Ejemplo n.º 1
0
////////////////////////////////////////////////////////////////////////////////////////////////////
//! Display mainloop.
////////////////////////////////////////////////////////////////////////////////////////////////////
void display(){
    // set OpenGL states
    setOpenGLStates();

    // Clear the color and depth buffer
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    mat4 modelViewMatrix = viewMatrix * objectMatrix;
    mat4 modelViewProjectionMatrix = projectionMatrix * modelViewMatrix;
    mat4 normalMatrix = glm::transpose(glm::inverse(modelViewMatrix));

    glUniformMatrix4fv(m_MVHandle, 1, GL_FALSE, glm::value_ptr(modelViewMatrix));
    glUniformMatrix4fv(m_MVPHandle, 1, GL_FALSE, glm::value_ptr(modelViewProjectionMatrix));
    glUniformMatrix4fv(m_NormalMatrixHandle, 1, GL_FALSE, glm::value_ptr(normalMatrix));

    glUniform4fv(m_lightPosition, 1, glm::value_ptr(lightDirection));
    glUniform4f(m_lightAmbient, light_ambient[0], light_ambient[1], light_ambient[2], 1.0f);
    glUniform4fv(m_lightDiffuse, 1, light_diffuse);
    glUniform4fv(m_lightSpecular, 1, light_diffuse);

    glUniform4fv(m_MaterialAmbient, 1, mat_ambient);
    glUniform4fv(m_MaterialDiffuse, 1, mat_diffuse);
    glUniform4fv(m_MaterialSpecular, 1, mat_specular);
    glUniform1f(m_MaterialShininess, mat_shininess[0]);


    // Set the render states for the current rendering technique
//	switch(currentRenderer){
//		case FLAT:
//			// TODO ENABLE PER FACE LIGHTING
//            renderFlat = true;
//            renderGouraud = false;
//            renderBlinnPhong = false;
//		break;
//		case GOURAUD:
//			// TODO ENABLE PER VERTEX LIGHTING
//            renderFlat = false;
//            renderGouraud = true;
//            renderBlinnPhong = false;
//		break;
//		case BLINN_PHONG:
//			// ENABLE PER FRAGMENT LIGHTING
//            renderFlat = false;
//            renderGouraud = false;
//            renderBlinnPhong = true;
            blinnPhongShader.bindShader();
//		break;
//		break;
//		default:
//			break;
//	}

    //glPushMatrix();
    // Rotate the object
    //glMultMatrixf(&objectMatrix[0][0]);

    // Render the object
    // TODO
//	glBegin(GL_TRIANGLES);
//	glVertex3f(1,0,0);
//	glVertex3f(0,1,0);
//	glVertex3f(0,0,1);
//	glEnd();

    if (renderFlat)
    {
        //mesh.renderFlat();
    }

    //if (renderGouraud || renderBlinnPhong)
    //{
        mesh.renderSmooth();
    //}

    // disable program object to avoid side effects
    //glUseProgramObjectARB( 0);
    //glPopMatrix();

    glFlush();

    //glutPostRedisplay();
    //glutSwapBuffers();
}
Ejemplo n.º 2
0
// display callback
// XXX: NEEDS TO BE IMPLEMENTED
void World::display() {

	glClearColor(0.2, 0.2, 0.2, 0.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	// position the camera at (0,0,cameraZ) looking down the
	// negative z-axis at (0,0,0)
	gluLookAt(0.0, 0.0, cameraZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);

	GLfloat lightPosition[]= { 5.0, 5.0, 5.0, 0.0 };

	glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
	glEnable(GL_LIGHT0);

	glEnable(GL_DEPTH_TEST);

	// shift object
	glTranslatef(shift.x, shift.y, shift.z);

	// rotate Object
	glRotatef(rotation.x, 1.0f, 0.0f, 0.0f);
	glRotatef(rotation.y, 0.0f, 1.0f, 0.0f);

	// show coordinate system
	if (showCoordinates) {
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		glBegin(GL_LINES);
		glColor3ub(255, 0, 0);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(1.0, 0.0, 0.0);

		glColor3ub(0, 255, 0);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0.0, 1.0, 0.0);

		glColor3ub(0, 0, 255);
		glVertex3f(0.0, 0.0, 0.0);
		glVertex3f(0.0, 0.0, 1.0);
		glEnd();
	}

	// show center of spherical mapping
	if (showOrigin) {
		glDisable(GL_LIGHTING);
		glDisable(GL_TEXTURE_2D);
		glColor3f(1.0, 1.0, 0.0);
		glPushMatrix();

		glutSolidSphere(0.05f, 20, 20);
		glPopMatrix();
	}

	// draw cursor
	// XXX

	// INSERT YOUR CODE HERE
	glBegin(GL_LINES);
	glColor3ub(255, 0, 0);
	glVertex3f(0.0, 0.0, 0.0);
	glVertex3f(cursor.x, cursor.y, cursor.z);
	glEnd();

	// END XXX

	glScalef(scale, scale, scale);

	if (doLighting)
		glEnable(GL_LIGHTING);
	else
		glDisable(GL_LIGHTING);

	// draw the geometry

	// if showTexture is true, enable texturing in opengl
	// XXX

	// INSERT YOUR CODE HERE
	if (showTexture) {
		glEnable(GL_TEXTURE_2D);
	}

	// END XXX

	glColor3f(1, 1, 1);

	if (environmentMapping) {
		if (!shaderIsLoaded) {
			myShader.load("shaders/emBlinnPhong");
			shaderIsLoaded = 1;
		}
		myShader.bindShader();
	}

	if (drawRect) {
		// draw a textured quad
		// XXX

		// INSERT YOUR CODE HERE
		fullScreenQuad();

		// END XXX
	}

	// else draw model
	// XXX

	// INSERT YOUR CODE HERE
	else {
		if (defaultModelIndex != -1) {
			model = Mesh::loadOff(models[defaultModelIndex]);
			defaultModelIndex = -1;
		}
		model.Display();
	}
	if (environmentMapping) { // if we used em, unbind shader afterwards
		myShader.unbindShader();
	}
	// glDisable(GL_TEXTURE_2D); ???
	// END XXX

	glutSwapBuffers();
}