Vec3f QuadParticleSystemDrawer::getQuadNormal(DrawEnv *pEnv, ParticleSystemUnrecPtr System, UInt32 Index) { Vec3f Direction; switch(getNormalSource()) { case NORMAL_POSITION_CHANGE: Direction = System->getPositionChange(Index); Direction.normalize(); break; case NORMAL_VELOCITY_CHANGE: Direction = System->getVelocityChange(Index); Direction.normalize(); break; case NORMAL_VELOCITY: Direction = System->getVelocity(Index); Direction.normalize(); break; case NORMAL_ACCELERATION: Direction = System->getAcceleration(Index); Direction.normalize(); break; case NORMAL_PARTICLE_NORMAL: Direction = System->getNormal(Index); break; case NORMAL_VIEW_POSITION: { //TODO: make this more efficient Matrix ModelView(pEnv->getCameraViewing()); Pnt3f Position(ModelView[0][3],ModelView[1][3],ModelView[2][3]); Direction = Position - System->getPosition(Index); Direction.normalize(); break; } case NORMAL_STATIC: Direction = getNormal(); break; case NORMAL_VIEW_DIRECTION: default: { Matrix ModelView(pEnv->getCameraViewing()); ModelView.mult(pEnv->getObjectToWorld()); Direction.setValues(ModelView[0][2],ModelView[1][2],ModelView[2][2]); break; } } return Direction; }
void DrawTexture::DrawBarrelDistortion(bool leftEye) const { glBindVertexArray(fVao); auto shader = Shaders::BarrelDistortion::Make(); shader->EnableProgram(); shader->ConfigureEye(leftEye); glm::mat4 scale = glm::scale(glm::mat4(1), glm::vec3(2,2,1)); glm::mat4 transl = glm::translate(glm::mat4(1), glm::vec3(-1, -1, 0)); shader->ModelView(transl * scale); this->DrawBasic(); shader->DisableProgram(); glBindVertexArray(0); }
Vec3f QuadParticleSystemDrawer::getQuadUpDir(DrawEnv *pEnv, ParticleSystemUnrecPtr System, UInt32 Index) { Vec3f Direction; switch(getUpSource()) { case UP_POSITION_CHANGE: Direction = System->getPositionChange(Index); break; case UP_VELOCITY_CHANGE: Direction = System->getVelocityChange(Index); break; case UP_VELOCITY: Direction = System->getVelocity(Index); break; case UP_ACCELERATION: Direction = System->getAcceleration(Index); break; case UP_PARTICLE_NORMAL: Direction = System->getNormal(Index); break; case UP_STATIC: Direction = getUp(); break; case UP_VIEW_DIRECTION: default: { Matrix ModelView(pEnv->getCameraViewing()); ModelView.mult(pEnv->getObjectToWorld()); Direction.setValues(ModelView[0][1],ModelView[1][1],ModelView[2][1]); break; } } return Direction; }