Esempio n. 1
0
void
VSMathLib::matrixToGL(ComputedMatrixTypes aType)
{
	if (mInit) {
	
		if (mBlocks) {
			if (aType == NORMAL && mComputedMatUniformName[NORMAL] != "") {
				computeNormalMatrix();
				if (mComputedMatUniformArrayIndex[NORMAL])
					VSShaderLib::setBlockUniformArrayElement(mBlockName, 
									mComputedMatUniformName[NORMAL], 
									mComputedMatUniformArrayIndex[NORMAL],
									mNormal);
				else
					VSShaderLib::setBlockUniform(mBlockName, 
									mComputedMatUniformName[NORMAL],
									mNormal);
			}
			else if (mComputedMatUniformName[aType] != "") {
				computeDerivedMatrix(aType);
				if (mComputedMatUniformArrayIndex[aType])
					VSShaderLib::setBlockUniformArrayElement(mBlockName, 
									mComputedMatUniformName[aType], 
									mComputedMatUniformArrayIndex[aType],
									mCompMatrix[aType]);
				else
					VSShaderLib::setBlockUniform(mBlockName, 
									mComputedMatUniformName[aType], 
									mCompMatrix[aType]);
			}
			}
		}
		else {
			int p,loc;
			if (mUniformName[aType] != "") {
				glGetIntegerv(GL_CURRENT_PROGRAM,&p);
				loc = glGetUniformLocation(p, mUniformName[aType].c_str());
			if (aType == NORMAL && mComputedMatUniformName[NORMAL] != "") {
				computeNormalMatrix3x3();
				loc = glGetUniformLocation(p, 
									mComputedMatUniformName[NORMAL].c_str());
				glProgramUniformMatrix3fv(p, loc, 1, false, mNormal3x3);
			}
			else if (mComputedMatUniformName[aType] != "") {
				computeDerivedMatrix(aType);
				loc = glGetUniformLocation(p, 
									mComputedMatUniformName[aType].c_str());
				glProgramUniformMatrix4fv(p, loc, 1, false, mCompMatrix[aType]);
			
			}
		}
	
	}
}
Esempio n. 2
0
// Compute res = M * point
void
VSMathLib::multMatrixPoint(ComputedMatrixTypes aType, float *point, float *res) {


	if (aType == NORMAL) {
		computeNormalMatrix();
		for (int i = 0; i < 3; ++i) {

			res[i] = 0.0f;
	
			for (int j = 0; j < 3; j++) {
		
				res[i] += point[j] * mNormal[j*4 + i];
			} 
		}
	}

	else {
		computeDerivedMatrix(aType);
		for (int i = 0; i < 4; ++i) {

			res[i] = 0.0f;
	
			for (int j = 0; j < 4; j++) {
		
				res[i] += point[j] * mCompMatrix[aType][j*4 + i];
			} 
		}
	}
}
Esempio n. 3
0
void GameOver::draw(struct MyMesh* mesh, VSShaderLib& shader, GLint& pvm_uniformId, GLint& vm_uniformId, GLint& normal_uniformId, GLint& texMode_uniformId, int *objId){
	*objId=11;
	GLint loc;
			// send the material
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.ambient");
			glUniform4fv(loc, 1, mesh[*objId].mat.ambient);
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.diffuse");
			glUniform4fv(loc, 1, mesh[*objId].mat.diffuse);
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.specular");
			glUniform4fv(loc, 1, mesh[*objId].mat.specular);
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.shininess");
			glUniform1f(loc,mesh[*objId].mat.shininess);
			pushMatrix(MODEL);
			translate(MODEL, -7.5f, 0.0f, 15.0f);
			scale(MODEL, 15.0f, 0.0f, 30.0f);
			rotate(MODEL, 90.0, 0.0f, 0.0f, 1.0f);
			rotate(MODEL, 180.0, 1.0f, 0.0f, 0.0f);

			// send matrices to OGL
			computeDerivedMatrix(PROJ_VIEW_MODEL);
			glUniformMatrix4fv(vm_uniformId, 1, GL_FALSE, mCompMatrix[VIEW_MODEL]);
			glUniformMatrix4fv(pvm_uniformId, 1, GL_FALSE, mCompMatrix[PROJ_VIEW_MODEL]);
			computeNormalMatrix3x3();
			glUniformMatrix3fv(normal_uniformId, 1, GL_FALSE, mNormal3x3);

			// Render mesh
			glUniform1i(texMode_uniformId, 4); // apenas o texel

			glBindVertexArray(mesh[*objId].vao);
			glDrawElements(mesh[*objId].type,mesh[*objId].numIndexes, GL_UNSIGNED_INT, 0);
			glBindVertexArray(0);

			popMatrix(MODEL);
}
void Particles::render(GLint texture, struct MyMesh mesh, GLint pvm_uniformId, GLint vm_uniformId, GLint normal_uniformId, VSShaderLib shader, float angle)
{
	float particle_color[4];
	// draw fireworks particles

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, texture);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, texture);
	glDisable(GL_DEPTH_TEST); /* não interessa o z-buffer: as partículas podem ser desenhadas umas por cima das outras sem problemas de ordenação */

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);

	for (int i = 0; i < MAX_PARTICULAS; i++)
	{
		if (particula[i].life > 0.0f) /* só desenha as que ainda estão vivas */
		{

			/* A vida da partícula representa o canal alpha da cor. Como o blend está activo a cor final é a soma da cor rgb do fragmento multiplicada pelo
			alpha com a cor do pixel destino */

			particle_color[0] = particula[i].r;
			particle_color[1] = particula[i].g;
			particle_color[2] = particula[i].b;
			particle_color[3] = particula[i].life;

			// send the material - diffuse color modulated with texture
			GLint loc = glGetUniformLocation(shader.getProgramIndex(), "mat.diffuse");
			glUniform4fv(loc, 1, particle_color);

			pushMatrix(MODEL);
			
			translate(MODEL, particula[i].x, particula[i].y, particula[i].z);
			rotate(MODEL, angle, 0, 1, 0);
			scale(MODEL, 0.3, 0.3, 0.3);
			//rotate(MODEL, 180, 0, 0, 1);

			// send matrices to OGL
			computeDerivedMatrix(PROJ_VIEW_MODEL);
			glUniformMatrix4fv(vm_uniformId, 1, GL_FALSE, mCompMatrix[VIEW_MODEL]);
			glUniformMatrix4fv(pvm_uniformId, 1, GL_FALSE, mCompMatrix[PROJ_VIEW_MODEL]);
			computeNormalMatrix3x3();
			glUniformMatrix3fv(normal_uniformId, 1, GL_FALSE, mNormal3x3);

			glBindVertexArray(mesh.vao);
			glDrawElements(mesh.type, mesh.numIndexes, GL_UNSIGNED_INT, 0);
			popMatrix(MODEL);
		}
	}
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glBindVertexArray(0);
	glBindTexture(GL_TEXTURE_2D, 0);
	glEnable(GL_DEPTH_TEST);
}
Esempio n. 5
0
// returns a pointer to the requested matrix
float *
VSMathLib::get(ComputedMatrixTypes aType)
{
	switch (aType) {
	
		case NORMAL: 
			computeNormalMatrix3x3();
			return mNormal3x3; 
			break;
		default:
			computeDerivedMatrix(aType);
			return mCompMatrix[aType]; 
			break;
	}
	// this should never happen!
	return NULL;
}
Esempio n. 6
0
void HudMessage::render(VSShaderLib &shader, GLint &pvm_uniformId, GLint &vm_uniformId, GLint &normal_uniformId, GLint &texMode_uniformId) {

	GLuint loc;

	for (int i = 0; i < meshLength; ++i) {

		if (mesh[i].mat.texCount != 0) {
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, mesh[i].texUnits[messageType]);
			glUniform1i(texMode_uniformId, 2);
		}
		for (int j = 0; j < mesh[i].vaoElements; j++) {
			// send the material
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.ambient");
			glUniform4fv(loc, 1, mesh[i].mat.ambient);
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.diffuse");
			glUniform4fv(loc, 1, mesh[i].mat.diffuse);
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.specular");
			glUniform4fv(loc, 1, mesh[i].mat.specular);
			loc = glGetUniformLocation(shader.getProgramIndex(), "mat.shininess");
			glUniform1f(loc, mesh[i].mat.shininess);
			pushMatrix(MODEL);
			translate(MODEL, current_position[0], current_position[1], current_position[2]);
			if (i == 0) {
				scale(MODEL, 4.0f, 4.0f, 0.0f);
			}
			// send matrices to OGL
			computeDerivedMatrix(PROJ_VIEW_MODEL);
			glUniformMatrix4fv(vm_uniformId, 1, GL_FALSE, mCompMatrix[VIEW_MODEL]);
			glUniformMatrix4fv(pvm_uniformId, 1, GL_FALSE, mCompMatrix[PROJ_VIEW_MODEL]);
			computeNormalMatrix3x3();
			glUniformMatrix3fv(normal_uniformId, 1, GL_FALSE, mNormal3x3);

			// Render mesh
			glBindVertexArray(mesh[i].vao);
			glDrawElements(mesh[i].type, mesh[i].numIndexes, GL_UNSIGNED_INT, 0);
			glBindVertexArray(0);

			popMatrix(MODEL);
		}
		glUniform1i(texMode_uniformId, 0);
	}
	glBindTexture(GL_TEXTURE_2D, 0);
}
Esempio n. 7
0
// computes the derived normal matrix
void
VSMathLib::computeNormalMatrix() {

	computeDerivedMatrix(VIEW_MODEL);

	mMat3x3[0] = mCompMatrix[VIEW_MODEL][0];
	mMat3x3[1] = mCompMatrix[VIEW_MODEL][1];
	mMat3x3[2] = mCompMatrix[VIEW_MODEL][2];

	mMat3x3[3] = mCompMatrix[VIEW_MODEL][4];
	mMat3x3[4] = mCompMatrix[VIEW_MODEL][5];
	mMat3x3[5] = mCompMatrix[VIEW_MODEL][6];

	mMat3x3[6] = mCompMatrix[VIEW_MODEL][8];
	mMat3x3[7] = mCompMatrix[VIEW_MODEL][9];
	mMat3x3[8] = mCompMatrix[VIEW_MODEL][10];

	float det, invDet;

	det = mMat3x3[0] * (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) +
		  mMat3x3[1] * (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) +
		  mMat3x3[2] * (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]);

	invDet = 1.0f/det;

	mNormal[0] = (mMat3x3[4] * mMat3x3[8] - mMat3x3[5] * mMat3x3[7]) * invDet;
	mNormal[1] = (mMat3x3[5] * mMat3x3[6] - mMat3x3[8] * mMat3x3[3]) * invDet;
	mNormal[2] = (mMat3x3[3] * mMat3x3[7] - mMat3x3[4] * mMat3x3[6]) * invDet;
	mNormal[3] = 0.0f;
	mNormal[4] = (mMat3x3[2] * mMat3x3[7] - mMat3x3[1] * mMat3x3[8]) * invDet;
	mNormal[5] = (mMat3x3[0] * mMat3x3[8] - mMat3x3[2] * mMat3x3[6]) * invDet;
	mNormal[6] = (mMat3x3[1] * mMat3x3[6] - mMat3x3[7] * mMat3x3[0]) * invDet;
	mNormal[7] = 0.0f;
	mNormal[8] = (mMat3x3[1] * mMat3x3[5] - mMat3x3[4] * mMat3x3[2]) * invDet;
	mNormal[9] = (mMat3x3[2] * mMat3x3[3] - mMat3x3[0] * mMat3x3[5]) * invDet;
	mNormal[10] =(mMat3x3[0] * mMat3x3[4] - mMat3x3[3] * mMat3x3[1]) * invDet;
	mNormal[11] = 0.0;

}
Esempio n. 8
0
// Sends all matrices whose respectived uniforms have been named
void
VSMathLib::matricesToGL() {

	if (mInit) {
	
		if (mBlocks) {
			for (int i = 0 ; i < COUNT_MATRICES; ++i ) {
				if (mUniformName[i] != "")
					if (mUniformArrayIndex[i])
						VSShaderLib::setBlockUniformArrayElement(mBlockName, 
															mUniformName[i],
															mUniformArrayIndex[i],
															mMatrix[i]);
					else
						VSShaderLib::setBlockUniform(mBlockName, mUniformName[i], mMatrix[i]);
			}
			if (mComputedMatUniformName[NORMAL] != "") {
				computeNormalMatrix();
				if (mComputedMatUniformArrayIndex[NORMAL])
					VSShaderLib::setBlockUniformArrayElement(mBlockName, 
									mComputedMatUniformName[NORMAL], 
									mComputedMatUniformArrayIndex[NORMAL],
									mNormal);
				else
					VSShaderLib::setBlockUniform(mBlockName, 
									mComputedMatUniformName[NORMAL],
									mNormal);
			}

			for (int i = 0; i < COUNT_COMPUTED_MATRICES-1; ++i) {

				if (mComputedMatUniformName[i] != "") {
					computeDerivedMatrix((VSMathLib::ComputedMatrixTypes)i);
					if (mComputedMatUniformArrayIndex[i])
						VSShaderLib::setBlockUniformArrayElement(mBlockName, 
										mComputedMatUniformName[i], 
										mComputedMatUniformArrayIndex[i],
										mCompMatrix[i]);
					else
					VSShaderLib::setBlockUniform(mBlockName, 
										mComputedMatUniformName[i], 
										mCompMatrix[i]);
				}
			}
		}
		else {
			int p,loc;
			glGetIntegerv(GL_CURRENT_PROGRAM,&p);
			for (int i = 0; i < COUNT_MATRICES; ++i) {
				if (mUniformName[i] != "") {
					loc = glGetUniformLocation(p, mUniformName[i].c_str());
					glProgramUniformMatrix4fv(p, loc, 1, false, mMatrix[i]);
				}
			}
			if (mComputedMatUniformName[NORMAL] != "") {
				computeNormalMatrix3x3();
				loc = glGetUniformLocation(p, 
									mComputedMatUniformName[NORMAL].c_str());

				glProgramUniformMatrix3fv(p, loc, 1, false, mNormal3x3);
			}
			for (int i = 0; i < COUNT_COMPUTED_MATRICES-1; ++i) {
				if (mComputedMatUniformName[i] != "") {
					computeDerivedMatrix((VSMathLib::ComputedMatrixTypes)i);
					loc = glGetUniformLocation(p, 
									mComputedMatUniformName[i].c_str());
					glProgramUniformMatrix4fv(p, loc, 1, false, mCompMatrix[i]);
			}
			}
		}
	
	}
}
Esempio n. 9
0
void Billboard::draw(struct MyMesh* mesh, VSShaderLib& shader, GLint& pvm_uniformId, GLint& vm_uniformId, GLint& normal_uniformId, GLint& texMode_uniformId, int *objId){
		
	float modelview[16];
	float pos[3];
	//pos[0] = getPosX(); pos[1] = getPosY(); pos[2] = getPosZ();
	float cam[3];
	cam[0] = getCamX(); cam[1] = getCamY(); cam[2] = getCamZ();
	GLint loc;

	//Draw trees billboards

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  
    glUniform1i(texMode_uniformId, 1); // draw textured quads

        for(int j = 1; j < 3; j++) {
            pushMatrix(MODEL);
            translate(MODEL,-7.0,0.0,-10.0+j*5);

           pos[0] = -7.0; pos[1] = 0; pos[2] = -10.0+j*5;

            if (getType() == 2){
                l3dBillboardSphericalBegin(cam,pos);
			}
            else if (getType() == 3){
                l3dBillboardCylindricalBegin(cam,pos);
			}
    
            *objId=17;  //quad for tree

            //diffuse and ambient color are not used in the tree quads
            loc = glGetUniformLocation(shader.getProgramIndex(), "mat.specular");
            glUniform4fv(loc, 1, mesh[*objId].mat.specular);
            loc = glGetUniformLocation(shader.getProgramIndex(), "mat.shininess");
            glUniform1f(loc,mesh[*objId].mat.shininess);
    
            pushMatrix(MODEL);
            translate(MODEL, 0.0, 3.0, 0.0f);
  
            // send matrices to OGL
            if (getType() == 0 || getType() == 1) {     //Cheating matrix reset billboard techniques
                computeDerivedMatrix(VIEW_MODEL);
                memcpy(modelview, mCompMatrix[VIEW_MODEL], sizeof(float) * 16);  //save VIEW_MODEL in modelview matrix

                //reset VIEW_MODEL
                if(getType()==0){
					BillboardCheatSphericalBegin();   
				}
                else{
					BillboardCheatCylindricalBegin();
				}

                computeDerivedMatrix_PVM(); // calculate PROJ_VIEW_MODEL
            }
            else computeDerivedMatrix(PROJ_VIEW_MODEL);

			glUniform1i(texMode_uniformId, 13);

            glUniformMatrix4fv(vm_uniformId, 1, GL_FALSE, mCompMatrix[VIEW_MODEL]);
            glUniformMatrix4fv(pvm_uniformId, 1, GL_FALSE, mCompMatrix[PROJ_VIEW_MODEL]);
            computeNormalMatrix3x3();
            glUniformMatrix3fv(normal_uniformId, 1, GL_FALSE, mNormal3x3);
            glBindVertexArray(mesh[*objId].vao);
            glDrawElements(mesh[*objId].type,mesh[*objId].numIndexes, GL_UNSIGNED_INT, 0);
            popMatrix(MODEL);

            popMatrix(MODEL);
        }
		glDisable(GL_BLEND);
		
}