Esempio n. 1
0
void RigidBody::draw(Interface* interface) {
	ResourceManager* rm = interface->getResourceManager();
	if(!rm || !isVisible()) {
		return;
	}

	Visual& model = getVisual();
	if(!&model) {
		return;
	}

	if(!body_) {
		Object::draw(interface);
		return;
	}

	glPushMatrix();

	btScalar m[16];
	btTransform &transform = body_->getWorldTransform();
	transform.getOpenGLMatrix(m);

	glMultMatrixf(m);

	/*glDisable(GL_LIGHTING);
	drawCube();
	glEnable(GL_LIGHTING);*/

	preDraw(interface);
	model.draw(interface);
	postDraw(interface);

	glPopMatrix();
}
Esempio n. 2
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	void GlutApp::drawFunc()
	{
		update();
		preDraw();
		draw();
		postDraw();
	}
Esempio n. 3
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void KnotsViewer::paintEvent(QPaintEvent *event)
{
    Q_UNUSED(event)
    QPainter painter;
    painter.begin(this);
    painter.setRenderHint(QPainter::Antialiasing);

    // Save current OpenGL state
    glPushAttrib(GL_ALL_ATTRIB_BITS);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();

    // Classical 3D drawing, usually performed by paintGL().
    preDraw();
    draw();
    postDraw();

    // Restore OpenGL state
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glPopAttrib();

    if(bcurvature_show)
        draw_curvature_colorbar(&painter);
    if (berrordomainview)
        draw_curvature_error_colorbar(&painter);
    if (berror_show)
        draw_fitting_error_colorbar(&painter);
    painter.end();
    swapBuffers( );
}
Esempio n. 4
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void B2Thread::run()
{
  init();

  float32 timeStep = 1.0f / 60.0f;
  int32 velocityIterations = 8;
  int32 positionIterations = 3;

  QElapsedTimer timer;
  timer.start();

  for(int step = 0; m_playing; ++step){
    {
      QMutexLocker locker(&m_mutex);
      m_b2world.Step(timeStep, velocityIterations, positionIterations);
    }

    emit preDraw();

    {
      QMutexLocker locker(&m_mutex);
      m_b2world.DrawDebugData();
    }

    qint64 remain = static_cast<qint64>(step * timeStep * 1000.0f - timer.elapsed());
    if(remain > 0){
      msleep(remain);
    }

    emit postDraw();
  }
}
Esempio n. 5
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void PocketViewer::mousePressEvent(QMouseEvent *e){
    if(m_processor->powerDiagram == NULL){
        QGLViewer::mousePressEvent(e);
        return;
    }
    PowerDiagram * pd = m_processor->powerDiagram;
    if(e->button()== Qt::MidButton || e->button()== Qt::RightButton){
        preDraw();
        pd->drawNodesForPicking();
        int select = pd->processPick(e->x(), e->y(), camera());
        if(select>=0){
            if(e->button()== Qt::MidButton){
                pd->setStartVertex(select);
                m_processor->proteinRenderer->makeDisplayList();
                startLabel->setText(QString::number(select));
            }
            if(e->button()== Qt::RightButton){
                pd->setTargetVertex(select);
                m_processor->proteinRenderer->makeDisplayList();
                targetLabel->setText(QString::number(select));
            }
        }
        init();
    }
    QGLViewer::mousePressEvent(e);
}
//--------------------------------------------------------------
void Page::draw()
{
    preDraw();
    fillDraw();
    meshDraw();
    postDraw();
}
Esempio n. 7
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void Environment::step(btScalar dt, int maxSubSteps, btScalar fixedTimeStep) {
    ObjectList::iterator i;
    for (i = objects.begin(); i != objects.end(); ++i)
        (*i)->prePhysics();
    if (dt > 0) {
      bullet->dynamicsWorld->stepSimulation(dt, maxSubSteps, fixedTimeStep);
      bullet->softBodyWorldInfo->m_sparsesdf.GarbageCollect();
    }
    preDraw();
}
Esempio n. 8
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void WorldObjectEffect::drawInternal(DrawInfo &di)
{
	int frameIndex = xapp().getCurrentBackBufferIndex();
	if (inThreadOperation) {
		//mutex_Object.lock();
		threadLocal.commandList->RSSetViewports(1, &threadLocal.vr_eyesm[di.eyeNum].viewports[di.eyeNum]);
		threadLocal.commandList->RSSetScissorRects(1, &threadLocal.vr_eyesm[di.eyeNum].scissorRects[di.eyeNum]);
		//threadLocal.commandList->RSSetViewports(1, xapp().vr.getViewportByIndex(di.eyeNum));
		//threadLocal.commandList->RSSetScissorRects(1, xapp().vr.getScissorRectByIndex(di.eyeNum));
		threadLocal.commandList->SetGraphicsRootConstantBufferView(0, getCBVVirtualAddress(frameIndex, di.threadNum, di.objectNum, di.eyeNum));
		threadLocal.commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		// update buffers for this text line:
		//XMStoreFloat4x4(&cbv.wvp, wvp);
		//cbv.rot = lines[0].rot;
		//memcpy(cbvGPUDest, &cbv, sizeof(cbv));
		threadLocal.commandList->IASetVertexBuffers(0, 1, &di.mesh->vertexBufferView);
		threadLocal.commandList->IASetIndexBuffer(&di.mesh->indexBufferView);
		//auto *tex = xapp().textureStore.getTexture(elvec.first);
		// Set SRV
		ID3D12DescriptorHeap* ppHeaps[] = { di.tex->m_srvHeap.Get() };
		threadLocal.commandList->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
		threadLocal.commandList->SetGraphicsRootDescriptorTable(2, di.tex->m_srvHeap->GetGPUDescriptorHandleForHeapStart());
		threadLocal.commandList->DrawIndexedInstanced(di.numIndexes, 1, 0, 0, 0);
		//Log("draw frame/thread/obj/eye " << frameIndex << " " << di.threadNum << " " << di.objectNum << " " << di.eyeNum << endl);
		//this_thread::sleep_for(20ms);
		//mutex_Object.unlock();
		return;
	}
	mutex_Object.lock();
	preDraw(di);
	commandLists[frameIndex]->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	// update buffers for this text line:
	//XMStoreFloat4x4(&cbv.wvp, wvp);
	//cbv.rot = lines[0].rot;
	//memcpy(cbvGPUDest, &cbv, sizeof(cbv));
	if (inBulkOperation) {
		commandLists[frameIndex]->RSSetViewports(1, &vr_eyes.viewports[di.eyeNum]);
		commandLists[frameIndex]->RSSetScissorRects(1, &vr_eyes.scissorRects[di.eyeNum]);
		//commandLists[frameIndex]->RSSetViewports(1, xapp().vr.getViewport());
		//commandLists[frameIndex]->RSSetScissorRects(1, xapp().vr.getScissorRect());
		commandLists[frameIndex]->SetGraphicsRootConstantBufferView(0, getCBVVirtualAddress(frameIndex, di.threadNum, di.objectNum, di.eyeNum));
	}
	commandLists[frameIndex]->IASetVertexBuffers(0, 1, &di.mesh->vertexBufferView);
	commandLists[frameIndex]->IASetIndexBuffer(&di.mesh->indexBufferView);
	//auto *tex = xapp().textureStore.getTexture(elvec.first);
	// Set SRV
	ID3D12DescriptorHeap* ppHeaps[] = { di.tex->m_srvHeap.Get() };
	commandLists[frameIndex]->SetDescriptorHeaps(_countof(ppHeaps), ppHeaps);
	commandLists[frameIndex]->SetGraphicsRootDescriptorTable(2, di.tex->m_srvHeap->GetGPUDescriptorHandleForHeapStart());
	commandLists[frameIndex]->DrawIndexedInstanced(di.numIndexes, 1, 0, 0, 0);
	postDraw();
	mutex_Object.unlock();
	//Sleep(50);
}
Esempio n. 9
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void GLWidget::paintGL()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

    glTranslatef(0,0,-1000);
    glRotatef(rotx,1,0,0);
    glRotatef(roty,0,1,0);

    preDraw();
    draw();
    postDraw();
}
Esempio n. 10
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	// Draws all the windows.  Called in a idle callback
void sgGlutApp::idleDraw()
{
	for(int i=0; i<256; i++)
	{
		if(win[i] != NULL)
		{
			glutSetWindow(i);
			preDraw();			// Do any special pre-Draw
			win[i]->draw();
			postDraw();			// Same for post draw
			glutSwapBuffers();		// Done drawing.  Swap em
		}
	}
}
Esempio n. 11
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/**
 * Retrieves the model data from the resource manager and rraws the
 * Model to screen using RCBC.
 * @param rm The ResourceManager to use to load the model
 */
void VModel::draw(Interface* interface) {
	if(!interface) {
		return;
	}
	
	if(!isVisible() && interface->getEditMode() == MODE_NONE) {
		return;
	}

	ResourceManager* rm = interface->getResourceManager();
	if(!rm) {
		return;
	}
	Model* model = rm->loadModel(filename_);

	bool selected;
	Object* object = interface->getSelectedObject();
	if(object) {
		Visual* visual = &object->getVisual();
		selected = (this == visual);
		glEnable(GL_COLOR_MATERIAL);
		glColor3f(1.0f, 0.2f, 0.2f);
		//DEBUG_H("Drawing selected. %s", object->getTag().c_str());
		//glEnable
	}

	if(!selected) {
		//DEBUG_H("Drawing selected. %s", object->getTag().c_str());
		glColor3f(1.0f, 1.0f, 1.0f);

		// If we are editing, draw visible objects
		if(!isVisible() && interface->getEditMode() != MODE_NONE) {
			glColor4f(0.5f, 0.5f, 1.0f, 0.5f);
		} else 

		glDisable(GL_COLOR_MATERIAL);
	}

	preDraw(interface);

	RCBC_Render(model);
	postDraw(interface);
}
Esempio n. 12
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void Game::loop()
{
	int delta = (int)mDeltaClock.restart().asMilliseconds();
	//if(delta > 50)
		//delta = 50;
	sf::Event evt;
	// Loop runs through all new events
	mGameData.world.Step(delta/1000.f, 8, 3 );


	while(mWindow.pollEvent(evt))
	{
		switch(evt.type)
		{
		case sf::Event::Closed:
			close();
			return;
			break;
		case sf::Event::KeyPressed:
			if(evt.key.code == sf::Keyboard::Escape) 
			{
				close();
				return;
				break;
			}
		default:
			mGameData.input.add(evt);
			break;
		}
	}
	mGameData.mPos = (sf::Vector2f)sf::Mouse::getPosition(mWindow) * (mView.getSize()/(sf::Vector2f)mWindow.getSize());
	mWindow.clear(sf::Color::White);
	mGameData.controlList.update(mGameData);
	update(delta);
	preDraw();
	draw();
	cleanUp();

	mGameData.input.clear();
}
Esempio n. 13
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void Canvas::Draw()
{
	if (_StyleModules.empty())
		return;
	preDraw();
	TimeStamp *timestamp = TimeStamp::instance();

	for (unsigned int i = 0; i < _StyleModules.size(); ++i) {
		_current_sm = _StyleModules[i];

		if (i < _Layers.size() && _Layers[i])
			delete _Layers[i];

		_Layers[i] = _StyleModules[i]->execute();
		if (!_Layers[i])
			continue;

		stroke_count += _Layers[i]->strokes_size();

		timestamp->increment();
	}
	postDraw();
}
Esempio n. 14
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/**************************************************************************
* Name: draw(float32 _dt)
* Description: Method used to draw the particle system. It first activate the
*						transmits the shader, then it transmits the different
*						uniform variables, gets the different attributes and
*						draws all the particles thanks to the STRIDE of the
*						'Particle' structure defining the number of floats to skip
*						between the different Particles to draw.
* Inputs:
*			-_dt : float32, time difference when the last rendering occured.
* Returns: none
**************************************************************************/
void ParticleSystem::draw(float32 _dt)
{
    /* Activates the shader and transmits the uniform variables. */
    m_shader->activate();
    m_shader->transmitUniformMat4("W", m_world, GL_FALSE);
    m_shader->transmitUniformMat4("V", m_view, GL_FALSE);
    m_shader->transmitUniformMat4("P", m_projection, GL_FALSE);

    m_shader->transmitUniformFloat("t", m_globalTime);

    /* Do pre-draw computing. */
    preDraw(_dt);

    /* Casts the Particle array into a GLfloat. */
    GLfloat* particles_to_float = (float*)m_particles;

    /* Send GLfloat arrays to Shader in order to give values to 'in' shader variables. */
    glVertexAttribPointer(m_shader->getAttrLocation("position"), 3, GL_FLOAT, GL_FALSE, sizeof(Particle), particles_to_float + 0);
    glVertexAttribPointer(m_shader->getAttrLocation("speed"), 3, GL_FLOAT, GL_FALSE, sizeof(Particle), particles_to_float + 3);
    glVertexAttribPointer(m_shader->getAttrLocation("acceleration"), 3, GL_FLOAT, GL_FALSE, sizeof(Particle), particles_to_float + 6);
    glVertexAttribPointer(m_shader->getAttrLocation("color"), 3, GL_FLOAT, GL_FALSE, sizeof(Particle), particles_to_float + 9);

    glVertexAttribPointer(m_shader->getAttrLocation("ttl"), 1, GL_FLOAT, GL_FALSE, sizeof(Particle), particles_to_float + 12);
    glVertexAttribPointer(m_shader->getAttrLocation("spawnTime"), 1, GL_FLOAT, GL_FALSE, sizeof(Particle), particles_to_float + 13);

    /* Enables all attributes */
    m_shader->enableAllAttrib();

    /* Sets the point size to the ParticleSize. */
    glPointSize(m_particleSize);

    /* Calls the shader to draw the Particles. */
    glDrawArrays(GL_POINTS, 0, m_particleCount);

    /* Disables all shader attributes. */
    m_shader->disableAllAttrib();
}
Esempio n. 15
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 void Scene::handleScenePreDraw(EventDataRef event)
 {
     auto e = std::dynamic_pointer_cast<ScenePreDrawEvent>(event);
     preDraw();
 }