virtual void RenderPass() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pLightingEffect->Enable(); m_shadowMapFBO.BindForReading(GL_TEXTURE1); Pipeline p; p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 50.0f); p.Scale(10.0f, 10.0f, 10.0f); p.WorldPos(0.0f, 0.0f, 1.0f); p.Rotate(90.0f, 0.0f, 0.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); m_pLightingEffect->SetWVP(p.GetWVPTrans()); m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans()); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); m_pLightingEffect->SetLightWVP(p.GetWVPTrans()); m_pLightingEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); m_pGroundTex->Bind(GL_TEXTURE0); m_pQuad->Render(); p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 3.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); m_pLightingEffect->SetWVP(p.GetWVPTrans()); m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans()); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); m_pLightingEffect->SetLightWVP(p.GetWVPTrans()); m_pMesh->Render(); }
virtual void RenderSceneCB() { m_scale += 0.01f; m_pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); Pipeline p; p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.Rotate(0.0f, m_scale, 0.0f); p.SetPerspectiveProj(m_persProjInfo); p.Scale(0.1f, 0.1f, 0.1f); p.WorldPos(-6.0f, -2.0f, 10.0f); m_pEffect->SetWVP(p.GetWVPTrans()); m_pEffect->SetWorldMatrix(p.GetWorldTrans()); m_pMesh1->Render(); p.Scale(0.01f, 0.01f, 0.01f); p.WorldPos(6.0f, -2.0f, 10.0f); m_pEffect->SetWVP(p.GetWVPTrans()); m_pEffect->SetWorldMatrix(p.GetWorldTrans()); m_pMesh2->Render(); p.Scale(0.04f, 0.04f, 0.04f); p.WorldPos(0.0f, 6.0f, 10.0f); m_pEffect->SetWVP(p.GetWVPTrans()); m_pEffect->SetWorldMatrix(p.GetWorldTrans()); m_pMesh3->Render(); glutSwapBuffers(); }
virtual void RenderSceneCB() { m_pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); m_scale += 0.01f; Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 10.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f); m_pEffect->SetWVP(p.GetWVPTrans()); m_pEffect->SetWorldMatrix(p.GetWorldTrans()); m_pEffect->SetDirectionalLight(m_directionalLight); m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); m_pEffect->SetMatSpecularIntensity(0.0f); m_pEffect->SetMatSpecularPower(0); m_pMesh->Render(); glutSwapBuffers(); }
virtual void RenderSceneCB() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pGameCamera->OnRender(); Pipeline p; p.WorldPos(-3.0f, 0.0f, 0.0f); p.Scale(2.0f, 2.0f, 2.0f); p.Rotate(-90.0f, 15.0f, 0.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos()); m_lightingEffect.SetVP(p.GetVPTrans()); m_lightingEffect.SetWorldMatrix(p.GetWorldTrans()); m_lightingEffect.SetTessellationLevel(m_tessellationLevel); m_pMesh->Render(NULL); p.WorldPos(3.0f, 0.0f, 0.0f); p.Rotate(-90.0f, -15.0f, 0.0f); m_lightingEffect.SetVP(p.GetVPTrans()); m_lightingEffect.SetWorldMatrix(p.GetWorldTrans()); m_lightingEffect.SetTessellationLevel(1.0f); m_pMesh->Render(NULL); glutSwapBuffers(); }
void RenderPhase() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, 90.0f, 0.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); // If the left mouse button is clicked check if it hit a triangle // and color it red if (m_leftMouseButton.IsPressed) { PickingTexture::PixelInfo Pixel = m_pickingTexture.ReadPixel(m_leftMouseButton.x, WINDOW_HEIGHT - m_leftMouseButton.y - 1); if (Pixel.PrimID != 0) { m_simpleColorEffect.Enable(); p.WorldPos(m_worldPos[Pixel.ObjectID]); m_simpleColorEffect.SetWVP(p.GetWVPTrans()); // Must compensate for the decrement in the FS! m_pMesh->Render(Pixel.DrawID, Pixel.PrimID - 1); } } // render the objects as usual m_lightingEffect.Enable(); m_lightingEffect.SetEyeWorldPos(m_pGameCamera->GetPos()); for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_worldPos) ; i++) { p.WorldPos(m_worldPos[i]); m_lightingEffect.SetWVP(p.GetWVPTrans()); m_lightingEffect.SetWorldMatrix(p.GetWorldTrans()); m_pMesh->Render(NULL); } }
void DSStencilPass(unsigned int PointLightIndex) { m_nullTech.Enable(); // Disable color/depth write and enable stencil m_gbuffer.BindForStencilPass(); glEnable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glClear(GL_STENCIL_BUFFER_BIT); // We need the stencil test to be enabled but we want it // to succeed always. Only the depth test matters. glStencilFunc(GL_ALWAYS, 0, 0); glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR_WRAP, GL_KEEP); glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR_WRAP, GL_KEEP); Pipeline p; p.WorldPos(m_pointLight[PointLightIndex].Position); float BBoxScale = CalcPointLightBSphere(m_pointLight[PointLightIndex]); p.Scale(BBoxScale, BBoxScale, BBoxScale); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_nullTech.SetWVP(p.GetWVPTrans()); m_bsphere.Render(); }
void SkyBox::Render() { m_pSkyboxTechnique->Enable(); GLint OldCullFaceMode; glGetIntegerv(GL_CULL_FACE_MODE, &OldCullFaceMode); GLint OldDepthFuncMode; glGetIntegerv(GL_DEPTH_FUNC, &OldDepthFuncMode); glCullFace(GL_FRONT); glDepthFunc(GL_LEQUAL); Pipeline p; p.Scale(20.0f, 20.0f, 20.0f); p.Rotate(0.0f, 0.0f, 0.0f); p.WorldPos(m_pCamera->GetPos().x, m_pCamera->GetPos().y, m_pCamera->GetPos().z); p.SetCamera(m_pCamera->GetPos(), m_pCamera->GetTarget(), m_pCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_pSkyboxTechnique->SetWVP(p.GetWVPTrans()); m_pCubemapTex->Bind(GL_TEXTURE0); m_pMesh->Render(); glCullFace(OldCullFaceMode); glDepthFunc(OldDepthFuncMode); }
void DSPointLightPass(unsigned int PointLightIndex) { m_gbuffer.BindForLightPass(); m_DSPointLightPassTech.Enable(); m_DSPointLightPassTech.SetEyeWorldPos(m_pGameCamera->GetPos()); glStencilFunc(GL_NOTEQUAL, 0, 0xFF); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); Pipeline p; p.WorldPos(m_pointLight[PointLightIndex].Position); float BBoxScale = CalcPointLightBSphere(m_pointLight[PointLightIndex]); p.Scale(BBoxScale, BBoxScale, BBoxScale); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_DSPointLightPassTech.SetWVP(p.GetWVPTrans()); m_DSPointLightPassTech.SetPointLight(m_pointLight[PointLightIndex]); m_bsphere.Render(); glCullFace(GL_BACK); glDisable(GL_BLEND); }
void Bone::Draw(){ glClear(GL_DEPTH_BUFFER_BIT); Pipeline p; p.Scale(1.0f,1.0f, 1.0f); p.WorldPos(x, y, 0.0f); p.Rotate(0.0f, 0.0f, a); glUniformMatrix4fv(Shader::gWorldLocation, 1, GL_TRUE, (const GLfloat*)p.GetTrans()); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); for(std::vector<Bone*>::iterator it = child->begin(); it != child->end(); it++){ (*it)->Draw(); } }
static void RenderSceneCB() { glClear(GL_COLOR_BUFFER_BIT); static float Scale = 0.0f; Scale += 0.001f; Pipeline p; p.Scale(sinf(Scale * 0.1f), sinf(Scale * 0.1f), sinf(Scale * 0.1f)); p.WorldPos(sinf(Scale), 0.0f, 0.0f); p.Rotate(sinf(Scale) * 90.0f, sinf(Scale) * 90.0f, sinf(Scale) * 90.0f); glUniformMatrix4fv(gWorldLocation, 1, GL_TRUE, (const GLfloat*)p.GetTrans()); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glutSwapBuffers(); }
virtual void RenderSceneCB() { long long TimeNowMillis = GetCurrentTimeMillis(); assert(TimeNowMillis >= m_currentTimeMillis); unsigned int DeltaTimeMillis = (unsigned int)(TimeNowMillis - m_currentTimeMillis); m_currentTimeMillis = TimeNowMillis; m_pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pLightingTechnique->Enable(); m_pTexture->Bind(COLOR_TEXTURE_UNIT); m_pNormalMap->Bind(NORMAL_TEXTURE_UNIT); Pipeline p; p.Scale(20.0f, 20.0f, 1.0f); p.Rotate(90.0f, 0.0, 0.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_pLightingTechnique->SetWVP(p.GetWVPTrans()); m_pLightingTechnique->SetWorldMatrix(p.GetWorldTrans()); m_pGround->Render(); m_particleSystem.Render(DeltaTimeMillis, p.GetVPTrans(), m_pGameCamera->GetPos()); glutSwapBuffers(); }
virtual void RenderSceneCB() { m_scale += 0.01f; m_pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); PointLight pl[2]; pl[0].DiffuseIntensity = 0.25f; pl[0].Color = Vector3f(1.0f, 0.5f, 0.0f); pl[0].Position = Vector3f(3.0f, 1.0f, FieldDepth * (cosf(m_scale) + 1.0f) / 2.0f); pl[0].Attenuation.Linear = 0.1f; pl[1].DiffuseIntensity = 0.25f; pl[1].Color = Vector3f(0.0f, 0.5f, 1.0f); pl[1].Position = Vector3f(7.0f, 1.0f, FieldDepth * (sinf(m_scale) + 1.0f) / 2.0f); pl[1].Attenuation.Linear = 0.1f; m_pEffect->SetPointLights(2, pl); SpotLight sl[2]; sl[0].DiffuseIntensity = 0.9f; sl[0].Color = Vector3f(0.0f, 1.0f, 1.0f); sl[0].Position = m_pGameCamera->GetPos(); sl[0].Direction = m_pGameCamera->GetTarget(); sl[0].Attenuation.Linear = 0.1f; sl[0].Cutoff = 10.0f; sl[1].DiffuseIntensity = 0.75f; sl[1].Color = Vector3f(0.0f, 0.5f, 1.0f); sl[1].Position = Vector3f(7.0f, 1.0f, FieldDepth * (sinf(m_scale) + 1.0f) / 2.0f); sl[1].Attenuation.Linear = 0.1f; m_pEffect->SetSpotLights(1, sl); Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 10.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 100.0f); m_pEffect->SetWVP(p.GetWVPTrans()); m_pEffect->SetWorldMatrix(p.GetWorldTrans()); m_pEffect->SetDirectionalLight(m_directionalLight); m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); m_pEffect->SetMatSpecularIntensity(0.0f); m_pEffect->SetMatSpecularPower(0); m_pMesh->Render(); glutSwapBuffers(); }
virtual void RenderPass() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pShadowMapTechnique->SetTextureUnit(0); m_shadowMapFBO.BindForReading(GL_TEXTURE0); Pipeline p; p.Scale(5.0f, 5.0f, 5.0f); p.WorldPos(0.0f, 0.0f, 10.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_pShadowMapTechnique->SetWorldViewProjection(p.GetWorldViewProjectionTrans()); m_pQuad->Render(); }
void RenderPass() { glCullFace(GL_BACK); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pLightingEffect->Enable(); m_shadowMapFBO.BindForReading(GL_TEXTURE1); Pipeline p; p.SetPerspectiveProj(m_persProjInfo); p.Scale(10.0f, 10.0f, 10.0f); p.WorldPos(0.0f, 0.0f, 1.0f); p.Rotate(90.0f, 0.0f, 0.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); m_pLightingEffect->SetWVP(p.GetWVPTrans()); m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans()); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); m_pLightingEffect->SetLightWVP(p.GetWVPTrans()); m_pLightingEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); m_pGroundTex->Bind(GL_TEXTURE0); m_quad.Render(); p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 3.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); m_pLightingEffect->SetWVP(p.GetWVPTrans()); m_pLightingEffect->SetWorldMatrix(p.GetWorldTrans()); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); m_pLightingEffect->SetLightWVP(p.GetWVPTrans()); m_mesh.Render(); }
virtual void RenderPass() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pShadowMapTech->SetTextureUnit(0); m_shadowMapFBO.BindForReading(GL_TEXTURE0); Pipeline p; p.Scale(5.0f, 5.0f, 5.0f); p.WorldPos(0.0f, 0.0f, 10.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 50.0f); m_pShadowMapTech->SetWVP(p.GetWVPTrans()); m_pQuad->Render(); }
virtual void RenderPass()//render to screen { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pShadowMapTech->SetTextureUnit(0);//set the value to shaders m_shadowMapFBO.BindForReading(GL_TEXTURE0);//the i in GL_TEXTUREi must be same with m_pShadowMapTech->SetTextureUnit(i); Pipeline p; p.Scale(5.0f, 5.0f, 5.0f); p.WorldPos(0.0f, 0.0f, 10.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_pShadowMapTech->SetWVP(p.GetWVPTrans()); m_pQuad->Render(); }
virtual void ShadowMapPass() { m_shadowMapFBO.BindForWriting(); glClear(GL_DEPTH_BUFFER_BIT); Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 5.0f); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); p.SetPerspectiveProj(m_persProjInfo); m_pShadowMapTechnique->SetWorldViewProjection(p.GetWorldViewProjectionTrans()); m_pMesh->Render(); glBindFramebuffer(GL_FRAMEBUFFER, 0); }
virtual void ShadowMapPass()//draw to the m_shadowMapFBO { m_shadowMapFBO.BindForWriting(); glClear(GL_DEPTH_BUFFER_BIT); Pipeline p; p.Scale(0.1f, 0.1f, 0.1f);//notify that it is very small p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 5.0f); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); p.SetPerspectiveProj(m_persProjInfo); m_pShadowMapTech->SetWVP(p.GetWVPTrans()); m_pMesh->Render(); glBindFramebuffer(GL_FRAMEBUFFER, 0);//reset to use the default framebuffer }
virtual void ShadowMapPass() { m_shadowMapFBO.BindForWriting(); glClear(GL_DEPTH_BUFFER_BIT); Pipeline p; p.Scale(0.2f, 0.2f, 0.2f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 5.0f); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); p.SetPerspectiveProj(60.0f, WINDOW_WIDTH, WINDOW_HEIGHT, 1.0f, 50.0f); m_pShadowMapTech->SetWVP(p.GetWVPTrans()); m_pMesh->Render(); glBindFramebuffer(GL_FRAMEBUFFER, 0); }
void DSGeometryPass() { m_DSGeomPassTech.Enable(); m_gbuffer.BindForWriting(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(-0.8f, -1.0f, 12.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_DSGeomPassTech.SetWVP(p.GetWVPTrans()); m_DSGeomPassTech.SetWorldMatrix(p.GetWorldTrans()); m_mesh.Render(); }
void DSPointLightsPass() { m_DSPointLightPassTech.Enable(); m_DSPointLightPassTech.SetEyeWorldPos(m_pGameCamera->GetPos()); Pipeline p; p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_pointLight); i++) { m_DSPointLightPassTech.SetPointLight(m_pointLight[i]); p.WorldPos(m_pointLight[i].Position); float BSphereScale = CalcPointLightBSphere(m_pointLight[i]); p.Scale(BSphereScale, BSphereScale, BSphereScale); m_DSPointLightPassTech.SetWVP(p.GetWVPTrans()); m_bsphere.Render(); } }
virtual void RenderSceneCB() { CalcFPS(); m_scale += 0.005f; m_pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pEffect->Enable(); vector<Matrix4f> Transforms; float RunningTime = (float)((double)GetCurrentTimeMillis() - (double)m_startTime) / 1000.0f; m_mesh.BoneTransform(RunningTime, Transforms); for (uint i = 0 ; i < Transforms.size() ; i++) { m_pEffect->SetBoneTransform(i, Transforms[i]); } m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); Pipeline p; p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); p.Scale(0.1f, 0.1f, 0.1f); Vector3f Pos(m_position); p.WorldPos(Pos); p.Rotate(270.0f, 180.0f, 0.0f); m_pEffect->SetWVP(p.GetWVPTrans()); m_pEffect->SetWorldMatrix(p.GetWorldTrans()); m_mesh.Render(); RenderFPS(); glutSwapBuffers(); }
void ShadowMapPass() { glCullFace(GL_FRONT); m_shadowMapFBO.BindForWriting(); glClear(GL_DEPTH_BUFFER_BIT); m_pShadowMapEffect->Enable(); Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, 0.0f, 3.0f); p.SetCamera(m_spotLight.Position, m_spotLight.Direction, Vector3f(0.0f, 1.0f, 0.0f)); p.SetPerspectiveProj(m_persProjInfo); m_pShadowMapEffect->SetWVP(p.GetWVPTrans()); m_mesh.Render(); glBindFramebuffer(GL_FRAMEBUFFER, 0); }
void PickingPhase() { Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, 90.0f, 0.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_pickingTexture.EnableWriting(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pickingEffect.Enable(); for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_worldPos) ; i++) { p.WorldPos(m_worldPos[i]); m_pickingEffect.SetObjectIndex(i); m_pickingEffect.SetWVP(p.GetWVPTrans()); m_pMesh->Render(&m_pickingEffect); } m_pickingTexture.DisableWriting(); }
virtual void RenderSceneCB() { m_pGameCamera->OnRender(); m_scale += 0.05f; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pLightingTechnique->Enable(); Pipeline p; p.Scale(0.1f, 0.1f, 0.1f); p.Rotate(0.0f, m_scale, 0.0f); p.WorldPos(0.0f, -5.0f, 3.0f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); m_pLightingTechnique->SetWVP(p.GetWVPTrans()); m_pLightingTechnique->SetWorldMatrix(p.GetWorldTrans()); m_pTankMesh->Render(); m_pSkyBox->Render(); glutSwapBuffers(); }
virtual void RenderSceneCB() { CalcFPS(); m_scale += 0.005f; m_pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_pEffect->Enable(); m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); Pipeline p; p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); p.SetPerspectiveProj(m_persProjInfo); p.Rotate(0.0f, 90.0f, 0.0f); p.Scale(0.005f, 0.005f, 0.005f); Matrix4f WVPMatrics[NUM_INSTANCES]; Matrix4f WorldMatrices[NUM_INSTANCES]; for (unsigned int i = 0 ; i < NUM_INSTANCES ; i++) { Vector3f Pos(m_positions[i]); Pos.y += sinf(m_scale) * m_velocity[i]; p.WorldPos(Pos); WVPMatrics[i] = p.GetWVPTrans().Transpose(); WorldMatrices[i] = p.GetWorldTrans().Transpose(); } m_pMesh->Render(NUM_INSTANCES, WVPMatrics, WorldMatrices); RenderFPS(); glutSwapBuffers(); }
std::function<void ()> Tutorial::makeDisplayFunc() { switch (_tutorialID) { case 1: case 2: case 3: return nullptr; case 4: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 5: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.00001f; /// glUniform1f provides a value for the Uniform attribute of the shader. /// In this example, sin(scale). /// /// Internally, the shader uses the value of scale to adjust the Position (x,y) of the vertices. /// glUniform1f(_gScaleLocation, sinf(scale)); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 6: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.00001f; Matrix4f world; world.m[0][0] = 1.0f; world.m[0][1] = 0.0f; world.m[0][2] = 0.0f; world.m[0][3] = sinf(scale); world.m[1][0] = 0.0f; world.m[1][1] = 1.0f; world.m[1][2] = 0.0f; world.m[1][3] = 0.0f; world.m[2][0] = 0.0f; world.m[2][1] = 0.0f; world.m[2][2] = 1.0f; world.m[2][3] = 0.0f; world.m[3][0] = 0.0f; world.m[3][1] = 0.0f; world.m[3][2] = 0.0f; world.m[3][3] = 1.0f; glUniformMatrix4fv(_gWorldLocation, 1, GL_TRUE, &world.m[0][0]); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 7: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); if (_msOnOff) { glEnable(GL_MULTISAMPLE_ARB); glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST); // detect current settings GLint iMultiSample = 0; GLint iNumSamples = 0; glGetIntegerv(GL_SAMPLE_BUFFERS, &iMultiSample); glGetIntegerv(GL_SAMPLES, &iNumSamples); // printf("MSAA on, GL_SAMPLE_BUFFERS = %d, GL_SAMPLES = %d\n", iMultiSample, iNumSamples); } else { glDisable(GL_MULTISAMPLE_ARB); } /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.0005f; Matrix4f world; world.m[0][0] = cosf(scale); world.m[0][1] = -sinf(scale); world.m[0][2] = 0.0f; world.m[0][3] = 0.0f; world.m[1][0] = sinf(scale); world.m[1][1] = cosf(scale); world.m[1][2] = 0.0f; world.m[1][3] = 0.0f; world.m[2][0] = 0.0f; world.m[2][1] = 0.0f; world.m[2][2] = 1.0f; world.m[2][3] = 0.0f; world.m[3][0] = 0.0f; world.m[3][1] = 0.0f; world.m[3][2] = 0.0f; world.m[3][3] = 1.0f; /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldLocation, 1, GL_TRUE, &world.m[0][0]); /// Load the desired size into the shader. glUniform1f(_gScaleLocation, 0.5); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 8: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.001f; Matrix4f world; world.m[0][0] = sinf(scale); world.m[0][1] = 0.0f; world.m[0][2] = 0.0f; world.m[0][3] = 0.0f; world.m[1][0] = 0.0f; world.m[1][1] = sinf(scale); world.m[1][2] = 0.0f; world.m[1][3] = 0.0f; world.m[2][0] = 0.0f; world.m[2][1] = 0.0f; world.m[2][2] = sinf(scale); world.m[2][3] = 0.0f; world.m[3][0] = 0.0f; world.m[3][1] = 0.0f; world.m[3][2] = 0.0f; world.m[3][3] = 1.0f; /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldLocation, 1, GL_TRUE, &world.m[0][0]); /// Load the desired size into the shader. glUniform1f(_gScaleLocation, 0.5); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 9: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.001f; Matrix4f world; /// world.m[0][0] = sinf(scale); world.m[0][1] = 0.0f; world.m[0][2] = 0.0f; world.m[0][3] = 0.0f; world.m[1][0] = 0.0f; world.m[1][1] = sinf(scale); world.m[1][2] = 0.0f; world.m[1][3] = 0.0f; world.m[2][0] = 0.0f; world.m[2][1] = 0.0f; world.m[2][2] = sinf(scale); world.m[2][3] = 0.0f; world.m[3][0] = 0.0f; world.m[3][1] = 0.0f; world.m[3][2] = 0.0f; world.m[3][3] = 1.0f; /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldLocation, 1, GL_TRUE, &world.m[0][0]); /// Load the desired size into the shader. // glUniform1f(_gScaleLocation, 0.5); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 10: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.001f; Matrix4f world; /// world.m[0][0] = cosf(scale); world.m[0][1] = 0.0f; world.m[0][2] = -sinf(scale); world.m[0][3] = 0.0f; world.m[1][0] = 0.0f; world.m[1][1] = 1.0f; world.m[1][2] = 0.0f; world.m[1][3] = 0.0f; world.m[2][0] = sinf(scale); world.m[2][1] = 0.0f; world.m[2][2] = cosf(scale); world.m[2][3] = 0.0f; world.m[3][0] = 0.0f; world.m[3][1] = 0.0f; world.m[3][2] = 0.0f; world.m[3][3] = 1.0f; /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldLocation, 1, GL_TRUE, &world.m[0][0]); /// Load the desired size into the shader. // glUniform1f(_gScaleLocation, 0.9); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IBO); // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 11: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.001f; Pipeline pipeLine; pipeLine.Scale(sinf(scale * 0.1f), sinf(scale * 0.1f), sinf(scale * 0.1f)); pipeLine.WorldPos(sinf(scale), 0.0f, 0.0f); pipeLine.Rotate(sinf(scale) * 90.0f, sinf(scale) * 90.0f, sinf(scale) * 90.0f); /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldLocation, 1, GL_TRUE, (const GLfloat*)pipeLine.GetWorldTrans()); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IBO); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glutSwapBuffers(); }; case 12: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.01f; Pipeline pipeLine; pipeLine.Rotate(0.0f, scale, 0.0f); pipeLine.WorldPos(0.0f, 0.0f, 5.0f); pipeLine.SetPerspectiveProj(_gPersProjInfo); /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldLocation, 1, GL_TRUE, (const GLfloat*)pipeLine.GetWPTrans()); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IBO); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glutSwapBuffers(); // QThread::msleep(1); }; case 13: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.01f; Pipeline pipeLine; pipeLine.Rotate(0.0f, scale, 0.0f); pipeLine.WorldPos(0.0f, 0.0f, 3.0f); Vector3f CameraPos(0.0f, 0.0f, -3.0f); Vector3f CameraTarget(0.0f, 0.0f, 2.0f); Vector3f CameraUp(0.0f, 1.0f, 0.0f); pipeLine.SetCamera(CameraPos, CameraTarget, CameraUp); pipeLine.SetPerspectiveProj(_gPersProjInfo); /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldViewProjectionLocation, 1, GL_TRUE, (const GLfloat*)pipeLine.GetWorldViewProjectionTrans()); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IBO); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glutSwapBuffers(); // QThread::msleep(1); }; case 14: return [ & ]() { glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.01f; Pipeline pipeLine; pipeLine.Rotate(0.0f, scale, 0.0f); pipeLine.WorldPos(0.0f, 0.0f, 3.0f); pipeLine.SetCamera(*_pGameCamera); pipeLine.SetPerspectiveProj(_gPersProjInfo); /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldViewProjectionLocation, 1, GL_TRUE, (const GLfloat*)pipeLine.GetWorldViewProjectionTrans()); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IBO); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glutSwapBuffers(); // QThread::msleep(1);}; }; case 15: return [ & ]() { _pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT); /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.01f; Pipeline pipeLine; pipeLine.Rotate(0.0f, scale, 0.0f); pipeLine.WorldPos(0.0f, 0.0f, 3.0f); pipeLine.SetCamera(*_pGameCamera); pipeLine.SetPerspectiveProj(_gPersProjInfo); /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldViewProjectionLocation, 1, GL_TRUE, (const GLfloat*)pipeLine.GetWorldViewProjectionTrans()); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IBO); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glutSwapBuffers(); // QThread::msleep(1);}; }; case 16: return [ & ]() { _pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT); if (_msOnOff) { glEnable(GL_MULTISAMPLE_ARB); } else { glDisable(GL_MULTISAMPLE_ARB); } /// allocate a static variable scale static float scale = 0.0f; /// increment scale by 0.001. scale += 0.05f; Pipeline pipeLine; pipeLine.Rotate(0.0f, scale, 0.0f); pipeLine.WorldPos(0.0f, 0.0f, 3.0f); pipeLine.SetCamera(*_pGameCamera); pipeLine.SetPerspectiveProj(_gPersProjInfo); /// Load the matrix into the shader. glUniformMatrix4fv(_gWorldViewProjectionLocation, 1, GL_TRUE, (const GLfloat*)pipeLine.GetWorldViewProjectionTrans()); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, _VBO); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)12); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _IBO); _pTexture->Bind(GL_TEXTURE0); glDrawElements(GL_TRIANGLES, 12, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glutSwapBuffers(); // QThread::msleep(1);}; }; } return nullptr; }
virtual void RenderSceneCB() { // auto close framesPassed++; if (receivedPacket) { if (framesPassed > 180) exit(0); } else { if (framesPassed > 900) exit(0); } m_pGameCamera->OnRender(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); PointLight pl[2]; pl[0].DiffuseIntensity = 0.1f; pl[0].Color = Vector3f(1.0f, 0.5f, 0.0f); pl[0].Position = Vector3f(3.0f, 1.0f, FieldDepth * (cosf(rotation) + 1.0f) / 2.0f); pl[0].Attenuation.Linear = 0.1f; pl[1].DiffuseIntensity = 0.25f; pl[1].Color = Vector3f(0.0f, 0.5f, 1.0f); pl[1].Position = Vector3f(7.0f, 1.0f, FieldDepth * (sinf(rotation) + 1.0f) / 2.0f); pl[1].Attenuation.Linear = 0.1f; m_pEffect->SetPointLights(2, pl); SpotLight sl[2]; sl[0].DiffuseIntensity = 0.1f; sl[0].Color = Vector3f(0.0f, 1.0f, 1.0f); sl[0].Position = m_pGameCamera->GetPos(); sl[0].Direction = m_pGameCamera->GetTarget(); sl[0].Attenuation.Linear = 0.1f; sl[0].Cutoff = 10.0f; sl[1].DiffuseIntensity = 0.1f; sl[1].Color = Vector3f(0.0f, 0.5f, 1.0f); sl[1].Position = Vector3f(7.0f, 1.0f, FieldDepth * (sinf(rotation) + 1.0f) / 2.0f); sl[1].Attenuation.Linear = 0.1f; m_pEffect->SetSpotLights(1, sl); Pipeline p; p.Scale(1.f, 1.f, 1.f); p.Rotate(-90.0f, -90.0f, 0.0f); p.WorldPos(2.0f, 0.0f,8.0f); //p.WorldPos(-110.f, -69.0f, -120.f); p.SetCamera(m_pGameCamera->GetPos(), m_pGameCamera->GetTarget(), m_pGameCamera->GetUp()); // p.SetPerspectiveProj(60.0f, SCREEN_WIDTH, SCREEN_HEIGHT, 1.0f, 100.0f); GLdouble fW, fH; fH = tan(60.0f / 360.0 * M_PI) * 1.0; fW = fH * (SCREEN_WIDTH/(float)SCREEN_HEIGHT); //p.SetFrustumProj(-fW, fW, -fH, fH, 1.0, 100); float height = 0+1.44; p.SetFrustumProj(ortho_left, ortho_right, ortho_bottom-height, ortho_top-height, 1.0f, 400.f); // p.SetFrustumProj(-.1, .1, -.1, .1, 0.1f, 500.0f); m_pEffect->SetWVP(p.GetWVPTrans()); m_pEffect->SetWorldMatrix(p.GetWorldTrans()); m_pEffect->SetDirectionalLight(m_directionalLight); m_pEffect->SetEyeWorldPos(m_pGameCamera->GetPos()); /* */ m_pEffect->SetMatSpecularIntensity(0.0f); m_pEffect->SetMatSpecularPower(0); /* */ m_pMesh->Render(); glutSwapBuffers(); glutPostRedisplay(); // request redisplay }