Beispiel #1
0
	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();
	}
Beispiel #2
0
	void Render(double time)
	{

		GLfloat bs_rad = shape.BoundingSphere().Radius()*1.2f;

		auto light =
			CamMatrixf::Orbiting(
				shape.BoundingSphere().Center(),
				shape.BoundingSphere().Radius()*10.0,
				FullCircles(time / 23.0),
				Degrees(35 + SineWave(time / 31.0) * 50)
			);

		GLfloat lgt_tgt_dist = Distance(
			shape.BoundingSphere().Center(),
			light.Position()
		);

		auto lgt_proj =
			CamMatrixf::PerspectiveX(
				ArcSin(bs_rad/lgt_tgt_dist)*2,
				1.0f,
				lgt_tgt_dist-bs_rad,
				lgt_tgt_dist+bs_rad
			);

		auto camera =
			CamMatrixf::Orbiting(
				shape.BoundingSphere().Center(),
				shape.BoundingSphere().Radius()*2.8,
				FullCircles(time / 17.0),
				Degrees(SineWave(time / 19.0) * 80)
			);

		GLfloat cam_tgt_dist = Distance(
			shape.BoundingSphere().Center(),
			camera.Position()
		);

		auto cam_proj =
			CamMatrixf::PerspectiveX(
				ArcSin(bs_rad/cam_tgt_dist)*2,
				double(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);

		depth_vao.Bind();
		depth_prog.Use();
		depth_prog.camera_matrix.Set(lgt_proj*light);
		depth_prog.model_matrix.Set(model);

		depth_buffer.SetupViewport();
		depth_buffer.Bind();

		gl.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Clear().ColorBuffer().DepthBuffer();
		gl.Enable(Capability::PolygonOffsetFill);

		shape.Draw();

		//
		draw_vao.Bind();
		draw_prog.Use();
		draw_prog.camera_matrix.Set(cam_proj*camera);
		draw_prog.light_matrix.Set(lgt_proj*light);
		draw_prog.model_matrix.Set(model);
		draw_prog.camera_position.Set(camera.Position());
		draw_prog.light_position.Set(light.Position());

		DefaultFramebuffer::Bind(Framebuffer::Target::Draw);
		gl.Viewport(width, height);
		gl.ClearColor(0.2f, 0.2f, 0.2f, 0.0f);
		gl.ClearDepth(1.0f);
		gl.Clear().ColorBuffer().DepthBuffer();
		gl.Disable(Capability::PolygonOffsetFill);

		shape.Draw();
	}