Exemple #1
0
void CubeBlock::DrawWhiteBorders(GLRenderingContext *rc, bool whiteBorders)
{
	if (whiteBorders) {
		borderAmbient = Color3f(0.8f);
		borderDiffuse = Color3f(0.85f);
	}
	else {
		borderAmbient = Color3f(0.0f);
		borderDiffuse = Color3f(0.35f);
	}
	ProgramObject *p = rc->GetCurProgram();
	p->Uniform("BorderMaterial.ambient", 1, borderAmbient.data);
	p->Uniform("BorderMaterial.diffuse", 1, borderDiffuse.data);
}
Exemple #2
0
void GLRC_Text2DModule::Initialize(GLRenderingContext *rc)
{
	if (GLEW_ARB_shader_objects) {
		prog = new ProgramObject(rc);

		Shader vshader(GL_VERTEX_SHADER);
		Shader fshader(GL_FRAGMENT_SHADER);
		vshader.CompileSource(shaderSource[0]);
		fshader.CompileSource(shaderSource[1]);
		prog->AttachShader(vshader);
		prog->AttachShader(fshader);
		prog->Link();
		prog->Uniform("ColorMap", 0);
	}
	else prog = NULL;
}
Exemple #3
0
void CubeBlock::Render()
{
	rc->PushModelView();
	this->ApplyTransform();

	if (!GLEW_ARB_shader_objects) {
		RenderFixed();
		rc->PopModelView();
		return;
	}

	ProgramObject *program = rc->GetCurProgram();

	for (int i = 0; i < 6; i++)
	{
		if (!fRenderPickMode) {
			Color3f *c = GetSideColor(i);
			if (c == &borderDiffuse)
				program->Uniform("RenderBackSide", 1);

			program->Uniform("Mode", 0);
			program->Uniform("FrontMaterial.ambient", 1, Color3f(1).data);
			program->Uniform("FrontMaterial.diffuse", 1, c->data);
			program->Uniform("FrontMaterial.shininess", 70);

			rc->PushModelView();
				rc->MultModelView(face_transform[i]);
				face->Draw();
			rc->PopModelView();

			if (c == &borderDiffuse)
				program->Uniform("RenderBackSide", 0);
		}
		else {
			int id = pickId | (1 << (i+10));
			GLubyte r = id & 0xff;
			GLubyte g = id >> 8;

			program->Uniform("Mode", 2);
			program->Uniform("FrontMaterial.diffuse", r/255.0f, g/255.0f, 1/255.0f);
			
			rc->PushModelView();
				rc->MultModelView(face_transform[i]);
				face_pickMode->Draw();
			rc->PopModelView();
		}
	}

	if (!fRenderPickMode)
	{
		program->Uniform("Mode", 1);
		program->Uniform("FrontMaterial.ambient", 1, borderAmbient.data);
		program->Uniform("FrontMaterial.diffuse", 1, borderDiffuse.data);

		if (fUseReducedModel) {
			program->Uniform("UseSpecularMap", 0);
			program->Uniform("FrontMaterial.shininess", 70);
			border_reduced->Draw();
		}
		else {
			program->Uniform("UseSpecularMap", 1);
			program->Uniform("FrontMaterial.shininess", 200);
			border->Draw();
		}
	}

	rc->PopModelView();
}