Example #1
0
	virtual void Update()
	{
		PROFILE("CAppTask::Update()", 1);
		glClearColor(0.253f, 0.47f, 0.683f, 1);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glPolygonMode(GL_FRONT, m_nPolygonMode);
		if(m_nPolygonMode == GL_FILL)
		{
			glDisable(GL_DEPTH_TEST);
			m_tex.Enable();
			m_shader.Enable();
			m_shader.SetUniformParameter1i("s3Tex0", 0);
		}

		CSRTTransform camera = CCameraTask::GetPtr()->GetCamera();
		float fDistance[2];
		fDistance[0] = camera.GetPosition().Distance(m_cSphere.GetPosition());
		fDistance[1] = camera.GetPosition().Distance(m_cSphere2.GetPosition());
		if(fDistance[0] > fDistance[1])
		{
			m_cSphere.Draw(camera, m_tex);
			m_cSphere2.Draw(camera, m_tex);
		}
		else
		{
			m_cSphere2.Draw(camera, m_tex);
			m_cSphere.Draw(camera, m_tex);
		}
		glEnable(GL_DEPTH_TEST);
		m_shader.Disable();
		m_tex.Disable();
		glPolygonMode(GL_FRONT, GL_FILL);
	}
Example #2
0
	virtual void Update()
	{
		PROFILE("CAppTask::Update()", 1);

		glClearColor(0.253f, 0.47f, 0.683f, 1);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glPolygonMode(GL_FRONT, m_nPolygonMode);
		if(m_nPolygonMode == GL_FILL)
		{
			glEnable(GL_BLEND);
			glDepthFunc(GL_ALWAYS);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glColor4f(1, 1, 1, 1);
			m_tex.Enable();
		}
		
		CSRTTransform camera = CCameraTask::GetPtr()->GetCamera();
		int i, j;
#define LEVEL	10
		const int nCubes = LEVEL*LEVEL*LEVEL;
		CProjectedCube cube[nCubes];
		float fDistance[nCubes];
		for(i=0; i<nCubes; i++)
		{
			cube[i].SetPosition(CVector(i/(LEVEL*LEVEL)*2, ((i/LEVEL)%LEVEL)*2, (i%LEVEL)*2));
			fDistance[i] = cube[i].GetPosition().Distance(camera.GetPosition());
		}
		int nOrder[nCubes];
		for(i=0; i<nCubes; i++)
			nOrder[i] = i;
		for(i=0; i<nCubes; i++)
		{
			for(j=0; j<nCubes-i-1; j++)
			{
				if(fDistance[nOrder[j]] > fDistance[nOrder[j+1]])
				{
					int nTemp = nOrder[j];
					nOrder[j] = nOrder[j+1];
					nOrder[j+1] = nTemp;
				}
			}
		}
		for(i=0; i<nCubes; i++)
			cube[nOrder[nCubes-1-i]].DrawVolume(camera);
		
		m_tex.Disable();
		glDisable(GL_BLEND);
		glPolygonMode(GL_FRONT, GL_FILL);
	}