/*!**************************************************************************** @Function RenderScene @Return bool true if no error occured @Description Main rendering loop function of the program. The shell will call this function every frame. eglSwapBuffers() will be performed by PVRShell automatically. PVRShell will also manage important OS events. Will also manage relevent OS events. The user has access to these events through an abstraction layer provided by PVRShell. ******************************************************************************/ bool OGLESParticles::RenderScene() { int i; PVRTMat4 mRotY; // Clear colour and depth buffers myglClearColor(f2vt(0.0f), f2vt(0.0f), f2vt(0.0f), f2vt(1.0f)); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Enables depth testing glEnable(GL_DEPTH_TEST); // Modify per-frame variables controlling the particle mouvements. float fSpeedCtrl = (float) (PVRTFSIN(m_fRot*0.01f)+1.0f)/2.0f; float fStopNo = 0.8f; float fStep = 0.1f; if(fSpeedCtrl > fStopNo) fStep = 0.0f; // Generate particles as needed. if((m_i32NumParticles < (int) g_ui32MaxParticles) && (fSpeedCtrl <= fStopNo)) { int num_to_gen = (int) (RandPositiveFloat()*(g_ui32MaxParticles/100.0)); if(num_to_gen == 0) num_to_gen = 1; for(i = 0; (i < num_to_gen) && (m_i32NumParticles < (int) g_ui32MaxParticles); ++i) SpawnParticle(&m_Particles[m_i32NumParticles++]); } // Build rotation matrix around axis Y. mRotY = PVRTMat4::RotationY(f2vt((m_fRot2*PVRT_PIf)/180.0f)); for(i = 0; i < m_i32NumParticles; ++i) { // Transform particle with rotation matrix m_sParticleVTXPSBuf[i].x = VERTTYPEMUL(mRotY.f[ 0], m_Particles[i].m_fPosition.x) + VERTTYPEMUL(mRotY.f[ 4], m_Particles[i].m_fPosition.y) + VERTTYPEMUL(mRotY.f[ 8], m_Particles[i].m_fPosition.z) + mRotY.f[12]; m_sParticleVTXPSBuf[i].y = VERTTYPEMUL(mRotY.f[ 1], m_Particles[i].m_fPosition.x) + VERTTYPEMUL(mRotY.f[ 5], m_Particles[i].m_fPosition.y) + VERTTYPEMUL(mRotY.f[ 9], m_Particles[i].m_fPosition.z) + mRotY.f[13]; m_sParticleVTXPSBuf[i].z = VERTTYPEMUL(mRotY.f[ 2], m_Particles[i].m_fPosition.x) + VERTTYPEMUL(mRotY.f[ 6], m_Particles[i].m_fPosition.y) + VERTTYPEMUL(mRotY.f[10], m_Particles[i].m_fPosition.z) + mRotY.f[14]; m_sParticleVTXPSBuf[i].fSize = m_Particles[i].m_fSize; m_sNormalColour[i].r = vt2b(m_Particles[i].m_fColour.x); m_sNormalColour[i].g = vt2b(m_Particles[i].m_fColour.y); m_sNormalColour[i].b = vt2b(m_Particles[i].m_fColour.z); m_sNormalColour[i].a = (unsigned char)255; m_sReflectColour[i].r = vt2b(VERTTYPEMUL(m_Particles[i].m_fColour.x, g_fFactor)); m_sReflectColour[i].g = vt2b(VERTTYPEMUL(m_Particles[i].m_fColour.y, g_fFactor)); m_sReflectColour[i].b = vt2b(VERTTYPEMUL(m_Particles[i].m_fColour.z, g_fFactor)); m_sReflectColour[i].a = (unsigned char)255; } glBindBuffer(GL_ARRAY_BUFFER, m_i32VertVboID); glBufferData(GL_ARRAY_BUFFER, sizeof(SVtxPointSprite)*m_i32NumParticles, m_sParticleVTXPSBuf,GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, m_i32ColAVboID); glBufferData(GL_ARRAY_BUFFER, sizeof(SColors)*m_i32NumParticles, m_sNormalColour,GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, m_i32ColBVboID); glBufferData(GL_ARRAY_BUFFER, sizeof(SColors)*m_i32NumParticles, m_sReflectColour,GL_DYNAMIC_DRAW); // clean up render states glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); // Draw floor. // Save modelview matrix glMatrixMode(GL_MODELVIEW); glPushMatrix(); myglRotate(f2vt(-m_fRot), f2vt(0.0f), f2vt(1.0f), f2vt(0.0f)); // setup render states glDisable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glDisable(GL_CULL_FACE); glEnable(GL_BLEND); // Set texture and texture environment glBindTexture(GL_TEXTURE_2D, m_ui32FloorTexName); glBlendFunc(GL_ONE, GL_ONE); // Render floor RenderFloor(); // clean up render states glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); glPopMatrix(); // Render particles reflections. // set up render states glDisable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_ALWAYS); glDisable(GL_CULL_FACE); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); myglTexEnv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBindTexture(GL_TEXTURE_2D, m_ui32TexName); // Set model view matrix glMatrixMode(GL_MODELVIEW); glPushMatrix(); myglScale(f2vt(1.0f), f2vt(-1.0f), f2vt(1.0f)); myglTranslate(f2vt(0.0f), f2vt(0.01f), f2vt(0.0f)); glEnable(GL_POINT_SPRITE_OES); if(((int)(m_i32NumParticles * 0.5f)) > 0) RenderParticle(((int)(m_i32NumParticles*0.5f)),true); glPopMatrix(); // Render particles. // Sets the model view matrix glMatrixMode(GL_MODELVIEW); glPushMatrix(); if(m_i32NumParticles > 0) RenderParticle(m_i32NumParticles,false); glPopMatrix(); glDisable(GL_POINT_SPRITE_OES); PVRTVec3 Force = PVRTVec3(f2vt(0.0f), f2vt(0.0f), f2vt(0.0f)); Force.x = f2vt(1000.0f*(float)PVRTFSIN(m_fRot*0.01f)); for(i = 0; i < m_i32NumParticles; ++i) { /* Move the particle. If the particle exceeds its lifetime, create a new one in its place. */ if(m_Particles[i].Step(f2vt(fStep), Force)) SpawnParticle(&m_Particles[i]); } // clean up render states glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); glEnable(GL_LIGHTING); // Increase rotation angles m_fRot += 1; m_fRot2 = m_fRot + 36; // Unbinds the vertex buffer if we are using OpenGL ES 1.1 glBindBuffer(GL_ARRAY_BUFFER, 0); // Display info text. m_Print3D.DisplayDefaultTitle("Particles", "Using point sprites", ePVRTPrint3DSDKLogo); m_Print3D.Flush(); return true; }
/******************************************************************************* * Function Name : RenderScene * Returns : true if no error occured * Description : Main rendering loop function of the program. The shell will * call this function every frame. *******************************************************************************/ bool OGLESAntialiasedLines::RenderScene() { glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // set up render states glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_uiTexture); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); // translate to centre, animate rotation and scale glMatrixMode(GL_MODELVIEW); glLoadIdentity(); myglTranslate(f2vt(m_iWidth * 0.5f), f2vt(m_iHeight * 0.5f), f2vt(0)); unsigned long ulTime = PVRShellGetTime() % 36000; myglRotate(f2vt(ulTime * 0.01f), f2vt(0), f2vt(0), f2vt(1)); float fScale = vt2f(PVRTSIN(VERTTYPEMUL(PVRT_PI, f2vt(ulTime / 9000.f)))) * 0.5f + 0.6f; myglScale(f2vt(fScale), f2vt(fScale), f2vt(1)); if ((ulTime / 2250) & 1) { // render aliased lines glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, m_uiVbos[2]); glVertexPointer(2, VERTTYPEENUM, sizeof(SVertex), (GLvoid*)offsetof(SVertex, vPosition)); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(SVertex), (GLvoid*)offsetof(SVertex, uiColor)); glLineWidth(c_fLineWidth * fScale); glDrawArrays(GL_LINES, 0, c_iNumLines * 2); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); m_Print3D.DisplayDefaultTitle("Antialiased Lines", "GL_LINES (aliased)", ePVRTPrint3DSDKLogo); } else { // Render antialiased lines with blending glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, m_uiVbos[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiVbos[1]); glVertexPointer(2, VERTTYPEENUM, sizeof(STexVertex), (GLvoid*)offsetof(STexVertex, vPosition)); glTexCoordPointer(2, VERTTYPEENUM, sizeof(STexVertex), (GLvoid*)offsetof(STexVertex, vTexcoord)); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(STexVertex), (GLvoid*)offsetof(STexVertex, uiColor)); glDrawElements(GL_TRIANGLES, c_iNumLines * 18, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisable(GL_BLEND); m_Print3D.DisplayDefaultTitle("Antialiased Lines", "Textured rectangles (antialiased)", ePVRTPrint3DSDKLogo); } // Flush all Print3D commands m_Print3D.Flush(); return true; }