//functia de afisare (lucram cu banda grafica) void notifyDisplayFrame() { // Deseneaza doar daca s-a modificat pozitia camerei sau perspectiva (a fost apasata o tasta). if (modified) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Foloseste shaderul. glUseProgram(gl_program_shader); // Trimite variabile uniforme la shader. glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "projection_matrix"), 1, false, glm::value_ptr(projection_matrix)); glUniform1i(glGetUniformLocation(gl_program_shader, "tps_color"), 0); glUniform3f(glGetUniformLocation(gl_program_shader, "light_position"), view1->getPosition().x, view1->getPosition().y, view1->getPosition().z); glUniform3f(glGetUniformLocation(gl_program_shader, "eye_position"), view1->getPosition().x, view1->getPosition().y, view1->getPosition().z); glUniform3f(glGetUniformLocation(gl_program_shader, "light_direction"), view1->getForward().x, view1->getForward().y, view1->getForward().z); glUniform1i(glGetUniformLocation(gl_program_shader, "material_shininess"), material_shininess); if (is_fps) vehicle->drawGeometry(gl_program_shader, textures.size()); view_matrix = is_fps ? view1->getViewMatrix() : view2->getViewMatrix(); glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "view_matrix"), 1, false, glm::value_ptr(view_matrix)); glUniform1f(glGetUniformLocation(gl_program_shader, "material_kd"), is_fps ? material_kd : 0); glUniform1f(glGetUniformLocation(gl_program_shader, "material_ks"), is_fps ? material_ks : 0); std::vector<glm::vec4> plane_coefs; glm::mat4 pv = projection_matrix * view1->getViewMatrix(); // Calculeaza coeficientii ecuatiilor pentru planurile frustumului. plane_coefs.push_back(glm::vec4(pv[0][3] + pv[0][0], pv[1][3] + pv[1][0], pv[2][3] + pv[2][0], pv[3][3] + pv[3][0])); // left plane_coefs.push_back(glm::vec4(pv[0][3] - pv[0][0], pv[1][3] - pv[1][0], pv[2][3] - pv[2][0], pv[3][3] - pv[3][0])); // right plane_coefs.push_back(glm::vec4(pv[0][3] + pv[0][1], pv[1][3] + pv[1][1], pv[2][3] + pv[2][1], pv[3][3] + pv[3][1])); // bottom plane_coefs.push_back(glm::vec4(pv[0][3] - pv[0][1], pv[1][3] - pv[1][1], pv[2][3] - pv[2][1], pv[3][3] - pv[3][1])); // top plane_coefs.push_back(glm::vec4(pv[0][3] + pv[0][2], pv[1][3] + pv[1][2], pv[2][3] + pv[2][2], pv[3][3] + pv[3][2])); // near plane_coefs.push_back(glm::vec4(pv[0][3] - pv[0][2], pv[1][3] - pv[1][2], pv[2][3] - pv[2][2], pv[3][3] - pv[3][2])); // far quad->drawGeometry(gl_program_shader, is_fps, plane_coefs); city->draw(gl_program_shader, is_fps, plane_coefs); modified = false; } }
// Functia de afisare (lucram cu banda grafica) void notifyDisplayFrame() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, screen_width, screen_height); glUseProgram(gl_program_shader); glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "view_matrix"), 1, false, glm::value_ptr(cams[cam_index]->getViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(gl_program_shader, "projection_matrix"), 1, false, glm::value_ptr(projection_matrix)); glUniform3f(glGetUniformLocation(gl_program_shader, "light_position"), light_position.x, light_position.y, light_position.z); glUniform3f(glGetUniformLocation(gl_program_shader, "eye_position"), cams[cam_index]->getPosition().x, cams[cam_index]->getPosition().y, cams[cam_index]->getPosition().z); glUniform1i(glGetUniformLocation(gl_program_shader, "material_shininess"), material_shininess); glUniform1f(glGetUniformLocation(gl_program_shader, "material_kd"), material_kd); glUniform1f(glGetUniformLocation(gl_program_shader, "material_ks"), material_ks); glUniform1f(glGetUniformLocation(gl_program_shader, "x_quake"), -1); quad->drawGeometry(gl_program_shader); if(x_quake > -1) { // In timpul unui cutremur trimit variabilele uniforme corespunzatoare // la shader. glUniform1f(glGetUniformLocation(gl_program_shader, "x_quake"), x_quake); float y_quake = amplitude * cos(frequency * x_quake), z_quake = amplitude * sin(frequency * x_quake); glUniform1f(glGetUniformLocation(gl_program_shader, "y_quake"), y_quake); glUniform1f(glGetUniformLocation(gl_program_shader, "z_quake"), z_quake); } main_character->drawGeometry(gl_program_shader); main_slope->drawGeometry(gl_program_shader); // Restul obiectelor nu tin cont de cutremur. glUniform1f(glGetUniformLocation(gl_program_shader, "x_quake"), -1); for (int i = 0; i < characters.size(); ++i) { if (characters[i] != main_character) characters[i]->drawGeometry(gl_program_shader); if (characters[i] == main_character || characters[i] == second_character) characters[i]->drawGeometryCam(gl_program_shader); } second_slope->drawGeometry(gl_program_shader); }