Example #1
0
///////////////////////////////////////////////////////////////////////////////
// Draw the scene 
// 
void DrawWorld()
{
	modelViewMatrix.moveTo(0.0f, 0.8f, 0.0f);
	modelViewMatrix.push();
	modelViewMatrix.moveTo(-0.3f, 0.f, 0.0f);
	modelViewMatrix.scaleTo(0.40, 0.8, 0.40);
	modelViewMatrix.rotateTo(50.0, 0.0, 10.0, 0.0);
	glSampleMaski(0, 0x02);
	shaderManager.useStockShader(GLT_SHADER_FLAT, transformPipeline.GetMVPMatrix(), vLtYellow);
	glass1Batch.draw();
	modelViewMatrix.pop();

	modelViewMatrix.push();
	modelViewMatrix.moveTo(0.4f, 0.0f, 0.0f);
	modelViewMatrix.scaleTo(0.5, 0.8, 1.0);
	modelViewMatrix.rotateTo(-20.0, 0.0, 1.0, 0.0);
	glSampleMaski(0, 0x04);
	shaderManager.useStockShader(GLT_SHADER_FLAT, transformPipeline.GetMVPMatrix(), vLtGreen);
	glass2Batch.draw();
	modelViewMatrix.pop();

	modelViewMatrix.push();
	modelViewMatrix.moveTo(1.0f, 0.0f, -0.6f);
	modelViewMatrix.scaleTo(0.3, 0.9, 1.0);
	modelViewMatrix.rotateTo(-40.0, 0.0, 1.0, 0.0);
	glSampleMaski(0, 0x08);
	shaderManager.useStockShader(GLT_SHADER_FLAT, transformPipeline.GetMVPMatrix(), vLtMagenta);
	glass3Batch.draw();
	modelViewMatrix.pop();

	modelViewMatrix.push();
	modelViewMatrix.moveTo(-0.8f, 0.0f, -0.60f);
	modelViewMatrix.scaleTo(0.6, 0.9, 0.40);
	modelViewMatrix.rotateTo(60.0, 0.0, 1.0, 0.0);
	glSampleMaski(0, 0x10);
	shaderManager.useStockShader(GLT_SHADER_FLAT, transformPipeline.GetMVPMatrix(), vLtBlue);
	glass4Batch.draw();
	modelViewMatrix.pop();

	modelViewMatrix.push();
	modelViewMatrix.moveTo(0.1f, 0.0f, 0.50f);
	modelViewMatrix.scaleTo(0.4, 0.9, 0.4);
	modelViewMatrix.rotateTo(205.0, 0.0, 1.0, 0.0);
	glSampleMaski(0, 0x20);
	shaderManager.useStockShader(GLT_SHADER_FLAT, transformPipeline.GetMVPMatrix(), vLtPink);
	glass4Batch.draw();
	modelViewMatrix.pop();
}
/**
 * Called to draw scene
 */
void RenderScene(void)
{
	static GLfloat vFloorColor[] = { 1.0f, 1.0f, 1.0f, 0.75f };
	static CStopWatch rotTimer;
	float yRot = rotTimer.delta() * 60.0f;

	// Clear the window with current clearing color
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

	modelViewMatrix.push();

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

	// draw the world upside down
	modelViewMatrix.push();
	modelViewMatrix.scaleTo(1.0f, -1.0f, 1.0f); // flips the Y axis
	modelViewMatrix.moveTo(0.0f, 0.8f, 0.0f); // scootch the world down a bit...

	glFrontFace(GL_CW);
	DrawSongAndDance(yRot);
	glFrontFace(GL_CCW); // restore it

	modelViewMatrix.pop();

	// draw the solid ground
	glEnable(GL_BLEND);
	glBindTexture(GL_TEXTURE_2D, uiTextures[0]);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	shaderManager.useStockShader(GLT_SHADER_TEXTURE_MODULATE, 
		transformPipeline.GetMVPMatrix(), 
		vFloorColor, 
		0);
	floorBatch.draw();
	glDisable(GL_BLEND);

	DrawSongAndDance(yRot);

	modelViewMatrix.pop();

	// 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 dephth testing off
	glEnable(GL_BLEND);
	glDisable(GL_DEPTH_TEST);

	glUseProgram(rectReplaceShader);
	glUniform1i(locRectTexture, 0);
	glUniformMatrix4fv(locRectMVP, 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);

	// Perform the buffer swap to display back buffer
	glutSwapBuffers();
	glutPostRedisplay();
}