Exemple #1
0
    void Render(double time) {
        const double day_duration = 67.0;
        auto sun =
          Vec3f(0.000, 1.000, 0.000) * 1e10 * SineWave(time / day_duration) +
          Vec3f(0.000, 0.000, -1.000) * 1e10 * CosineWave(time / day_duration);

        auto camera = CamMatrixf::Orbiting(
          Vec3f(),
          5.0,
          FullCircles(-0.10 - time / 27.0),
          Degrees(-20 - SineWave(time / 17.0) * 30));

        auto model = ModelMatrixf::RotationA(
          Vec3f(1.0, 1.0, 1.0), FullCircles(time / 13.0));

        gl.Clear().ColorBuffer().DepthBuffer();

        sky_box.Use();
        sky_box_prog.Use();
        sky_box_camera_matrix.Set(camera);
        sky_box_sun_position.Set(sun);
        sky_box.Draw();

        shape.Use();
        shape_prog.Use();
        shape_model_matrix.Set(model);
        shape_camera_matrix.Set(camera);
        shape_camera_position.Set(camera.Position());
        shape_sun_position.Set(sun);
        shape.Draw();
    }
	void Update(double time)
	{
		gl.Viewport(size, size);

		fbo.Bind(Framebuffer::Target::Draw);
		Framebuffer::AttachColorTexture(
			Framebuffer::Target::Draw,
			1,
			holder.CurrentHeightMap(),
			0
		);
		Context::ColorBuffer draw_buffs[2] = {
			FramebufferColorAttachment::_0,
			FramebufferColorAttachment::_1
		};
		gl.DrawBuffers(draw_buffs);

		prog.Use();
		prog.hmap_1.Set(holder.HMapUnit1());
		prog.hmap_2.Set(holder.HMapUnit2());
		prog.time.Set(time);

		screen.Use();

		gl.Disable(Capability::DepthTest);
		screen.Draw();
		gl.Enable(Capability::DepthTest);

		holder.Swap();
	}
Exemple #3
0
	void RenderOffscreen(double time)
	{
		fbo.Bind();

		gl.Clear().ColorBuffer().DepthBuffer();

		gl.BlendFunc(BlendFn::One, BlendFn::One);
		gl.Enable(Capability::Blend);
		gl.Enable(Capability::DepthTest);

		draw_prog.Use();
		draw_prog.camera_matrix.Set(
			CamMatrixf::Orbiting(
				Vec3f(),
				27.0,
				Degrees(time * 23),
				Degrees(SineWave(time / 23.0) * 80)
			)
		);

		cube.Use();
		cube.Draw(n*n*n);

		gl.Disable(Capability::DepthTest);
		gl.Disable(Capability::Blend);

		fbo.Unbind();
	}
	void Render(double time)
	{
		flow.Update(time);

		Framebuffer::BindDefault(Framebuffer::Target::Draw);
		gl.DrawBuffer(ColorBuffer::BackLeft);
		gl.Viewport(width, height);
		gl.Clear().ColorBuffer().DepthBuffer();

		screen_prog.Use();
		screen.Use();
		screen.Draw();
	}
	void Use(void)
	{
		gl.ClearDepth(1.0f);
		gl.ClearColor(0.8f, 0.8f, 0.8f, 0.0f);

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);

		dfb.Bind(Framebuffer::Target::Draw);
		gl.Viewport(width, height);

		prog.Use();
		cube.Use();

		SetProjection();
	}
	void Use(void)
	{
		gl.ClearDepth(1.0f);
		gl.ClearColor(0.9f, 0.4f, 0.4f, 1.0f);

		gl.Enable(Capability::DepthTest);
		gl.Enable(Capability::CullFace);
		gl.CullFace(Face::Back);

		fbo.Bind(Framebuffer::Target::Draw);
		gl.Viewport(tex_side, tex_side);

		prog.Use();
		shape.Use();

		projection_matrix.Set(CamMatrixf::PerspectiveX(Degrees(48), 1.0, 1, 100));
	}
Exemple #7
0
	void Render(double time)
	{
		GLfloat bs_rad = shape.BoundingSphere().Radius()*1.2f;

		auto light =
			CamMatrixf::Orbiting(
				shape.BoundingSphere().Center(),
				shape.BoundingSphere().Radius()*10.0f,
				FullCircles(time / 23.0),
				Degrees(-CosineWave(time / 31.0) * 80)
			);

		auto camera =
			CamMatrixf::Orbiting(
				shape.BoundingSphere().Center(),
				shape.BoundingSphere().Radius()*
				GLfloat(3.2+SineWave(time / 23.0)*0.8),
				FullCircles(time / 19.0),
				Degrees(SineWave(time / 21.0) * 80)
			);

		GLfloat cam_tgt_dist = Distance(
			shape.BoundingSphere().Center(),
			camera.Position()
		);

		auto cam_proj =
			CamMatrixf::PerspectiveX(
				Degrees(45),
				width, height,
				cam_tgt_dist-bs_rad,
				cam_tgt_dist+bs_rad
			);

		auto model =
			ModelMatrixf::RotationZ(Degrees(SineWave(time / 21.0)*25))*
			ModelMatrixf::Translation(0.0f,-bs_rad*0.25f, 0.0f);

		data_prog.Use();
		data_prog.camera_matrix.Set(cam_proj*camera);
		data_prog.model_matrix.Set(model);
		data_prog.camera_position.Set(camera.Position());
		data_prog.light_position.Set(light.Position());

		data_buffer.Bind();

		gl.Enable(Capability::DepthTest);
		gl.Clear().ColorBuffer().DepthBuffer();

		shape.Use();
		shape.Draw();

		draw_prog.Use();
		draw_prog.slider.Set(GLfloat(CosineWave01(time / 11.0)*width));

		DefaultFramebuffer().Bind(Framebuffer::Target::Draw);

		gl.Disable(Capability::DepthTest);
		gl.Clear().ColorBuffer();

		screen.Use();
		screen.Draw();
	}
	void operator()(void)
	{
		gl.Use(prog);
		mesh.Use();
		mesh.Draw();
	}
Exemple #9
0
	void RenderOnscreen(double)
	{
		screen_prog.Use();
		screen.Use();
		screen.Draw();
	}