Example #1
0
void ninePatch::draw(float left, float right, float bottom, float top)
{
    int currenttexture;
    glGetIntegerv(GL_TEXTURE_BINDING_2D, &currenttexture);
    if (currenttexture != texture)
        glBindTexture(GL_TEXTURE_2D, texture);
    texturedQuad(left, left + soffsleft, bottom, bottom - soffsbottom, 0, toffsleft, 0, toffsbottom);
    texturedQuad(left + soffsleft, right - soffsright, bottom, bottom - soffsbottom, toffsleft, toffsright, 0, toffsbottom);
    texturedQuad(right - soffsright, right, bottom, bottom - soffsbottom, toffsright, 1.0, 0, toffsbottom);
    texturedQuad(left, left + soffsleft, bottom - soffsbottom, top + soffstop, 0, toffsleft, toffsbottom, toffstop);
    texturedQuad(left + soffsleft, right - soffsright, bottom - soffsbottom, top + soffstop, toffsleft, toffsright, toffsbottom, toffstop);
    texturedQuad(right - soffsright, right, bottom - soffsbottom, top + soffstop, toffsright, 1.0, toffsbottom, toffstop);
    texturedQuad(left, left + soffsleft, top + soffstop, top, 0, toffsleft, toffstop, 1);
    texturedQuad(left + soffsleft, right - soffsright, top + soffstop, top, toffsleft, toffsright, toffstop, 1);
    texturedQuad(right - soffsright, right, top + soffstop, top, toffsright, 1.0, toffstop, 1);
}
 void FakeSSSPass::render(ofFbo& readFbo, ofFbo& writeFbo, ofTexture& depthTex)
 {
     writeFbo.begin();
     
     shader.begin();
     
     shader.setUniformTexture("Texture", readFbo.getTextureReference(), 0);
     shader.setUniform3f("LightPosition", lightPosition.x, lightPosition.y, lightPosition.z);
     shader.setUniform1f("MaterialThickness", materialThickness);
     shader.setUniform3f("ExtinctionCoefficient", extinctionCoefficient.x, extinctionCoefficient.y, extinctionCoefficient.z);
     shader.setUniform4f("LightColor", lightColor.x, lightColor.y, lightColor.z, 1.0);
     shader.setUniform4f("BaseColor", baseColor.x, baseColor.y, baseColor.z, 1.0);
     shader.setUniform4f("SpecColor", specularColor.y, specularColor.y, specularColor.z, 1.0 );
     shader.setUniform1f("SpecPower", specular);
     shader.setUniform1f("RimScalar", rimScale);
     shader.setUniform1f("AttenuationOffset", attenuationOffset);
     
     texturedQuad(0, 0, writeFbo.getWidth(), writeFbo.getHeight());
     
     shader.end();
     writeFbo.end();
 }
 void GpuParticles::update()
 {
     fbos[1 - currentReadFbo].begin(false);
     glPushAttrib(GL_ENABLE_BIT);
     // we set up no camera model and ignore the modelview and projection matrices
     // in the vertex shader, we make a viewport large enought to ensure the shader
     // is executed for each pixel
     glViewport(0, 0, width, height);
     glDisable(GL_BLEND);
     ofSetColor(255, 255, 255);
     fbos[1 - currentReadFbo].activateAllDrawBuffers();
     
     updateShader.begin();
     ofNotifyEvent(updateEvent, updateShader, this);
     setUniforms(updateShader);
     texturedQuad(-1, -1, 2, 2, width, height);
     updateShader.end();
     glPopAttrib();
     
     fbos[1 - currentReadFbo].end();
     
     currentReadFbo = 1 - currentReadFbo;
 }
Example #4
0
	void Animal::switchToDead()
	{
		stopMoving();
		texturedQuad(_dead);
		_isDead = true;
	}
Example #5
0
void workshopScene::render(sceneInfo &info)
{
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity();
    glFrustum((-1.f * info.width) / info.height, (1.f * info.width) / info.height, -1.f, 1.f, 1.f, 1000.f);

    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity();

    btQuaternion invrotate = camera.orientation.inverse();
    glRotatef(invrotate.getAngle() * RAD_TO_DEGREES, invrotate.getAxis().getX(), invrotate.getAxis().getY(), invrotate.getAxis().getZ());
    glTranslatef(-camera.position.getX(), -camera.position.getY(), -camera.position.getZ());

    GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
    GLfloat mat_shininess[] = { 50.0 };
    GLfloat light_position[] = { 1.2, 1.1, 1.0, 0.0 };
    glShadeModel (GL_SMOOTH);

    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_COLOR_MATERIAL);
    glColor3f(1.f, 1.f, 1.f);

    glEnable(GL_CULL_FACE);

    gWorld->render();

    if (axisHasFirst)
    {
        glColor3f(1, 0, 0);
        btTransform trans = ((btRigidBody*)(axisResult.m_collisionObject))->getCenterOfMassTransform();
        btVector3 start = trans * axisFirstPivot;
        btVector3 end = trans * (axisFirstPivot + axisFirstNormal * 0.5);
        glBegin(GL_LINES);
        glVertex3f(start.getX(), start.getY(), start.getZ());
        glVertex3f(end.getX(), end.getY(), end.getZ());
        glEnd();

    }

    glPushAttrib(GL_ENABLE_BIT);

    glDisable(GL_CULL_FACE);
    glDisable(GL_LIGHTING);
    glDisable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.f, info.width, info.height, 0.f, -1.f, 1.f);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glEnable(GL_TEXTURE_2D);

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glColor3f(1.f, 1.f, 1.f);

    panel.draw(0, UI_SIZE + 16, info.height, 0);

    glPushAttrib(GL_SCISSOR_BIT);
    glEnable(GL_SCISSOR_TEST);
    glScissor(8, 8, UI_SIZE, info.height - 16);
    for (unsigned int i = 0; i < thumbnails.size(); i++)
    {
        int basex = 8;
        int basey = 8 + (UI_SIZE + 8) * i;
        if (i == selectedItem)
            glColor3f(1.f, 1.f, 0.5f);
        else
            glColor3f(1.f, 1.f, 1.f);

        button.draw(basex, basex + UI_SIZE, basey + UI_SIZE, basey);
        glBindTexture(GL_TEXTURE_2D, thumbnails[i]);
        texturedQuad(basex + 8, basex + (UI_SIZE - 8), basey + (UI_SIZE - 8), basey + 8);
    }
    glPopAttrib();
    panel.draw(UI_SIZE + 16, info.width, info.height, info.height - UI_SMALL - 16);
    glColor3f(1.f, 1.f, 1.f);
    for (unsigned int i = 0; i < tooltextures.size(); i++)
    {
        int basex = UI_SIZE + 16 + 8 + (UI_SMALL + 8) * i;
        int basey = info.height - 8 - UI_SMALL;
        if (i == selectedTool)
            glColor3f(1.f, 1.f, 0.5f);
        else
            glColor3f(1.f, 1.f, 1.f);
        button.draw(basex, basex + UI_SMALL, basey + UI_SMALL, basey);
        glBindTexture(GL_TEXTURE_2D, tooltextures[i]);
        texturedQuad(basex + 8, basex + UI_SMALL - 8, basey + UI_SMALL - 8, basey + 8);
    }
    glColor3f(1.f, 1.f, 1.f);
    if (info.captureMouse)
    {
        if (mousevelx * mousevelx + mousevely * mousevely < 1.f)
            glColor3f(1, 0, 0);
        glBindTexture(GL_TEXTURE_2D, cursor);
        texturedQuad(cursorx, cursorx + 20, cursory + 20, cursory);
        glBindTexture(GL_TEXTURE_2D, 0);
        glBegin(GL_LINES);
        glVertex2f(cursorx, cursory);
        glVertex2f(cursorx + mousevelx, cursory + mousevely);
        glEnd();

    }

    if (mousevelx * mousevelx + mousevely * mousevely < 1.f && mouseRayCallback.hasHit())
        showBubble(cursorx, cursory, gWorld->findObj((btRigidBody*)mouseRayCallback.m_collisionObject)->tag);


    /*glBindTexture(GL_TEXTURE_2D, font);
    info.keybuffer.push_back(0);
    print(100, 100, &info.keybuffer[0]);
    glBindTexture(GL_TEXTURE_2D, stbfont);
    texturedQuad(100, 200, 500, 400);
    stbprint(100, 300, &info.keybuffer[0]);
    info.keybuffer.erase(info.keybuffer.end() - 1);*/

    glPopAttrib();
}
Example #6
0
void workshopScene::renderChar(int x, int y, char c)
{
    texturedQuad(x, x + 8, y, y + 8, 0.f, 1.f, 1.f - c / 128.f, 1.f - (c + 1) / 128.f);
}