void displayTexFilerInfo() { char buff[255]; std::string tinfoMinification[] = { "Nearest", "Bilinear" }; std::string tinfoMagnification[] = { "Nearest", "Bilinear", "Nearest on closest mipmap", "Bilinear on closest mipmap", "Trilinear" }; sprintf_s(buff, "Mag Filter: %s Min Filter: %s", tinfoMinification[tSnow.GetMagnificationFilter()].c_str(), tinfoMagnification[tSnow.GetMinificationFilter() - 2].c_str()); SetWindowText(appMain.hWnd, buff); }
void RenderScene(LPVOID lpParam) { // typecast lpParam to Render pointer Render* glRender = (Render*)lpParam; ////Rendering happens here//// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); int iModelViewLoc = glGetUniformLocation(spShader.GetShaderProgramID(), "modelViewMatrix"); int iProjectionLoc = glGetUniformLocation(spShader.GetShaderProgramID(), "projectionMatrix"); glUniformMatrix4fv(iProjectionLoc, 1, GL_FALSE, glm::value_ptr(*glRender->GetProjectionMatrix())); glm::mat4 mModelView = glm::lookAt(glm::vec3(0, 12, 27), glm::vec3(0, 0, 0), glm::vec3(0.0f, 1.0f, 0.0f)); glm::mat4 mCurrent; glBindVertexArray(uVAO); // texture binding set GL_ACTIVE_TEXTURE0, then tellfragment shader // that Sampler variable will get data from GL_ACTIVE_TEXTURE0 int iSimplerLoc = glGetUniformLocation(spShader.GetShaderProgramID(), "gSampler"); glUniform1i(iSimplerLoc, 0); tGold.BindTexture(0); // render cube mCurrent = glm::translate(mModelView, glm::vec3(-8.0f, 0.0f, 0.0f)); mCurrent = glm::scale(mCurrent, glm::vec3(10.0f, 10.0f, 10.0f)); mCurrent = glm::rotate(mCurrent, fRotationAngleCube, glm::vec3(1.0f, 0.0f, 0.0f)); glUniformMatrix4fv(iModelViewLoc, 1, GL_FALSE, glm::value_ptr(mCurrent)); glDrawArrays(GL_TRIANGLES, 0, 36); // Rendering of pyramid mCurrent = glm::translate(mModelView, glm::vec3(8.0f, 0.0f, 0.0f)); mCurrent = glm::scale(mCurrent, glm::vec3(10.0f, 10.0f, 10.0f)); mCurrent = glm::rotate(mCurrent, fRotationAnglePyramid, glm::vec3(0.0f, 1.0f, 0.0f)); glUniformMatrix4fv(iModelViewLoc, 1, GL_FALSE, glm::value_ptr(mCurrent)); glDrawArrays(GL_TRIANGLES, 36, 12); // render ground tSnow.BindTexture(); glUniformMatrix4fv(iModelViewLoc, 1, GL_FALSE, glm::value_ptr(mModelView)); glDrawArrays(GL_TRIANGLES, 48, 6); // user control if (Keys::Key(VK_UP))fCubeRotationSpeed -= appMain.sof(60.0f); if (Keys::Key(VK_DOWN))fCubeRotationSpeed += appMain.sof(60.0f); if (Keys::Key(VK_RIGHT))fPyramidRotationSpeed += appMain.sof(60.0f); if (Keys::Key(VK_LEFT))fPyramidRotationSpeed -= appMain.sof(60.0f); fRotationAngleCube += appMain.sof(fCubeRotationSpeed); fRotationAnglePyramid += appMain.sof(fPyramidRotationSpeed); // toggle FPS and V-Sync if (Keys::OneKey(VK_F1)) { bShowFPS = !bShowFPS; if (!bShowFPS) { SetWindowText(appMain.hWnd, "Test Open GL Window"); } } if (Keys::OneKey(VK_F2)) { bVSync = !bVSync; glRender->SetVerticalSynchronization(bVSync); } else if (Keys::OneKey(VK_F3)) { tGold.SetFiltering((tGold.GetMagnificationFilter() + 1) % 2, tGold.GetMinificationFilter()); tSnow.SetFiltering((tSnow.GetMagnificationFilter() + 1) % 2, tSnow.GetMinificationFilter()); displayTexFilerInfo(); } else if (Keys::OneKey(VK_F4)) { int newMinFilter = tSnow.GetMinificationFilter() == TEXTURE_FILTER_MIN_TRILINEAR ? TEXTURE_FILTER_MIN_NEAREST : tSnow.GetMinificationFilter() + 1; tSnow.SetFiltering(tSnow.GetMagnificationFilter(), newMinFilter); tGold.SetFiltering(tGold.GetMagnificationFilter(), newMinFilter); displayTexFilerInfo(); } if (bShowFPS) { char buff[55]; sprintf_s(buff, "FPS: %d, VSync: %s", glRender->GetFPS(), bVSync ? "On" : "Off"); SetWindowText(appMain.hWnd, buff); } if (Keys::OneKey(VK_ESCAPE)) PostQuitMessage(0); // call SwapBuffers glRender->SwapBuffersM(); }