Exemple #1
0
void myDecodeFun()
{
	sgct::SharedData::instance()->readDouble(&curr_time);
    sgct::SharedData::instance()->readFloat(&sharedSpeed);
    speed = sharedSpeed.getVal();
    sgct::SharedData::instance()->readBool(&sharedTextureOnOff);
    use_texture = sharedTextureOnOff.getVal();
    sgct::SharedData::instance()->readObj(&sharedClearColor);
    clear_color.x = sharedClearColor.getVal().x;
    clear_color.y = sharedClearColor.getVal().y;
    clear_color.z = sharedClearColor.getVal().z;
}
Exemple #2
0
void myEncodeFun()
{
	sgct::SharedData::instance()->writeDouble(&curr_time);
    sharedSpeed.setVal(speed);
    sgct::SharedData::instance()->writeFloat(&sharedSpeed);
    sharedTextureOnOff.setVal(use_texture);
    sgct::SharedData::instance()->writeBool(&sharedTextureOnOff);
    sharedClearColor.setVal(glm::vec3(clear_color.x, clear_color.y, clear_color.z));
    sgct::SharedData::instance()->writeObj(&sharedClearColor);
}
void myDrawFun()
{
	glMultMatrixf(glm::value_ptr(xform.getVal()));
	glCallList(myLandscapeDisplayList);
}
void myPreSyncFun()
{
	if( gEngine->isMaster() )
	{
		// if( mouseLeftButton )
		// {
			//double tmpYPos;
			//get the mouse pos from first window
			sgct::Engine::getMousePos( gEngine->getFocusedWindowIndex(), &mouseXPos[0], &mouseYPos[0] );
			// mouseDx = mouseXPos[0] - mouseXPos[1];
			// mouseDy = mouseYPos[0] - mouseYPos[1];

			mouseDx = mouseXPos[0] - 960/2;
			mouseDy = mouseYPos[0] - 540/2;
		// }
		// else
		// {
		// 	mouseDx = 0.0;
		// 	mouseDy = 0.0;
		// }


		sgct::Engine::setMousePos( gEngine->getFocusedWindowIndex(), 960/2, 540/2);

		static float panRot = 0.0f;
		panRot += (static_cast<float>(mouseDx) * rotationSpeed * static_cast<float>(gEngine->getDt()));
		static float vertRot = 0.0f;
		vertRot += (static_cast<float>(mouseDy) * rotationSpeed * static_cast<float>(gEngine->getDt()));


		glm::mat4 ViewRotateX = glm::rotate(
			glm::mat4(1.0f),
			panRot,
			glm::vec3(0.0f, 1.0f, 0.0f)); //rotation around the y-axis

		glm::mat4 ViewRotateY = glm::rotate(
			glm::mat4(1.0f),
			vertRot,
			glm::vec3(1.0f, 0.0f, 0.0f)); //rotation around the x-axis

		view = glm::inverse(glm::mat3(ViewRotateX)) * glm::vec3(0.0f, 0.0f, 1.0f);


		glm::vec3 right = glm::cross(view, up);

		posMutex.lock();
		if( arrowButtons[FORWARD] )
			pos += (walkingSpeed * static_cast<float>(gEngine->getDt()) * view);
		if( arrowButtons[BACKWARD] )
			pos -= (walkingSpeed * static_cast<float>(gEngine->getDt()) * view);
		if( arrowButtons[LEFT] )
			pos -= (walkingSpeed * static_cast<float>(gEngine->getDt()) * right);
		if( arrowButtons[RIGHT] )
			pos += (walkingSpeed * static_cast<float>(gEngine->getDt()) * right);
		posMutex.unlock();
		/*
			To get a first person camera, the world needs
			to be transformed around the users head.

			This is done by:
			1, Transform the user to coordinate system origin
			2, Apply transformation
			3, Transform the user back to original position

			However, mathwise this process need to be reversed
			due to the matrix multiplication order.
		*/
		// std::cout << "Position: (" << pos.x << ", " << pos.y << ", " << pos.x << ")" << std::endl;
		//3. transform user back to original position
		glm::mat4 result;
		result = glm::translate( glm::mat4(1.0f), sgct::Engine::getUserPtr()->getPos() );
		//2. apply transformation
		result *= (ViewRotateY * ViewRotateX *  glm::translate( glm::mat4(1.0f), pos ));
		//1. transform user to coordinate system origin
		result *= glm::translate( glm::mat4(1.0f), -sgct::Engine::getUserPtr()->getPos() );

		xform.setVal( result );
	}
}