38 wxASSERT( t >= 0.0f );
42 const float u = 1.0f / 6.0f;
44 vertexPointer[0] =
SFVEC3F( ( -3.0f + t ) * u, -2.0f * u, 0.0f );
45 vertexPointer[1] =
SFVEC3F( ( -3.0f + t ) * u, 2.0f * u, 0.0f );
46 vertexPointer[2] =
SFVEC3F( ( -1.0f + t ) * u, 0.0f * u, 0.0f );
48 vertexPointer[3] =
SFVEC3F( -2.0f * u, ( -3.0f + t ) * u, 0.0f );
49 vertexPointer[4] =
SFVEC3F( 2.0f * u, ( -3.0f + t ) * u, 0.0f );
50 vertexPointer[5] =
SFVEC3F( 0.0f * u, ( -1.0f + t ) * u, 0.0f );
52 vertexPointer[6] =
SFVEC3F( ( 3.0f - t ) * u, -2.0f * u, 0.0f );
53 vertexPointer[7] =
SFVEC3F( ( 3.0f - t ) * u, 2.0f * u, 0.0f );
54 vertexPointer[8] =
SFVEC3F( ( 1.0f - t ) * u, 0.0f * u, 0.0f );
56 vertexPointer[9] =
SFVEC3F( 2.0f * u, ( 3.0f - t ) * u, 0.0f );
57 vertexPointer[10] =
SFVEC3F( -2.0f * u, ( 3.0f - t ) * u, 0.0f );
58 vertexPointer[11] =
SFVEC3F( 0.0f * u, ( 1.0f - t ) * u, 0.0f );
60 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
61 glDisableClientState( GL_COLOR_ARRAY );
62 glDisableClientState( GL_NORMAL_ARRAY );
63 glEnableClientState( GL_VERTEX_ARRAY );
64 glVertexPointer( 3, GL_FLOAT, 0, vertexPointer );
67 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
69 glDrawArrays( GL_TRIANGLES, 0, 4 * 3 );
71 glDisable( GL_BLEND );
73 glDisableClientState( GL_VERTEX_ARRAY );
79 wxASSERT( aScale >= 0.0f );
80 wxASSERT( t >= 0.0f );
87 glDisable( GL_LIGHTING );
88 glDisable( GL_DEPTH_TEST );
89 glDisable( GL_CULL_FACE );
92 glMatrixMode( GL_PROJECTION );
93 glLoadMatrixf( glm::value_ptr(
m_camera.GetProjectionMatrix() ) );
95 glMatrixMode( GL_MODELVIEW );
97 glLoadMatrixf( glm::value_ptr(
m_camera.GetViewMatrix() ) );
99 glEnable( GL_COLOR_MATERIAL );
100 glColor4f( 0.0f, 1.0f, 0.0f, 0.75f - t * 0.75f );
103 glTranslatef( lookAtPos.x, lookAtPos.y, lookAtPos.z );
105 glScalef( aScale, aScale, aScale );
109 glScalef( 1.0f - t, 1.0f - t, 1.0f - t );
110 glColor4f( 0.0f, 1.0f, 0.0f, 0.8f - t );
113 glRotatef( t * 90.0f, 0.0f, 0.0f, 1.0f );
118 glRotatef( -t * 90.0f, 0.0f, 0.0f, 1.0f );
126 wxASSERT( aScale >= 0.0f );
128 glDisable( GL_LIGHTING );
129 glDisable( GL_DEPTH_TEST );
130 glDisable( GL_CULL_FACE );
133 glMatrixMode( GL_PROJECTION );
134 glLoadMatrixf( glm::value_ptr(
m_camera.GetProjectionMatrix() ) );
136 glMatrixMode( GL_MODELVIEW );
138 glLoadMatrixf( glm::value_ptr(
m_camera.GetViewMatrix() ) );
140 glEnable( GL_COLOR_MATERIAL );
141 glColor4f( 0.0f, 0.667f, 0.902f, 0.75f );
146 glPointSize( 16.0f );
147 glEnable( GL_POINT_SMOOTH );
148 glHint( GL_POINT_SMOOTH_HINT, GL_NICEST );
150 glEnable( GL_BLEND );
151 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
153 glScalef( aScale, aScale, aScale );
156 glBegin( GL_POINTS );
157 glVertex3f( 0, 0, 0 );
160 glDisable( GL_BLEND );
161 glDisable( GL_POINT_SMOOTH );