Esempio n. 1
0
void Text2D::PrintText(const char* text, Color color, float size, float x, float y)
{
	if(!m_mesh || m_mesh->textureID <= 0)
	{
		std::cout << "No text loaded\n";
		return;
	}
	if(!text)
	{
		std::cout << "No text\n";
	}
	glUseProgram(m_shaderID);
	glUniform3fv(m_uniformTextColor, 1, &color.r);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, m_mesh->textureID);
	glUniform1i(m_uniformTexture, 0);
	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, 40, 0, 30, -10, 10);
	for(unsigned i = 0; i < strlen(text); ++i)
	{
		Mtx44 translate;
		translate.SetToTranslation(i * 0.5f, 0, i * 0.001f);
		Mtx44 MVP = ortho * translate;
		glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	
		mesh->Render((unsigned)text[i] * 6, 6);
	}
	glEnable(GL_DEPTH_TEST);
	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 0);
}
Esempio n. 2
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void SceneGalaxy::QuestDetail()
{
    if (QuestDetailShown == false)
    {
        Mtx44 ortho;
        glDisable(GL_DEPTH_TEST);
        ortho.SetToOrtho(0, 80, 0, 60, -10, 10); //size of screen UI
        projectionStack.PushMatrix();
        projectionStack.LoadMatrix(ortho);
        viewStack.PushMatrix();
        viewStack.LoadIdentity(); //No need camera for ortho mode
        modelStack.PushMatrix();
        modelStack.LoadIdentity(); //Reset modelStack
        modelStack.Translate(37.5, 27.5, -2);
        modelStack.Scale(30, 50, 10);
        modelStack.Rotate(90, 1, 0, 0);
        renderMesh(meshList[GEO_BLACKSCREEN], false);
        projectionStack.PopMatrix();
        viewStack.PopMatrix();
        modelStack.PopMatrix();
        glEnable(GL_DEPTH_TEST);

        if (Application::IsKeyPressed('E'))
        {
            QuestDetailShown = true;
        }
    }
}
Esempio n. 3
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void UI::Render(const unsigned& screenX, const unsigned& screenY)
{
	Mtx44 projection;
	const unsigned depth = 100;
	projection.SetToOrtho(0, screenX, 0, screenY, -depth, depth);
	displaysFactory.Render(projection);
}
Esempio n. 4
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void PLANET5::RenderHandOnScreen()
{
	glDisable(GL_DEPTH_TEST);

	//Add these code just after glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, 80, 0, 60, -20, 20); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Translate(55 + MS_rotate / 2, -10 - MS_rotate / 6, 15);
	modelStack.Rotate(155, 1, 0, 0);
	modelStack.Rotate(-127, 0, 1, 0);
	modelStack.Rotate(23, 0, 0, 1);
	modelStack.Scale(6, 12, 8);
	RenderMesh(meshList[ARM2], false);

	//Add these code just before glEnable(GL_DEPTH_TEST);
	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();

	glEnable(GL_DEPTH_TEST);
}
Esempio n. 5
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void Scene2::Render()
{
    // clear color every frame
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    Mtx44 translate, rotate, scale;
    Mtx44 model;
    Mtx44 view;
    Mtx44 projection;
    Mtx44 MVP;

    translate.SetToIdentity();
    rotate.SetToIdentity();
    scale.SetToIdentity();
    model.SetToIdentity();
    view.SetToIdentity();//camera set at world origin

    projection.SetToOrtho(-40, +40, -30, +30, -10, +10); //define the world in a cube by these boundaries

    glEnableVertexAttribArray(0); //1st attri buffer: vertices
    glEnableVertexAttribArray(1);

    scale.SetToScale(10, 10, 10);
    rotate.SetToRotation(45, 0, 0, 1);
    translate.SetToTranslation(5, 5, 0);
    model = translate * rotate *scale; //scale, fcollowed by rotate then translate
    MVP = projection * view * model;
    glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); //update new shader w MVP
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
    glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    //draw triangle

    glDrawArrays(GL_TRIANGLES, 0, 6); //starting from vertex 0; 3 vertices = 1 triangle
    glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer
        (
        0, //Attribute 0. Must match layout in shader. usually 0 is for vertex
        3, //size
        GL_FLOAT, //type
        GL_FALSE, //normalised
        0,        //stride
        0         //array buffer offset
        );
    glEnableVertexAttribArray(1);//2nd attr buffer: colors
    glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[GEO_TRIANGLE_1]);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
    

    glDisableVertexAttribArray(1);

    glDisableVertexAttribArray(0);

   

   
    
}
Esempio n. 6
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void View::LoadOrthoCamera()
{
	this->m_eViewState = VIEW_ORTHO;
	Mtx44 Projection;
	Projection.SetToOrtho(0, (float)m_viewPort[VIEWPORT_WIDTH], 0, (float)m_viewPort[VIEWPORT_HEIGHT], -10, 100);
	projectionStack.LoadIdentity();
	projectionStack.LoadMatrix(Projection);
}
Esempio n. 7
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void View::Render2DMesh(Mesh *mesh, bool enableLight, bool enableFog, float sizeX, float sizeY, float transX, float transY, float rotateValue)
{
	if (mesh == NULL)
		return;

	Mtx44 ortho;
	ortho.SetToOrtho(0, (float)m_viewPort[VIEWPORT_WIDTH], 0, (float)m_viewPort[VIEWPORT_HEIGHT], -10, 100);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();

	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(transX, transY, 0);
	modelStack.Rotate(rotateValue, 0, 0, 1);
	modelStack.Scale(sizeX, sizeY, 1);

	Mtx44 MVP, modelView, modelView_inverse_transpose;

	MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();

	// Alpha
	glUniform1f(m_parameters[U_OBJECT_ALPHA], mesh->alpha);

	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

	for (int i = 0; i < MAX_TEXTURES; i++)
	{
		if (mesh->textureArray[i] > 0)
		{
			glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + i], 1);
		}
		else
		{
			glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + i], 0);
		}

		glActiveTexture(GL_TEXTURE0 + i);
		glBindTexture(GL_TEXTURE_2D, mesh->textureArray[i]);
		//
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		//
		glUniform1i(m_parameters[U_COLOR_TEXTURE + i], i);
	}

	mesh->Render();

	glBindTexture(GL_TEXTURE_2D, 0);

	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();

}
Esempio n. 8
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void SP3::Render()
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



    // Projection matrix : Orthographic Projection
    Mtx44 projection;
    projection.SetToOrtho(0, m_worldWidth, 0, m_worldHeight, -10, 10);
    projectionStack.LoadMatrix(projection);

    // Camera matrix
    viewStack.LoadIdentity();
    viewStack.LookAt(
        camera.position.x, camera.position.y, camera.position.z,
        camera.target.x, camera.target.y, camera.target.z,
        camera.up.x, camera.up.y, camera.up.z
        );
    // Model matrix : an identity matrix (model will be at the origin)
    modelStack.LoadIdentity();

    RenderMesh(meshList[GEO_AXES], false);


    for (std::vector<GameObject *>::iterator it = m_goList.begin(); it != m_goList.end(); ++it)
    {
        GameObject *go = (GameObject *)*it;
        if (go->active)
        {
            RenderGO(go);
        }
    }

    std::ostringstream ss;
    ss.str(string());
    ss.precision(5);
    ss << "FPS: " << fps;
    RenderTextOnScreen(meshList[GEO_TEXT], ss.str(), Color(0, 1, 0), 3, 0, 0);

	if (gameState == Menu)
	{
		modelStack.PushMatrix();
		modelStack.Translate(65.f, 50.f, 0.f);
		modelStack.Scale(115, 90, 0);
		RenderMesh(meshList[GEO_UI], false);
		modelStack.PopMatrix();

		modelStack.PushMatrix();
		RenderTextOnScreen(meshList[GEO_TEXT], "Welcome", Color(0, 0, 1), 4, 25, 50);
		RenderTextOnScreen(meshList[GEO_TEXT], "To", Color(0, 0, 1), 4, 35, 45);
		RenderTextOnScreen(meshList[GEO_TEXT], "Suk Malcolm Deek", Color(0, 0, 1), 4, 8, 40);
		RenderTextOnScreen(meshList[GEO_TEXT], "Start Game", Color(1, 0, 0), 4, 20, 20);
		RenderTextOnScreen(meshList[GEO_TEXT], "Quit Game", Color(1, 0, 0), 4, 22, 15);
		modelStack.PopMatrix();
	}

}
Esempio n. 9
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void SceneText::Render2DMesh(Mesh *mesh, bool enableLight, float size, float x, float y, bool rotate)
{
	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, 1024, 0, 800, -10, 10);
	projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
		viewStack.PushMatrix();
			viewStack.LoadIdentity();
			modelStack.PushMatrix();
				modelStack.LoadIdentity();
				modelStack.Translate(x, y, 0);
				modelStack.Scale(size, size, size);
				
				if(rotate)
				{
					//glDisable(GL_CULL_FACE);
					//modelStack.Rotate(180, 0, 1, 0);
				}
       
				Mtx44 MVP, modelView, modelView_inverse_transpose;
	
				MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
				glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
				
				if(mesh->textureID > 0)
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
					glActiveTexture(GL_TEXTURE0);
					glBindTexture(GL_TEXTURE_2D, mesh->textureID);
					glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
				}
				
				else
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 0);
				}
				
				mesh->Render();
				
				if(mesh->textureID > 0)
				{
					glBindTexture(GL_TEXTURE_2D, 0);
				}
       
			modelStack.PopMatrix();
		viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
Esempio n. 10
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void GameScene::RenderTextOnScreen(Mesh* mesh, std::string text, Colour colour, float size, float x, float y) {

	if(!mesh || mesh->textureID <= 0) {//Proper error check
		return;
	}

	glDisable(GL_DEPTH_TEST);
	
	Mtx44 ortho;

	ortho.SetToOrtho(0, glfwGetVideoMode(glfwGetPrimaryMonitor())->width, 0, glfwGetVideoMode(glfwGetPrimaryMonitor())->height, -10, 10); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);

	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Scale(size, size, size);
	modelStack.Translate(x, y, 0);

	glUniform1i(m_parameters[U_TEXT_ENABLED], 1);
	glUniform3fv(m_parameters[U_TEXT_COLOR], 1, &colour.r);
	glUniform1i(m_parameters[U_LIGHTENABLED], 0);
	glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, mesh->textureID);
	glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);

	for(unsigned i = 0; i < text.length(); ++i) {

		Mtx44 characterSpacing;
		characterSpacing.SetToTranslation(i * 0.3f, 0, 0); //1.0f is the spacing of each character, you may change this value
		Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
		glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	
		mesh->Render((unsigned)text[i] * 6, 6);
	
	}

	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 0);
	
	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();

	glEnable(GL_DEPTH_TEST);

}
Esempio n. 11
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/********************************************************************************
Render a mesh in 2D
********************************************************************************/
void SceneManager::Render2DMesh(Mesh *mesh, const bool enableLight, const Vector2 scale, const Vector2 pos, const float rotation)
{
	if (!mesh || mesh->textureID <= 0)
		return;

	glDisable(GL_DEPTH_TEST);

	Mtx44 ortho;
	ortho.SetToOrtho(0, double(sceneWidth), 0, double(sceneHeight), -100, 100);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(pos.x, pos.y, 0);
	modelStack.Scale(scale.x, scale.y, 1);
	if (rotation != 0.f)
		modelStack.Rotate(rotation, 0, 0, 1);

	Mtx44 MVP, modelView, modelView_inverse_transpose;

	MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
	glUniformMatrix4fv(parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

	if (mesh->textureID != NULL)
	{
		glUniform1i(parameters[U_COLOR_TEXTURE_ENABLED], 1);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, mesh->textureID);
		glUniform1i(parameters[U_COLOR_TEXTURE], 0);
	}
	else
	{
		glUniform1i(parameters[U_COLOR_TEXTURE_ENABLED], 0);
	}
	mesh->Render();

	if (mesh->textureID > 0)
	{
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();

	glEnable(GL_DEPTH_TEST);
}
Esempio n. 12
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void SceneBase::SetHUD(const bool m_bHUDmode)
{
	if (m_bHUDmode)
	{
		glDisable(GL_DEPTH_TEST);
		Mtx44 ortho;
		ortho.SetToOrtho(0, 80, 0, 60, -10, 10);
		projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
	}
	else
	{
		projectionStack.PopMatrix();
		glEnable(GL_DEPTH_TEST);
	}
}
Esempio n. 13
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void SceneBase::RenderMeshIn2D(Mesh *mesh, bool enableLight, float size, float x, float y, float rotate)
{
	Mtx44 ortho;
	//ortho.SetToOrtho(-m_window_width * 0.5f, m_window_width * 0.5f, -m_window_height * 0.5f, m_window_height * 0.5f, -10, 10);
	ortho.SetToOrtho(0, m_window_width, 0, m_window_height, -10, 10);
	projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
		viewStack.PushMatrix();
			viewStack.LoadIdentity();
			/*modelStack.PushMatrix();
				modelStack.LoadIdentity();
				modelStack.Translate(x,y,0);
				modelStack.Rotate(rotate, 0, 0, 1);
				modelStack.Scale(size, size, size);*/

				Mtx44 MVP, modelView, modelView_inverse_transpose;

				MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
				glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
				
				for (int i = 0; i < Mesh::MAX_TEXTURES; ++i)
				{
					if(mesh->textureID[i] > 0)
					{
						glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + (i * 2)], 1);
						glActiveTexture(GL_TEXTURE0 + i);
						glBindTexture(GL_TEXTURE_2D, mesh->textureID[i]);
						glUniform1i(m_parameters[U_COLOR_TEXTURE + (i * 2)], i);
					}
					else
					{
						glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + (i * 2)], 0);
					}
				}
				mesh->Render();
				for (int i = 0; i < Mesh::MAX_TEXTURES; ++i)
				{
					if(mesh->textureID[i] > 0)
					{
						glBindTexture(GL_TEXTURE_2D, 0);
					}
				}

			//modelStack.PopMatrix();
		viewStack.PopMatrix();
	projectionStack.PopMatrix();
}
Esempio n. 14
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/********************************************************************************
 Render this scene
 ********************************************************************************/
void CSceneManager2D::Render()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	Mtx44 perspective;
	//perspective.SetToPerspective(45.0f, 4.0f / 3.0f, 0.1f, 10000.0f);
	perspective.SetToOrtho(0, m_window_width, 0, m_window_height, -1000, 1000);
	projectionStack.LoadMatrix(perspective);
	
	// Set up the view
	viewStack.LoadIdentity();
	viewStack.LookAt(	camera.position.x, camera.position.y, camera.position.z,
						camera.target.x, camera.target.y, camera.target.z,
						camera.up.x, camera.up.y, camera.up.z );

	// Model matrix : an identity matrix (model will be at the origin)
	modelStack.LoadIdentity();
}
Esempio n. 15
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/********************************************************************************
Render a mesh in 2D W/Transparent
********************************************************************************/
void CSceneManager2D::RenderMeshIn2DTrans(Mesh *mesh, int transparency, float sizeX, float sizeY, float x, float y, float z, float rotate, float centerOffsetX, float centerOffsetY)
{
	Mtx44 ortho;
	ortho.SetToOrtho(0, m_window_width, 0, m_window_height, -10, 10);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	//modelStack.LoadIdentity();
	modelStack.Translate((float)x, (float)y, (float)z);
	if (rotate)
	{
		modelStack.Rotate(rotate, 0, 0, 1);
	}
	modelStack.Scale((float)sizeX, (float)sizeY, 1);
	if (centerOffsetX || centerOffsetY)
		modelStack.Translate(centerOffsetX, centerOffsetY, 0);

	Mtx44 MVP, modelView, modelView_inverse_transpose;

	MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
	glUniform1i(m_parameters[U_TEXTURE_ALPHA], transparency);
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	if (mesh->textureID > 0)
	{
		glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, mesh->textureID);
		glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
	}
	else
	{
		glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 0);
	}
	mesh->Render();
	if (mesh->textureID > 0)
	{
		glBindTexture(GL_TEXTURE_2D, 0);
	}
	glUniform1i(m_parameters[U_TEXTURE_ALPHA], 0);
	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();

}
Esempio n. 16
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/********************************************************************************
Render text onto the screen
********************************************************************************/
void SceneManager::RenderTextOnScreen(Mesh* mesh, std::string text, Color color, float size, float x, float y, float rotation)
{
	if (!mesh || mesh->textureID <= 0)
		return;

	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, double(sceneWidth), 0, double(sceneHeight), -10, 10);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(x, y, 0);
	if (rotation != 0.f)
	{
		modelStack.Rotate(rotation, 0, 0, 1);
	}
	modelStack.Scale(size, size, size);

	glUniform1i(parameters[U_TEXT_ENABLED], 1);
	glUniform3fv(parameters[U_TEXT_COLOR], 1, &color.r);
	glUniform1i(parameters[U_LIGHTENABLED], 0);
	glUniform1i(parameters[U_COLOR_TEXTURE_ENABLED], 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, mesh->textureID);
	glUniform1i(parameters[U_COLOR_TEXTURE], 0);
	float temp = 0;
	for (unsigned i = 0; i < text.length(); ++i)
	{
		Mtx44 characterSpacing;
		characterSpacing.SetToTranslation(temp * 1.5f, 0, 0); //1.0f is the spacing of each character, you may change this value
		Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
		glUniformMatrix4fv(parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
		temp += textWidth[text[i]] * 0.01;
		mesh->Render((unsigned)text[i] * 6, 6);
	}
	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(parameters[U_TEXT_ENABLED], 0);
	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
Esempio n. 17
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void SceneText::RenderMeshIn2D(Mesh *mesh, const bool enableLight, const float size, const float x, const float y, const bool rotate)
{
	Mtx44 ortho;
	ortho.SetToOrtho(-80, 80, -60, 60, -10, 10);
	projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
		viewStack.PushMatrix();
			viewStack.LoadIdentity();
			modelStack.PushMatrix();
				modelStack.LoadIdentity();
				modelStack.Translate(x, y, 0);
				modelStack.Scale(size, size, size);
				
				if(rotate)
					modelStack.Rotate(rotateAngle, 0, 0, 1);
       
				Mtx44 MVP, modelView, modelView_inverse_transpose;
	
				MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
				glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
				
				if(mesh->textureID > 0)
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
					glActiveTexture(GL_TEXTURE0);
					glBindTexture(GL_TEXTURE_2D, mesh->textureID);
					glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
				}
				
				else
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 0);
				}
				
				mesh->Render();
				
				if(mesh->textureID > 0)
				{
					glBindTexture(GL_TEXTURE_2D, 0);
				}
       
			modelStack.PopMatrix();
		viewStack.PopMatrix();
	projectionStack.PopMatrix();
}
Esempio n. 18
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void SceneMenu::RenderQuadOnScreen(Mesh* mesh, float size, float x, float y, float rotate, float rx, float ry, float rz, float z)
{
	Mtx44 ortho;
	ortho.SetToOrtho(0, 80, 0, 60, -10, 10); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Scale(size, size, size);
	modelStack.Translate(x, y, z);
	modelStack.Rotate(rotate, rx, ry, rz);
	RenderMesh(mesh, false);
	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();
}
Esempio n. 19
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void SceneCredits::SetHUD(const bool m_bHUDmode) // Remember to call this in pairs
{
	if(m_bHUDmode)
	{
		glDisable(GL_DEPTH_TEST);
		Mtx44 ortho;
		ortho.SetToOrtho(0, m_window_width, 0, m_window_height, -10, 10); // Origin at bottom left
		projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
		glUniform1f(m_parameters[U_FOG_ENABLE], 0);
	}
	else
	{
		projectionStack.PopMatrix();
		glEnable(GL_DEPTH_TEST);
		glUniform1f(m_parameters[U_FOG_ENABLE], fogEnabled);
	}
}
Esempio n. 20
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void View::RenderTextOnScreen(Mesh* mesh, std::string text, Color color, float size, float x, float y)
{
	if (mesh == NULL)
		return;

	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, (float)m_viewPort[VIEWPORT_WIDTH], 0, (float)m_viewPort[VIEWPORT_HEIGHT], -10, 10);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(x, y, 0);
	modelStack.Scale(size, size, size);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 1);
	glUniform3fv(m_parameters[U_TEXT_COLOR], 1, &color.r);
	glUniform1i(m_parameters[U_LIGHTENABLED], 0);
	glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, mesh->textureID);
	glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
	
	// Alpha
	glUniform1f(m_parameters[U_OBJECT_ALPHA], mesh->alpha);

	for (unsigned i = 0; i < text.length(); ++i)
	{
		Mtx44 characterSpacing;
		characterSpacing.SetToTranslation((i*0.4f) + 0.5f, 0.5f, 0); //1.0f is the spacing of each character, you may change this value
		Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
		glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

		mesh->Render((unsigned)text[i] * 6, 6);
	}
	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 0);
	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
Esempio n. 21
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void SceneText::RenderTextOnScreen(Mesh* mesh, std::string text, Color color, float size, float x, float y)
{
    if (!mesh || mesh->textureID <= 0) //Proper error check
        return;

    glDisable(GL_DEPTH_TEST);
    //Add these code just after glDisable(GL_DEPTH_TEST);
    Mtx44 ortho;
    ortho.SetToOrtho(0, 80, 0, 60, -10, 10); //size of screen UI
    projectionStack.PushMatrix();
    projectionStack.LoadMatrix(ortho);
    viewStack.PushMatrix();
    viewStack.LoadIdentity(); //No need camera for ortho mode
    modelStack.PushMatrix();
    modelStack.LoadIdentity(); //Reset modelStack
    modelStack.Scale(size, size, size);
    modelStack.Translate(x, y, 0);

    glUniform1i(m_parameters[U_TEXT_ENABLED], 1);
    glUniform3fv(m_parameters[U_TEXT_COLOR], 1, &color.r);
    glUniform1i(m_parameters[U_LIGHTENABLED], 0);
    glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, mesh->textureID);
    glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
    for (unsigned i = 0; i < text.length(); ++i)
    {
        Mtx44 characterSpacing;
        characterSpacing.SetToTranslation(i * 1.0f + 0.5f, 0.5f, 0); // for text on screen
        Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
        glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

        mesh->Render((unsigned)text[i] * 6, 6);
    }
    glBindTexture(GL_TEXTURE_2D, 0);
    glUniform1i(m_parameters[U_TEXT_ENABLED], 0);

    //Add these code just before glEnable(GL_DEPTH_TEST);
    projectionStack.PopMatrix();
    viewStack.PopMatrix();
    modelStack.PopMatrix();
    glEnable(GL_DEPTH_TEST);
}
Esempio n. 22
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void SceneBase::RenderMeshIn2D(Mesh *mesh, Vector3 size, float x, float y, float rot/* = 0.0f*/)
{
	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(-80, 80, -60, 60, -10, 10);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(x, y, 0);
	modelStack.Scale(size.x, size.y, size.z);
	modelStack.Rotate(rot, 0.0f, 0.0f, 1.0f);
	Mtx44 MVP, modelView, modelView_inverse_transpose;
	MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

	for (int i = 0; i < Mesh::MAX_TEXTURES; ++i)
	{
		if (mesh->textureArray[i] > 0)
		{
			glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + i], 1);
		}
		else
		{
			glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED + i], 0);
		}

		glActiveTexture(GL_TEXTURE0 + i);
		glBindTexture(GL_TEXTURE_2D, mesh->textureArray[i]);
		glUniform1i(m_parameters[U_COLOR_TEXTURE + i], i);
	}

	mesh->Render();

	glBindTexture(GL_TEXTURE_2D, 0);

	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
Esempio n. 23
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void CSceneManager2D::RenderTextOnScreenTrans(Mesh* mesh, std::string text, Color color, int transparency, float size, float x, float y, float z)
{
	if (!mesh || mesh->textureID <= 0)
		return;

	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	//ortho.SetToOrtho(0, m_window_width, 0, m_window_height, -10, 10);
	ortho.SetToOrtho(0, m_window_width, 0, m_window_height, -10, 10);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(x, y, z);
	modelStack.Scale(size, size, size);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 1);
	glUniform1i(m_parameters[U_TEXTURE_ALPHA], transparency);
	glUniform3fv(m_parameters[U_TEXT_COLOR], 1, &color.r);
	glUniform1i(m_parameters[U_LIGHTENABLED], 0);
	glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, mesh->textureID);
	glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
	for (unsigned i = 0; i < text.length(); ++i)
	{
		Mtx44 characterSpacing;
		characterSpacing.SetToTranslation((i*0.5f) + 0.5f, 0.5f, 0); //1.0f is the spacing of each character, you may change this value
		Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
		glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

		mesh->Render((unsigned)text[i] * 6, 6);
	}
	glBindTexture(GL_TEXTURE_2D, 0);
	glUniform1i(m_parameters[U_TEXT_ENABLED], 0);
	glUniform1i(m_parameters[U_TEXTURE_ALPHA], 0);
	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
Esempio n. 24
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void Credits::RenderModelOnScreen(Mesh* mesh, float Sx, float Sy, float Sz, float Rotate, float rX, float rY, float rZ, float Tx, float Ty, float Tz, bool LightYN)
{
	Mtx44 ortho;
	ortho.SetToOrtho(0, 80, 0, 60, -50, 50); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Scale(Sx, Sy, Sz);
	modelStack.Translate(Tx, Ty, Tz);
	modelStack.Rotate(Rotate, (float)rX, (float)rY, (float)rZ);

	RenderMesh(mesh, LightYN);

	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();
}
Esempio n. 25
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/********************************************************************************
 Render 2D Mesh
 ********************************************************************************/
void CSceneManager2D::Render2DMesh(Mesh *mesh, bool enableLight, int size, int x, int y, bool rotate, bool flip)
{
	Mtx44 ortho;
	ortho.SetToOrtho(0, m_window_width, 0, m_window_height, -10, 10);
	projectionStack.PushMatrix();
		projectionStack.LoadMatrix(ortho);
		viewStack.PushMatrix();
			viewStack.LoadIdentity();
			modelStack.PushMatrix();
				modelStack.LoadIdentity();
				modelStack.Translate( (float)x, (float)y, 0);
				modelStack.Scale( (float)size, (float)size, (float)size);
				if (rotate)
					modelStack.Rotate(rotateAngle, 0, 0, 1);
       
				Mtx44 MVP, modelView, modelView_inverse_transpose;
	
				MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
				glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
				if(mesh->textureID > 0)
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
					glActiveTexture(GL_TEXTURE0);
					glBindTexture(GL_TEXTURE_2D, mesh->textureID);
					glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
				}
				else
				{
					glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 0);
				}
				mesh->Render();
				if(mesh->textureID > 0)
				{
					glBindTexture(GL_TEXTURE_2D, 0);
				}
       
			modelStack.PopMatrix();
		viewStack.PopMatrix();
	projectionStack.PopMatrix();
}
Esempio n. 26
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void SceneBase::RenderModelOnScreen(Mesh *mesh, bool enableLight, Vector3 size, float x, float y, float z, Vector3 rotation)
{
	Mtx44 ortho;
	ortho.SetToOrtho(0, 80, 0, 60, -100, 70); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);

	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Translate(x, y, z);
	modelStack.Scale(size.x, size.y, size.z);
	modelStack.Rotate(rotation.x, 1, 0, 0);
	modelStack.Rotate(rotation.y, 0, 1, 0);
	modelStack.Rotate(rotation.z, 0, 0, 1);

	RenderMesh(mesh, enableLight);

	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();
}
Esempio n. 27
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void SceneText::RenderSprites(Mesh* mesh, const float size, const float x, const float y)
{
	glDisable(GL_DEPTH_TEST);
	Mtx44 ortho;
	ortho.SetToOrtho(0, 1024, 0, 800, -10, 10);
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();
	modelStack.PushMatrix();
	modelStack.LoadIdentity();
	modelStack.Translate(x, y, 0);
	modelStack.Scale(size, size, size);

	//if (!mesh || mesh->textureID <= 0)
	//	return;

	glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, mesh->textureID);
	glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);

	Mtx44 characterSpacing;
	characterSpacing.SetToTranslation(0.5f, 0.5f, 0); //1.0f is the spacing of each character, you may change this value
	Mtx44 MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top() * characterSpacing;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

	mesh->Render((unsigned)increase * 6, 6);

	glBindTexture(GL_TEXTURE_2D, 0);

	modelStack.PopMatrix();
	viewStack.PopMatrix();
	projectionStack.PopMatrix();
	glEnable(GL_DEPTH_TEST);
}
Esempio n. 28
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void Assignment3::RenderModelOnScreen(Mesh *mesh, bool enableLight, float size, float x, float y) // used to render helmet on screen
{

	Mtx44 ortho;
	ortho.SetToOrtho(0, 80, 0, 60, -10, 10); //size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);

	viewStack.PushMatrix();
	viewStack.LoadIdentity(); //No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity(); //Reset modelStack
	modelStack.Scale(size, size, size);
	modelStack.Translate(x, y, 0);
	modelStack.Rotate(90, 0, 0, 1);
	modelStack.Rotate(90, 1, 0, 0);
	RenderMesh(mesh, enableLight);

	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();


}
Esempio n. 29
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void SceneText::RenderQuadOnScreen(Mesh* mesh, float sizeX, float sizeY, float x, float y, bool enableLight)
{
	if(!mesh || mesh->textureID <= 0) //Proper error check
		return;

	glDisable(GL_DEPTH_TEST);

	Mtx44 ortho;
	ortho.SetToOrtho(0, 80, 0, 60, -10, 10);	//size of screen UI
	projectionStack.PushMatrix();
	projectionStack.LoadMatrix(ortho);
	viewStack.PushMatrix();
	viewStack.LoadIdentity();					//No need camera for ortho mode
	modelStack.PushMatrix();
	modelStack.LoadIdentity();					//Reset modelStack
	modelStack.Translate(x, y, 0);
	modelStack.Scale(sizeX, sizeY, 0);


	Mtx44 MVP, modelView, modelView_inverse_transpose;

	MVP = projectionStack.Top() * viewStack.Top() * modelStack.Top();
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);

	if(enableLight)
	{
		glUniform1i(m_parameters[U_LIGHTENABLED], 1);
		modelView = viewStack.Top() * modelStack.Top();
		glUniformMatrix4fv(m_parameters[U_MODELVIEW], 1, GL_FALSE, &modelView.a[0]);
		modelView_inverse_transpose = modelView.GetInverse().GetTranspose();
		glUniformMatrix4fv(m_parameters[U_MODELVIEW_INVERSE_TRANSPOSE], 1, GL_FALSE, &modelView_inverse_transpose.a[0]);

		//load material
		glUniform3fv(m_parameters[U_MATERIAL_AMBIENT], 1, &mesh->material.kAmbient.r);
		glUniform3fv(m_parameters[U_MATERIAL_DIFFUSE], 1, &mesh->material.kDiffuse.r);
		glUniform3fv(m_parameters[U_MATERIAL_SPECULAR], 1, &mesh->material.kSpecular.r);
		glUniform1f(m_parameters[U_MATERIAL_SHININESS], mesh->material.kShininess);
	}

	else
	{	
		glUniform1i(m_parameters[U_LIGHTENABLED], 0);
	}

	if(mesh->textureID > 0)
	{
		glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 1);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, mesh->textureID);
		glUniform1i(m_parameters[U_COLOR_TEXTURE], 0);
	}

	else
	{
		glUniform1i(m_parameters[U_COLOR_TEXTURE_ENABLED], 0);
	}

	mesh->Render();

	if(mesh->textureID > 0)
	{
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	glBindTexture(GL_TEXTURE_2D, 0);
	projectionStack.PopMatrix();
	viewStack.PopMatrix();
	modelStack.PopMatrix();

	glEnable(GL_DEPTH_TEST);
}
Esempio n. 30
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void Assignment1::Render()
{
	// Render VBO here
	
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	Mtx44 translate, rotate, scale;
	Mtx44 model;
	Mtx44 view;
	Mtx44 projection;
	Mtx44 MVP;

	translate.SetToIdentity();
	rotate.SetToIdentity();
	scale.SetToIdentity();
	model.SetToIdentity();
	view.SetToIdentity();

	projection.SetToOrtho(-40, 40, -30, 30, -10, 10);

	glEnableVertexAttribArray(0);// 1st attribute buffer: vertices 
	glEnableVertexAttribArray(1); // 2nd attribute buffer : colors
	//<landscape>
	scale.SetToScale(125, 125, 125);
	rotate.SetToRotation(0, 0, 0, 1);
	translate.SetToTranslation(0,-125,1);
	model = translate * rotate * scale; 
	MVP = projection * view * model; 
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[LANDSCAPE_1]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[LANDSCAPE_1]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 5);

	model.SetToIdentity();

	scale.SetToScale(20, 20, 20);
	rotate.SetToRotation(0, 0, 0, 1);
	translate.SetToTranslation(25, 0, 0);
	model = translate * rotate * scale; 
	MVP = projection * view * model; 
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[LANDSCAPE_1]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[LANDSCAPE_1]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 5);

	model.SetToIdentity();

	scale.SetToScale(50, 20, 20);
	rotate.SetToRotation(0, 0, 0, 1);
	translate.SetToTranslation(10, -5, -0.5);
	model = translate * rotate * scale; 
	MVP = projection * view * model; 
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]); 
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[LANDSCAPE_1]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[LANDSCAPE_1]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 5);
	//</landscape>

	//<cloud>
	scale.SetToScale(10, 10, 10);
	rotate.SetToRotation(25, 0, 0, 1);
	translate.SetToTranslation(cloudMovement , 25, 0.5f);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CLOUDS_2]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CLOUDS_2]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 12);

	//</cloud>
	//<sun>
	scale.SetToScale(5, 5, 5);
	rotate.SetToRotation(rotateAngle, 0, 0, 1);
	translate.SetToTranslation(-25, 20, 0);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[SUN_3]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[SUN_3]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 9);
	
	//</sun>
	//<explosion>
	scale.SetToScale(explosionSize, explosionSize, explosionSize);
	rotate.SetToRotation(explosionRotation, 0, 0, 1);
	translate.SetToTranslation(-25, 20, 0);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[EXPLOSION_4]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[EXPLOSION_4]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLES, 0, 12);
	//</explosion>
	//<cactus>
	scale.SetToScale(5, 5, 5);
	rotate.SetToRotation(0, 0, 0, 1);
	translate.SetToTranslation(-25, 0, 2);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CACTUS_5]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CACTUS_5]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 13);

	model.SetToIdentity();

	scale.SetToScale(5, 5, 5);
	rotate.SetToRotation(0, 0, 0, 1);
	translate.SetToTranslation(15, -5, 2);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CACTUS_5]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CACTUS_5]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 13);

	model.SetToIdentity();

	scale.SetToScale(5, 5, 5);
	rotate.SetToRotation(0, 0, 0, 1);
	translate.SetToTranslation(7, 5, 2);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CACTUS_5]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CACTUS_5]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 13);

	model.SetToIdentity();
	
	scale.SetToScale(5, 5, 5);
	rotate.SetToRotation(180, 0, 1, 0);
	translate.SetToTranslation(25, 0, 2);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CACTUS_5]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CACTUS_5]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 13);
	

	model.SetToIdentity();

	scale.SetToScale(5, 5, 5);
	rotate.SetToRotation(180, 0, 1, 0);
	translate.SetToTranslation(-15, -5, 2);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CACTUS_5]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CACTUS_5]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 13);

	model.SetToIdentity();

	scale.SetToScale(5, 5, 5);
	rotate.SetToRotation(180, 0, 1, 0);
	translate.SetToTranslation(-7, 5, 2);
	model = translate * rotate * scale;
	MVP = projection * view * model;
	glUniformMatrix4fv(m_parameters[U_MVP], 1, GL_FALSE, &MVP.a[0]);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer[CACTUS_5]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBuffer(GL_ARRAY_BUFFER, m_colorBuffer[CACTUS_5]);
	glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glDrawArrays(GL_TRIANGLE_FAN, 0, 13);
	//</cactus>
	glDisableVertexAttribArray(0);
	glDisableVertexAttribArray(1);
}