Exemple #1
0
static void renderStrand(Strand *s, RenderConf *rc) {
	glLightfv(GL_LIGHT0, GL_DIFFUSE, S_col);
	renderParticles(s->numMonomers, s->Ss, rc);

	glLightfv(GL_LIGHT0, GL_DIFFUSE, P_col);
	renderParticles(s->numMonomers, s->Ps, rc);

	for (int i = 0; i < s->numMonomers; i++)
		renderBase(&s->Bs[i], rc);

	/* Connections */
	glLightfv(GL_LIGHT0, GL_DIFFUSE, gray);
	renderConnection(&s->Ps[0], &s->Ss[0], rc);
	renderConnection(&s->Ss[0], &s->Bs[0], rc);
	for(int i = 1; i < s->numMonomers; i++) {
		renderConnection(&s->Ps[i], &s->Ss[i],   rc);
		renderConnection(&s->Ss[i], &s->Bs[i],   rc);
		renderConnection(&s->Ss[i], &s->Ps[i-1], rc);
	}

	/* Forces */
	if (rc->drawForces) {
		glColor3f(0.8, 0.0, 0.0);
		glBegin(GL_LINES);
			for(int i = 0; i < 3 * s->numMonomers; i++) {
				Particle *p = &s->all[i];
				drawLine(p->pos, add(p->pos, p->F));
			}
		glEnd();
	}
}
Exemple #2
0
int render(void)
{
	double ws = config.worldSize;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

/*	view_angle += 0.01;*/

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(0, 0, -ws*2.5);
	glRotatef(view_angle, 0, 1, 0);

	/* Constituents of the monomers */
	glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
	renderParticles(config.numMonomers, world.Ss);

	glLightfv(GL_LIGHT0, GL_DIFFUSE, green);
	renderParticles(config.numMonomers, world.As);

	glLightfv(GL_LIGHT0, GL_DIFFUSE, blue);
	renderParticles(config.numMonomers, world.Ps);

	/* Connections */
	glLightfv(GL_LIGHT0, GL_DIFFUSE, gray);
	drawCilinder(&world.Ps[0].pos, &world.Ss[0].pos,
			CILINDER_FACES, CILINDER_RADIUS);
	drawCilinder(&world.Ss[0].pos, &world.As[0].pos,
			CILINDER_FACES, CILINDER_RADIUS);
		for(int i = 1; i < config.numMonomers; i++) {
			drawCilinder(&world.Ps[i].pos, &world.Ss[i].pos,
					CILINDER_FACES, CILINDER_RADIUS);
			drawCilinder(&world.Ss[i].pos, &world.As[i].pos,
					CILINDER_FACES, CILINDER_RADIUS);
			drawCilinder(&world.Ss[i].pos, &world.Ps[i-1].pos,
					CILINDER_FACES, CILINDER_RADIUS);
		}

#if DRAWFORCES
	/* Forces */
	glColor3f(0.8, 0.0, 0.0);
	glBegin(GL_LINES);
		for(int i = 0; i < 3 * config.numMonomers; i++) {
			Vec3 tmp;
			add(&world.all[i].pos, &world.all[i].F, &tmp);
			drawLine(&world.all[i].pos, &tmp);
		}
	glEnd();
#endif

	SDL_GL_SwapBuffers();

	return 0;
}
void Dot::render() {
  //Show the dot
  gDotTexture.render( mPosX, mPosY );

  //Show particles on top of dot
  renderParticles();
}
Exemple #4
0
void ClientMap::render () const
{
	ExecutionTime renderTime("ClientMapRender", 2000L);
	const int x = _screenRumbleOffsetX + _x + _camera.getViewportX();
	const int y = _screenRumbleOffsetY + _y + _camera.getViewportY();

	const int scissorX = std::max(0, x);
	const int scissorY = std::max(0, y);
	const bool debug = Config.isDebug();
	if (debug) {
		_frontend->renderRect(scissorX, scissorY, getPixelWidth() * _zoom, getPixelHeight() * _zoom, colorRed);
	} else {
		_frontend->enableScissor(scissorX, scissorY, getPixelWidth() * _zoom, getPixelHeight() * _zoom);
	}
	renderLayer(x, y, LAYER_BACK);
	renderLayer(x, y, LAYER_MIDDLE);
	renderLayer(x, y, LAYER_FRONT);

	if (_restartDue != 0) {
		renderFadeOutOverlay();
	}

	Config.setDebugRendererData(x, y, getWidth(), getHeight(), _scale * _zoom);
	Config.getDebugRenderer().render();

	renderParticles(x, y);

	if (!debug) {
		_frontend->disableScissor();
	}
}
void ParticleVisualization::updateMainNode( osg::Node* node )
{  
   std::cout << "UpdateMainNode" << std::endl;
   if(updated)
        renderParticles();

   updated = false;
}
Exemple #6
0
void ParticleSystem::renderWithDT(float dt)
{
    time += (dt * 1000.0f);

    updateParticles(dt);
    renderParticles();

    currVB = currTFB;
    currTFB = (currTFB + 1) & 0x1;
}
Exemple #7
0
void renderFn()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



	g_program.use();
	setPerspective();
	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, omap2);

	g_program.setUniform("MaxTessLevel", max_tess);
	g_program.setUniform("ModelView", g_modelview);
	g_program.setUniform("Projection", g_projection);
	g_program.setUniform("MVP", g_projection * g_modelview);
	g_program.setUniform("NormalMatrix", 
			glm::inverseTranspose(mat3(g_modelview)));
	g_program.setUniform("MousePosition", mouse);
	
	g_program.setUniform("Time", elapsed);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	renderLand();

	d_program.use();
	
	glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &plv); 
	glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, &plf); 

	glActiveTexture(GL_TEXTURE9);
	glBindTexture(GL_TEXTURE_2D, plane);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	renderPlane(scene->mRootNode);

	glDisable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	d_program.setUniform("FrameTime", clockdiff);
	d_program.setUniform("Elapsed", elapsed);
	glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &pav); 
	glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, &paf); 
	renderParticles();

	glEnable(GL_DEPTH_TEST);
	glDisable(GL_BLEND);
}
Exemple #8
0
SDL_Texture* VsGameRenderer::renderGame() {

	SDL_Texture* gbq = _gbqr0.renderQueue();
	SDL_Texture* gbq2 = _gbqr1.renderQueue();

	SDL_SetRenderTarget(_SDLRenderer, _texture);
	SDL_SetRenderDrawColor(_SDLRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
	SDL_RenderClear(_SDLRenderer);

	SDL_RenderCopy(_SDLRenderer, _bg, NULL, NULL);
	SDL_RenderCopy(_SDLRenderer, _2pbg, NULL, NULL);

	if (!_game.isPaused()) {

		renderBoard(0);
		renderBoard(1);
		SDL_Rect gbqp = { 258, 307, 38, 120 };
		SDL_RenderCopy(_SDLRenderer, gbq, NULL, &gbqp);
		gbqp.x = 344;
		SDL_RenderCopy(_SDLRenderer, gbq2, NULL, &gbqp);
		renderParticles();

	}
	renderStatsText();
	renderMatchPoints();

	if (_game.isPaused()) {
		SDL_SetTextureColorMod(_texture, 0x50, 0x50, 0x50);
		SDL_RenderCopy(_SDLRenderer, _texture, NULL, NULL);
		SDL_SetTextureColorMod(_texture, 0xFF, 0xFF, 0xFF);
		_game.getPauseMenu().render();
	} else {
		SDL_SetTextureColorMod(_texture, 0xFF, 0xFF, 0xFF);
	}

	//TODO: make this state more fancy
	if (_game.getState() == Game::State::ENDED
			&& SDL_GetTicks() % 1000 >= 500) {
		_SDLContext.renderText("PUSH START", { 255, 255, 255 },
				_SDLContext._fontSquare, 134, 342);
	}

	return _texture;
}
Exemple #9
0
int Main(void)
{
  // Load resources
  texsmallball  = CORE_LoadBmp("data/tyrian_ball.32.bmp"      , false);
  texcursor  = CORE_LoadBmp("data/cursor.bmp", false);
  
  initCursor();

  initParticlePool(MAX_PARTICLES);

  initEmmiter();

  // Set up rendering
  glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); // Sets up clipping
  glClearColor( 0.0f, 0.1f, 0.3f, 0.0f );
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho( 0.0, SCR_WIDTH, 0.0, SCR_HEIGHT, 0.0, 1.0);
  glEnable(GL_TEXTURE_2D);
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  DWORD start_tick= GetTickCount();

  while (!SYS_GottaQuit())
  {
    // Render
    glClear( GL_COLOR_BUFFER_BIT );
		
	CORE_RenderCenteredSprite(cursor->pos, 
				vmake(cursor->radius , cursor->radius ), cursor->index);

	//fixed substep
	float dt =1.0f/(substep*FPS);
	//add gravity
//	tVector emitterforces=vmake(0.0f,0.0f);
	tVector emitterforces= GRAVITY; //vmake(0,gravityForce);

	updateEmitter( myEmmiter, emitterforces, dt);

	applyDeflectors(myEmmiter);

	renderParticles(myEmmiter);

	SYS_Show();

	start_tick= GetTickCount();
    // Keypress!
	const float scale=2.0f;
    if (SYS_KeyPressed('O'))
    {
		if(cursor)cursor->pos.x-=1.0f*scale;
	}
    if (SYS_KeyPressed('P'))
    {
		if(cursor)cursor->pos.x+=1.0f*scale;
	}
    if (SYS_KeyPressed('Q'))
    {
		if(cursor)cursor->pos.y+=1.0f*scale;
	}
    if (SYS_KeyPressed('A'))
    {
		if(cursor)cursor->pos.y-=1.0f*scale;
	}
    if (SYS_KeyPressed('S'))
    {
		atractorScale*=1.1f;
		if( atractorScale > 1000.0f)atractorScale=1000.0f;
	}
    if (SYS_KeyPressed('W'))
    {
		atractorScale*=0.9f;
	}

    // Keep system running
    SYS_Pump();
    SYS_Sleep(17);
  }

  CORE_UnloadBmp(texsmallball);
  CORE_UnloadBmp(texcursor);

  destroyEmmmiter(myEmmiter);
  destroyParticlePool();
  destroyCursor();

  return 0;
}
void ofxPhysics2d::debugRender(){
	renderParticles();
	renderConstraints();
}
Exemple #11
0
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
{
    glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
    glBindBufferBase(GL_UNIFORM_BUFFER, 1, SharedObject::LightingDataUBO);
    m_scene_manager->setActiveCamera(camnode);

    PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
    PrepareDrawCalls(camnode);
    PROFILER_POP_CPU_MARKER();
    // Shadows
    {
        // To avoid wrong culling, use the largest view possible
        m_scene_manager->setActiveCamera(m_suncam);
        if (CVS->isDefferedEnabled() &&
            CVS->isShadowEnabled() && hasShadow)
        {
            PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
            renderShadows();
            PROFILER_POP_CPU_MARKER();
            if (CVS->isGlobalIlluminationEnabled())
            {
                PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
                renderRSM();
                PROFILER_POP_CPU_MARKER();
            }
        }
        m_scene_manager->setActiveCamera(camnode);

    }

    PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
    glDepthMask(GL_TRUE);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);
    glDisable(GL_BLEND);
    glEnable(GL_CULL_FACE);
    if (CVS->isDefferedEnabled() || forceRTT)
    {
        m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
        glClearColor(0., 0., 0., 0.);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        renderSolidFirstPass();
    }
    else
    {
        // We need a cleared depth buffer for some effect (eg particles depth blending)
        if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
            glDisable(GL_FRAMEBUFFER_SRGB);
        m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
        // Bind() modifies the viewport. In order not to affect anything else,
        // the viewport is just reset here and not removed in Bind().
        const core::recti &vp = Camera::getActiveCamera()->getViewport();
        glViewport(vp.UpperLeftCorner.X,
                   irr_driver->getActualScreenSize().Height - vp.LowerRightCorner.Y,
                   vp.LowerRightCorner.X - vp.UpperLeftCorner.X,
                   vp.LowerRightCorner.Y - vp.UpperLeftCorner.Y);
        glClear(GL_DEPTH_BUFFER_BIT);
        if (GraphicsRestrictions::isDisabled(GraphicsRestrictions::GR_FRAMEBUFFER_SRGB_WORKING))
            glEnable(GL_FRAMEBUFFER_SRGB);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    PROFILER_POP_CPU_MARKER();



    // Lights
    {
        PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
        if (CVS->isDefferedEnabled())
            renderLights(pointlightcount, hasShadow);
        PROFILER_POP_CPU_MARKER();
    }

    // Handle SSAO
    {
        PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_SSAO));
        if (UserConfigParams::m_ssao)
            renderSSAO();
        PROFILER_POP_CPU_MARKER();
    }

    PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
    if (CVS->isDefferedEnabled() || forceRTT)
    {
        m_rtts->getFBO(FBO_COLORS).Bind();
        SColor clearColor(0, 150, 150, 150);
        if (World::getWorld() != NULL)
            clearColor = World::getWorld()->getClearColor();

        glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
            clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
        glClear(GL_COLOR_BUFFER_BIT);
        glDepthMask(GL_FALSE);
    }
    renderSolidSecondPass();
    PROFILER_POP_CPU_MARKER();

    if (getNormals())
    {
        m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
        renderNormalsVisualisation();
        m_rtts->getFBO(FBO_COLORS).Bind();
    }

    // Render ambient scattering
    if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
        World::getWorld()->isFogEnabled())
    {
        PROFILER_PUSH_CPU_MARKER("- Ambient scatter", 0xFF, 0x00, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_FOG));
        renderAmbientScatter();
        PROFILER_POP_CPU_MARKER();
    }

    {
        PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
        ScopedGPUTimer Timer(getGPUTimer(Q_SKYBOX));
        renderSkybox(camnode);
        PROFILER_POP_CPU_MARKER();
    }

    // Render discrete lights scattering
    if (CVS->isDefferedEnabled() && World::getWorld() != NULL &&
        World::getWorld()->isFogEnabled())
    {
        PROFILER_PUSH_CPU_MARKER("- PointLight Scatter", 0xFF, 0x00, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_FOG));
        renderLightsScatter(pointlightcount);
        PROFILER_POP_CPU_MARKER();
    }

    if (getRH())
    {
        glDisable(GL_BLEND);
        m_rtts->getFBO(FBO_COLORS).Bind();
        m_post_processing->renderRHDebug(m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2], rh_matrix, rh_extend);
    }

    if (getGI())
    {
        glDisable(GL_BLEND);
        m_rtts->getFBO(FBO_COLORS).Bind();
        m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
    }

    PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
    // Render anything glowing.
    if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow)
    {
        ScopedGPUTimer Timer(getGPUTimer(Q_GLOW));
        irr_driver->setPhase(GLOW_PASS);
        renderGlow(glows);
    } // end glow
    PROFILER_POP_CPU_MARKER();

    PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF);
    computeSunVisibility();
    PROFILER_POP_CPU_MARKER();

    // Render transparent
    {
        PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT));
        renderTransparent();
        PROFILER_POP_CPU_MARKER();
    }

    m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);

    // Render particles
    {
        PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES));
        renderParticles();
        PROFILER_POP_CPU_MARKER();
    }
    if (!CVS->isDefferedEnabled() && !forceRTT)
    {
        glDisable(GL_FRAMEBUFFER_SRGB);
        glDisable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
        return;
    }

    // Ensure that no object will be drawn after that by using invalid pass
    irr_driver->setPhase(PASS_COUNT);
}
Exemple #12
0
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
{
    glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
    m_scene_manager->setActiveCamera(camnode);

    PROFILER_PUSH_CPU_MARKER("- Draw Call Generation", 0xFF, 0xFF, 0xFF);
    PrepareDrawCalls(camnode);
    PROFILER_POP_CPU_MARKER();
    // Shadows
    {
        // To avoid wrong culling, use the largest view possible
        m_scene_manager->setActiveCamera(m_suncam);
        if (!m_mipviz && !m_wireframe && UserConfigParams::m_dynamic_lights &&
            UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround() && hasShadow)
        {
            PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
            renderShadows();
            PROFILER_POP_CPU_MARKER();
            if (UserConfigParams::m_gi)
            {
                PROFILER_PUSH_CPU_MARKER("- RSM", 0xFF, 0x0, 0xFF);
                renderRSM();
                PROFILER_POP_CPU_MARKER();
            }
        }
        m_scene_manager->setActiveCamera(camnode);

    }

    PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
    glDepthMask(GL_TRUE);
    glDepthFunc(GL_LEQUAL);
    glEnable(GL_DEPTH_TEST);
    glDisable(GL_BLEND);
    glEnable(GL_CULL_FACE);
    if (UserConfigParams::m_dynamic_lights || forceRTT)
    {
        m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
        glClearColor(0., 0., 0., 0.);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
        renderSolidFirstPass();
    }
    PROFILER_POP_CPU_MARKER();



    // Lights
    {
        PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
        if (UserConfigParams::m_dynamic_lights)
            renderLights(pointlightcount, hasShadow);
        PROFILER_POP_CPU_MARKER();
    }

    // Handle SSAO
    {
        PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_SSAO));
        if (UserConfigParams::m_ssao)
            renderSSAO();
        PROFILER_POP_CPU_MARKER();
    }

    PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
    if (UserConfigParams::m_dynamic_lights || forceRTT)
    {
        m_rtts->getFBO(FBO_COLORS).Bind();
        SColor clearColor(0, 150, 150, 150);
        if (World::getWorld() != NULL)
            clearColor = World::getWorld()->getClearColor();

        glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
            clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
        glClear(GL_COLOR_BUFFER_BIT);
        glDepthMask(GL_FALSE);
    }
    renderSolidSecondPass();
    PROFILER_POP_CPU_MARKER();

    if (getNormals())
    {
        m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
        renderNormalsVisualisation();
        m_rtts->getFBO(FBO_COLORS).Bind();
    }

    if (UserConfigParams::m_dynamic_lights && World::getWorld() != NULL &&
        World::getWorld()->isFogEnabled())
    {
        PROFILER_PUSH_CPU_MARKER("- Fog", 0xFF, 0x00, 0x00);
        m_post_processing->renderFog();
        PROFILER_POP_CPU_MARKER();
    }

    PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
    renderSkybox(camnode);
    PROFILER_POP_CPU_MARKER();

    if (getRH())
    {
        m_rtts->getFBO(FBO_COLORS).Bind();
        m_post_processing->renderRHDebug(m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2], rh_matrix, rh_extend);
    }

    if (getGI())
    {
        m_rtts->getFBO(FBO_COLORS).Bind();
        m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
    }

    PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
    // Render anything glowing.
    if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow)
    {
        irr_driver->setPhase(GLOW_PASS);
        renderGlow(glows);
    } // end glow
    PROFILER_POP_CPU_MARKER();

    PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF);
    computeSunVisibility();
    PROFILER_POP_CPU_MARKER();

    // Render transparent
    {
        PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT));
        renderTransparent();
        PROFILER_POP_CPU_MARKER();
    }

    m_sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);

    // Render particles
    {
        PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES));
        renderParticles();
        PROFILER_POP_CPU_MARKER();
    }
    if (!UserConfigParams::m_dynamic_lights && !forceRTT)
    {
        glDisable(GL_FRAMEBUFFER_SRGB);
        glDisable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
        return;
    }

    // Ensure that no object will be drawn after that by using invalid pass
    irr_driver->setPhase(PASS_COUNT);
}
void SceneRenderer::renderFrame()
{
    m_fbos->updateBuffers();

    // Update screen FBO
    glGetIntegerv(0x8CA6, (GLint*)&(m_fbos->m_backBufferFbo->fbo));

    CPU_TIMER_SCOPE(CPU_TIMER_TOTAL);
    GPU_TIMER_SCOPE(GPU_TIMER_TOTAL);

    MatrixStorage mats;
    setupMatrices(mats);
    
    {
        // render a full-screen depth pass.
        CPU_TIMER_SCOPE(CPU_TIMER_SCENE_DEPTH);
        GPU_TIMER_SCOPE(GPU_TIMER_SCENE_DEPTH);
        if (m_params.useDepthPrepass)
            renderSceneDepth(mats, m_fbos->m_sceneFbo);

        // render scene depth to buffer for particle to be depth tested against
        // This may just down-sample the above depth pre-pass.
        renderLowResSceneDepth(mats);
        CHECK_GL_ERROR();
    }

    {
        // the opaque colors need to be rendered after the particles
        //LOGI("OE renderFullResSceneColor\n");
        CPU_TIMER_SCOPE(CPU_TIMER_SCENE_COLOR);
        GPU_TIMER_SCOPE(GPU_TIMER_SCENE_COLOR);
        renderFullResSceneColor(mats);
        CHECK_GL_ERROR();
    }
    
    if (m_particles->getParams().render)
    {
        CPU_TIMER_SCOPE(CPU_TIMER_PARTICLES);
        GPU_TIMER_SCOPE(GPU_TIMER_PARTICLES);
        renderParticles(mats);
        CHECK_GL_ERROR();

        if (m_particles->getParams().renderLowResolution)
        {
            // upsample the particles & composite them on top of the opaque scene colors
            CPU_TIMER_SCOPE(CPU_TIMER_UPSAMPLE_PARTICLES);
            GPU_TIMER_SCOPE(GPU_TIMER_UPSAMPLE_PARTICLES);
            m_upsampler->upsampleParticleColors(*m_fbos->m_sceneFbo);
            CHECK_GL_ERROR();
        }
    }
    
    {
        // final bilinear upsampling from scene resolution to backbuffer resolution
        CPU_TIMER_SCOPE(CPU_TIMER_UPSAMPLE_SCENE);
        GPU_TIMER_SCOPE(GPU_TIMER_UPSAMPLE_SCENE);
        m_upsampler->upsampleSceneColors(*m_fbos->m_backBufferFbo);
        CHECK_GL_ERROR();
    }

    m_particles->swapBuffers();
}
int Main(void)
{
  // Load resources
  texsmallball  = CORE_LoadBmp("data/tyrian_ball.32.bmp"      , false);
  texcursor  = CORE_LoadBmp("data/cursor.bmp", false);
  
  initCursor();

  initParticlePool(MAX_PARTICLES);

  //checking pool
  //while(particlePool.current)
  //{
	 // particlePool.current=particlePool.current->next;
  //}
  //particlePool.current = particlePool.head->next;

  initEmmiter();

  //for (int i = 0; i < NUM_PARTICLES; i++)
  //{
		//float radius;
		//radius = 8.f;
		//particle[i]=particlePool.current;
		//particlePool.current=particlePool.current->next;
		//particle[i]->radius = radius;
		//particle[i]->mass = 1.f;
		//particle[i]->index = texsmallball;
		//particle[i]->pos = vmake(CORE_FRand(radius, SCR_WIDTH-radius), CORE_FRand(radius, SCR_HEIGHT-radius));
		//particle[i]->vel = vmake(CORE_FRand(-MAX_BALL_SPEED, +MAX_BALL_SPEED), CORE_FRand(-MAX_BALL_SPEED, +MAX_BALL_SPEED));
  //}


  // Set up rendering
  glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT); // Sets up clipping
  glClearColor( 0.0f, 0.1f, 0.3f, 0.0f );
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho( 0.0, SCR_WIDTH, 0.0, SCR_HEIGHT, 0.0, 1.0);
  glEnable(GL_TEXTURE_2D);
  glEnable(GL_BLEND);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

  DWORD start_tick= GetTickCount();

  while (!SYS_GottaQuit())
  {
    // Render
    glClear( GL_COLOR_BUFFER_BIT );
		
	CORE_RenderCenteredSprite(cursor->pos, 
				vmake(cursor->radius , cursor->radius ), cursor->index);

	//fixed substep
	float dt =1.0f/(substep*FPS);
	//adaptive substep
	//DWORD elapsed_ticks= GetTickCount()- start_tick;
	//float elapsed_dt= elapsed_ticks/TICKS_PER_SECOND;

	//float edt_dt = elapsed_dt/dt;
	//int ite = (int)edt_dt;
	//float lastdt= edt_dt - ite;

	tVector forces=vmake(0,-100.0f);

//	for( int i=0; i < ite; i++)
		updateEmitter( myEmmiter, forces, dt);

//	updateEmitter( myEmmiter, forces, lastdt);
	applyDeflectors(myEmmiter);

	renderParticles(myEmmiter);

	SYS_Show();

	start_tick= GetTickCount();
    // Keypress!
    if (SYS_KeyPressed('O'))
    {
		if(cursor)cursor->pos.x-=1.0f;;
	}
    if (SYS_KeyPressed('P'))
    {
		if(cursor)cursor->pos.x+=1.0f;;
	}
    if (SYS_KeyPressed('Q'))
    {
		if(cursor)cursor->pos.y+=1.0f;;
	}
    if (SYS_KeyPressed('A'))
    {
		if(cursor)cursor->pos.y-=1.0f;;
	}

    if (0)//SYS_KeyPressed('I'))
    {
		//start single ball at random
		float radius=16.f;
		GLuint texBall=texsmallball;
		float mass=1.0f;
		int index=(int)CORE_FRand(0, MAX_PARTICLES-1);

		//particle[index]->mass = mass;
		//particle[index]->index = texBall;
		//particle[index]->radius = radius;
	 //   particle[index]->pos = vmake(CORE_FRand(radius, SCR_WIDTH-radius), CORE_FRand(SCR_HEIGHT*.5f, SCR_HEIGHT-radius));
		//particle[index]->vel = vmake(0, 10);
	}
    if (0)//SYS_KeyPressed(' '))
    {
		//give an impulse to all balss

//      for (int i = 0; i < MAX_PARTICLES; i++)
//	  {
          //if (fabs(particle[i]->vel.x) < 0.1f)
          //  particle[i]->vel.x = CORE_FRand(-MAX_BALL_SPEED, +MAX_BALL_SPEED);
          //particle[i]->vel.y = CORE_FRand(0, JUMP_SPEED);
//	  }
    }
    if (0)//SYS_KeyPressed(VK_CONTROL))
    {
	  //reset all
		glClear( GL_COLOR_BUFFER_BIT );

  //    for (int i = 0; i < MAX_PARTICLES; i++)
	 // {
		//float radius=particle[i]->radius;
		//particle[i]->pos = vmake(CORE_FRand(radius, SCR_WIDTH-radius), CORE_FRand(radius, SCR_HEIGHT-radius));
		//particle[i]->vel = vmake(0, 10);
	 // }
	  SYS_Show();
	}
    // Keep system running
    SYS_Pump();
    SYS_Sleep(17);
  }

  CORE_UnloadBmp(texsmallball);
  CORE_UnloadBmp(texcursor);

  destroyEmmmiter(myEmmiter);
  destroyParticlePool();
  destroyCursor();

  return 0;
}
Exemple #15
0
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned pointlightcount, std::vector<GlowData>& glows, float dt, bool hasShadow, bool forceRTT)
{
    glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);

    // Shadows
    {
        PROFILER_PUSH_CPU_MARKER("- Shadow", 0x30, 0x6F, 0x90);
        ScopedGPUTimer Timer(getGPUTimer(Q_SHADOWS));
        // To avoid wrong culling, use the largest view possible
        m_scene_manager->setActiveCamera(m_suncam);
        if (!m_mipviz && !m_wireframe && UserConfigParams::m_dynamic_lights &&
            UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround() && hasShadow)
            renderShadows();
        m_scene_manager->setActiveCamera(camnode);
        PROFILER_POP_CPU_MARKER();
    }

    PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
    renderSolidFirstPass();
    PROFILER_POP_CPU_MARKER();



    // Lights
    {
        PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
        renderLights(pointlightcount);
        PROFILER_POP_CPU_MARKER();
    }

    // Handle SSAO
    {
        PROFILER_PUSH_CPU_MARKER("- SSAO", 0xFF, 0xFF, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_SSAO));
        if (UserConfigParams::m_ssao)
            renderSSAO();
        PROFILER_POP_CPU_MARKER();
    }

    PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
    if (!UserConfigParams::m_dynamic_lights && ! forceRTT)
    {
        glEnable(GL_FRAMEBUFFER_SRGB);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
    }
    else
        m_rtts->getFBO(FBO_COLORS).Bind();
    renderSolidSecondPass();
    PROFILER_POP_CPU_MARKER();

    if (UserConfigParams::m_dynamic_lights && World::getWorld() != NULL &&
        World::getWorld()->isFogEnabled())
    {
        PROFILER_PUSH_CPU_MARKER("- Fog", 0xFF, 0x00, 0x00);
        m_post_processing->renderFog();
        PROFILER_POP_CPU_MARKER();
    }

    PROFILER_PUSH_CPU_MARKER("- Skybox", 0xFF, 0x00, 0xFF);
    renderSkybox(camnode);
    PROFILER_POP_CPU_MARKER();

    if (getRH())
    {
        glEnable(GL_PROGRAM_POINT_SIZE);
        m_rtts->getFBO(FBO_COLORS).Bind();
        glUseProgram(FullScreenShader::RHDebug::Program);
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_3D, m_rtts->getRH().getRTT()[0]);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_3D, m_rtts->getRH().getRTT()[1]);
        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_3D, m_rtts->getRH().getRTT()[2]);
        FullScreenShader::RHDebug::setUniforms(rh_matrix, rh_extend, 0, 1, 2);
        glDrawArrays(GL_POINTS, 0, 32 * 16 * 32);
        glDisable(GL_PROGRAM_POINT_SIZE);
    }

    if (getGI())
    {
        m_rtts->getFBO(FBO_COLORS).Bind();
        m_post_processing->renderGI(rh_matrix, rh_extend, m_rtts->getRH().getRTT()[0], m_rtts->getRH().getRTT()[1], m_rtts->getRH().getRTT()[2]);
    }

    PROFILER_PUSH_CPU_MARKER("- Glow", 0xFF, 0xFF, 0x00);
    // Render anything glowing.
    if (!m_mipviz && !m_wireframe && UserConfigParams::m_glow)
    {
        irr_driver->setPhase(GLOW_PASS);
        renderGlow(glows);
    } // end glow
    PROFILER_POP_CPU_MARKER();

    PROFILER_PUSH_CPU_MARKER("- Lensflare/godray", 0x00, 0xFF, 0xFF);
    computeSunVisibility();
    PROFILER_POP_CPU_MARKER();

    // Render transparent
    {
        PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_TRANSPARENT));
        renderTransparent();
        PROFILER_POP_CPU_MARKER();
    }

    // Render particles
    {
        PROFILER_PUSH_CPU_MARKER("- Particles", 0xFF, 0xFF, 0x00);
        ScopedGPUTimer Timer(getGPUTimer(Q_PARTICLES));
        renderParticles();
        PROFILER_POP_CPU_MARKER();
    }
    if (!UserConfigParams::m_dynamic_lights && !forceRTT)
    {
        glDisable(GL_FRAMEBUFFER_SRGB);
        glDisable(GL_DEPTH_TEST);
        glDepthMask(GL_FALSE);
        return;
    }

    // Ensure that no object will be drawn after that by using invalid pass
    irr_driver->setPhase(PASS_COUNT);
}