Example #1
0
void pool::init_object_matrix(int num_obj, GLfloat scale_coeff_x, GLfloat scale_coeff_y, GLfloat scale_coeff_z,
                              GLfloat translate_coeff_x, GLfloat translate_coeff_y, GLfloat translate_coeff_z,
                              GLfloat rotate_coeff_x, GLfloat rotate_coeff_z) {
    float4x4 rotationMatrix, scaleMatrix, translateMatrix;
    float4x4 transformMatrix1, transformMatrix2;

    glusRotateRzRyRxf(rotationMatrix.L(), rotate_coeff_x, 0.0f, rotate_coeff_z);
    glusScalef(scaleMatrix.L(), scale_coeff_x, scale_coeff_y, scale_coeff_z);
    glusTranslatef(translateMatrix.L(), translate_coeff_x, translate_coeff_y, translate_coeff_z);
    glusMultMatrixf(transformMatrix1.L(), rotationMatrix.L(), scaleMatrix.L());
    glusMultMatrixf(object_matrix_[num_obj].L(), translateMatrix.L(), transformMatrix1.L());
    glusInverseMatrixf(inversed_object_matrix_[num_obj].L(), object_matrix_[num_obj].L());

    size_x_[num_obj] = (int) scale_coeff_x;
    size_z_[num_obj] = (int) scale_coeff_z;
}
Example #2
0
/**
 * Function to render and display content.
 */
GLUSboolean update(GLUSfloat time)
{
	// Angle for rotation
	static GLfloat angle = 0.0f;

	// Matrix for the model
	GLfloat model[16];

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/clear.html
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// Calculate the model matrix ...
	glusLoadIdentityf(model);
	glusRotateRzRyRxf(model, 45.0f, angle, 0.0f);
	// ... and the view matrix ...
	glusLookAtf(g_modelView, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

	glusCopyMatrixf(g_inverseCamera, g_modelView, GLUS_TRUE);
	glusInverseMatrixf(g_inverseCamera, g_inverseCamera);

	// ... to get the final model view matrix
	glusMultMatrixf(g_modelView, g_modelView, model);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniformMatrix4fv(g_modelViewLocation, 1, GL_FALSE, g_modelView);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniformMatrix4fv(g_inverseCameraLocation, 1, GL_FALSE, g_inverseCamera);

	// http://www.opengl.org/sdk/docs/man/xhtml/glDrawElements.xml
	glDrawElements(GL_TRIANGLES, 6 * 2 * 3, GL_UNSIGNED_INT, 0);

	angle += 20.0f * time;

	return GLUS_TRUE;
}
Example #3
0
GLUSboolean update(GLUSfloat time)
{
  try 
  {
    static float elaspedTimeFromStart = 0;
    elaspedTimeFromStart += 10*time;

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClearDepth(1.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // make our program current
    //
    glUseProgram(g_program.program);  CHECK_GL_ERRORS;  

    // Set shader variables.
    // Note, that you can only assign shader variables (bind or set uiforms) 
    // if appropriate program was bind as current by glUseProgram.
    //
    setUniform(g_program.program, "g_screenWidth",  g_width);
    setUniform(g_program.program, "g_screenHeight", g_height);

    setUniform(g_program.program, "g_bBoxMin",  g_boxMin);
    setUniform(g_program.program, "g_bBoxMax",  g_boxMax);
 
    setUniform(g_program.program, "g_bgColor",  float4(0,0,1,0));
   
    
    // Calc ray matrix. You should notice that rayMatrix is actually inverse of worldMatrix. 
    // Because if you do some transform with an object, you need to do inverse transform with the rays. 
    // Do not forget it please!
    //
    float4x4 rayMatrix;
    float4x4 camRotMatrix, camTransMatrix;

    glusLoadIdentityf(camRotMatrix.L());
    glusLoadIdentityf(camTransMatrix.L());
    glusRotateRzRyRxf(camRotMatrix.L(), -input.cam_rot[0], -input.cam_rot[1], 0.0f);
    glusTranslatef(camTransMatrix.L(), g_camPos.x, g_camPos.y, g_camPos.z);
    glusMultMatrixf(rayMatrix.L(), camRotMatrix.L(), camTransMatrix.L());
    setUniform(g_program.program, "g_rayMatrix", rayMatrix);


    // Now finally draw something
    // disable depth and cull tests, because we just want to draw full screen quad
    //
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);

    glViewport(0, 0, g_width, g_height);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
    g_pFullScreenQuad->Draw();
  
    return GLUS_TRUE;
  }
  catch(std::runtime_error e)
  {
    std::cerr << e.what() << std::endl;
    exit(-1);
  }
  catch(...)
  {
    std::cerr << "Unexpected Exception(render)!" << std::endl;
    exit(-1);
  }
}
Example #4
0
/**
 * Function for initialization.
 */
GLUSboolean init(GLUSvoid)
{
	// Matrix for the model
	GLfloat	model[16];

	GLUSshape cube;

	GLUStgaimage image;

	GLUStextfile vertexSource;

	GLUStextfile fragmentSource;

	// Load the source of the vertex shader.
	glusLoadTextFile("../Example05/Vertex.vs", &vertexSource);

	// Load the source of the fragment shader.
	glusLoadTextFile("../Example05/Fragment.fs", &fragmentSource);

	// Build and ...
	glusBuildProgram(&g_program, (const GLUSchar**)&vertexSource.text, 0, (const GLUSchar**)&fragmentSource.text);

	// Destroy the text resource
	glusDestroyTextFile(&vertexSource);

	// Destroy the text resource
	glusDestroyTextFile(&fragmentSource);

	// ToDo:
    glGenVertexArrays(1, &g_vao);

	// ToDo:
	glBindVertexArray(g_vao);

	glusCreateCubef(&cube, 0.5f);
	numberIndices = cube.numberIndices;

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_projectionLocation = glGetUniformLocation(g_program.program, "projectionMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_modelViewLocation = glGetUniformLocation(g_program.program, "modelViewMatrix");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetUniformLocation.xml
	g_textureLocation = glGetUniformLocation(g_program.program, "firstTexture");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_vertexLocation = glGetAttribLocation(g_program.program, "vertex");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_normalLocation = glGetAttribLocation(g_program.program, "normal");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml
	g_texCoordLocation = glGetAttribLocation(g_program.program, "texCoord");

	// ToDo:
	glBindFragDataLocation(g_program.program, 0, "fragColor");

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, cube.numberVertices*4*sizeof(GLfloat), (GLfloat*)cube.vertices, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_normals);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_normals);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, cube.numberVertices*3*sizeof(GLfloat), (GLfloat*)cube.normals, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_texCoords);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_texCoords);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ARRAY_BUFFER, cube.numberVertices*2*sizeof(GLfloat), (GLfloat*)cube.texCoords, GL_STATIC_DRAW);

	// http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml
	glGenBuffers(1, &g_indices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_indices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, cube.numberIndices*sizeof(GLuint), (GLuint*)cube.indices, GL_STATIC_DRAW);

	glusDestroyShapef(&cube);

	glusLoadTgaImage("crate.tga", &image);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/gentextures.html
	glGenTextures(1, &g_texture);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/bindtexture.html
	glBindTexture(GL_TEXTURE_2D, g_texture);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
	glTexImage2D(GL_TEXTURE_2D, 0, image.format, image.width, image.height, 0, image.format, GL_UNSIGNED_BYTE, image.data);

	glusDestroyTgaImage(&image);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/texparameter.html
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 

	// http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml
	glUseProgram(g_program.program);

	// Calculate the model matrix ...
	glusLoadIdentityf(model);
	glusRotateRzRyRxf(model, 30.0f, 30.0f, 0.0f);
	// ... and the view matrix ...
	glusLookAtf(g_modelView, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
	// ... to get the final model view matrix
	glusMultMatrixf(g_modelView, g_modelView, model);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniformMatrix4fv(g_modelViewLocation, 1, GL_FALSE, g_modelView);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_vertices);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_vertexLocation);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_normals);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_normalLocation, 3, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_normalLocation);

	// http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml
	glBindBuffer(GL_ARRAY_BUFFER, g_texCoords);

	// http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml
	glVertexAttribPointer(g_texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);

	// http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml
	glEnableVertexAttribArray(g_texCoordLocation);

	// http://www.opengl.org/sdk/docs/man/xhtml/glUniform.xml
	glUniform1i(g_textureLocation, 0);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/clearcolor.html
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	// http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/cleardepth.html
	glClearDepth(1.0f);

	//http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/enable.html
	glEnable(GL_DEPTH_TEST);

	//http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/enable.html
	glEnable(GL_CULL_FACE);

	return GLUS_TRUE;
}