void MainLoop(CPlatform * const  pPlatform)
{
	static float degrees[] = {0,0};
	CMatrix44 rot;	
	Transform transform(10);	

	//update the main application
	pPlatform->Tick();	
	WRender::ClearScreenBuffer(COLOR_BIT | DEPTH_BIT); //not really needed 
	transform.Push();
		program.SetMtx44(mt,transform.GetCurrentMatrix().data);
		WRender::Draw(WRender::TRIANGLE_STRIP, WRender::U_BYTE, sizeof(indices)/sizeof(unsigned char), 0);

		transform.Translate(0.2f,0.0,0.0);
		program.SetMtx44(mt,transform.GetCurrentMatrix().data);
		WRender::Draw(WRender::TRIANGLE_STRIP, WRender::U_BYTE, sizeof(indices)/sizeof(unsigned char), 0);
			

		transform.Push();				
			transform.Translate(-0.4f,0.0,0.0);
			rot.Identity();
			rot.Rotate(degrees[0],0,0,1);
			transform.ApplyTransform(rot);
			program.SetMtx44(mt,transform.GetCurrentMatrix().data);
			WRender::Draw(WRender::TRIANGLE_STRIP, WRender::U_BYTE, sizeof(indices)/sizeof(unsigned char), 0);

			transform.Push();
				transform.Translate(0.0,0.3f,0);
				program.SetMtx44(mt,transform.GetCurrentMatrix().data);
				WRender::Draw(WRender::TRIANGLE_STRIP, WRender::U_BYTE, sizeof(indices)/sizeof(unsigned char), 0);
			transform.Pop();
		transform.Pop();

		transform.Push();
			rot.Identity();
			rot.Rotate(degrees[1],0,0,1);
			transform.ApplyTransform(rot);
			transform.Translate(0.0,-0.3f,0.0);
			transform.ApplyTransform(rot);
			program.SetMtx44(mt,transform.GetCurrentMatrix().data);
			WRender::Draw(WRender::TRIANGLE_STRIP, WRender::U_BYTE, sizeof(indices)/sizeof(unsigned char), 0);
		transform.Pop();
	transform.Pop();
	//swap buffers
	pPlatform->UpdateBuffers();

	degrees[0] -= 360.0f*pPlatform->GetDT();
	degrees[1] += 180.0f*pPlatform->GetDT();
	if(degrees[0] < 0.0f)
		degrees[0] += 360.0f;
	if(degrees[1] > 360.0f)
		degrees[1] -= 360.0f;
}
Beispiel #2
0
void DrawGeometry(bool shadowPass)
{
	CMatrix44 rot;
	rot.Rotate(45,1,0,0);

	transform.Push();
	if(shadowPass == false)
		shadow_transform.Push();

	transforms.mvp = transforms.proj * transform.GetCurrentMatrix();
	WRender::UpdateBuffer(WRender::UNIFORM, WRender::DYNAMIC, ubo, sizeof(Transforms), (void*)&transforms, 0);				
	if(shadowPass == false)
		program.SetMtx44(uShadowMtx, shadow_transform.GetCurrentMatrix().data);
	//Plane
	WRender::BindVertexArrayObject(vaoPlane);
	WRender::DrawArray(WRender::TRIANGLES, 4*3, 0);

	transform.Pop();
	if(shadowPass == false)
		shadow_transform.Pop();
	
	transform.Push();
	if(shadowPass == false)
		shadow_transform.Push();
	
	transform.ApplyTransform(rot);
	transform.Translate(0, 5.0f, 0);
	if(shadowPass == false)
	{
		shadow_transform.ApplyTransform(rot);
		shadow_transform.Translate(0, 5.0f, 0);
	}
	transforms.mvp = transforms.proj * transform.GetCurrentMatrix();
	WRender::UpdateBuffer(WRender::UNIFORM, WRender::DYNAMIC, ubo, sizeof(Transforms), (void*)&transforms, 0);				
	if(shadowPass == false)
		program.SetMtx44(uShadowMtx, shadow_transform.GetCurrentMatrix().data);
	//Torus
	WRender::BindVertexArrayObject(vaoTorus);
	WRender::DrawArray(WRender::TRIANGLES, nTorusVertices, 0);

	transform.Pop();
	if(shadowPass == false)
		shadow_transform.Pop();
}