void Render(double time) { gl.Clear().ColorBuffer().DepthBuffer(); int period = int(time * 0.125); if(prev_period < period) { if(period % 2) gl.PolygonMode(PolygonMode::Line); else gl.PolygonMode(PolygonMode::Fill); prev_period = period; } auto camera = CamMatrixf::Orbiting( Vec3f(0.0f, 2.0f, 0.0f), 17.0f - CosineWave(time / 31.0f) * 10.0f, FullCircles(time / 43.0f), Degrees(45 - SineWave(time / 29.0f) * 35) ); camera_matrix.Set(camera); camera_position.Set(camera.Position()); anim_time.Set(time); plane_instr.Draw(plane_indices); }
void Render(ExampleClock& clock) { if(long(clock.Now().Seconds()) % 4 == 0) { status += clock.Interval().Seconds(); } else if(status != double(long(status))) { if(status - double(long(status)) < 0.5) status = double(long(status)); else status = 1.0 + double(long(status)); } gl.Clear().ColorBuffer().DepthBuffer(); point_prog.status = GLfloat(0.5 - 0.5 * CosineWave(status * 0.5)); CamMatrixf camera = CamMatrixf::Orbiting( Vec3f(), 5.5f, FullCircles(clock.Now().Seconds() / 19.0), Degrees(45 + SineWave(clock.Now().Seconds() / 15.0) * 40)); point_prog.camera_matrix.Set(camera); point_prog.model_matrix.Set( ModelMatrixf::RotationX(RightAngles(status))); shape.Draw(); }
void Render(double time) { const double day_duration = 67.0; auto sun = Vec3f(0.000, 1.000, 0.000) * 1e10 * SineWave(time / day_duration) + Vec3f(0.000, 0.000, -1.000) * 1e10 * CosineWave(time / day_duration); auto camera = CamMatrixf::Orbiting( Vec3f(), 5.0, FullCircles(-0.10 - time / 27.0), Degrees(-20 - SineWave(time / 17.0) * 30)); auto model = ModelMatrixf::RotationA( Vec3f(1.0, 1.0, 1.0), FullCircles(time / 13.0)); gl.Clear().ColorBuffer().DepthBuffer(); sky_box.Use(); sky_box_prog.Use(); sky_box_camera_matrix.Set(camera); sky_box_sun_position.Set(sun); sky_box.Draw(); shape.Use(); shape_prog.Use(); shape_model_matrix.Set(model); shape_camera_matrix.Set(camera); shape_camera_position.Set(camera.Position()); shape_sun_position.Set(sun); shape.Draw(); }
void Render(double time) { auto camera = CamMatrixf::Roll(Degrees(SineWave(time / 11.0)*7+SineWave(time/13.0)*5))* CamMatrixf::Orbiting( Vec3f(), 40.0f, Degrees(SineWave(time / 11.0)*10+CosineWave(time/19.0)*10-90), Degrees(SineWave(time / 17.0)*10+SineWave(time/13.0)*10) ); auto mm_identity = ModelMatrixf(); auto mm_rotation = ModelMatrixf::RotationZ(FullCircles(time / 7.0)); Uniform<Mat4f>* model_matrix = nullptr; GLuint drawing_fan = fan_index; auto drawing_driver = [ &model_matrix, &mm_identity, &mm_rotation, &drawing_fan ](GLuint phase) -> bool { if(phase == drawing_fan) model_matrix->Set(mm_rotation); else model_matrix->Set(mm_identity); return true; }; // render the light mask light_fbo.Bind(Framebuffer::Target::Draw); gl.Clear().ColorBuffer().DepthBuffer(); mask_vao.Bind(); mask_prog.Use(); mask_prog.camera_matrix.Set(camera); model_matrix = &mask_prog.model_matrix; meshes.Draw(drawing_driver); // render the final image DefaultFramebuffer().Bind(Framebuffer::Target::Draw); gl.Clear().ColorBuffer().DepthBuffer(); draw_vao.Bind(); draw_prog.Use(); Vec4f lsp = projection * camera * Vec4f(light_position, 1.0); draw_prog.light_screen_pos = lsp.xyz()/lsp.w(); draw_prog.camera_matrix.Set(camera); model_matrix = &draw_prog.model_matrix; meshes.Draw(drawing_driver); }
void Render(double time) { float o = 2; float s = 24; prog.offset.Set( GLfloat(CosineWave(time/59.0)*o), GLfloat(SineWave(time/61.0)*o) ); prog.scale.Set(GLfloat(s + 1 + SineWave(time / 19.0)*s)); screen.Draw(); }
void Render(double time) { GLfloat bs_rad = shape.BoundingSphere().Radius()*1.2f; auto light = CamMatrixf::Orbiting( shape.BoundingSphere().Center(), shape.BoundingSphere().Radius()*10.0f, FullCircles(time / 23.0), Degrees(-CosineWave(time / 31.0) * 80) ); auto camera = CamMatrixf::Orbiting( shape.BoundingSphere().Center(), shape.BoundingSphere().Radius()* GLfloat(3.2+SineWave(time / 23.0)*0.8), FullCircles(time / 19.0), Degrees(SineWave(time / 21.0) * 80) ); GLfloat cam_tgt_dist = Distance( shape.BoundingSphere().Center(), camera.Position() ); auto cam_proj = CamMatrixf::PerspectiveX( Degrees(45), width, height, cam_tgt_dist-bs_rad, cam_tgt_dist+bs_rad ); auto model = ModelMatrixf::RotationZ(Degrees(SineWave(time / 21.0)*25))* ModelMatrixf::Translation(0.0f,-bs_rad*0.25f, 0.0f); data_prog.Use(); data_prog.camera_matrix.Set(cam_proj*camera); data_prog.model_matrix.Set(model); data_prog.camera_position.Set(camera.Position()); data_prog.light_position.Set(light.Position()); data_buffer.Bind(); gl.Enable(Capability::DepthTest); gl.Clear().ColorBuffer().DepthBuffer(); shape.Use(); shape.Draw(); draw_prog.Use(); draw_prog.slider.Set(GLfloat(CosineWave01(time / 11.0)*width)); DefaultFramebuffer().Bind(Framebuffer::Target::Draw); gl.Disable(Capability::DepthTest); gl.Clear().ColorBuffer(); screen.Use(); screen.Draw(); }