Example #1
0
void App::drawFrame()
{
  mat4 projection = perspectiveMatrixX(1.5f, width, height, 0.001f, 1.0f);
  mat4 mvRotate = rotateXY(-wx, -wy);
  mat4 modelview = mvRotate * translate(-camPos);

  glMatrixMode(GL_PROJECTION);
  glLoadTransposeMatrixf(projection);

  glMatrixMode(GL_MODELVIEW);
  glLoadTransposeMatrixf(modelview);

  // Determine the shader selections
  radialSelect = 0;
  if(doRadialEnvMap->isChecked())
  {
    radialSelect = 1;
  }
  constMipSelect = 0;
  if(constantMipLevel->isChecked())
  {
    constMipSelect = 1;
  }

  // Clear only depth
  renderer->clear(false, true, false);

  // Draw the background environment
  drawEnvironment(projection * mvRotate);

  // Draw the object
  drawObject();
}
Example #2
0
void ofxPBR::renderScene()
{
	if (enableDrawEnvironment) {
		drawEnvironment();
	}
	scene();
}
Example #3
0
void Game::draw() const
{
	drawEnvironment(this);

	drawGameField(false);
	sgoBall.drawGameBall();

	switch (mGameState) {
	case STATE_MENU:
		break;
	case STATE_COUNTDOWN:
		glPushMatrix();
		{
			const Vector3 x = rotateVector(Vector3(1.0f, 0.0f, 0.0f));
			const Vector3 y = rotateVector(Vector3(0.0f, 1.0f, 0.0f));
			const Vector3 z = rotateVector(Vector3(0.0f, 0.0f, 1.0f));

			const Vector3& pos = sgoBall.pos();

			Matrix m;

			m[0][0] = x.x;
			m[0][1] = x.y;
			m[0][2] = x.z;
			m[0][3] = 0.0f;

			m[1][0] = y.x;
			m[1][1] = y.y;
			m[1][2] = y.z;
			m[1][3] = 0.0f;

			m[2][0] = z.x;
			m[2][1] = z.y;
			m[2][2] = z.z;
			m[2][3] = 0.0f;

			m[3][0] = pos.x;
			m[3][1] = pos.y;
			m[3][2] = pos.z;
			m[3][3] = 1.0f;

			glMultMatrixf((GLfloat*) m);

			drawRingStrip(100, mCounter / COUNTDOWN_TIME, mTextureRing);
		}
		glPopMatrix();
		break;
	default:
		break;
	}
}
Example #4
0
void Simulation::simStep(double dt, sf::RenderWindow *window)
{
	window->clear(sf::Color(255, 255, 255));

	window->setView(coordinateSystem);

	drawEnvironment(window);

	mySolver.step(dt);

	for (int i = 0; i < mySolver.objects.size(); i ++)
	{
		mySolver.objects[i]->draw(window);
	}
}
Example #5
0
void display()
{
  glClear(GL_COLOR_BUFFER_BIT);
  
  if (objectFlag) drawEnvironment();
  drawNeutrons(tailFlag);
  if (explosionFlag) drawExplosions();
  wmDrawWindows(ww,wh);
  
  // measure, limit, and display framerate
  frameMark(FRAME_LIMIT);
  //if (frameFlag) frameDraw(GLUT_BITMAP_HELVETICA_10, 1.0, 1.0, 1.0, 0.05, 0.95);
  
  glutSwapBuffers();

}
Example #6
0
void Exercise13::render()
{
	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

    drawEnvironment();

	glBindTexture(GL_TEXTURE_2D, m_textureID);
    glActiveTexture(GL_TEXTURE0);

    QMatrix4x4 transform = applyBallTransformation(m_frame) * m_sphereScale;

    m_program1->bind();
    m_program1->setUniformValue("lightsource", QVector3D(0.0, 10.0, 0.0));
    m_program1->setUniformValue("viewprojection", camera()->viewProjection());

    m_program1->setUniformValue("transform", transform);
    m_program1->setUniformValue("normalMatrix", (camera()->view() * transform).normalMatrix());
    m_program1->setUniformValue("diffuse", 0);

    m_sphere.draw(*this);
}
Example #7
0
void Game::drawBallReflection() const
{
	drawEnvironment(this);
	drawGameField(true);
}
Example #8
0
void Choose::draw() const
{
    drawEnvironment(this);
    drawEditorField();
}