void AccuracyRingRenderable::RenderSpheres(Eegeo::Rendering::GLState &glState) const { glState.BindTexture2D(0); glState.ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glState.DepthMask(GL_FALSE); glState.DepthTest.Enable(); glState.DepthFunc(GL_LESS); glState.CullFace.Disable(); glState.StencilTest.Enable(); glState.StencilFunc(GL_ALWAYS, 1, 0xFF); glState.StencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); glState.StencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); Eegeo::m44 transform; Eegeo::m44 mvp; transform.Scale(m_outerRingRadius*2); transform.SetRow(3, Eegeo::v4(m_cameraRelativePosition, 1.0f)); Eegeo::m44::Mul(mvp, m_viewProjection, transform); m_sphereRenderable.SetModelViewProjection(mvp); m_sphereRenderable.Render(glState); transform.Scale(m_innerRingRadius*2); transform.SetRow(3, Eegeo::v4(m_cameraRelativePosition, 1.0f)); Eegeo::m44::Mul(mvp, m_viewProjection, transform); m_sphereRenderable.SetModelViewProjection(mvp); m_sphereRenderable.Render(glState); }
void PinOverModelExample::MyModelRenderable::Render(Eegeo::Rendering::GLState& glState) const { Eegeo::m44 transform; Eegeo::dv3 location = Eegeo::Space::LatLong::FromDegrees(37.7858,-122.401).ToECEF(); Eegeo::v3 up(location.Norm().ToSingle()); Eegeo::v3 forward = (location - Eegeo::v3(0.f, 1.f, 0.f)).Norm().ToSingle(); Eegeo::v3 right(Eegeo::v3::Cross(up, forward).Norm()); forward = Eegeo::v3::Cross(up, right); Eegeo::v3 cameraRelativePos = (location - m_renderContext.GetCameraOriginEcef()).ToSingle(); Eegeo::m44 scaleMatrix; scaleMatrix.Scale(1.f); Eegeo::m44 cameraRelativeTransform; cameraRelativeTransform.SetFromBasis(right, up, forward, cameraRelativePos); Eegeo::m44::Mul(transform, cameraRelativeTransform, scaleMatrix); transform.SetRow(3, Eegeo::v4(cameraRelativePos, 1.f)); glState.DepthTest.Enable(); glState.DepthFunc(GL_LEQUAL); //loaded model faces are ccw glState.FrontFace(GL_CCW); m_model.GetRootNode()->SetVisible(true); m_model.GetRootNode()->SetLocalMatrix(transform); m_model.GetRootNode()->UpdateRecursive(); m_model.GetRootNode()->UpdateSphereRecursive(); m_model.GetRootNode()->DrawRecursive(m_renderContext, m_globalFogging, NULL, true, false); glState.FrontFace(GL_CW); Eegeo::EffectHandler::Reset(); }
void PODAnimationExample::Draw() { //create basis around a known location off coast of SF Eegeo::m44 transform; Eegeo::dv3 location = Eegeo::dv3(4256955.9749164,3907407.6184668,-2700108.75541722); Eegeo::v3 up(location.Norm().ToSingle()); Eegeo::v3 forward = (location - Eegeo::v3(0.f, 1.f, 0.f)).Norm().ToSingle(); Eegeo::v3 right(Eegeo::v3::Cross(up, forward).Norm()); forward = Eegeo::v3::Cross(up, right); Eegeo::v3 cameraRelativePos = (location - cameraModel.GetWorldPosition()).ToSingle(); Eegeo::m44 scaleMatrix; scaleMatrix.Scale(1.f); Eegeo::m44 cameraRelativeTransform; cameraRelativeTransform.SetFromBasis(right, up, forward, cameraRelativePos); Eegeo::m44::Mul(transform, cameraRelativeTransform, scaleMatrix); transform.SetRow(3, Eegeo::v4(cameraRelativePos, 1.f)); //loaded model faces are ccw renderContext.GetGLState().FrontFace(GL_CCW); pModel->GetRootNode()->SetVisible(true); pModel->GetRootNode()->SetLocalMatrix(transform); pModel->GetRootNode()->UpdateRecursive(); pModel->GetRootNode()->UpdateSphereRecursive(); pModel->GetRootNode()->DrawRecursive(renderContext, globalFogging, NULL, true, false); renderContext.GetGLState().FrontFace(GL_CW); }
void LoadModelExample::Draw() { //form basis Eegeo::v3 up(mesh.up); Eegeo::v3 forward = -mesh.forward; //model is facing reverse (-ve z) Eegeo::v3 right(Eegeo::v3::Cross(up, forward).Norm()); up = Eegeo::v3::Cross(forward, right); //compute a camera local position Eegeo::v3 cameraRelativePos = (mesh.positionEcef - renderContext.GetCameraOriginEcef()).ToSingle(); //generate a transform from this basis and position... Eegeo::m44 cameraRelativeTransform; cameraRelativeTransform.SetFromBasis(right, up, forward, cameraRelativePos); Eegeo::m44 scaleMatrix; scaleMatrix.Scale(mesh.scale); //...and scale Eegeo::m44 transform; Eegeo::m44::Mul(transform, cameraRelativeTransform, scaleMatrix); transform.SetRow(3, Eegeo::v4(cameraRelativePos, 1.0f)); //update the mesh instance with the transform mesh.node->SetLocalMatrix(transform); mesh.node->UpdateRecursive(); mesh.node->UpdateSphereRecursive(); mesh.node->UpdateBBRecursive(); // Enable z buffering. Eegeo::Rendering::GLState& glState = renderContext.GetGLState(); glState.DepthTest.Enable(); glState.DepthFunc(GL_LEQUAL); glState.DepthMask(GL_TRUE); //draw the mesh mesh.node->DrawRecursive(renderContext, globalFogging, NULL, true, true); Eegeo::v3 min, max; mesh.node->GetMinExtent(min); mesh.node->GetMaxExtent(max); boundsVisualiser.Draw(min, max); }