Esempio n. 1
0
void Camera2::ensure_matrix_valid() const
{
    if (m_matrix_valid)
        return;
    m_matrix = projection_matrix() * view_matrix();
    m_matrix_valid = true;
}
Esempio n. 2
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kmVec3 Camera::project_point(ViewportID vid, const kmVec3& point) {
    if(!scene_) {
        throw LogicError("Passes a nullptr as a camera's Scene");
    }

    kglt::Viewport& viewport = scene_->window().viewport(vid);

    kmVec3 tmp;
    kmVec3Fill(&tmp, point.x, point.y, point.z);

    kmVec3 result;

    kmVec3MultiplyMat4(&tmp, &tmp, &view_matrix());
    kmVec3MultiplyMat4(&tmp, &tmp, &projection_matrix());

    tmp.x /= tmp.z;
    tmp.y /= tmp.z;

    float vp_width = viewport.width();
    float vp_height = viewport.height();

    result.x = (tmp.x + 1) * vp_width / 2.0;
    result.y = (tmp.y + 1) * vp_height / 2.0;

    return result;
}
Esempio n. 3
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void MapViewer::render_map() {
    // Focus onto the player
    refocus_map();
    // Calculate the projection and modelview matrix for the map
    std::pair<int, int> size(window->get_size());
    glm::mat4 projection_matrix(glm::ortho(0.0f, float(size.first), 0.0f, float(size.second), 0.0f, 1.0f));

    glm::mat4 model(glm::mat4(1.0f));
    model = glm::scale    (model, glm::vec3(Engine::get_actual_tile_size()));
    model = glm::translate(model, glm::vec3(-get_display_x(), -get_display_y(), 0.0f));

    // Draw all the layers, from base to top to get the correct draw order
    int layer_num = 0;
    for (int layer_id: map->get_layers()) {
        auto layer(ObjectManager::get_instance().get_object<Layer>(layer_id));
        if (!layer) {
            continue;
        }

        if (!layer->is_renderable()) {
            continue;
        }

        RenderableComponent *layer_render_component(layer->get_renderable_component());
        Shader *layer_shader(layer_render_component->get_shader().get());

        //Set the matrices
        layer_render_component->set_projection_matrix(projection_matrix);
        layer_render_component->set_modelview_matrix(model);

        layer_render_component->bind_shader();

        //TODO: I don't want to actually expose the shader, put these into wrappers in the shader object
        glUniformMatrix4fv(glGetUniformLocation(layer_shader->get_program(), "mat_projection"),
                           1,
                           GL_FALSE,
                           glm::value_ptr(layer_render_component->get_projection_matrix()));

        glUniformMatrix4fv(glGetUniformLocation(layer_shader->get_program(), "mat_modelview"),
                           1,
                           GL_FALSE,
                           glm::value_ptr(layer_render_component->get_modelview_matrix()));


        layer_render_component->bind_vbos();

        layer_render_component->bind_textures();

        glDrawArrays(GL_TRIANGLES, 0, layer_render_component->get_num_vertices_render());

        //Release the vertex buffers and texppptures
        layer_render_component->release_textures();
        layer_render_component->release_vbos();

        layer_render_component->release_shader();

        //next layer
        layer_num ++;
    }
}
Esempio n. 4
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DenseMatrix gaussian_projection_matrix(IndexType target_dimension, IndexType current_dimension)
{
	DenseMatrix projection_matrix(target_dimension,current_dimension);

	for (IndexType i=0; i<target_dimension; ++i)
	{
		for (IndexType j=0; j<current_dimension; ++j)
		{
			ScalarType v1 = (ScalarType)(rand()+1.f)/((float)RAND_MAX+2.f);
			ScalarType v2 = (ScalarType)(rand()+1.f)/((float)RAND_MAX+2.f);
			ScalarType len = sqrt(-2.f*log(v1));
			projection_matrix(i,j) = len*cos(2.f*M_PI*v2)/sqrt(target_dimension);
		}
	}

	return projection_matrix;
}
Esempio n. 5
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void Camera::update_frustum() {
    //Recalculate the view matrix
    kmMat4Inverse(&view_matrix_, &transform_);

    kmMat4 mvp;
    kmMat4Multiply(&mvp, &projection_matrix(), &view_matrix());

    frustum_.build(&mvp); //Update the frustum for this camera
}
Esempio n. 6
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void kam_set_normal_screen(G_KONFIG * p_ber)
{
    set_matrix_view(SCREEN_XSTART, SCREEN_YSTART, SCREEN_XRES, SCREEN_YRES);

    projection_matrix(&p_ber->kamera.project, p_ber->kam.fov,
                      (float) SCREEN_XRES / (float) SCREEN_YRES,
                      p_ber->kam.near_plane,
                      p_ber->kam.far_plane);
    set_matrix_project(&p_ber->kamera.project);

    camera_screen_mode = CAMERA_NORMAL;
}
Esempio n. 7
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void kam_set_kino_screen(G_KONFIG * p_ber)
{
    int kxres = SCREEN_XRES;
    int kyres = ftoi(SCREEN_XRES * KINO_POMER);
    int kx = SCREEN_XSTART, ky = SCREEN_YSTART + (SCREEN_YRES - kyres) / 2;

    set_matrix_view(kx, ky, kxres, kyres);

    projection_matrix(&p_ber->kamera.project, p_ber->kam.fov,
                      (float) kxres / (float) kyres,
                      p_ber->kam.near_plane,
                      p_ber->kam.far_plane);
    set_matrix_project(&p_ber->kamera.project);

    camera_screen_mode = CAMERA_KINO;
}
///////////////////////////////////////////////////////////////////////////////
// Function Name: display
//
// Purpose: GLUT display callback.
// 
// INPUTS: None.
//
// OUTPUTS: None.
//
///////////////////////////////////////////////////////////////////////////////
void display()
{
    float t = float(GetTickCount() & 0x1FFF) / float(0x1FFF);
    const vmath::vec3 Y(0.0f, 1.0f, 0.0f);
    const vmath::vec3 Z(0.0f, 0.0f, 1.0f);

    // Setup
    glEnable(GL_CULL_FACE);

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // Activate simple shading program
    glUseProgram(shader_prog);

    // Set up the model and projection matrix
    vmath::mat4 model_matrix(vmath::translate(0.0f, 0.0f, -5.0f) * 
                             vmath::rotate(t * 360.0f, Y) *
                             vmath::rotate(t * 720.0f, Z));

    vmath::mat4 projection_matrix(vmath::frustum(-1.0f, 1.0f, -aspect, 
                                                 aspect, 1.0f, 20.0f));

    glUniformMatrix4fv(model_matrix_loc, 1, GL_FALSE, model_matrix);
    glUniformMatrix4fv(projection_matrix_loc, 1, GL_FALSE, projection_matrix);

    // Set up for a glDrawElements call
    glBindVertexArray(vao);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);

#ifdef USE_PRIMITIVE_RESTART
    // When primitive restart is on, we can call one draw command
    glEnable(GL_PRIMITIVE_RESTART);
    glPrimitiveRestartIndex(0xFFFF);
    glDrawElements(GL_TRIANGLE_STRIP, 17, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
#else
    // Without primitive restart, we need to call two draw commands
    glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
    glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT,
                   BUFFER_OFFSET(9 * sizeof(GLushort)));
#endif

    glDisable(GL_CULL_FACE);
    glUseProgram(0);

    glutSwapBuffers();
}
Esempio n. 9
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void Instance::Render(GLfloat aspect)
{
	glUseProgram(program);

	//We change view by click the mosue
	float t = float(GetTickCount() & 0x3FFFF) / float(0x3FFFF);

	static float q = 0.0f;
	static const glm::vec3 X(1.0f, 0.0f, 0.0f);
	static const glm::vec3 Y(0.0f, 1.0f, 0.0f);
	static const glm::vec3 Z(0.0f, 0.0f, 1.0f);

	// Set model matrices for each instance
	glm::mat4 matrices[INSTANCE_COUNT];

	for (int n = 0; n < INSTANCE_COUNT; n++)
	{
		float a = 50.0f * float(n) / 4.0f;
		float b = 50.0f * float(n) / 5.0f;
		float c = 50.0f * float(n) / 6.0f;

		matrices[n] = glm::rotate(glm::mat4(1.0), a + t * 360.0f, glm::vec3(1.0f, 0.0f, 0.0f)) *
			glm::rotate(glm::mat4(1.0), b + t * 360.0f, glm::vec3(0.0f, 1.0f, 0.0f)) *
			glm::rotate(glm::mat4(1.0), c + t * 360.0f, glm::vec3(0.0f, 0.0f, 1.0f)) *
			glm::translate(glm::mat4(1.0), glm::vec3(10.0f + a, 40.0f + b, 50.0f + c));
	}

	glBindBuffer(GL_TEXTURE_BUFFER, model_tbo);
	glBufferData(GL_TEXTURE_BUFFER, sizeof(matrices), matrices, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_TEXTURE_BUFFER, 0);

	glm::mat4 projection_matrix(glm::frustum(-1.0f, 1.0f, -aspect, aspect, 1.0f, 5000.0f));
	glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(projection_matrix));

	glm::mat4 view_matrix(glm::translate(glm::mat4(1.0), glm::vec3(0.0f, 0.0f, -1500.0f))
		* glm::rotate(glm::mat4(1.0), t * 360.0f * 2.0f, glm::vec3(0.0f, 1.0f, 0.0f)));
	glUniformMatrix4fv(view_loc, 1, GL_FALSE, glm::value_ptr(view_matrix));

	//Draw the instance
	m_Armadillo.Render(0, INSTANCE_COUNT);

	glUseProgram(0);

}
Esempio n. 10
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void display(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glUseProgram(program);

	GLint model_matrix_loc = glGetUniformLocation(program, "model_matrix");
	GLint projection_matrix_loc = glGetUniformLocation(program, "projection_matrix");

	float t = float(GetTickCount() & 0x1FFF) / float(0x1FFF);
	static float q = 0.0f;
	float aspect = 1.0f;
	static const vmath::vec3 X(1.0f, 0.0f, 0.0f);
	static const vmath::vec3 Y(0.0f, 1.0f, 0.0f);
	static const vmath::vec3 Z(0.0f, 0.0f, 1.0f);

	vmath::mat4 model_matrix(vmath::translate(0.0f, 0.0f, -5.0f) * vmath::rotate(t * 360.0f, Y) * vmath::rotate(t * 720.0f, Z));
	vmath::mat4 projection_matrix(vmath::frustum(-1.0f, 1.0f, -aspect, aspect, 1.0f, 500.0f));

	glUniformMatrix4fv(model_matrix_loc, 1, GL_FALSE, model_matrix);
	glUniformMatrix4fv(projection_matrix_loc, 1, GL_FALSE, projection_matrix);

	glBindVertexArray(VAOs[Triangles]);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffers[ElementBuffer]);

#if USE_PRIMITIVE_RESTART
	glEnable(GL_PRIMITIVE_RESTART);
	glPrimitiveRestartIndex(0xFFFF);
	glDrawElements(GL_TRIANGLE_STRIP, 17, GL_UNSIGNED_SHORT, NULL);

#else 
	glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, NULL);
	glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, BUFFER_OFFSET(9 * sizeof(GLushort)));
#endif

	glFlush();
}
Esempio n. 11
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kmVec3 Camera::project_point(const RenderTarget &target, const Viewport &viewport, const kmVec3& point) {
    if(!window_) {
        throw std::logic_error("Passed a nullptr as a camera's window");
    }

    kmVec3 tmp;
    kmVec3Fill(&tmp, point.x, point.y, point.z);

    kmVec3 result;

    kmVec3MultiplyMat4(&tmp, &tmp, &view_matrix());
    kmVec3MultiplyMat4(&tmp, &tmp, &projection_matrix());

    tmp.x /= tmp.z;
    tmp.y /= tmp.z;

    float vp_width = viewport.width_in_pixels(target);
    float vp_height = viewport.height_in_pixels(target);

    result.x = (tmp.x + 1) * vp_width / 2.0;
    result.y = (tmp.y + 1) * vp_height / 2.0;

    return result;
}
Esempio n. 12
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 glm::mat4 pv_matrix(){
   return projection_matrix()*view_matrix();
 }
Esempio n. 13
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ClipCoords TransformUnit::ViewToClip(const ViewCoords& coords)
{
	Vec4<float> coords4(coords.x, coords.y, coords.z, 1.0f);
	Mat4x4<float> projection_matrix(gstate.projMatrix);
	return ClipCoords(projection_matrix * coords4);
}