void GraphicsDeviceGL_1_3::drawVirtualScreen() { glViewport( m_virtualViewport[0], m_virtualViewport[1], m_virtualViewport[2], m_virtualViewport[3] ); //update the video memory framebuffer. lockBuffer(); if (m_writeFrame > m_renderFrame) { m_videoFrameBuffer->update( m_frameWidth, m_frameHeight, m_frameBuffer_32bpp[m_writeBufferIndex] ); } m_renderFrame = m_writeFrame; unlockBuffer(); enableBlending(false); drawFullscreenQuad(m_videoFrameBuffer); glViewport( m_fullViewport[0], m_fullViewport[1], m_fullViewport[2], m_fullViewport[3] ); }
void View::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera3D(); // Don't paint if we haven't gotten a resize yet #ifdef USE_SHADER_MATERIALS if (normalDepthTexture.getWidth() * normalDepthTexture.getHeight() == 0) return; #endif // position lights float position0[4] = { 0, 1, 0, 0 }; float position1[4] = { 0, -1, 0, 0 }; glLightfv(GL_LIGHT0, GL_POSITION, position0); glLightfv(GL_LIGHT1, GL_POSITION, position1); if (mode == MODE_SCULPT_MESH) { #ifdef USE_SHADER_MATERIALS normalDepthTexture.startDrawingTo(depthTexture); normalDepthShader.use(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawMesh(true); normalDepthShader.unuse(); normalDepthTexture.stopDrawingTo(); camera2D(); glDepthFunc(GL_ALWAYS); normalDepthTexture.bind(0); depthTexture.bind(1); finalCompositeShaders[currentMaterial].use(); finalCompositeShaders[currentMaterial].uniform("windowSize", width(), height()); finalCompositeShaders[currentMaterial].texture("depthTexture", 1); drawFullscreenQuad(); finalCompositeShaders[currentMaterial].unuse(); depthTexture.unbind(1); normalDepthTexture.unbind(0); glDepthFunc(GL_LESS); camera3D(); #else drawMesh(true); #endif drawGroundPlane(); } else if (mode == MODE_VIEW_MESH || mode == MODE_ANIMATE_MESH) { drawMesh(false); drawGroundPlane(); drawSkeleton(true); } else { drawSkeleton(false); drawGroundPlane(); } if (drawToolDebug) foreach (Tool *tool, tools) tool->drawDebug(mouseX, mouseY); }
void CubewallScene::_draw(float time) { int textBitmapWidthL = min(textBitmapWidth, (int)(time*30.f)); time -= SceneTime::outStorm2cubewall; float fadeIn = min(1.0f, 1.f+time*0.33f); bool fadeActive = (fadeIn < 1.0); if (!fadeActive) { fboOverlay->bind(); } float fade2 = max(0.f, min(1.f, time)); setBlendMode(NO_BLEND); setCullMode(NO_CULL); setDepthMode(NO_DEPTH); glClearDepth(1.0f); glClearColor(56.f/256.f * fade2, 60.f/256.f * fade2, 50.f/256.f * fade2, 1.0f); glClear((fadeActive ? 0 : GL_COLOR_BUFFER_BIT) | GL_DEPTH_BUFFER_BIT); float ctime = max(0.f, time); int cctime = clamp((int)(gMusic->getBeat() / 16) - int(SceneTime::cubewallStart / BEAT / 16), 0, 6); //6 Teile,Schluß vec3 eye(-1.5*((cctime & 2) ? -1.f : 1.f), 0.5, (cctime & 1) ? 1. : (2. + 0.95*cos(ctime*0.2) + ctime*ctime*0.005)); vec3 center(0, -0.1 + 0.2*sin(time*0.15) + 0.5*atan(time*0.1), 0); vec3 up(0, 1, 0); mat4 view = lookAt(eye, center, up); mat4 proj = perspective<float>(30.f + 10.f*(float)cos(time*0.1), demo.aspect, 0.001f, 100.f); mat4 projView = proj*view; floorClearShader->bind(); setBlendMode(BLEND_ALPHA); floorClearShader->uniform("u_fade", fadeIn); floorClearShader->uniform("u_matrix", projView); drawArray(GL_TRIANGLE_FAN, floorVerts, NULL, NULL, NULL, NULL, sizeof(floorVerts) / (3 * sizeof(float))); floorClearShader->unbind(); setDepthMode(DEPTH_FULL); setBlendMode(NO_BLEND); cubeShader->bind(); cubeShader->uniform("u_eye", eye); cubeShader->uniform("u_matrix", projView); float cubeScaleFade = clamp((Duration() - time - 4.0f) / 1.0f, 0.0f, 1.0f); //ab 179: Kötzchen weg float explosionTime = max(0.f, time - (179.f - SceneTime::cubewallStart)); float explosionY = explosionTime*explosionTime; float cubeScale = 16.f / (float)textBitmapWidth; int cubeInstanceIndex = 0; for (int x = 0; x < textBitmapWidthL; x++) { for (int y = 0; y < textBitmapHeight; y++) { int cubeIndex = ((textBitmapHeight - 1) - y)*textBitmapWidth + x; int pixelPos = cubeIndex * 4; int a = textBitmap[pixelPos + 3]; if (a == 0) continue; float r = (textBitmap[pixelPos] * a) * (1.f/(255.f*255.f)); float g = (textBitmap[pixelPos+1] * a) * (1.f/(255.f*255.f)); float b = (textBitmap[pixelPos+2] * a) * (1.f/(255.f*255.f)); float random = randomValues[cubeIndex]; float cubeShiftAmp = 1.f - fract(gMusic->getBeat());// fmod(time * 2 * 1.2f, 1.f); float cubeShift = (0.5f - random) * cubeShiftAmp * 2; vec4 color(r, g, b, 1.f); color *= (1. - (0.5*cubeShift) + cubeShift*random); float highlightRandom = randomValues[((textBitmapHeight - 1) - y)*textBitmapWidth + (x / 3 + (int)(gMusic->getBeat() / 4)) % (textBitmapWidth*textBitmapHeight)]; float highlight = pow(highlightRandom, 10) * 10; color *= 1. + highlight; for (int mirror = 0; mirror < 2; mirror++) { vec3 pos(x*cubeScale + time*-0.65f + 1.5f, (y*cubeScale + 0.05f) * (mirror ? -1 : 1), cubeShift*0.5f*cubeScale); pos.y -= explosionY*(1.f+0.1f*random); pos.x += explosionTime*sin(10.f*random); cubePosScale[cubeInstanceIndex] = vec4(pos, cubeScaleFade * 0.4f*cubeScale); cubeCol [cubeInstanceIndex] = color; cubeInstanceIndex++; if (cubeInstanceIndex == 510) //TODO: allokierter Buffer für alle Werte statt der nur 1024 Konstanten-Register { cubeShader->uniform("u_posScale", cubePosScale, cubeInstanceIndex); cubeShader->uniform("u_color", cubeCol, cubeInstanceIndex); drawArray(GL_TRIANGLE_STRIP, semicube, NULL, NULL, NULL, NULL, sizeof(semicube) / (3 * sizeof(float)), cubeInstanceIndex); cubeInstanceIndex = 0; } } } } cubeShader->uniform("u_posScale", cubePosScale, cubeInstanceIndex); cubeShader->uniform("u_color", cubeCol, cubeInstanceIndex); drawArray(GL_TRIANGLE_STRIP, semicube, NULL, NULL, NULL, NULL, sizeof(semicube) / (3 * sizeof(float)), cubeInstanceIndex); cubeShader->unbind(); floorShader->bind(); setBlendMode(BLEND_ALPHA); floorShader->uniform("u_eye", eye); floorShader->uniform("u_matrix", projView); floorShader->uniform("u_fade", fadeIn); drawArray(GL_TRIANGLE_FAN, floorVerts, NULL, NULL, NULL, NULL, sizeof(floorVerts) / (3 * sizeof(float))); floorShader->unbind(); if (!fadeActive) { fboOverlay->unbind(); setBlendMode(NO_BLEND); setCullMode(NO_CULL); setDepthMode(NO_DEPTH); kratzerShader->bind(); kratzerShader->bindFbo("src", fboOverlay, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); kratzerShader->bindTexture("tex", kratzer, 1); kratzerShader->uniform("u_fade", fade2); drawFullscreenQuad(); kratzerShader->unbind(); } setDepthMode(NO_DEPTH); setBlendMode(BLEND_ALPHA); setCullMode(NO_CULL); if (fadeIn >= 1.0f) { float creditsStart = 3.f; float creditsDuration = (SceneTime::lazorsStart - SceneTime::cubewallStart) - creditsStart; float creditTime = (time - creditsStart - 1.f) * 3.f / creditsDuration; float pos = floor(creditTime); creditsShader->bind(); creditsShader->bindTexture("tex", credits, 0); creditsShader->uniform("fade", 2 * (creditTime - pos)); drawRect(vec2(-1, -1 + 0.1185), vec2(1, -1 + 2 * 0.1185), vec2(0, (1. / 3.)*(pos + 1)), vec2(1, (1. / 3.)*pos)); creditsShader->unbind(); } }