Exemple #1
0
void MyApp::renderScene() 
{
	static float time = 0.0f;

	if (!m_bPaused)
		time += 0.001f;

    // Clear the back buffer 
	float clearColor[3] = { 0.4f, 0.4f, 0.7f };
	float clearColorBlack[3] = { 0.f, 0.f, 0.f };
    _dxImmedDC->ClearRenderTargetView(_renderTargetView, (float*)&clearColorBlack);
    _dxImmedDC->ClearDepthStencilView(_depthStencilView, D3D11_CLEAR_DEPTH, 1, 0);

	_dxImmedDC->OMSetBlendState(0, 0, 0xffffffff);
	_dxImmedDC->RSSetState(0);

    // Bind the input layout
	_dxImmedDC->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	
	XMMATRIX mVP = m_camera.getViewMatrix()*m_camera.getProjectionMatrix();

	//_______I m p l i c i t    O b j e c t s_____________
	drawImplicitToTexture();

	setMatrixVar(m_fxQuads, (void*)&mVP, "mViewProj");
	setSrvArrayVar(m_fxQuads, &m_srvImplicit, "texarrObjects", 0, 5);

	_dxImmedDC->IASetInputLayout(0);
	_dxImmedDC->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
	ID3DX11EffectTechnique* tech;
	tech = m_fxQuads->GetTechniqueByIndex(0);
	tech->GetPassByIndex(0)->Apply(0, _dxImmedDC);
	_dxImmedDC->Draw(4, 0);
	
	//_______T e s s e l l a t e d   O b j e c t s _______
	
	if (glb_bWireframe)
		_dxImmedDC->RSSetState(rs_Wireframe);

	// Scene - Spheres
	for (unsigned int i=0; i<m_spheres.size(); i++) {
		drawTessSphereFromOct(&(m_spheres[i]));
	}

	
	myAlien.setPos(0,30,0);
	if (myAlien.type == AlienTypes::GS_ALIEN)
	drawMesh(myAlien.mesh, m_fxAlienGS, myAlien.getMatrix());
	else if (myAlien.type == AlienTypes::EXP_ALIEN) {
		drawMesh(myAlien.mesh, m_fxExplosion, myAlien.getMatrix(), myAlien.expl_time);
		myAlien.expl_time += 0.001f;
	}

	XMFLOAT4X4 mI;
	XMStoreFloat4x4(&mI, XMMatrixIdentity());

	// Scene - Aliens
	for (unsigned int i=0; i<m_aliens.size(); i++) 
	{
		if (m_aliens[i].type == AlienTypes::VS_ALIEN)
			drawMesh(m_aliens[i].mesh, m_fxAlienVS, m_aliens[i].getMatrix());

		else if (m_aliens[i].type == AlienTypes::GS_ALIEN)
			drawMesh(m_aliens[i].mesh, m_fxAlienGS, m_aliens[i].getMatrix());

		else if (m_aliens[i].type == AlienTypes::HS_ALIEN)
			drawTessMesh(m_aliens[i].getMatrix());

		else if (m_aliens[i].type == AlienTypes::EXP_ALIEN) {
			drawMesh(m_aliens[i].mesh, m_fxExplosion, m_aliens[i].getMatrix(), m_aliens[i].expl_time);
			m_aliens[i].expl_time += 0.001f;
		}
		else if (m_aliens[i].type == AlienTypes::BEZ_ALIEN) // BEZ_ALIEN
			drawTessBezierSurface(m_aliens[i].getPos(), m_aliens[i].getTargetPos());
		else // PSP_ALIEN
			drawPSPSurface(m_aliens[i].getPos(), m_aliens[i].getTargetPos());

	}

	// PSP Surface
	if (glb_bSphereMesh)
		drawTessSphereFromMesh();


	// Terrain
	editTerrain();
	drawTessTerrain();


	//_______ G U I ______________________________________
	TwDraw();

	// Swap Buffer
	_swapChain->Present(0, 0);
}
Exemple #2
0
// Main
int main() 
{
    GLFWvidmode mode;   // GLFW video mode
    TwBar *bar;         // Pointer to a tweak bar
    
    double time = 0, dt;// Current time and enlapsed time
    double turn = 0;    // Model turn counter
    double speed = 0.3; // Model rotation speed
    int wire = 0;       // Draw model in wireframe?
    float bgColor[] = { 0.1f, 0.2f, 0.4f };         // Background color 
    unsigned char cubeColor[] = { 255, 0, 0, 128 }; // Model color (32bits RGBA)

    // Intialize GLFW   
    if( !glfwInit() )
    {
        // An error occured
        fprintf(stderr, "GLFW initialization failed\n");
        return 1;
    }

    // Create a window
    glfwGetDesktopMode(&mode);
    if( !glfwOpenWindow(640, 480, mode.RedBits, mode.GreenBits, mode.BlueBits, 
                        0, 16, 0, GLFW_WINDOW /* or GLFW_FULLSCREEN */) )
    {
        // A fatal error occured    
        fprintf(stderr, "Cannot open GLFW window\n");
        glfwTerminate();
        return 1;
    }
    glfwEnable(GLFW_MOUSE_CURSOR);
    glfwEnable(GLFW_KEY_REPEAT);
    glfwSetWindowTitle("AntTweakBar simple example using GLFW");

    // Initialize AntTweakBar
    TwInit(TW_OPENGL, NULL);

    // Create a tweak bar
    bar = TwNewBar("TweakBar");
    TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLFW and OpenGL.' "); // Message added to the help bar.

    // Add 'speed' to 'bar': it is a modifable (RW) variable of type TW_TYPE_DOUBLE. Its key shortcuts are [s] and [S].
    TwAddVarRW(bar, "speed", TW_TYPE_DOUBLE, &speed, 
               " label='Rot speed' min=0 max=2 step=0.01 keyIncr=s keyDecr=S help='Rotation speed (turns/second)' ");

    // Add 'wire' to 'bar': it is a modifable variable of type TW_TYPE_BOOL32 (32 bits boolean). Its key shortcut is [w].
    TwAddVarRW(bar, "wire", TW_TYPE_BOOL32, &wire, 
               " label='Wireframe mode' key=w help='Toggle wireframe display mode.' ");

    // Add 'time' to 'bar': it is a read-only (RO) variable of type TW_TYPE_DOUBLE, with 1 precision digit
    TwAddVarRO(bar, "time", TW_TYPE_DOUBLE, &time, " label='Time' precision=1 help='Time (in seconds).' ");         

    // Add 'bgColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR3F (3 floats color)
    TwAddVarRW(bar, "bgColor", TW_TYPE_COLOR3F, &bgColor, " label='Background color' ");

    // Add 'cubeColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR32 (32 bits color) with alpha
    TwAddVarRW(bar, "cubeColor", TW_TYPE_COLOR32, &cubeColor, 
               " label='Cube color' alpha help='Color and transparency of the cube.' ");

    // Set GLFW event callbacks
    // - Redirect window size changes to the callback function WindowSizeCB
    glfwSetWindowSizeCallback(WindowSizeCB);
    // - Directly redirect GLFW mouse button events to AntTweakBar
    glfwSetMouseButtonCallback((GLFWmousebuttonfun)TwEventMouseButtonGLFW);
    // - Directly redirect GLFW mouse position events to AntTweakBar
    glfwSetMousePosCallback((GLFWmouseposfun)TwEventMousePosGLFW);
    // - Directly redirect GLFW mouse wheel events to AntTweakBar
    glfwSetMouseWheelCallback((GLFWmousewheelfun)TwEventMouseWheelGLFW);
    // - Directly redirect GLFW key events to AntTweakBar
    glfwSetKeyCallback((GLFWkeyfun)TwEventKeyGLFW);
    // - Directly redirect GLFW char events to AntTweakBar
    glfwSetCharCallback((GLFWcharfun)TwEventCharGLFW);


    // Initialize time
    time = glfwGetTime();

    // Main loop (repeated while window is not closed and [ESC] is not pressed)
    while( glfwGetWindowParam(GLFW_OPENED) && !glfwGetKey(GLFW_KEY_ESC) )
    {
        // Clear frame buffer using bgColor
        glClearColor(bgColor[0], bgColor[1], bgColor[2], 1);
        glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );

        // Rotate model
        dt = glfwGetTime() - time;
        if( dt < 0 ) dt = 0;
        time += dt;
        turn += speed*dt;
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glRotated(360.0*turn, 0.4, 1, 0.2);
        glTranslated(-0.5, -0.5, -0.5);     
    
        // Set color and draw model
        glColor4ubv(cubeColor);
        DrawModel(wire);
        
        // Draw tweak bars
        TwDraw();

        // Present frame buffer
        glfwSwapBuffers();
    }

    // Terminate AntTweakBar and GLFW
    TwTerminate();
    glfwTerminate();

    return 0;
}
Exemple #3
0
int main(void)
{
    Context ctx;

    // Create a GLFW window
    glfwSetErrorCallback(errorCallback);
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    ctx.width = 800;
    ctx.height = 600;
    ctx.aspect = float(ctx.width) / float(ctx.height);
    ctx.window = glfwCreateWindow(ctx.width, ctx.height, "Model viewer", nullptr, nullptr);
    glfwMakeContextCurrent(ctx.window);
    glfwSetWindowUserPointer(ctx.window, &ctx);
    glfwSetKeyCallback(ctx.window, keyCallback);
    glfwSetMouseButtonCallback(ctx.window, mouseButtonCallback);
    glfwSetCursorPosCallback(ctx.window, cursorPosCallback);
	glfwSetScrollCallback(ctx.window, scrollCallback);
    glfwSetFramebufferSizeCallback(ctx.window, resizeCallback);

    // Load OpenGL functions
    glewExperimental = true;
    GLenum status = glewInit();
    if (status != GLEW_OK) {
        std::cerr << "Error: " << glewGetErrorString(status) << std::endl;
        std::exit(EXIT_FAILURE);
    }
    std::cout << "OpenGL version: " << glGetString(GL_VERSION) << std::endl;

    // Initialize AntTweakBar (if enabled)
#ifdef WITH_TWEAKBAR
    TwInit(TW_OPENGL_CORE, nullptr);
    TwWindowSize(ctx.width, ctx.height);
    TwBar *tweakbar = TwNewBar("Settings");
	TwDefine("Settings size='300 500'");
	TwDefine("Settings refresh=0.1");
	TwDefine("Settings valueswidth=fit");
	TwEnumVal lensEV[] = {
		{ORTOGRAPHIC, "Orthographic"}, 
		{PERSPECTIVE, "Perspective"}
	};
	TwType lensType = TwDefineEnum("LensType", lensEV, 2);
	TwAddVarRW(tweakbar, "Lens / Projection", lensType, &ctx.lensType, NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Background color", TW_TYPE_COLOR3F, &ctx.background_color[0], "colormode=hls");
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Ambient light color", TW_TYPE_COLOR3F, &ctx.ambient_light[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Point light color", TW_TYPE_COLOR3F, &ctx.light_color[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Point light position", TW_TYPE_DIR3F, &ctx.light_position[0], NULL);
	//TwAddVarRW(tweakbar, "Point light x", TW_TYPE_FLOAT, &ctx.light_position[0], NULL);
	//TwAddVarRW(tweakbar, "Point light y", TW_TYPE_FLOAT, &ctx.light_position[1], NULL);
	//TwAddVarRW(tweakbar, "Point light z", TW_TYPE_FLOAT, &ctx.light_position[2], NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Material diffuse color", TW_TYPE_COLOR3F, &ctx.diffuse_color[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Material specular color", TW_TYPE_COLOR3F, &ctx.specular_color[0], "colormode=hls");
	TwAddVarRW(tweakbar, "Material specular power", TW_TYPE_FLOAT, &ctx.specular_power, NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwEnumVal colorModeEV[] = {
		{NORMAL_AS_RGB, "Normal as RGB"}, 
		{BLINN_PHONG, "Blinn-Phong"}, 
		{REFLECTION, "Reflection"}
	};
	TwType colorModeType = TwDefineEnum("ColorMode", colorModeEV, ColorMode::SIZE);
	TwAddVarRW(tweakbar, "Color mode", colorModeType, &ctx.color_mode, NULL);
	TwAddVarRW(tweakbar, "Use gamma correction", TW_TYPE_BOOL32, &ctx.use_gamma_correction, NULL);
	TwAddVarRW(tweakbar, "Use color inversion", TW_TYPE_BOOL32, &ctx.use_color_inversion, NULL);
	TwAddSeparator(tweakbar, NULL, NULL);
	TwAddVarRW(tweakbar, "Ambient weight", TW_TYPE_FLOAT, &ctx.ambient_weight, NULL);
	TwAddVarRW(tweakbar, "Diffuse weight", TW_TYPE_FLOAT, &ctx.diffuse_weight, NULL);
	TwAddVarRW(tweakbar, "Specular weight", TW_TYPE_FLOAT, &ctx.specular_weight, NULL);
#endif // WITH_TWEAKBAR

    // Initialize rendering
    glGenVertexArrays(1, &ctx.defaultVAO);
    glBindVertexArray(ctx.defaultVAO);
    glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
    init(ctx);

    // Start rendering loop
    while (!glfwWindowShouldClose(ctx.window)) {
        glfwPollEvents();
        ctx.elapsed_time = glfwGetTime();
        display(ctx);
#ifdef WITH_TWEAKBAR
        TwDraw();
#endif // WITH_TWEAKBAR
        glfwSwapBuffers(ctx.window);
    }

    // Shutdown
#ifdef WITH_TWEAKBAR
    TwTerminate();
#endif // WITH_TWEAKBAR
    glfwDestroyWindow(ctx.window);
    glfwTerminate();
    std::exit(EXIT_SUCCESS);
}
// ----------------------------------------------------------- build_buffer ---
void
build_buffer( void )
{ 
    vec2 pen;
    size_t i;
    texture_font_t *font;
    texture_glyph_t *glyph;

    vec4 white  = {{1.0, 1.0, 1.0, 1.0}};
    vec4 none   = {{1.0, 1.0, 1.0, 0.0}};
    markup_t markup = {
        .family  = "Arial",
        .size    = 10.0,
        .bold    = 0,
        .italic  = 0,
        .rise    = 0.0,
        .spacing = 0.0,
        .gamma   = 2.2,
        .foreground_color    = white,
        .background_color    = none,
        .underline           = 0,
        .underline_color     = white,
        .overline            = 0,
        .overline_color      = white,
        .strikethrough       = 0,
        .strikethrough_color = white,
        .font = 0,
    };



    vertex_buffer_clear( buffer );
    texture_atlas_clear( atlas );

    if( p_family == VERA)
    {
        font = texture_font_new( atlas, "fonts/Vera.ttf", p_size );
    }
    else if( p_family == VERA_MONO)
    {
        font = texture_font_new( atlas, "fonts/VeraMono.ttf", p_size );
    }
    else if( p_family == GEORGIA)
    {
        font = texture_font_new( atlas, "fonts/Georgia.ttf", p_size );
    }
    else if( p_family == TIMES )
    {
        font = texture_font_new( atlas, "fonts/Times.ttf", p_size );
    }
    else if( p_family == TAHOMA )
    {
        font = texture_font_new( atlas, "fonts/Tahoma.ttf", p_size );
    }
    else if( p_family == ARIAL )
    {
        font = texture_font_new( atlas, "fonts/Arial.ttf", p_size );
    }
    else if( p_family == VERDANA )
    {
        font = texture_font_new( atlas, "fonts/Verdana.ttf", p_size );
    }
    else
    {
        fprintf( stderr, "Error : Unknown family type\n" );
        return;
    }

    font->hinting = p_hinting;
    font->filtering = 1;
    float norm = 1.0/(p_primary + 2*p_secondary + 2*p_tertiary);
    font->lcd_weights[0] = (unsigned char)(p_tertiary*norm*256);
    font->lcd_weights[1] = (unsigned char)(p_secondary*norm*256);
    font->lcd_weights[2] = (unsigned char)(p_primary*norm*256);
    font->lcd_weights[3] = (unsigned char)(p_secondary*norm*256);
    font->lcd_weights[4] = (unsigned char)(p_tertiary*norm*256);

    texture_font_load_glyphs( font, 
                              L" !\"#$%&'()*+,-./0123456789:;<=>?"
                              L"@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_"
                              L"`abcdefghijklmnopqrstuvwxyz{|}~" );
    pen.x = 10;
    pen.y = 600 - font->height - 10;

    glyph = texture_font_get_glyph( font, text[0] );
    add_glyph( glyph, buffer, &markup, &pen, 0 );
    for( i=1; i<wcslen(text); ++i )
    {
        if( text[i] == '\n' )
        {
            pen.x  = 10;
            pen.y -= font->height; // + 0.01*(size - (int)size)*font->height;
        }
        else
        {
            glyph = texture_font_get_glyph( font, text[i] );
            float kerning = 0.0;
            if( p_kerning )
            {
                kerning = texture_glyph_get_kerning( glyph, text[i-1] );
            }
            add_glyph( glyph, buffer, &markup, &pen, kerning );
        }
    }

    texture_font_delete (font );
}



// ---------------------------------------------------------------- display ---
void display(void)
{
    if( p_invert )
    {
        glClearColor( 0, 0, 0, 1 );
    }
    else
    {
        glClearColor( 1, 1, 1, 1 );
    }
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    glEnable( GL_TEXTURE_2D );
    glBindTexture( GL_TEXTURE_2D, atlas->id );
    if( !p_lcd_filtering )
    {
        glEnable( GL_COLOR_MATERIAL );
        glEnable( GL_BLEND );
        glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
        if( p_invert )
        {
            glColor4f(1,1,1,1);
        }
        else
        {
            glColor4f(0,0,0,1);
        }
    }
    else
    {
        glEnable( GL_COLOR_MATERIAL );
        glBlendFunc( GL_CONSTANT_COLOR_EXT,
                     GL_ONE_MINUS_SRC_COLOR );
        glEnable( GL_BLEND );
        glColor3f( 1,1,1 );
        if( p_invert )
        {
            glBlendColor( 1, 1, 1, 1 );
        }
        else
        {
            glBlendColor( 0, 0, 0, 1 );
        }
    }

    if( !p_lcd_filtering )
    {
        vertex_buffer_render( buffer, GL_TRIANGLES, "vt" );
    }
    else
    {
        glUseProgram( program );
        glUniform1i( texture_location, 0 );
        glUniform1f( gamma_location, p_gamma );

        float norm = 1.0/(p_primary+2*p_secondary+2*p_tertiary);
        glUniform1f( primary_location,   p_primary*norm );
        glUniform1f( secondary_location, p_secondary*norm );
        glUniform1f( tertiary_location,  p_tertiary*norm );
        glUniform2f( pixel_location,
                     1.0/atlas->width,
                     1.0/atlas->height );
        vertex_buffer_render( buffer, GL_TRIANGLES, "vtc" );
        glUseProgram( 0 );
    }

    TwDraw( );
    glutSwapBuffers( );
}


// ---------------------------------------------------------------- reshape ---
void reshape( int width, int height )
{
    glViewport(0, 0, width, height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, width, 0, height, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    TwWindowSize( width, height );
}
	void TweakBar::Render()
	{
		TwDraw();
	}
Exemple #6
0
// ----------------------------------------------------------- build_buffer ---
void
build_buffer( void )
{
    vec2 pen;
    texture_font_t *font;
    vec4 black  = {{0.0, 0.0, 0.0, 1.0}};
    vec4 white  = {{1.0, 1.0, 1.0, 1.0}};
    vec4 none   = {{1.0, 1.0, 1.0, 0.0}};
    vec4 color = white;
    if( p_invert )
    {
        color = black;
    }

    markup_t markup = {
        .family  = "Source Sans Pro",
        .size    = 10.0,
        .bold    = 0,
        .italic  = 0,
        .rise    = 0.0,
        .spacing = p_interval,
        .gamma   = p_gamma,
        .foreground_color    = color,
        .background_color    = none,
        .underline           = 0,
        .underline_color     = color,
        .overline            = 0,
        .overline_color      = color,
        .strikethrough       = 0,
        .strikethrough_color = color,
        .font = 0,
    };

    text_buffer_clear( buffer );
    texture_atlas_t * atlas = buffer->manager->atlas;
    texture_atlas_clear( atlas );

    if( p_family == VERA)
    {
        font = texture_font_new_from_file( atlas, p_size, "fonts/Vera.ttf" );
    }
    else if( p_family == VERA_MONO)
    {
        font = texture_font_new_from_file( atlas, p_size, "fonts/VeraMono.ttf" );
    }
    else if( p_family == LUCKIEST_GUY)
    {
        font = texture_font_new_from_file( atlas, p_size, "fonts/LuckiestGuy.ttf" );
    }
    else if( p_family == SOURCE_SANS )
    {
        font = texture_font_new_from_file( atlas, p_size, "fonts/SourceSansPro-Regular.ttf" );
    }
    else if( p_family == SOURCE_CODE )
    {
        font = texture_font_new_from_file( atlas, p_size, "fonts/SourceCodePro-Regular.ttf" );
    }
    else if( p_family == OLD_STANDARD )
    {
        font = texture_font_new_from_file( atlas, p_size, "fonts/OldStandard-Regular.ttf" );
    }
    else if( p_family == LOBSTER )
    {
        font = texture_font_new_from_file( atlas, p_size, "fonts/Lobster-Regular.ttf" );
    }
    else
    {
        fprintf( stderr, "Error : Unknown family type\n" );
        return;
    }

	if (!font)
		return;

    markup.font = font;
    font->hinting = p_hinting;
    font->kerning = p_kerning;
    font->filtering = 1;
    float norm = 1.0/(p_primary + 2*p_secondary + 2*p_tertiary);
    font->lcd_weights[0] = (unsigned char)(p_tertiary*norm*256);
    font->lcd_weights[1] = (unsigned char)(p_secondary*norm*256);
    font->lcd_weights[2] = (unsigned char)(p_primary*norm*256);
    font->lcd_weights[3] = (unsigned char)(p_secondary*norm*256);
    font->lcd_weights[4] = (unsigned char)(p_tertiary*norm*256);
    pen.x = 10;
    pen.y = 600 - font->height - 10;
    text_buffer_printf( buffer, &pen, &markup, text, NULL );

    // Post-processing for width and orientation
    vertex_buffer_t * vbuffer = buffer->buffer;
    size_t i;
    for( i=0; i < vector_size( vbuffer->items ); ++i )
    {
        ivec4 *item = (ivec4 *) vector_get( vbuffer->items, i);
        glyph_vertex_t * v0 = /* x0,y0 */
            (glyph_vertex_t *) vector_get( vbuffer->vertices, item->vstart+0 );
        //glyph_vertex_t * v1 = /* x0,y1 */
        //    (glyph_vertex_t *) vector_get( vbuffer->vertices, item->vstart+1 );
        glyph_vertex_t * v2 = /* x1,y1 */
            (glyph_vertex_t *) vector_get( vbuffer->vertices, item->vstart+2 );
        glyph_vertex_t * v3 = /* x1,y0 */
            (glyph_vertex_t *) vector_get( vbuffer->vertices, item->vstart+3 );

        float x0 = v0->x, y0 = v0->y;
        float x1 = v2->x, y1 = v2->y;
        v2->x = v3->x = x0 + (x1-x0)*p_width;

        float dy = abs(y1-y0);
        float dx = tan(p_faux_italic/180.0 * M_PI) * dy;
        v0->x += dx;
        v0->shift = fmod(v0->shift + dx-(int)(dx),1.0);
        v3->x += dx;
        v3->shift = fmod(v3->shift + dx-(int)(dx),1.0);
    }


    texture_font_delete( font );
}



// ---------------------------------------------------------------- display ---
void display( GLFWwindow* window )
{
    vec4 black  = {{0.0, 0.0, 0.0, 1.0}};
    vec4 white  = {{1.0, 1.0, 1.0, 1.0}};

    if( !p_invert )
    {
        glClearColor( 0, 0, 0, 1 );
        buffer->base_color = white;

    }
    else
    {
        glClearColor( 1, 1, 1, 1 );
        buffer->base_color = black;
    }
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    glUseProgram( buffer->shader );
    {
        glUniformMatrix4fv( glGetUniformLocation( buffer->shader, "model" ),
                            1, 0, model.data);
        glUniformMatrix4fv( glGetUniformLocation( buffer->shader, "view" ),
                            1, 0, view.data);
        glUniformMatrix4fv( glGetUniformLocation( buffer->shader, "projection" ),
                            1, 0, projection.data);
        text_buffer_render( buffer );
    }

    TwDraw( );
    glfwSwapBuffers( window );
}
Exemple #7
0
  // ********************************************************** Figure::render
  void render( bool update_axes_x=false, bool update_axes_y=false )
  {
    glfwMakeContextCurrent( _window );
    // TODO can also be set to another DataStructure
    glfwSetWindowUserPointer( _window, this);

    if( _offscreen ) {
      // set rendering destination to FBO
      glBindFramebuffer(GL_FRAMEBUFFER, _fbo);
      utils::gl::check_error();
    }
    
    if( update_axes_x || update_axes_y ) {
      // Build proper axis by finding min/max on each axe
      BoundingBox bbox{ std::numeric_limits<double>::max(),
	  (-std::numeric_limits<double>::max()),
	  std::numeric_limits<double>::max(),
	  -std::numeric_limits<double>::max() };
      
      for( const auto& curve: _curves ) {
	auto b = curve->get_bbox();
	if( b.x_min < bbox.x_min ) bbox.x_min = b.x_min;
	if( b.x_max > bbox.x_max ) bbox.x_max = b.x_max;
	if( b.y_min < bbox.y_min ) bbox.y_min = b.y_min;
	if( b.y_max > bbox.y_max ) bbox.y_max = b.y_max;
      }
      if( update_axes_x) 
	_axis_x = Axis( "X", {bbox.x_min,bbox.x_max, 10, 2});
      if( update_axes_y )
	_axis_y = Axis( "Y", {bbox.y_min,bbox.y_max, 10, 2});
    }
    
    // get window size
    if( _offscreen ) {
      glBindRenderbuffer( GL_RENDERBUFFER, _render_buf );
      utils::gl::check_error();
      glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_width);
      glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_height);
      utils::gl::check_error();
      glBindRenderbuffer( GL_RENDERBUFFER, 0 );
      utils::gl::check_error();
    }
    else {
      glfwGetFramebufferSize( _window, &_width, &_height);
    }
    // Info for scaling View and axes
    auto x_min_win = _axis_x.get_range()._min
      - 0.08 * (_axis_x.get_range()._max - _axis_x.get_range()._min);
    auto x_max_win = _axis_x.get_range()._max
      + 0.08 * (_axis_x.get_range()._max - _axis_x.get_range()._min);
    auto ratio_x = (x_max_win-x_min_win) / (double) _width;
    auto y_min_win = _axis_y.get_range()._min
      - 0.08 * (_axis_y.get_range()._max - _axis_y.get_range()._min);
    auto y_max_win = _axis_y.get_range()._max
      + 0.08 * (_axis_y.get_range()._max - _axis_y.get_range()._min);
    auto ratio_y = (y_max_win-y_min_win) / (double) _height;

    glViewport(0, 0, _width, _height);
    glClearColor( 1.0, 1.0, 1.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho( x_min_win, x_max_win, y_min_win, y_max_win, 1.f, -1.f);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    // Basic axes
    if( _draw_axes ) {
      _axis_x.render( ratio_x, ratio_y );
      glPushMatrix(); // AXE_Y
      glRotated( 90.0, 0.0, 0.0, 1.0 );
      _axis_y.render( ratio_y, ratio_x);
      glPopMatrix(); // AXE_Y
    }
    // All other objects
    for( const auto& curve: _curves) {
      curve->render();
    }

    // GraphicText
    for( auto& txt: _text_list) {
      glPushMatrix(); {
        glTranslated( txt.x, txt.y, 0.0);
        glScaled( ratio_x, ratio_y, 1.0 );
        _font->Render( txt.msg.c_str() );
      } glPopMatrix();
    }

    if( not _offscreen ) {
      // Draw tweak bars
      TwDraw();
      
      glfwSwapBuffers( _window );
      glfwPollEvents();
    }
  }
Exemple #8
0
int main (int argc, const char * argv[])
{
    // initialise GLFW
    int running = GL_TRUE;

    if (!glfwInit()) {
        exit(EXIT_FAILURE);
    }

    glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwOpenWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, 1);


    GLFWvidmode mode;
    glfwGetDesktopMode(&mode);
    if( !glfwOpenWindow(windowWidth, windowHeight, mode.RedBits, mode.GreenBits, mode.BlueBits, 0, 32, 0, GLFW_WINDOW /* or GLFW_FULLSCREEN */) )
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }
    glfwEnable(GLFW_MOUSE_CURSOR);
    glfwEnable(GLFW_KEY_REPEAT);
    // Ensure we can capture the escape key being pressed below
	glfwEnable( GLFW_STICKY_KEYS );
	glfwSetMousePos(windowWidth/2, windowHeight/2);
    glfwSetWindowTitle("basic Cube with GUI");

    //init GLEW and basic OpenGL information
    // VERY IMPORTANT OTHERWISE GLEW CANNOT HANDLE GL3
#ifdef USE_OPENGL32
    glewExperimental = true;
#endif
    glewInit();
    std::cout<<"\nUsing GLEW "<<glewGetString(GLEW_VERSION)<<std::endl;
    if (GLEW_VERSION_3_2)
    {
        std::cout<<"Yay! OpenGL 3.2 is supported and GLSL 1.5!\n"<<std::endl;
    }

	if (glewIsSupported("GL_ARB_vertex_buffer_object"))
		std::cout<<"ARB VBO's are supported"<<std::endl;
    else if (glewIsSupported("GL_APPLE_vertex_buffer_object"))
		std::cout<<"APPLE VBO's are supported"<<std::endl;
	else
		std::cout<<"VBO's are not supported,program will not run!!!"<<std::endl;


	if (glewIsSupported("GL_ARB_vertex_array_object"))
        std::cout<<"ARB VAO's are supported\n"<<std::endl;
    else if (glewIsSupported("GL_APPLE_vertex_array_object"))//this is the name of the extension for GL2.1 in MacOSX
		std::cout<<"APPLE VAO's are supported\n"<<std::endl;
	else
		std::cout<<"VAO's are not supported, program will not run!!!\n"<<std::endl;


    std::cout<<"Vendor: "<<glGetString (GL_VENDOR)<<std::endl;
    std::cout<<"Renderer: "<<glGetString (GL_RENDERER)<<std::endl;
    std::cout<<"Version: "<<glGetString (GL_VERSION)<<std::endl;

    //init AntTweakBar
    TwInit(TW_OPENGL_CORE, NULL);   //OpenGL 3.2


    // Set GLFW event callbacks
    // - Redirect window size changes to the callback function WindowSizeCB
    glfwSetWindowSizeCallback(WindowSizeCB);

    // - Directly redirect GLFW mouse button events to AntTweakBar
    //glfwSetMouseButtonCallback((GLFWmousebuttonfun)TwEventMouseButtonGLFW);
    glfwSetMouseButtonCallback(OnMouseButton);

    // - Directly redirect GLFW mouse position events to AntTweakBar
    //glfwSetMousePosCallback((GLFWmouseposfun)TwEventMousePosGLFW);
    glfwSetMousePosCallback(OnMousePos);

    // - Directly redirect GLFW mouse wheel events to AntTweakBar
    //glfwSetMouseWheelCallback((GLFWmousewheelfun)TwEventMouseWheelGLFW);
    glfwSetMouseWheelCallback(OnMouseWheel);

    // - Directly redirect GLFW key events to AntTweakBar
    //glfwSetKeyCallback((GLFWkeyfun)TwEventKeyGLFW);
    glfwSetKeyCallback(OnKey);

    // - Directly redirect GLFW char events to AntTweakBar
    //glfwSetCharCallback((GLFWcharfun)TwEventCharGLFW);
    glfwSetCharCallback(OnChar);

    // Enable depth test
	glEnable(GL_DEPTH_TEST);
	// Accept fragment if it closer to the camera than the former one
	glDepthFunc(GL_LESS);


    checkOpenGLError(__FILE__, __LINE__);
    // init Scene
    initScene();

    //Create tweak bars GUI
    TwWindowSize(windowWidth, windowHeight);
    myBar = TwNewBar("myBar");
        // Add 'wire' to 'bar': it is a modifable variable of type TW_TYPE_BOOL32 (32 bits boolean). Its key shortcut is [w].
    TwAddVarRW(myBar, "wire", TW_TYPE_BOOL32, &wireFrame, " label='Wireframe mode' key=w help='Toggle wireframe display mode.' ");
    TwAddVarRW(myBar, "useglm", TW_TYPE_BOOL32, &UseGLMMatrices               , " label='Use GLM' key=g help='Toggle using GLM for matrices.' ");
    TwAddVarRW(myBar, "autorotate", TW_TYPE_BOOL32, &autoRotate               , " label='AutoRotate' key=r help='Toggle autorotation.' ");




    // Add 'bgColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR3F (3 floats color)
    //TwAddVarRW(myBar, "bgColor", TW_TYPE_COLOR4F, &bgColor, " label='Background color' ");
    TwAddVarRW(myBar, "bgColor", TW_TYPE_COLOR4F, glm::value_ptr(bgColor), " label='Background color' ");


    TwAddVarRW(myBar, "fx", TW_TYPE_FLOAT, &fx , " min=0 max=1000 step=0.5 ");
    TwAddVarRW(myBar, "fy", TW_TYPE_FLOAT,   &fy , " min=0 max=1000 step=0.5 ");


    TwAddVarRW(myBar, "near", TW_TYPE_FLOAT,   &near , " min=0 max=1000 step=0.5 ");
    TwAddVarRW(myBar, "far", TW_TYPE_FLOAT ,   &far , " min=0 max=1000 step=0.5 ");

    TwAddVarRW(myBar, "CameraX", TW_TYPE_FLOAT, &camera.pos[0] , " min=-60 max=60 step=0.1 ");
    TwAddVarRW(myBar, "CameraY", TW_TYPE_FLOAT, &camera.pos[1], " min=-60 max=60 step=0.1 ");
    TwAddVarRW(myBar, "CameraZ", TW_TYPE_FLOAT, &camera.pos[2], " min=-60 max=60 step=0.1 ");

    TwAddVarRW(myBar, "LookX", TW_TYPE_FLOAT, &cameraLookAt.pos[0] , " min=-60 max=60 step=0.1 ");
    TwAddVarRW(myBar, "LookY", TW_TYPE_FLOAT, &cameraLookAt.pos[1], " min=-60 max=60 step=0.1 ");
    TwAddVarRW(myBar, "LookZ", TW_TYPE_FLOAT, &cameraLookAt.pos[2], " min=-60 max=60 step=0.1 ");



    TwAddVarRW(myBar, "Camera Rotation", TW_TYPE_QUAT4F, &camera.angle, "");



    TwAddVarRW(myBar, "LightX", TW_TYPE_FLOAT,   &lightPosition[0] , " min=-20 max=30 step=0.5 ");
    TwAddVarRW(myBar, "LightY", TW_TYPE_FLOAT,   &lightPosition[1] , " min=-20 max=30 step=0.5 ");
    TwAddVarRW(myBar, "LightZ", TW_TYPE_FLOAT,   &lightPosition[2] , " min=-20 max=30 step=0.5 ");



    TwAddVarRW(myBar, "lightColor", TW_TYPE_COLOR4F, lightColor, " label='Light color ' ");
    TwAddVarRW(myBar, "MaterialAmbient", TW_TYPE_FLOAT,   &lightMaterials[0] , " min=0 max=1.0 step=0.1 ");
    TwAddVarRW(myBar, "MaterialDiffuse", TW_TYPE_FLOAT,   &lightMaterials[1] , " min=0 max=1.0 step=0.1 ");
    TwAddVarRW(myBar, "MaterialSpecular", TW_TYPE_FLOAT,  &lightMaterials[2] , " min=0 max=1.0 step=0.1 ");




    TwAddVarRW(myBar, "fogColor", TW_TYPE_COLOR4F, fogColorAndScale, " label='Fog color and intensity' ");

    //TwDefine("myBar alwaystop=true "); // mybar is always on top


    //GLFW main loop
    while (running)
        {
         glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
         glClearColor( bgColor.r,bgColor.g,bgColor.b,bgColor.a);
         checkOpenGLError(__FILE__, __LINE__);


        // call function to render our scene
        drawScene();

        //restore FILL mode (we don't want the GUI to be drawn in 'wireframe')
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        checkOpenGLError(__FILE__, __LINE__);
        TwDraw();
         checkOpenGLError(__FILE__, __LINE__);

        glfwSwapBuffers();
        //check if ESC was pressed
        running=!glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
       }

    //terminate AntTweakBar
    TwTerminate();

    //cleanup VAO, VBO and shaders
    glDeleteBuffers(1,&buffer);
    glDeleteProgram(program);
    glDeleteVertexArrays(1,&vao);


    //close OpenGL window and terminate GLFW
    glfwTerminate();
    exit(EXIT_SUCCESS);

}
Exemple #9
0
// Callback function called by GLUT to render screen
void Display(void)
{

	// Clear frame buffer
	glClearColor(0.7, 0.7, 0.7, 1);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glEnable(GL_DEPTH_TEST);
	glDisable(GL_CULL_FACE);
	glEnable(GL_NORMALIZE);

	float lightPositon[4];
	float l = sqrtf(powf(lightDirection[0], 2) + powf(lightDirection[1], 2) + powf(lightDirection[2], 2));
	lightPositon[0] = -lightDistance*lightDirection[0] / l;
	lightPositon[1] = -lightDistance*lightDirection[1] / l;
	lightPositon[2] = -lightDistance*lightDirection[2] / l;
	lightPositon[3] = 1.0f;                                 // point light

	glUseProgram(0);
	glPushMatrix();
	glTranslatef(0.5f, -0.3f, 0.0f);
	if (g_AutoRotate)
	{
		float axis[3] = { 0, 1, 0 };
		float angle = (float)(GetTimeMs() - g_RotateTime) / 1000.0f;
		float quat[4];
		SetQuaternionFromAxisAngle(axis, angle, quat);
		MultiplyQuaternions(g_RotateStart, quat, g_Rotation);
	}
	ConvertQuaternionToMatrix(g_Rotation, mat);
	glMultMatrixf(mat);
	glScalef(g_Zoom, g_Zoom, g_Zoom);
	glCallList(DRAW_EN);
	glPopMatrix();

	GLuint currentProgram = programs[currentShader];
	if (currentShader == 1) {
		glUseProgram(0);
		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT0);
		glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
		glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
		glLightfv(GL_LIGHT0, GL_SPECULAR, lightDiffuse);
		glLightfv(GL_LIGHT0, GL_POSITION, lightPositon);

		float materialAmbient[] = { rf[0] * 0.2f, rf[1] * 0.2f, rf[2] * 0.2f };
		float materialDiffuse[] = { rf[0] * 0.6f, rf[1] * 0.6f, rf[2] * 0.6f };
		float materialSpecular[] = { 1 - rf[0] * roughness / 2, 1 - rf[1] * roughness / 2, 1 - rf[2] * roughness / 2 };
		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, materialAmbient);
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, materialDiffuse);
		glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
		glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 24);
	} else {
		glUseProgram(currentProgram);
		glUniform1i(glGetUniformLocation(currentProgram, "env_brdf"), IBL);
		//#####glUniform1i(glGetUniformLocation(currentProgram, "env_map"), MAP);
		glUniform1i(glGetUniformLocation(currentProgram, "cubemap"), MAP);
		glUniform1i(glGetUniformLocation(currentProgram, "tex"), TEX);
		//glUniform1i(glGetUniformLocation(currentShader, "lightNum"), 0);
		//glUniform1f(glGetUniformLocation(currentProgram, "density"), lightAmbient[1]);
		//glUniform3fv(glGetUniformLocation(currentProgram, "ambient"), 1, lightAmbient);
		glLightfv(GL_LIGHT0, GL_POSITION, lightPositon);
		glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
		glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
		//glUniform3fv(glGetUniformLocation(currentProgram, "lightPos"), 1, lightPositon);
		//glUniform3fv(glGetUniformLocation(currentProgram, "diffuse"), 1, lightDiffuse);
		glUniform3fv(glGetUniformLocation(currentProgram, "rf"), 1, rf);
		glUniform1f(glGetUniformLocation(currentProgram, "roughness"), roughness);
		glUniform1i(glGetUniformLocation(currentProgram, "iftex"), -1);
		glUniformMatrix4fv(glGetUniformLocation(currentProgram, "g_rotation"), 1, GL_FALSE, mat);		
	}

	// Rotate and draw shape
	glPushMatrix();
	glTranslatef(0.5f, -0.3f, 0.0f);
	if (g_AutoRotate)
	{
		float axis[3] = { 0, 1, 0 };
		float angle = (float)(GetTimeMs() - g_RotateTime) / 1000.0f;
		float quat[4];
		SetQuaternionFromAxisAngle(axis, angle, quat);
		MultiplyQuaternions(g_RotateStart, quat, g_Rotation);
	}
	ConvertQuaternionToMatrix(g_Rotation, mat);
	glMultMatrixf(mat);
	glScalef(g_Zoom, g_Zoom, g_Zoom);
	glCallList(g_CurrentShape);
	glPopMatrix();

	glUseProgram(0);
	// Draw tweak bars
	TwDraw();

	// Present frame buffer
	glutSwapBuffers();

	// Recall Display at next frame
	glutPostRedisplay();
}
/** Draws the bars */
void RTweakBar::Draw()
{
	if(IsActive)
		TwDraw();
}
Exemple #11
0
void Display(void)
{
	//display the background image here
	
	/*glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, 1, 0, 1, -1, 1);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_LIGHTING);
	glDepthMask(GL_FALSE);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glRasterPos2i(0, 0);
	glDrawPixels()*/

	/*
	glClearColor(1.0, 0.0, 0.0, 1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	glEnable(GL_TEXTURE_2D);
	*/
	//background();


		float v[4]; 
		float v1[4];
		float mat[4 * 4];

		glClearColor(0, 0, 0, 1);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		glEnable(GL_DEPTH_TEST);
		glDisable(GL_CULL_FACE);
		glEnable(GL_NORMALIZE);

		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT0);
		v[0] = v[1] = v[2] = g_LightMultiplier*0.4f; v[3] = 1.0f;
		glLightfv(GL_LIGHT0, GL_AMBIENT, v);
		v[0] = v[1] = v[2] = g_LightMultiplier*0.8f; v[3] = 1.0f;
		glLightfv(GL_LIGHT0, GL_DIFFUSE, v);
		v[0] = -g_LightDirection[0]; v[1] = -g_LightDirection[1]; v[2] = -g_LightDirection[2]; v[3] = 0.0f;
		glLightfv(GL_LIGHT0, GL_POSITION, v);
		

		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT1);
		v1[0] = v1[1] = v1[2] = g_LightMultiplier*0.4f; v1[3] = 1.0f;
		glLightfv(GL_LIGHT1, GL_AMBIENT, v1);
		v1[0] = v1[1] = v1[2] = g_LightMultiplier*0.8f; v1[3] = 1.0f;
		glLightfv(GL_LIGHT1, GL_DIFFUSE, v1);
		v1[0] = -g_LightDirection2[0]; v1[1] = -g_LightDirection2[1]; v1[2] = -g_LightDirection2[2]; v1[3] = 0.0f;
		glLightfv(GL_LIGHT1, GL_POSITION, v1);

		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, g_MatAmbient1);
		glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, g_MatDiffuse1);

		glPushMatrix();
		glTranslatef(0.5f, -0.3f, 0.0f);
		if (g_AutoRotate)
		{
			float axis[3] = { 0, 1, 0 };
			float angle = (float)(GetTimeMs() - g_RotateTime) / 1000.0f;
			float quat[4];
			SetQuaternionFromAxisAngle(axis, angle, quat);
			MultiplyQuaternions(g_RotateStart, quat, g_Rotation);
		}
		ConvertQuaternionToMatrix(g_Rotation, mat);
		glMultMatrixf(mat);
		glScalef(g_Zoom, g_Zoom, g_Zoom);
		Matrices identity;
		animation->evaluate(newTime);
		if (animate){
			float timeDiff = currentTime - prevTime;
			prevTime = currentTime;
			currentTime = time(NULL);
			newTime = newTime + 0.01;
		}
		skeletonWasp->calculate(identity.IDENTITY);
		skinningWasp->update();
		skinningWasp->draw();		
		glPopMatrix();
	

	TwDraw();

	glutSwapBuffers();

	glutPostRedisplay();
}
// Display to an HMD with OVR SDK backend.
void displayHMD()
{
    ovrSessionStatus sessionStatus;
    ovr_GetSessionStatus(g_session, &sessionStatus);

    if (sessionStatus.HmdPresent == false)
    {
        displayMonitor();
        return;
    }

    const ovrHmdDesc& hmdDesc = m_Hmd;
    double sensorSampleTime; // sensorSampleTime is fed into the layer later
    if (g_hmdVisible)
    {
        // Call ovr_GetRenderDesc each frame to get the ovrEyeRenderDesc, as the returned values (e.g. HmdToEyeOffset) may change at runtime.
        ovrEyeRenderDesc eyeRenderDesc[2];
        eyeRenderDesc[0] = ovr_GetRenderDesc(g_session, ovrEye_Left, hmdDesc.DefaultEyeFov[0]);
        eyeRenderDesc[1] = ovr_GetRenderDesc(g_session, ovrEye_Right, hmdDesc.DefaultEyeFov[1]);

        // Get eye poses, feeding in correct IPD offset
        ovrVector3f HmdToEyeOffset[2] = {
            eyeRenderDesc[0].HmdToEyeOffset,
            eyeRenderDesc[1].HmdToEyeOffset };
#if 0
        // Get both eye poses simultaneously, with IPD offset already included.
        double displayMidpointSeconds = ovr_GetPredictedDisplayTime(g_session, 0);
        ovrTrackingState hmdState = ovr_GetTrackingState(g_session, displayMidpointSeconds, ovrTrue);
        ovr_CalcEyePoses(hmdState.HeadPose.ThePose, HmdToEyeOffset, m_eyePoses);
#else
        ovr_GetEyePoses(g_session, g_frameIndex, ovrTrue, HmdToEyeOffset, m_eyePoses, &sensorSampleTime);
#endif
        storeHmdPose(m_eyePoses[0]);

        for (int eye = 0; eye < 2; ++eye)
        {
            const FBO& swapfbo = m_swapFBO[eye];
            const ovrTextureSwapChain& chain = g_textureSwapChain[eye];

            int curIndex;
            ovr_GetTextureSwapChainCurrentIndex(g_session, chain, &curIndex);
            GLuint curTexId;
            ovr_GetTextureSwapChainBufferGL(g_session, chain, curIndex, &curTexId);

            glBindFramebuffer(GL_FRAMEBUFFER, swapfbo.id);
            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, curTexId, 0);

            glViewport(0, 0, swapfbo.w, swapfbo.h);
            glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
            glEnable(GL_FRAMEBUFFER_SRGB);

            {
                glClearColor(0.3f, 0.3f, 0.3f, 0.f);
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

                const ovrSizei& downSize = ovr_GetFovTextureSize(g_session, ovrEyeType(eye), hmdDesc.DefaultEyeFov[eye], m_fboScale);
                ovrRecti vp = { 0, 0, downSize.w, downSize.h };
                const int texh = swapfbo.h;
                vp.Pos.y = (texh - vp.Size.h) / 2;
                glViewport(vp.Pos.x, vp.Pos.y, vp.Size.w, vp.Size.h);

                // Cinemascope - letterbox bars scissoring off pixels above and below vp center
                const float hc = .5f * m_cinemaScope;
                const int scisPx = static_cast<int>(hc * static_cast<float>(vp.Size.h));
                ovrRecti sp = vp;
                sp.Pos.y += scisPx;
                sp.Size.h -= 2 * scisPx;
                glScissor(sp.Pos.x, sp.Pos.y, sp.Size.w, sp.Size.h);
                glEnable(GL_SCISSOR_TEST);
                glEnable(GL_DEPTH_TEST);

                // Render the scene for the current eye
                const ovrPosef& eyePose = m_eyePoses[eye];
                const glm::mat4 mview =
                    makeWorldToChassisMatrix() *
                    makeMatrixFromPose(eyePose, m_headSize);
                const ovrMatrix4f ovrproj = ovrMatrix4f_Projection(hmdDesc.DefaultEyeFov[eye], 0.2f, 1000.0f, ovrProjection_None);
                const glm::mat4 proj = makeGlmMatrixFromOvrMatrix(ovrproj);
                g_pScene->RenderForOneEye(glm::value_ptr(glm::inverse(mview)), glm::value_ptr(proj));

                const ovrTextureSwapChain& chain = g_textureSwapChain[eye];
                const ovrResult commitres = ovr_CommitTextureSwapChain(g_session, chain);
                if (!OVR_SUCCESS(commitres))
                {
                    LOG_ERROR("ovr_CommitTextureSwapChain returned %d", commitres);
                    return;
                }
            }
            glDisable(GL_SCISSOR_TEST);

            // Grab a copy of the left eye's undistorted render output for presentation
            // to the desktop window instead of the barrel distorted mirror texture.
            // This blit, while cheap, could cost some framerate to the HMD.
            // An over-the-shoulder view is another option, at a greater performance cost.
            if (0)
            {
                if (eye == ovrEyeType::ovrEye_Left)
                {
                    BlitLeftEyeRenderToUndistortedMirrorTexture();
                }
            }

            glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
            glBindFramebuffer(GL_FRAMEBUFFER, 0);
        }
    }

    std::vector<const ovrLayerHeader*> layerHeaders;
    {
        // Do distortion rendering, Present and flush/sync
        ovrLayerEyeFov ld;
        ld.Header.Type = ovrLayerType_EyeFov;
        ld.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL.

        for (int eye = 0; eye < 2; ++eye)
        {
            const FBO& swapfbo = m_swapFBO[eye];
            const ovrTextureSwapChain& chain = g_textureSwapChain[eye];

            ld.ColorTexture[eye] = chain;

            const ovrSizei& downSize = ovr_GetFovTextureSize(g_session, ovrEyeType(eye), hmdDesc.DefaultEyeFov[eye], m_fboScale);
            ovrRecti vp = { 0, 0, downSize.w, downSize.h };
            const int texh = swapfbo.h;
            vp.Pos.y = (texh - vp.Size.h) / 2;

            ld.Viewport[eye] = vp;
            ld.Fov[eye] = hmdDesc.DefaultEyeFov[eye];
            ld.RenderPose[eye] = m_eyePoses[eye];
            ld.SensorSampleTime = sensorSampleTime;
        }
        layerHeaders.push_back(&ld.Header);

        // Submit layers to HMD for display
        ovrLayerQuad ql;
        if (g_tweakbarQuad.m_showQuadInWorld)
        {
            ql.Header.Type = ovrLayerType_Quad;
            ql.Header.Flags = ovrLayerFlag_TextureOriginAtBottomLeft; // Because OpenGL.

            ql.ColorTexture = g_tweakbarQuad.m_swapChain;
            ovrRecti vp;
            vp.Pos.x = 0;
            vp.Pos.y = 0;
            vp.Size.w = 600; ///@todo
            vp.Size.h = 600; ///@todo
            ql.Viewport = vp;
            ql.QuadPoseCenter = g_tweakbarQuad.m_QuadPoseCenter;
            ql.QuadSize = { 1.f, 1.f }; ///@todo Pass in

            g_tweakbarQuad.SetHmdEyeRay(m_eyePoses[ovrEyeType::ovrEye_Left]); // Writes to m_layerQuad.QuadPoseCenter
            g_tweakbarQuad.DrawToQuad();
            layerHeaders.push_back(&ql.Header);
        }
    }

#if 0
    ovrViewScaleDesc viewScaleDesc;
    viewScaleDesc.HmdToEyeOffset[0] = m_eyeOffsets[0];
    viewScaleDesc.HmdToEyeOffset[1] = m_eyeOffsets[1];
    viewScaleDesc.HmdSpaceToWorldScaleInMeters = 1.f;
#endif

    const ovrResult result = ovr_SubmitFrame(g_session, g_frameIndex, nullptr, &layerHeaders[0], layerHeaders.size());
    if (result == ovrSuccess)
    {
        g_hmdVisible = true;
    }
    else if (result == ovrSuccess_NotVisible)
    {
        g_hmdVisible = false;
        ///@todo Enter a lower-power, polling "no focus/HMD not worn" mode
    }
    else if (result == ovrError_DisplayLost)
    {
        LOG_INFO("ovr_SubmitFrame returned ovrError_DisplayLost");
        g_hmdVisible = false;
        ///@todo Tear down textures and session and re-create
    }
    else
    {
        LOG_INFO("ovr_SubmitFrame returned %d", result);
        //g_hmdVisible = false;
    }

    // Handle OVR session events
    ovr_GetSessionStatus(g_session, &sessionStatus);
    if (sessionStatus.ShouldQuit)
    {
        glfwSetWindowShouldClose(g_pMirrorWindow, 1);
    }
    if (sessionStatus.ShouldRecenter)
    {
        ovr_RecenterTrackingOrigin(g_session);
    }

    // Blit mirror texture to monitor window
    if (g_hmdVisible)
    {
        glViewport(0, 0, g_mirrorWindowSz.x, g_mirrorWindowSz.y);
        const FBO& srcFBO = m_mirrorFBO;
        glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFBO.id);
        glBlitFramebuffer(
            0, srcFBO.h, srcFBO.w, 0,
            0, 0, g_mirrorWindowSz.x, g_mirrorWindowSz.y,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);
        glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
    }
    else
    {
        displayMonitor();
    }
    ++g_frameIndex;

#ifdef USE_ANTTWEAKBAR
    if (g_tweakbarQuad.m_showQuadInWorld)
    {
        TwDraw();
    }
#endif
}
Exemple #13
0
void RenderFunction(){
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glm::mat4 ProjectionMatrix;
	glm::mat4 ViewMatrix;
	glm::mat4 ModelMatrix = glm::mat4(1.0f);
	glm::mat4 MVPMatrix;
	
	glm::vec3 camPos;

	GLfloat global_ambient[] = { global_r, global_g, global_b, 1.0f };
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient);

	//Perspective
	GLfloat aspect = (GLfloat)width / (GLfloat)height;
	glViewport(0, 0, (GLsizei)width, (GLsizei)height);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(100.0, aspect, 1.0, 3000.0);

	ProjectionMatrix = glm::perspective(45.0f, 4.0f/3.0f , 1.0f, 1000.0f);
		
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glPushMatrix();

	if (ori == 0)
		glFrontFace(GL_CCW);
	else if (ori == 1)
		glFrontFace(GL_CW);

	switch (model)
	{
	case 0:
		gluLookAt(0, 0, 1, 0, 0, -2, 0, 1, 0);
		ViewMatrix = glm::lookAt(glm::vec3(0.0f, 1.0f, 0.0f),
			glm::vec3(0.0f, 0.0f, -2.0f),
			glm::vec3(0.0f, 1.0f, 0.0f));
		camPos = { 0.0f, 1.0f, 0.0f };
		break;
	case 1:
		gluLookAt((x_min + x_max) / 2, (y_min + y_max) / 2, 800 + (z_min + z_max) / 2, (x_min + x_max) / 2, (y_min + y_max) / 2, (z_min + z_max) / 2, 0, 1, 0);
		ViewMatrix = glm::lookAt(glm::vec3( (x_min + x_max) / 2, (y_min + y_max) / 2, 800 + (z_min + z_max) / 2 ),
			glm::vec3( (x_min + x_max) / 2, (y_min + y_max) / 2, (z_min + z_max) / 2 ),
			glm::vec3( 0.0f, 1.0f, 0.0f ));
		camPos = { (x_min + x_max) / 2, (y_min + y_max) / 2, 800 + (z_min + z_max) / 2 };
		break;
	case 2:
		gluLookAt((x_min + x_max) / 2, (y_min + y_max) / 2 - 30, 400 + (z_min + z_max) / 2, (x_min + x_max) / 2, (y_min + y_max) / 2, (z_min + z_max) / 2, 0, 1, 0);
		glTranslatef(80, 100, 0);
		ViewMatrix = glm::lookAt(glm::vec3( (x_min + x_max) / 2 + 80, (y_min + y_max) / 2 + 70, 400 + (z_min + z_max) / 2 ),
			glm::vec3( (x_min + x_max) / 2 + 80, (y_min + y_max) / 2 + 100, (z_min + z_max) / 2 ),
			glm::vec3( 0.0f, 1.0f, 0.0f ));
		camPos = { (x_min + x_max) / 2 + 80, (y_min + y_max) / 2 + 70, 400 + (z_min + z_max) / 2 };
		break;
	}
	
	MVPMatrix = ProjectionMatrix * ViewMatrix * ModelMatrix;
	SetUniform(programID, camPos, ModelMatrix, ViewMatrix, MVPMatrix, sLight, dLight);
	glDrawArrays(GL_TRIANGLES, 0, NumTris);

	TwDraw();

	glDisableVertexAttribArray(0);
	glDisableVertexAttribArray(1);
	glDisableVertexAttribArray(2);

	glPopMatrix();
	glutSwapBuffers();
}
// Main 
int main()
{
    // Create main window
    sf::RenderWindow app(sf::VideoMode(800, 600), "AntTweakBar simple example using SFML");
    app.PreserveOpenGLStates(true);

    // Particules
    std::list<Particle> particles;
    std::list<Particle>::iterator p;
    float birthCount = 0;
    float birthRate = 20;               // number of particles generated per second
    float maxAge = 3.0f;                // particles life time
    float speedDir[3] = {0, 1, 0};      // initial particles speed direction
    float speedNorm = 7.0f;             // initial particles speed amplitude
    float size = 0.1f;                  // particles size
    float color[3] = {0.8f, 0.6f, 0};   // particles color
    float bgColor[3] = {0, 0.6f, 0.6f}; // background color


    // Initialize AntTweakBar
    TwInit(TW_OPENGL, NULL);

    // Tell the window size to AntTweakBar
    TwWindowSize(app.GetWidth(), app.GetHeight());

    // Create a tweak bar
    TwBar *bar = TwNewBar("Particles");
    TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with SFML and OpenGL.' "); // Message added to the help bar.
    
    // Change bar position
    int barPos[2] = {16, 240};
    TwSetParam(bar, NULL, "position", TW_PARAM_INT32, 2, &barPos);
    
    // Add 'birthRate' to 'bar': this is a modifiable variable of type TW_TYPE_FLOAT in range [0.1, 100]. Its shortcuts are [+] and [-].
    TwAddVarRW(bar, "Birth rate", TW_TYPE_FLOAT, &birthRate, " min=0.1 max=100 step=0.1 keyIncr='+' keyDecr='-' ");

    // Add 'speedNorm' to 'bar': this is a modifiable variable of type TW_TYPE_FLOAT in range [0.1, 10]. Its shortcuts are [s] and [S].
    TwAddVarRW(bar, "Speed", TW_TYPE_FLOAT, &speedNorm, " min=0.1 max=10 step=0.1 keyIncr='s' keyDecr='S' ");

    // Add 'speedDir' to 'bar': this is a modifiable variable of type TW_TYPE_DIR3F. Just displaying the arrow widget
    TwAddVarRW(bar, "Direction", TW_TYPE_DIR3F, &speedDir, " opened=true showval=false ");

    // Add 'color' to 'bar': this is a modifiable variable of type TW_TYPE_COLOR3F. Switched to HLS
    TwAddVarRW(bar, "Color", TW_TYPE_COLOR3F, &color, " colorMode=hls opened=true ");

    // Add 'bgColor' to 'bar': this is a modifiable variable of type TW_TYPE_COLOR3F. Switched to HLS
    TwAddVarRW(bar, "Background color", TW_TYPE_COLOR3F, &bgColor, " colorMode=hls opened=true ");

    // Initialize OpenGL states
    glEnable(GL_DEPTH_TEST);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(90.f, (float)app.GetWidth()/app.GetHeight(), 0.1f, 100.f);
    glMatrixMode(GL_MODELVIEW);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);

    // Init time
    sf::Clock clock;
    float time = clock.GetElapsedTime();

    // Main loop
    while (app.IsOpened())
    {
        // Process events
        sf::Event event;
        while (app.GetEvent(event))
        {
            // Send event to AntTweakBar
            int handled = TwEventSFML(&event, 1, 6); // Assume SFML version 1.6 here

            // If event has not been handled by AntTweakBar, process it
            if( !handled )
            {
                // Close or Escape
                if (event.Type == sf::Event::Closed
                    || (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape))
                    app.Close();

                // Resize
                if (event.Type == sf::Event::Resized)
                {
                    glViewport(0, 0, event.Size.Width, event.Size.Height);
                    glMatrixMode(GL_PROJECTION);
                    glLoadIdentity();
                    gluPerspective(90.f, (float)event.Size.Width/event.Size.Height, 1.f, 500.f);
                    glMatrixMode(GL_MODELVIEW);

                    // TwWindowSize has been called by TwEventSFML, 
                    // so it is not necessary to call it again here.
                }
            }
        }

        if (!app.IsOpened())
            continue;

        // Update time
        float dt = clock.GetElapsedTime() - time;
        time += dt;

        // Update particles
        p = particles.begin(); 
        while (p != particles.end())
        {
            p->Update(dt);
            if (p->Age >= maxAge) 
                p = particles.erase(p); // Die!
            else
                ++p;
        }

        // Generate new particles
        birthCount += dt * birthRate;
        while (birthCount >= 1.0f) 
        {
            particles.push_back(Particle(size, speedDir, speedNorm, color));
            birthCount--;
        }

        // Clear depth buffer
        glClearColor(bgColor[0], bgColor[1], bgColor[2], 1);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        // Draw particles
        for (p = particles.begin(); p != particles.end(); ++p)
        {
            glColor4fv(p->Color);
            glLoadIdentity();
            glTranslatef(0.0f, -1.0f, -3.0f); // Camera position
            glTranslatef(p->Position[0], p->Position[1], p->Position[2]);
            glScalef(p->Size, p->Size, p->Size);
            glRotatef(p->RotationAngle, p->RotationAxis[0], p->RotationAxis[1], p->RotationAxis[2]);

            // Draw a cube
            glBegin(GL_QUADS);
                glNormal3f(0,0,-1); glVertex3f(0,0,0); glVertex3f(0,1,0); glVertex3f(1,1,0); glVertex3f(1,0,0); // front face
                glNormal3f(0,0,+1); glVertex3f(0,0,1); glVertex3f(1,0,1); glVertex3f(1,1,1); glVertex3f(0,1,1); // back face
                glNormal3f(-1,0,0); glVertex3f(0,0,0); glVertex3f(0,0,1); glVertex3f(0,1,1); glVertex3f(0,1,0); // left face
                glNormal3f(+1,0,0); glVertex3f(1,0,0); glVertex3f(1,1,0); glVertex3f(1,1,1); glVertex3f(1,0,1); // right face
                glNormal3f(0,-1,0); glVertex3f(0,0,0); glVertex3f(1,0,0); glVertex3f(1,0,1); glVertex3f(0,0,1); // bottom face  
                glNormal3f(0,+1,0); glVertex3f(0,1,0); glVertex3f(0,1,1); glVertex3f(1,1,1); glVertex3f(1,1,0); // top face
            glEnd();
        }

        TwDraw();

        // Finally, display the rendered frame on screen
        app.Display();
    }

    // Un-initialize AntTweakBar 
    TwTerminate();

    return EXIT_SUCCESS;
}
void Render()
{
	if (!g_CanDraw)
		return;

	auto width = glutGet(GLUT_WINDOW_WIDTH);
	auto height = glutGet(GLUT_WINDOW_HEIGHT);

	glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// variables uniformes (constantes) 

	g_Camera.projectionMatrix = glm::perspectiveFov(45.f, (float)width, (float)height, 0.1f, 1000.f);
	// rotation orbitale de la camera
	float rotY = glm::radians(g_Camera.rotation.y);
	const glm::vec4 orbitDistance(0.0f, 0.0f, 200.0f, 1.0f);
	glm::vec4 position = /*glm::eulerAngleY(rotY) **/ orbitDistance;
	g_Camera.viewMatrix = glm::lookAt(glm::vec3(position), glm::vec3(0.f), glm::vec3(0.f, 1.f, 0.f));

	glBindBuffer(GL_UNIFORM_BUFFER, g_Camera.UBO);
	//glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::mat4) * 2, glm::value_ptr(g_Camera.viewMatrix), GL_STREAM_DRAW);
	glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4) * 2, glm::value_ptr(g_Camera.viewMatrix));

	for (uint32_t index = 0; index < g_Spheres.size(); ++index)
	{
		static const float radius = 100.0f;
		// L'illumination s'effectue dans le repere de la camera, il faut donc que les positions des lumieres
		// soient egalement exprimees dans le meme repere (view space)
		g_PointLights[index].position = g_Camera.viewMatrix * glm::vec4(g_Spheres[index].position, 1.0f);
		g_PointLights[index].position.w = radius;
	}
	glBindBuffer(GL_UNIFORM_BUFFER, PointLight::UBO);
	glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(PointLight) * g_NumPointLights, g_PointLights);

	// rendu des murs avec illumination	

	glBindVertexArray(g_WallMesh.VAO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	auto program = g_BlinnPhongShader.GetProgram();
	glUseProgram(program);
	
	auto numLightsLocation = glGetUniformLocation(program, "u_numLights");
	glUniform1i(numLightsLocation, g_NumPointLights);
	auto worldLocation = glGetUniformLocation(program, "u_worldMatrix");
	glm::mat4& transform = g_Walls.worldMatrix;
	glUniformMatrix4fv(worldLocation, 1, GL_FALSE, glm::value_ptr(transform));
	auto startIndex = 0;
	glBindTexture(GL_TEXTURE_2D, g_Walls.textures[Walls::gWallTexture]);	
	glDrawArrays(GL_TRIANGLES, startIndex, 6 * 4); startIndex += 6 * 4;	// 4 murs
	glBindTexture(GL_TEXTURE_2D, g_Walls.textures[Walls::gCeilingTexture]);	
	glDrawArrays(GL_TRIANGLES, startIndex, 6); startIndex += 6;	// plafond
	glBindTexture(GL_TEXTURE_2D, g_Walls.textures[Walls::gFloorTexture]);	
	glDrawArrays(GL_TRIANGLES, startIndex, 6); startIndex += 6;	// sol

	// rendu debug

	glBindTexture(GL_TEXTURE_2D, 0);

	glBindVertexArray(g_SphereMesh.VAO);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_SphereMesh.IBO);

	program = g_AmbientShader.GetProgram();
	glUseProgram(program);

	worldLocation = glGetUniformLocation(program, "u_worldMatrix");

	for (auto index = 0; index < g_Spheres.size(); ++index) 
	{
		glm::mat4& transform = g_Spheres[index].worldMatrix;
		glUniformMatrix4fv(worldLocation, 1, GL_FALSE, glm::value_ptr(transform));
		glDrawElements(GL_TRIANGLES, g_SphereMesh.ElementCount, GL_UNSIGNED_INT, 0);
	}
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

	//glBindVertexArray(0);

	// dessine les tweakBar
	TwDraw();  

	glutSwapBuffers();
}
void ofxTweakbars::draw() {
	if(instance.visible)
		TwDraw();
}
Exemple #17
0
// Main function
int main() 
{
    // Initialize GLFW  
    if( !glfwInit() )
    {
        // A fatal error occurred
        std::cerr << "GLFW initialization failed" << std::endl;
        return 1;
    }

    // Create a window
    GLFWvidmode mode;
    glfwGetDesktopMode(&mode);
    if( !glfwOpenWindow(800, 600, mode.RedBits, mode.GreenBits, mode.BlueBits, 0, 16, 0, GLFW_WINDOW /* or GLFW_FULLSCREEN */) )
    {
        // A fatal error occurred   
        std::cerr << "Cannot open GLFW window" << std::endl;
        glfwTerminate();
        return 1;
    }
    glfwSwapInterval(0);
    glfwEnable(GLFW_MOUSE_CURSOR);
    glfwEnable(GLFW_KEY_REPEAT);
    const char title[] = "AntTweakBar example: TwAdvanced1";
    glfwSetWindowTitle(title);
    // Set GLFW event callbacks
    glfwSetWindowSizeCallback(OnWindowSize);
    glfwSetMouseButtonCallback(OnMouseButton);
    glfwSetMousePosCallback(OnMousePos);
    glfwSetMouseWheelCallback(OnMouseWheel);
    glfwSetKeyCallback(OnKey);
    glfwSetCharCallback(OnChar);

    // Initialize AntTweakBar
    TwInit(TW_OPENGL, NULL);
    // Change the font size, and add a global message to the Help bar.
    TwDefine(" GLOBAL fontSize=3 help='This example illustrates the definition of custom structure type as well as many other features.' ");

    // Initialize the 3D scene
    Scene scene;
    scene.Init(true);

    // Create a tweak bar called 'Main' and change its refresh rate, position, size and transparency
    TwBar *mainBar = TwNewBar("Main");
    TwDefine(" Main label='Main TweakBar' refresh=0.5 position='16 16' size='260 320' alpha=0");

    // Add some variables to the Main tweak bar
    TwAddVarRW(mainBar, "Wireframe", TW_TYPE_BOOLCPP, &scene.Wireframe, 
               " group='Display' key=w help='Toggle wireframe display mode.' "); // 'Wireframe' is put in the group 'Display' (which is then created)
    TwAddVarRW(mainBar, "BgTop", TW_TYPE_COLOR3F, &scene.BgColor1, 
               " group='Background' help='Change the top background color.' ");  // 'BgTop' and 'BgBottom' are put in the group 'Background' (which is then created)
    TwAddVarRW(mainBar, "BgBottom", TW_TYPE_COLOR3F, &scene.BgColor0, 
               " group='Background' help='Change the bottom background color.' ");
    TwDefine(" Main/Background group='Display' ");  // The group 'Background' of bar 'Main' is put in the group 'Display'
    TwAddVarCB(mainBar, "Subdiv", TW_TYPE_INT32, SetSubdivCB, GetSubdivCB, &scene, 
               " group='Scene' label='Meshes subdivision' min=1 max=50 keyincr=s keyDecr=S help='Subdivide the meshes more or less (switch to wireframe to see the effect).' ");
    TwAddVarRW(mainBar, "Ambient", TW_TYPE_FLOAT, &scene.Ambient, 
               " label='Ambient factor' group='Scene' min=0 max=1 step=0.001 keyIncr=a keyDecr=A help='Change scene ambient.' ");
    TwAddVarRW(mainBar, "Reflection", TW_TYPE_FLOAT, &scene.Reflection, 
               " label='Reflection factor' group='Scene' min=0 max=1 step=0.001 keyIncr=r keyDecr=R help='Change ground reflection.' ");

    // Create a new TwType called rotationType associated with the Scene::RotMode enum, and use it
    TwEnumVal rotationEV[] = { { Scene::ROT_OFF, "Stopped"}, 
                               { Scene::ROT_CW,  "Clockwise" }, 
                               { Scene::ROT_CCW, "Counter-clockwise" } };
    TwType rotationType = TwDefineEnum( "Rotation Mode", rotationEV, 3 );
    TwAddVarRW(mainBar, "Rotation", rotationType, &scene.Rotation, 
               " group='Scene' keyIncr=Backspace keyDecr=SHIFT+Backspace help='Stop or change the rotation mode.' ");

    // Add a read-only float variable; its precision is 0 which means that the fractionnal part of the float value will not be displayed
    TwAddVarRO(mainBar, "RotYAngle", TW_TYPE_DOUBLE, &scene.RotYAngle, 
               " group='Scene' label='Rot angle (degree)' precision=0 help='Animated rotation angle' ");

    // Initialize time
    double time = glfwGetTime(), dt = 0;            // Current time and elapsed time
    double frameDTime = 0, frameCount = 0, fps = 0; // Framerate

    // Main loop (repeated while window is not closed)
    while( glfwGetWindowParam(GLFW_OPENED) )
    {
        // Get elapsed time
        dt = glfwGetTime() - time;
        if (dt < 0) dt = 0;
        time += dt;

        // Rotate scene
        if( scene.Rotation==Scene::ROT_CW )
            scene.RotYAngle -= 5.0*dt;
        else if( scene.Rotation==Scene::ROT_CCW )
            scene.RotYAngle += 5.0*dt;

        // Move lights
        scene.Update(time);

        // Draw scene
        scene.Draw();

        // Draw tweak bars
        TwDraw();

        // Present frame buffer
        glfwSwapBuffers();

        // Estimate framerate
        frameCount++;
        frameDTime += dt;
        if( frameDTime>1.0 )
        {
            fps = frameCount/frameDTime;
            char newTitle[128];
            _snprintf(newTitle, sizeof(newTitle), "%s (%.1f fps)", title, fps);
            //glfwSetWindowTitle(newTitle); // uncomment to display framerate
            frameCount = frameDTime = 0;
        }
    }

    // Terminate AntTweakBar and GLFW
    TwTerminate();
    glfwTerminate();

    return 0;
}
int main()
{
    const SDL_VideoInfo* video = NULL;
    int width  = 480, height = 480;
    int bpp, flags;
    int quit = 0;

    // Initialize SDL, then get the current video mode and use it to create a SDL window.
    if (SDL_Init(SDL_INIT_VIDEO) < 0)
    {
        fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }
    video = SDL_GetVideoInfo();
    if (!video) 
    {
        fprintf(stderr, "Video query failed: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }
    // Request GL context to be OpenGL 3.2 Core Profile
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    // Other GL attributes
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
    //SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    bpp = video->vfmt->BitsPerPixel;
    flags = SDL_OPENGL | SDL_HWSURFACE;
    if (!SDL_SetVideoMode(width, height, bpp, flags))
    {
        fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }
    SDL_WM_SetCaption("AntTweakBar example using OpenGL Core Profile and SDL", "AntTweakBar+GLCore+SDL");

    // Enable SDL unicode and key-repeat
    SDL_EnableUNICODE(1);
    SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);

    // Load some OpenGL core functions
    if (!LoadGLCoreFunctions())
    {
        fprintf(stderr, "OpenGL 3.2 not supported.\n");
        SDL_Quit();
        exit(1);
    }

    // Initialize AntTweakBar
    if (!TwInit(TW_OPENGL_CORE, NULL)) {
        fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
        SDL_Quit();
        exit(1);
    }
    // Tell the window size to AntTweakBar
    TwWindowSize(width, height);
    // Create a tweak bar
    CreateTweakBar();

    // Set OpenGL viewport
    glViewport(0, 0, width, height);

    // Prepare GL shaders and programs for drawing
    InitRender();

    // Main loop:
    // - Draw scene
    // - Process events
    while (!quit)
    {
        SDL_Event event;
        int handled;
        GLenum error;

        // Clear screen
        glClearColor(0.5f, 0.75f, 0.8f, 1);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        // Update angle and draw geometry
        angle = (float)SDL_GetTicks()/25.0f * (FLOAT_PI/180.0f);
        quat[0] = quat[1] = 0;
        quat[2] = (float)sin(angle/2.0f);
        quat[3] = (float)cos(angle/2.0f);
        Render();

        // Draw tweak bars
        TwDraw();

        // Present frame buffer
        SDL_GL_SwapBuffers();

        // Process incoming events
        while (SDL_PollEvent(&event)) 
        {
            // Send event to AntTweakBar
            handled = TwEventSDL(&event, SDL_MAJOR_VERSION, SDL_MINOR_VERSION);

            // If event has not been handled by AntTweakBar, process it
            if (!handled)
            {
                switch (event.type)
                {
                case SDL_QUIT:  // Window is closed
                    quit = 1;
                    break;

                case SDL_VIDEORESIZE:   // Window size has changed
                    // Resize SDL video mode
                    width = event.resize.w;
                    height = event.resize.h;
                    if (!SDL_SetVideoMode(width, height, bpp, flags))
                        fprintf(stderr, "WARNING: Video mode set failed: %s\n", SDL_GetError());

                    // Resize OpenGL viewport
                    glViewport(0, 0, width, height);
                    
                    // Restore OpenGL states
                    InitRender();
                    
                    // TwWindowSize has been called by TwEventSDL, 
                    // so it is not necessary to call it again here.

                    break;
                }
            }
        }

        while ((error = glGetError()) != GL_NO_ERROR) 
            fprintf(stderr, "GL error detected: 0x%04X\n", error);

    } // End of main loop

    // Terminate AntTweakBar
    TwTerminate();

    // Delete GL shaders and buffer
    UninitRender();

    // Terminate SDL
    SDL_Quit();

    return 0;
}  
Exemple #19
0
	void TessGui::v_render()
	{
		TwDraw();
	}
// Main
int WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR, int cmdShow)
{
    // Register our window class
    WNDCLASSEX wcex = { sizeof(WNDCLASSEX), CS_CLASSDC|CS_DBLCLKS, MessageProc, 0L, 0L, 
                        instance, NULL, NULL, NULL, NULL, "TwDX9", NULL };
    RegisterClassEx(&wcex);

    // Create a window
    const int W = 640;
    const int H = 480;
    BOOL fullscreen = FALSE; // Set to TRUE to run in fullscreen
    RECT rect = { 0, 0, W, H };
    DWORD style = fullscreen ? WS_POPUP : WS_OVERLAPPEDWINDOW;
    AdjustWindowRect(&rect, style, FALSE);
    HWND wnd = CreateWindow("TwDX9", "AntTweakBar simple example using DirectX9", 
                            style, CW_USEDEFAULT, CW_USEDEFAULT, 
                            rect.right-rect.left, rect.bottom-rect.top, NULL, NULL, instance, NULL);
    if( !wnd )
    {
        MessageBox(NULL, "Cannot create window", "Error", MB_OK|MB_ICONERROR);
        return FALSE;
    }
    ShowWindow(wnd, cmdShow);
    UpdateWindow(wnd);

    // Initialize Direct3D
    g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
    if( !g_D3D )
    {
        MessageBox(wnd, "Cannot initialize DirectX", "Error", MB_OK|MB_ICONERROR);
        return FALSE;
    }

    // Create a Direct3D device
    ZeroMemory( &g_D3Dpp, sizeof(D3DPRESENT_PARAMETERS) );
    g_D3Dpp.Windowed = !fullscreen;
    if( fullscreen )
    {
        g_D3Dpp.BackBufferWidth = W;
        g_D3Dpp.BackBufferHeight = H;
    }
    g_D3Dpp.BackBufferCount = 1;
    g_D3Dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
    if( fullscreen )
        g_D3Dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    else
        g_D3Dpp.BackBufferFormat = D3DFMT_UNKNOWN;
    g_D3Dpp.hDeviceWindow = wnd;

    g_D3Dpp.EnableAutoDepthStencil = TRUE;
    g_D3Dpp.AutoDepthStencilFormat = D3DFMT_D16;
    g_D3Dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    HRESULT hr = g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, wnd, 
                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING, &g_D3Dpp, &g_D3DDev);
    if( FAILED(hr) )
    {
        //DXTRACE_ERR_MSGBOX("Cannot create DirectX device", hr);
        MessageBox(wnd, "Cannot create DirectX device", "Error", MB_OK|MB_ICONERROR);
        g_D3D->Release();
        g_D3D = NULL;
        return FALSE;
    }

    // This example draws a moving strip;
    // create a buffer of vertices for the strip
    struct Vertex
    {
        float x, y, z;
        DWORD color;
    };
    Vertex vertices[2002];
    int numSec = 100;            // number of strip sections
    float color[] = { 1, 0, 0 }; // strip color
    unsigned int bgColor = D3DCOLOR_ARGB(255, 128, 196, 196); // background color

    // Init some D3D states
    InitD3D();

    // Initialize AntTweakBar
    // (note that the Direct3D device pointer must be passed to TwInit)
    if( !TwInit(TW_DIRECT3D9, g_D3DDev) )
    {
        MessageBox(wnd, TwGetLastError(), "Cannot initialize AntTweakBar", MB_OK|MB_ICONERROR);
        g_D3DDev->Release();
        g_D3DDev = NULL;
        g_D3D->Release();
        g_D3D = NULL;
        return FALSE;
    }

    
    // Create a tweak bar
    TwBar *bar = TwNewBar("TweakBar");
    TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar in a DirectX9 application.' "); // Message added to the help bar.
    TwDefine(" TweakBar color='128 224 160' text=dark "); // Change TweakBar color and use dark text

    // Add 'numSec' to 'bar': it is a modifiable (RW) variable of type TW_TYPE_INT32. Its shortcuts are [s] and [S].
    TwAddVarRW(bar, "NumSec", TW_TYPE_INT32, &numSec, 
               " label='Strip length' min=1 max=1000 keyIncr=s keyDecr=S help='Number of segments of the strip.' ");

    // Add 'color' to 'bar': it is a modifiable variable of type TW_TYPE_COLOR3F (3 floats color)
    TwAddVarRW(bar, "Color", TW_TYPE_COLOR3F, &color, " label='Strip color' ");

    // Add 'bgColor' to 'bar': it is a modifiable variable of type TW_TYPE_COLOR32 (32 bits color)
    TwAddVarRW(bar, "BgColor", TW_TYPE_COLOR32, &bgColor, " label='Background color' ");

    // Add 'width' and 'height' to 'bar': they are read-only (RO) variables of type TW_TYPE_INT32.
    TwAddVarRO(bar, "Width", TW_TYPE_INT32, &g_D3Dpp.BackBufferWidth, 
               " label='wnd width' help='Current graphics window width.' ");
    TwAddVarRO(bar, "Height", TW_TYPE_INT32, &g_D3Dpp.BackBufferHeight, 
               " label='wnd height' help='Current graphics window height.' ");


    // Main loop
    bool quit = false;
    while( !quit )
    {
        // Clear screen and begin draw
        g_D3DDev->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, bgColor, 1.0f, 0);
        g_D3DDev->BeginScene();

        // Draw scene
        float s, t = (float)GetTickCount()/1000.0f;
        for( int i=0; i<=numSec; ++i )  // update vertices
        {
            s = (float)i/100;
            vertices[2*i+0].x = 0.05f+0.7f*cosf(2.0f*s+5.0f*t);
            vertices[2*i+1].x = vertices[2*i+0].x + (0.25f+0.1f*cosf(s+t));
            vertices[2*i+0].y = vertices[2*i+1].y = 0.7f*(0.7f+0.3f*sinf(s+t))*sinf(1.5f*s+3.0f*t);
            vertices[2*i+0].z = vertices[2*i+1].z = 0;
            s = (float)i/numSec;
            vertices[2*i+0].color = vertices[2*i+1].color = 
                D3DCOLOR_XRGB((int)(255*color[0]*s), (int)(255*color[1]*s), (int)(255*color[2]*s));
        }
        g_D3DDev->SetFVF(D3DFVF_XYZ|D3DFVF_DIFFUSE);
        g_D3DDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2*numSec, vertices, sizeof(Vertex)); // draw strip
 
        // Draw tweak bars
        TwDraw();

        // End draw
        g_D3DDev->EndScene();

        // Present frame buffer
        g_D3DDev->Present(NULL, NULL, NULL, NULL);

        // Process windows messages
        MSG msg;
        while( PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) )
        {
            if( msg.message==WM_QUIT )
                quit = true;
            else if( !TranslateAccelerator(msg.hwnd, NULL, &msg) ) 
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
        }
    } // End of main loop


    // Terminate AntTweakBar
    TwTerminate();

    // Release Direct3D
    g_D3DDev->Release();
    g_D3DDev = NULL;
    g_D3D->Release();
    g_D3D = NULL;

    return 0;
}
Exemple #21
0
void Display () {

	glClearColor ( 80.0f/255.0f, 209.0f/255.0f, 235.0f/255.0f, 1.0f );

	glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	float MaxScale = lightmesh->getMaxScale();
	glm::vec3 vecScale = glm::vec3 ( 0.2f/MaxScale, 0.2f/MaxScale, 0.2f/MaxScale );
	glm::vec3 tras = glm::vec3(g_light->position.x,g_light->position.y,g_light->position.z);
	glm::vec3 Center = lightmesh->getCenter();

	ModelMatrix = glm :: translate ( glm::mat4 (1.0f), Center );
	ModelMatrix = glm :: scale ( ModelMatrix, vecScale );
	ModelMatrix = glm :: translate ( ModelMatrix, tras );

	ModelView = ViewMatrix * ModelMatrix;
	NormalMatrix = glm::transpose( glm::inverse (ModelView) );

	LightShader->Habilitar();

	LightShader->CargarMatrizUniforme( "ModelView", glm::value_ptr(ModelView) );
	LightShader->CargarMatrizUniforme( "Projection", glm::value_ptr(ProjectionMatrix));
	LightShader->CargarMatrizUniforme( "NormalMatrix", glm::value_ptr(NormalMatrix));

	LightShader->CargarUniforme(LightShader->LocacionUniforme("Color"), 3, glm::value_ptr(g_light->ambient));

	lightmesh->OpenGLDrawShader();

	lightmesh->DrawBoundingBox();

	for (int i = 0; i < 4; i++)
	{
		MaxScale = lightmesh->getMaxScale();
		vecScale = glm::vec3 ( 0.2f/MaxScale, 0.2f/MaxScale, 0.2f/MaxScale );
		tras = glm::vec3(lights[i]->position.x,lights[i]->position.y,lights[i]->position.z);
		Center = lightmesh->getCenter();

		ModelMatrix = glm :: translate ( glm::mat4 (1.0f), Center );
		ModelMatrix = glm :: scale ( ModelMatrix, vecScale );
		ModelMatrix = glm :: translate ( ModelMatrix, tras );

		ModelView = ViewMatrix * ModelMatrix;
		NormalMatrix = glm::transpose( glm::inverse (ModelView) );

		LightShader->CargarMatrizUniforme( "ModelView", glm::value_ptr(ModelView) );
		LightShader->CargarMatrizUniforme( "Projection", glm::value_ptr(ProjectionMatrix));
		LightShader->CargarMatrizUniforme( "NormalMatrix", glm::value_ptr(NormalMatrix));

		LightShader->CargarUniforme(LightShader->LocacionUniforme("Color"), 3, glm::value_ptr(g_light->ambient));

		lightmesh->OpenGLDrawShader();

	}
	LightShader->Deshabilitar();

	if(actualModel!=NULL){

		float MaxScale = actualModel->getMaxScale();
		glm::vec3 vecScale = glm::vec3 ( g_Zoom/MaxScale, g_Zoom/MaxScale, g_Zoom/MaxScale );
		glm::vec3 tras = glm::vec3(Translation[0],Translation[1],Translation[2]);
		glm::vec3 Center = actualModel->getCenter();
		glm::mat4 rot = glm::mat4_cast(g_Rotation);

		//rot = glm::transpose(rot);

		ModelMatrix = glm :: translate ( glm::mat4 (1.0f), Center );
		ModelMatrix = rot * ModelMatrix;
		ModelMatrix = glm :: scale ( ModelMatrix, vecScale );
		ModelMatrix = glm :: translate ( ModelMatrix, tras );

		ModelView = ViewMatrix * ModelMatrix;
		
		glm::mat4 MVP = ProjectionMatrix * ModelView;

		NormalMatrix = glm::transpose( glm::inverse (ModelView) );

		ProgramShader->Habilitar();

		ProgramShader->CargarMatrizUniforme( "ModelView", glm::value_ptr(ModelView) );
		ProgramShader->CargarMatrizUniforme( "Projection", glm::value_ptr(ProjectionMatrix));
		ProgramShader->CargarMatrizUniforme( "NormalMatrix", glm::value_ptr(NormalMatrix));
		ProgramShader->CargarUniforme( ProgramShader->LocacionUniforme("shinnes"), 1, &shinnes );
		/*
		ProgramShader->CargarUniforme(ProgramShader->LocacionUniforme("lightposition"), 4, glm::value_ptr(ligthposition));
		ProgramShader->CargarUniforme(ProgramShader->LocacionUniforme("Kd"), 3, glm::value_ptr(Kd));
		ProgramShader->CargarUniforme(ProgramShader->LocacionUniforme("Ld"), 3, glm::value_ptr(Ld));

		ProgramShader->CargarUniforme( ProgramShader->LocacionUniforme("Color"), 3, Color );*/

		actualModel->OpenGLDrawShader();

		
		actualModel->DrawBoundingBox();

		ProgramShader->Deshabilitar();
	}

	if ( !Model.empty() ) {
		
		for(int i = 0; i<(int)Model.size(); i++){

			float MaxScale = Model[i]->getMaxScale();
			glm::vec3 vecScale = glm::vec3 ( zoom[i]/MaxScale, zoom[i]/MaxScale, zoom[i]/MaxScale );
			glm::vec3 tras = glm::vec3(translate[i][0],translate[i][1],translate[i][2]);
			glm::vec3 Center = Model[i]->getCenter();
			/*Center.x = -Center.x;
			Center.y = -Center.y;
			Center.z = -Center.z;
			*/
			glm::mat4 rot = glm::mat4_cast(rotation[i]);

			rot = glm::transpose(rot);

			ModelMatrix = glm :: translate ( glm::mat4 (1.0f), Center );
			ModelMatrix = rot * ModelMatrix;
			ModelMatrix = glm :: scale ( ModelMatrix, vecScale );
			ModelMatrix = glm :: translate ( ModelMatrix, tras );

			ModelView = ViewMatrix * ModelMatrix;
		
			glm::mat4 MVP = ProjectionMatrix * ModelView;

			NormalMatrix = glm::transpose( glm::inverse (ModelView) );

			ProgramShader->Habilitar();

			ProgramShader->CargarMatrizUniforme( "ModelView", glm::value_ptr(ModelView) );
			ProgramShader->CargarMatrizUniforme( "Projection", glm::value_ptr(ProjectionMatrix));
			ProgramShader->CargarMatrizUniforme( "MVP", glm::value_ptr(MVP));
			ProgramShader->CargarMatrizUniforme( "NormalMatrix", glm::value_ptr(NormalMatrix));
			/*
			ProgramShader->CargarUniforme(ProgramShader->LocacionUniforme("lightposition"), 4, glm::value_ptr(ligthposition));
			ProgramShader->CargarUniforme(ProgramShader->LocacionUniforme("Kd"), 3, glm::value_ptr(Kd));
			ProgramShader->CargarUniforme(ProgramShader->LocacionUniforme("Ld"), 3, glm::value_ptr(Ld));

			ProgramShader->CargarUniforme( ProgramShader->LocacionUniforme("Color"), 3, Color );*/

			Model[i]->OpenGLDrawShader();

			ProgramShader->Deshabilitar();
		}
	}
	// Draw tweak bars
    TwDraw();

	glutSwapBuffers();

	// Recall Display at next frame
    glutPostRedisplay();
}
  void Graphics::Render()
  {
    mat_stack_->Push(camera_->GetViewMatrix());
    scene_constants_.fogNear = std::max(scene_constants_.fogNear, 0.5f);
    scene_constants_.fogFar = std::max(scene_constants_.fogFar, scene_constants_.fogNear + 1.0f);

    Matrix4 modelToWorld;
    BeginScene();
    
    graphicsAPI->SetBlendType(BlendType::Off);
    graphicsAPI->SetDepthType(DepthType::Normal);

    //7 passes because reflection is great



    graphicsAPI->ClearRenderTargets();
    graphicsAPI->FlushDepth();
    graphicsAPI->ClearShaderResources();
    graphicsAPI->AddRenderTarget(back_buffer_);
    graphicsAPI->SetRenderTargets();



    LightingShaderParam paramList;
    int count = 0;
    Shader* debugShader = nullptr;
    for(auto& shaderIt : shaders_)
    {
      Shader* shader = shaderIt.val;
        
      if(shaderIt.key != "lines" && 
          shaderIt.key != "particle")
      {
        Model* model = nullptr;
        for(auto& modelIt : shader->GetInstances())
        {
          model = modelIt.first;
          model->Render();

          for(auto& inst : modelIt.second)
          {

            paramList.modelComp = inst;
            paramList.shader = shader;

            shader->PrepareBuffers((void*) &paramList);

            shader->Render(model->GetNumVerts());
          }
        }
      }
      else
      {
        debugShader = shader;
      }

    }
    



    const bool drawParticles = true;
    if(drawParticles)
    {

      //PARTICLES
      auto& particleSystems = particle_manager_->GetSystems();
      auto shaderIt = shaders_.find("particle");
      Shader* particleShader = nullptr;
      if(shaderIt != shaders_.end())
      {
        particleShader = (*shaderIt).val;
      }
      graphicsAPI->SetBlendType(BlendType::Additive);
      graphicsAPI->SetDepthType(DepthType::Off);
      ParticleShaderParam particleParam;
      particleParam.shader = particleShader;
      Model* particleModel;
      for(auto& it : particleSystems)
      {
        for(auto& particleEmitter : it->GetEmitters())
        {
          particleModel = GetModel(particleEmitter->GetDescription().sourceModel);
          if(particleModel)
          {
            particleModel->Render();
            particleParam.emitter = particleEmitter;
            auto& particles = particleEmitter->GetParticles();
            for(auto& particleIndex : particleEmitter->GetAlive())
            {
              particleParam.particle = &particles[particleIndex];
              particleShader->PrepareBuffers(&particleParam);
              particleShader->Render(particleModel->GetNumVerts());
            }
          }
        }

      }
      graphicsAPI->SetBlendType(BlendType::Off);
      graphicsAPI->SetDepthType(DepthType::Normal);
    }




    //if(debugShader)
    //{
    //  for(auto& it : debug_models_)
    //  {
    //    if(it->GetDrawType() != DrawType::Default)
    //    {
    //      PrepareDebug(it);
    //      RenderDebug();
    //      debugShader->PrepareBuffers(it);
    //      debugShader->Render(debug_lines_.size());
    //    }
    //  }
    //}

    if(draw_ui_)  
    {
      TwDraw();
    }
    
    EndScene();
    mat_stack_->Pop();

  }
Exemple #23
0
void drawOverlay() { TwDraw(); }
Exemple #24
0
int main(int argc, const char* argv[]) {
  const char *me;
  me = argv[0];
  // NOTE: we now allow you to either pass in an "invoked" or default shader to render, or to let
  //       us just set up our stack; hence you either pass 2 additional arguments or none at all
  // NOTE: we aren't explicity defining this functionality, but obviously `proj2 -h' will show the
  //       usage pattern
  if (1!=argc && 3!=argc) {
    usage(me);
    exit(1);
  }

  if (!(gctx = contextNew(10, 10))) {
    fprintf(stderr, "%s: context set-up problem:\n", me);
    spotErrorPrint();
    spotErrorClear();
    exit(1);
  }

  if (argc==3) {
    gctx->vertFname = argv[1];
    gctx->fragFname = argv[2];
  } else {
    // NOTE: if invoked with no shaders, set these to NULL; `contextGlInit()' will catch these
    gctx->vertFname = NULL;
    gctx->fragFname = NULL;
  }

  if (!glfwInit()) {
    fprintf(stderr, "Failed to initialize GLFW\n");
    exit(1);
  }

  /* Make sure we're using OpenGL 3.2 core.  NOTE: Changing away from
     OpenGL 3.2 core is not needed and not allowed for this project */
  glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
  glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
  glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
  glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
  if (!glfwOpenWindow(gctx->winSizeX, gctx->winSizeY, 0, 0, 0, 0, 32, 0, GLFW_WINDOW)) {
    fprintf(stderr, "Failed to open GLFW window\n");
    glfwTerminate();
    exit(1);
  }

  glfwSetWindowTitle("Project 2: Shady");
  glfwEnable(GLFW_MOUSE_CURSOR);
  glfwEnable(GLFW_KEY_REPEAT);
  glfwSwapInterval(1);

  /* Initialize AntTweakBar */
  if (!TwInit(TW_OPENGL_CORE, NULL)) {
    fprintf(stderr, "AntTweakBar initialization failed: %s\n",
            TwGetLastError());
    exit(1);
  }

  printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
  printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
  printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
  printf("PNG_LIBPNG_VER_STRING = %s\n", PNG_LIBPNG_VER_STRING);
  
  /* set-up and initialize the global context */
  if (contextGLInit(gctx)) {
    fprintf(stderr, "%s: context OpenGL set-up problem:\n", me);
    spotErrorPrint(); spotErrorClear();
    TwTerminate();
    glfwTerminate();
    exit(1);
  }

  // NOTE: when we create the tweak bar, either load in scene 1 or default, depending
  //       on whether we were passing a pair of shaders
  if (createTweakBar(gctx, (gctx->vertFname==NULL?1:0))) {
    fprintf(stderr, "%s: AntTweakBar problem:\n", me);
    spotErrorPrint(); spotErrorClear();
    TwTerminate();
    glfwTerminate();
    exit(1);
  }

  glfwSetWindowSizeCallback(callbackResize);
  glfwSetKeyCallback(callbackKeyboard);
  glfwSetMousePosCallback(callbackMousePos);
  glfwSetMouseButtonCallback(callbackMouseButton);

  /* Redirect GLFW mouse wheel events directly to AntTweakBar */
  glfwSetMouseWheelCallback((GLFWmousewheelfun)TwEventMouseWheelGLFW);
  /* Redirect GLFW char events directly to AntTweakBar */
  glfwSetCharCallback((GLFWcharfun)TwEventCharGLFW);

  /* Main loop */
  while (gctx->running) {
    // NOTE: we update UVN every step
    updateUVN(gctx->camera.uvn, gctx->camera.at, gctx->camera.from, gctx->camera.up);

    // Update time
    if (!gctx->paused) {
      gctx->time += 0.1;
      if (gctx->time == 10) { gctx->time = 0; }
    }
    /* render */
    if (contextDraw(gctx)) {
      fprintf(stderr, "%s: trouble drawing:\n", me);
      spotErrorPrint(); spotErrorClear();
      /* Can comment out "break" so that OpenGL bugs are reported but
         do not lead to the termination of the program */
      /* break; */
    }
    /* Draw tweak bar last, just prior to buffer swap */
    if (!TwDraw()) {
      fprintf(stderr, "%s: AntTweakBar error: %s\n", me, TwGetLastError());
      break;
    }
    /* Display rendering results */
    glfwSwapBuffers();
    /* NOTE: don't call glfwWaitEvents() if you want to redraw continuously */
//    glfwWaitEvents();
    /* quit if window was closed */
    if (!glfwGetWindowParam(GLFW_OPENED)) {
      gctx->running = 0;
    }
  }
  
  contextGLDone(gctx);
  contextNix(gctx);
  TwTerminate();
  glfwTerminate();

  exit(0);
}
int main()
{
    SDL_Window *window = NULL;
    int width  = 480, height = 480;
    int flags;
    int quit = 0;

    // Initialize SDL, then get the current video mode and use it to create a SDL window.
    if (SDL_Init(SDL_INIT_VIDEO) < 0)
    {
        fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }

    // Request GL context to be OpenGL 3.2 Core Profile
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
    // Other GL attributes
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
    //SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
    window = SDL_CreateWindow("AntTweakBar example using OpenGL Core Profile and SDL",
        SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
        width, height,
        flags);
    if (window == NULL)
    {
        fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
        SDL_Quit();
        exit(1);
    }

    // Initialize AntTweakBar
    if (!TwInit(TW_OPENGL_CORE, NULL)) {
        fprintf(stderr, "AntTweakBar initialization failed: %s\n", TwGetLastError());
        SDL_Quit();
        exit(1);
    }
    // Tell the window size to AntTweakBar
    TwWindowSize(width, height);
    // Create a tweak bar
    CreateTweakBar();

    // Set OpenGL viewport
    glViewport(0, 0, width, height);

    // Prepare GL shaders and programs for drawing
    InitRender();

    // Main loop:
    // - Draw scene
    // - Process events
    while (!quit)
    {
        SDL_Event event;
        int handled;
        GLenum error;

        // Clear screen
        glClearColor(0.5f, 0.75f, 0.8f, 1);
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

        // Update angle and draw geometry
        angle = (float)SDL_GetTicks()/25.0f * (FLOAT_PI/180.0f);
        quat[0] = quat[1] = 0;
        quat[2] = (float)sin(angle/2.0f);
        quat[3] = (float)cos(angle/2.0f);
        Render();

        // Draw tweak bars
        TwDraw();

        // Present frame buffer
        SDL_GL_SwapWindow(window);

        // Process incoming events
        while (SDL_PollEvent(&event))
        {
            // Send event to AntTweakBar
            handled = TwEventSDL(&event);

            // If event has not been handled by AntTweakBar, process it
            if (!handled)
            {
                switch (event.type)
                {
                case SDL_QUIT:  // Window is closed
                    quit = 1;
                    break;

                case SDL_WINDOWEVENT:   // Window size has changed
                    // Resize SDL video mode
                    if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
                        width = event.window.data1;
                        height = event.window.data2;

                        // Resize OpenGL viewport
                        glViewport(0, 0, width, height);

                        // Restore OpenGL states
                        InitRender();

                        // TwWindowSize has been called by TwEventSDL,
                        // so it is not necessary to call it again here.

                    }
                    break;
                }
            }
        }

        while ((error = glGetError()) != GL_NO_ERROR)
            fprintf(stderr, "GL error detected: 0x%04X\n", error);

    } // End of main loop

    // Terminate AntTweakBar
    TwTerminate();

    // Delete GL shaders and buffer
    UninitRender();

    // Terminate SDL
    SDL_Quit();

    return 0;
}
Exemple #26
0
int32 App::Run()
{
    try
    {
        if(createConsole)
        {
            Win32Call(AllocConsole());
            Win32Call(SetConsoleTitle(applicationName.c_str()));
            FILE* consoleFile = nullptr;
            freopen_s(&consoleFile, "CONOUT$", "wb", stdout);
        }

        window.SetClientArea(deviceManager.BackBufferWidth(), deviceManager.BackBufferHeight());
        deviceManager.Initialize(window);

        if(showWindow)
            window.ShowWindow();

        blendStates.Initialize(deviceManager.Device());
        rasterizerStates.Initialize(deviceManager.Device());
        depthStencilStates.Initialize(deviceManager.Device());
        samplerStates.Initialize(deviceManager.Device());

        // Create a font + SpriteRenderer
        font.Initialize(L"Arial", 18, SpriteFont::Regular, true, deviceManager.Device());
        spriteRenderer.Initialize(deviceManager.Device());

        Profiler::GlobalProfiler.Initialize(deviceManager.Device(), deviceManager.ImmediateContext());

        window.RegisterMessageCallback(WM_SIZE, OnWindowResized, this);

        // Initialize AntTweakBar
        TwCall(TwInit(TW_DIRECT3D11, deviceManager.Device()));

        // Create a tweak bar
        tweakBar = TwNewBar("Settings");
        std::string helpTextDefinition = MakeAnsiString(" GLOBAL help='%s' ", globalHelpText.c_str());
        TwCall(TwDefine(helpTextDefinition.c_str()));
        TwCall(TwDefine(" GLOBAL fontsize=3 "));

        Settings.Initialize(tweakBar);

        TwHelper::SetValuesWidth(Settings.TweakBar(), 120, false);

        AppSettings::Initialize(deviceManager.Device());

        Initialize();

        AfterReset();

        while(window.IsAlive())
        {
            if(!window.IsMinimized())
            {
                timer.Update();
                Settings.Update();

                CalculateFPS();

                AppSettings::Update();

                Update(timer);

                UpdateShaders(deviceManager.Device());

                AppSettings::UpdateCBuffer(deviceManager.ImmediateContext());

                Render(timer);

                // Render the profiler text
                spriteRenderer.Begin(deviceManager.ImmediateContext(), SpriteRenderer::Point);
                Profiler::GlobalProfiler.EndFrame(spriteRenderer, font);
                spriteRenderer.End();

                {
                    PIXEvent pixEvent(L"Ant Tweak Bar");

                    // Render the TweakBar UI
                    TwCall(TwDraw());
                }

                deviceManager.Present();
            }

            window.MessageLoop();
        }
    }
    catch(SampleFramework11::Exception exception)
    {
        exception.ShowErrorMessage();
        return -1;
    }

    ShutdownShaders();

    TwCall(TwTerminate());

    if(createConsole)
    {
        fclose(stdout);
        FreeConsole();
    }

    return returnCode;
}
MillerRender::MillerRender()
{
    gLookAtOther = true;
    gPosition1 = vec3(-1.5f, 0.0f, 0.0f);
   //  gOrientation1;
     // Initialise GLFW
     if( !glfwInit() )
     {
         fprintf( stderr, "Failed to initialize GLFW\n" );
         //return -1;exit
     }

     glfwWindowHint(GLFW_SAMPLES, 4);
     glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
     glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
     glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

     // Open a window and create its OpenGL context
     window = glfwCreateWindow( 1024, 768, "Tutorial 17 - Rotations", NULL, NULL);
     if( window == NULL ){
         fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
         glfwTerminate();
        // return -1;exit
     }
     glfwMakeContextCurrent(window);

     // Initialize GLEW
     glewExperimental = true; // Needed for core profile
     if (glewInit() != GLEW_OK) {
         fprintf(stderr, "Failed to initialize GLEW\n");
        // return -1; exit
     }


     //initGL(window);

     // Initialize the GUI
     TwInit(TW_OPENGL_CORE, NULL);
     TwWindowSize(1024, 768);
     TwBar * EulerGUI = TwNewBar("Euler settings");
    //     TwBar * QuaternionGUI = TwNewBar("Quaternion settings");
     TwSetParam(EulerGUI, NULL, "refresh", TW_PARAM_CSTRING, 1, "0.1");
  //       TwSetParam(QuaternionGUI, NULL, "position", TW_PARAM_CSTRING, 1, "808 16");

     TwAddVarRW(EulerGUI, "Euler X", TW_TYPE_FLOAT, &gOrientation1.x, "step=0.01");
     TwAddVarRW(EulerGUI, "Euler Y", TW_TYPE_FLOAT, &gOrientation1.y, "step=0.01");
     TwAddVarRW(EulerGUI, "Euler Z", TW_TYPE_FLOAT, &gOrientation1.z, "step=0.01");
     TwAddVarRW(EulerGUI, "Pos X"  , TW_TYPE_FLOAT, &gPosition1.x, "step=0.1");
     TwAddVarRW(EulerGUI, "Pos Y"  , TW_TYPE_FLOAT, &gPosition1.y, "step=0.1");
     TwAddVarRW(EulerGUI, "Pos Z"  , TW_TYPE_FLOAT, &gPosition1.z, "step=0.1");


     //TwAddVarRW(QuaternionGUI, "Quaternion", TW_TYPE_QUAT4F, &gOrientation2, "showval=true open=true ");
     //TwAddVarRW(QuaternionGUI, "Use LookAt", TW_TYPE_BOOL8 , &gLookAtOther, "help='Look at the other monkey ?'");

     // Set GLFW event callbacks. I removed glfwSetWindowSizeCallback for conciseness
     glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)TwEventMouseButtonGLFW); // - Directly redirect GLFW mouse button events to AntTweakBar
     glfwSetCursorPosCallback(window, (GLFWcursorposfun)TwEventMousePosGLFW);          // - Directly redirect GLFW mouse position events to AntTweakBar
     glfwSetScrollCallback(window, (GLFWscrollfun)TwEventMouseWheelGLFW);    // - Directly redirect GLFW mouse wheel events to AntTweakBar
     glfwSetKeyCallback(window, (GLFWkeyfun)TwEventKeyGLFW);                         // - Directly redirect GLFW key events to AntTweakBar
     glfwSetCharCallback(window, (GLFWcharfun)TwEventCharGLFW);                      // - Directly redirect GLFW char events to AntTweakBar



     // Ensure we can capture the escape key being pressed below
     glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
     glfwSetCursorPos(window, 1024/2, 768/2);

     // Dark blue background
     glClearColor(0.0f, 0.0f, 0.4f, 0.0f);

     // Enable depth test
     glEnable(GL_DEPTH_TEST);
     // Accept fragment if it closer to the camera than the former one
     glDepthFunc(GL_LESS);

     // Cull triangles which normal is not towards the camera
     glEnable(GL_CULL_FACE);


     // Read our .obj file
     std::vector<unsigned short> indices;
     std::vector<glm::vec3> indexed_vertices;
     std::vector<glm::vec2> indexed_uvs;
     std::vector<glm::vec3> indexed_normals;

     // load model
     //char* file = "/home/kaeon/MyProgram/src/rim.stl";
     //char* file = "/home/kaeon/MyProgram/src/box.stl";
     char* file = "/home/kaeon/MyProgram/OpenGL-33-myproject/src/cube.obj";
     //char* file = "/home/kaeon/MyProgram/OpenGL-33-myproject/src/ES4.STL";

     //char* file = "/home/kaeon/MyProgram/src/suzanne.obj";
     //char* file = "/home/kaeon/MyProgram/src/monkey.obj";
     //loadOBJ(file,outIndices,vertexArray,uvArray,normalArray);

     //bool res = loadAssImp(file, indices, indexed_vertices, indexed_uvs, indexed_normals);
     loadOBJ(file, indices,indexed_vertices,indexed_uvs,indexed_normals);

     ChangeVerticesCoord(indexed_vertices);



     GLuint VertexArrayID;   
     glGenVertexArrays(1, &VertexArrayID);
     glBindVertexArray(VertexArrayID);
     GLuint WP_VertexArrayID;
     glGenVertexArrays(1, &WP_VertexArrayID);
     glBindVertexArray(WP_VertexArrayID);

     // Create and compile our GLSL program from the shaders
     //GLuint programID = LoadShaders( "/home/kaeon/MyProgram/opengl_test_success/SimpleTransform.vertexshader", "/home/kaeon/MyProgram/opengl_test_success/SingleColor.fragmentshader" );
     programID = LoadShaders(
                 "/home/kaeon/MyProgram/OpenGL-33-myproject/src/StandardShading.vertexshader",
                 "/home/kaeon/MyProgram/OpenGL-33-myproject/src/StandardShading.fragmentshader" );


     // Get a handle for our "MVP" uniform
     MatrixID = glGetUniformLocation(programID, "MVP");
     ViewMatrixID = glGetUniformLocation(programID, "V");
     ModelMatrixID = glGetUniformLocation(programID, "M");

     // Load the texture
     Texture = loadDDS("/home/kaeon/MyProgram/OpenGL-33-myproject/src/uvmap.DDS");

     // Get a handle for our "myTextureSampler" uniform
     TextureID  = glGetUniformLocation(programID, "myTextureSampler");


     /***==================== My triangle=============================e **/
     std::vector<unsigned short> indices2;//(101*101);
     std::vector<glm::vec3> indexed_vertices2;//(101*101);
     std::vector<glm::vec2> indexed_uvs2;
     std::vector<glm::vec3> indexed_normals2;
     //
     /*
     for (int i = 0; i < 101; i++) {
         for (int j = 0; j < 101; j++) {
             double z = sin(float(i)/10.0)*sin(float(i)/10.0);
             indexed_vertices2[i] = glm::vec3( i-50, j-50, z-20.0);
         }
     }*/
     //   CalculateIndices(indices2);
     // calculate indices
     //loadOBJ("/home/kaeon/MyProgram/OpenGL-33-myproject/src/ES4.STL", indices2,indexed_vertices2,indexed_uvs2,indexed_normals2);
     loadOBJ("/home/kaeon/MyProgram/OpenGL-33-myproject/src/cube.obj", indices2,indexed_vertices2,indexed_uvs2,indexed_normals2);

     ChangeVerticesCoord(indexed_vertices2);
     /***==================================================================**/



     // Load it into a VBO

     GLuint vertexbuffer;
     glGenBuffers(1, &vertexbuffer);
     glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
//     glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW);
     glBufferData(GL_ARRAY_BUFFER, (indexed_vertices.size() + indexed_vertices2.size()) * sizeof(glm::vec3), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_vertices.size()*sizeof(glm::vec3), &indexed_vertices[0] );
     glBufferSubData(GL_ARRAY_BUFFER, indexed_vertices.size()*sizeof(glm::vec3), indexed_vertices2.size()*sizeof(glm::vec3), &indexed_vertices2[0]);


     GLuint uvbuffer;
     glGenBuffers(1, &uvbuffer);
     glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
     //glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW);
     glBufferData(GL_ARRAY_BUFFER, (indexed_uvs.size()+indexed_uvs2.size() )* sizeof(glm::vec2), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_uvs.size()*sizeof(glm::vec2), &indexed_uvs[0] );
     glBufferSubData(GL_ARRAY_BUFFER, indexed_uvs.size()*sizeof(glm::vec2), indexed_uvs2.size()*sizeof(glm::vec2), &indexed_uvs2[0]);

     GLuint normalbuffer;
     glGenBuffers(1, &normalbuffer);
     glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
     //glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW);
     glBufferData(GL_ARRAY_BUFFER, (indexed_normals.size()+indexed_normals2.size() )* sizeof(glm::vec3), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_normals.size()*sizeof(glm::vec3), &indexed_normals[0] );
     glBufferSubData(GL_ARRAY_BUFFER, indexed_normals.size()*sizeof(glm::vec3), indexed_normals2.size()*sizeof(glm::vec3), &indexed_normals2[0]);


     // Generate a buffer for the indices as well
     GLuint elementbuffer;
     glGenBuffers(1, &elementbuffer);
     glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
     //glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0] , GL_STATIC_DRAW);
     glBufferData(GL_ELEMENT_ARRAY_BUFFER, (indices.size()+indices2.size() )* sizeof(unsigned short), 0, GL_STATIC_DRAW);
     glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0 ,indices.size()*sizeof(unsigned short), &indices[0] );
     glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned short), indices2.size()*sizeof(unsigned short), &indices2[0]);

     // Get a handle for our "LightPosition" uniform
     glUseProgram(programID);
     GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace");


     // For speed computation
     double lastTime = glfwGetTime();
     double lastFrameTime = lastTime;
     int nbFrames = 0;
     std::cout<<"test0"<<std::endl;
         float tt = 0.0;
     do{

         // Measure speed
         double currentTime = glfwGetTime();

         float deltaTime = (float)(currentTime - lastFrameTime);
         lastFrameTime = currentTime;

         nbFrames++;
         if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1sec ago
             // printf and reset
             printf("%f ms/frame\n", 1000.0/double(nbFrames));
             nbFrames = 0;
             lastTime += 1.0;
         }


         // Clear the screen
         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

         // Use our shader
         glUseProgram(programID);

         /*
         // Compute the MVP matrix from keyboard and mouse input
      //   computeMatricesFromInputs();
         glm::mat4 ProjectionMatrix = getProjectionMatrix();
         glm::mat4 ViewMatrix = getViewMatrix();
         glm::mat4 ModelMatrix = glm::mat4(1.0);
         glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;

         // Send our transformation to the currently bound shader,
         // in the "MVP" uniform
         glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
         glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
         glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);
 */
         glm::mat4 ProjectionMatrix = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 110.0f);// display range
         glm::mat4 ViewMatrix = glm::lookAt(
                     //glm::vec3( 0, 0, 70 ), // Camera is here
                     glm::vec3( 20,30, 70 ), // Camera is here
                     //glm::vec3(gOrientation1.x,0,0),// and looks here
                    glm::vec3( 0, 0, 0 ), // and looks here
                     //glm::vec3( 0, 1, 0 )  // Head is up (set to 0,-1,0 to look upside-down)
                     glm::vec3( 3, 10, 5 )  // Head is up (set to 0,-1,0 to look upside-down)
                     );


         glm::vec3 lightPos = glm::vec3(gPosition1.x,2,10);
           //glm::vec3 lightPos = glm::vec3(0,2,10);
         glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);

         // Bind our texture in Texture Unit 0
         glActiveTexture(GL_TEXTURE0);
         glBindTexture(GL_TEXTURE_2D, Texture);
         // Set our "myTextureSampler" sampler to user Texture Unit 0
         glUniform1i(TextureID, 0);

         // 1rst attribute buffer : vertices
         glEnableVertexAttribArray(0);
         glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
         glVertexAttribPointer(
                     0,                  // attribute
                     3,                  // size
                     GL_FLOAT,           // type
                     GL_FALSE,           // normalized?
                     0,                  // stride
                     (void*)0            // array buffer offset
                     );


         // 2nd attribute buffer : UVs
         glEnableVertexAttribArray(1);
         glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
         glVertexAttribPointer(
                     1,                                // attribute
                     2,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)0                          // array buffer offset
                     );

         // 3rd attribute buffer : normals
         glEnableVertexAttribArray(2);
         glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
         glVertexAttribPointer(
                     2,                                // attribute
                     3,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)0                          // array buffer offset
                     );

         // Index buffer
         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);


         glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);


         { // Euler

             // As an example, rotate arount the vertical axis at 180\B0/sec
         /*    gOrientation1.z += 3.14159f/2.0f * deltaTime * 5;
             gOrientation1.x = 3.14159f/2;
             gPosition1.y = 40;

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
             glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;*/
             gOrientation1.z += 3.14159f/2.0f * deltaTime;
             gOrientation1.x = 20;3.14159f/2;
             gPosition1.y = 10;
             tt = tt + 0.01f;
             gPosition1.x = 20.0*sin(tt);
             //gPosition1.z = tt;//20.0*sin(tt);

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
            glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;
            //  glm::mat4 ModelMatrix = eulerAngleYXZ((float)3,(float)0,(float)0)*translate(mat4(), glm::vec3(5,0,0)) *TranslationMatrix* RotationMatrix * ScalingMatrix;



             glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;

             // Send our transformation to the currently bound shader,
             // in the "MVP" uniform
             glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
             glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
             glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);



             // Draw the triangles !
             glDrawElements(
                         GL_TRIANGLES,      // mode
                         indices.size(),    // count
                         GL_UNSIGNED_SHORT,   // type
                         (void*)0           // element array buffer offset
                         );

         }
//=============================================================================//
         glEnableVertexAttribArray(0);
         glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
         glVertexAttribPointer(
                     0,                  // attribute
                     3,                  // size
                     GL_FLOAT,           // type
                     GL_FALSE,           // normalized?
                     0,                  // stride
                     (void*)(0+indexed_vertices.size()*sizeof(glm::vec3))            // array buffer offset
                     );


         // 2nd attribute buffer : UVs
         glEnableVertexAttribArray(1);
         glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
         glVertexAttribPointer(
                     1,                                // attribute
                     2,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)(0+indexed_uvs.size()*sizeof(glm::vec2))                          // array buffer offset
                     );

         // 3rd attribute buffer : normals
         glEnableVertexAttribArray(2);
         glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
         glVertexAttribPointer(
                     2,                                // attribute
                     3,                                // size
                     GL_FLOAT,                         // type
                     GL_FALSE,                         // normalized?
                     0,                                // stride
                     (void*)(0+indexed_normals.size()*sizeof(glm::vec3))                          // array buffer offset
                     );

         // Index buffer
         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);


         glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z);


         { // Euler

             // As an example, rotate arount the vertical axis at 180\B0/sec
         /*    gOrientation1.z += 3.14159f/2.0f * deltaTime * 5;
             gOrientation1.x = 3.14159f/2;
             gPosition1.y = 40;

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
             glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;*/
             gOrientation1.z += 3.14159f/2.0f * deltaTime/1000.0;
             gOrientation1.x = 3.14159f/2;
             gPosition1.y = 10;40;
             tt = tt + 0.01f;
             gPosition1.x = 20.0*sin(tt/100.0);
             //gPosition1.z = tt;//20.0*sin(tt);

             // Build the model matrix
             glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z);
             glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left
             glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f));
            glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;
            //  glm::mat4 ModelMatrix = eulerAngleYXZ((float)3,(float)0,(float)0)*translate(mat4(), glm::vec3(5,0,0)) *TranslationMatrix* RotationMatrix * ScalingMatrix;



             glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix;

             // Send our transformation to the currently bound shader,
             // in the "MVP" uniform
             glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
             glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]);
             glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]);



             // Draw the triangles !
             glDrawElements(
                         GL_TRIANGLES,      // mode
                         indices2.size(),    // count
                         GL_UNSIGNED_SHORT,   // type
                         (void*)(0 + indices.size())           // element array buffer offset
                         );

         }


         //======================================================================================//



         glDisableVertexAttribArray(0);
         glDisableVertexAttribArray(1);
         glDisableVertexAttribArray(2);

         // Draw GUI
         TwDraw();

         // Swap buffers
         glfwSwapBuffers(window);
         glfwPollEvents();

     } // Check if the ESC key was pressed or the window was closed
     while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
            glfwWindowShouldClose(window) == 0 );

     // Cleanup VBO and shader
     glDeleteBuffers(1, &vertexbuffer);
     glDeleteBuffers(1, &uvbuffer);
     glDeleteBuffers(1, &normalbuffer);
     glDeleteBuffers(1, &elementbuffer);
     glDeleteProgram(programID);
     glDeleteTextures(1, &Texture);
     glDeleteVertexArrays(1, &VertexArrayID);
     glDeleteVertexArrays(1, &WP_VertexArrayID);
}
Exemple #28
0
// Render everything in the scene
void CScene::RenderScene()
{
	// Clear the back buffer - before drawing the geometry clear the entire window to a fixed colour
	float ClearColor[4] = { 0.2f, 0.2f, 0.3f, 1.0f }; // Good idea to match background to ambient colour
	mpd3dDeviceContext->ClearRenderTargetView( RenderTargetView, ClearColor );
	mpd3dDeviceContext->ClearDepthStencilView( DepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL , 1.0f, 0 ); // Clear the depth buffer too


	// Pass the camera's matrices to the vertex shader
	ViewMatrixVar->SetMatrix( (float*)&Camera.GetViewMatrix() );
	ProjMatrixVar->SetMatrix( (float*)&Camera.GetProjectionMatrix() );

	//pass the camera position
	//V3 temp = XMF3ToFloat3( Camera->GetPosition() );
	//DirectX::XMFLOAT3 temp = Camera.GetPosition();
	dxCameraPos->SetRawValue( &Camera.GetPosition(), 0, 12);

	//pass the lighting colours
	//temp = XMF3ToFloat3( AmbientColour );
	dxAmbientColour->SetRawValue( &AmbientColour, 0, 12  );

	SetLights( DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f), mpLights, miNumLights);

	//---------------------------
	// Render each model
	
	DrawAllObjects(false);

	mp_openSquares.RenderBatch(WorldMatrixVar, ModelColourVar);
	mp_walls.RenderBatch( WorldMatrixVar, ModelColourVar );
	mp_pathModel.RenderBatch(WorldMatrixVar, ModelColourVar);
	mp_splineModel.RenderBatch(WorldMatrixVar, ModelColourVar);
	mp_heavyTurretModel.RenderBatch(WorldMatrixVar, ModelColourVar);
	mp_mediumTurretModel.RenderBatch(WorldMatrixVar, ModelColourVar);
	mp_lightTurretModel.RenderBatch(WorldMatrixVar, ModelColourVar);

	mpSpriteBatch->Begin();
	//mpSpriteFont->DrawString( mpSpriteBatch, L"Hello, world!", DirectX::XMFLOAT2( 500.0f, 500.0f ) );

	FontRect.bottom = 0;
	FontRect.right = 0;

	if( mb_showBaseIM )
	{
		DisplayText( "Base Influence Map", 0);
		DisplayMapText(BASE_OFFSET);
	}

	if( mb_showBase2IM )
	{
		DisplayText( "Base 2 Influence Map", 0);
		DisplayMapText(BASE2_OFFSET);
	}

	if( mb_showCost )
	{
		DisplayText( "Square Cost", 0);
		DisplayMapText(COST_OFFSET);
	}

	if( mb_showHTIM )
	{
		DisplayText( "Heavy Turret Influence Map", 0 );
		DisplayMapText(HEAVY_OFFSET);
	}

	if( mb_showLTIM )
	{
		DisplayText( "Light Turret Influence Map", 0);
		DisplayMapText(LIGHT_OFFSET);
	}

	if( mb_showMTIM )
	{
		DisplayText( "Medium Turret Influence Map", 0);
		DisplayMapText(MEDIUM_OFFSET);
	}

	if( mb_showPathIM )
	{
		DisplayText( "Path Influence Map", 0 );
		DisplayMapText( PATH_OFFSET);
	}

	if( mb_showWallIM )
	{
		DisplayText( "Wall Influence Map", 0);
		DisplayMapText(WALL_OFFSET);
	}
	mpSpriteBatch->End();
	TwDraw();

	//---------------------------
	// Display the Scene

	// After we've finished drawing to the off-screen back buffer, we "present" it to the front buffer (the screen)
	SwapChain->Present( 0, 0 );
}
Exemple #29
0
int main (int argc, const char * argv[])
{

	TwBar *myBar;
	float bgColor[] = { 0.0f, 0.0f, 0.0f, 0.1f };

	glm::mat4 mat;
	float axis[] = { 0.7f, 0.7f, 0.7f }; // initial model rotation
    float angle = 0.8f;

	double FT  = 0;
	double FPS = 0;

	double starting = 0.0;
	double ending   = 0.0;
	int rate = 0;
	int fr = 0;

	zNear = 0.1f;
	zFar  = 100.0f;
	FOV   = 45.0f; 

	// Current time
	double time = 0;

	 // initialise GLFW
    int running = GL_TRUE;

    if (!glfwInit()) {
        exit(EXIT_FAILURE);
    }
    
    //only for OpenGL 2.1
#ifdef USE_OPENGL21
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 1);
#endif
    
    //Only for OpenGL 3.2
#ifdef USE_OPENGL32
    glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwOpenWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, 1);
#endif

	GLFWvidmode mode;
    glfwGetDesktopMode(&mode);
    if( !glfwOpenWindow(windowWidth, windowHeight, mode.RedBits, mode.GreenBits, mode.BlueBits, 0, 32, 0, GLFW_WINDOW /* or GLFW_FULLSCREEN */) )
    {
        glfwTerminate();
        exit(EXIT_FAILURE);
    }
    glfwEnable(GLFW_MOUSE_CURSOR);
    glfwEnable(GLFW_KEY_REPEAT);
    // Ensure we can capture the escape key being pressed below
	glfwEnable( GLFW_STICKY_KEYS );
	glfwSetMousePos(windowWidth/2, windowHeight/2);
    glfwSetWindowTitle("Chapter-11");

	// Initialize AntTweakBar
    if ( !TwInit(TW_OPENGL_CORE, NULL))
	{
		fprintf(stderr,"AntweakBar initialiazation failed: %s\n",TwGetLastError());
		exit(1);
	}

    // Create a tweak bar
	myBar = TwNewBar("TweakBar");

    //init GLEW and basic OpenGL information
    // VERY IMPORTANT OTHERWISE GLEW CANNOT HANDLE GL3
#ifdef USE_OPENGL32
    glewExperimental = true; 
#endif
    glewInit();
    std::cout<<"\nUsing GLEW "<<glewGetString(GLEW_VERSION)<<std::endl;
    if (GLEW_VERSION_2_1)
    {
        std::cout<<"\nYay! OpenGL 2.1 is supported and GLSL 1.2!\n"<<std::endl;
    }
    if (GLEW_VERSION_3_2)
    {
        std::cout<<"Yay! OpenGL 3.2 is supported and GLSL 1.5!\n"<<std::endl;
    }
    
    /*
     This extension defines an interface that allows various types of data
     (especially vertex array data) to be cached in high-performance
     graphics memory on the server, thereby increasing the rate of data
     transfers.
     Chunks of data are encapsulated within "buffer objects", which
     conceptually are nothing more than arrays of bytes, just like any
     chunk of memory.  An API is provided whereby applications can read
     from or write to buffers, either via the GL itself (glBufferData,
     glBufferSubData, glGetBufferSubData) or via a pointer to the memory.
     */
	if (glewIsSupported("GL_ARB_vertex_buffer_object"))
		std::cout<<"ARB VBO's are supported"<<std::endl;
    else if (glewIsSupported("GL_APPLE_vertex_buffer_object"))
		std::cout<<"APPLE VBO's are supported"<<std::endl;
	else
		std::cout<<"VBO's are not supported,program will not run!!!"<<std::endl; 
    
    /* 
     This extension introduces named vertex array objects which encapsulate
     vertex array state on the client side. The main purpose of these 
     objects is to keep pointers to static vertex data and provide a name 
     for different sets of static vertex data.  
     By extending vertex array range functionality this extension allows multiple
     vertex array ranges to exist at one time, including their complete sets of
     state, in manner analogous to texture objects. 
     GenVertexArraysAPPLE creates a list of n number of vertex array object
     names.  After creating a name, BindVertexArrayAPPLE associates the name with
     a vertex array object and selects this vertex array and its associated
     state as current.  To get back to the default vertex array and its
     associated state the client should bind to vertex array named 0.
     */
    
	if (glewIsSupported("GL_ARB_vertex_array_object"))
        std::cout<<"ARB VAO's are supported\n"<<std::endl;
    else if (glewIsSupported("GL_APPLE_vertex_array_object"))//this is the name of the extension for GL2.1 in MacOSX
		std::cout<<"APPLE VAO's are supported\n"<<std::endl;
	else
		std::cout<<"VAO's are not supported, program will not run!!!\n"<<std::endl;
    
    
    std::cout<<"Vendor: "<<glGetString (GL_VENDOR)<<std::endl;
    std::cout<<"Renderer: "<<glGetString (GL_RENDERER)<<std::endl;
    std::cout<<"Version: "<<glGetString (GL_VERSION)<<std::endl;
   
	std::ostringstream stream1,stream2;

	stream1 << glGetString(GL_VENDOR);
	stream2 << glGetString(GL_RENDERER);

	std::string vendor ="Title : Chapter-11   Vendor : " + stream1.str() + "   Renderer : " +stream2.str();

	const char *tit = vendor.c_str();
	glfwSetWindowTitle(tit);
    // Set GLFW event callbacks
    // - Redirect window size changes to the callback function WindowSizeCB
    glfwSetWindowSizeCallback(WindowSizeCB);
    
    // - Directly redirect GLFW mouse button events to AntTweakBar
    glfwSetMouseButtonCallback((GLFWmousebuttonfun)TwEventMouseButtonGLFW);
    
    // - Directly redirect GLFW mouse position events to AntTweakBar
    glfwSetMousePosCallback((GLFWmouseposfun)TwEventMousePosGLFW);
    
    // - Directly redirect GLFW mouse wheel events to AntTweakBar
    glfwSetMouseWheelCallback((GLFWmousewheelfun)TwEventMouseWheelGLFW);
    
    // - Directly redirect GLFW key events to AntTweakBar
    glfwSetKeyCallback((GLFWkeyfun)TwEventKeyGLFW);
    
    // - Directly redirect GLFW char events to AntTweakBar
    glfwSetCharCallback((GLFWcharfun)TwEventCharGLFW);


	TwDefine("TweakBar label='Main TweakBar' alpha=0 help='Use this bar to control the objects of the scene.' ");

	// Add 'wire' to 'myBar': it is a modifable variable of type TW_TYPE_BOOL32 (32 bits boolean). Its key shortcut is [w].
    TwAddVarRW(myBar, "wireframe mode", TW_TYPE_BOOL32, &wireFrame," label='Wireframe mode' key=w help='Toggle wireframe display mode.' ");

	// Add 'bgColor' to 'myBar': it is a modifable variable of type TW_TYPE_COLOR3F (3 floats color)
    TwAddVarRW(myBar, "bgColor", TW_TYPE_COLOR3F, &bgColor, " label='Background color' ");

	// Add 'Rotation' to 'myBar': this is a variable of type TW_TYPE_QUAT4F which defines the scene's orientation
    TwAddVarRW(myBar, "SceneRotation", TW_TYPE_QUAT4F, &Rotation," label='Scene rotation' opened=true help='Change the scenes orientation.' ");

	TwAddButton(myBar, "Reset", ResetView,NULL," label='Reset View' ");

	TwAddVarRW(myBar, "Near Clip Plane", TW_TYPE_FLOAT, &zNear,"min=0.5 max=100 step=0.5 label='Near Clip' group='Projection Properties'");

	TwAddVarRW(myBar, "Far Clip Plane", TW_TYPE_FLOAT, &zFar," min=0.5 max=1000 step=0.5 label='Far Clip' group='Projection Properties'");

	TwAddVarRW(myBar, "Field of View", TW_TYPE_FLOAT, &FOV," label='FoV' readonly=true group='Projection Properties'");

	TwAddVarRW(myBar, "MS per 1 Frame" , TW_TYPE_DOUBLE, &FPS, "label='MS per 1 Frame' readonly=true group='Frame Rate'");

	TwAddVarRW(myBar, "Frames Per Second" , TW_TYPE_INT32, &rate, "label='FPS' readonly=true group='Frame Rate'");

	TwAddVarRW(myBar, "vSYNC" , TW_TYPE_BOOL8, &SYNC, "label='vSync' readonly=true group='Frame Rate'");
	
	 // Enable depth test
	glEnable(GL_DEPTH_TEST);
	// Accept fragment if it closer to the camera than the former one
	glDepthFunc(GL_LESS);

	initPlane(); //initialize Plane

	init3Dmodel(); // initialize 3D model

	create_Bump_bar();

	GLfloat rat = 0.001f;

	if(SYNC == false)
	{
		rat = 0.001f;
	}
	else
	{
		rat = 0.01f;
	}

	// Initialize time
    time = glfwGetTime();
	double currentTime;
	float lastTime = 0.0f;

	int Frames = 0;
	double LT = glfwGetTime();
	starting = glfwGetTime();

	setVSync(SYNC);

	while (running) {

		glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
        glClearColor( bgColor[0], bgColor[1], bgColor[2], bgColor[3]); //black color

		FOV = initialFoV - 5 * glfwGetMouseWheel();

		if(camera == true)
		{
			glfwGetMousePos(&xpos,&ypos);
			glfwSetMousePos(windowWidth/2, windowHeight/2);
		
			horizAngle  += mouseSpeedo * float(windowWidth/2 - xpos );
			verticAngle += mouseSpeedo * float( windowHeight/2 - ypos );
		}

		glm::vec3 direction(cos(verticAngle) * sin(horizAngle),sin(verticAngle),cos(verticAngle) * cos(horizAngle));

		glm::vec3 right = glm::vec3(sin(horizAngle - 3.14f/2.0f),0,cos(horizAngle - 3.14f/2.0f));

		glm::vec3 up = glm::cross( right, direction );

		currentTime = glfwGetTime();
		float dTime = float(currentTime - lastTime);
		lastTime = (float)currentTime;

		// Move forward
		if (glfwGetKey( GLFW_KEY_UP ) == GLFW_PRESS){
			pos += direction * dTime* speedo;
		}
		// Move backward
		if (glfwGetKey( GLFW_KEY_DOWN ) == GLFW_PRESS){
			pos -= direction * dTime * speedo;
		}
		// Strafe right
		if (glfwGetKey( GLFW_KEY_RIGHT ) == GLFW_PRESS){
			pos += right * dTime * speedo;
		}
		//Strafe left
		if (glfwGetKey( GLFW_KEY_LEFT ) == GLFW_PRESS){
				pos -= right * dTime * speedo;
		}

		if (glfwGetKey(GLFW_KEY_SPACE) == GLFW_PRESS){

			if(camera == false)
			{
				camera=true;
				glfwSetMousePos(windowWidth/2, windowHeight/2);
				glfwGetMousePos(&xpos,&ypos);
			}
			else
			{
				camera=false;
				glfwSetMousePos(windowWidth/2, windowHeight/2);
				glfwGetMousePos(&xpos,&ypos);
			}
		}

		mat = ConvertQuaternionToMatrix(Rotation, mat);

		glm::mat4 cube;

		glm::mat4 translateMat = glm::mat4();
		translateMat = glm::translate(translateMat,glm::vec3(5.0,3.0,4.0));

		cube  = mat * translateMat;

		displayPlane(mat,pos,direction,up);

		display3Dmodel(cube,mat,pos,direction,up);

		// drawing the AntWeakBar
		if (wireFrame)
		{
			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
			TwDraw();
		}
		else
		{
			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
			TwDraw();
		}
		fr++;
		ending = glfwGetTime();

		if(ending - starting >= 1)
		{
			rate = fr;
			fr = 0;
			starting = glfwGetTime();
		}

		double CT = glfwGetTime();
		Frames++;
		if(CT -LT >= 1.0)
		{
			FPS = 1000.0 / (double)Frames;
			Frames = 0;
			LT += 1.0f;
		}

        glfwSwapBuffers();
        //check if ESC was pressed
        running=!glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
    }

	//close OpenGL window and  terminate AntTweakBar and GLFW
    TwTerminate();
    glfwTerminate();
    
    
    exit(EXIT_SUCCESS);
    
}
Exemple #30
0
void draw()
{
    rmt_LogText("start profiling");

    //rmt_BeginCPUSample(uv_run);
    uv_run(uv_default_loop(), UV_RUN_NOWAIT);
    //rmt_EndCPUSample();

    CUstream stream0 = 0;
    rmt_BeginCUDASample(main, stream0);
    {
        if (isResized())
        {
            setupSizeResource();
        }
        // Launch the Vector Add CUDA Kernel
        int threadsPerBlock = 256;
        int blocksPerGrid = (img.width * img.height + threadsPerBlock - 1) / threadsPerBlock;
        //printf("CUDA kernel launch with %d blocks of %d threads\n", blocksPerGrid, threadsPerBlock);
        dim3 blockDim = { 32, 32, 1 };
        dim3 gridDim = { width / blockDim.x, height / blockDim.y, 1 };

        float3 iResolution = { width, height, 1 };
        float iGlobalTime = glfwGetTime();
        float4 iMouse = { mouseX, mouseY, mouseX, mouseY };
        rmt_BeginCUDASample(cuMemcpyHtoD, stream0);
        checkCudaErrors(cuMemcpyHtoD(d_iResolution, &iResolution, sizeof iResolution));
        checkCudaErrors(cuMemcpyHtoD(d_iGlobalTime, &iGlobalTime, sizeof iGlobalTime));
        checkCudaErrors(cuMemcpyHtoD(d_iMouse, &iMouse, sizeof iMouse));
        rmt_EndCUDASample(stream0);

        rmt_BeginCUDASample(cuLaunchKernel, stream0);
        checkCudaErrors(cuLaunchKernel(kernel_addr,
            gridDim.x, gridDim.y, gridDim.z, /* grid dim */
            blockDim.x, blockDim.y, blockDim.z, /* block dim */
            0, 0, /* shared mem, stream */
            0, /* arguments */
            0));
        rmt_EndCUDASample(stream0);
        rmt_BeginCUDASample(cuCtxSynchronize, stream0);
        checkCudaErrors(cuCtxSynchronize());
        rmt_EndCUDASample(stream0);
        
        rmt_BeginCUDASample(cuMemcpyDtoH, stream0);
        checkCudaErrors(cuMemcpyDtoH(img_content, d_img_content, item_size));
        rmt_EndCUDASample(stream0);
    }
    rmt_EndCUDASample(stream0);

    rmt_BeginOpenGLSample(main);
    {
        background(color(0,0,0));
        updateImage(img, img_content);
        image(img, 0, 0, width, height);

        TwDraw();
    }
    rmt_EndOpenGLSample();

    rmt_LogText("end profiling");
}