void User::setUserCamera(const CameraSP& userCamera) { this->userCamera = userCamera; if (userCamera.get()) { this->position = userCamera->getEye(); this->direction = userCamera->getDirection(); this->up = userCamera->getUp(); this->left = up.cross(direction); this->rotation = Quaternion(Matrix3x3(-left, up, -direction)); } dirtyFlag = true; }
GLUSboolean updateGame(GLUSfloat deltaTime) { //string currentProgramType = ProgramManager::RENDER_TO_SHADOWMAP_PROGRAM_TYPE; string currentProgramType = ProgramManager::DEFAULT_PROGRAM_TYPE; if (!updateEngine(deltaTime)) { return GLUS_FALSE; } // Update everything GeneralEntityManager::getInstance()->update(); // // Shadow part // GeneralEntity::setCurrentValues(ProgramManager::RENDER_TO_SHADOWMAP_PROGRAM_TYPE, orthographicCameraShadowMap2D->getOrthographicCamera(), deltaTime, false); // Camera modelEntity->setOrthographicShadowCamera("Lamp", orthographicCameraShadowMap2D); orthographicCameraShadowMap2D->updateShadowMatrix(); // Lights, not used, so set to zero lights. ProgramManagerProxy::setNumberLightsByType(ProgramManager::RENDER_TO_SHADOWMAP_PROGRAM_TYPE, 0); ProgramManagerProxy::setAmbientLightColorByType(ProgramManager::RENDER_TO_SHADOWMAP_PROGRAM_TYPE); ProgramManagerProxy::setNoShadowByType(ProgramManager::RENDER_TO_SHADOWMAP_PROGRAM_TYPE); // GeneralEntityManager::getInstance()->sort(); // orthographicCameraShadowMap2D->use(true); glClear(GL_DEPTH_BUFFER_BIT); // All the primitves glEnable(GL_POLYGON_OFFSET_FILL); glFrontFace(GL_CW); GeneralEntityManager::getInstance()->render(); glDisable(GL_POLYGON_OFFSET_FILL); glFrontFace(GL_CCW); orthographicCameraShadowMap2D->use(false); // // Color rendering // ViewportSP defaultViewport = ViewportManager::getInstance()->getDefaultViewport(); defaultViewport->use(); GeneralEntity::setCurrentValues(currentProgramType, currentCamera, deltaTime, false); // Camera if (User::defaultUser.getUserCamera().get()) { ProgramManagerProxy::setCameraByType(currentProgramType, currentCamera, Point4(), Quaternion()); } else { modelEntity->setCamera("Camera"); } // Lights int32_t numberLights = 0; numberLights = modelEntity->setLights(numberLights); ProgramManagerProxy::setNumberLightsByType(currentProgramType, numberLights); ProgramManagerProxy::setAmbientLightColorByType(currentProgramType); ProgramManagerProxy::setNoShadowByType(currentProgramType); ProgramManagerProxy::setShadowByType(currentProgramType, 0, orthographicCameraShadowMap2D->getShadowMap2D(), orthographicCameraShadowMap2D->getShadowMatrix(), 0); // GeneralEntityManager::getInstance()->sort(); // glClearColor(0.9f, 0.9f, 0.9f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // All the primitves GeneralEntityManager::getInstance()->render(); // // Debug // if (drawDebug) { CameraManager::getInstance()->getDefaultPerspectiveCamera()->debugDraw(Point4(), Quaternion()); } // // Debug plane groundPlane.draw(currentCamera->getEye(), Color::GREY); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // FPS FpsPrinter::printer.print(deltaTime); // Debug Menu FontSP font = FontManager::getInstance()->getFont("CourierNew"); font->print(760.0f, 10.0f, Color::RED, "Toggle camera: [c]"); return GLUS_TRUE; }