void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(shader); M3DVector3f at={0,0,0}; M3DVector3f up={0,0,1}; M3DVector3f eye; float angle = timer.GetElapsedSeconds()*M_PI/3; eye[0]=6.8f*cos(angle); eye[1]=6.0f*sin(angle); eye[2]=5.0f; LookAt(cameraFrame,eye,at,up); geometryPipeline.SetMatrixStacks(modelView,projection); projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelView.PushMatrix(); cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawLines(); drawPyramid(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(1.0f,6.0f,2.0f); modelView.Rotate(180.0f,0.0f,0.0f,1.0f); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawPyramid(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(6.0f,-4.0f,1.0f); modelView.Rotate(60.0f,1.0f,1.0f,1.5f); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawPyramid(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-2.0f,0.0f,1.0f); modelView.Rotate(80.0f,1.0f,0.0f,1.0f); modelView.Scale(0.8f,0.4f,1.0f); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawPyramid(); modelView.PopMatrix(); modelView.PopMatrix(); // Perform the buffer swap to display back buffer glutSwapBuffers(); glutPostRedisplay(); }
/////////////////////////////////////////////////////////////////////////////// // Called to draw scene void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); // Reflection step... draw cube upside down, the floor // blended on top of it if(nStep == 5) { glDisable(GL_CULL_FACE); modelViewMatrix.PushMatrix(); modelViewMatrix.Scale(1.0f, -1.0f, 1.0f); modelViewMatrix.Translate(0.0f, 2.0f, 0.0f); modelViewMatrix.Rotate(35.0f, 0.0f, 1.0f, 0.0f); RenderBlock(); modelViewMatrix.PopMatrix(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); RenderFloor(); glDisable(GL_BLEND); } modelViewMatrix.PushMatrix(); // Draw normally modelViewMatrix.Rotate(35.0f, 0.0f, 1.0f, 0.0f); RenderBlock(); modelViewMatrix.PopMatrix(); // If not the reflection pass, draw floor last if(nStep != 5) RenderFloor(); modelViewMatrix.PopMatrix(); // Flush drawing commands glutSwapBuffers(); }
// Called to draw scene void RenderScene(void) { // Color values static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f}; static GLfloat vTorusColor[] = { 1.0f, 0.0f, 0.0f, 1.0f }; static GLfloat vSphereColor[] = { 0.0f, 0.0f, 1.0f, 1.0f }; // Time Based animation static CStopWatch rotTimer; float yRot = rotTimer.GetElapsedSeconds() * 60.0f; // Clear the color and depth buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Save the current modelview matrix (the identity matrix) modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.PushMatrix(mCamera); // Draw the ground shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vFloorColor); floorBatch.Draw(); for(int i = 0; i < NUM_SPHERES; i++) { modelViewMatrix.PushMatrix(); modelViewMatrix.MultMatrix(spheres[i]); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vSphereColor); sphereBatch.Draw(); modelViewMatrix.PopMatrix(); } // Draw the spinning Torus modelViewMatrix.Translate(0.0f, 0.0f, -2.5f); // Save the Translation modelViewMatrix.PushMatrix(); // Apply a rotation and draw the torus modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vTorusColor); torusBatch.Draw(); modelViewMatrix.PopMatrix(); // "Erase" the Rotation from before // Apply another rotation, followed by a translation, then draw the sphere modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f); modelViewMatrix.Translate(0.8f, 0.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vSphereColor); sphereBatch.Draw(); // Restore the previous modleview matrix (the identity matrix) modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); // Do the buffer Swap glutSwapBuffers(); // Tell GLUT to do it again glutPostRedisplay(); }
void DrawSongAndDance(GLfloat yRot) // Called to draw dancing objects { static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f }; static GLfloat vLightPos[] = { 0.0f, 3.0f, 0.0f, 1.0f }; // Get the light position in eye space M3DVector4f vLightTransformed; M3DMatrix44f mCamera; modelViewMatrix.GetMatrix(mCamera); m3dTransformVector4(vLightTransformed, vLightPos, mCamera); // Draw the light source modelViewMatrix.PushMatrix(); modelViewMatrix.Translatev(vLightPos); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vWhite); sphereBatch.Draw(); modelViewMatrix.PopMatrix(); glBindTexture(GL_TEXTURE_2D, uiTextures[2]); for(int i = 0; i < NUM_SPHERES; i++) { modelViewMatrix.PushMatrix(); modelViewMatrix.MultMatrix(spheres[i]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), transformPipeline.GetProjectionMatrix(), vLightTransformed, vWhite, 0); sphereBatch.Draw(); modelViewMatrix.PopMatrix(); } // Song and dance modelViewMatrix.Translate(0.0f, 0.2f, -2.5f); modelViewMatrix.PushMatrix(); // Saves the translated origin modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f); // Draw stuff relative to the camera glBindTexture(GL_TEXTURE_2D, uiTextures[1]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), transformPipeline.GetProjectionMatrix(), vLightTransformed, vWhite, 0); torusBatch.Draw(); modelViewMatrix.PopMatrix(); // Erased the rotate modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f); modelViewMatrix.Translate(0.8f, 0.0f, 0.0f); glBindTexture(GL_TEXTURE_2D, uiTextures[2]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), transformPipeline.GetProjectionMatrix(), vLightTransformed, vWhite, 0); sphereBatch.Draw(); }
/////////////////////////////////////////////////////////////////////////////// // Render a frame. The owning framework is responsible for buffer swaps, // flushes, etc. void RenderScene(void) { // first render the scene in HDR to fbo glBindFramebuffer(GL_DRAW_FRAMEBUFFER, hdrFBO[0]); glDrawBuffers(1, &fboBuffs[0]); glClearColor(vSkyBlue[0], vSkyBlue[1], vSkyBlue[2], vSkyBlue[3]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw to two textures, the first contains scene data // the second contains only the bright areas modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble // Draw the floor SetupTexReplaceProg(vLightPos, vWhite); floorBatch.Draw(); // Draw the window modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.0f, -0.4f, -4.0f); modelViewMatrix.Rotate(10.0, 0.0, 1.0, 0.0); glBindTexture(GL_TEXTURE_2D, windowTexture); // Window Tex // First draw the window contents from texture SetupTexReplaceProg(vLightPos, vWhiteX2); windowBatch.Draw(); // Now draw the border and the grid SetupFlatColorProg(vLightPos, vLtGrey); windowGridBatch.Draw(); windowBorderBatch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); projectionMatrix.PushMatrix(); projectionMatrix.LoadMatrix(orthoMatrix); modelViewMatrix.PushMatrix(); modelViewMatrix.LoadIdentity(); // Combine original scene with blurred bright textures // to create the bloom effect glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glDrawBuffers(1,windowBuff); glViewport(0, 0, screenWidth, screenHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SetupHDRProg(); screenQuad.Draw(); modelViewMatrix.PopMatrix(); projectionMatrix.PopMatrix(); // Put the texture units back the way they were glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); // Do the buffer Swap glutSwapBuffers(); // Do it again glutPostRedisplay(); }
// main rendering loop void RenderScene(void){ static CStopWatch rotTimer; float yRot = rotTimer.GetElapsedSeconds() * 60.0f; GLfloat vBarColor[] = {1.0f, 0.0f, 0.0f, 1.0f}; currentFrame = getLatestBufferIndex(); if(mapper.getSimpleArg('c')){ vBarColor[0] = .7; vBarColor[1] = .2 + sharedBuffer[currentFrame].averageAmp * 60; vBarColor[2] = 1.0; b = sharedBuffer[currentFrame].averageAmp; g = 0; r = 0; glClearColor(r, g, b, 1.0f); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.PushMatrix(mCamera); if(mapper.getCompoundArg('r') == "auto"){ cameraFrame.RotateWorld(.01, 0.0, 0.0, 1.0); cameraFrame.MoveForward(-.1 * sin(yRot * .05)); } // set up light source M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f }; M3DVector4f vLightEyePos; m3dTransformVector4(vLightEyePos, vLightPos, mCamera); for(int m = 0; m < NUM_MACROS; m++){ if(mapper.getSimpleArg('m')){ modelViewMatrix.PushMatrix(); macros[m].refFrame.RotateLocalY(.01 * macros[m].multiplier); macros[m].refFrame.RotateLocalX(.5 * sharedBuffer[currentFrame].averageAmp); modelViewMatrix.MultMatrix(macros[m].refFrame); } for(int i = 0; i < PACKET_SIZE; i++){ modelViewMatrix.PushMatrix(); GLfloat y = 5 * fabs(sharedBuffer[currentFrame].frames[i][0]); modelViewMatrix.MultMatrix(bars[i]); modelViewMatrix.Scale(barWidth, y, sharedBuffer[currentFrame].averageAmp * 4); if(mapper.getSimpleArg('t')){ modelViewMatrix.Translate(0.0, sharedBuffer[currentFrame].averageAmp, 0.0); } shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightEyePos, vBarColor); cubeBatch.Draw(); modelViewMatrix.PopMatrix(); } if(mapper.getSimpleArg('m')){ modelViewMatrix.PopMatrix(); } } // draw prisms for amplitudes modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); if(currentFrame != -1){ sharedBuffer[currentFrame].free = true; } }
/** * @brief Called to draw scene */ void RenderScene() { // Color values static GLfloat vSunColor[] = { 1.0f, 0.0f, 0.0f, 1.0f }; static GLfloat vEarthColor[] = { 0.0f, 0.0f, 1.0f, 1.0f }; static GLfloat vMoonColor[] = { 1.0f, 1.0f, 0.0f, 1.0f }; static GLfloat vFloorColor[] = { 0.0f, 0.64f, 0.0f, 1.0f}; // Time Based animation static CStopWatch rotTimer; float yRot = rotTimer.GetElapsedSeconds() * 60.0f; // Clear the color and depth buffers glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Save the current modelview matrix (the identity matrix) modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.PushMatrix(mCamera); // Transform the light position into eye coordinates M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f }; M3DVector4f vLightEyePos; m3dTransformVector4(vLightEyePos, vLightPos, mCamera); // Draw the floor shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vFloorColor); floorBatch.Draw(); // Draw the spinning Sun modelViewMatrix.Translate(0.0f, 0.0f, -3.5f); // Save the Translation modelViewMatrix.PushMatrix(); // Apply a rotation and draw the Sun modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightEyePos, vSunColor); sunSphereBatch.Draw(); modelViewMatrix.PopMatrix(); // "Erase" the Rotation from before // Apply another rotation, followed by a translation, then draw the Earth modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f); modelViewMatrix.Translate(0.8f, 0.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightEyePos, vEarthColor); earthSphereBatch.Draw(); // Apply another rotation, followed by a translation, then draw the Moon modelViewMatrix.Rotate(yRot * -4.0f, 0.0f, 1.0f, 0.0f); modelViewMatrix.Translate(0.4f, 0.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, transformPipeline.GetModelViewMatrix(), transformPipeline.GetProjectionMatrix(), vLightEyePos, vMoonColor); moonSphereBatch.Draw(); // Restore the previous modleview matrix (the identity matrix) modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); // Do the buffer Swap glutSwapBuffers(); // Tell GLUT to do it again glutPostRedisplay(); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glFrontFace(GL_CW); glUseProgram(shader); M3DVector3f at={1.5f, 0.0f, 0.0f}; M3DVector3f up={-1.0f, 0.0f, 1.0f}; M3DVector3f eye; float angle = timer.GetElapsedSeconds()*3.14159f/8; eye[0]= 6.8f * cos(angle); eye[1]= 6.0f * sin(angle); eye[2]= 30.0f; LookAt(cameraFrame,eye,at,up); M3DVector3f ambientLight = {1.0f, 1.0f, 1.0f}; M3DVector3f position = {10.0f, 10.0f, 5.0f}; M3DVector3f color = {1.0f, 1.0f, 1.0f}; float l_angle = 90.0f; float attenuation0 = 0.01f; float attenuation1 = 0.01f; float attenuation2 = 0.01f; M3DVector3f ambientColor = {0.0f, 1.0, 0.0}; M3DVector3f diffuseColor = {0.0f, 1.0f, 1.0f}; M3DVector3f specularColor = {1.0f, 1.0f, 1.0f}; float specularExponent = 8; projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); glPolygonOffset(1.0f, 1.0f); grid(); glEnable(GL_POLYGON_OFFSET_FILL); grid(); glDisable(GL_POLYGON_OFFSET_FILL); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-7.75f, -7.75f, 0.0f); modelView.Scale(0.25f, 0.25f, 0.25f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-6.0f, -6.0f, 0.0f); modelView.Scale(0.5f, 0.5f, 0.5f); modelView.Rotate(angle*512, 0.0f, 0.0f, 2.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); glDrawElements(GL_TRIANGLES,3*n_faces,GL_UNSIGNED_INT,0); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-4.0f, -4.0f, 0.0f); modelView.Scale(0.75f, 0.75f, 0.75f); modelView.Rotate(angle*512, 0.0f, 2.0f, 0.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); piramida(); modelView.PopMatrix();` modelView.PushMatrix(); modelView.Translate(2.0f, 2.0f, 0.0f); modelView.Scale(1.5f, 1.5f, 1.5f); modelView.Rotate(angle*512, 2.0f, 2.0f, 0.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-1.5f, -1.5f, 0.0f); modelView.Rotate(angle*512, 2.0f, 0.0f, 0.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); DrawTriangles(20, vertices_tab, faces_tab); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(6.5f, 6.5f, 0.0f); modelView.Scale(2.5f, 2.5f, 2.5f); modelView.Rotate(angle*512, 2.0f, 2.0f, 2.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); DrawSmoothTriangles(20, vertices_tab, faces_tab); modelView.PopMatrix(); modelView.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(shader); GLMatrixStack modelView; GLMatrixStack projection; GLGeometryTransform geometryPipeline; geometryPipeline.SetMatrixStacks(modelView,projection); M3DVector3f at={0,0,0}; M3DVector3f up={0,0,1}; M3DVector3f eye; float angle=timer.GetElapsedSeconds()*3.14f; eye[0]=40*cos(angle); eye[1]=40*sin(angle); eye[2]=30.0f; LookAt(frame,eye,at,up); projection.LoadMatrix(frustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; frame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glBegin(GL_LINES); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.5f, 0.5f, 0.5f); for (int i=-10; i<=10; i++) { glVertex3f(i,-10.0f,0); glVertex3f(i,10.0f,0); glVertex3f(-10.0f,i,0); glVertex3f(10.0f,i,0); } glEnd(); modelView.Translate(10.0f,1.0f,0.0f); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glBegin(GL_QUADS); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.5f, 0.5f, 0.5f); glVertex3f(-1.0f,-1.0f,0.0f); glVertex3f(-1.0f,1.0f,0.0f); glVertex3f(1.0f,1.0f,0.0f); glVertex3f(1.0f,-1.0f,0.0f); glEnd(); glBegin(GL_TRIANGLES); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0f, 0.0f, 0.8f); glVertex3f(-1.0f, -1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0f, 1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0f, 0.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(1.0f, -1.0f, 0.0f); glEnd(); modelView.PopMatrix(); modelView.Rotate(45.0,0,0,1); modelView.Translate(0.0,0.0,1.0); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glBegin(GL_QUADS); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.5f, 0.5f, 0.5f); glVertex3f(-1.0f,-1.0f,0.0f); glVertex3f(-1.0f,1.0f,0.0f); glVertex3f(1.0f,1.0f,0.0f); glVertex3f(1.0f,-1.0f,0.0f); glEnd(); glBegin(GL_TRIANGLES); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0f, 1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0f, 0.0f, 0.8f); glVertex3f(-1.0f, -1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(-1.0f, 1.0f, 0.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 0.0f, 1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(-1.0f, -1.0f, 0.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0f, 0.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f); glVertex3f(0.0f, 0.0f, 2.0f); glVertex3f(1.0f, -1.0f, 0.0f); glEnd(); modelView.PopMatrix(); modelView.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }
void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Obracanie widoku float angle =timer.GetElapsedSeconds()*PI/4; posVector[0] = -8.0f * cos(angle / 2.0f); posVector[1] = -8.0f * sin(angle / 2.0f); posVector[2] = 5.0f; swiatlo0.position[0] = 8.0f * cos(-angle); swiatlo0.position[1] = 15.0f * sin(-angle); swiatlo0.position[2] = 5.0f; LookAt(viewFrame, posVector, atVector, upVector); geometryPipeline.SetMatrixStacks(modelView,projection); projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; viewFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); //glUseProgram(shader); modelView.Translate(swiatlo0.position[0], swiatlo0.position[1], swiatlo0.position[2]); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); modelView.PopMatrix(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(shader); modelView.PushMatrix(); modelView.Translate(swiatlo0.position[0], swiatlo0.position[1], swiatlo0.position[2]); modelView.Scale(0.25f, 0.25f, 0.25f); glUniformMatrix4fv(MVPMatrixLocationshader, 1, GL_FALSE, geometryPipeline.GetModelViewProjectionMatrix()); modelView.PopMatrix(); glUseProgram(Pshader);//wywo³anie shadera //mno¿enie macierzy //modelView.MultMatrix(mCamera); // modelView.PushMatrix(); //m3dMatrixMultiply44(mModelViewProjection, viewFrustum.GetProjectionMatrix(), mCamera); // wrzucanie do shadera glUniformMatrix3fv(NMatrixLocation, 1, GL_FALSE, geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(VMmatrixLocation, 1, GL_FALSE, mCamera); glUniform3fv(iambient_component_location, 1, iambient_component); glUniform3fv(swiatlo0_location, 1, swiatlo0.position); glUniform3fv(swiatlo0_idiffuse_location, 1, swiatlo0.idiffuse); glUniform3fv(swiatlo0_ispecular_location, 1, swiatlo0.ispecular); glUniform3fv(swiatlo0_attenuation_location, 1, swiatlo0.attenuation); glUniform1f(material0_ka_location, material0.ka); glUniform1f(material0_kd_location, material0.kd); glUniform1f(material0_ks_location, material0.ks); glUniform1f(material0_alpha_location, material0.alpha); //-- glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewMatrix()); DrawPramid(0.5,0.0,1.0); // drawTriangles(20,ico_vertices,ico_faces); // rysowanie siatki -------------------------------------------------------------------------- glEnable(GL_CULL_FACE); glPolygonOffset(1.0f, 1.0f); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0, 1.0, 1.0); glEnable(GL_POLYGON_OFFSET_FILL); glBegin(GL_QUADS); glVertex3f(10, -10.0f, 0.0f); glVertex3f(-10, -10.0f, 0.0f); glVertex3f(-10, 10.0f, 0.0f); glVertex3f(10, 10.0f, 0.0f); glEnd(); glDisable(GL_POLYGON_OFFSET_FILL); glVertexAttrib3f(GLT_ATTRIBUTE_COLOR, 1.0, 1.0, 1.0); for(int i=-10;i<=10;i++){ glBegin(GL_LINES); glVertex3f((float)i, -10.0f, 0.0f); glVertex3f((float)i, 10.0f, 0.0f); glEnd(); } for(int i=-10;i<=10;i++){ glBegin(GL_LINES); glVertex3f(-10.0f, (float)i, 0.0f); glVertex3f(10.0f, (float)i, 0.0f); glEnd(); } glDisable(GL_CULL_FACE); //sphereBatch.Draw(); glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewMatrix()); modelView.PopMatrix(); // rysowanie siatki - koniec ------------------------------------------------------------------- //matrixStack.Translate(10.0f,1.0f,0.0f); // macierz translacji i macierz rotacji //M3DMatrix44f mT,mR; // m3dTranslationMatrix44(mT,0.0f,3.0f,0.0f); //m3dRotationMatrix44(mR, angle, 0.0f, 0.0f, 1.0f); //mno¿enie macierzy translacji i macierzy rotacji //m3dMatrixMultiply44(mM,mT,mR); //mno¿enie macierzy przekszta³ceñ i macierzy projekcji modelwidok // m3dMatrixMultiply44(mModelViewProjection,mModelViewProjection, mM); //wysy³anie macierzy projekcji modelwidok do shadera //glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, mModelViewProjection); //TriangleFace(position,color,atVector); //DrawPramid(0.5,0.0,1.0); //drawTriangles(20, ico_vertices, ico_faces); //matrixStack.PopMatrix(); //matrixStack.Rotate(45.0,0,0,1); //matrixStack.Translate(0.0,0.0,1.0); //glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); //DrawPramid(0.5,0.0,1.0); glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVMatrixLocation, 1, GL_FALSE, geometryPipeline.GetModelViewMatrix()); modelView.PopMatrix(); glUseProgram(0); // Perform the buffer swap to display back buffer glutSwapBuffers(); glutPostRedisplay(); }
/////////////////////////////////////////////////////////////////////////////// // Render a frame. The owning framework is responsible for buffer swaps, // flushes, etc. void RenderScene(void) { static CStopWatch animationTimer; float yRot = animationTimer.GetElapsedSeconds() * 60.0f; M3DVector3f vCameraPos; M3DVector3f vCameraForward; M3DVector3f vMirrorPos; M3DVector3f vMirrorForward; cameraFrame.GetOrigin(vCameraPos); cameraFrame.GetForwardVector(vCameraForward); // Set position of mirror frame (camera) vMirrorPos[0] = 0.0; vMirrorPos[1] = 0.1f; vMirrorPos[2] = -6.0f; // view pos is actually behind mirror mirrorFrame.SetOrigin(vMirrorPos); // Calculate direction of mirror frame (camera) // Because the position of the mirror is known relative to the origin // find the direction vector by adding the mirror offset to the vector // of the viewer-origin vMirrorForward[0] = vCameraPos[0]; vMirrorForward[1] = vCameraPos[1]; vMirrorForward[2] = (vCameraPos[2] + 5); m3dNormalizeVector3(vMirrorForward); mirrorFrame.SetForwardVector(vMirrorForward); // first render from the mirrors perspective glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName); glDrawBuffers(1, fboBuffs); glViewport(0, 0, mirrorTexWidth, mirrorTexHeight); // Draw scene from the perspective of the mirror camera modelViewMatrix.PushMatrix(); M3DMatrix44f mMirrorView; mirrorFrame.GetCameraMatrix(mMirrorView); modelViewMatrix.MultMatrix(mMirrorView); // Flip the mirror camera horizontally for the reflection modelViewMatrix.Scale(-1.0f, 1.0f, 1.0f); glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vWhite, 0); floorBatch.Draw(); DrawWorld(yRot); // Now draw a cylinder representing the viewer M3DVector4f vLightTransformed; modelViewMatrix.GetMatrix(mMirrorView); m3dTransformVector4(vLightTransformed, vLightPos, mMirrorView); modelViewMatrix.Translate(vCameraPos[0],vCameraPos[1]-0.8f,vCameraPos[2]-1.0f); modelViewMatrix.Rotate(-90.0f, 1.0f, 0.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), transformPipeline.GetProjectionMatrix(), vLightTransformed, vBlue, 0); cylinderBatch.Draw(); modelViewMatrix.PopMatrix(); // Reset FBO. Draw world again from the real cameras perspective glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glDrawBuffers(1, windowBuff); glViewport(0, 0, screenWidth, screenHeight); modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vWhite, 0); floorBatch.Draw(); DrawWorld(yRot); // Now draw the mirror surfaces modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.0f, -0.4f, -5.0f); if(vCameraPos[2] > -5.0) { glBindTexture(GL_TEXTURE_2D, mirrorTexture); // Reflection shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0); } else { // If the camera is behind the mirror, just draw black shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vBlack); } mirrorBatch.Draw(); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGrey); mirrorBorderBatch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); // Do the buffer Swap glutSwapBuffers(); // Do it again glutPostRedisplay(); }
void renderScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); modelViewM.PushMatrix(); M3DMatrix44f cameraM; cameraFrame.GetCameraMatrix(cameraM); modelViewM.MultMatrix(cameraM); M3DVector4f lightPos = {0.0f, 10.0f, 5.0f, 1.0f}; M3DVector4f lightEyePos; m3dTransformVector4(lightEyePos, lightPos, cameraM); GLfloat whiteLight[] = {1.0f, 1.0f, 1.0f, 1.0f}; modelViewM.PushMatrix(); modelViewM.Translate(0, 0, -3); M3DMatrix44f objectM; objectFrame.GetMatrix(objectM); modelViewM.MultMatrix(objectM); glBindTexture(GL_TEXTURE_2D, textureID[0]); #if 0 shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, pipelineTransform.GetModelViewMatrix(), pipelineTransform.GetProjectionMatrix(), lightEyePos, whiteLight, 0); #else shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, pipelineTransform.GetModelViewProjectionMatrix(), 0); #endif cuboidBatch.Draw(); modelViewM.PopMatrix(); static CStopWatch timer; float angle = timer.GetElapsedSeconds() * 120; modelViewM.Translate(0.5f, 0.6f, -5); modelViewM.Rotate(angle, 1, 1, 1); modelViewM.Scale(0.5/cuboidLength, 0.3/cuboidHeigth, 0.4/cuboidWidth); glBindTexture(GL_TEXTURE_2D, textureID[1]); #if 0 shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, pipelineTransform.GetModelViewMatrix(), pipelineTransform.GetProjectionMatrix(), lightEyePos, whiteLight, 0); #else shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, pipelineTransform.GetModelViewProjectionMatrix(), 0); #endif cuboidBatch.Draw(); modelViewM.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }
/** * Called to draw scene */ void RenderScene(void) { static GLfloat vFloorColor[] = { 1.0f, 1.0f, 1.0f, 0.75f }; static CStopWatch rotTimer; float yRot = rotTimer.delta() * 60.0f; // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); modelViewMatrix.push(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); // draw the world upside down modelViewMatrix.push(); modelViewMatrix.scaleTo(1.0f, -1.0f, 1.0f); // flips the Y axis modelViewMatrix.moveTo(0.0f, 0.8f, 0.0f); // scootch the world down a bit... glFrontFace(GL_CW); DrawSongAndDance(yRot); glFrontFace(GL_CCW); // restore it modelViewMatrix.pop(); // draw the solid ground glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, uiTextures[0]); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); shaderManager.useStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetMVPMatrix(), vFloorColor, 0); floorBatch.draw(); glDisable(GL_BLEND); DrawSongAndDance(yRot); modelViewMatrix.pop(); // Render the overlay // Creating this matrix really doesn't need to be done every frame. I'll leave it here // so all the pertenant code is together M3DMatrix44f mScreenSpace; m3dMakeOrthographicMatrix(mScreenSpace, 0.0f, 800.0f, 0.0f, 600.0f, -1.0f, 1.0f); // turn blending on, and dephth testing off glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glUseProgram(rectReplaceShader); glUniform1i(locRectTexture, 0); glUniformMatrix4fv(locRectMVP, 1, GL_FALSE, mScreenSpace); glBindTexture(GL_TEXTURE_RECTANGLE, uiTextures[3]); logoBatch.draw(); // restore no blending and depth test glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); // Perform the buffer swap to display back buffer glutSwapBuffers(); glutPostRedisplay(); }
// called to draw dancing objects static void DrawSongAndDance(GLfloat yRot) { static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f }; static GLfloat vLightPos[] = { 0.0f, 3.0f, 0.0f, 1.0f }; // get the light position in eye space M3DMatrix44f mCamera; modelViewMatrix.GetMatrix(mCamera); M3DVector4f vLightTransformed; m3dTransformVector4(vLightTransformed, vLightPos, mCamera); // draw the light source modelViewMatrix.push(); modelViewMatrix.moveTo(vLightPos); shaderManager.useStockShader(GLT_SHADER_FLAT, transformPipeline.GetMVPMatrix(), vWhite); sphereBatch.draw(); modelViewMatrix.pop(); glBindTexture(GL_TEXTURE_2D, uiTextures[2]); for (int i = 0; i < NUM_SPHERES; ++i) { modelViewMatrix.push(); modelViewMatrix.MultMatrix(spheres[i]); shaderManager.useStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), transformPipeline.GetProjectionMatrix(), vLightTransformed, vWhite, 0); sphereBatch.draw(); modelViewMatrix.pop(); } // song and dance modelViewMatrix.moveTo(0.0f, 0.2f, -2.5f); modelViewMatrix.push(); // save the translated origin modelViewMatrix.rotateTo(yRot, 0.0f, 1.0f, 0.0f); // draw stuff relative to the camera glBindTexture(GL_TEXTURE_2D, uiTextures[1]); shaderManager.useStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), transformPipeline.GetProjectionMatrix(), vLightTransformed, vWhite, 0); torusBatch.draw(); modelViewMatrix.pop(); // erased the rotate modelViewMatrix.rotateTo(yRot * -2.0f, 0.0f, 1.0f, 0.0f); modelViewMatrix.moveTo(0.8f, 0.0f, 0.0f); glBindTexture(GL_TEXTURE_2D, uiTextures[2]); shaderManager.useStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), transformPipeline.GetProjectionMatrix(), vLightTransformed, vWhite, 0); sphereBatch.draw(); }
/////////////////////////////////////////////////////////////////////////////// // OpenGL related startup code is safe to put here. Load textures, etc. void SetupRC(void) { GLfloat texCoordOffsets[4][5*5*2]; GLfloat exposureLUT[20] = { 11.0, 6.0, 3.2, 2.8, 2.2, 1.90, 1.80, 1.80, 1.70, 1.70, 1.60, 1.60, 1.50, 1.50, 1.40, 1.40, 1.30, 1.20, 1.10, 1.00 }; // Make sure OpenGL entry points are set GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); } // Will not use depth buffer glDisable(GL_DEPTH_TEST); curHDRTex = 0; // Init codel-view and leave it modelViewMatrix.LoadIdentity(); // Black glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Setup LUT texture for use with the adaptive exposure filter glGenTextures(1, lutTxtures); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_1D, lutTxtures[1]); glTexImage1D(GL_TEXTURE_1D, 0, GL_R16F, 20, 0, GL_RED, GL_FLOAT, exposureLUT); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Setup HDR texture(s) glActiveTexture(GL_TEXTURE0); glGenTextures(1, hdrTextures); glBindTexture(GL_TEXTURE_2D, hdrTextures[curHDRTex]); // Load HDR image from EXR file LoadOpenEXRImage("Tree.exr", hdrTextures[curHDRTex], hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]); // Create ortho matrix and screen-sized quad matching images aspect ratio GenerateOrtho2DMat(screenWidth, screenHeight, hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]); //GenerateFBOOrtho2DMat(hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex]); gltGenerateOrtho2DMat(hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex], fboOrthoMatrix, fboQuad); // Setup tex coords to be used for fetching HDR kernel data for (int k = 0; k < 4; k++) { float xInc = 1.0f / (GLfloat)(hdrTexturesWidth[curHDRTex] >> k); float yInc = 1.0f / (GLfloat)(hdrTexturesHeight[curHDRTex] >> k); for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { texCoordOffsets[k][(((i*5)+j)*2)+0] = (-1.0f * xInc) + ((GLfloat)i * xInc); texCoordOffsets[k][(((i*5)+j)*2)+1] = (-1.0f * yInc) + ((GLfloat)j * yInc); } } } // Load shaders mapTexProg = gltLoadShaderPairWithAttributes("hdr.vs", "hdr_simple.fs", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(mapTexProg, 0, "oColor"); glLinkProgram(mapTexProg); varExposureProg = gltLoadShaderPairWithAttributes("hdr.vs", "hdr_exposure_image.fs", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(varExposureProg, 0, "oColor"); glLinkProgram(varExposureProg); glUseProgram(varExposureProg); glUniform1i(glGetUniformLocation(varExposureProg, "textureUnit0"), 0); adaptiveProg = gltLoadShaderPairWithAttributes("hdr.vs", "hdr_adaptive.fs", 2, GLT_ATTRIBUTE_VERTEX, "vVertex", GLT_ATTRIBUTE_TEXTURE0, "vTexCoord0"); glBindFragDataLocation(adaptiveProg, 0, "oColor"); glLinkProgram(adaptiveProg); glUseProgram(adaptiveProg); glUniform1i(glGetUniformLocation(adaptiveProg, "textureUnit0"), 0); glUniform1i(glGetUniformLocation(adaptiveProg, "textureUnit1"), 1); glUniform2fv(glGetUniformLocation(adaptiveProg, "tc_offset"), 25, texCoordOffsets[0]); glUseProgram(0); // Create and bind an FBO glGenFramebuffers(1,&fboName); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName); // Create the FBO texture glGenTextures(1, fboTextures); glBindTexture(GL_TEXTURE_2D, fboTextures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, hdrTexturesWidth[curHDRTex], hdrTexturesHeight[curHDRTex], 0, GL_RGBA, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fboTextures[0], 0); // Make sure all went well gltCheckErrors(); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // Set first running mode curProg = adaptiveProg; }
/////////////////////////////////////////////////////////////////////////////// // Draw the scene // void DrawWorld() { modelViewMatrix.Translate(0.0f, 0.8f, 0.0f); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(-0.3f, 0.f, 0.0f); modelViewMatrix.Scale(0.40, 0.8, 0.40); modelViewMatrix.Rotate(50.0, 0.0, 10.0, 0.0); glSampleMaski(0, 0x02); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtYellow); glass1Batch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.4f, 0.0f, 0.0f); modelViewMatrix.Scale(0.5, 0.8, 1.0); modelViewMatrix.Rotate(-20.0, 0.0, 1.0, 0.0); glSampleMaski(0, 0x04); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtGreen); glass2Batch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(1.0f, 0.0f, -0.6f); modelViewMatrix.Scale(0.3, 0.9, 1.0); modelViewMatrix.Rotate(-40.0, 0.0, 1.0, 0.0); glSampleMaski(0, 0x08); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtMagenta); glass3Batch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(-0.8f, 0.0f, -0.60f); modelViewMatrix.Scale(0.6, 0.9, 0.40); modelViewMatrix.Rotate(60.0, 0.0, 1.0, 0.0); glSampleMaski(0, 0x10); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtBlue); glass4Batch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.1f, 0.0f, 0.50f); modelViewMatrix.Scale(0.4, 0.9, 0.4); modelViewMatrix.Rotate(205.0, 0.0, 1.0, 0.0); glSampleMaski(0, 0x20); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vLtPink); glass4Batch.Draw(); modelViewMatrix.PopMatrix(); }
// called when screen size changes void ChangeSize(int nWidth, int nHeight){ glViewport(0, 0, nWidth, nHeight); viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f); projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); }
/////////////////////////////////////////////////////////////////////////////// // Render a frame. The owning framework is responsible for buffer swaps, // flushes, etc. void RenderScene(void) { // Bind the FBO with multisample buffers glBindFramebuffer(GL_DRAW_FRAMEBUFFER, msFBO); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // User selected order independant transparency if (mode == USER_OIT) { // Use OIT, setup sample masks glSampleMaski(0, 0x01); glEnable(GL_SAMPLE_MASK); // Prevent depth test from culling covered surfaces glDepthFunc(GL_ALWAYS); } modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.0f, -0.4f, -4.0f); modelViewMatrix.Rotate(worldAngle, 0.0, 1.0, 0.0); // Draw the background and disk to the first sample modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.0f, 3.0f, 0.0f); modelViewMatrix.Rotate(90.0, 1.0, 0.0, 0.0); modelViewMatrix.Rotate(90.0, 0.0, 0.0, 1.0); glBindTexture(GL_TEXTURE_2D, textures[1]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0); bckgrndCylBatch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.Translate(0.0f, -0.3f, 0.0f); modelViewMatrix.PushMatrix(); modelViewMatrix.Rotate(90.0, 1.0, 0.0, 0.0); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vGrey); diskBatch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.Translate(0.0f, 0.1f, 0.0f); // User selected blending if (mode == USER_BLEND) { // Setup blend state glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); switch (blendMode) { case 1: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case 2: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); break; case 3: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); break; case 4: glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case 5: glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR); break; case 6: glBlendFuncSeparate(GL_SRC_ALPHA, GL_DST_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case 7: glBlendFuncSeparate(GL_SRC_COLOR, GL_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; default: glDisable(GL_BLEND); } } // Now draw the glass pieces DrawWorld(); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); // Clean up all state glDepthFunc(GL_LEQUAL); glDisable(GL_BLEND); glDisable(GL_SAMPLE_MASK); glSampleMaski(0, 0xffffffff); // Resolve multisample buffer projectionMatrix.PushMatrix(); projectionMatrix.LoadMatrix(orthoMatrix); modelViewMatrix.PushMatrix(); modelViewMatrix.LoadIdentity(); // Setup and Clear the default framebuffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glViewport(0, 0, screenWidth, screenHeight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (mode == USER_OIT) SetupOITResolveProg(); else if (mode == USER_BLEND) SetupResolveProg(); // Draw a full-size quad to resolve the multisample surfaces screenQuad.Draw(); modelViewMatrix.PopMatrix(); projectionMatrix.PopMatrix(); // Reset texture state glEnable(GL_DEPTH_TEST); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); // Do the buffer Swap glutSwapBuffers(); // Do it again glutPostRedisplay(); }
void RenderScene(void) { // clear the window with current clearing lightColor glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(shader); // use camera transform M3DMatrix44f cameraMatrix; cameraFrame.GetCameraMatrix(cameraMatrix); modelViewMatrix.PushMatrix(cameraMatrix); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.0f, 0.0f, -10.0f); materialDiffuseColor[0] = materialDiffuseColor[1] = materialDiffuseColor[2] = 0.9f; PassGouraudDataToShader(); glutSolidCube(20); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0, 2, 0); modelViewMatrix.Rotate(timer.GetElapsedSeconds()*5, 0.0f, 0.0f, 1.0f); materialDiffuseColor[0] = 0.0f; materialDiffuseColor[1] = 0.0f; materialDiffuseColor[2] = 0.9f; PassGouraudDataToShader(); RenderTwentatenta(); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0, -2, 0); modelViewMatrix.Rotate(timer.GetElapsedSeconds()*10, 0.0f, 0.0f, 1.0f); materialDiffuseColor[0] = 0.0f; materialDiffuseColor[1] = 0.9f; materialDiffuseColor[2] = 0.0f; PassGouraudDataToShader(); RenderSmoothTwentatenta(); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); //modelViewMatrix.Translate(0, 0, 0); modelViewMatrix.Rotate(timer.GetElapsedSeconds()*10, 0.0f, 0.0f, 1.0f); materialDiffuseColor[0] = 0.9f; materialDiffuseColor[1] = 0.0f; materialDiffuseColor[2] = 0.0f; PassGouraudDataToShader(); glutSolidSphere(1, 20, 20); modelViewMatrix.PopMatrix(); modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(5.0f, 0.0f, 3.0f); materialDiffuseColor[0] = materialDiffuseColor[1] = materialDiffuseColor[2] = 10.0f; PassGouraudDataToShader(); glutSolidCube(0.1); modelViewMatrix.PopMatrix(); // bring camera matrix back to top of the stack modelViewMatrix.PopMatrix(); // perform the buffer swap to display back buffer glutSwapBuffers(); glutPostRedisplay(); }
void render_scene(void) { float angle = timer.GetElapsedSeconds() * 3.14f / 10.0f; location[0] = -8.0f * cos(angle / 2.0f); location[1] = -8.0f * sin(angle / 2.0f); location[2] = 5.0f; light_0.position[0] = 10.0f * cos(-angle); light_0.position[1] = 10.0f * sin(-angle); light_0.position[2] = 3.0f; look_at(camera_frame, location, target, up_dir); camera_frame.GetCameraMatrix(camera_matrix); p_stack.LoadMatrix(view_frustum.GetProjectionMatrix()); mv_stack.LoadMatrix(camera_matrix); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //-- glUseProgram(shader_color); mv_stack.PushMatrix(); mv_stack.Translate(light_0.position[0], light_0.position[1], light_0.position[2]); mv_stack.Scale(0.25f, 0.25f, 0.25f); glUniformMatrix4fv(mvp_matrix_location_shader_color, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix()); draw_light(); mv_stack.PopMatrix(); //-- glUseProgram(shader_light); glUniformMatrix3fv(normal_matrix_location, 1, GL_FALSE, geometry_pipeline.GetNormalMatrix()); glUniformMatrix4fv(v_matrix_location, 1, GL_FALSE, camera_matrix); glUniform3fv(intensity_ambient_component_location, 1, intensity_ambient_component); glUniform3fv(light_0_position_location, 1, light_0.position); glUniform3fv(light_0_intensity_diffuse_location, 1, light_0.intensity_diffuse); glUniform3fv(light_0_intensity_specular_location, 1, light_0.intensity_specular); glUniform3fv(light_0_attenuation_location, 1, light_0.attenuation); glUniform1f(material_0_ka_location, material_0.ka); glUniform1f(material_0_kd_location, material_0.kd); glUniform1f(material_0_ks_location, material_0.ks); glUniform1f(material_0_alpha_location, material_0.alpha); //-- glUniformMatrix4fv(mvp_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(mv_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewMatrix()); draw_grid(); draw_floor(); //-- for(int i = -20; i < 20; i += 5) { for(int j = -20; j < 20; j += 5) { mv_stack.PushMatrix(); mv_stack.Translate((float)i, (float)j, 0.0f); glUniformMatrix4fv(mvp_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(mv_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewMatrix()); draw_pyramid(); mv_stack.PopMatrix(); } } //-- mv_stack.PushMatrix(); mv_stack.Translate(0.0f, 0.0f, 4.0f); glUniformMatrix4fv(mvp_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(mv_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewMatrix()); draw_icosahedron(20, vertices_icosahedron, faces_icosahedron); mv_stack.PopMatrix(); //-- mv_stack.PushMatrix(); mv_stack.Translate(-5.0f, 0.0f, 4.0f); glUniformMatrix4fv(mvp_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(mv_matrix_location, 1, GL_FALSE, geometry_pipeline.GetModelViewMatrix()); draw_icosahedron_smooth(20, vertices_icosahedron, faces_icosahedron); mv_stack.PopMatrix(); //-- glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); }
// Called to draw scene void RenderScene(void) { static CStopWatch rotTimer; float yRot = rotTimer.GetElapsedSeconds() * 60.0f; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); // Draw the world upside down modelViewMatrix.PushMatrix(); modelViewMatrix.Scale(1.0f, -1.0f, 1.0f); // Flips the Y Axis modelViewMatrix.Translate(0.0f, 0.8f, 0.0f); // Scootch the world down a bit... glFrontFace(GL_CW); DrawSongAndDance(yRot); glFrontFace(GL_CCW); modelViewMatrix.PopMatrix(); // Draw the solid ground glEnable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, uiTextures[0]); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); static GLfloat vFloorColor[] = { 1.0f, 1.0f, 1.0f, 0.75f}; shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vFloorColor, 0); floorBatch.Draw(); glDisable(GL_BLEND); DrawSongAndDance(yRot); modelViewMatrix.PopMatrix(); // Render the overlay // Creating this matrix really doesn't need to be done every frame. I'll leave it here // so all the pertenant code is together M3DMatrix44f mScreenSpace; m3dMakeOrthographicMatrix(mScreenSpace, 0.0f, 800.0f, 0.0f, 600.0f, -1.0f, 1.0f); // Turn blending on, and depth testing off glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glUseProgram(rectReplaceShader); glUniform1i(locRectTexture, 0); glUniformMatrix4fv(locRectMVP, 1, GL_FALSE, mScreenSpace); glBindTexture(GL_TEXTURE_RECTANGLE, uiTextures[3]); logoBatch.Draw(); // Restore no blending and depth test glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); // Do the buffer Swap glutSwapBuffers(); // Do it again glutPostRedisplay(); }
/////////////////////////////////////////////////////////////////////////////// // Render a frame. The owning framework is responsible for buffer swaps, // flushes, etc. void RenderScene(void) { static CStopWatch animationTimer; static float totalTime = 6; // To go back and forth static float halfTotalTime = totalTime/2; float seconds = animationTimer.GetElapsedSeconds() * speedFactor; float xPos = 0; // Calculate the next postion of the moving object // First perform a mod-like operation on the time as a float while(seconds > totalTime) seconds -= totalTime; // Move object position, if it's gone half way across // start bringing it back if(seconds < halfTotalTime) xPos = seconds -halfTotalTime*0.5f; else xPos = totalTime - seconds -halfTotalTime*0.5f; // First draw world to screen modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vWhite, 0); floorBatch.Draw(); DrawWorld(0.0f, xPos); modelViewMatrix.PopMatrix(); if(bUsePBOPath) { // First bind the PBO as the pack buffer, then read the pixels directly to the PBO glBindBuffer(GL_PIXEL_PACK_BUFFER, pixBuffObjs[0]); glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); // Next bind the PBO as the unpack buffer, then push the pixels straight into the texture glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pixBuffObjs[0]); // Setup texture unit for new blur, this gets imcremented every frame glActiveTexture(GL_TEXTURE0+GetBlurTarget0() ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } else { // Grab the screen pixels and copy into local memory glReadPixels(0, 0, screenWidth, screenHeight, GL_RGB, GL_UNSIGNED_BYTE, pixelData); // Push pixels from client memory into texture // Setup texture unit for new blur, this gets imcremented every frame glActiveTexture(GL_TEXTURE0+GetBlurTarget0() ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, screenWidth, screenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, pixelData); } // Draw full screen quad with blur shader and all blur textures projectionMatrix.PushMatrix(); projectionMatrix.LoadIdentity(); projectionMatrix.LoadMatrix(orthoMatrix); modelViewMatrix.PushMatrix(); modelViewMatrix.LoadIdentity(); glDisable(GL_DEPTH_TEST); SetupBlurProg(); screenQuad.Draw(); glEnable(GL_DEPTH_TEST); modelViewMatrix.PopMatrix(); projectionMatrix.PopMatrix(); // Move to the next blur texture for the next frame AdvanceBlurTaget(); // Do the buffer Swap glutSwapBuffers(); // Do it again glutPostRedisplay(); UpdateFrameCount(); }
void RenderScene(void) { // Clear the window with current clearing color glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(shader); glEnable(GL_CULL_FACE); glFrontFace(GL_CW); CStopWatch timer; float angle = timer.GetElapsedSeconds()*3.14f; M3DVector3f mAt={0,0,0}; M3DVector3f mUp={0,0,1}; M3DVector3f mEye; mEye[0]=6.8f*cos(angle); mEye[1]=6.0f*sin(angle); mEye[2]=5.0f; LookAt(mFrame,mEye,mAt,mUp); mFrame.GetCameraMatrix(mCameraMatrix); matrixStack.LoadMatrix(mFrustrum.GetProjectionMatrix()); matrixStack.MultMatrix(mCameraMatrix); glUniformMatrix4fv(MVPMatrixLocation, 1, GL_FALSE, matrixStack.GetMatrix()); drawGrid(); matrixStack.Translate(1.0f,7.0f,0.0f); matrixStack.Rotate(30.0f,0.0,0.0,1.0); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,matrixStack.GetMatrix()); drawPyramid(); matrixStack.PopMatrix(); matrixStack.Translate(-7.0f,0.0f,0.0f); matrixStack.Scale(2.0f, 2.0f, 2.0f); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,matrixStack.GetMatrix()); drawPyramid(); matrixStack.PopMatrix(); // Perform the buffer swap to display back buffer glutSwapBuffers(); glutPostRedisplay(); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glFrontFace(GL_CW); glUseProgram(shader); M3DVector3f at={0.0f, 0.0f, 0.0f}; M3DVector3f up={0.0f, 0.0f, 1.0f}; M3DVector3f eye; float angle = timer.GetElapsedSeconds()*3.14159f/8; eye[0]= 6.8f * cos(angle); eye[1]= 6.0f * sin(angle); eye[2]= 25.0f; LookAt(cameraFrame,eye,at,up); projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); szachownica(); modelView.Translate(0.0f, 0.0f, 0.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujPiramidke(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(5.0f, 0.0f, 0.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujPiramidke(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-5.0f, 0.0f, 0.0f); modelView.Scale(2.0f, 2.0f, 2.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujPiramidke(); modelView.PopMatrix(); modelView.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }
/////////////////////////////////////////////////////////////////////////////// // Render the block void RenderBlock(void) { GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 1.0f}; GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f }; switch(nStep) { // Wire frame case 0: glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vRed); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glDisable(GL_CULL_FACE); // Draw the cube cubeBatch.Draw(); break; // Wire frame, but not the back side... we also want the block to be in the stencil buffer case 1: shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vRed); // Draw solid block in stencil buffer // Back face culling prevents the back sides from showing through // The stencil pattern is used to mask when we draw the floor under it // to keep it from showing through. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_NEVER, 0, 0); glStencilOp(GL_INCR, GL_INCR, GL_INCR); cubeBatch.Draw(); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_STENCIL_TEST); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Draw the front side cube cubeBatch.Draw(); break; // Solid case 2: shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vRed); // Draw the cube cubeBatch.Draw(); break; // Lit case 3: shaderManager.UseStockShader(GLT_SHADER_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), projectionMatrix.GetMatrix(), vLightPos, vRed); // Draw the cube cubeBatch.Draw(); break; // Textured & Lit case 4: case 5: default: glBindTexture(GL_TEXTURE_2D, textures[2]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF, modelViewMatrix.GetMatrix(), projectionMatrix.GetMatrix(), vLightPos, vWhite, 0); glBindTexture(GL_TEXTURE_2D, textures[1]); topBlock.Draw(); glBindTexture(GL_TEXTURE_2D, textures[2]); frontBlock.Draw(); glBindTexture(GL_TEXTURE_2D, textures[3]); leftBlock.Draw(); break; } // Put everything back glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); glDisable(GL_STENCIL_TEST); }
/////////////////////////////////////////////////////////////////////////////// // Draw the scene // void DrawWorld(GLfloat yRot) { M3DMatrix44f mCamera; modelViewMatrix.GetMatrix(mCamera); // Need light position relative to the Camera M3DVector4f vLightTransformed; m3dTransformVector4(vLightTransformed, vLightPos, mCamera); // Draw the light source as a small white unshaded sphere modelViewMatrix.PushMatrix(); modelViewMatrix.Translatev(vLightPos); if(bUseFBO) UseProcessProgram(vLightPos, vWhite, -1); else shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vWhite); sphereBatch.Draw(); modelViewMatrix.PopMatrix(); // Draw stuff relative to the camera modelViewMatrix.PushMatrix(); modelViewMatrix.Translate(0.0f, 0.2f, -2.5f); modelViewMatrix.PushMatrix(); modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f); modelViewMatrix.Translate(0.0, (GLfloat)-0.60, 0.0); modelViewMatrix.Scale((GLfloat)0.02, (GLfloat)0.006, (GLfloat)0.02); glBindTexture(GL_TEXTURE_2D, ninjaTex[0]); if(bUseFBO) { UseProcessProgram(vLightTransformed, vWhite, 0); } else { shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0); } ninja.Render(0,0); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUseProgram(shader); static CStopWatch Timer; float angle = Timer.GetElapsedSeconds() * 3/7; GLfloat position[] = { 1.0f, 1.0f, .5f }; GLfloat color[] = { 1.0f, 1.0f, 1.0f }; GLfloat angle2 = 90.0f; GLfloat attenuation0 = 0.1f; GLfloat attenuation1 = 0.1f; GLfloat attenuation2 = 0.1f; GLfloat ambientColor[] = { 0.1f, 0.5f, 0.1f }; GLfloat diffuseColor[] = { 1.0f, 1.0f, 0.0f }; GLfloat specularColor[] = { 0.0f, 0.0f, 1.0f }; GLfloat specularExponent = 100.0f; GLMatrixStack modelView; GLMatrixStack projection; M3DVector3f at={0,0,0}; M3DVector3f up={0,0,1}; M3DVector3f eye; eye[0] = 2 * cos(angle); eye[1] = 2 * sin(angle); eye[2] = 10; LookAt(cameraFrame,eye,at,up); GLGeometryTransform geometryPipeline; geometryPipeline.SetMatrixStacks(modelView,projection); projection.LoadMatrix(frustum.GetProjectionMatrix()); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); for(int i=-10; i<=10; ++i) { glBegin(GL_LINES); glVertex3f(-10, i, 0); glVertex3f(10, i, 0); glEnd(); glBegin(GL_LINES); glVertex3f(i, -10, 0); glVertex3f(i, 10, 0); glEnd(); } modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(0,0.0,0.0); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, angle2); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); GLuint vertex_buffer; glGenBuffers(1,&vertex_buffer); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer); glBufferData(GL_ARRAY_BUFFER,n_vertices*sizeof(float)*7,&vertices[0],GL_STATIC_DRAW); if(glGetError()!=GL_NO_ERROR) { fprintf(stderr,"error copying vertices\n"); } glVertexAttribPointer(GLT_ATTRIBUTE_VERTEX,4,GL_FLOAT,GL_FALSE,sizeof(float)*7,(const GLvoid *)0); glVertexAttribPointer(GLT_ATTRIBUTE_NORMAL,3,GL_FLOAT,GL_FALSE,sizeof(float)*7,(const GLvoid *)(4*sizeof(float)) ); glEnableVertexAttribArray(GLT_ATTRIBUTE_VERTEX); glEnableVertexAttribArray(GLT_ATTRIBUTE_NORMAL); GLuint faces_buffer; glGenBuffers(1,&faces_buffer); if(glGetError()!=GL_NO_ERROR) { fprintf(stderr,"faces_buffer invalid\n"); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,faces_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER,n_faces*sizeof(GLuint)*3,&faces[0],GL_STATIC_DRAW); if(glGetError()!=GL_NO_ERROR) { fprintf(stderr,"error copying faces\n"); } glDrawElements(GL_TRIANGLES,3*n_faces,GL_UNSIGNED_INT,0); modelView.PopMatrix(); // Perform the buffer swap to display back buffer glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); }
/////////////////////////////////////////////////////////////////////////////// // Render a frame. The owning framework is responsible for buffer swaps, // flushes, etc. void RenderScene(void) { static CStopWatch animationTimer; float yRot = animationTimer.GetElapsedSeconds() * 60.0f; // MoveCamera(); modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.MultMatrix(mCamera); GLfloat vFloorColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; if(bUseFBO) { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fboName); #ifndef OPENGL_ES glDrawBuffers(3, fboBuffs); #endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Need light position relative to the Camera M3DVector4f vLightTransformed; m3dTransformVector4(vLightTransformed, vLightPos, mCamera); UseProcessProgram(vLightTransformed, vFloorColor, 0); } else { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); #ifndef OPENGL_ES glDrawBuffers(1, windowBuff); #endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE, transformPipeline.GetModelViewProjectionMatrix(), vFloorColor, 0); } glBindTexture(GL_TEXTURE_2D, textures[0]); // Marble floorBatch.Draw(); DrawWorld(yRot); modelViewMatrix.PopMatrix(); if(bUseFBO) { // Direct drawing to the window glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); #ifndef OPENGL_ES glDrawBuffers(1, windowBuff); #endif glViewport(0, 0, screenWidth, screenHeight); #ifndef OPENGL_ES // Source buffer reads from the framebuffer object glBindFramebuffer(GL_READ_FRAMEBUFFER, fboName); // Copy greyscale output to the left half of the screen glReadBuffer(GL_COLOR_ATTACHMENT1); glBlitFramebuffer(0, 0, screenWidth/2, screenHeight, 0, 0, screenWidth/2, screenHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST ); // Copy the luminance adjusted color to the right half of the screen glReadBuffer(GL_COLOR_ATTACHMENT2); glBlitFramebuffer(screenWidth/2, 0, screenWidth, screenHeight, screenWidth/2, 0, screenWidth, screenHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST ); // Scale the unaltered image to the upper right of the screen glReadBuffer(GL_COLOR_ATTACHMENT0); glBlitFramebuffer(0, 0, screenWidth, screenHeight, (int)(screenWidth *(0.8)), (int)(screenHeight*(0.8)), screenWidth, screenHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR ); glBindTexture(GL_TEXTURE_2D, 0); #endif } // Do the buffer Swap glutSwapBuffers(); // Do it again glutPostRedisplay(); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glUniform3fv(shaderMaterialAmbientLocation, 1, ambientColor); glUniform3fv(shaderMaterialDiffuseLocation, 1, diffuseColor); glUniform3fv(shaderMaterialSpecularLocation, 1, specularColor); glUniform1f(shaderMaterialSpecularExponentLocation, specularExponent); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); GLMatrixStack modelView; GLMatrixStack projection; GLGeometryTransform geometryPipeline; geometryPipeline.SetMatrixStacks(modelView,projection); projection.LoadMatrix(frustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujSiatke(); modelView.PushMatrix(); modelView.Translate(0.0f,0.0f,-1.f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujTrojkat(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(0.0f,4.0f,0.f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujTrojkat(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(3.0f,-3.0f,0.f); modelView.Scale(2.0f,2.0f,2.f); modelView.Rotate(45,0,0,1); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); rysujTrojkat(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(3.0f,3.0f,0.f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawTriangles(20, ico_vertices,ico_faces); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(0.0f,0.0f,7.f); modelView.Rotate(90+rotAngle,1,1,1); modelView.Scale(2.0f,2.5f,2.5f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); drawTriangles(20, ico_vertices,ico_faces); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-4.0f,0.0f,4.f); modelView.Scale(2.0f,2.0f,2.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(MNMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glDrawElements(GL_TRIANGLES,3*n_faces,GL_UNSIGNED_INT,0); modelView.PopMatrix(); // Perform the buffer swap to display back buffer glutSwapBuffers(); rotAngle+=5.f; if(!stopRotate){ M3DVector3f at={0,0,0}; M3DVector3f up={0,0,1}; M3DVector3f eye; float angle = timer.GetElapsedSeconds()*3.14159f /3.f; eye[0]=16.f*cos(angle); eye[1]=40.0f*sin(angle); eye[2]=20.0f; LookAt(cameraFrame,eye,at,up); } glutPostRedisplay(); }
void RenderScene() { static GLfloat vSunColor[] = { 1.0f, 0.0f, 0.0f, 1.0f }; static GLfloat vEarthColor[] = { 0.0f, 0.0f, 1.0f, 1.0f }; static GLfloat vMoonColor[] = { 1.0f, 1.0f, 0.0f, 1.0f }; static GLfloat vFloorColor[] = { 0.0f, 1.0f, 0.0f, 1.0f}; static CStopWatch rotTimer; float yRot = rotTimer.GetElapsedSeconds() * 60.0f; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); modelViewMatrix.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelViewMatrix.PushMatrix(mCamera); M3DVector4f vLightPos = { 0.0f, 10.0f, 5.0f, 1.0f }; M3DVector4f vLightEyePos; m3dTransformVector4(vLightEyePos, vLightPos, mCamera); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vFloorColor); floorBatch.Draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); modelViewMatrix.Translate(0.0f, 0.0f, -3.5f); modelViewMatrix.PushMatrix(); modelViewMatrix.Rotate(yRot, 0.0f, 1.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vSunColor); sunSphereBatch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.Rotate(yRot * -2.0f, 0.0f, 1.0f, 0.0f); modelViewMatrix.Translate(0.8f, 0.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vEarthColor); earthSphereBatch.Draw(); modelViewMatrix.Rotate(yRot * -4.0f, 0.0f, 1.0f, 0.0f); modelViewMatrix.Translate(0.4f, 0.0f, 0.0f); shaderManager.UseStockShader(GLT_SHADER_FLAT, transformPipeline.GetModelViewProjectionMatrix(), vMoonColor); moonSphereBatch.Draw(); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); modelViewMatrix.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }