///////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
    {
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT);

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(0.0f, 0.0f, viewZ);
        
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0);

        glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_FLOOR]);
        floorBatch.Draw();
        
        glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_CEILING]);
        ceilingBatch.Draw();
        
        glBindTexture(GL_TEXTURE_2D, textures[TEXTURE_BRICK]);
        leftWallBatch.Draw();
        rightWallBatch.Draw();
        
    modelViewMatrix.PopMatrix();

    // Buffer swap
    glutSwapBuffers();
    }
// Called to draw scene
void RenderScene(void)
	{
	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

//    glEnable(GL_CULL_FACE);
    glEnable(GL_DEPTH_TEST);

		
    modelViewMatix.PushMatrix(viewFrame);
            
    GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    GLfloat vGray[] = { 0.75f, 0.75f, 0.75f, 1.0f };
    shaderManager.UseStockShader(GLT_SHADER_DEFAULT_LIGHT, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vRed);
    tubeBatch.Draw();


    shaderManager.UseStockShader(GLT_SHADER_DEFAULT_LIGHT, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vGray);
    innerBatch.Draw();

    modelViewMatix.PopMatrix();


    glutSwapBuffers();
	}
Example #3
0
void RenderScene(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


	modelViewMatrix.PushMatrix();
	{

		modelViewMatrix.Translate(0.0f, 0.0f, viewZ);

		shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeLine.GetModelViewProjectionMatrix(), 0);

		glBindTexture(GL_TEXTURE_2D, uiTextures[TEXTURE_FLOOR]);
		floorBatch.Draw();

		glBindTexture(GL_TEXTURE_2D, uiTextures[TEXTURE_CEILING]);
		ceilingBatch.Draw();

		glBindTexture(GL_TEXTURE_2D, uiTextures[TEXTURE_BRICK]);
		leftWallBatch.Draw();
		rightWallBatch.Draw();
	}

	modelViewMatrix.PopMatrix();

	glutSwapBuffers();
}
Example #4
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
    {
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    modelViewMatrix.PushMatrix();
        M3DMatrix44f mCamera;
        cameraFrame.GetCameraMatrix(mCamera);
        modelViewMatrix.MultMatrix(mCamera);

        M3DMatrix44f mObjectFrame;
        objectFrame.GetMatrix(mObjectFrame);
        modelViewMatrix.MultMatrix(mObjectFrame);

        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack);

        switch(nStep) {
            case 0:
                glPointSize(4.0f);
                pointBatch.Draw();
                glPointSize(1.0f);
                break;
            case 1:
                glLineWidth(2.0f);
                lineBatch.Draw();
                glLineWidth(1.0f);
                break;
            case 2:
                glLineWidth(2.0f);
                lineStripBatch.Draw();
                glLineWidth(1.0f);
                break;
            case 3:
                glLineWidth(2.0f);
                lineLoopBatch.Draw();
                glLineWidth(1.0f);
                break;
            case 4:
                DrawWireFramedBatch(&triangleBatch);
                break;
            case 5:
                DrawWireFramedBatch(&triangleStripBatch);
                break;
            case 6:
                DrawWireFramedBatch(&triangleFanBatch);
                break;
            }

    modelViewMatrix.PopMatrix();

    // Flush drawing commands
    glutSwapBuffers();
    }
Example #5
0
///////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
    {		        
	static CStopWatch timer;

    // Clear the window
    glClear(GL_COLOR_BUFFER_BIT);
         
    // Everything is white
    GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };

	glBindTexture(GL_TEXTURE_2D, starTexture);
	glUseProgram(starFieldShader);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
    glUniform1i(locStarTexture, 0);
    
	// Draw small stars
    glPointSize(4.0f);
    smallStarBatch.Draw();
            
    // Draw medium sized stars
    glPointSize(8.0f);
    mediumStarBatch.Draw();
    
    // Draw largest stars
    glPointSize(12.0f);
    largeStarBatch.Draw();
        
    // Draw distant horizon
	shaderManager.UseStockShader(GLT_SHADER_FLAT, viewFrustum.GetProjectionMatrix(), vWhite);
    glLineWidth(3.5);
    mountainRangeBatch.Draw();
    
	// Draw the "moon"
	glBindTexture(GL_TEXTURE_2D_ARRAY, moonTexture);
	glUseProgram(moonShader);
    glUniformMatrix4fv(locMoonMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
    glUniform1i(locMoonTexture, 0);

	// fTime goes from 0.0 to 28.0 and recycles
	float fTime = timer.GetElapsedSeconds();
	fTime = fmod(fTime, 28.0f);
    glUniform1f(locTimeStamp, fTime);

    moonBatch.Draw();


    // Swap buffers
    glutSwapBuffers();

	glutPostRedisplay();
    }
Example #6
0
///////////////////////////////////////////////////////////////////////////////
// Draw the scene 
// 
void DrawWorld()
{
    modelViewMatrix.Translate(0.0f, 0.8f, 0.0f);
    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(-0.3f, 0.f, 0.0f);
        modelViewMatrix.Scale(0.40, 0.8, 0.40);
        modelViewMatrix.Rotate(50.0, 0.0, 10.0, 0.0);
        glSampleMaski(0, 0x02);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtYellow);
        glass1Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(0.4f, 0.0f, 0.0f);
        modelViewMatrix.Scale(0.5, 0.8, 1.0);
        modelViewMatrix.Rotate(-20.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x04);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtGreen);
        glass2Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(1.0f, 0.0f, -0.6f);
        modelViewMatrix.Scale(0.3, 0.9, 1.0);
        modelViewMatrix.Rotate(-40.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x08);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtMagenta);
        glass3Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(-0.8f, 0.0f, -0.60f);
        modelViewMatrix.Scale(0.6, 0.9, 0.40);
        modelViewMatrix.Rotate(60.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x10);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtBlue);
        glass4Batch.Draw();
    modelViewMatrix.PopMatrix();

    modelViewMatrix.PushMatrix();
        modelViewMatrix.Translate(0.1f, 0.0f, 0.50f);
        modelViewMatrix.Scale(0.4, 0.9, 0.4);
        modelViewMatrix.Rotate(205.0, 0.0, 1.0, 0.0);
        glSampleMaski(0, 0x20);
        shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtPink);
        glass4Batch.Draw();
    modelViewMatrix.PopMatrix();
}
Example #7
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
	{    
    static GLfloat vLightPos [] = { 1.0f, 1.0f, 0.0f };
    static GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };
    
	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	modelViewMatrix.PushMatrix();
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);
		modelViewMatrix.MultMatrix(mCamera);

        M3DMatrix44f mObjectFrame;
        objectFrame.GetMatrix(mObjectFrame);
        modelViewMatrix.MultMatrix(mObjectFrame);

        glBindTexture(GL_TEXTURE_2D, textureID);
        shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, 
                                     transformPipeline.GetModelViewMatrix(),
                                     transformPipeline.GetProjectionMatrix(), 
                                     vLightPos, vWhite, 0);

        pyramidBatch.Draw();

		
	modelViewMatrix.PopMatrix();

	// Flush drawing commands
	glutSwapBuffers();
    }
void RenderScene()
{
	static GLfloat vSunColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };
	static GLfloat vEarthColor[] = { 0.0f, 0.0f, 1.0f, 1.0f };
	static GLfloat vMoonColor[] = { 1.0f, 1.0f, 0.0f, 1.0f };
	static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};

	static CStopWatch rotTimer;
	float yRot = rotTimer.GetElapsedSeconds() * 60.0f;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	modelViewMatrix.PushMatrix();	

	M3DMatrix44f mCamera;
	cameraFrame.GetCameraMatrix(mCamera);
	modelViewMatrix.PushMatrix(mCamera);

	M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f };
	M3DVector4f vLightEyePos;
	m3dTransformVector4(vLightEyePos, vLightPos, mCamera);

	shaderManager.UseStockShader(GLT_SHADER_FLAT,
		transformPipeline.GetModelViewProjectionMatrix(),
		vFloorColor);	
	floorBatch.Draw();    

	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	modelViewMatrix.Translate(0.0f, 0.0f, -3.5f);

	modelViewMatrix.PushMatrix();

	modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vSunColor);
	sunSphereBatch.Draw();
	modelViewMatrix.PopMatrix(); 

	modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f);
	modelViewMatrix.Translate(0.8f, 0.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vEarthColor);
	earthSphereBatch.Draw();

	modelViewMatrix.Rotate(yRot * -4.0f, 0.0f, 1.0f, 0.0f);
	modelViewMatrix.Translate(0.4f, 0.0f, 0.0f);
	shaderManager.UseStockShader(GLT_SHADER_FLAT, 
		transformPipeline.GetModelViewProjectionMatrix(), vMoonColor);
	moonSphereBatch.Draw();

	modelViewMatrix.PopMatrix();
	modelViewMatrix.PopMatrix();    
	modelViewMatrix.PopMatrix();   


	glutSwapBuffers();

	glutPostRedisplay();
}
Example #9
0
// Called to draw scene
void RenderScene(void)
  {
  static CStopWatch timer;

  // Clear the window and the depth buffer
  glClear(GL_COLOR_BUFFER_BIT);

    // Turn on additive blending
  glEnable(GL_BLEND);
  glBlendFunc(GL_ONE, GL_ONE);

    // Let the vertex program determine the point size
  glEnable(GL_PROGRAM_POINT_SIZE);

    // Bind to our shader, set uniforms
    glUseProgram(starFieldShader);
    glUniformMatrix4fv(locMVP, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());
    glUniform1i(locTexture, 0);

  // fTime goes from 0.0 to 999.0 and recycles
  float fTime = timer.GetElapsedSeconds() * 10.0f;
  fTime = fmod(fTime, 999.0f);
    glUniform1f(locTimeStamp, fTime);

    // Draw the stars
    starsBatch.Draw();

    glutSwapBuffers();
  glutPostRedisplay();
  }
Example #10
0
void MyGLWidget::paintGL()
{
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 0.8f };
    shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
    squareBatch.Draw();
    swapBuffers();
}
Example #11
0
void RenderScene(GLFWwindow* window)
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    glUseProgram(myIdentityShader);
    triangleBatch.Draw();

    glfwSwapBuffers(window);
}
Example #12
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
	{
	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	glUseProgram(myIdentityShader);
	triangleBatch.Draw();

	// Perform the buffer swap to display back buffer
	glutSwapBuffers();
	}
Example #13
0
// Called to draw scene
void RenderScene(void) {
	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    M3DMatrix44f identityMatrix;
    m3dLoadIdentity44(identityMatrix);
    shaderManager.UseStockShader(GLT_SHADER_SHADED, identityMatrix);
	triangleBatch.Draw();

	// Perform the buffer swap to display back buffer
	glutSwapBuffers();
    //glutPostRedisplay();
}
Example #14
0
///////////////////////////////////////////////////////////////////////////////
// Render the floor
void RenderFloor(void)
{
    GLfloat vBrown [] = { 0.55f, 0.292f, 0.09f, 1.0f};
    GLfloat vFloor[] = { 1.0f, 1.0f, 1.0f, 0.6f };

    switch(nStep)
        {
        // Wire frame
        case 0:
            glEnable(GL_BLEND);
            glEnable(GL_LINE_SMOOTH);
            shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBrown);
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
            glDisable(GL_CULL_FACE);
            break;

        // Wire frame, but not the back side.. and only where stencil == 0
        case 1:
            glEnable(GL_BLEND);
            glEnable(GL_LINE_SMOOTH);

            glEnable(GL_STENCIL_TEST);
            glStencilFunc(GL_EQUAL, 0, 0xff);

            shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBrown);
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
            break;

        // Solid
        case 2:
        case 3:	
            shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBrown);
            break;

        // Textured
        case 4:
        case 5:
        default:
            glBindTexture(GL_TEXTURE_2D, textures[0]);
            shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vFloor, 0);
            break;
        }
    
    // Draw the floor
    floorBatch.Draw();

    // Put everything back
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    glEnable(GL_CULL_FACE);
    glDisable(GL_BLEND);
    glDisable(GL_LINE_SMOOTH);
    glDisable(GL_STENCIL_TEST);
}
Example #15
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
    GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
    triangleBatch.Draw();
    
    // Perform the buffer swap to display back buffer
    glutSwapBuffers();
}
Example #16
0
///////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
    {		        
    // Clear the window
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
         
    // Everything is white
    GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };
    shaderManager.UseStockShader(GLT_SHADER_FLAT, viewFrustum.GetProjectionMatrix(), vWhite);
    
    // Draw small stars
    glPointSize(1.0f);
    smallStarBatch.Draw();
            
    // Draw medium sized stars
    glPointSize(4.0f);
    mediumStarBatch.Draw();
    
    // Draw largest stars
    glPointSize(8.0f);
    largeStarBatch.Draw();
        
    // Draw the "moon"
    moonBatch.Draw();

    // Draw distant horizon
    glLineWidth(3.5);
    mountainRangeBatch.Draw();
    
    moonBatch.Draw();

    // Swap buffers
    glutSwapBuffers();
    }
Example #17
0
//开始渲染
void RenderScene(void)
{
    //清除一个或一组特定的缓冲区
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    //设置一组浮点数来表示红色
    GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f};
    //传递到存储着色器,即GLT_SHADER_IDENTITY着色器,这个着色器只是使用指定颜色以默认笛卡尔坐标第在屏幕上渲染几何图形
    shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed);
    //提交着色器
    triangleBatch.Draw();
    //将在后台缓冲区进行渲染,然后在结束时交换到前台
    glutSwapBuffers();
}
Example #18
0
///////////////////////////////////////////////////////////////////////////////
// Render a frame. The owning framework is responsible for buffer swaps,
// flushes, etc.
void RenderScene(void)
{
	static CStopWatch animationTimer;
	float yRot = animationTimer.GetElapsedSeconds() * 60.0f;

	// first, draw to FBO at full FBO resolution

	// Bind FBO with 8b attachment
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName);
	glViewport(0, 0, hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]);
	glClear(GL_COLOR_BUFFER_BIT);

	// Bind texture with HDR image 
	glBindTexture(GL_TEXTURE_2D, hdrTextures[curHDRTex]);

	// Render pass, downsample to 8b using selected program
	projectionMatrix.LoadMatrix(fboOrthoMatrix);
	SetupHDRProg();
	fboQuad.Draw();

	// Then draw the resulting image to the screen, maintain image proportions 
	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
	glViewport(0, 0, screenWidth, screenHeight);
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

	// Attach 8b texture with HDR image 
	glBindTexture(GL_TEXTURE_2D, fboTextures[0]);
	
	// draw screen sized, proportional quad with 8b texture
	projectionMatrix.LoadMatrix(orthoMatrix);
	SetupStraightTexProg();
	screenQuad.Draw();
                
    // Do the buffer Swap
    glutSwapBuffers();
        
    // Do it again
    glutPostRedisplay();
}
void DrawGround()
{
	glEnable(GL_BLEND);
	glBindTexture(GL_TEXTURE_2D, groundTexture);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	static GLfloat vFloorColor[] = { 1.0f, 1.0f, 1.0f, REFLECTING_ALPHA};
	if (reflecting)
		vFloorColor[3] = REFLECTING_ALPHA;
	else
		vFloorColor[3] = NONREFLECTING_ALPHA;
	shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vFloorColor, 0);	
	groundBatch.Draw();
	glDisable(GL_BLEND);
}
Example #20
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
{
    // Clear the window with current clearing color
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
    
    GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
    shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
    squareBatch.Draw();
    
    // Flush drawing commands
    glutSwapBuffers();
    
    BounceFunction();
    glutPostRedisplay();
}
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
	{
	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	glUseProgram(myTexturedIdentityShader);
    glBindTexture(GL_TEXTURE_2D, textureID);
    GLint iTextureUniform = glGetUniformLocation(myTexturedIdentityShader, "colorMap");
	glUniform1i(iTextureUniform, 0);

	triangleBatch.Draw();

	// Perform the buffer swap to display back buffer
	glutSwapBuffers();
	}
///////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
    {		        
    // Clear the window
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
         
    // Everything is white
    GLfloat vWhite [] = { 1.0f, 1.0f, 1.0f, 1.0f };
#ifndef OPENGL_ES
    shaderManager.UseStockShader(GLT_SHADER_FLAT, viewFrustum.GetProjectionMatrix(), vWhite);
    
    // Draw small stars
    glPointSize(1.0f);
#else
	glUseProgram(pointSizeShader);
	GLint iTransform, iColor, iPointSize;
	iTransform = glGetUniformLocation(pointSizeShader, "mvpMatrix");
	glUniformMatrix4fv(iTransform, 1, GL_FALSE, viewFrustum.GetProjectionMatrix());

	iColor = glGetUniformLocation(pointSizeShader, "vColor");
	glUniform4fv(iColor, 1, vWhite);

	iPointSize = glGetUniformLocation(pointSizeShader, "fPointSize");
	glUniform1f(iPointSize, 1.0f);
#endif
    smallStarBatch.Draw();
            
    // Draw medium sized stars
#ifdef OPENGL_ES
	iPointSize = glGetUniformLocation(pointSizeShader, "fPointSize");
	glUniform1f(iPointSize, 4.0f);
#else
    glPointSize(4.0f);
#endif
	mediumStarBatch.Draw();
    
    // Draw largest stars
#ifdef OPENGL_ES
	iPointSize = glGetUniformLocation(pointSizeShader, "fPointSize");
	glUniform1f(iPointSize, 8.0f);
#else
    glPointSize(8.0f);
#endif
    largeStarBatch.Draw();
        
    // Draw the "moon"
    moonBatch.Draw();

    // Draw distant horizon
    glLineWidth(3.5);
    mountainRangeBatch.Draw();
    
    moonBatch.Draw();

    // Swap buffers
    glutSwapBuffers();
    }
Example #23
0
// Called to draw scene
void RenderScene(void)
{
    static CStopWatch	rotTimer;
    float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
    
    
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    modelViewMatrix.PushMatrix();
    M3DMatrix44f mCamera;
    cameraFrame.GetCameraMatrix(mCamera);
    modelViewMatrix.MultMatrix(mCamera);
    
    // Draw the world upside down
    modelViewMatrix.PushMatrix();
    modelViewMatrix.Scale(1.0f, -1.0f, 1.0f); // Flips the Y Axis
    modelViewMatrix.Translate(0.0f, 0.8f, 0.0f); // Scootch the world down a bit...
    glFrontFace(GL_CW);
    DrawSongAndDance(yRot);
    glFrontFace(GL_CCW);
    modelViewMatrix.PopMatrix();
    
    // Draw the solid ground
    glEnable(GL_BLEND);
    glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    static GLfloat vFloorColor[] = { 1.0f, 1.0f, 1.0f, 0.75f};
    shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,
                                 transformPipeline.GetModelViewProjectionMatrix(),
                                 vFloorColor,
                                 0);
    
    floorBatch.Draw();
    glDisable(GL_BLEND);
    
    
    DrawSongAndDance(yRot);
    
    modelViewMatrix.PopMatrix();
    
    
    // Do the buffer Swap
    glutSwapBuffers();
    
    // Do it again
    glutPostRedisplay();
}
Example #24
0
///////////////////////////////////////////////////////////////////////////////
// Called to draw scene
void RenderScene(void)
	{
	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f };
	glUseProgram(myIdentityShader);

	GLint iColorLocation = glGetUniformLocation(myIdentityShader, "vColor");
	GLfloat vColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f };
	glUniform4fv(iColorLocation, 1, vColor);

	triangleBatch.Draw();

	// Perform the buffer swap to display back buffer
	glutSwapBuffers();
	}
Example #25
0
void RenderScene()
{
    // Clear the window and the depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    {   ScopedMatrix m(modelViewMatrix);

        modelViewMatrix.MultMatrix(viewFrame);

        glUseProgram(texturedIdentity);
        glBindTexture(GL_TEXTURE_2D, stoneTexture);
        locTextureUniform = glGetUniformLocation(texturedIdentity, "colorMap");
        glUniform1i(locTextureUniform, 0);

        triangleBatch.Draw();
    }

    glutSwapBuffers();
}
Example #26
0
// Called to draw scene
void RenderScene(void)
	{
    // Color values
    static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f};
    static GLfloat vTorusColor[] = { 1.0f, 0.0f, 0.0f, 1.0f };

    // Time Based animation
	static CStopWatch	rotTimer;
	float yRot = rotTimer.GetElapsedSeconds() * 60.0f;
	
	// Clear the color and depth buffers
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
    
    // Save the current modelview matrix (the identity matrix)
	modelViewMatrix.PushMatrix();	
		
	// Draw the ground
	shaderManager.UseStockShader(GLT_SHADER_FLAT,
								 transformPipeline.GetModelViewProjectionMatrix(),
								 vFloorColor);	
	floorBatch.Draw();

    // Draw the spinning Torus
    modelViewMatrix.Translate(0.0f, 0.0f, -2.5f);
    modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f);
    shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(),
                                vTorusColor);
    torusBatch.Draw();

	// Restore the previous modleview matrix (the idenity matrix)
	modelViewMatrix.PopMatrix();
        
    // Do the buffer Swap
    glutSwapBuffers();
        
    // Tell GLUT to do it again
    glutPostRedisplay();
    }
void SceneShader()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	GLfloat VColor[] = {0.25f,0.25f,0.25f,1.0f};

	M3DMatrix44f RotationMatrix;
	Rot += 1.0f; 

	//get the Rotation Matrix 
	//m3dDegToRad: translate angle to radian
	m3dRotationMatrix44(RotationMatrix, m3dDegToRad(Rot), 0.0f, 0.0f, 1.0f);  

	//use the flat shader
	shaderManager.UseStockShader(GLT_SHADER_FLAT, RotationMatrix ,VColor);

	SquareRotationBatch.Draw();

	// Swap buffers, and immediately refresh
	glutSwapBuffers();   
	glutPostRedisplay(); 
}
Example #28
0
// Called to draw scene
void RenderScene(void)
    {
    // Clear the window
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        
    M3DMatrix44f mCamera;
    M3DMatrix44f mCameraRotOnly;
	M3DMatrix44f mInverseCamera;
    
    viewFrame.GetCameraMatrix(mCamera, false);
    viewFrame.GetCameraMatrix(mCameraRotOnly, true);
	m3dInvertMatrix44(mInverseCamera, mCameraRotOnly);

    modelViewMatrix.PushMatrix();    
        // Draw the sphere
        modelViewMatrix.MultMatrix(mCamera);
        glUseProgram(reflectionShader);
        glUniformMatrix4fv(locMVPReflect, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
        glUniformMatrix4fv(locMVReflect, 1, GL_FALSE, transformPipeline.GetModelViewMatrix());
        glUniformMatrix3fv(locNormalReflect, 1, GL_FALSE, transformPipeline.GetNormalMatrix());
		glUniformMatrix4fv(locInvertedCamera, 1, GL_FALSE, mInverseCamera);
		glUniform1i(locCubeMap, 0);
		glUniform1i(locTarnishMap, 1);

		glEnable(GL_CULL_FACE);
        sphereBatch.Draw();
		glDisable(GL_CULL_FACE);
	modelViewMatrix.PopMatrix();

	modelViewMatrix.PushMatrix();
	    modelViewMatrix.MultMatrix(mCameraRotOnly);
		glUseProgram(skyBoxShader);
		glUniformMatrix4fv(locMVPSkyBox, 1, GL_FALSE, transformPipeline.GetModelViewProjectionMatrix());
		cubeBatch.Draw();       
    modelViewMatrix.PopMatrix();
        
    // Do the buffer Swap
    glutSwapBuffers();
    }
///////////////////////////////////////////////////////////////////////////////
// Render a frame. The owning framework is responsible for buffer swaps,
// flushes, etc.
void RenderScene(void)
{
	static CStopWatch animationTimer;
	static float totalTime = 6; // To go back and forth
	static float halfTotalTime = totalTime/2;
	float seconds = animationTimer.GetElapsedSeconds() * speedFactor;
	float xPos = 0;

	// Calculate the next postion of the moving object
	// First perform a mod-like operation on the time as a float
	while(seconds > totalTime)
		seconds -= totalTime;

	// Move object position, if it's gone half way across
	// start bringing it back
	if(seconds < halfTotalTime)
		xPos = seconds -halfTotalTime*0.5f;
	else
		xPos = totalTime - seconds -halfTotalTime*0.5f;

	// First draw world to screen
	modelViewMatrix.PushMatrix();	
		M3DMatrix44f mCamera;
		cameraFrame.GetCameraMatrix(mCamera);
		modelViewMatrix.MultMatrix(mCamera);

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vWhite, 0);

		floorBatch.Draw();
		DrawWorld(0.0f, xPos);
	modelViewMatrix.PopMatrix();
	
	if(bUsePBOPath)
	{
#ifndef OPENGL_ES
		// First bind the PBO as the pack buffer, then read the pixels directly to the PBO
		glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]);
		glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, NULL);
		glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);

		// Next bind the PBO as the unpack buffer, then push the pixels straight into the texture
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixBuffObjs[0]);
        
        // Setup texture unit for new blur, this gets imcremented every frame 
		glActiveTexture(GL_TEXTURE0+GetBlurTarget0() ); 
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
		glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
#endif
	}
	else
	{
		// Grab the screen pixels and copy into local memory
		glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, pixelData);
		
		// Push pixels from client memory into texture
        // Setup texture unit for new blur, this gets imcremented every frame
		glActiveTexture(GL_TEXTURE0+GetBlurTarget0() );
#ifndef OPENGL_ES
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pixelData);
#else
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pixelData);
#endif
	}

	// Draw full screen quad with blur shader and all blur textures
	projectionMatrix.PushMatrix(); 
		projectionMatrix.LoadIdentity();
		projectionMatrix.LoadMatrix(orthoMatrix);
		modelViewMatrix.PushMatrix();	
			modelViewMatrix.LoadIdentity();
			glDisable(GL_DEPTH_TEST); 
			SetupBlurProg();
			screenQuad.Draw();
			glEnable(GL_DEPTH_TEST); 
		modelViewMatrix.PopMatrix(); 
	projectionMatrix.PopMatrix();

	// Move to the next blur texture for the next frame
	AdvanceBlurTaget();
    
    // Do the buffer Swap
    glutSwapBuffers();
        
    // Do it again
    glutPostRedisplay();

    UpdateFrameCount();
}
void RenderScene(void)
{
	static CStopWatch	rotTimer;
	float yRot = rotTimer.GetElapsedSeconds() * 60.0f;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	modelViewMatrix.PushMatrix();

	M3DMatrix44f mCamera;
	cameraFrame.GetCameraMatrix(mCamera);
	modelViewMatrix.MultMatrix(mCamera);

	modelViewMatrix.PushMatrix();
	{
		//反向
		modelViewMatrix.Scale(1.0f, -1.0f, 1.0f);
		//因为是反向,所以正数是向下
		modelViewMatrix.Translate(0.0f, 0.8f, 0.0f); // Scootch the world down a bit...
		
		//三维中其中一维反向之后,缠绕方向也会呈相反,所以重新定义缠绕正方向为顺时针方向;
		glFrontFace(GL_CW);
		DrawSongAndDance(yRot);
		glFrontFace(GL_CCW);
	}
	modelViewMatrix.PopMatrix();

	// Draw the solid ground
	glEnable(GL_BLEND);
	glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	static GLfloat vFloorColor[] = { 1.0f, 1.0f, 1.0f, 0.75f };
	shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,
		transformPipeLine.GetModelViewProjectionMatrix(),
		vFloorColor,
		0);

	floorBatch.Draw();
	glDisable(GL_BLEND);


	DrawSongAndDance(yRot);

	modelViewMatrix.PopMatrix();
	

	// Render the overlay

	// Creating this matrix really doesn't need to be done every frame. I'll leave it here
	// so all the pertenant code is together
	M3DMatrix44f mScreenSpace;
	m3dMakeOrthographicMatrix(mScreenSpace, 0.0f, 800.0f, 0.0f, 600.0f, -1.0f, 1.0f);

	// Turn blending on, and depth testing off
	glEnable(GL_BLEND);
	glDisable(GL_DEPTH_TEST);

	glUseProgram(sphereWolrdShader);
	glUniform1i(locTexture, 0);
	glUniformMatrix4fv(locMVP, 1, GL_FALSE, mScreenSpace);
	glBindTexture(GL_TEXTURE_RECTANGLE, uiTextures[3]);
	logoBatch.Draw();

	// Restore no blending and depth test
	glDisable(GL_BLEND);
	glEnable(GL_DEPTH_TEST);

	// Do the buffer Swap
	glutSwapBuffers();

	// Do it again
	glutPostRedisplay();

}