void FurApplication::Display(bool auto_redraw) { float t = float(GetTickCount() & 0x3FFF) / float(0x3FFF); static const vmath::vec3 X(1.0f, 0.0f, 0.0f); static const vmath::vec3 Y(0.0f, 1.0f, 0.0f); static const vmath::vec3 Z(0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); vmath::mat4 p(vmath::frustum(-1.0f, 1.0f, aspect, -aspect, 1.0f, 5000.0f)); vmath::mat4 m; m = vmath::mat4(vmath::translate(0.0f, 0.0f, /* 100.0f * sinf(6.28318531f * t)*/ - 150.0f) * //vmath::rotation(360.0f * t, X) * vmath::rotate(360.0f * t * 1.0f, Y) * vmath::rotate(180.0f, Z) * vmath::translate(0.0f, -80.0f, 0.0f)); glUseProgram(base_prog); glUniformMatrix4fv(base_model_matrix_pos, 1, GL_FALSE, m[0]); glUniformMatrix4fv(base_projection_matrix_pos, 1, GL_FALSE, p); glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); object.Render(); glUseProgram(fur_prog); glUniformMatrix4fv(fur_model_matrix_pos, 1, GL_FALSE, m[0]); glUniformMatrix4fv(fur_projection_matrix_pos, 1, GL_FALSE, p); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); object.Render(); glDepthMask(GL_TRUE); glDisable(GL_BLEND); base::Display(); }
void ShadowMapExample::DrawScene(bool depth_only) { // Set material properties for the object if (!depth_only) { glUniform3fv(render_scene_uniforms.material_ambient, 1, vec3(0.1f, 0.0f, 0.2f)); glUniform3fv(render_scene_uniforms.material_diffuse, 1, vec3(0.3f, 0.2f, 0.8f)); glUniform3fv(render_scene_uniforms.material_specular, 1, vec3(1.0f, 1.0f, 1.0f)); glUniform1f(render_scene_uniforms.material_specular_power, 25.0f); } // Draw the object object.Render(); // Set material properties for the ground if (!depth_only) { glUniform3fv(render_scene_uniforms.material_ambient, 1, vec3(0.1f, 0.1f, 0.1f)); glUniform3fv(render_scene_uniforms.material_diffuse, 1, vec3(0.1f, 0.5f, 0.1f)); glUniform3fv(render_scene_uniforms.material_specular, 1, vec3(0.1f, 0.1f, 0.1f)); glUniform1f(render_scene_uniforms.material_specular_power, 3.0f); } // Draw the ground glBindVertexArray(ground_vao); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); }
void LightingExample::Display(bool auto_redraw) { float time = 0.5f; // float(GetTickCount() & 0xFFFF) / float(0xFFFF); vmath::mat4 mv_matrix = vmath::translate(0.0f, 0.0f, -4.0f) * vmath::rotate(987.0f * time * 3.14159f, vmath::vec3(0.0f, 0.0f, 1.0f)) * vmath::rotate(1234.0f * time * 3.14159f, vmath::vec3(1.0f, 0.0f, 0.0f)); vmath::mat4 prj_matrix = vmath::perspective(60.0f, 1.333f, 0.1f, 1000.0f); glUseProgram(render_prog); glUniformMatrix4fv(mv_mat_loc, 1, GL_FALSE, mv_matrix); glUniformMatrix4fv(prj_mat_loc, 1, GL_FALSE, prj_matrix); // Clear, select the rendering program and draw a full screen quad glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); object.Render(); base::Display(); }
void InstancingExample::Display(bool auto_redraw) { float t = float(GetTickCount() & 0x3FFF) / float(0x3FFF); static float q = 0.0f; static const vec3 X(1.0f, 0.0f, 0.0f); static const vec3 Y(0.0f, 1.0f, 0.0f); static const vec3 Z(0.0f, 0.0f, 1.0f); int n; // Clear glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Setup glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); // Bind the weight VBO and change its data glBindBuffer(GL_ARRAY_BUFFER, model_matrix_buffer); // Set model matrices for each instance mat4 * matrices = (mat4 *)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); for (n = 0; n < INSTANCE_COUNT; n++) { float a = 50.0f * float(n) / 4.0f; float b = 50.0f * float(n) / 5.0f; float c = 50.0f * float(n) / 6.0f; matrices[n] = rotate(a + t * 360.0f, 1.0f, 0.0f, 0.0f) * rotate(b + t * 360.0f, 0.0f, 1.0f, 0.0f) * rotate(c + t * 360.0f, 0.0f, 0.0f, 1.0f) * translate(10.0f + a, 40.0f + b, 50.0f + c); } glUnmapBuffer(GL_ARRAY_BUFFER); // Activate instancing program glUseProgram(render_prog); // Set up the view and projection matrices mat4 view_matrix(translate(0.0f, 0.0f, -1500.0f) * rotate(t * 360.0f * 2.0f, 0.0f, 1.0f, 0.0f)); mat4 projection_matrix(frustum(-1.0f, 1.0f, -aspect, aspect, 1.0f, 5000.0f)); glUniformMatrix4fv(view_matrix_loc, 1, GL_FALSE, view_matrix); glUniformMatrix4fv(projection_matrix_loc, 1, GL_FALSE, projection_matrix); // Render INSTANCE_COUNT objects object.Render(0, INSTANCE_COUNT); lookat(vec3(0.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f)); base::Display(); }
void CubeMapExample::Display(bool auto_redraw) { static const unsigned int start_time = GetTickCount(); float t = float((GetTickCount() - start_time)) / float(0x3FFF); static const vmath::vec3 X(1.0f, 0.0f, 0.0f); static const vmath::vec3 Y(0.0f, 1.0f, 0.0f); static const vmath::vec3 Z(0.0f, 0.0f, 1.0f); vmath::mat4 tc_matrix(vmath::mat4::identity()); glClearColor(0.0f, 0.25f, 0.3f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDisable(GL_CULL_FACE); //调用天空盒映射着色器程序 glUseProgram(skybox_prog); //GL_TEXTURE_CUBE_MAP_SEAMLESS启用无缝立方体映射滤波,避免立方体映射相邻边之间的缝 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); tc_matrix = vmath::rotate(80.0f * 3.0f * t, Y);// * vmath::rotate(22.0f, Z); tc_matrix = vmath::perspective(35.0f, 1.0f / aspect, 0.1f, 100.0f) * tc_matrix; glUniformMatrix4fv(skybox_rotate_loc, 1, GL_FALSE, tc_matrix); glBindVertexArray(vao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cube_element_buffer); //绘制天空盒,完成立方体映射 glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, NULL); glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, BUFFER_OFFSET(8 * sizeof(GLushort))); //调用环境映射着色器程序 glUseProgram(object_prog); tc_matrix = vmath::translate(vmath::vec3(0.0f, 0.0f, -4.0f)) * vmath::rotate(80.0f * 3.0f * t, Y) * vmath::rotate(70.0f * 3.0f * t, Z); glUniformMatrix4fv(object_mat_mv_loc, 1, GL_FALSE, tc_matrix); tc_matrix = vmath::perspective(35.0f, 1.0f / aspect, 0.1f, 100.0f) * tc_matrix; glUniformMatrix4fv(object_mat_mvp_loc, 1, GL_FALSE, tc_matrix); glClear(GL_DEPTH_BUFFER_BIT); //绘制物体,完成环境映射 object.Render(); base::Display(); }
void OverdrawCountExample::Display(bool auto_redraw) { float t; unsigned int current_time = GetTickCount(); t = (float)(current_time & 0xFFFFF) / (float)0x3FFF; glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // Clear output image glBindBuffer(GL_PIXEL_UNPACK_BUFFER, overdraw_count_clear_buffer); glBindTexture(GL_TEXTURE_2D, overdraw_count_buffer); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, current_width, current_height, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Bind output image for read-write glBindImageTexture(0, overdraw_count_buffer, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI); // Render glUseProgram(render_scene_prog); vmath::mat4 model_matrix = vmath::translate(0.0f, 0.0f, -20.0f) * vmath::rotate(t * 360.0f, 0.0f, 0.0f, 1.0f) * vmath::rotate(t * 435.0f, 0.0f, 1.0f, 0.0f) * vmath::rotate(t * 275.0f, 1.0f, 0.0f, 0.0f); vmath::mat4 view_matrix = vmath::mat4::identity(); vmath::mat4 projection_matrix = vmath::frustum(-1.0f, 1.0f, aspect, -aspect, 1.0f, 40.f); glUniformMatrix4fv(render_scene_uniforms.model_matrix, 1, GL_FALSE, model_matrix); glUniformMatrix4fv(render_scene_uniforms.view_matrix, 1, GL_FALSE, view_matrix); glUniformMatrix4fv(render_scene_uniforms.projection_matrix, 1, GL_FALSE, projection_matrix); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); object.Render(0, 8 * 8 * 8); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glBindVertexArray(quad_vao); glUseProgram(resolve_program); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Done base::Display(); }
void DisplayFunc(void) { float time = float(GetTickCount() & 0xFFFF) / float(0xFFFF); vmath::mat4 model_matrix = vmath::translate(0.0f, 0.0f, -4.0f) * vmath::rotate(987.0f * time * 3.141592f, vmath::vec3(0.0f, 0.0f, 1.0f)) * vmath::rotate(1234.0f *time * 3.141592f, vmath::vec3(1.0f, 0.0f, 0.0f)); vmath::mat4 proj_matrix = vmath::perspective(60.0f, 1.333, 0.1f, 1000.0f); glUseProgram(light_prog); glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, model_matrix); glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, proj_matrix); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); object.Render(); glutPostRedisplay(); }
void ViewportArrayApplication::Display(bool auto_redraw) { float t = float(GetTickCount() & 0x3FFF) / float(0x3FFF); static const vmath::vec3 X(1.0f, 0.0f, 0.0f); static const vmath::vec3 Y(0.0f, 1.0f, 0.0f); static const vmath::vec3 Z(0.0f, 0.0f, 1.0f); glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(sort_prog); vmath::mat4 p(vmath::frustum(-1.0f, 1.0f, aspect, -aspect, 1.0f, 5000.0f)); vmath::mat4 m; m = vmath::mat4(vmath::translate(0.0f, 0.0f, 100.0f * sinf(6.28318531f * t) - 230.0f) * vmath::rotate(360.0f * t, X) * vmath::rotate(360.0f * t * 2.0f, Y) * vmath::rotate(360.0f * t * 5.0f, Z) * vmath::translate(0.0f, -80.0f, 0.0f)); glUniformMatrix4fv(model_matrix_pos, 1, GL_FALSE, m[0]); glUniformMatrix4fv(projection_matrix_pos, 1, GL_FALSE, p); glEnable(GL_RASTERIZER_DISCARD); glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, xfb); glBeginTransformFeedback(GL_POINTS); object.Render(); glEndTransformFeedback(); glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); glDisable(GL_RASTERIZER_DISCARD); static const vmath::vec4 colors[2] = { vmath::vec4(0.8f, 0.8f, 0.9f, 0.5f), vmath::vec4(0.3f, 1.0f, 0.3f, 0.8f) }; glUseProgram(render_prog); glUniform4fv(0, 1, colors[0]); glBindVertexArray(vao[0]); glDrawTransformFeedbackStream(GL_TRIANGLES, xfb, 0); glUniform4fv(0, 1, colors[1]); glBindVertexArray(vao[1]); glDrawTransformFeedbackStream(GL_TRIANGLES, xfb, 1); base::Display(); }