virtual void Update() { PROFILE("CAppTask::Update()", 1); glClearColor(0.253f, 0.47f, 0.683f, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPolygonMode(GL_FRONT, m_nPolygonMode); if(m_nPolygonMode == GL_FILL) { glDisable(GL_DEPTH_TEST); m_tex.Enable(); m_shader.Enable(); m_shader.SetUniformParameter1i("s3Tex0", 0); } CSRTTransform camera = CCameraTask::GetPtr()->GetCamera(); float fDistance[2]; fDistance[0] = camera.GetPosition().Distance(m_cSphere.GetPosition()); fDistance[1] = camera.GetPosition().Distance(m_cSphere2.GetPosition()); if(fDistance[0] > fDistance[1]) { m_cSphere.Draw(camera, m_tex); m_cSphere2.Draw(camera, m_tex); } else { m_cSphere2.Draw(camera, m_tex); m_cSphere.Draw(camera, m_tex); } glEnable(GL_DEPTH_TEST); m_shader.Disable(); m_tex.Disable(); glPolygonMode(GL_FRONT, GL_FILL); }
virtual void Update() { PROFILE("CAppTask::Update()", 1); glClearColor(0.253f, 0.47f, 0.683f, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPolygonMode(GL_FRONT, m_nPolygonMode); if(m_nPolygonMode == GL_FILL) { glEnable(GL_BLEND); glDepthFunc(GL_ALWAYS); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1, 1, 1, 1); m_tex.Enable(); } CSRTTransform camera = CCameraTask::GetPtr()->GetCamera(); int i, j; #define LEVEL 10 const int nCubes = LEVEL*LEVEL*LEVEL; CProjectedCube cube[nCubes]; float fDistance[nCubes]; for(i=0; i<nCubes; i++) { cube[i].SetPosition(CVector(i/(LEVEL*LEVEL)*2, ((i/LEVEL)%LEVEL)*2, (i%LEVEL)*2)); fDistance[i] = cube[i].GetPosition().Distance(camera.GetPosition()); } int nOrder[nCubes]; for(i=0; i<nCubes; i++) nOrder[i] = i; for(i=0; i<nCubes; i++) { for(j=0; j<nCubes-i-1; j++) { if(fDistance[nOrder[j]] > fDistance[nOrder[j+1]]) { int nTemp = nOrder[j]; nOrder[j] = nOrder[j+1]; nOrder[j+1] = nTemp; } } } for(i=0; i<nCubes; i++) cube[nOrder[nCubes-1-i]].DrawVolume(camera); m_tex.Disable(); glDisable(GL_BLEND); glPolygonMode(GL_FRONT, GL_FILL); }
virtual void Update() { PROFILE("CAppTask::Update()", 1); if(m_bHDR && m_fb.IsValid()) m_fb.EnableFrameBuffer(); // Cheap collision detection/response CVector vCamera = CCameraTask::GetPtr()->GetPosition(); if(vCamera.Magnitude() < m_fInnerRadius + 0.01f) { CVector N = vCamera / vCamera.Magnitude(); CVector I = CCameraTask::GetPtr()->GetVelocity(); float fSpeed = I.Magnitude(); I /= fSpeed; CVector R = N * (2.0*(-I | N)) + I; CCameraTask::GetPtr()->SetVelocity(R * fSpeed); vCamera = N * (m_fInnerRadius + 0.01f); CCameraTask::GetPtr()->SetPosition(vCamera); } CVector vUnitCamera = vCamera / vCamera.Magnitude(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPolygonMode(GL_FRONT, m_nPolygonMode); // Draw the groud sphere CGLShaderObject *pGroundShader; if(vCamera.Magnitude() >= m_fOuterRadius) pGroundShader = &m_shGroundFromSpace; else pGroundShader = &m_shGroundFromAtmosphere; pGroundShader->Enable(); pGroundShader->SetUniformParameter3f("v3CameraPos", vCamera.x, vCamera.y, vCamera.z); pGroundShader->SetUniformParameter3f("v3LightPos", m_vLightDirection.x, m_vLightDirection.y, m_vLightDirection.z); pGroundShader->SetUniformParameter3f("v3InvWavelength", 1/m_fWavelength4[0], 1/m_fWavelength4[1], 1/m_fWavelength4[2]); pGroundShader->SetUniformParameter1f("fCameraHeight", vCamera.Magnitude()); pGroundShader->SetUniformParameter1f("fCameraHeight2", vCamera.MagnitudeSquared()); pGroundShader->SetUniformParameter1f("fInnerRadius", m_fInnerRadius); pGroundShader->SetUniformParameter1f("fInnerRadius2", m_fInnerRadius*m_fInnerRadius); pGroundShader->SetUniformParameter1f("fOuterRadius", m_fOuterRadius); pGroundShader->SetUniformParameter1f("fOuterRadius2", m_fOuterRadius*m_fOuterRadius); pGroundShader->SetUniformParameter1f("fKrESun", m_Kr*m_ESun); pGroundShader->SetUniformParameter1f("fKmESun", m_Km*m_ESun); pGroundShader->SetUniformParameter1f("fKr4PI", m_Kr4PI); pGroundShader->SetUniformParameter1f("fKm4PI", m_Km4PI); pGroundShader->SetUniformParameter1f("fScale", 1.0f / (m_fOuterRadius - m_fInnerRadius)); pGroundShader->SetUniformParameter1f("fScaleDepth", m_fRayleighScaleDepth); pGroundShader->SetUniformParameter1f("fScaleOverScaleDepth", (1.0f / (m_fOuterRadius - m_fInnerRadius)) / m_fRayleighScaleDepth); pGroundShader->SetUniformParameter1f("g", m_g); pGroundShader->SetUniformParameter1f("g2", m_g*m_g); pGroundShader->SetUniformParameter1i("nSamples", m_nSamples); pGroundShader->SetUniformParameter1f("fSamples", m_nSamples); pGroundShader->SetUniformParameter1i("s2Test", 0); GLUquadricObj *pSphere = gluNewQuadric(); //m_tEarth.Enable(); gluSphere(pSphere, m_fInnerRadius, 100, 50); //m_tEarth.Disable(); gluDeleteQuadric(pSphere); pGroundShader->Disable(); // Draw the sky sphere CGLShaderObject *pSkyShader; if(vCamera.Magnitude() >= m_fOuterRadius) pSkyShader = &m_shSkyFromSpace; else pSkyShader = &m_shSkyFromAtmosphere; pSkyShader->Enable(); pSkyShader->SetUniformParameter3f("v3CameraPos", vCamera.x, vCamera.y, vCamera.z); pSkyShader->SetUniformParameter3f("v3LightPos", m_vLightDirection.x, m_vLightDirection.y, m_vLightDirection.z); pSkyShader->SetUniformParameter3f("v3InvWavelength", 1/m_fWavelength4[0], 1/m_fWavelength4[1], 1/m_fWavelength4[2]); pSkyShader->SetUniformParameter1f("fCameraHeight", vCamera.Magnitude()); pSkyShader->SetUniformParameter1f("fCameraHeight2", vCamera.MagnitudeSquared()); pSkyShader->SetUniformParameter1f("fInnerRadius", m_fInnerRadius); pSkyShader->SetUniformParameter1f("fInnerRadius2", m_fInnerRadius*m_fInnerRadius); pSkyShader->SetUniformParameter1f("fOuterRadius", m_fOuterRadius); pSkyShader->SetUniformParameter1f("fOuterRadius2", m_fOuterRadius*m_fOuterRadius); pSkyShader->SetUniformParameter1f("fKrESun", m_Kr*m_ESun); pSkyShader->SetUniformParameter1f("fKmESun", m_Km*m_ESun); pSkyShader->SetUniformParameter1f("fKr4PI", m_Kr4PI); pSkyShader->SetUniformParameter1f("fKm4PI", m_Km4PI); pSkyShader->SetUniformParameter1f("fScale", 1.0f / (m_fOuterRadius - m_fInnerRadius)); pSkyShader->SetUniformParameter1f("fScaleDepth", m_fRayleighScaleDepth); pSkyShader->SetUniformParameter1f("fScaleOverScaleDepth", (1.0f / (m_fOuterRadius - m_fInnerRadius)) / m_fRayleighScaleDepth); pSkyShader->SetUniformParameter1f("g", m_g); pSkyShader->SetUniformParameter1f("g2", m_g*m_g); pSkyShader->SetUniformParameter1i("nSamples", m_nSamples); pSkyShader->SetUniformParameter1f("fSamples", m_nSamples); m_tOpticalDepth.Enable(); pSkyShader->SetUniformParameter1f("tex", 0); glFrontFace(GL_CW); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); pSphere = gluNewQuadric(); gluSphere(pSphere, m_fOuterRadius, 100, 100); gluDeleteQuadric(pSphere); glDisable(GL_BLEND); glFrontFace(GL_CCW); m_tOpticalDepth.Disable(); pSkyShader->Disable(); glPolygonMode(GL_FRONT, GL_FILL); if(m_bHDR && m_fb.IsValid()) { m_fb.DisableFrameBuffer(); CVideoTask::GetPtr()->GetFont().Begin(); m_fb.EnableTexture(); m_shHDR.Enable(); m_shHDR.SetUniformParameter1f("fExposure", m_fExposure); m_shHDR.SetUniformParameter1i("s2Test", 0); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); { glTexCoord2f(0, 0); glVertex2i(0, 600); glTexCoord2f(800, 0); glVertex2i(800, 600); glTexCoord2f(800, 600); glVertex2i(800, 0); glTexCoord2f(0, 600); glVertex2i(0, 0); } glEnd(); m_shHDR.Disable(); m_fb.DisableTexture(); CVideoTask::GetPtr()->GetFont().End(); } glColor4ub(255, 255, 255, 255); char szBuffer[256]; CFont &fFont = CVideoTask::GetPtr()->GetFont(); fFont.Begin(); fFont.SetPosition(0, 15); sprintf(szBuffer, "Samples (+/-): %d", m_nSamples); fFont.Print(szBuffer); fFont.SetPosition(0, 30); sprintf(szBuffer, "Kr (F5/Sh+F5): %-4.4f", m_Kr); fFont.Print(szBuffer); fFont.SetPosition(0, 45); sprintf(szBuffer, "Km (F6/Sh+F6): %-4.4f", m_Km); fFont.Print(szBuffer); fFont.SetPosition(0, 60); sprintf(szBuffer, "g (F7/Sh+F7): %-2.2f", m_g); fFont.Print(szBuffer); fFont.SetPosition(0, 75); sprintf(szBuffer, "ESun (F8/Sh+F8): %-1.1f", m_ESun); fFont.Print(szBuffer); fFont.SetPosition(0, 90); sprintf(szBuffer, "Red (F9/Sh+F9): %-3.3f", m_fWavelength[0]); fFont.Print(szBuffer); fFont.SetPosition(0, 105); sprintf(szBuffer, "Green (F10/Sh+F10): %-3.3f", m_fWavelength[1]); fFont.Print(szBuffer); fFont.SetPosition(0, 120); sprintf(szBuffer, "Blue (F11/Sh+F11): %-3.3f", m_fWavelength[2]); fFont.Print(szBuffer); fFont.End(); }