->materialsList.at(0);
		GameSubj* pGS = NULL;
		int gsN = pMB->subjNumbersList.at(0);
		if (gsN >= 0)
			pGS = gameSubjs.at(gsN);
		if (pGS != NULL)
			pGS->djStartN = DrawJob::drawJobs.size();
		buildSingleDrawJob(pMT, pMB->vertices, pMB->triangles);
		if (pGS != NULL)
			pGS->djTotalN = DrawJob::drawJobs.size() - pGS->djStartN;
		return 1;
	}
	int totalVertsN = pMB->vertices.size();
	int totalTrianglesN = pMB->triangles.size();
	//clear flags
	for (int vN = 0; vN < totalVertsN; vN++) {
		Vertex01* pVX = pMB->vertices.at(vN);
		pVX->flag = 0;
	}
	for (int tN = 0; tN < totalTrianglesN; tN++) {
		Triangle01* pTR = pMB->triangles.at(tN);
		pTR->flag = 0;
	}
	int addedDJs = 0;
	for (int sN = 0; sN < totalSubjsN; sN++) {
		GameSubj* pGS = NULL;
		int gsN = pMB->subjNumbersList.at(sN);
		if (gsN >= 0)
			pGS = gameSubjs.at(gsN);
		if (pGS != NULL)
			pGS->djStartN = DrawJob::drawJobs.size();
		for (int mtN = 0; mtN < totalMaterialsN; mtN++) {
			Material* pMT = pMB->materialsList.at(mtN);
			std::vector<Vertex01*> useVertices;
			std::vector<Triangle01*> useTriangles;
			for (int vN = 0; vN < totalVertsN; vN++) {
				Vertex01* pVX = pMB->vertices.at(vN);
				if (pVX->flag != 0)
					continue;
				if (pVX->subjN != gsN)
					continue;
				if (pVX->materialN != mtN)
					continue;
				//if here - make a copy
				Vertex01* pVX2 = new Vertex01(*pVX);
				useVertices.push_back(pVX2);
				pVX2->altN = vN;
				pVX->flag = 1;
				if (pVX->endOfSequence > 0) {
					rearrangeArraysForDrawJob(pMB, pMB->vertices, useVertices, useTriangles);
					buildSingleDrawJob(pMT, useVertices, useTriangles);
					addedDJs++;
					//clear and proceed to next sequence
					int useVerticesN = useVertices.size();
					for (int i = 0; i < useVerticesN; i++)
						delete useVertices.at(i);
					useVertices.clear();
				}
			}
			int useVerticesN = useVertices.size();
			if (useVerticesN < 1)
				continue; //to next material
			//pick triangles
			for (int tN = 0; tN < totalTrianglesN; tN++) {
				Triangle01* pTR = pMB->triangles.at(tN);
				if (pTR->flag != 0)
					continue;
				if (pTR->subjN != gsN)
					continue;
				if (pTR->materialN != mtN)
					continue;
				//if here - make a copy
				Triangle01* pTR2 = new Triangle01(*pTR);
				useTriangles.push_back(pTR2);
				pTR->flag = 1;
			}
			rearrangeArraysForDrawJob(pMB, pMB->vertices, useVertices, useTriangles);
			buildSingleDrawJob(pMT, useVertices, useTriangles);
			addedDJs++;
			//clear all for next material
			for (int i = 0; i < useVerticesN; i++)
				delete useVertices.at(i);
			useVertices.clear();
			int useTrianglesN = useTriangles.size();
			for (int i = 0; i < useTrianglesN; i++)
				delete useTriangles.at(i);
			useTriangles.clear();
		}
		if (pGS != NULL)
			pGS->djTotalN = DrawJob::drawJobs.size() - pGS->djStartN;
	}
	return addedDJs;
}
int ModelBuilder1base::buildSingleDrawJob(Material* pMT, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles) {
	int totalVertsN = useVertices.size();
	if (totalVertsN < 1)
		return 1;
	DrawJob* pDJ = new DrawJob();
	//copy material to DJ
	memcpy(&pDJ->mt, pMT, sizeof(Material));
	//calculate VBO element size (stride) and variables offsets in VBO
	int VBOid = DrawJob::newBufferId();
	int stride = 0;
	pDJ->setDesirableOffsets(&stride, pDJ->mt.shaderN, VBOid);
	//create an array for VBO
	int bufferSize = totalVertsN * stride;
	float* vertsBuffer = new float[bufferSize];
	//fill vertsBuffer
	Shader* pSh = Shader::shaders.at(pDJ->mt.shaderN);
	int floatSize = sizeof(float);
	for (int vN = 0; vN < totalVertsN; vN++) {
		Vertex01* pVX = useVertices.at(vN);
		int idx = vN * stride / floatSize;
		//pick data from vertex and move to the buffer
		memcpy(&vertsBuffer[idx + pDJ->aPos.offset / floatSize], pVX->aPos, 3 * floatSize);
		if (pSh->l_aNormal >= 0) //normal
			memcpy(&vertsBuffer[idx + pDJ->aNormal.offset / floatSize], pVX->aNormal, 3 * floatSize);
		if (pSh->l_aTuv >= 0) //attribute TUV (texture coordinates)
			memcpy(&vertsBuffer[idx + pDJ->aTuv.offset / floatSize], pVX->aTuv, 2 * floatSize);
		if (pSh->l_aTuv2 >= 0) //attribute TUV2 (normal maps)
			memcpy(&vertsBuffer[idx + pDJ->aTuv2.offset / floatSize], pVX->aTuv2, 2 * floatSize);
		if (pSh->l_aTangent >= 0)
			memcpy(&vertsBuffer[idx + pDJ->aTangent.offset / floatSize], pVX->aTangent, 3 * floatSize);
		if (pSh->l_aBinormal >= 0)
			memcpy(&vertsBuffer[idx + pDJ->aBinormal.offset / floatSize], pVX->aBinormal, 3 * floatSize);
	}
	//buffer is ready, create VBO
	glBindBuffer(GL_ARRAY_BUFFER, VBOid);
	glBufferData(GL_ARRAY_BUFFER, bufferSize * floatSize, vertsBuffer, GL_STATIC_DRAW);
	delete[] vertsBuffer;
	pDJ->pointsN = totalVertsN;

	int totalTrianglesN = useTriangles.size();
	if (totalTrianglesN > 0) {
		//create EBO
		int totalIndexesN = totalTrianglesN * 3;
		//create buffer
		GLushort* indexBuffer = new GLushort[totalIndexesN];
		for (int tN = 0; tN < totalTrianglesN; tN++) {
			Triangle01* pTR = useTriangles[tN];
			int idx = tN * 3;
			indexBuffer[idx + 0] = (GLushort)pTR->idx[0];
			indexBuffer[idx + 1] = (GLushort)pTR->idx[1];
			indexBuffer[idx + 2] = (GLushort)pTR->idx[2];
		}
		//buffer is ready, create IBO
		pDJ->glEBOid = DrawJob::newBufferId();
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pDJ->glEBOid);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalIndexesN * sizeof(GLushort), indexBuffer, GL_STATIC_DRAW);
		delete[] indexBuffer;
		pDJ->pointsN = totalIndexesN;
	}
	//create and fill vertex attributes array (VAO)
	pDJ->buildVAO();
	return 1;
}
int ModelBuilder1base::rearrangeArraysForDrawJob(ModelBuilder1base* pMB, std::vector<Vertex01*> allVertices, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles) {
	int totalTrianglesN = useTriangles.size();
	if (totalTrianglesN < 1)
		return 0;
	int totalVerticesN = useVertices.size();
	//save new vertices order in original vertices array
	//since triangles indices refer to original vertices order
	for (int i = 0; i < totalVerticesN; i++) {
		Vertex01* pVX1 = useVertices.at(i);
		Vertex01* pVX0 = allVertices.at(pVX1->altN);
		pVX0->altN = i;
	}
	//replace triangle original indices by new numbers saved in original vertices altN
	for (int tN = 0; tN < totalTrianglesN; tN++) {
		Triangle01* pTR = useTriangles.at(tN);
		for (int i = 0; i < 3; i++) {
			Vertex01* pVX0 = allVertices.at(pTR->idx[i]);
			pTR->idx[i] = pVX0->altN;
		}
	}
	return 1;
}

int ModelBuilder1base::moveGroupDg(ModelBuilder1base* pMB, float aX, float aY, float aZ, float kX, float kY, float kZ) {
	//moves and rotates vertex group
	//rotation angles are set in degrees
	mat4x4 transformMatrix = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
	mat4x4_translate(transformMatrix, kX, kY, kZ);
	//rotation order: Z-X-Y
	if (aY != 0) mat4x4_rotate_Y(transformMatrix, transformMatrix, degrees2radians * aY);
	if (aX != 0) mat4x4_rotate_X(transformMatrix, transformMatrix, degrees2radians * aX);
	if (aZ != 0) mat4x4_rotate_Z(transformMatrix, transformMatrix, degrees2radians * aZ);

	int vertsN = pMB->vertices.size();
	for (int i = pMB->pCurrentGroup->fromVertexN; i < vertsN; i++) {
		Vertex01* pVX = pMB->vertices.at(i);
		mat4x4_mul_vec4plus(pVX->aPos, transformMatrix, pVX->aPos, 1);
		mat4x4_mul_vec4plus(pVX->aNormal, transformMatrix, pVX->aNormal, 0);
	}
	return 1;
}


Changes in ModelBuilder class:

a) Now it inherits ModelBuilder1base.

b) New ModelBuilder's functions:

  • buildFace(…) - dispatches call depending on VirtualShape type
  • buildBoxFace(…) - extended to handle "extensions"
  • boxFacePlain(…) - draws simple rectangular box face
  • boxFaceTank(…) - draws box face with rounded edges and corners
  • cylinderWrap(…) - draws cylinder sector (for box edges extensions)
  • capWrap(…) - draws "cap" (hemi-sphere) sector (for box corners extensions)

7. Open ModelBuilder.h and replace code by:

#pragma once
#include "ModelBuilder1base.h"

class ModelBuilder : public ModelBuilder1base
{
public:
	virtual ~ModelBuilder();
	static int buildFace(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS);
	static int buildBoxFace(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS);
	static int buildBoxFacePlain(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS);
	static int buildBoxFaceTank(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS);
	static int cylinderWrap(ModelBuilder* pMB, VirtualShape* pVS, float angleFrom, float angleTo);
	static int capWrap(ModelBuilder* pMB, VirtualShape* pVS, float angleFrom, float angleTo);
};


8. Open ModelBuilder.cpp and replace code by:

#include "ModelBuilder.h"
#include "platform.h"
#include "utils.h"
#include "DrawJob.h"
#include "Shader.h"

extern float degrees2radians;

ModelBuilder::~ModelBuilder() {
}

int ModelBuilder::buildFace(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS) {
	if (strstr(pVS->shapeType, "box") == pVS->shapeType)
		return buildBoxFace(pMB, applyTo, pVS);
	return -1;
}
int ModelBuilder::buildBoxFace(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS) {
	//this code is for simple box
	VirtualShape vs; //face VS, 
	mat4x4 transformMatrix = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
	vs.sectionsR = pVS->sectionsR;
	//rotate desirable side to face us. 
	if (applyTo.find("front") == 0) {
		//Side <front> is facing us as is.
		vs.whl[0] = pVS->whl[0];
		vs.whl[1] = pVS->whl[1];
		vs.sections[0] = pVS->sections[0];
		vs.sections[1] = pVS->sections[1];
		//extensions
		vs.extF = pVS->extF;
		vs.extL = pVS->extL;
		vs.extR = pVS->extR;
		vs.extU = pVS->extU;
		vs.extD = pVS->extD;
		//define how to move/place generated face back to the VirtualShape
		//just shift closer to us by length/2
		mat4x4_translate(transformMatrix, 0, 0, pVS->whl[2] / 2);
	}
	else if (applyTo.find("back") == 0) {
		vs.whl[0] = pVS->whl[0];
		vs.whl[1] = pVS->whl[1];
		vs.sections[0] = pVS->sections[0];
		vs.sections[1] = pVS->sections[1];
		//extensions
		vs.extF = pVS->extB;
		vs.extL = pVS->extR;
		vs.extR = pVS->extL;
		vs.extU = pVS->extU;
		vs.extD = pVS->extD;
		//rotate 180 degrees around Y and shift farther from us by half-length
		mat4x4_translate(transformMatrix, 0, 0, -pVS->whl[2] / 2);
		mat4x4_rotate_Y(transformMatrix, transformMatrix, degrees2radians * 180);
	}
	else if (applyTo.find("left") == 0) {
		vs.whl[0] = pVS->whl[2]; //width = original length
		vs.whl[1] = pVS->whl[1];
		vs.sections[0] = pVS->sections[2];
		vs.sections[1] = pVS->sections[1];
		//extensions
		vs.extF = pVS->extL;
		vs.extL = pVS->extB;
		vs.extR = pVS->extF;
		vs.extU = pVS->extU;
		vs.extD = pVS->extD;
		//rotate -90 degrees around Y (CW) and shift half-width to the left
		mat4x4_translate(transformMatrix, -pVS->whl[0] / 2, 0, 0);
		mat4x4_rotate_Y(transformMatrix, transformMatrix, -degrees2radians * 90);
	}
	else if (applyTo.find("right") == 0) {
		vs.whl[0] = pVS->whl[2]; //width = original length
		vs.whl[1] = pVS->whl[1];
		vs.sections[0] = pVS->sections[2];
		vs.sections[1] = pVS->sections[1];
		//extensions
		vs.extF = pVS->extR;
		vs.extL = pVS->extF;
		vs.extR = pVS->extB;
		vs.extU = pVS->extU;
		vs.extD = pVS->extD;
		//rotate +90 degrees around Y (CCW) and shift half-width to the right
		mat4x4_translate(transformMatrix, pVS->whl[0] / 2, 0, 0);
		mat4x4_rotate_Y(transformMatrix, transformMatrix, degrees2radians * 90);
	}
	else if (applyTo.find("top") == 0) {
		vs.whl[0] = pVS->whl[0];
		vs.whl[1] = pVS->whl[2]; //height = original length
		vs.sections[0] = pVS->sections[0];
		vs.sections[1] = pVS->sections[2];
		//extensions
		vs.extF = pVS->extU;
		vs.extL = pVS->extR;
		vs.extR = pVS->extL;
		vs.extU = pVS->extF;
		vs.extD = pVS->extB;
		//rotate -90 degrees around X (CW) and 180 around Y, and shift half-height up
		mat4x4_translate(transformMatrix, 0, pVS->whl[1] / 2, 0);
		mat4x4_rotate_Y(transformMatrix, transformMatrix, -degrees2radians * 180);
		mat4x4_rotate_X(transformMatrix, transformMatrix, -degrees2radians * 90);
	}
	else if (applyTo.find("bottom") == 0) {
		vs.whl[0] = pVS->whl[0];
		vs.whl[1] = pVS->whl[2]; //height = original length
		vs.sections[0] = pVS->sections[0];
		vs.sections[1] = pVS->sections[2];
		//extensions
		vs.extF = pVS->extD;
		vs.extL = pVS->extL;
		vs.extR = pVS->extR;
		vs.extU = pVS->extF;
		vs.extD = pVS->extB;
		//rotate 90 around X (CCW) and shift half-height down
		mat4x4_translate(transformMatrix, 0, -pVS->whl[1] / 2, 0);
		mat4x4_rotate_X(transformMatrix, transformMatrix, degrees2radians * 90);
	}
	lockGroup(pMB);
	//create vertices
	if (strstr(pVS->shapeType, "tank") != nullptr)
		buildBoxFaceTank(pMB, applyTo, &vs);
	else
		buildBoxFacePlain(pMB, applyTo, &vs);

	//move face to it's place (apply transform matrix)
	int vertsN = pMB->vertices.size();
	for (int i = pMB->pCurrentGroup->fromVertexN; i < vertsN; i++) {
		Vertex01* pVX = pMB->vertices.at(i);
		mat4x4_mul_vec4plus(pVX->aPos, transformMatrix, pVX->aPos, 1);
		mat4x4_mul_vec4plus(pVX->aNormal, transformMatrix, pVX->aNormal, 0);
	}
	releaseGroup(pMB);
	return 1;
}
int ModelBuilder::buildBoxFacePlain(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS) {
	if (pVS->whl[0] == 0 || pVS->whl[1] == 0)
		return 0;
	//create vertices
	int sectionsX = pVS->sections[0];
	int sectionsY = pVS->sections[1];
	int pointsX = sectionsX + 1;
	int pointsY = sectionsY + 1;
	float stepX = pVS->whl[0] / sectionsX;
	float stepY = pVS->whl[1] / sectionsY;
	float kY = pVS->whl[1] / 2;
	for (int iy = 0; iy < pointsY; iy++) {
		float kX = -pVS->whl[0] / 2;
		for (int ix = 0; ix < pointsX; ix++) {
			int nSE = addVertex(pMB, kX, kY, pVS->extF, 0, 0, 1); //vertex number on south-east
			if (iy > 0 && ix > 0) {
				//add 2 triangles
				int nSW = nSE - 1; //vertex number south-west
				int nNE = nSE - pointsX; //north-east
				int nNW = nSW - pointsX; //north-west
				add2triangles(pMB, nNW, nNE, nSW, nSE, iy + ix);
			}
			kX += stepX;
		}
		kY -= stepY;
	}
	return 1;
}
int ModelBuilder::buildBoxFaceTank(ModelBuilder* pMB, std::string applyTo, VirtualShape* pVS) {
	//for diamond effect - sectionsRad=1, don't merge normals
	bool drawMiddle = true;
	//edges
	bool drawTop = false;
	bool drawBottom = false;
	bool drawLeft = false;
	bool drawRight = false;
	//corners
	bool drawTopLeft = false;
	bool drawTopRight = false;
	bool drawBottomLeft = false;
	bool drawBottomRight = false;
	if (pVS->extF == 0 || applyTo.find(" all") != std::string::npos) {
		drawTop = true;
		drawBottom = true;
		drawLeft = true;
		drawRight = true;
		drawTopLeft = true;
		drawTopRight = true;
		drawBottomLeft = true;
		drawBottomRight = true;
	}
	else if (applyTo.find(" h") != std::string::npos) {
		drawLeft = true;
		drawRight = true;
	}
	else if (applyTo.find(" v") != std::string::npos) {
		drawTop = true;
		drawBottom = true;
	}
	if (applyTo.find(" no") != std::string::npos) {
		if (applyTo.find(" noM") != std::string::npos) {
			//middle
			if (applyTo.find(" noMrow") != std::string::npos) {
				drawMiddle = false;
				drawLeft = false;
				drawRight = false;
			}
			if (applyTo.find(" noMcol") != std::string::npos) {
				drawMiddle = false;
				drawTop = false;
				drawBottom = false;
			}
			if (applyTo.find(" noMid") != std::string::npos)
				drawMiddle = false;
		}
		if (applyTo.find(" noN") != std::string::npos) {
			//north
			if (applyTo.find(" noNrow") != std::string::npos) {
				drawTop = false;
				drawTopLeft = false;
				drawTopRight = false;
			}
			if (applyTo.find(" noNedge") != std::string::npos)
				drawTop = false;
			if (applyTo.find(" noNW") != std::string::npos)
				drawTopLeft = false;
			if (applyTo.find(" noNE") != std::string::npos)
				drawTopRight = false;
		}
		if (applyTo.find(" noS") != std::string::npos) {
			//south
			if (applyTo.find(" noSrow") != std::string::npos) {
				drawBottom = false;
				drawBottomLeft = false;
				drawBottomRight = false;
			}
			if (applyTo.find(" noSedge") != std::string::npos)
				drawBottom = false;
			if (applyTo.find(" noSW") != std::string::npos)
				drawBottomLeft = false;
			if (applyTo.find(" noSE") != std::string::npos)
				drawBottomRight = false;
		}
		if (applyTo.find(" noW") != std::string::npos) {
			//west
			if (applyTo.find(" noWcol") != std::string::npos) {
				drawLeft = false;
				drawTopLeft = false;
				drawBottomLeft = false;
			}
			if (applyTo.find(" noWedge") != std::string::npos)
				drawLeft = false;
		}
		if (applyTo.find(" noE") != std::string::npos) {
			//east
			if (applyTo.find(" noEcol") != std::string::npos) {
				drawRight = false;
				drawTopRight = false;
				drawBottomRight = false;
			}
			if (applyTo.find(" noEedge") != std::string::npos)
				drawRight = false;
		}
	}
	lockGroup(pMB);
	//middle
	if (pVS->whl[0] > 0 && pVS->whl[1] > 0 && drawMiddle) {
		buildBoxFacePlain(pMB, applyTo, pVS);
	}
	VirtualShape vs;
	//edges
	//vs.type.assign("cylinder");
	vs.sectionsR = pVS->sectionsR;
	if (pVS->whl[0] > 0) {
		vs.sections[2] = pVS->sections[0]; //cylinder Z sections n
		vs.whl[2] = pVS->whl[0]; //cylinder length Z
		vs.whl[0] = pVS->extF * 2; //cylinder diameter X
		if (pVS->extU > 0 && drawTop) {
			vs.whl[1] = pVS->extU * 2; //cylinder diameter Y
			lockGroup(pMB);
			cylinderWrap(pMB, &vs, 0, 90);
			//rotate -90 degrees around Y and shift up
			moveGroupDg(pMB, 0, -90, 0, 0, pVS->whl[1] * 0.5f, 0);
			releaseGroup(pMB);
		}
		if (pVS->extD > 0 && drawBottom) {
			vs.whl[1] = pVS->extD * 2; //cylinder diameter Y
			lockGroup(pMB);
			cylinderWrap(pMB, &vs, -90, 0);
			//rotate -90 degrees around Y and shift down
			moveGroupDg(pMB, 0, -90, 0, 0, -pVS->whl[1] * 0.5f, 0);
			releaseGroup(pMB);
		}
	}
	if (pVS->whl[1] > 0) {
		vs.sections[2] = pVS->sections[1]; //cylinder Z sections n
		vs.whl[2] = pVS->whl[1]; //cylinder length Z
		vs.whl[1] = pVS->extF * 2; //cylinder diameter Y
		if (pVS->extL > 0 && drawLeft) {
			vs.whl[0] = pVS->extL * 2; //cylinder diameter X
			lockGroup(pMB);
			cylinderWrap(pMB, &vs, 90, 180);
			//rotate 90 degrees around Y and shift left
			moveGroupDg(pMB, 90, 0, 0, -pVS->whl[0] * 0.5f, 0, 0);
			releaseGroup(pMB);
		}
		if (pVS->extR > 0 && drawRight) {
			vs.whl[0] = pVS->extR * 2; //cylinder diameter X
			lockGroup(pMB);
			cylinderWrap(pMB, &vs, 0, 90);
			//rotate 90 degrees around Y and shift left
			moveGroupDg(pMB, 90, 0, 0, pVS->whl[0] * 0.5f, 0, 0);
			releaseGroup(pMB);
		}
	}
	//corners
	//vs.type.assign("cap");
	vs.sectionsR = pVS->sectionsR;
	vs.sections[2] = pVS->sectionsR;
	vs.whl[2] = pVS->extF;
	if (pVS->extU > 0) {
		//top corners
		vs.whl[1] = pVS->extU * 2;
		if (pVS->extL > 0 && drawTopLeft) {
			vs.whl[0] = pVS->extL * 2;
			lockGroup(pMB);
			capWrap(pMB, &vs, 90, 180);
			//rotate 90 degrees around Y and shift left
			moveGroupDg(pMB, 0, 0, 0, -pVS->whl[0] * 0.5f, pVS->whl[1] * 0.5f, 0);
			releaseGroup(pMB);
		}
		if (pVS->extR > 0 && drawTopRight) {
			vs.whl[0] = pVS->extR * 2;
			lockGroup(pMB);
			capWrap(pMB, &vs, 0, 90);
			//rotate 90 degrees around Y and shift left
			moveGroupDg(pMB, 0, 0, 0, pVS->whl[0] * 0.5f, pVS->whl[1] * 0.5f, 0);
			releaseGroup(pMB);

		}
	}
	if (pVS->extD > 0) {
		//bottom corners
		vs.whl[1] = pVS->extD * 2;
		if (pVS->extL > 0 && drawBottomLeft) {
			vs.whl[0] = pVS->extL * 2;
			lockGroup(pMB);
			capWrap(pMB, &vs, -180, -90);
			//rotate 90 degrees around Y and shift left
			moveGroupDg(pMB, 0, 0, 0, -pVS->whl[0] * 0.5f, -pVS->whl[1] * 0.5f, 0);
			releaseGroup(pMB);
		}
		if (pVS->extR > 0 && drawBottomRight) {
			vs.whl[0] = pVS->extR * 2;
			lockGroup(pMB);
			capWrap(pMB, &vs, -90, 0);
			//rotate 90 degrees around Y and shift left
			moveGroupDg(pMB, 0, 0, 0, pVS->whl[0] * 0.5f, -pVS->whl[1] * 0.5f, 0);
			releaseGroup(pMB);
		}
	}
	if (pVS->extF == 0) {
		int vertsN = pMB->vertices.size();
		for (int i = pMB->pCurrentGroup->fromVertexN; i < vertsN; i++) {
			Vertex01* pVX = pMB->vertices.at(i);
			//normal
			v3set(pVX->aNormal, 0, 0, 1);
		}
	}
	releaseGroup(pMB);
	return 1;
}

int ModelBuilder::cylinderWrap(ModelBuilder* pMB, VirtualShape* pVS, float angleFrom, float angleTo) {
	// angleFrom/To - in degrees
	lockGroup(pMB);
	float stepZ = pVS->whl[2] / pVS->sections[2];
	float stepDg = (angleTo - angleFrom) / pVS->sectionsR; //in degrees
	for (int nz = 0; nz <= pVS->sections[2]; nz++) {
		float kz = stepZ * nz - pVS->whl[2] * 0.5f;
		for (int rpn = 0; rpn <= pVS->sectionsR; rpn++) {
			// rpn - radial point number
			float angleRd = (angleFrom + stepDg * rpn) * degrees2radians;
			float kx = cosf(angleRd);
			float ky = sinf(angleRd);
			int nSE = addVertex(pMB, kx, ky, kz, kx, ky, 0);
			if (nz > 0 && rpn > 0) {
				int nSW = nSE - 1;
				int nNW = nSW - pVS->sectionsR - 1;
				int nNE = nSE - pVS->sectionsR - 1;
				add2triangles(pMB, nNE, nNW, nSE, nSW, nz + rpn);
			}
		}
	}
	//scale to desirable diameters
	mat4x4 transformMatrix = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
	mat4x4_scale_aniso(transformMatrix, transformMatrix, pVS->whl[0] * 0.5f, pVS->whl[1] * 0.5f, 1);
	int vertsN = pMB->vertices.size();
	for (int i = pMB->pCurrentGroup->fromVertexN; i < vertsN; i++) {
		Vertex01* pVX = pMB->vertices.at(i);
		mat4x4_mul_vec4plus(pVX->aPos, transformMatrix, pVX->aPos, 1);
	}
	releaseGroup(pMB);
	return 1;
}
int ModelBuilder::capWrap(ModelBuilder* pMB, VirtualShape* pVS, float angleFrom, float angleTo) {
	// angleFrom/To - in degrees
	lockGroup(pMB);
	//center point
	int n0 = addVertex(pMB, 0, 0, 1, 0, 0, 1);
	float stepZdg = 90.0f / pVS->sections[2]; //in degrees
	float stepRdg = (angleTo - angleFrom) / pVS->sectionsR; //in degrees
	for (int nz = 1; nz <= pVS->sections[2]; nz++) {
		float angleZrd = stepZdg * nz * degrees2radians;
		float kz = cosf(angleZrd);
		float R = sinf(angleZrd);
		for (int rpn = 0; rpn <= pVS->sectionsR; rpn++) {
			// rpn - radial point number
			float angleRd = (angleFrom + stepRdg * rpn) * degrees2radians;
			float kx = cosf(angleRd) * R;
			float ky = sinf(angleRd) * R;
			int nSE = addVertex(pMB, kx, ky, kz, kx, ky, kz);
			if (rpn > 0) {
				if (nz == 1) {
					int nSW = nSE - 1;
					addTriangle(pMB, n0, nSW, nSE);
				}
				else {
					int nSW = nSE - 1;
					int nNW = nSW - pVS->sectionsR - 1;
					int nNE = nSE - pVS->sectionsR - 1;
					add2triangles(pMB, nNW, nNE, nSW, nSE, nz + rpn);
				}
			}
		}
	}
	//scale to desirable diameters
	mat4x4 transformMatrix = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
	mat4x4_scale_aniso(transformMatrix, transformMatrix, pVS->whl[0] * 0.5f, pVS->whl[1] * 0.5f, pVS->whl[2]);
	int vertsN = pMB->vertices.size();
	for (int i = pMB->pCurrentGroup->fromVertexN; i < vertsN; i++) {
		Vertex01* pVX = pMB->vertices.at(i);
		mat4x4_mul_vec4plus(pVX->aPos, transformMatrix, pVX->aPos, 1);
	}
	releaseGroup(pMB);
	return 1;
}


9. Open TheGame.cpp and replace code by:

#include "TheGame.h"
#include "platform.h"
#include "utils.h"
#include "linmath.h"
#include "Texture.h"
#include "Shader.h"
#include "DrawJob.h"
#include "ModelBuilder.h"

extern std::string filesRoot;

std::vector<GameSubj*> TheGame::gameSubjs;

int TheGame::getReady() {
    bExitGame = false;
    Shader::loadShaders();
    glEnable(GL_CULL_FACE);

    //=== create box ========================
    GameSubj* pGS = new GameSubj();
    gameSubjs.push_back(pGS);

    pGS->name.assign("box1");
    pGS->ownCoords.setPosition(0, 0, 0);
    pGS->ownCoords.setDegrees(0, 0, 0);
    pGS->ownSpeed.setDegrees(0,1,0);

    ModelBuilder* pMB = new ModelBuilder();
    pMB->useSubjN(gameSubjs.size() - 1);

    //define VirtualShape
    VirtualShape vs;
    vs.setShapeType("box-tank");
    vs.whl[0] = 60;
    vs.whl[1] = 160;
    vs.whl[2] = 390;
    vs.setExt(20);
    vs.extD = 0;
    vs.extF = 0; //to make front face "flat"
    vs.sectionsR = 2;

    Material mt;
    //define material - flat red
    mt.shaderN = Shader::spN_phong_ucolor;
    mt.primitiveType = GL_TRIANGLES;
    mt.uColor.setRGBA(255, 0, 0,255); //red
    pMB->useMaterial(&mt);

    pMB->buildBoxFace(pMB,"front v", &vs);
    pMB->buildBoxFace(pMB, "back v", &vs);
    pMB->buildBoxFace(pMB, "top", &vs);
    pMB->buildBoxFace(pMB, "bottom", &vs);
    pMB->buildBoxFace(pMB, "left all", &vs);
    mt.uColor.setRGBA(0, 0, 255,255); pMB->useMaterial(&mt); //blue
    pMB->buildBoxFace(pMB, "right all", &vs);

    pMB->buildDrawJobs(gameSubjs);

    delete pMB;

    //===== set up camera
    v3set(mainCamera.ownCoords.pos, 0, 200, 1000); //set position
    float cameraDir[3];
    v3set(cameraDir, 0, -200, -1000); //set direction vector
    float cameraYawDg = v3yawDg(cameraDir);
    float cameraPitchDg = v3pitchDg(cameraDir);
    //mylog("cameraYaw=%f, cameraPitch=%f\n", cameraYawDg, cameraPitchDg);

    mainCamera.ownCoords.setDegrees(cameraPitchDg, cameraYawDg, 0);
    float cameraUp[4] = { 0,1,0,0 }; //y - up
    mat4x4_mul_vec4plus(cameraUp, *mainCamera.ownCoords.getRotationMatrix(), cameraUp, 0);

    mat4x4_look_at(mainCamera.lookAtMatrix, mainCamera.ownCoords.pos, pGS->ownCoords.pos, cameraUp);

    //===== set up light
    v3set(dirToMainLight, -1, 1, 1);
    vec3_norm(dirToMainLight, dirToMainLight);

    return 1;
}
int TheGame::drawFrame() {
    myPollEvents();

    //glClearColor(0.0, 0.0, 0.5, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    //calculate halfVector
    float dirToCamera[4] = { 0,0,-1,0 }; //-z
    mat4x4_mul_vec4plus(dirToCamera, *mainCamera.ownCoords.getRotationMatrix(), dirToCamera, 0);

    float uHalfVector[4] = { 0,0,0,0 };
    for (int i = 0; i < 3; i++)
        uHalfVector[i] = (dirToCamera[i] + dirToMainLight[i]) / 2;
    vec3_norm(uHalfVector, uHalfVector);

    mat4x4 mProjection, mViewProjection, mMVP, mMV4x4;
    //mat4x4_ortho(mProjection, -(float)screenSize[0] / 2, (float)screenSize[0] / 2, -(float)screenSize[1] / 2, (float)screenSize[1] / 2, 100.f, 500.f);
    mat4x4_perspective(mProjection, 3.14f / 6.0f, (float)screenSize[0] / screenSize[1], 700.f, 1300.f);
    mat4x4_mul(mViewProjection, mProjection, mainCamera.lookAtMatrix);
    //mViewProjection[1][3] = 0; //keystone effect

    //scan subjects
    int subjsN = gameSubjs.size();
    for (int subjN = 0; subjN < subjsN; subjN++) {
        GameSubj* pGS = gameSubjs.at(subjN);
        //behavior - apply rotation speed
        pGS->moveSubj();
        //prepare subject for rendering
        pGS->buildModelMatrix(pGS);
        //build MVP matrix for given subject
        mat4x4_mul(mMVP, mViewProjection, pGS->ownModelMatrix);
        //build Model-View (rotation) matrix for normals
        mat4x4_mul(mMV4x4, mainCamera.lookAtMatrix, (vec4*)pGS->ownCoords.getRotationMatrix());
        //convert to 3x3 matrix
        float mMV3x3[3][3];
        for (int y = 0; y < 3; y++)
            for (int x = 0; x < 3; x++)
                mMV3x3[y][x] = mMV4x4[y][x];
        //render subject
        for (int i = 0; i < pGS->djTotalN; i++) {
            DrawJob* pDJ = DrawJob::drawJobs.at(pGS->djStartN + i);
            pDJ->execute((float*)mMVP, *mMV3x3, dirToMainLight, uHalfVector, NULL);
        }
    }
    mySwapBuffers();
    return 1;
}

int TheGame::cleanUp() {
    int itemsN = gameSubjs.size();
    //delete all UISubjs
    for (int i = 0; i < itemsN; i++) {
        GameSubj* pGS = gameSubjs.at(i);
        delete pGS;
    }
    gameSubjs.clear();
    //clear all other classes
    Texture::cleanUp();
    Shader::cleanUp();
    DrawJob::cleanUp();
    return 1;
}
int TheGame::onScreenResize(int width, int height) {
    if (screenSize[0] == width && screenSize[1] == height)
        return 0;
    screenSize[0] = width;
    screenSize[1] = height;
    screenRatio = (float)width / (float)height;
    glViewport(0, 0, width, height);
    mylog(" screen size %d x %d\n", width, height);
    return 1;
}
int TheGame::run() {
    getReady();
    while (!bExitGame) {
        drawFrame();
    }
    cleanUp();
    return 1;
}

The difference with previous version is:

TheGame::getReady() now builds not just a "box", but "box-tank" (box with rounded edges and corners), lines from 33 to 55.

Please note, that now instead of plain "front", "right", etc. we're also using "front v", "right all", etc. This is about "extensions":


10. Build and run:

Before:

After:

Now - with glares.


Android

Here we will need to add Android's myMkDir() and myStrcpy_s() implementations.

11. Re-start VS. Open C:\CPP\a997modeler\p_android\p_android.sln.


12. Open platform.h and replace code by

#pragma once

typedef uint32_t myUint64;
typedef uint32_t myUint32;
typedef uint8_t  myUint16;
typedef uint8_t  myUint8;

void mylog(const char* _Format, ...);
void mySwapBuffers();
void myPollEvents();
int myFopen_s(FILE** pFile, const char* filePath, const char* mode);
int myMkDir(const char* outPath);
void myStrcpy_s(char* dst, int maxSize, const char* src);



13. Open platform.cpp and replace code by

#include <android/log.h>
#include "stdio.h"
#include "TheGame.h"
#include <sys/stat.h>	//mkdir for Android

extern struct android_app* androidApp;
extern const ASensor* accelerometerSensor;
extern ASensorEventQueue* sensorEventQueue;

extern EGLDisplay androidDisplay;
extern EGLSurface androidSurface;
extern TheGame theGame;

void mylog(const char* _Format, ...) {
#ifdef _DEBUG
    char outStr[1024];
    va_list _ArgList;
    va_start(_ArgList, _Format);
    vsprintf(outStr, _Format, _ArgList);
    __android_log_print(ANDROID_LOG_INFO, "mylog", outStr, NULL);
    va_end(_ArgList);
#endif
};

void mySwapBuffers() {
	eglSwapBuffers(androidDisplay, androidSurface);
}
void myPollEvents() {
	// Read all pending events.
	int ident;
	int events;
	struct android_poll_source* source;

	// If not animating, we will block forever waiting for events.
	// If animating, we loop until all events are read, then continue
	// to draw the next frame of animation.
	while ((ident = ALooper_pollAll(0, NULL, &events,
		(void**)&source)) >= 0) {

		// Process this event.
		if (source != NULL) {
			source->process(androidApp, source);
		}

		// If a sensor has data, process it now.
		if (ident == LOOPER_ID_USER) {
			if (accelerometerSensor != NULL) {
				ASensorEvent event;
				while (ASensorEventQueue_getEvents(sensorEventQueue,
					&event, 1) > 0) {
					//LOGI("accelerometer: x=%f y=%f z=%f",
					//	event.acceleration.x, event.acceleration.y,
					//	event.acceleration.z);
				}
			}
		}

		// Check if we are exiting.
		if (androidApp->destroyRequested != 0) {
			theGame.bExitGame = true;
			break;
		}
	}
}
int myFopen_s(FILE** pFile, const char* filePath, const char* mode) {
	*pFile = fopen(filePath, mode);
	if (*pFile == NULL) {
		mylog("ERROR: can't open file %s\n", filePath);
		return -1;
	}
	return 1;
}
int myMkDir(const char* outPath) {
	struct stat info;
	if (stat(outPath, &info) == 0)
		return 0; //exists already
	int status = mkdir(outPath, S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH);
	if (status == 0)
		return 1; //Successfully created
	mylog("ERROR creating, status=%d, errno: %s.\n", status, std::strerror(errno));
	return -1;
}
void myStrcpy_s(char* dst, int maxSize, const char* src) {
	strcpy(dst, src);
	//fill tail by zeros
	int strLen = strlen(dst);
	if (strLen < maxSize)
		for (int i = strLen; i < maxSize; i++)
			dst[i] = 0;
}


14. Under modeler add Existing Item

from C:\CPP\engine\modeler

  • ModelBuilder1base.cpp
  • ModelBuilder1base.h

Add.


15. Switch on, unlock, plug in, allow.

Rebuild solution. Run.

Good.


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