Beispiel #1
0
void BrainbowApp::draw()
{
	gl::setViewport( getWindowBounds() );
    
    // SCREENPULSE
    // changes every 12.5 seconds
    float gray = (cos(getElapsedSeconds()/4)*.3)/2 ;
    float otherCol = (sin(getElapsedSeconds()/4)*.2)/2;
    
    screenCol = Vec3f (lightFade+gray, lightFade, (lightFade*2)-otherCol);
    
    if (sceneOne)
        gl::clear( Color(lightFade+gray, lightFade, (lightFade*2)-otherCol) );
    if (sceneTwo)
        gl::clear( Color(1, 1, 1) );
    
    
    // FADE IN INTRO
    if (lightFade < .5){
        lightFade += .0005;
    }
    
    if (mHands.empty())
        mLight->disable();
    
    updateShadowMap();
    
    gl::enableDepthRead();
    gl::enableDepthWrite();
    mShader.bind();
    glEnable( GL_TEXTURE_2D );
	mDepthFbo.bindDepthTexture();
    mShader.bind();
    
    
    // FIRST SCENE
    if (sceneOne){
        
        // disc
        if (zshift > 0){
            glPushMatrix();
            glTranslated( 640, 400, zshift - 200);
            if (shift2 && discOp > 1)
                glScalef(discOp, discOp, 0);
            //    cout << discOp << endl;
            mDisc.draw();
            glPopMatrix();
        }
        
        //cloud
        glPushMatrix();
        glTranslated( getWindowWidth() * 0.5f, getWindowHeight() * 0.5f, zshift );
        //    if (lightFade > .45f)
        mCloud.update(scaledX, scaledY, scaledZ, diamondFade, 1);
        glPopMatrix();
        
        if (drawDiamond){
            glPushMatrix();
            glTranslated( getWindowWidth() * 0.5f, getWindowHeight() * 0.5f, zshift);
            mDiamond.draw();
            glPopMatrix();
        }
    }
    
    // SECOND SCENE
    if (sceneTwo){
        
        mLight->lookAt( Vec3f(scaledX, scaledY, scaledZ +200), Vec3f (getWindowWidth()*.05, getWindowHeight() * 0.5f, 0.0f ));
        
        // cursor
        glPushMatrix();
        glTranslated( scaledX, scaledY, scaledZ );
        mCur.draw();
        
        if (scaledZ < 375 && scaledZ > 350)
            gl::drawSphere(Vec3f(0,0,0), (scaledZ-350)*.4);
        if (scaledZ >= 375)
            gl::drawSphere(Vec3f(0,0,0), 25*.4);
        glPopMatrix();
        
        
        // rotate whole scene; implement this later:
        
        //        if (targetFilled){
        //            glPushMatrix();
        //            glRotatef(getElapsedSeconds()*10, Vec3f (640, 400, 350) );
        //        }
        for (int i = 0; i < cubes.size() ; i++){
            glPushMatrix();
            glTranslatef(cubes[i].getLocation());
            cubes[i].update(.01f, screenCol);
            glPopMatrix();
        }
        offCounter = 0;        
        for (int i = 0; i < targets.size() ; i++){
            glPushMatrix();
            glTranslatef(targets[i].getLocation());
            targets[i].update(.01f, handPos, screenCol);
            if (targets[i].getBoxed() && targets[i].getBoxNumber() < 15 ){
                addCube(targets[i].getLocation().x, targets[i].getLocation().y, targets[i].getLocation().z);
                targets[i].addBox();
                if (targets[i].getBoxNumber() == 15)
                mAudio.playTraz("box");   
            }
            
            glPopMatrix();
            if (targets[i].getChargeSound()){
                if (!mAudio.isPlaying("charge")){
                    offCounter = 0;
                    mAudio.playTraz("charge");
                }
            }
            //stop charge if deactivated
            if (!targets[i].getChargeSound()){
                offCounter++;
            }
            if (offCounter == targets.size()){
                mAudio.stopTraz("charge");
            }
        }
        //  (from above)
        //   if (targetFilled)
        //   glPopMatrix();
        //
        
        //cloud
        glPushMatrix();
        glTranslated( getWindowWidth() * 0.5f, getWindowHeight() * 0.5f, zshift );
        mCloud.update(0, 0, 0, 0, 2);
        glPopMatrix();
    }
    
    mShader.unbind();
    mDepthFbo.unbindTexture();
    
    //    writeImage( getHomeDirectory() / ("image_" + toString( getElapsedFrames() ) + ".png"), copyWindowSurface() );
	
}
Beispiel #2
0
void MeshViewApp::draw()
{
	// Clear the window
	gl::clear();
	gl::color(Color::white());

	if(isInitialized())
	{
		// Get ready to draw in 3D
		gl::pushMatrices();
		gl::setMatrices(m_camera);

		gl::enableDepthRead();
		gl::enableDepthWrite();

		// Bind textures
		if(m_texDiffuse)
			m_texDiffuse->enableAndBind();

		if (m_texNormal)
			m_texNormal->bind(1);

		if (m_texSpecular)
			m_texSpecular->bind(2);

		if(m_texAO)
			m_texAO->bind(3);

		if(m_texEmissive)
			m_texEmissive->bind(4);

		// Bind shader
		m_shader->bind();
		m_shader->uniform("texDiffuse", 0);
		m_shader->uniform("texNormal", 1);
		m_shader->uniform("texSpecular", 2);
		m_shader->uniform("texAO", 3);
		m_shader->uniform("texEmissive", 4);
		m_shader->uniform("texDiffusePower", m_texDiffusePower);
		m_shader->uniform("texNormalPower", m_texNormalPower);
		m_shader->uniform("texSpecularPower", m_texSpecularPower);
		m_shader->uniform("texAOPower", m_texAOPower);
		m_shader->uniform("texEmissivePower", m_texEmissivePower);
		m_shader->uniform("diffuseEnabled", m_diffuseEnabled);
		m_shader->uniform("normalEnabled", m_normalEnabled);
		m_shader->uniform("specularEnabled", m_specularEnabled);
		m_shader->uniform("aoEnabled", m_aoEnabled);
		m_shader->uniform("emissiveEnabled", m_emissiveEnabled);

		m_shader->uniform("material.Ka", m_matAmbient);
		m_shader->uniform("material.Kd", m_matDiffuse);
		m_shader->uniform("material.Ks", m_matSpecular);
		m_shader->uniform("material.Shininess", m_matShininess);
		m_shader->uniform("gamma", m_gamma);

		// Enable lights
		m_light1->enable();
		m_light2->enable();

		// Render model
		gl::pushModelView();
		gl::multModelView(m_matrix);
		m_assimpLoader.draw();
		gl::popModelView();

		// Disable lights
		m_light1->disable();
		m_light2->disable();

		// Unbind shader
		m_shader->unbind();

		// Unbind textures
		gl::disable(m_texDiffuse->getTarget());

		// Disable 3D rendering
		gl::disableDepthWrite();
		gl::disableDepthRead();

		// Restore matrices
		gl::popMatrices();

		// Enable 2D rendering
		gl::setMatricesWindow(getWindowSize());
		gl::setViewport(getWindowBounds());

		// Render parameter window
		if(m_params)
			m_params->draw();
	}

	// Render debug information
	Debug::get().draw(ColorAf::white());
}