void bumpmapping_app::render(double currentTime) { static const GLfloat zeros[] = { 0.0f, 0.0f, 0.0f, 0.0f }; static const GLfloat gray[] = { 0.1f, 0.1f, 0.1f, 0.0f }; static const GLfloat ones[] = { 1.0f }; static double last_time = 0.0; static double total_time = 0.0; if (!paused) total_time += (currentTime - last_time); last_time = currentTime; const float f = (float)total_time; glClearBufferfv(GL_COLOR, 0, gray); glClearBufferfv(GL_DEPTH, 0, ones); glViewport(0, 0, info.windowWidth, info.windowHeight); glEnable(GL_DEPTH_TEST); glUseProgram(program); vmath::mat4 proj_matrix = vmath::perspective(50.0f, (float)info.windowWidth / (float)info.windowHeight, 0.1f, 1000.0f); glUniformMatrix4fv(uniforms.proj_matrix, 1, GL_FALSE, proj_matrix); vmath::mat4 mv_matrix = vmath::translate(0.0f, -0.2f, -5.5f) * vmath::rotate(14.5f, 1.0f, 0.0f, 0.0f) * vmath::rotate(-20.0f, 0.0f, 1.0f, 0.0f) * //vmath::rotate(t * 14.5f, 0.0f, 1.0f, 0.0f) * //vmath::rotate(0.0f, 1.0f, 0.0f, 0.0f) * vmath::mat4::identity(); glUniformMatrix4fv(uniforms.mv_matrix, 1, GL_FALSE, mv_matrix); glUniform3fv(uniforms.light_pos, 1, vmath::vec3(40.0f * sinf(f), 30.0f + 20.0f * cosf(f), 40.0f)); object.render(); }
void pmbstreaming_app::render(double currentTime) { static float lastTime = 0.0f; static int frames = 0; float nowTime = float(currentTime); int isSignaled; static const GLfloat black[] = { 0.0f, 0.0f, 0.0f, 0.0f }; static const GLfloat one[] = { 1.0f }; vmath::mat4 proj_matrix = vmath::perspective(60.0f, (float)info.windowWidth / (float)info.windowHeight, 0.1f, 1800.0f); vmath::mat4 mv_matrix = vmath::translate(0.0f, 0.0f, -3.0f) * vmath::rotate((float)currentTime * 43.75f, 0.0f, 1.0f, 0.0f) * vmath::rotate((float)currentTime * 17.75f, 0.0f, 0.0f, 1.0f) * vmath::rotate((float)currentTime * 35.3f, 1.0f, 0.0f, 0.0f); glViewport(0, 0, info.windowWidth, info.windowHeight); glClearBufferfv(GL_COLOR, 0, black); glClearBufferfv(GL_DEPTH, 0, one); glUseProgram(program); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); if (mode == ONE_SYNC) { if (fence[0] != 0) { glGetSynciv(fence[0], GL_SYNC_STATUS, sizeof(int), nullptr, &isSignaled); stalled = isSignaled == GL_UNSIGNALED; glClientWaitSync(fence[0], 0, GL_TIMEOUT_IGNORED); glDeleteSync(fence[0]); } } else if (mode == RINGED_SYNC) { if (fence[sync_index] != 0) { glGetSynciv(fence[sync_index], GL_SYNC_STATUS, sizeof(int), nullptr, &isSignaled); stalled = isSignaled == GL_UNSIGNALED; glClientWaitSync(fence[sync_index], 0, GL_TIMEOUT_IGNORED); glDeleteSync(fence[sync_index]); } } vs_uniforms[sync_index].modelview = mv_matrix; vs_uniforms[sync_index].projection = proj_matrix; if (mode == RINGED_SYNC) { object.render(1, sync_index); } else { object.render(1, 0); } if (nowTime > (lastTime + 0.25f)) { fps = float(frames) / (nowTime - lastTime); frames = 0; lastTime = nowTime; } updateOverlay(); if (mode == FINISH) { glFinish(); stalled = true; } else if (mode == ONE_SYNC) { fence[0] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } else if (mode == RINGED_SYNC) { fence[sync_index] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); } sync_index = (sync_index + 1) % CHUNK_COUNT; frames++; }
void phonglighting_app::render(double currentTime) { static const GLfloat zeros[] = { 0.0f, 0.0f, 0.0f, 0.0f }; static const GLfloat gray[] = { 0.1f, 0.1f, 0.1f, 0.0f }; static const GLfloat ones[] = { 1.0f }; const float f = (float)currentTime; glUseProgram(per_vertex ? per_vertex_program : per_fragment_program); glViewport(0, 0, info.windowWidth, info.windowHeight); glClearBufferfv(GL_COLOR, 0, gray); glClearBufferfv(GL_DEPTH, 0, ones); /* vmath::mat4 model_matrix = vmath::rotate((float)currentTime * 14.5f, 0.0f, 1.0f, 0.0f) * vmath::rotate(180.0f, 0.0f, 0.0f, 1.0f) * vmath::rotate(20.0f, 1.0f, 0.0f, 0.0f); */ vmath::vec3 view_position = vmath::vec3(0.0f, 0.0f, 50.0f); vmath::mat4 view_matrix = vmath::lookat(view_position, vmath::vec3(0.0f, 0.0f, 0.0f), vmath::vec3(0.0f, 1.0f, 0.0f)); vmath::vec3 light_position = vmath::vec3(20.0f, 20.0f, 0.0f); vmath::mat4 light_proj_matrix = vmath::frustum(-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 200.0f); vmath::mat4 light_view_matrix = vmath::lookat(light_position, vmath::vec3(0.0f), vmath::vec3(0.0f, 1.0f, 0.0f)); #if defined(MANY_OBJECTS) int i, j; for (j = 0; j < 7; j++) { for (i = 0; i < 7; i++) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniforms_buffer); uniforms_block * block = (uniforms_block *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(uniforms_block), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); vmath::mat4 model_matrix = vmath::translate((float)i * 2.75f - 8.25f, 6.75f - (float)j * 2.25f, 0.0f); block->mv_matrix = view_matrix * model_matrix; block->view_matrix = view_matrix; block->proj_matrix = vmath::perspective(50.0f, (float)info.windowWidth / (float)info.windowHeight, 0.1f, 1000.0f); glUnmapBuffer(GL_UNIFORM_BUFFER); glUniform1f(uniforms[per_vertex ? 1 : 0].specular_power, powf(2.0f, (float)j + 2.0f)); glUniform3fv(uniforms[per_vertex ? 1 : 0].specular_albedo, 1, vmath::vec3((float)i / 9.0f + 1.0f / 9.0f)); object.render(); } } #else glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniforms_buffer); uniforms_block * block = (uniforms_block *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(uniforms_block), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); vmath::mat4 model_matrix = vmath::scale(7.0f); block->mv_matrix = view_matrix * model_matrix; block->view_matrix = view_matrix; block->proj_matrix = vmath::perspective(50.0f, (float)info.windowWidth / (float)info.windowHeight, 0.1f, 1000.0f); glUnmapBuffer(GL_UNIFORM_BUFFER); glUniform1f(uniforms[per_vertex ? 1 : 0].specular_power, 30.0f); glUniform3fv(uniforms[per_vertex ? 1 : 0].specular_albedo, 1, vmath::vec3(1.0f)); object.render(); #endif }
void assignment1_app::render(double currentTime) { const float f = (float)currentTime; glUseProgram(per_vertex ? per_vertex_program : per_fragment_program); #pragma region Calculations for mouse interaction camera rotation and translation matrix float fAngle = 0.0f; vmath::vec3 axis_in_camera_coord = (0.0f, 1.0f, 0.0f); if (iCurMouseX != iPrevMouseX || iCurMouseY != iPrevMouseY) { // Arcball Rotation if (bRotate) { vmath::vec3 va = getArcballVector(iPrevMouseX, iPrevMouseY); vmath::vec3 vb = getArcballVector(iCurMouseX, iCurMouseY); fAngle = acos(fmin(1.0f, vmath::dot(va, vb))); axis_in_camera_coord = vmath::cross(va, vb); axis_in_camera_coord = vmath::normalize(axis_in_camera_coord); iPrevMouseX = iCurMouseX; iPrevMouseY = iCurMouseY; rotationMatrix *= vmath::rotate(vmath::degrees(fAngle), axis_in_camera_coord); } // Zoom in and out if (bZoom) { fZpos += (iCurMouseY - iPrevMouseY); if (fZpos > 500) { fZpos = 500; } else if (fZpos < 10) { fZpos = 10; } iPrevMouseY = iCurMouseY; iPrevMouseX = iCurMouseX; } // Pan camera left, right, up, and down if (bPan) { fXpos += (iCurMouseX - iPrevMouseX); fYpos += (iCurMouseY - iPrevMouseY); iPrevMouseY = iCurMouseY; iPrevMouseX = iCurMouseX; translationMatrix = vmath::translate(fXpos / (info.windowWidth / fZpos), -fYpos / (info.windowWidth / fZpos), 0.0f); } //Light position tracks with the camera lightPos = vmath::vec4(iLightPosX * translationMatrix[0][0] + iLightPosX * translationMatrix[0][1] + iLightPosX * translationMatrix[0][2], iLightPosY * translationMatrix[1][0] + iLightPosY * translationMatrix[1][1] + iLightPosY * translationMatrix[1][2], iLightPosZ * translationMatrix[2][0] + iLightPosZ * translationMatrix[2][1] + iLightPosZ * translationMatrix[2][2], 1.0f ); lightPos = vmath::vec4(lightPos[0] * rotationMatrix[0][0] + lightPos[0] * rotationMatrix[0][1] + lightPos[0] * rotationMatrix[0][2], lightPos[1] * rotationMatrix[1][0] + lightPos[1] * rotationMatrix[1][1] + lightPos[1] * rotationMatrix[1][2], lightPos[2] * rotationMatrix[2][0] + lightPos[2] * rotationMatrix[2][1] + lightPos[2] * rotationMatrix[2][2], 1.0f ); } #pragma endregion glViewport(0, 0, info.windowWidth, info.windowHeight); // Create sky blue background glClearBufferfv(GL_COLOR, 0, skyBlue); glClearBufferfv(GL_DEPTH, 0, ones); // Set up view and perspective matrix vmath::vec3 view_position = vmath::vec3(0.0f, 0.0f, fZpos); vmath::mat4 view_matrix = vmath::lookat(view_position, vmath::vec3(0.0f, 0.0f, 0.0f), vmath::vec3(0.0f, 1.0f, 0.0f)); view_matrix *= translationMatrix; view_matrix *= rotationMatrix; vmath::mat4 perspective_matrix = vmath::perspective(50.0f, (float)info.windowWidth / (float)info.windowHeight, 0.1f, 1000.0f); glUnmapBuffer(GL_UNIFORM_BUFFER); //release the mapping of a buffer object's data store into the client's address space glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniforms_buffer); uniforms_block * block = (uniforms_block *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(uniforms_block), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); #pragma region Uniforms that remain constant for all geometery block->proj_matrix = perspective_matrix; block->lightPos = lightPos; #pragma endregion #pragma region Draw Sphere glBindVertexArray(sphere_vao); glUnmapBuffer(GL_UNIFORM_BUFFER); glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniforms_buffer); block = (uniforms_block *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(uniforms_block), GL_MAP_WRITE_BIT); vmath::mat4 model_matrix = vmath::translate(-9.3f, -16.0f, 1.0f) * vmath::scale(6.0f); block->mv_matrix = view_matrix * model_matrix; block->view_matrix = view_matrix; block->uni_color = purple; block->useUniformColor = useUniformColor; block->invertNormals = falseVec; block->isSphere = trueVec; glCullFace(GL_BACK); object.render(); #pragma endregion glUnmapBuffer(GL_UNIFORM_BUFFER); //release the mapping of a buffer object's data store into the client's address space glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniforms_buffer); block = (uniforms_block *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(uniforms_block), GL_MAP_WRITE_BIT); #pragma region Uniforms that remain constant for cubes block->uni_color = orange; block->useUniformColor = falseVec; block->isSphere = falseVec; #pragma endregion #pragma region bind cube vertex data glBindVertexArray(cube_vao); glBindBuffer(GL_ARRAY_BUFFER, buffer); glEnableVertexAttribArray(0); //enable or disable a generic vertex attribute array glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0); //define an array of generic vertex attribute data void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) glBindBuffer(GL_ARRAY_BUFFER, normalsBuffer); glEnableVertexAttribArray(1); //enable or disable a generic vertex attribute array glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0); //define an array of generic vertex attribute data void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) glBindBuffer(GL_ARRAY_BUFFER, colorBuffer); glEnableVertexAttribArray(2); //enable or disable a generic vertex attribute array glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, 0); //define an array of generic vertex attribute data void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) glUnmapBuffer(GL_UNIFORM_BUFFER); glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniforms_buffer); block = (uniforms_block *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(uniforms_block), GL_MAP_WRITE_BIT); #pragma endregion #pragma region Draw Room model_matrix = //vmath::rotate((float)currentTime * 14.5f, 0.0f, 1.0f, 0.0f) * //used to constantly rotate vmath::rotate(45.0f, 0.0f, 1.0f, 0.0f)* vmath::scale(22.0f); block->mv_matrix = view_matrix * model_matrix; block->view_matrix = view_matrix; block->invertNormals = falseVec; glCullFace(GL_FRONT); glDrawArrays(GL_TRIANGLES, 0, numberOfCubeVertices); #pragma endregion #pragma region Draw Cube glUnmapBuffer(GL_UNIFORM_BUFFER); //release the mapping of a buffer object's data store into the client's address space glBindBufferBase(GL_UNIFORM_BUFFER, 0, uniforms_buffer); block = (uniforms_block *)glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(uniforms_block), GL_MAP_WRITE_BIT); model_matrix = vmath::rotate(0.0f, 0.0f, 1.0f, 0.0f) * vmath::translate(10.0f, -17.3f, -1.0f) * vmath::scale(5.0f); block->mv_matrix = view_matrix * model_matrix; block->view_matrix = view_matrix; block->useUniformColor = falseVec; block->invertNormals = trueVec; glCullFace(GL_BACK); glDrawArrays(GL_TRIANGLES, 0, numberOfCubeVertices); #pragma endregion }